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EVILMAZE.BAS
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' This game was created by Benjamin McLean
' Email me at [email protected]
'
' Modding, making new levels, adding new elements is all encouraged!
' Not a good example of programming!
' I made this back in middle school and I'm in college now. LOL!
DECLARE SUB PrintMapChar (W$)
DECLARE SUB Intro ()
DECLARE SUB DrawBorder ()
DECLARE SUB DrawScreen ()
DECLARE SUB DoInve ()
DECLARE SUB Center (Row%, Text$)
DECLARE SUB LookAheadNorth ()
DECLARE SUB LookAheadSouth ()
DECLARE SUB LookAheadEast ()
DECLARE SUB LookAheadWest ()
DECLARE SUB SneakSound1 ()
DECLARE SUB SneakSound2 ()
DECLARE SUB Dissolve ()
DECLARE SUB Sit ()
DECLARE SUB RefreshScreen ()
DECLARE SUB MiniMap ()
DECLARE SUB FightStoneMonster ()
DECLARE SUB DeadMonster (D%)
DECLARE SUB DefeatMonsterFX ()
DECLARE SUB WallAhead (Distance%, Turn%)
DECLARE SUB SeeTurn (Distance%, Turn%)
DECLARE SUB StoneMonster (D%)
DECLARE SUB Gem (D%, Clr%)
DECLARE SUB GemFX ()
DECLARE SUB Gun (D%)
DECLARE SUB Door (Distance%)
DECLARE SUB SadSound ()
DECLARE SUB Entertain ()
DECLARE SUB Coin (D%)
DECLARE SUB CoinFX ()
DECLARE SUB LoadLev ()
DECLARE SUB SeeTeleport (D%)
DECLARE SUB Teleport ()
DECLARE SUB TheEnd ()
DECLARE SUB Bye ()
DIM SHARED R%
DIM SHARED C%
DIM SHARED WAY%
DIM SHARED WideCol%
DIM SHARED WideRow%
DIM SHARED StartRow%
DIM SHARED StartCol%
DIM SHARED Weapons%
DIM SHARED Diamond%
DIM SHARED Emrald%
DIM SHARED Ruby%
DIM SHARED Coins%
LET Weapons% = 0
LET WideRow% = 23
LET WideCol% = 67
LET StartRow% = 2
LET StartCol% = 34
LET WAY% = 3
LET R% = StartRow%
LET C% = StartCol%
LET Diamond% = 0
LET Emrald% = 0
LET Ruby% = 0
LET Coins% = 0
DIM SHARED M%(100, 100)
CONST DefaultC = 15
CONST BorderC = 15
CONST MonsterC = 7
CONST GemC = 9
CONST RubyC = 12
CONST EmraldC = 10
CONST DiamondC = 11
CONST PurpleC = 13
CONST CoinC = 14
LET D% = 6
SCREEN 0: WIDTH 80, 25: VIEW PRINT 1 TO 25: COLOR DefaultC, 0: CLS
Intro
LoadLev
COLOR DefaultC, 0: CLS
DrawBorder
WhatNow:
RefreshScreen
IF M%(R%, C%) = ASC("M") THEN FightStoneMonster
IF M%(R%, C%) = ASC("T") THEN Sit: Teleport
IF M%(R%, C%) = ASC("D") THEN GemFX: LET Diamond% = Diamond% + 1: LET M%(R%, C%) = ASC(" "): DoInve
IF M%(R%, C%) = ASC("E") THEN GemFX: LET Emrald% = Emrald% + 1: LET M%(R%, C%) = ASC(" "): DoInve
IF M%(R%, C%) = ASC("R") THEN GemFX: LET Ruby% = Ruby% + 1: LET M%(R%, C%) = ASC(" "): DoInve
IF M%(R%, C%) = ASC("C") THEN CoinFX: LET Coins% = Coins% + 1: LET M%(R%, C%) = ASC(" "): DoInve
IF M%(R%, C%) = ASC("W") THEN SadSound: LET Weapons% = Weapons% + 1: LET M%(R%, C%) = ASC(" "): DoInve
