! Catepill

General Information

Author: 	Carsten Strotmann \\
Language: 	ACTION! \\
Compiler/Interpreter: 	ACTION / Bibo Assembler \\
Published: 	14.06.2006 \\

(c) 1990, Carsten Strotmann

unfinished Game with Level Editor

written in ACTION!


!! Game Idea:

Catapill is Sokoban on steroids: you drive the small catepill around in a huge warehouse and must complete missions

There are several good in the warehouse, and rules that must be observed: 
* containers with base (L) and Acid (S) should never be stored side-by-side, else.....
* containers including magnetics (positive and negative available) should never stored next to iron boxes, else they stick together
* some containers contain explosives
* some contain hidden time-bombs, that are acitivated once the container is moved
* the catapill needs to refill gas from time to time
* the catapill can be damaged, so it is running slower, or can only turn in one direction
* there was also the idea to include some ideas from the boardgame "roborally" in this game

!! How to use

boot attached Disk, on the DOS prompt, start "CTG2.COM" for a shortly playable version with Splash-Screen, or first load "CATAPILL.COM" and then "C.COM" for the latest binary of the game. start "CEDIT.COM" for the Level Editor.

{{{
;********************************
;**                            **
;** Phoenix SoftCrew ACTION!   **
;** Programme und Tips f. 8Bit **
;**                            **
;** Carsten Strotmann          **
;** An der Kreutzbrede 20      **
;**                            **
;** D- 4410 Warendorf 1        **
;** (02581) 8920               **
;**                            **
;********************************

; Programmname:CATAPILL The Game
; Programmierer:PSC/Carsten Strotmann
; Filename:TG.ACT
; erste Version:02.07.90
; letzte Aenderung:19.03.93
; Zweck:
; Bemerkung:
;
;

INCLUDE "D:SYSTEM.ACT"

MODULE
BYTE sflg=$03C6,
     phase,
     direc, ; Richtung Joystick
     px=$3DA,py=$3DB, ; Playerposition
     ax=$3DC,ay=$3DD, ; Absolute Position
     dx=$3DE,dy=$3DF, ; Richtungen
     hx=$3E0,hy=$3E1, ; Abweichung zum Zentr.
     pp,sti,str,player,
     consol=$D01F

CARD hpixz=$3CA,vpixz=$3CC,
     svscrol=$3C0, shscrol=$3C1,
     plf=[$2003], rtclok=$12,
     points,copadr=$3C2
     

BYTE ARRAY raupe ($100),
           raupe1($100),
           raupe2($100),
           boom  ($100),
           cols(3),
           color(3)=$3CE,
           save1($21),
           save2($21)
           

INCLUDE "D:TGINC.ACT"

PROC Count (BYTE xx,yy)

BYTE c

 c=Look (xx,yy)

 IF c#0 THEN
  FOR c=1 TO 20
  DO
   Sound (0,192-c,14,14-(C/2))
   Pause (1)
  OD
  SndRst ()
 FI

 Restaur (xx,yy,9)

RETURN

BYTE FUNC ChkLS (BYTE xx,yy,u)

BYTE res,z

  res=0
  z=Look (xx+1,yy)
  IF z+u=222 THEN
   res=1
  FI
  z=Look (xx-1,yy)
  IF z+u=222 THEN
   res=1
  FI
  z=Look (xx,yy+1)
  IF z+u=222 THEN
   res=1
  FI
  z=Look (xx,yy-1)
  IF z+u=222 THEN
   res=1
  FI

RETURN (res)
   
PROC BoomK (BYTE xx,yy)

 Sound (0,6,4,10)
 Restaur (xx,yy,93)
 Restaur (xx+1,yy,93)
 Restaur (xx+1,yy+1,93)
 Restaur (xx+1,yy-1,93)
 Restaur (xx-1,yy,93)
 Restaur (xx-1,yy+1,93)
 Restaur (xx-1,yy-1,93)
 Restaur (xx,yy+1,93)
 Restaur (xx,yy-1,93)

 Pause (100)
 SndRst ()

