;;;; Copyright 1995 Crack dot Com, All Rights reserved ;;;; See licensing information for more details on usage rights ;;;; to play this game, go to the abuse root directory and type : ;;;; abuse -lsf addon/pong/pong.lsp ;;;; -lsf tells abuse to use an alternate Lisp Startup File than abuse.lsp ;;;; Notes : ;;;; This "game" was written by Jonathan Clark as a demonstration of the ;;;; capabilities of the abuse engine. It is not meant to be a complete game ;;;; and is released strictly for purpose of study only. Any part of this file ;;;; may be used by others and distributed in any form, but it uses some of the ;;;; lisp, sound effects, and artwork from Abuse (TM) which may only distributed ;;;; as a complete package with no files missing or changed. ;;;; ***** Emacs plug ********* ;;;; If you don't already have emacs, get it! It's free. ;;;; Firstly it makes editing lisp 100% easier because it matches braces. ;;;; Secondly if you load the hi-lighting .el file you can read this file much ;;;; easier because all comments, strings, etc will be different colors. ;;;; I don't know the exact site where to find it, but if you telnet to ;;;; archie.unl.edu or look it up on a web search server you are sure to find it. ;;;; You might be interest to know emacs is also very customizable using a language ;;;; called lisp :-) ;;;; Please do not ask me for docs on how to code with the abuse engine, there are ;;;; none at this time and there won't be any until networked abuse is available. ;;;; ALL games written with the abuse engine are network ready with no additional ;;;; work including this one, but there are some issues that need addressing ;;;; that cannot be fully discussed until the net code is finished. When these ;;;; docs are written they will be available at http://www.crack.com Estimated ;;;; date for these docs is sometime late Oct. 1995 (perm-space) ; define all functions and global variable in "perm space" which ; is a space which will be garbage collected when it fills up. ; The down side to garbage collection is that it is a little slow ; and users of very slow machines will notice a very small pause ; from time to time, though writers of games may ignore this issue and ; always stay in "perm space" ; ; "tmp space" on the other hand, is not garbage collected, but rather ; at the end of executing an object's function will be completely ; thrown away it's important not to do a setq on a global variable ; (not local and not a member of the object) because the memory the ; item resides in will be lost after the function finishes.. see the ; add_score function in this file. ;; this is a simple check to see if they player has an engine version ;; capable of playing the game. All games should at least check for version 1.0 ;; because all version before that are beta and have known bugs. (if (< (+ (* (major_version) 100) (minor_version)) 100) ; require at least version 1.0 (progn (print "Your engine is out of date. This game requires verion 1.0") (quit))) (setq pong_dir "addon/pong/") ; in case we change the location of these files later ; this is always a very good idea to do because the user of ; this program may/may not be able to install into this directory (setq pong_art (concatenate 'string pong_dir "pong.spe")) ; all artwork is in this file (setq load_warn nil) ; don't show a waringing if these files aren't there (load "gamma.lsp") ; gamma correction values (if saved) (setq load_warn T) (load "addon/pong/common.lsp") ; grab the definition of abuse's light holder & obj mover (load "addon/pong/userfuns.lsp") ; load