DO
SELECT CASE UCASE$(INKEY$)
CASE CHR$(27)
Bye
CASE CHR$(0) + "P"
GOSUB Backwards
EXIT DO
CASE CHR$(0) + "K"
' Left
IF WAY% = 1 THEN LET WAY% = 4: EXIT DO
IF WAY% = 2 THEN LET WAY% = 1: EXIT DO
IF WAY% = 3 THEN LET WAY% = 2: EXIT DO
IF WAY% = 4 THEN LET WAY% = 3: EXIT DO
CASE CHR$(0) + "M"
' Right
IF WAY% = 1 THEN LET WAY% = 2: EXIT DO
IF WAY% = 2 THEN LET WAY% = 3: EXIT DO
IF WAY% = 3 THEN LET WAY% = 4: EXIT DO
IF WAY% = 4 THEN LET WAY% = 1: EXIT DO
CASE CHR$(0) + "H"
' Forewards
GOSUB Forewards
EXIT DO
CASE "8"
LET WAY% = 1
GOSUB Forewards
EXIT DO
CASE "W"
LET WAY% = 1
GOSUB Forewards
EXIT DO
CASE "6"
LET WAY% = 2
GOSUB Forewards
EXIT DO
CASE "D"
LET WAY% = 2
GOSUB Forewards
EXIT DO
CASE "2"
LET WAY% = 3
GOSUB Forewards
EXIT DO
CASE "S"
LET WAY% = 3
GOSUB Forewards
EXIT DO
CASE "A"
LET WAY% = 4
GOSUB Forewards
EXIT DO
CASE "4"
LET WAY% = 4
GOSUB Forewards
EXIT DO
CASE ELSE
REM
END SELECT
LOOP
GOTO WhatNow
Forewards:
SELECT CASE WAY%
CASE 1
IF NOT M%(R% - 1, C%) = ASC("X") THEN LET R% = R% - 1
CASE 2
IF NOT M%(R%, C% + 1) = ASC("X") THEN LET C% = C% + 1
CASE 3
IF NOT M%(R% + 1, C%) = ASC("X") THEN LET R% = R% + 1
CASE 4
IF NOT M%(R%, C% - 1) = ASC("X") THEN LET C% = C% - 1
CASE ELSE
REM
END SELECT
RETURN
Backwards:
SELECT CASE WAY%
CASE 1
IF NOT M%(R% + 1, C%) = ASC("X") THEN LET R% = R% + 1
CASE 2
IF NOT M%(R%, C% - 1) = ASC("X") THEN LET C% = C% - 1
CASE 3
IF NOT M%(R% - 1, C%) = ASC("X") THEN LET R% = R% - 1
CASE 4
IF NOT M%(R%, C% + 1) = ASC("X") THEN LET C% = C% + 1
CASE ELSE
REM
END SELECT
RETURN
SUB Bye
COLOR DefaultC, 0
CLS
DrawBorder
Door 1
COLOR 12, 0: Center 6, "Press any key to Exit"
COLOR 9, 0
Sit
SCREEN 0: WIDTH 80, 25: COLOR 7, 0
CLS
CLS
END
END SUB
SUB Center (Row%, Text$)
LOCATE Row%, 41 - LEN(Text$) / 2
PRINT Text$
END SUB
SUB Coin (D%)
COLOR CoinC, 0
SELECT CASE D%
CASE 5
LOCATE 11, 39: PRINT "."
CASE 4
LOCATE 12, 38: PRINT "o"
CASE 3
LOCATE 13, 36: PRINT "()"
CASE 2
LOCATE 13, 34: PRINT "ÜßÜ"
LOCATE 14, 33: PRINT "Û › Û"
LOCATE 15, 34: PRINT "ßÜß"
CASE 1
LOCATE 13, 32: PRINT "ÜÜÜ"
LOCATE 14, 30: PRINT "ÜÛONEÛÜ"
LOCATE 15, 30: PRINT "ÛCOIN!Û"
LOCATE 16, 30: PRINT "ßÛ › Ûß"
LOCATE 17, 32: PRINT "ßßß"
END SELECT
COLOR DefaultC, 0
END SUB
SUB CoinFX
FOR this% = 1 TO 10
GemFX
NEXT this%
END SUB
SUB DeadMonster (D%)
COLOR 8
SELECT CASE D%
CASE 5
LOCATE 11, 40: PRINT "x";
CASE 4
LOCATE 12, 39: PRINT "xxx";
CASE 3
LOCATE 14, 37: PRINT "xxxxxxx";
CASE 2
LOCATE 15, 35: PRINT "xxxxxxxxxxx";
CASE 1
LOCATE 17, 33: PRINT "xxxxxxxxxxxxxxx";
END SELECT
COLOR DefaultC
END SUB
SUB DefeatMonsterFX
' This sound came from the game "SPACE TREK."
