Contributor: SCOTT TUNSTALL
{
========================================================
 EARTH INVADERS (Original LCD game by CGL 1982..)
 (I feel a copyright wangle coming on - NOT!)
--------------------------------------------------------
PC CONVERSION EXCLUSIVELY FOR SWAG, BY SCOTT TUNSTALL 1996
 (But why? ;) )
Reqs: Turbo Pascal 5.5 +
 CGA
 Good technique in chatting up women
==========
DISCLAIMER
----------
I (Scott Tunstall) am not responsible if this program causes any
damage to ANY hardware or software part of the computer system it
runs on or detriment to mental health caused (finding any bugs I
may have missed) OK?.
You can alter/delete or even ADD (if you're sad enough) new bits
to the program just as long as I am credited with the ORIGINAL
version. You are not permitted to distribute the original or
changed code for monetary gain however.
========
FORENOTE
--------
I was playing a hand held LCD game one saturday and it was actually
simple to play, yet quite addictive. Unusual for a hand held.
Anyway, being the sad idiot that I am, I decided to convert it to
Pascal, and give y' all a taste of the game. Hope you enjoy playing
it, I certainly almost did ! (in between debugging)
========
THE GAME
--------
Aliens appear on the screen, you must dig holes for them to fall in.
If an alien falls in you must bury it in the hole, but beware! If
an alien touches an alien in a hole it is helped out and will jump
at the human!!!
Maybe, I will write a two player version of this game. After the Bsc,
perhaps?.
Keys are (until I write a define key routine)
CTRL = Dig hole
ALT = Fill hole in (to kill an alien you do this)
CURSOR UP = Move up
CURSOR DOWN = Move down
CURSOR LEFT = Move left
CURSOR RIGHT = Move right
Err... your guy is represented by a 'x' and the aliens are all 's (until
I actually draw up some GFX! (Knowing me - NEVER!).
Hell, what do you want from me, SVGA? ;^)
=============
FOR YOU TO DO
-------------
Add a title screen
Better sound (even samples)
Check if all aliens are dead
2/3/4 player mode
A lager drinking section.... (please! I've always wanted to see a game
 with this in it!)
=====
NOTES
-----
NewKbdInt (The Multiple key reader) is appended to the bottom of
this source so it can be compiled. I didn't write it - Lou Duchez
did. Credits to him....
}
uses crt, nwkbdint; { Present in the SWAG }
{
All objects are mapped directly to the map,
no external data types are used to contain Aliens X,Y coordinates
0 = Empty
1 = Wall
2 = Human
3 = Quarter Dug Hole 1
4 = Half Dug Hole 2
5 = Three Quarter Dug Hole 3
6 = Fully Dug Hole
20..40 = Alien (In various stages of falling.. 40 = Not inhole)
}
const Empty = 0;
 Wall = 1;
 Human = 2;
 QuarterDugHole = 3;
 HalfDugHole = 4;
 ThreeQuarterDugHole = 5;
 FullyDugHole = 6;
 AlienFilledIn = 19;
 AlienCompletelyBuried = 30;
 AlienBeginsClimbOut = 36;
 AlienAlmostBuried = 40;
 AlienHalfBuried = 50;
 NormalAlien = 70;
 AlienTripped = NormalAlien-5;
 Amateur = 1;
 Pro = 2;
 Kamikaze = 3; { Not implemented, Pro is hard enough! }
 UpKey = 72;
 DownKey = 80;
 LeftKey = 75;
 RightKey = 77;
 DigKey = 29;
 FillKey = 56;
var map : array[1..7,1..5] of byte; { Playfield }
 killedplayer : boolean;
 SkillLevel : byte;
 GameLevel : byte;
 GameSpeed : byte;
 AlienPause : byte;
 HumanX, HumanY : byte;
 Currx,Curry : byte;
type AlienInfo = record
 AlienState : byte;
 AlienX, AlienY : byte;
 end;
{
The following values are written to the map, the values contained
may be:
0 = Empty
1 = Wall
2 = Human
3 = Quarter Dug Hole 1
4 = Half Dug Hole 2
5 = Three Quarter Dug Hole 3
6 = Fully Dug Hole
20 + = Reserved for aliens, see constants above
Therefore, if map[1,1] was 3 then that means a Quarter Dug hole
is at the top left of the map.
}
procedure initmap;
var x:byte;
 y:byte;
begin
 {
 Erase all of map. If you're sad enough, like me, then you
 could design small maps, or even extend 'em to fill the
 entire screen.
