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For those who are interested, Spiderbro is now finished and available to all. It is a free to play adventure puzzle game written in QB64. Installers are available here! For those who wish to compile their own copies the source code is available below and the data folder is downloadable here! I'd love to hear any feedback :)
Code: [Select]
REM Variable Map Engine
REM Build 2.7.1
REM By Danielle Pond
REM icon, version info and error handler
ON ERROR GOTO errorhandler
LET consolelog$ = "data\consolelog.txt": REM sets console log file location
$VERSIONINFO:CompanyName=STUDIO_POND
$VERSIONINFO:ProductName=VaME
$VERSIONINFO:FileDescription=Variable Map Engine
$VERSIONINFO:InternalName=VaME
$VERSIONINFO:FILEVERSION#=2,7,1,2701
$VERSIONINFO:PRODUCTVERSION#=2,7,1,2701
$EXEICON:'data\icon.ico'
_ICON
setup:
REM initiates engine and assigns values
LET setupboot = 1: REM sets value for engine booting
REM setup timer
RANDOMIZE TIMER
_ALLOWFULLSCREEN _OFF: REM block alt-enter
LET itime = TIMER: REM timer function
LET ctime = 0: REM timer function
REM check os
IF INSTR(_OS$, "[WINDOWS]") THEN LET ros$ = "win"
IF INSTR(_OS$, "[LINUX]") THEN LET ros$ = "lnx"
IF INSTR(_OS$, "[MACOSX]") THEN LET ros$ = "mac"
REM check metadata exists, checks developer console settings and load engine values
IF _FILEEXISTS("data\engine.ddf") THEN
OPEN "data\engine.ddf" FOR INPUT AS #1
INPUT #1, devmode, consolelogging, displayconsole, title$, totalobjects, totalplayers, totaltriggers, totalpockets, totalcheckpoints, totalframes, totalsfxs, totalmusics, resx, resy, hertz, exitsave, autotxtsfx, ucontrol, dcontrol, lcontrol, rcontrol, scontrol, pcontrol, bcontrol, enableobjectoffsets, enableplayeroffsets, enablemapoffsets, fadespeed, pace, objectstep, collisionstep, playeridle, footpace, headerfontname$, headerfontsize, headerfontstyle$, defaultfontname$, defaultfontsize, defaultfontstyle$, smallfontname$, smallfontsize, smallfontstyle$, playerwalkdivide, scriptwalkdivide, scriptimage$, scriptimageresx, scriptimageresy, pockethudimage$, pockethudresx, pockethudresy, pocketarrowright$, pocketarrowleft$, pocketarrowselectright$, pocketarrowselectleft$, pocketarrowunavailableright$, pocketarrowunavailableleft$, pocketarrowresx, pocketarrowresy, pockethudanispeed, pocketarrowrlocx, pocketarrowrlocy, pocketarrowllocx, pocketarrowllocy, pocketspritex, pocketspritey, pocketspriteresx, pocketspriteresy, pocketbanner$, pocketbannerresx, pocketbannerresy, textbannersound, textbanner$, textbannername$, textbannerresx, textbannerresy, pocketselect$, pocketselectx, pocketselecty, pocketselectresx, pocketselectresy, lookaction$, lookx, useaction$, giveaction$, combineaction$, usex, givex, combinex, textbannerfacey, textbannerfaceresx, textbannerfaceresy, tos$, tdelay, stposx, stposy, tanidelay, terminalcol1, terminalcol2, terminalcol3, terminalrow1, terminalrow2, terminalfacex, terminalfacey, currencyname$, loadicon$, loadiconresx, loadiconresy, torcheffectfile$, loadbar$, devlogo$, devlogomode, versionno$, engineversionno$, updatelink$
CLOSE #1
IF ros$ = "win" THEN
REM finds metadata directory paths (windoze)
IF _FILEEXISTS("data\filelocwin.ddf") THEN
OPEN "data\filelocwin.ddf" FOR INPUT AS #1
INPUT #1, dloc$, mloc$, ploc$, floc$, sloc$, oloc$, scriptloc$, museloc$, sfxloc$, pocketloc$, uiloc$, tloc$, aloc$, menuloc$
CLOSE #1
ELSE
ERROR 420
END IF
ELSE
REM finds metadata directory paths (mac + linux)