TP1 = .1
TP2 = 200
FOR TP3 = 1 TO 1
T# = TIMER: WHILE TIMER - T# < .4: WEND
FOR TP4 = 1 TO 10
TP5 = TP4 * TP2
SOUND TP5, TP1
NEXT TP4
FOR TP4 = 10 TO 1 STEP -1
TP5 = TP4 * TP2
SOUND TP5, TP1
NEXT TP4
NEXT TP3
FOR A = 1 TO 100
J = RND(1) * 100 + 40
SOUND J, .1
NEXT
END SUB
SUB Dissolve
'*******************************************************************************
'* use instead of cls for an interesting way to clear the screen *
'*******************************************************************************
DIM ScreenPos%(2000)
FOR CLSX% = 1 TO 2000
ScreenPos%(CLSX%) = CLSX%
NEXT CLSX%
FOR CLSX% = 1 TO 2000
SWAP ScreenPos%(CLSX%), ScreenPos%(INT(RND(1) * 2000) + 1)
NEXT CLSX%
FOR CLSX% = 1 TO 2000
CLSR% = ScreenPos%(CLSX%) \ 80 + 1
IF CLSR% = 0 THEN CLSR% = 1
IF CLSR% > 25 THEN CLSR% = 25
CLSC% = ABS(ScreenPos%(CLSX%) - (80 * CLSR%))
IF CLSC% = 0 THEN CLSC% = 1
LOCATE CLSR%, CLSC%
PRINT " ";
NEXT CLSX%
LOCATE 1, 80: PRINT " "; ' cheap temporary fix
CLS : ' even cheaper temporary fix
END SUB
SUB DoInve
LOCATE 3, 4: COLOR DefaultC
PRINT CHR$(18); " ";
SELECT CASE WAY%
CASE 1
PRINT "North"
CASE 2
PRINT "East "
CASE 3
PRINT "South"
CASE 4
PRINT "West "
END SELECT
LOCATE 5, 5: COLOR MonsterC
PRINT USING CHR$(214) + "##"; Weapons%
LOCATE 6, 4: COLOR CoinC
PRINT USING "## " + CHR$(155); Coins%
LOCATE 7, 5: COLOR GemC
PRINT USING CHR$(4) + "##"; Gems%
LOCATE 8, 5: COLOR PurpleC
PRINT USING CHR$(4) + "##"; Purple%
LOCATE 9, 5: COLOR RubyC
PRINT USING CHR$(4) + "##"; Ruby%
LOCATE 10, 5: COLOR EmraldC
PRINT USING CHR$(4) + "##"; Emrald%
LOCATE 11, 5: COLOR DiamondC
PRINT USING CHR$(4) + "##"; Diamond%
COLOR DefaultC
' LOCATE 5, 65
' PRINT "T";
' LOCATE 6, 63
' PRINT "F "; CHR$(4); " H";
' LOCATE 7, 65
' PRINT "G";
END SUB
SUB Door (Distance%)
SELECT CASE Distance%
CASE 5
LOCATE 10, 40: COLOR 12, 0: PRINT CHR$(240);
LOCATE 11, 40: COLOR 2, 1: PRINT CHR$(220);
CASE 4
' LOCATE 10, 38: COLOR 6, 0: PRINT "/";
' LOCATE 11, 38: COLOR 6, 0: PRINT " ";
' LOCATE 12, 38: COLOR 6, 0: PRINT " ";
' LOCATE 13, 38: COLOR 6, 0: PRINT "/";
LOCATE 9, 39: COLOR 12, 0: PRINT STRING$(3, 240)
LOCATE 10, 39: COLOR 2, 1: PRINT " ";
LOCATE 11, 39: COLOR 2, 1: PRINT STRING$(3, 220);
LOCATE 12, 39: COLOR 2, 7: PRINT STRING$(3, 220);
CASE 3
LOCATE 8, 37: COLOR 12, 0: PRINT STRING$(7, 240);
LOCATE 9, 37: COLOR 15, 1: PRINT " ";
LOCATE 10, 37: COLOR 15, 1: PRINT " ";
LOCATE 11, 37: COLOR 15, 2: PRINT " ";
LOCATE 12, 37: COLOR 14, 7: PRINT "- - - -";
LOCATE 13, 37: COLOR 15, 2: PRINT " ";
' COLOR 6, 0
' LOCATE 9, 36: PRINT "/";
' LOCATE 10, 34: PRINT "/ ";
' LOCATE 11, 34: PRINT " ";
' LOCATE 12, 34: PRINT " ";
' LOCATE 13, 34: PRINT " /";
' LOCATE 14, 34: PRINT "/";
CASE 2
LOCATE 8, 36: COLOR 12, 0: PRINT "ESC" + STRING$(2, 240) + "Exit";
LOCATE 9, 36: COLOR 15, 1: PRINT " ";
LOCATE 10, 36: COLOR 15, 1: PRINT " ";
LOCATE 11, 36: COLOR 2, 1: PRINT STRING$(9, 220);
LOCATE 12, 36: COLOR 15, 2: PRINT " ";
LOCATE 13, 36: COLOR 14, 7: PRINT " - - - - ";
LOCATE 14, 36: COLOR 15, 2: PRINT " ";
CASE 1
LOCATE 6, 32: COLOR 12, 0: PRINT "Press ESC to Exit";
LOCATE 7, 33: COLOR 1, 0: PRINT STRING$(15, 220);
LOCATE 8, 33: COLOR 15, 1: PRINT " ";
LOCATE 9, 33: COLOR 15, 1: PRINT " ";
LOCATE 10, 33: COLOR 15, 1: PRINT " ";
LOCATE 11, 33: COLOR 15, 1: PRINT " ";
LOCATE 12, 33: COLOR 1, 2: PRINT " ";
' LOCATE 12, 33: COLOR 2, 1: PRINT STRING$(15, 220);
LOCATE 13, 33: COLOR 0, 2: PRINT " "
LOCATE 14, 33: COLOR 14, 7: PRINT " _ _ _ _ _ _ _ ";
LOCATE 15, 33: COLOR 2, 7: PRINT " ";
' LOCATE 15, 33: COLOR 2, 7: PRINT STRING$(15, 220);
