1 | ;;;; Copyright 1995 Crack dot Com, All Rights reserved
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2 | ;;;; See licensing information for more details on usage rights
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3 |
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4 | ;;;; to play this game, go to the abuse root directory and type :
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5 | ;;;; abuse -lsf addon/pong/pong.lsp
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6 | ;;;; -lsf tells abuse to use an alternate Lisp Startup File than abuse.lsp
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7 |
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8 | ;;;; Notes :
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9 | ;;;; This "game" was written by Jonathan Clark as a demonstration of the
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10 | ;;;; capabilities of the abuse engine. It is not meant to be a complete game
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11 | ;;;; and is released strictly for purpose of study only. Any part of this file
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12 | ;;;; may be used by others and distributed in any form, but it uses some of the
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13 | ;;;; lisp, sound effects, and artwork from Abuse (TM) which may only distributed
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14 | ;;;; as a complete package with no files missing or changed.
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15 |
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16 | ;;;; ***** Emacs plug *********
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17 | ;;;; If you don't already have emacs, get it! It's free.
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18 | ;;;; Firstly it makes editing lisp 100% easier because it matches braces.
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19 | ;;;; Secondly if you load the hi-lighting .el file you can read this file much
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20 | ;;;; easier because all comments, strings, etc will be different colors.
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21 | ;;;; I don't know the exact site where to find it, but if you telnet to
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22 | ;;;; archie.unl.edu or look it up on a web search server you are sure to find it.
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23 | ;;;; You might be interest to know emacs is also very customizable using a language
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24 | ;;;; called lisp :-)
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25 |
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26 | ;;;; Please do not ask me for docs on how to code with the abuse engine, there are
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27 | ;;;; none at this time and there won't be any until networked abuse is available.
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28 | ;;;; ALL games written with the abuse engine are network ready with no additional
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29 | ;;;; work including this one, but there are some issues that need addressing
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30 | ;;;; that cannot be fully discussed until the net code is finished. When these
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31 | ;;;; docs are written they will be available at http://www.crack.com Estimated
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32 | ;;;; date for these docs is sometime late Oct. 1995
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33 |
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34 | (perm-space) ; define all functions and global variable in "perm space" which
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35 | ; is a space which will be garbage collected when it fills up.
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36 | ; The down side to garbage collection is that it is a little slow
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37 | ; and users of very slow machines will notice a very small pause
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38 | ; from time to time, though writers of games may ignore this issue and
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39 | ; always stay in "perm space"
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40 | ;
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41 | ; "tmp space" on the other hand, is not garbage collected, but rather
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42 | ; at the end of executing an object's function will be completely
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43 | ; thrown away it's important not to do a setq on a global variable
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44 | ; (not local and not a member of the object) because the memory the
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45 | ; item resides in will be lost after the function finishes.. see the
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46 | ; add_score function in this file.
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47 |
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48 |
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49 | ;; this is a simple check to see if they player has an engine version
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50 | ;; capable of playing the game. All games should at least check for version 1.0
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51 | ;; because all version before that are beta and have known bugs.
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52 | (if (< (+ (* (major_version) 100) (minor_version)) 100) ; require at least version 1.0
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53 | (progn
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54 | (print "Your engine is out of date. This game requires verion 1.0")
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55 | (quit)))
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56 |
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57 |
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58 | (setq pong_dir "addon/pong/") ; in case we change the location of these files later
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59 | ; this is always a very good idea to do because the user of
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60 | ; this program may/may not be able to install into this directory
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61 | (setq pong_art (concatenate 'string pong_dir "pong.spe")) ; all artwork is in this file
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62 |
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63 | (setq load_warn nil) ; don't show a waringing if these files aren't there
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64 | (load "gamma.lsp") ; gamma correction values (if saved)
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65 | (setq load_warn T)
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66 |
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67 | (load "addon/pong/common.lsp") ; grab the definition of abuse's light holder & obj mover
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68 | (load "addon/pong/userfuns.lsp") ; load seq defun
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69 | (load "lisp/input.lsp") ; get input mapping stuff from abuse
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70 |
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71 |
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72 | ;; these are a few things that the engine requires you to load...