IF _FILEEXISTS("data\filelocother.ddf") THEN
OPEN "data\filelocother.ddf" FOR INPUT AS #1
INPUT #1, dloc$, mloc$, ploc$, floc$, sloc$, oloc$, scriptloc$, museloc$, sfxloc$, pocketloc$, uiloc$, tloc$, aloc$, menuloc$
CLOSE #1
ELSE
ERROR 420
END IF
END IF
REM loads colours
IF _FILEEXISTS("data\colours.ddf") THEN
OPEN "data\colours.ddf" FOR INPUT AS #1
INPUT #1, letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura, bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura, letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura, bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura, letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura, bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura, letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura, bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura, letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura, bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura, letcurrencycolourr, letcurrencycolourg, letcurrencycolourb, letcurrencycoloura, bgcurrencycolourr, bgcurrencycolourg, bgcurrencycolourb, bgcurrencycoloura, letspeechcolourr, letspeechcolourg, letspeechcolourb, letspeechcoloura, bgspeechcolourr, bgspeechcolourg, bgspeechcolourb, bgspeechcoloura, letterminalcolourr, letterminalcolourg, letterminalcolourb, letterminalcoloura, bgterminalcolourr, bgterminalcolourg, bgterminalcolourb, bgterminalcoloura
CLOSE #1
_PRINTMODE _FILLBACKGROUND
ELSE
ERROR 420
END IF
$CONSOLE
IF displayconsole = 1 THEN
_CONSOLE ON
IF title$ <> "" THEN
_CONSOLETITLE title$ + " Console"
ELSE
_CONSOLETITLE "VaME Console"
END IF
END IF
IF displayconsole = 0 THEN _CONSOLE OFF
REM reports system info to console
GOSUB consoleboot: REM announces system boot to consolelog.txt
LET eventtitle$ = "OPERATING SYSTEM DETECTED:"
IF ros$ = "win" THEN LET eventdata$ = "Microsoft Windows"
IF ros$ = "lnx" THEN LET eventdata$ = "Linux"
IF ros$ = "mac" THEN LET eventdata$ = "Apple macOS"
LET eventnumber = 0
GOSUB consoleprinter
LET eventtitle$ = "LOADED METADATA:"
LET eventdata$ = dloc$ + "engine.ddf"
LET eventnumber = 0
GOSUB consoleprinter
ELSE
ERROR 420: REM error if directory unavailable
END IF
IF title$ = "" THEN LET title$ = "VaME": REM sets program name if none exists
REM report game title and engine info to console...
LET eventtitle$ = "ENGINE VERSION NUMBER:"
LET eventdata$ = engineversionno$
LET eventnumber = 0
GOSUB consoleprinter
LET eventtitle$ = "GAME DATA FOUND:"
LET eventdata$ = title$
LET eventnumber = 0
GOSUB consoleprinter
LET eventtitle$ = "GAME VERSION NUMBER:"
LET eventdata$ = versionno$
LET eventnumber = 0
GOSUB consoleprinter
REM check if remaining metadata directories exist
LET temp6 = 0
DO
LET temp6 = temp6 + 1
IF temp6 = 1 THEN LET temp3$ = dloc$
IF temp6 = 2 THEN LET temp3$ = ploc$
IF temp6 = 3 THEN LET temp3$ = mloc$
IF temp6 = 4 THEN LET temp3$ = floc$
IF temp6 = 5 THEN LET temp3$ = sloc$
IF temp6 = 6 THEN LET temp3$ = oloc$
IF temp6 = 7 THEN LET temp3$ = scriptloc$
IF temp6 = 8 THEN LET temp3$ = museloc$
IF temp6 = 9 THEN LET temp3$ = sfxloc$
IF temp6 = 10 THEN LET temp3$ = pocketloc$
IF temp6 = 11 THEN LET temp3$ = uiloc$
IF temp6 = 12 THEN LET temp3$ = tloc$
IF temp6 = 13 THEN LET temp3$ = aloc$
IF temp6 = 14 THEN LET temp3$ = menuloc$
IF _DIREXISTS(temp3$) THEN
LET eventtitle$ = "DIRECTORY ACTIVE:"
LET eventdata$ = temp3$
LET eventnumber = 0
GOSUB consoleprinter
ELSE
ERROR 421: REM error if directory unavailable
END IF
LOOP UNTIL temp6 = 14
GOSUB dimmer: REM assigns array values