LOCATE 16, 33: COLOR 0, 2: PRINT " ";
END SELECT
COLOR DefaultC, 0
END SUB
SUB DrawBorder
COLOR DefaultC, 0
Center 1, "Baron Von Evil's Mansion"
LOCATE 1, 1
PRINT "ÉÍ»"
PRINT "ÈÍÎ"; STRING$(73, "Í"); "Îͼ";
LOCATE 1, 77: PRINT "ÉÍ»";
FOR this% = 3 TO 23
LOCATE this%, 3: PRINT "º";
LOCATE this%, 77: PRINT "º";
NEXT this%
LOCATE 24, 1: PRINT "ÉÍÎ"; STRING$(73, "Í"); "ÎÍ»";
LOCATE 25, 1: PRINT "Èͼ";
LOCATE 25, 1: PRINT "Èͼ";
LOCATE 25, 77: PRINT "Èͼ";
END SUB
SUB DrawScreen
COLOR DefaultC
LOCATE 3, 24: PRINT "ÉÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ»";
LOCATE 4, 24: PRINT "³ \ / ³"
LOCATE 5, 24: PRINT "³ \ / ³"
LOCATE 6, 24: PRINT "³ \ / ³"
LOCATE 7, 24: PRINT "³ \ / ³"
LOCATE 8, 24: PRINT "³ \ / ³"
LOCATE 9, 24: PRINT "³ \ / ³"
LOCATE 10, 24: PRINT "³ \ / ³"
LOCATE 11, 24: PRINT "³ / \ ³"
LOCATE 12, 24: PRINT "³ / \ ³"
LOCATE 13, 24: PRINT "³ / \ ³"
LOCATE 14, 24: PRINT "³ / \ ³"
LOCATE 15, 24: PRINT "³ / \ ³"
LOCATE 16, 24: PRINT "³ / \ ³"
LOCATE 17, 24: PRINT "³ / \ ³"
LOCATE 18, 24: PRINT "ÈÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄļ"
END SUB
SUB Entertain
' The Entertainer
PLAY "T175 MFo3L16dd+el8>c<l16e>l8c<l16e>l4cl16dd+ecdecl8dl8cg>cp8 T255 MB"
END SUB
SUB FightStoneMonster
Center 19, "The Stone Monster:"
LOCATE 20, 4: PRINT "HA! If you are clever enough to defeat me, you'll still never get past...";
LOCATE 21, 4: PRINT "MY WALL! ";
SneakSound1
INPUT "Do you want to fight me??? ", Fight$
IF INSTR(UCASE$(Fight$), "Y") THEN GOTO FightStoneMonsterNow
LOCATE 22, 4: PRINT "Too scared, huh? We can fight later!";
Sit
SELECT CASE WAY%
CASE 1
IF NOT M%(R% + 1, C%) = ASC("X") THEN LET R% = R% + 1
CASE 2
IF NOT M%(R%, C% - 1) = ASC("X") THEN LET C% = C% - 1
CASE 3
IF NOT M%(R% - 1, C%) = ASC("X") THEN LET R% = R% - 1
CASE 4
IF NOT M%(R%, C% + 1) = ASC("X") THEN LET C% = C% + 1
END SELECT
CLS
RefreshScreen
EXIT SUB
FightStoneMonsterNow:
IF Weapons% = 0 THEN
CLS
DrawBorder
LOCATE 3, 4
PRINT "He kills you. You're DEAD! DEAD, DEAD, DEAD!!!";
StoneMonster 1
' Game Over Sound
PLAY "T160 MF MS O1 L4dL6dL16dL4d L6fL16eL6eL16dL6dL16c+L2d MB"
Sit
Bye
END IF
CLS
RefreshScreen
SneakSound2
LOCATE 20, 4: PRINT "Very well. Let the fighting begin!!!";
LOCATE 21, 4: PRINT "You fight him as hard as you can.";
LOCATE 22, 4: PRINT "But you eventually defeat him.";
LET M%(R%, C%) = ASC("m")
Sit
DefeatMonsterFX
CLS
RefreshScreen
LOCATE 19, 4: PRINT "He's dead.";
LOCATE 20, 4: PRINT "You might be able to make out a dead monster on your screen.";
LOCATE 21, 4: PRINT "It looks like all his wall needed was a good swift kick.";
LOCATE 23, 4: PRINT "Press any key to continue your adventure...";
Entertain
Sit
CLS
RefreshScreen
END SUB
SUB Gem (D%, Clr%)
COLOR Clr%, 0
SELECT CASE D%
CASE 5
LOCATE 11, 41: PRINT ""
CASE 4
LOCATE 11, 42: PRINT "/\"
LOCATE 12, 42: PRINT "\/"
CASE 3
LOCATE 12, 43: PRINT "/*\"
LOCATE 13, 43: PRINT "\*/"
CASE 2
LOCATE 13, 44: PRINT "/*\"
LOCATE 14, 43: PRINT "<***>"
LOCATE 15, 44: PRINT "\*/"
CASE 1
LOCATE 13, 46: PRINT "/*\"
LOCATE 14, 45: PRINT "/***\"
LOCATE 15, 44: PRINT "<*****>"
LOCATE 16, 45: PRINT "\***/"
LOCATE 17, 46: PRINT "\*/"
END SELECT
COLOR DefaultC, 0
END SUB
SUB GemFX
PLAY "T255 MB L25 O5 G O6 C"
END SUB
SUB Gun (D%)
COLOR CoinC, 0
SELECT CASE D%
CASE 5
LOCATE 11, 40: PRINT "©"
CASE 4
LOCATE 12, 39: PRINT "ÕÍ"
CASE 3
LOCATE 12, 38: PRINT "/>>¯"
LOCATE 13, 38: PRINT "’"
CASE 2
LOCATE 13, 38: PRINT "/>>>ä"
LOCATE 14, 38: PRINT "’"
CASE 1
LOCATE 13, 36: PRINT "REALLY BIG"
LOCATE 14, 37: PRINT "Ûßßßßßßß"
LOCATE 15, 37: PRINT "ß"
LOCATE 15, 39: PRINT "GUN!"