seq defun (load "lisp/input.lsp") ; get input mapping stuff from abuse ;; these are a few things that the engine requires you to load... (load_big_font "art/letters.spe" "letters") (load_small_font "art/letters.spe" "small_font") (load_console_font "art/consfnt.spe" "fnt5x7") (load_color_filter "art/back/backgrnd.spe") (load_palette "art/back/backgrnd.spe") (load_tiles pong_art) ; load all foreground & background type images from pong.spe ;; this is the image that will be displayed when the game starts ;; this needs to be in the form (X . Y) where X is the filename and ;; Y is the name of the image (setq title_screen (cons pong_art "title_screen")) ;; define a few sound effects to be used (these are all from abuse) (def_sound 'METAL "sfx/lasrmis2.wav") (def_sound 'BHIT "sfx/delobj01.wav") (def_sound 'BLOWUP "sfx/ball01.wav") (def_sound 'BUTTON_PRESS_SND "sfx/button02.wav") ; used by menu system ;; use these images to draw the score (setq nums (make-array 10 :initial-contents (list (def_image pong_art "0") (def_image pong_art "1") (def_image pong_art "2") (def_image pong_art "3") (def_image pong_art "4") (def_image pong_art "5") (def_image pong_art "6") (def_image pong_art "7") (def_image pong_art "8") (def_image pong_art "9")))) (setq score 0) (defun show_score (x y digs_left score) (if (not (eq digs_left 0)) ; end recursion (let ((this-digit (/ score digs_left))) (put_image x y (aref nums this-digit)) (show_score (+ x (image_width (aref nums this-digit))) y (/ digs_left 10) (- score (* digs_left this-digit)))))) (defun paddle_draw () (draw) ; normal draw function (show_score (- (view_x2) 80) (view_y1) 1000000 score)) (defun add_score (amount) (perm-space) ; we are modifing a global var, so we need swith to perm space (setq score (+ score amount)) (tmp-space)) ; switch back to tmp space which is not garbage collected (defun destroyable_tile (x) (> x 1)) (defun blow_up_tile (tilex tiley) (let ((gamex (+ (* tilex 16) 8)) (gamey (+ (* tiley 7) 7))) (add_score 200) (add_object EXPLOSION gamex gamey) (destroy_tile tilex tiley))) (defun destroy_tile (tilex tiley) (let ((gamex (+ (* tilex 16) 8)) (gamey (+ (* tiley 7) 7)) (type (fg_tile tilex tiley))) (add_score 100) (set_fg_tile tilex tiley 0) ; clear the tile and start animation (if (eq type 6) ; dinamite tile? (progn (blow_up_tile tilex tiley) (if (and (> tilex 0)) (blow_up_tile (- tilex 1) tiley)) (if (and (> tiley 0)) (blow_up_tile tilex (- tiley 1))) (blow_up_tile tilex (+ tiley 1)) (blow_up_tile (+ tilex 1) tiley))) (with_object (bg) (add_hp 10)) ; give player points (add_object TILE_BLOW_UP gamex gamey) (if (eq (random 10) 0) (add_object PILL1 gamex gamey) (if (eq (random 30) 0) (add_object PILL2 gamex gamey))))) (defun check_collide (status) ;; returns T if we hit something (if (not (eq status T)) ; did we hit anything? (if (eq (car (cdr status)) 'object) ; did we hit an object? (let ((object (car (cdr (cdr status))))) (if (eq (with_object object (otype)) PADDLE) ; did we hit the paddle? (if (<= (aistate) 180) (progn (set_aistate (+ (aistate) (- (with_object object (x)) (x)))) (if (> 20 (aistate)) (set_aistate 20) (if (< 160 (aistate)) (set_aistate 160))) T) nil) nil) nil) (if (eq (car (cdr status)) 'tile) ; did we hit a tile? (let ((tilex (car (cdr (cdr status)))) (tiley (car (cdr (cdr (cdr status)))))) (let ((type (fg_tile tilex tiley))) (if (destroyable_tile type) ; can we destroy the tile? (progn (destroy_tile tilex tiley) (if (eq type 6) (play_sound BLOWUP 100) (play_sound BHIT))) (play_sound METAL 60))) T) nil)) nil)) (defun move_ball () ;; returns