GOSUB parameterload: REM loads any launch parameters
GOSUB deleteupdaters: REM deletes any left over updater files
GOSUB inputload: REM checks and informs console of enabled game controls
GOSUB saveload: REM load savedata values
GOSUB screenload: REM sets screen and resolution settings
GOSUB uiload: REM loads misc items into memory for quick access later
GOSUB loadbar: REM display loading bar
GOSUB fontload: REM loads font
GOSUB setdefaultfont: REM sets default font
GOSUB musicload: REM loads music files into memory for quick access later
GOSUB sfxload: REM loads sound effect files into memory for quick access later
GOSUB pocketload: REM loads pocket files into memory for quick access later
GOSUB terminalload: REM loads terminal files into memory for quick access later
REM displays developer logo
GOSUB devlogo
IF updateonly = 1 OR fixvame = 1 THEN GOSUB updatechecker: GOTO endgame
IF erasesaveonly = 1 THEN GOTO erasesave
REM directs to mainmenu
LET menu$ = "mainmenu"
GOSUB menugenerator
GOSUB mainplayerload: REM loads player data
GOSUB mapload: REM loads map data
REM scrub temporary values
LET temp6 = 0: LET temp3$ = "": LET setupboot = 0
GOTO game
dimmer:
REM assigns array values
REM map object values
DIM objectname(totalobjects) AS STRING
DIM objectx(totalobjects) AS DOUBLE
DIM objecty(totalobjects) AS DOUBLE
DIM objects(totalobjects) AS INTEGER
DIM objectl(totalobjects) AS INTEGER
DIM objectoffset(totalobjects) AS SINGLE
DIM objectresx(totalobjects) AS INTEGER
DIM objectresy(totalobjects) AS INTEGER
DIM objecta(totalobjects) AS INTEGER
DIM objectb(totalobjects) AS INTEGER
DIM findobject(totalobjects) AS INTEGER
REM map player values
DIM playername(totalplayers) AS STRING
DIM playerx(totalplayers) AS DOUBLE
DIM playery(totalplayers) AS DOUBLE
DIM mplayerx(totalplayers) AS INTEGER
DIM mplayery(totalplayers) AS INTEGER
DIM playergrace(totalplayers) AS INTEGER
DIM playerdefault(totalplayers) AS INTEGER
DIM playerresx(totalplayers) AS INTEGER
DIM playerresy(totalplayers) AS INTEGER
DIM players(totalplayers) AS INTEGER
DIM playernote1(totalplayers) AS INTEGER
DIM playernote2(totalplayers) AS INTEGER
DIM carryplayerd(totalplayers) AS INTEGER
DIM carryplayerjourney(totalplayers) AS INTEGER
DIM carryplayerx(totalplayers) AS INTEGER
DIM carryplayery(totalplayers) AS INTEGER
DIM carryplayerlayer(totalplayers) AS INTEGER
DIM carryplayerperiod(totalplayers) AS INTEGER
DIM dplayerx(totalplayers) AS INTEGER
DIM dplayery(totalplayers) AS INTEGER
DIM playerd(totalplayers) AS INTEGER
DIM playerjourney(totalplayers) AS INTEGER
DIM playeroffset(totalplayers) AS SINGLE
DIM playerperiod(totalplayers) AS INTEGER
DIM playerscript(totalplayers) AS INTEGER
DIM playerwalking(totalplayers) AS INTEGER
DIM pfootloop(totalplayers) AS INTEGER
DIM pfoot(totalplayers) AS INTEGER
DIM findplayer(totalplayers) AS INTEGER
DIM playerf(totalplayers) AS INTEGER
DIM playerb(totalplayers) AS INTEGER
DIM playerr(totalplayers) AS INTEGER
DIM playerl(totalplayers) AS INTEGER
DIM playerfl(totalplayers) AS INTEGER
DIM playerfr(totalplayers) AS INTEGER
DIM playerbl(totalplayers) AS INTEGER
DIM playerbr(totalplayers) AS INTEGER
DIM playerrl(totalplayers) AS INTEGER
DIM playerrr(totalplayers) AS INTEGER
DIM playerll(totalplayers) AS INTEGER
DIM playerlr(totalplayers) AS INTEGER
DIM playerfi1(totalplayers) AS INTEGER
DIM playerfi2(totalplayers) AS INTEGER
DIM playerbi1(totalplayers) AS INTEGER
DIM playerbi2(totalplayers) AS INTEGER
DIM playerli1(totalplayers) AS INTEGER