END SELECT
COLOR DefaultC, 0
END SUB
SUB Intro
' CLS
' DrawBorderCenter 3, ""
PLAY "MF ML O4 L8C L64<BB-AA- L16G L64A-AB-B> L8C MB MN"
' LOCATE 13, 4: PRINT ""
' Center 20, "Tune in next time for..."
' Center 22, "Baron Von Evil's Other Mansion"
' Sit
END SUB
SUB LoadLev
DIM MR$(WideRow%)
LET MR$(1) = "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
LET MR$(2) = "XEX D D D X#X D D D XEX"
LET MR$(3) = "X X XXXXXXXXXXXXXXXXXXXXXXXXXXX X X XXXXXXXXXXXXXXXXXXXXXXXXXXX X X"
LET MR$(4) = "X D X D D X D X"
LET MR$(5) = "XXXXXXXXXXXXXX X XXXXXXXXXXXXXX X X XXXXXXXXXXXXXX X XXXXXXXXXXXXXX"
LET MR$(6) = "X D X D X X X X D X D X"
LET MR$(7) = "X XXXXXXXXXXXXXXXXXXXXXXXX X XXXX XXXX X XXXXXXXXXXXXXXXXXXXXXXXX X"
LET MR$(8) = "X D D D X XXDEDEDXX X D D D X"
LET MR$(9) = "X XXXXXXXXXXXXXXXXXXXXXXXX X XXEXEXEXX X XXXXXXXXXXXXXXXXXXXXXXXX X"
LET MR$(10) = "X XR X X X X X X X XXDEREDXX X X X X X X X RX X"
LET MR$(11) = "X XX X X X X X X X X X X X X XXEXEXEXX X X X X X X X X X X X X XX X"
LET MR$(12) = "X XX X X X X X X XXDEDEDXX X X X X X X XX X"
LET MR$(13) = "X XXXXXXXXXXXXXXXXXXXXXXXX X XXXX XXXX X XXXXXXXXXXXXXXXXXXXXXXXX X"
LET MR$(14) = "X D D D XE R R EX D D D X"
LET MR$(15) = "XXXXXXXXXXXXXXXXXXXXXXXXXX X XXXX XXXX X XXXXXXXXXXXXXXXXXXXXXXXXXX"
LET MR$(16) = "X CX X X X X XC X"
LET MR$(17) = "X X X XXXXXXX X X XXXXXXX X X X"
LET MR$(18) = "X X X CX XMX XC X X X"
LET MR$(19) = "X X XXX XXX X X X X XXX XXX X X"
LET MR$(20) = "X X X X X X X X X X"
LET MR$(21) = "X XEXXXXXXXXXXXXXXXXXXXXXXX X X X X X X XXXXXXXXXXXXXXXXXXXXXXXEX X"
LET MR$(22) = "XEX CX XTX XW XEX"
LET MR$(23) = "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
FOR this% = 1 TO WideRow%
FOR THAT% = 1 TO WideCol%
LET M%(this%, THAT%) = ASC(MID$(MR$(this%), THAT%, 1))
NEXT THAT%
NEXT this%
END SUB
SUB LookAheadEast
LET ForeSight% = 6
IF M%(R%, C% + 1) = ASC("X") THEN LET ForeSight% = 1: GOTO ReadyEast
IF M%(R%, C% + 2) = ASC("X") THEN LET ForeSight% = 2: GOTO ReadyEast
IF M%(R%, C% + 3) = ASC("X") THEN LET ForeSight% = 3: GOTO ReadyEast
IF M%(R%, C% + 4) = ASC("X") THEN LET ForeSight% = 4: GOTO ReadyEast
IF M%(R%, C% + 5) = ASC("X") THEN LET ForeSight% = 5: GOTO ReadyEast
ReadyEast:
IF ForeSight% > 1 AND ForeSight% < 6 THEN
LET TurnWall% = 0
IF NOT M%(R% - 1, C% + ForeSight% - 1) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R% + 1, C% + ForeSight% - 1) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead ForeSight%, TurnWall%
END IF
IF ForeSight% = 1 THEN
LET TurnWall% = 0
IF NOT M%(R% - 1, C%) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R% + 1, C%) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead ForeSight%, TurnWall%
END IF
IF R% > 3 THEN
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% - 1, C% + 4) = ASC("X") THEN SeeTurn 5, 1
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% + 1, C% + 4) = ASC("X") THEN SeeTurn 5, 2
END IF
IF R% > 2 THEN
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% - 1, C% + 3) = ASC("X") THEN SeeTurn 4, 1
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% + 1, C% + 3) = ASC("X") THEN SeeTurn 4, 2
END IF
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% - 1, C% + 2) = ASC("X") THEN SeeTurn 3, 1
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% + 1, C% + 2) = ASC("X") THEN SeeTurn 3, 2
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% - 1, C% + 1) = ASC("X") THEN SeeTurn 2, 1
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% + 1, C% + 1) = ASC("X") THEN SeeTurn 2, 2