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73 | (load_big_font "art/letters.spe" "letters")
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74 | (load_small_font "art/letters.spe" "small_font")
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75 | (load_console_font "art/consfnt.spe" "fnt5x7")
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76 | (load_color_filter "art/back/backgrnd.spe")
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77 | (load_palette "art/back/backgrnd.spe")
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78 | (load_tiles pong_art) ; load all foreground & background type images from pong.spe
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79 |
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80 | ;; this is the image that will be displayed when the game starts
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81 | ;; this needs to be in the form (X . Y) where X is the filename and
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82 | ;; Y is the name of the image
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83 | (setq title_screen (cons pong_art "title_screen"))
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84 |
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85 | ;; define a few sound effects to be used (these are all from abuse)
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86 | (def_sound 'METAL "sfx/lasrmis2.wav")
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87 | (def_sound 'BHIT "sfx/delobj01.wav")
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88 | (def_sound 'BLOWUP "sfx/ball01.wav")
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89 | (def_sound 'BUTTON_PRESS_SND "sfx/button02.wav") ; used by menu system
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90 |
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91 | ;; use these images to draw the score
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92 | (setq nums (make-array 10 :initial-contents (list (def_image pong_art "0")
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93 | (def_image pong_art "1")
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94 | (def_image pong_art "2")
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95 | (def_image pong_art "3")
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96 | (def_image pong_art "4")
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97 | (def_image pong_art "5")
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98 | (def_image pong_art "6")
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99 | (def_image pong_art "7")
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100 | (def_image pong_art "8")
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101 | (def_image pong_art "9"))))
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102 | (setq score 0)
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103 |
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104 | (defun show_score (x y digs_left score)
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105 | (if (not (eq digs_left 0)) ; end recursion
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106 | (let ((this-digit (/ score digs_left)))
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107 | (put_image x y (aref nums this-digit))
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108 | (show_score (+ x (image_width (aref nums this-digit))) y
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109 | (/ digs_left 10) (- score (* digs_left this-digit))))))
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110 |
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111 | (defun paddle_draw ()
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112 | (draw) ; normal draw function
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113 | (show_score (- (view_x2) 80) (view_y1) 1000000 score))
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114 |
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115 | (defun add_score (amount)
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116 | (perm-space) ; we are modifing a global var, so we need swith to perm space
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117 | (setq score (+ score amount))
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118 | (tmp-space)) ; switch back to tmp space which is not garbage collected
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119 |
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120 |
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121 | (defun destroyable_tile (x) (> x 1))
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122 |
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123 | (defun blow_up_tile (tilex tiley)
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124 | (let ((gamex (+ (* tilex 16) 8))
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125 | (gamey (+ (* tiley 7) 7)))
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126 | (add_score 200)
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127 | (add_object EXPLOSION gamex gamey)
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128 | (destroy_tile tilex tiley)))
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129 |
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130 | (defun destroy_tile (tilex tiley)
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131 | (let ((gamex (+ (* tilex 16) 8))
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132 | (gamey (+ (* tiley 7) 7))
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133 | (type (fg_tile tilex tiley)))
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134 | (add_score 100)
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135 | (set_fg_tile tilex tiley 0) ; clear the tile and start animation
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136 | (if (eq type 6) ; dinamite tile?
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137 | (progn
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138 | (blow_up_tile tilex tiley)
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139 | (if (and (> tilex 0))
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140 | (blow_up_tile (- tilex 1) tiley))
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141 | (if (and (> tiley 0))
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142 | (blow_up_tile tilex (- tiley 1)))
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143 | (blow_up_tile tilex (+ tiley 1))
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144 | (blow_up_tile (+ tilex 1) tiley)))
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145 |
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146 | (with_object (bg) (add_hp 10)) ; give player points
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147 |
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148 | (add_object TILE_BLOW_UP gamex gamey)
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149 | (if (eq (random 10) 0)
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150 | (add_object PILL1 gamex gamey)
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151 | (if (eq (random 30) 0)
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152 | (add_object PILL2 gamex gamey)))))
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153 |
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154 |
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155 | (defun check_collide (status) ;; returns T if we hit something
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156 | (if (not (eq status T)) ; did we hit anything?