 ClearK (xx+1,yy)
 ClearK (xx+1,yy+1)
 ClearK (xx+1,yy-1)
 ClearK (xx-1,yy)
 ClearK (xx-1,yy+1)
 ClearK (xx-1,yy-1)
 ClearK (xx,yy+1)
 ClearK (xx,yy-1)
 ClearK (xx,yy)
 
RETURN

PROC MoveBox (BYTE xx,yy)

BYTE z,u,sx,sy,sc

 z=-1

 DO
  z==+1
  u=Look (xx,yy)
  xx==+dx
  yy==+dy
 UNTIL u=0 OR u=1 OR u=9 OR u=21 OR u=13 OR u=17 OR u=25 OR  z>3
 OD

 sc=u
 sx=xx-dx
 sy=yy-dy

 xx==-dx
 yy==-dy
 
  IF z<4 AND u=0 OR u=9 AND z>0 THEN
   Sound (0,50,12,9)
   FOR u=1 TO z 
   DO
    xx==-dx
    yy==-dy
    MoveK (xx,yy,xx+dx,yy+dy)
   OD
   ClearK (xx,yy)
   SndRst ()
    
   u=Look (xx+dx,yy+dy)
   IF u=113 OR u=109 THEN
    u=ChkLS (xx+dx,yy+dy,u)
    IF u=1 THEN
     BoomK (xx+dx,yy+dy)
    FI 
   FI
  FI

 IF z>0 THEN
  IF sc=9 THEN 
   Count (sx,sy)
  FI
  IF sc=21 AND dx=0 THEN
   BLft (sx,sy-dy)
  FI
  IF sc=13 AND dy=0 THEN
   BUp (sx-dx,sy)
  FI
  IF sc=17 AND dy=0 THEN
   BDwn (sx-dx,sy)
  FI
  IF sc=25 AND dx=0 THEN
   BRht (sx,sy-dy)
  FI
 FI

RETURN

PROC PosR ()

BYTE U
CARD xx,yy

  ax=0
  ay=0

  xx=0
  yy=0

  DO
   DO
    u=Look(xx,yy)
    xx==+1
   UNTIL xx=40 OR u=29
   OD
   IF xx=40 THEN xx=0 FI
   yy==+1
  UNTIL yy=24 OR u=29
  OD

  ax=xx-1
  ay=yy-1

  xx==*8-hx
  yy==*16-hy

  IF xx>152 THEN
   px==+xx-152
   xx=152
  FI

  IF yy>160 THEN
   py==+yy-160+1
   yy=160
  FI

  DO

   IF xx>0 THEN
    sflg==%4
    xx==-1
    vpixz==+1
   FI

   IF yy>0 THEN
    sflg==%1
    yy==-1
    hpixz==+1
   FI   

   DO
   UNTIL sflg=0
   OD

  UNTIL xx=0 AND yy=0
  OD

RETURN

PROC Blend ()

BYTE u,c

 color(0)=cols(0)&$F0
 color(1)=cols(1)&$F0
 color(2)=cols(2)&$F0

 FOR u=0 TO $F
 DO
  FOR c=0 to 3
  DO
   IF color(c)<cols(c) THEN
    color(c)==+1
   FI
  OD
  Pause (3)
 OD

RETURN

PROC Change ()

BYTE c

 P_Clear(2)
 P_Clear(3)
 FOR c=1 TO 20
 DO
  Sound (0,100+c,12,C/2)
  Pause (1)
 OD

 Restaur (ax,ay,29)

 IF player = 0 THEN
  MoveBlock (save1,$3C0,$21)
  MoveBlock ($3C0,save2,$21)
 ELSE
  MoveBlock (save2,$3C0,$21)
  MoveBlock ($3C0,save1,$21)
 FI

 ClearK (ax,ay)

 player == ! 1
 ARaupe ()
 SndRst ()
 Pause (2)

RETURN
  
PROC ShowTime ()