IF NOT ForeSight% = 1 AND NOT M%(R% - 1, C%) = ASC("X") THEN SeeTurn 1, 1
IF NOT ForeSight% = 1 AND NOT M%(R% + 1, C%) = ASC("X") THEN SeeTurn 1, 2
FOR this% = ForeSight% TO 0 STEP -1
IF M%(R%, C% + this%) = ASC("D") THEN Gem this% + 1, DiamondC
IF M%(R%, C% + this%) = ASC("E") THEN Gem this% + 1, EmraldC
IF M%(R%, C% + this%) = ASC("R") THEN Gem this% + 1, RubyC
IF M%(R%, C% + this%) = ASC("T") THEN SeeTeleport this% + 1
IF M%(R%, C% + this%) = ASC("C") THEN Coin this% + 1
IF M%(R%, C% + this%) = ASC("W") THEN Gun this% + 1
IF M%(R%, C% + this%) = ASC("M") THEN StoneMonster this% + 1
IF M%(R%, C% + this%) = ASC("m") THEN DeadMonster this% + 1
NEXT this%
END SUB
SUB LookAheadNorth
1 LET ForeSight% = 6
IF M%(R% - 1, C%) = ASC("X") THEN LET ForeSight% = 1: GOTO ReadyNorth
IF M%(R% - 2, C%) = ASC("X") THEN LET ForeSight% = 2: GOTO ReadyNorth
IF M%(R% - 3, C%) = ASC("X") THEN LET ForeSight% = 3: GOTO ReadyNorth
IF M%(R% - 4, C%) = ASC("X") THEN LET ForeSight% = 4: GOTO ReadyNorth
IF M%(R% - 5, C%) = ASC("X") THEN LET ForeSight% = 5: GOTO ReadyNorth
ReadyNorth:
IF ForeSight% > 1 AND ForeSight% < 6 THEN
LET TurnWall% = 0
IF NOT M%(R% - ForeSight% + 1, C% - 1) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R% - ForeSight% + 1, C% + 1) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead ForeSight%, TurnWall%
END IF
IF ForeSight% = 1 THEN
LET TurnWall% = 0
IF NOT M%(R%, C% - 1) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R%, C% + 1) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead ForeSight%, TurnWall%
END IF
IF R% > 3 THEN
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% - 4, C% - 1) = ASC("X") THEN SeeTurn 5, 1
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% - 4, C% + 1) = ASC("X") THEN SeeTurn 5, 2
END IF
IF R% > 2 THEN
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% - 3, C% - 1) = ASC("X") THEN SeeTurn 4, 1
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% - 3, C% + 1) = ASC("X") THEN SeeTurn 4, 2
END IF
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% - 2, C% - 1) = ASC("X") THEN SeeTurn 3, 1
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% - 2, C% + 1) = ASC("X") THEN SeeTurn 3, 2
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% - 1, C% - 1) = ASC("X") THEN SeeTurn 2, 1
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% - 1, C% + 1) = ASC("X") THEN SeeTurn 2, 2
IF NOT ForeSight% = 1 AND NOT M%(R%, C% - 1) = ASC("X") THEN SeeTurn 1, 1
IF NOT ForeSight% = 1 AND NOT M%(R%, C% + 1) = ASC("X") THEN SeeTurn 1, 2
FOR this% = ForeSight% TO 0 STEP -1
IF M%(R% - this%, C%) = ASC("D") THEN Gem this% + 1, DiamondC
IF M%(R% - this%, C%) = ASC("E") THEN Gem this% + 1, EmraldC
IF M%(R% - this%, C%) = ASC("R") THEN Gem this% + 1, RubyC
IF M%(R% - this%, C%) = ASC("C") THEN Coin this% + 1
IF M%(R% - this%, C%) = ASC("T") THEN SeeTeleport this% + 1
IF M%(R% - this%, C%) = ASC("W") THEN Gun this% + 1
IF M%(R% - this%, C%) = ASC("M") THEN StoneMonster this% + 1
IF M%(R% - this%, C%) = ASC("m") THEN DeadMonster this% + 1
IF M%(R% - this%, C%) = ASC("#") THEN Door this% + 1
NEXT this%
END SUB
SUB LookAheadSouth
LET ForeSight% = 6
IF M%(R% + 1, C%) = ASC("X") THEN LET ForeSight% = 1: GOTO ReadySouth
IF M%(R% + 2, C%) = ASC("X") THEN LET ForeSight% = 2: GOTO ReadySouth
IF M%(R% + 3, C%) = ASC("X") THEN LET ForeSight% = 3: GOTO ReadySouth
IF M%(R% + 4, C%) = ASC("X") THEN LET ForeSight% = 4: GOTO ReadySouth
