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 -a bong |
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6 | ;;;; -a tells abuse to use an alternate Lisp Startup File from addon/bong/bong.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 version 1.0") |
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55 | (quit))) |
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56 | |
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57 | |
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58 | (if (not (am_a_client)) ;; become a server if we are not a client |
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59 | (progn |
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60 | (set_game_name "Bong") |
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61 | (start_server) |
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62 | (set_net_min_players 1) |
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63 | )) |
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64 | |
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65 | |
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66 | (setq pong_dir "addon/bong/") ; in case we change the location of these files later |
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67 | ; this is always a very good idea to do because the user of |
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68 | ; this program may/may not be able to install into this directory |
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69 | (setq pong_art (concatenate 'string pong_dir "bong.spe")) ; all artwork is in this file |
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70 | |
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71 | (setq load_warn nil) ; don't show a waringing if these files aren't there |
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72 | (setq section 'game_section) |
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73 | (load "lisp/english.lsp") ; need this for various translated messages (english only pong for now!) |
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74 | (load "gamma.lsp") ; gamma correction values (if saved) |
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75 | (setq load_warn T) |
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76 | |
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77 | (load "lisp/common.lsp") ; grab the definition of abuse's light holder & obj mover |
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78 | (load "lisp/userfuns.lsp") ; load seq defun |
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79 | (load "lisp/input.lsp") ; get input mapping stuff from abuse |
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80 | |
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81 | |
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82 | ;; these are a few things that the engine requires you to load... |
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83 | (load_big_font "art/letters.spe" "letters") |
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84 | (load_small_font "art/letters.spe" "small_font") |
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85 | (load_console_font "art/consfnt.spe" "fnt5x7") |
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86 | (load_color_filter "art/back/backgrnd.spe") |
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87 | (load_palette "art/back/backgrnd.spe") |
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88 | (load_tiles pong_art) ; load all foreground & background type images from pong.spe |
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89 | |
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90 | ;; this is the image that will be displayed when the game starts |
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91 | ;; this needs to be in the form (X . Y) where X is the filename and |
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92 | ;; Y is the name of the image |
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93 | (setq title_screen (cons pong_art "title_screen")) |
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94 | |
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95 | ;; define a few sound effects to be used (these are all from abuse) |
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96 | (def_sound 'METAL "sfx/lasrmis2.wav") |
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97 | (def_sound 'BHIT "sfx/delobj01.wav") |
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98 | (def_sound 'BLOWUP "sfx/ball01.wav") |
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99 | (def_sound 'BUTTON_PRESS_SND "sfx/button02.wav") ; used by menu system |
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100 | |
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101 | ;; use these images to draw the score |
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102 | (setq nums (make-array 10 :initial-contents (list (def_image pong_art "0") |
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103 | (def_image pong_art "1") |
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104 | (def_image pong_art "2") |
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105 | (def_image pong_art "3") |
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106 | (def_image pong_art "4") |
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107 | (def_image pong_art "5") |
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108 | (def_image pong_art "6") |
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109 | (def_image pong_art "7") |
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110 | (def_image pong_art "8") |
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111 | (def_image pong_art "9")))) |
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112 | (setq score 0) |
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113 | |
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114 | (defun show_score (x y digs_left score) |
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115 | (if (not (eq digs_left 0)) ; end recursion |
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116 | (let ((this-digit (/ score digs_left))) |
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117 | (put_image x y (aref nums this-digit)) |
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118 | (show_score (+ x (image_width (aref nums this-digit))) y |
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119 | (/ digs_left 10) (- score (* digs_left this-digit)))))) |
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120 | |
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121 | (defun paddle_draw () |
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122 | (draw) ; normal draw function |
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123 | (show_score (- (view_x2) 80) (view_y1) 1000000 score)) |
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124 | |
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125 | (defun add_score (amount) |
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126 | (perm-space) ; we are modifing a global var, so we need swith to perm space |
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127 | (setq score (+ score amount)) |
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128 | (tmp-space)) ; switch back to tmp space which is not garbage collected |
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129 | |
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130 | |
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131 | (defun destroyable_tile (x) (> x 1)) |
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132 | |
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133 | (defun blow_up_tile (tilex tiley) |
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134 | (let ((gamex (+ (* tilex 16) 8)) |
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135 | (gamey (+ (* tiley 7) 7))) |
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136 | (add_score 200) |
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137 | (add_object EXPLOSION gamex gamey) |
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138 | (destroy_tile tilex tiley))) |
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139 | |
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140 | (defun destroy_tile (tilex tiley) |
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141 | (let ((gamex (+ (* tilex 16) 8)) |
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142 | (gamey (+ (* tiley 7) 7)) |
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143 | (type (fg_tile tilex tiley))) |