DIM playerli2(totalplayers) AS INTEGER
DIM playerri1(totalplayers) AS INTEGER
DIM playerri2(totalplayers) AS INTEGER
DIM playerface1(totalplayers) AS INTEGER
DIM playerface2(totalplayers) AS INTEGER
DIM playerlayer(totalplayers) AS INTEGER
REM sfx values
DIM sfx(totalsfxs) AS STRING
DIM sfxdata(totalsfxs) AS INTEGER
REM music values
DIM music(totalmusics) AS STRING
DIM musicdata(totalmusics) AS INTEGER
REM map trigger values
DIM triggername(totaltriggers) AS STRING
DIM triggerx1(totaltriggers) AS INTEGER
DIM triggery1(totaltriggers) AS INTEGER
DIM triggerx2(totaltriggers) AS INTEGER
DIM triggery2(totaltriggers) AS INTEGER
DIM triggera(totaltriggers) AS INTEGER
REM pocket values
DIM pocketname(totalpockets) AS STRING
DIM pocketshort(totalpockets) AS STRING
DIM pocketdescription(totalpockets) AS STRING
DIM pocketitem(totalpockets) AS INTEGER
DIM pocketsprite(totalpockets) AS INTEGER
REM checkpoint values
DIM checkpoint(totalcheckpoints) AS INTEGER
REM animation values
DIM frame(totalframes) AS INTEGER
DIM aniframe(totalframes) AS INTEGER
REM print to console
LET eventtitle$ = "ARRAY VALUES ASSIGNED"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
RETURN
generateoffsets:
REM generates random map animation offsets
REM objects
IF enableobjectoffsets = 1 THEN
DO
LET x = x + 1
LET objectoffset(x) = RND
LOOP UNTIL x >= mapobjectno OR x >= totalobjects
IF mapobjectno <> 0 THEN
LET eventtitle$ = "OFFSETS GENERATED:"
LET eventdata$ = "objects"
LET eventnumber = mapobjectno
GOSUB consoleprinter
END IF
END IF
LET x = 0
REM players
IF enableplayeroffsets = 1 THEN
DO
LET x = x + 1
LET playeroffset(x) = RND
LOOP UNTIL x >= mapplayerno OR x >= totalplayers
IF mapplayerno <> 0 THEN
LET eventtitle$ = "OFFSETS GENERATED:"
LET eventdata$ = "players"
LET eventnumber = mapplayerno
GOSUB consoleprinter
END IF
END IF
REM map
IF enablemapoffsets = 1 THEN
LET mapanioffset = RND
LET eventtitle$ = "OFFSET GENERATED:"
LET eventdata$ = "map"
LET eventnumber = mapno
GOSUB consoleprinter
END IF
LET x = 0: REM scrub temp values
RETURN
inputload:
REM checks and informs console of enabled inputs
DO
LET temp139 = temp139 + 1
LET eventtitle$ = "INPUT CONRTOL:"
IF temp139 = 1 THEN
IF ucontrol = 1 THEN
LET eventdata$ = "up control enabled"
ELSE
LET eventdata$ = "up control disabled"
END IF
END IF
IF temp139 = 2 THEN
IF dcontrol = 1 THEN
LET eventdata$ = "down control enabled"
ELSE
LET eventdata$ = "down control disabled"
END IF
END IF
IF temp139 = 3 THEN
IF lcontrol = 1 THEN
LET eventdata$ = "left control enabled"
ELSE
LET eventdata$ = "left control disabled"
END IF
END IF
IF temp139 = 4 THEN
IF rcontrol = 1 THEN
LET eventdata$ = "right control enabled"
ELSE
LET eventdata$ = "right control disabled"
END IF
END IF
IF temp139 = 5 THEN
IF scontrol = 1 THEN
LET eventdata$ = "select control enabled"
ELSE
LET eventdata$ = "select control disabled"
END IF
END IF
IF temp139 = 6 THEN
IF pcontrol = 1 THEN
LET eventdata$ = "pocket control enabled"
ELSE
LET eventdata$ = "pocket control disabled"
END IF
END IF
IF temp139 = 7 THEN
IF bcontrol = 1 THEN
LET eventdata$ = "back control enabled"
ELSE
LET eventdata$ = "back control disabled"
END IF
END IF
LET eventnumber = temp139
GOSUB consoleprinter
LOOP UNTIL temp139 = 7
LET temp139 = 0: REM scrubs temp values
RETURN
deleteupdaters:
REM deletes any updater files if needed
IF _FILEEXISTS("vameupdater_win.exe") THEN
REM windoze updater
SHELL _HIDE "del vameupdater_win.exe"
LET temp132 = 1
END IF