BYTE hpos1=$3D7, hpos=$D000,
     t1=$12, t2=$13, xv, yv
CARD pmadr=$2D5, adr

IF t2>$1 OR hpos1=0 THEN

 t2=0
 t1==+1

 IF t1>19 THEN 
  t1=0
  Change ()
 FI

 IF t1=10 THEN Change () FI

 IF t1<5 OR t1>14 THEN
  yv=0
 ELSE
  yv=$B
 FI

 IF t1<10 THEN
  xv=7
 ELSE
  xv=0
 FI

 adr=pmadr+$11D+yv
 Zero (pmadr+$11D,$18)
 sflg=$10
 DO UNTIL sflg=0 OD
 hpos1=$BE+xv
 hpos=hpos1
 sflg=$10
 DO UNTIL sflg=0 OD
 MoveBlock (adr,timpl+$C*t1,$C)
FI

RETURN

PROC BoomBox (BYTE xx,yy)

BYTE u,x,z
BYTE ARRAY hpos=$3D2

  z=0
  FOR u=0 TO 7 
  DO
   FOR x=0 TO 10 
   DO
    Sound (0,z,0,15)
    z==+1
   OD
   Animate (0,px+(dx*8),py+(dy*16),u,boom)
   IF u=4 THEN ClearK (xx,yy) FI
   Pause (2)
  OD
  SndRst ()

RETURN

PROC MainInit ()   

 BYTE chsalt=$26B,
      chbas =$2F4,
      dmactl=$22F,
      nmien=$D40E,chr,
      crsinh=$2F0

 CARD savmsc=$58

 BYTE ARRAY file (20),scolor=$2C4
 
 hx=$20
 hy=$40

 px=47+hx
 py=61+hy

 PM_Init ()
 MPA_Set ()

 chsalt=Set_Ramtop (8)
 dmactl=0
 Font_Load ("D1:CATAPILL.FNT",chsalt)
 nmien==%$C0

 chbas=chsalt+4
 Font_Load ("D1:TOPLINE.FNT",chbas)

 Close (1)
 Open (1,"D1:TOPLINE.SCR")
 BGet (1,savmsc,160)
 Close (1)
  
 SCopy (file,"D1:LEVELDAT.SCR")
 Screen_Load (file)

 MPA_Load (raupe1,"D:RAUPE.MPA")
 MPA_Load (raupe2,"D:RAUPE2.MPA")
 MPA_Load (boom,"D:BOOM.MPA")
 MoveBlock (raupe,raupe1,$100)

 dmactl=34
 PM_Set ()
 PM_Col (2,0,6)
 PM_Col (3,2,10)
 PM_Col (0,0,7)
 PM_Col (1,0,12)

 crsinh=1
 Dspl ()
 Init ()

 scolor(0)=$C4
 scolor(1)=$1A
 scolor(2)=$86
 scolor(4)=$0

 points=0

 sflg=$F0
 DO
 UNTIL sflg=0
 OD 

 dx=1
 dy=0
 direc=2
 phase=0

 Blend ()
 PosR ()
 ClearK (ax,ay)
 Dreh(0)

 player=0
 MoveBlock (save2,$3C0,$21)

RETURN

PROC Main ()

 BYTE st,chr

 MainInit ()
 
 ARaupe ()
 rtclok=18

 DO

  ShowTime ()
  st=Stick(player)!$F
  str=Strig(player)
  dx=0
  dy=0
 
  IF st=1 THEN sti=0 dy=-1      ; OBEN
   ELSEIF st=2 THEN sti=1 dy=1  ; UNTEN
   ELSEIF st=4 THEN sti=2 dx=-1 ; LINKS
   ELSEIF st=8 THEN sti=3 dx=1  ; RECHTS
  FI

  chr=Look (ax+dx,ay+dy)
;  PRINTB(CHR)

  
  IF sti=direc THEN
   IF chr=0 OR (chr>12 AND chr<26) THEN
    IF st=1 THEN
     Up ()   
    FI 
    IF st=2 THEN
     Down ()
    FI 
    IF st=4 THEN
     Left ()
    FI 
    IF st=8 THEN
     Right ()
    FI 
   ELSEIF chr#29 THEN
    IF str THEN
     MoveBox (ax+dx,ay+dy)
    ELSEIF chr>25 THEN
     BoomBox (ax+dx,ay+dy)
    FI
   FI
  ELSEIF st#0 THEN
   Dreh (sti)
   Pause (5)
  FI
 OD


RETURN
 

}}}