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144 | (add_score 100) |
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145 | (set_fg_tile tilex tiley 0) ; clear the tile and start animation |
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146 | (if (eq type 6) ; dinamite tile? |
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147 | (progn |
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148 | (blow_up_tile tilex tiley) |
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149 | (if (and (> tilex 0)) |
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150 | (blow_up_tile (- tilex 1) tiley)) |
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151 | (if (and (> tiley 0)) |
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152 | (blow_up_tile tilex (- tiley 1))) |
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153 | (blow_up_tile tilex (+ tiley 1)) |
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154 | (blow_up_tile (+ tilex 1) tiley))) |
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155 | |
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156 | (with_object (bg) (add_hp 10)) ; give player points |
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157 | |
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158 | (add_object TILE_BLOW_UP gamex gamey) |
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159 | (if (eq (random 10) 0) |
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160 | (add_object PILL1 gamex gamey) |
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161 | (if (eq (random 30) 0) |
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162 | (add_object PILL2 gamex gamey))))) |
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163 | |
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164 | |
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165 | (defun check_collide (status) ;; returns T if we hit something |
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166 | (if (not (eq status T)) ; did we hit anything? |
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167 | (if (eq (car (cdr status)) 'object) ; did we hit an object? |
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168 | (let ((object (car (cdr (cdr status))))) |
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169 | (if (eq (with_object object (otype)) PADDLE) ; did we hit the paddle? |
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170 | (if (<= (aistate) 180) |
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171 | (progn |
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172 | (set_aistate (+ (aistate) (- (with_object object (x)) (x)))) |
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173 | (if (> 20 (aistate)) (set_aistate 20) |
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174 | (if (< 160 (aistate)) (set_aistate 160))) |
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175 | T) |
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176 | nil) |
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177 | nil) |
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178 | nil) |
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179 | (if (eq (car (cdr status)) 'tile) ; did we hit a tile? |
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180 | (let ((tilex (car (cdr (cdr status)))) |
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181 | (tiley (car (cdr (cdr (cdr status)))))) |
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182 | (let ((type (fg_tile tilex tiley))) |
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183 | (if (destroyable_tile type) ; can we destroy the tile? |
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184 | (progn |
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185 | (destroy_tile tilex tiley) |
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186 | (if (eq type 6) |
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187 | (play_sound BLOWUP 100) |
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188 | (play_sound BHIT))) |
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189 | (play_sound METAL 60))) |
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190 | T) |
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191 | nil)) |
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192 | nil)) |
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193 | |
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194 | |
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195 | (defun move_ball () ;; returns status of move |
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196 | (let ((status (float_tick))) |
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197 | (if (not (eq status T)) ; T means we did not hit anything |
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198 | (let ((block_flags (car status))) |
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199 | (if (or (blocked_left block_flags) (blocked_right block_flags)) ; bounce left/right |
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200 | (if (<= (aistate) 180) |
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201 | (set_aistate (- 180 (aistate))) |
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202 | (set_aistate (+ 180 (- 360 (aistate)))))) |
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203 | (if (or (blocked_up block_flags) (blocked_down block_flags)) ; bounce up/down |
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204 | (progn |
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205 | (if (<= (aistate) 180) |
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206 | (set_aistate (mod (+ (- 180 (aistate)) 180) 360)) |
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207 | (set_aistate (- 360 (aistate)))) |
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208 | )) |
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209 | (if (not (eq block_flags 0)) ; move the ball one tick, because we just bounced |
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210 | (progn |
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211 | (set_course (aistate) 7) |
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212 | (float_tick))))) |
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213 | status)) |
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214 | |
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215 | |
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216 | (defun ball_ai () |
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217 | (set_course (aistate) 7) |
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218 | (select (aitype) |
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219 | (0 ; normal play, bounce around and stuff.. |
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220 | (check_collide (move_ball)) |
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221 | (if (> (y) 240) ; check to see if we are dead |
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222 | (progn |
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223 | (if (> score 500) |
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224 | (add_score -500)) |
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225 | (if (find_closest BALL) ; don't regenerate if other balls exsist |
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226 | nil |
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227 | (progn |
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228 | (set_aistate 90) ; reset ball to 90 degree angle |
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229 | (set_fade_count 15) |
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230 | (set_aitype 1) |
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231 | T))) |
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232 | T)) |
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233 | |
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234 | (1 ; ball is dead - go to paddle and fade in |
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235 | (set_x (with_object (bg) (x))) |
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236 | (set_y (- (with_object (bg) (y)) 14)) |
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237 | (set_fade_count (- (fade_count) 1)) |
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238 | (if (eq (fade_count) 0) |
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239 | (set_aitype 0)) |
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240 | T))) |
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241 | |
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242 | |
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243 | (def_char BALL |