status of move (let ((status (float_tick))) (if (not (eq status T)) ; T means we did not hit anything (let ((block_flags (car status))) (if (or (blocked_left block_flags) (blocked_right block_flags)) ; bounce left/right (if (<= (aistate) 180) (set_aistate (- 180 (aistate))) (set_aistate (+ 180 (- 360 (aistate)))))) (if (or (blocked_up block_flags) (blocked_down block_flags)) ; bounce up/down (progn (if (<= (aistate) 180) (set_aistate (mod (+ (- 180 (aistate)) 180) 360)) (set_aistate (- 360 (aistate)))) )) (if (not (eq block_flags 0)) ; move the ball one tick, because we just bounced (progn (set_course (aistate) 7) (float_tick))))) status)) (defun ball_ai () (set_course (aistate) 7) (select (aitype) (0 ; normal play, bounce around and stuff.. (check_collide (move_ball)) (if (> (y) 240) ; check to see if we are dead (progn (if (> score 500) (add_score -500)) (if (find_closest BALL) ; don't regenerate if other balls exsist nil (progn (set_aistate 90) ; reset ball to 90 degree angle (set_fade_count 15) (set_aitype 1) T))) T)) (1 ; ball is dead - go to paddle and fade in (set_x (with_object (bg) (x))) (set_y (- (with_object (bg) (y)) 14)) (set_fade_count (- (fade_count) 1)) (if (eq (fade_count) 0) (set_aitype 0)) T))) (def_char BALL (funs (ai_fun ball_ai)) (flags (hurt_all T)) (range 100 100) ; make sure ball doesn't stop when off screen (states pong_art (stopped "ball"))) (defun paddle_mover (xm ym but) (print xm) (set_gravity 0) (set_shift_down (me) 80) (set_shift_right (me) (- 0 (x))) ; adjust screen shift so it doesn't scroll (if (> fire_delay 0) (setq fire_delay (- fire_delay 1)) (if (> shooting_time 0) (progn (add_object MISSLE (x) (- (y) 20)) (setq fire_delay 5) (setq shooting_time (- shooting_time 1))))) (if (or (and (< xm 0) (> (x) 20)) (and (> xm 0) (< (x) 300))) (mover xm 0 0) 0)) (def_char PADDLE (vars shooting_time fire_delay) (funs (move_fun paddle_mover) ; move fun get's passed the player input and responsible for calling ai_fun (draw_fun paddle_draw)) (abilities (walk_top_speed 8) (start_accel 8)) (flags (can_block T)) (states pong_art (stopped "big_paddle"))) (defun do_nothing () T) (def_char START (funs (draw_fun dev_draw) ; dev draw is a compiled fun (ai_fun do_nothing)) ; always return T, therefore it never "dies" (states pong_art (stopped "start"))) (def_char TILE_BLOW_UP (funs (ai_fun block_ai)) (states pong_art (stopped (seq "block_die" 1 9)))) (defun pill1_ai () (set_y (+ (y) 3)) (next_picture) (if (touching_bg) ; are we touching the paddle (progn (add_score 1000) (with_object (add_object BALL (x) (y) 1) (progn (set_fade_count 15) (set_aistate 80))) nil) (> 240 (y)))) (defun pill2_ai () (set_y (+ (y) 3)) (next_picture) (if (touching_bg) ; are we touching the paddle? (progn (add_score 300) (with_object (bg) (setq shooting_time 20)) ; give 'em a 20 ticks of fire power nil) (> 240 (y)))) (def_char PILL1 ; the extra ball pill (funs (ai_fun pill1_ai)) (states pong_art (stopped (seq "pill" 1 24)))) (def_char PILL2 ; the extra ball pill (funs (ai_fun pill2_ai)) (states pong_art (stopped (seq "pill2" 1 24)))) (defun missle_ai () (set_course 90 10) (not (check_collide (move_ball)))) (def_char MISSLE (funs (ai_fun missle_ai)) (states pong_art (stopped "missle"))) (defun block_ai () (next_picture)) (def_char EXPLOSION (funs (ai_fun block_ai)) (states pong_art (stopped (seq "exp" 1 10)))) (setq current_level 1) (defun get_level_name (num) (concatenate 'string pong_dir "pong" (digstr num 2) ".lvl")) (create_players PADDLE) (set_first_level (get_level_name current_level)) (gc) ; garbage collect (tmp-space)