 }
 for y:=1 to 5 do
 for x:=1 to 7 do
 map[x,y]:=empty;
 {
 Set Walls
 }
 for x:=1 to 3 do
 begin
 map[x *2,2]:=Wall;
 map[x *2,4]:=Wall;
 end;
 {
 Determine game speed
 }
 case SkillLevel of
 Amateur : GameSpeed:=6;
 Pro : GameSpeed:=2; { Life expectancy - 3 seconds }
 Kamikaze : GameSpeed:=1; { Life expectancy - NIL! }
 end;
 AlienPause:=GameSpeed;
 {
 Now place aliens
 }
 for x:=1 to 3 do
 map[x*2,1]:=NormalAlien;
 if gamelevel> 1 then
 begin
 map[2,3]:=NormalAlien;
 map[6,3]:=NormalAlien;
 end;
 if gamelevel> 2 then
 map[4,3]:=NormalAlien;
 {
 Place human
 }
 HumanX:=4;
 HumanY:=5;
 map[HumanX,HumanY]:=Human;
end;
{ The following 2 procedures are NOT mine; they were written by
 Robert E. Swart and cut and pasted to this routine
 I modified these routines for my own use!
}
procedure Lines200;
 { Set 200 scanlines on VGA display }
 InLine(
 $B8/01ドル/00ドル/ { mov AX,0001ドル }
 $CD/10ドル/ { int 10ドル }
 $B8/00ドル/12ドル/ { mov AX,1200ドル }
 $B3/30ドル/ { mov BL,30ドル }
 $CD/10ドル); { int 10ドル }
 procedure Font8x16;
 { Set 8x16 VGA-font on VGA display }
 InLine(
 $B8/01ドル/00ドル/ { mov AX,0001ドル }
 $CD/10ドル/ { int 10ドル }
 $B8/14ドル/11ドル/ { mov AX,1114ドル }
 $B3/00ドル/ { mov BL,0 }
 $CD/10ドル); { int 10ドル }
procedure SetCurPos(newx, newy: byte);
begin
 currx:=newx-1; { Conv phys to log }
 curry:=newy-1;
end;
{ Faster than using the write command for only one char }
procedure text(TheChar: char; TheColour: byte);
begin
 memw[$b800: (curry * 80) + (currx SHL 1)]:=word (ord(TheChar)+(TheColour SHL 8));
end;
{
====================================================================
Draw the game screen.
Note: All of the aliens actually exist on map, they are not simply
sprites overlaid on the map during draw time, so in theory you could
fill the entire map with aliens.... Have fun!
--------------------------------------------------------------------
}
procedure DrawMap;
var x, y : byte;
begin
 for y:=1 to 5 do
 for x:=1 to 7 do
 begin
 SetCurPos(x,y);
 case map[x,y] of
 Empty : text(' ', BLACK);
 Wall : text('#', BLUE);
 Human : text('x', RED);
AlienCompletelyBuried..
(AlienBeginsClimbOut-1) : text(#1, random(7) OR 1);
AlienBeginsClimbout..
(NormalAlien-1) : text(#1, GREEN);
 NormalAlien : text(#2, GREEN);
 QuarterDugHole : text('.',LIGHTGRAY);
 HalfDugHole,
 ThreeQuarterDugHole : text('o', LIGHTGRAY);
 FullyDugHole : text('O',LIGHTGRAY);
 end;
 end;
end;
{
==============================================================
Free an alien that may be trapped at maybex, maybey on the map
--------------------------------------------------------------
}
Procedure ReleaseAlien(maybex, maybey: byte);
var TheObject: byte;
begin
 if (maybex> 0) and (maybex < 8) and (maybey> 0) and (maybey < 6) then begin theObject:=map[maybex, maybey]; if (theObject> AlienFilledIn) And
 (theobject < NormalAlien) Then map[maybex, maybey]:=NormalAlien; end; end; procedure MoveAliens; var AlienArray : Array[1..10] of AlienInfo; x, y, TheObject : byte; index : byte; noblank : boolean; NewDir, NewXp, NewYp, ObjectHit : byte; begin dec(AlienPause); if AlienPause = 0 Then { Find all aliens on the map, and remember where they are so they can be moved later. } Begin AlienPause:=GameSpeed; index:=1; For y:=1 to 5 do For x:=1 to 7 do begin TheObject:=map[x,y]; If (TheObject>=AlienCompletelyBuried) And
 (TheObject <=normalalien) Then With AlienArray[index] do Begin AlienState :=TheObject; AlienX :=x; AlienY :=y; Inc(index); End; end; { Now that an array of aliens has been built up, move em out! Also note x is being re-used. } for x:=(index-1) downto 1 do With AlienArray[x] do begin if AlienState = NormalAlien Then Begin { An alien can free it's trapped brother } releasealien(AlienX-1,AlienY); releasealien(AlienX+1,AlienY); releasealien(AlienX,AlienY-1); releasealien(AlienX,AlienY+1); { ============================= Move alien in a direction ----------------------------- } NewDir :=random(5)+1; NewXp :=AlienX; NewYp :=AlienY; case NewDir of 1: if newxp  1 then dec(newxp);
 2: if newxp  7 then inc(newxp);
 3: if newyp  1 then dec(newyp);
 4: if newyp  5 then inc(newyp);
 5..6: if newyp < humany then { A wee bit of AI :) } inc(newyp) else if newyp> humany then
 dec(newyp);
 end;
 {
 }
 noblank:=false;
 objecthit:=map[newxp,newyp];
 case objecthit of
 empty : map[newxp, newyp]:=NormalAlien;
 human : killedplayer:=true;
 QuarterDugHole : map[newxp, newyp]:=AlienTripped;
 HalfDugHole : map[newxp, newyp]:=AlienHalfBuried;
 ThreeQuarterDugHole : map[newxp, newyp]:=AlienAlmostBuried;
 FullyDugHole : map[newxp, newyp]:=AlienCompletelyBuried;
 else
 noblank:=true;
 end;
 {
 Noblank, when set FALSE means the alien has moved
 and the area where the alien was on the map shall be
 set empty.