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244 | (funs (ai_fun ball_ai)) |
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245 | (flags (hurt_all T)) |
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246 | (range 100 100) ; make sure ball doesn't stop when off screen |
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247 | (states pong_art (stopped "ball"))) |
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248 | |
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249 | (defun paddle_mover (xm ym but) ; passed in player input, should return "block" status |
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250 | ; a "move" function is called from the "ai" function |
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251 | ; by (move x y b), however in this case there is no ai fun, so |
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252 | ; we can return 0 for block status sinse it is ignored |
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253 | (set_gravity 0) |
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254 | (set_shift_down (me) 80) |
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255 | (set_shift_right (me) (- 0 (x))) ; adjust screen shift so it doesn't scroll |
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256 | (if (> fire_delay 0) |
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257 | (setq fire_delay (- fire_delay 1)) |
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258 | (if (> shooting_time 0) |
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259 | (progn |
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260 | (add_object MISSLE (x) (- (y) 20)) |
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261 | (setq fire_delay 5) |
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262 | (setq shooting_time (- shooting_time 1))))) |
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263 | |
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264 | (if (or (and (< xm 0) (> (x) 20)) (and (> xm 0) (< (x) 300))) |
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265 | (mover xm 0 0) |
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266 | 0)) |
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267 | |
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268 | |
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269 | (def_char PADDLE |
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270 | (vars shooting_time fire_delay) |
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271 | (funs (move_fun paddle_mover) ; move fun get's passed the player input and responsible for calling ai_fun |
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272 | (draw_fun paddle_draw)) |
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273 | (abilities (walk_top_speed 8) |
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274 | (start_accel 8)) |
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275 | (flags (can_block T)) |
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276 | (states pong_art (stopped "big_paddle"))) |
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277 | |
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278 | (defun do_nothing () T) |
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279 | |
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280 | (def_char START |
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281 | (funs (draw_fun dev_draw) ; dev draw is a compiled fun |
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282 | (ai_fun do_nothing)) ; always return T, therefore it never "dies" |
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283 | (states pong_art (stopped "start"))) |
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284 | |
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285 | |
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286 | (def_char TILE_BLOW_UP |
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287 | (funs (ai_fun block_ai)) |
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288 | (states pong_art (stopped (seq "block_die" 1 9)))) |
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289 | |
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290 | (defun pill1_ai () |
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291 | (set_y (+ (y) 3)) |
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292 | (next_picture) |
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293 | (if (touching_bg) ; are we touching the paddle |
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294 | (progn |
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295 | (add_score 1000) |
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296 | (with_object (add_object BALL (x) (y) 1) (progn (set_fade_count 15) (set_aistate 80))) |
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297 | nil) |
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298 | (> 240 (y)))) |
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299 | |
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300 | (defun pill2_ai () |
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301 | (set_y (+ (y) 3)) |
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302 | (next_picture) |
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303 | (if (touching_bg) ; are we touching the paddle? |
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304 | (progn |
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305 | (add_score 300) |
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306 | (with_object (bg) (setq shooting_time 20)) ; give 'em a 20 ticks of fire power |
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307 | nil) |
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308 | (> 240 (y)))) |
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309 | |
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310 | |
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311 | (def_char PILL1 ; the extra ball pill |
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312 | (funs (ai_fun pill1_ai)) |
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313 | (states pong_art (stopped (seq "pill" 1 24)))) |
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314 | |
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315 | (def_char PILL2 ; the extra ball pill |
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316 | (funs (ai_fun pill2_ai)) |
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317 | (states pong_art (stopped (seq "pill2" 1 24)))) |
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318 | |
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319 | (defun missle_ai () |
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320 | (set_course 90 10) |
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321 | (not (check_collide (move_ball)))) |
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322 | |
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323 | |
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324 | (def_char MISSLE |
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325 | (funs (ai_fun missle_ai)) |
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326 | (states pong_art (stopped "missle"))) |
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327 | |
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328 | (defun block_ai () (next_picture)) |
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329 | |
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330 | (def_char EXPLOSION |
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331 | (funs (ai_fun block_ai)) |
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332 | (states pong_art (stopped (seq "exp" 1 10)))) |
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333 | |
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334 | |
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335 | (setq current_level 1) |
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336 | (defun get_level_name (num) |
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337 | (concatenate 'string pong_dir "pong" (digstr num 2) ".lvl")) |
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338 | |
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339 | (create_players PADDLE) |
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340 | (set_first_level (get_level_name current_level)) |
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341 | (gc) ; garbage collect |
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342 | (tmp-space) |
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343 | |
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