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157 | (if (eq (car (cdr status)) 'object) ; did we hit an object?
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158 | (let ((object (car (cdr (cdr status)))))
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159 | (if (eq (with_object object (otype)) PADDLE) ; did we hit the paddle?
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160 | (if (<= (aistate) 180)
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161 | (progn
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162 | (set_aistate (+ (aistate) (- (with_object object (x)) (x))))
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163 | (if (> 20 (aistate)) (set_aistate 20)
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164 | (if (< 160 (aistate)) (set_aistate 160)))
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165 | T)
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166 | nil)
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167 | nil)
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168 | nil)
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169 | (if (eq (car (cdr status)) 'tile) ; did we hit a tile?
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170 | (let ((tilex (car (cdr (cdr status))))
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171 | (tiley (car (cdr (cdr (cdr status))))))
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172 | (let ((type (fg_tile tilex tiley)))
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173 | (if (destroyable_tile type) ; can we destroy the tile?
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174 | (progn
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175 | (destroy_tile tilex tiley)
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176 | (if (eq type 6)
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177 | (play_sound BLOWUP 100)
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178 | (play_sound BHIT)))
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179 | (play_sound METAL 60)))
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180 | T)
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181 | nil))
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182 | nil))
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183 |
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184 |
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185 | (defun move_ball () ;; returns status of move
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186 | (let ((status (float_tick)))
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187 | (if (not (eq status T)) ; T means we did not hit anything
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188 | (let ((block_flags (car status)))
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189 | (if (or (blocked_left block_flags) (blocked_right block_flags)) ; bounce left/right
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190 | (if (<= (aistate) 180)
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191 | (set_aistate (- 180 (aistate)))
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192 | (set_aistate (+ 180 (- 360 (aistate))))))
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193 | (if (or (blocked_up block_flags) (blocked_down block_flags)) ; bounce up/down
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194 | (progn
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195 | (if (<= (aistate) 180)
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196 | (set_aistate (mod (+ (- 180 (aistate)) 180) 360))
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197 | (set_aistate (- 360 (aistate))))
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198 | ))
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199 | (if (not (eq block_flags 0)) ; move the ball one tick, because we just bounced
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200 | (progn
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201 | (set_course (aistate) 7)
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202 | (float_tick)))))
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203 | status))
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204 |
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205 |
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206 | (defun ball_ai ()
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207 | (set_course (aistate) 7)
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208 | (select (aitype)
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209 | (0 ; normal play, bounce around and stuff..