IF M%(R% + 5, C%) = ASC("X") THEN LET ForeSight% = 5: GOTO ReadySouth
ReadySouth:
IF ForeSight% > 1 AND ForeSight% < 6 THEN
LET TurnWall% = 0
IF NOT M%(R% + ForeSight% - 1, C% + 1) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R% + ForeSight% - 1, C% - 1) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead ForeSight%, TurnWall%
END IF
IF ForeSight% = 1 THEN
LET TurnWall% = 0
IF NOT M%(R%, C% + 1) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R%, C% - 1) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead ForeSight%, TurnWall%
END IF
IF NOT R% < 3 THEN
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% + 4, C% + 1) = ASC("X") THEN SeeTurn 5, 1
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% + 4, C% - 1) = ASC("X") THEN SeeTurn 5, 2
END IF
IF NOT R% < 2 THEN
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% + 3, C% + 1) = ASC("X") THEN SeeTurn 4, 1
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% + 3, C% - 1) = ASC("X") THEN SeeTurn 4, 2
END IF
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% + 2, C% + 1) = ASC("X") THEN SeeTurn 3, 1
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% + 2, C% - 1) = ASC("X") THEN SeeTurn 3, 2
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% + 1, C% + 1) = ASC("X") THEN SeeTurn 2, 1
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% + 1, C% - 1) = ASC("X") THEN SeeTurn 2, 2
IF NOT ForeSight% < 3 AND NOT M%(R%, C% + 1) = ASC("X") THEN SeeTurn 1, 1
IF NOT ForeSight% < 3 AND NOT M%(R%, C% - 1) = ASC("X") THEN SeeTurn 1, 2
FOR this% = ForeSight% TO 0 STEP -1
IF M%(R% + this%, C%) = ASC("D") THEN Gem this% + 1, DiamondC
IF M%(R% + this%, C%) = ASC("E") THEN Gem this% + 1, EmraldC
IF M%(R% + this%, C%) = ASC("R") THEN Gem this% + 1, RubyC
IF M%(R% + this%, C%) = ASC("C") THEN Coin this% + 1
IF M%(R% + this%, C%) = ASC("T") THEN SeeTeleport this% + 1
IF M%(R% + this%, C%) = ASC("W") THEN Gun this% + 1
IF M%(R% + this%, C%) = ASC("M") THEN StoneMonster this% + 1
IF M%(R% + this%, C%) = ASC("m") THEN DeadMonster this% + 1
NEXT this%
END SUB
SUB LookAheadWest
LET ForeSight% = 6
IF M%(R%, C% - 1) = ASC("X") THEN LET ForeSight% = 1: GOTO ReadyWest
IF M%(R%, C% - 2) = ASC("X") THEN LET ForeSight% = 2: GOTO ReadyWest
IF M%(R%, C% - 3) = ASC("X") THEN LET ForeSight% = 3: GOTO ReadyWest
IF M%(R%, C% - 4) = ASC("X") THEN LET ForeSight% = 4: GOTO ReadyWest
IF M%(R%, C% - 5) = ASC("X") THEN LET ForeSight% = 5: GOTO ReadyWest
ReadyWest:
IF ForeSight% > 1 AND ForeSight% < 6 THEN
LET TurnWall% = 0
IF NOT M%(R% + 1, C% - ForeSight% + 1) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R% - 1, C% - ForeSight% + 1) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead ForeSight%, TurnWall%
END IF
IF ForeSight% = 1 THEN
LET TurnWall% = 0
IF NOT M%(R% + 1, C%) = ASC("X") THEN LET TurnWall% = 1
IF NOT M%(R% - 1, C%) = ASC("X") THEN LET TurnWall% = TurnWall% + 2
WallAhead 1, TurnWall%
END IF
IF C% > 3 THEN
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% + 1, C% - 4) = ASC("X") THEN SeeTurn 5, 1
IF ForeSight% > 4 AND NOT ForeSight% - 1 = 4 AND NOT M%(R% - 1, C% - 4) = ASC("X") THEN SeeTurn 5, 2
END IF
IF C% > 2 THEN
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% + 1, C% - 3) = ASC("X") THEN SeeTurn 4, 1
IF ForeSight% > 3 AND NOT ForeSight% - 1 = 3 AND NOT M%(R% - 1, C% - 3) = ASC("X") THEN SeeTurn 4, 2
END IF
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% + 1, C% - 2) = ASC("X") THEN SeeTurn 3, 1