 }
 if not noblank then
 map[AlienX, AlienY]:=Empty;
 { I used this for debugging. I thought it was cos
 the SWAG keyboard handler was dodgy, but it wasn't
 - my code was !!! }
 { gotoxy(1,24); write (chr (random(128)+32)); }
 end
 else
 If AlienState < NormalAlien Then Begin TheObject:=Map[AlienX, AlienY]; Inc(TheObject,1); If TheObject> NormalAlien Then
 TheObject:=NormalAlien;
 Map[AlienX,AlienY]:=TheObject;
 End;
 end;
 end;
end;
{
======================
Guess what this does ?
----------------------
}
Procedure DigHole(holex, holey: byte);
var TheObject: byte;
Begin
 TheObject:=Map[holex, holey];
 If TheObject = Empty Then
 Map[HoleX,Holey]:=QuarterDugHole
 Else
 If (TheObject>= QuarterDugHole)
 And (TheObject < FullyDugHole) Then Begin Sound(50); Delay(100); NoSound; Inc(Map[HoleX,HoleY]); End; End; { ============================== FILL IN A HOLE / BURY AN ALIEN ------------------------------ } Procedure FillHole(holex, holey:byte); Var TheObject: byte; Begin TheObject:=Map[Holex, Holey]; If (TheObject>= QuarterDugHole) And (TheObject <= FullyDugHole) Then Begin Sound(20); Delay(100); NoSound; Dec(Map[HoleX, HoleY]); If Map[HoleX, HoleY] < QuarterDugHole Then Map[HoleX, HoleY]:=Empty; End Else If (TheObject>=AlienFilledIn) And
 (TheObject <= AlienBeginsClimbOut) Then Begin Sound(90); Delay(40); NoSound; Dec(Map[HoleX,HoleY],1); If Map[HoleX,HoleY] <= AlienFilledIn Then Map[HoleX,HoleY]:=Empty; End; End; { ======================================= Try and move the human to a new square. If he walks into an alien though.... --------------------------------------- } Procedure TryMove(newx, newy: byte); Var TheObject: byte; Begin TheObject:=Map[NewX, NewY]; If TheObject = Empty Then Begin Map[HumanX, HumanY]:=Empty; Map[NewX, NewY]:=Human; HumanX:=newx; HumanY:=newy; End Else If TheObject = NormalAlien Then killedplayer:=true; End; { ===================== MOVE THE HUMAN AROUND --------------------- } Procedure MovePlayers; var currpx, currpy : byte; digging, burying : boolean; Begin currpx:=humanx; currpy:=humany; digging:=false; burying:=false; if (keydown[DigKey]) then digging:=true else if (keydown[FillKey]) then burying:=true; if keydown[UpKey] and (currpy 1) then
 begin
 if digging or burying then
 begin
 if digging then
 dighole(currpx, currpy-1)
 else
 fillhole(currpx, currpy-1);
 end
 else
 trymove(currpx,currpy-1);
 end
 else
 if keydown[DownKey] and (currpy 5) then
 begin
 if digging or burying then
 begin
 if digging then
 dighole(currpx, currpy+1)
 else
 fillhole(currpx, currpy+1);
 end
 else
 trymove(currpx,currpy+1);
 end
 else
 if keydown[LeftKey] and (currpx 1) then
 begin
 if digging or burying then
 begin
 if digging then
 dighole(currpx-1, currpy)
 else
 fillhole(currpx-1, currpy);
 end
 else
 trymove(currpx-1,currpy);
 end
 else
 if keydown[RightKey] and (currpx 7) then
 begin
 if digging or burying then
 begin
 if digging then
 dighole(currpx+1, currpy)
 else
 fillhole(currpx+1, currpy);
 end
 else
 trymove(currpx+1,currpy);
 end;
end;
begin
 randomize;
 skilllevel:=amateur;
 gamelevel:=1;
 initmap; { Set map up }
 Lines200;
 Font8x16;
 hookkeyboardint;
 repeat
 drawmap;
 movealiens;
 moveplayers;
 delay(125);
 until keydown[1] or killedplayer ;
 textmode(CO80);
 unhookkeyboardint;
end.
{
If you actually play this game in it's unaltered state.. my commiserations! 
Contact address: CG93SAT@IBMRISC.DCT.AC.UK
What I'd like to see more of in the SWAG are humour games... the Amiga
has loads (cos it's a joke machine - just kidding, I own one too)
Remember to write that lager drinking sim now ;) !!!
}


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