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210 | (check_collide (move_ball))
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211 | (if (> (y) 240) ; check to see if we are dead
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212 | (progn
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213 | (if (> score 500)
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214 | (add_score -500))
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215 | (if (find_closest BALL) ; don't regenerate if other balls exsist
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216 | nil
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217 | (progn
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218 | (set_aistate 90) ; reset ball to 90 degree angle
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219 | (set_fade_count 15)
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220 | (set_aitype 1)
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221 | T)))
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222 | T))
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223 |
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224 | (1 ; ball is dead - go to paddle and fade in
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225 | (set_x (with_object (bg) (x)))
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226 | (set_y (- (with_object (bg) (y)) 14))
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227 | (set_fade_count (- (fade_count) 1))
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228 | (if (eq (fade_count) 0)
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229 | (set_aitype 0))
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230 | T)))
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231 |
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232 |
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233 | (def_char BALL
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234 | (funs (ai_fun ball_ai))
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235 | (flags (hurt_all T))
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236 | (range 100 100) ; make sure ball doesn't stop when off screen
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237 | (states pong_art (stopped "ball")))
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238 |
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239 | (defun paddle_mover (xm ym but)
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240 | (print xm)
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241 | (set_gravity 0)
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242 | (set_shift_down (me) 80)
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243 | (set_shift_right (me) (- 0 (x))) ; adjust screen shift so it doesn't scroll
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244 | (if (> fire_delay 0)
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245 | (setq fire_delay (- fire_delay 1))
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246 | (if (> shooting_time 0)
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247 | (progn
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248 | (add_object MISSLE (x) (- (y) 20))
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249 | (setq fire_delay 5)
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250 | (setq shooting_time (- shooting_time 1)))))
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251 |
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252 | (if (or (and (< xm 0) (> (x) 20)) (and (> xm 0) (< (x) 300)))
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253 | (mover xm 0 0)
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254 | 0))
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255 |
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256 |
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257 | (def_char PADDLE
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258 | (vars shooting_time fire_delay)
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259 | (funs (move_fun paddle_mover) ; move fun get's passed the player input and responsible for calling ai_fun
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260 | (draw_fun paddle_draw))
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261 | (abilities (walk_top_speed 8)
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262 | (start_accel 8))
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263 | (flags (can_block T))
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264 | (states pong_art (stopped "big_paddle")))
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265 |
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266 | (defun do_nothing () T)
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267 |
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268 | (def_char START
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269 | (funs (draw_fun dev_draw) ; dev draw is a compiled fun
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270 | (ai_fun do_nothing)) ; always return T, therefore it never "dies"
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271 | (states pong_art (stopped "start")))
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272 |
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273 |
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274 | (def_char TILE_BLOW_UP
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275 | (funs (ai_fun block_ai))
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276 | (states pong_art (stopped (seq "block_die" 1 9))))
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277 |
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278 | (defun pill1_ai ()
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279 | (set_y (+ (y) 3))
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280 | (next_picture)
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281 | (if (touching_bg) ; are we touching the paddle
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282 | (progn
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283 | (add_score 1000)
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284 | (with_object (add_object BALL (x) (y) 1) (progn (set_fade_count 15) (set_aistate 80)))
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285 | nil)
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286 | (> 240 (y))))
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287 |
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288 | (defun pill2_ai ()
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289 | (set_y (+ (y) 3))
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290 | (next_picture)
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291 | (if (touching_bg) ; are we touching the paddle?
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292 | (progn
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293 | (add_score 300)
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294 | (with_object (bg) (setq shooting_time 20)) ; give 'em a 20 ticks of fire power
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295 | nil)
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296 | (> 240 (y))))
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297 |
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298 |
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299 | (def_char PILL1 ; the extra ball pill
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300 | (funs (ai_fun pill1_ai))
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301 | (states pong_art (stopped (seq "pill" 1 24))))
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302 |
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303 | (def_char PILL2 ; the extra ball pill
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304 | (funs (ai_fun pill2_ai))
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305 | (states pong_art (stopped (seq "pill2" 1 24))))
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306 |
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307 | (defun missle_ai ()
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308 | (set_course 90 10)
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309 | (not (check_collide (move_ball))))
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310 |
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311 |
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312 | (def_char MISSLE
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313 | (funs (ai_fun missle_ai))
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314 | (states pong_art (stopped "missle")))
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315 |
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316 | (defun block_ai () (next_picture))
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317 |
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318 | (def_char EXPLOSION
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319 | (funs (ai_fun block_ai))
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320 | (states pong_art (stopped (seq "exp" 1 10))))
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321 |
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322 |
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323 | (setq current_level 1)
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324 | (defun get_level_name (num)
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325 | (concatenate 'string pong_dir "pong" (digstr num 2) ".lvl"))
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326 |
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327 | (create_players PADDLE)
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328 | (set_first_level (get_level_name current_level))
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329 | (gc) ; garbage collect
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330 | (tmp-space)
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331 |
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