IF ForeSight% > 2 AND NOT ForeSight% - 1 = 2 AND NOT M%(R% - 1, C% - 2) = ASC("X") THEN SeeTurn 3, 2
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% + 1, C% - 1) = ASC("X") THEN SeeTurn 2, 1
IF ForeSight% > 1 AND NOT ForeSight% - 1 = 1 AND NOT M%(R% - 1, C% - 1) = ASC("X") THEN SeeTurn 2, 2
IF NOT ForeSight% = 1 AND NOT M%(R% + 1, C%) = ASC("X") THEN SeeTurn 1, 1
IF NOT ForeSight% = 1 AND NOT M%(R% - 1, C%) = ASC("X") THEN SeeTurn 1, 2
FOR this% = ForeSight% TO 0 STEP -1
IF M%(R%, C% - this%) = ASC("D") THEN Gem this% + 1, DiamondC
IF M%(R%, C% - this%) = ASC("E") THEN Gem this% + 1, EmraldC
IF M%(R%, C% - this%) = ASC("R") THEN Gem this% + 1, RubyC
IF M%(R%, C% - this%) = ASC("C") THEN Coin this% + 1
IF M%(R%, C% - this%) = ASC("T") THEN SeeTeleport this% + 1
IF M%(R%, C% - this%) = ASC("W") THEN Gun this% + 1
IF M%(R%, C% - this%) = ASC("M") THEN StoneMonster this% + 1
IF M%(R%, C% - this%) = ASC("m") THEN DeadMonster this% + 1
NEXT this%
END SUB
SUB MiniMap
LET GuiRow% = 3
LET GUICol% = 67
LET MapStartR% = R% - 4
LET MapStartC% = C% - 4
COLOR 7, 0
LET ThisRow% = -1
FOR this% = MapStartR% TO MapStartR% + 8
LET ThisRow% = ThisRow% + 1
IF this% > 0 AND this% < WideRow% + 1 THEN
LOCATE GuiRow% + ThisRow%, GUICol%
FOR THAT% = MapStartC% TO MapStartC% + 8
IF THAT% > 0 AND THAT% < WideCol% + 1 THEN
PrintMapChar (CHR$(M%(this%, THAT%)))
ELSE
COLOR 7, 0
PRINT ".";
END IF
NEXT THAT%
ELSE
LOCATE GuiRow% + ThisRow%, GUICol%
COLOR 7, 0
PRINT ".........";
END IF
NEXT this%
COLOR 0, 7
LOCATE GuiRow% + 4, GUICol% + 4
SELECT CASE WAY%
CASE 1
'LookAheadNorth
PRINT CHR$(24);
CASE 2
'LookAheadEast
PRINT CHR$(26);
CASE 3
'LookAheadSouth
PRINT CHR$(25);
CASE 4
'LookAheadWest
PRINT CHR$(27);
END SELECT
COLOR DefaultC, 0
END SUB
SUB PrintMapChar (W$)
SELECT CASE W$
CASE "X":
COLOR DefaultC, 0
PRINT CHR$(176);
CASE " ":
COLOR 7, 0
PRINT " ";
CASE "W":
COLOR DefaultC, 0
PRINT CHR$(214);
CASE "C":
COLOR CoinC, 0
PRINT CHR$(155);
CASE "G":
COLOR GemC, 0
PRINT CHR$(4);
CASE "P":
COLOR PurpleC, 0
PRINT CHR$(4);
CASE "R":
COLOR RubyC, 0
PRINT CHR$(4);
CASE "E":
COLOR EmraldC, 0
PRINT CHR$(4);
CASE "D":
COLOR DiamondC, 0
PRINT CHR$(4);
CASE "#":
COLOR 2, 1
PRINT CHR$(220);
CASE "M":
COLOR 7, 0
PRINT CHR$(1);
CASE "m":
COLOR 7, 0
PRINT "_";
CASE "T":
COLOR GemC, 0
PRINT "@";
CASE ELSE:
COLOR DefaultC, 0
PRINT W$;
END SELECT
COLOR DefaultC, 0
END SUB
SUB RefreshScreen
' This is useful when I want to redo the screen from certain SUBs without
' typing all this in.
DrawBorder
DrawScreen
DoInve
MiniMap
SELECT CASE WAY%
CASE 1
LookAheadNorth
CASE 2
LookAheadEast
CASE 3
LookAheadSouth
CASE 4
LookAheadWest
END SELECT
END SUB
SUB SadSound
PLAY "MBMNT255o2P2P8L8GGGL2E- P4 4P8L8FFFL2D"
END SUB
SUB SeeTeleport (D%)
COLOR GemC, 0
SELECT CASE D%
CASE 5
LOCATE 11, 39: PRINT "."
CASE 4
LOCATE 12, 38: PRINT "@"
CASE 3
LOCATE 13, 36: PRINT "()"
CASE 2
LOCATE 13, 34: PRINT "ÜßÜ"
LOCATE 14, 33: PRINT "Û @ Û"
LOCATE 15, 34: PRINT "ßÜß"
CASE 1
LOCATE 13, 32: PRINT "ÜÜÜÜ"
LOCATE 14, 30: PRINT "ÜÛTIMEÛÜ"
LOCATE 15, 30: PRINT "Û&SPACEÛ"
LOCATE 16, 30: PRINT "ßÛWARPÛß"
LOCATE 17, 32: PRINT "ßßßß"
END SELECT
COLOR DefaultC, 0
END SUB
SUB SeeTurn (Distance%, Turn%)
IF Turn% = 1 OR Turn% = 3 THEN
SELECT CASE Distance%
CASE 1
LOCATE 4, 25
PRINT "==";
FOR this% = 5 TO 16
LOCATE this%, 25
PRINT "..³";
NEXT this%
LOCATE 17, 25
PRINT "==";
CASE 2
LOCATE 5, 27
PRINT "³=";
FOR this% = 6 TO 15
LOCATE this%, 27
PRINT "³..³";
NEXT this%