IF _FILEEXISTS("vameupdater_linux") THEN
REM linux updater
SHELL _HIDE "rm vameupdater_linux"
LET temp132 = 1
END IF
IF _FILEEXISTS("vameupdater_macos") THEN
REM macos updater
SHELL _HIDE "rm vameupdater_macos"
LET temp132 = 1
END IF
IF _FILEEXISTS("windownloader.bat") THEN
REM download batch file for windoze
SHELL _HIDE "del windownloader.bat"
LET temp132 = 1
END IF
IF _FILEEXISTS("checkupdate.ddf") THEN
REM latest update metadata
IF ros$ = "win" THEN
SHELL _HIDE "del checkupdate.ddf"
ELSE
SHELL _HIDE "rm checkupdate.ddf"
END IF
LET temp132 = 1
END IF
IF _FILEEXISTS("vameupdate.zip") THEN
REM compressed update files
IF ros$ = "win" THEN
SHELL _HIDE "del vameupdate.zip"
ELSE
SHELL _HIDE "rm vameupdate.zip"
END IF
LET temp132 = 1
END IF
IF _FILEEXISTS("unzip.exe") THEN
REM uncompressor for windoze
SHELL _HIDE "del unzip.exe"
LET temp132 = 1
END IF
IF ros$ <> "mac" THEN
IF _DIREXISTS("__MACOSX") THEN
REM macos metadata folder
IF ros$ = "win" THEN SHELL _HIDE "rmdir /Q /S __MACOSX"
IF ros$ = "lnx" THEN SHELL _HIDE "rm -R __MACOSX"
LET temp132 = 1
END IF
END IF
IF temp132 = 1 THEN
REM prints to console
LET eventtitle$ = "UPDATER FILE DELETED!"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp132 = 0
RETURN
parameterload:
REM loads and applies any launch parameters
IF _COMMANDCOUNT = 0 THEN RETURN: REM return for if no parameters
DO
LET temp129 = temp129 + 1
LET parameter$ = COMMAND$(temp129)
IF UCASE$(parameter$) = "-LITE" THEN LET liteload = 1: LET soundmode = 1: LET temp130 = 1
IF UCASE$(parameter$) = "-UPDATE" THEN LET updateonly = 1: LET disablefade = 1: LET temp130 = 1
IF UCASE$(parameter$) = "-DEVMODE" THEN LET devmode = 1: LET temp130 = 1
IF UCASE$(parameter$) = "-CONSOLE" THEN LET displayconsole = 1: LET temp130 = 1
IF UCASE$(parameter$) = "-ERASESAVE" THEN LET erasesaveonly = 1: LET temp130 = 1
IF UCASE$(parameter$) = "-NOSAVE" THEN LET nosave = 1: LET temp130 = 1
IF UCASE$(parameter$) = "-NOFX" THEN LET disablefade = 1: LET temp130 = 1
IF UCASE$(parameter$) = "-FIX" THEN LET fixvame = 1: LET temp130 = 1
IF temp130 = 1 THEN
LET eventtitle$ = "PARAMETER LOADED:"
LET eventdata$ = parameter$
LET eventnumber = 0
GOSUB consoleprinter
ELSE
LET eventtitle$ = "INVALID PARAMETER:"
LET eventdata$ = parameter$
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp130 = 0
LOOP UNTIL temp129 = _COMMANDCOUNT
LET temp129 = 0: LET temp130 = 0: REM scrub temp values
RETURN
devlogo:
REM developer logo
REM play sound (if needed)
IF devlogomode = 1 THEN
LET playsfx$ = "devlogo"
GOSUB sfxplay
END IF
FOR i% = 255 TO 0 STEP -5
_LIMIT fadespeed: REM sets framerate
_PUTIMAGE (0, 0)-(resx, resy), devlogo
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly fills screen with black box
GOSUB timeframecounter: REM timer function
_DISPLAY
NEXT
_AUTODISPLAY
_PUTIMAGE (0, 0)-(resx, resy), devlogo
REM play sound (if needed)
IF devlogomode = 2 THEN
LET playsfx$ = "devlogo"
GOSUB sfxplay
END IF
DO
LET temp128 = temp128 + 1
_DELAY 1
LOOP UNTIL INKEY$ = " " OR temp128 = 3
LET eventtitle$ = "DEVELOPER LOGO DISPLAYED"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
FOR i% = 0 TO 255 STEP 5
_LIMIT fadespeed: REM sets framerate
_PUTIMAGE (0, 0)-(resx, resy), devlogo
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly empties black box from screen
_DISPLAY
NEXT
_AUTODISPLAY
LET temp128 = 0: REM scrub temp values
RETURN
loadbar:
REM displays loading gfx
LET temp126 = resx - (loadiconresx + 5)
LET temp125 = temp125 / 100
LET temp127 = temp125 * temp126
_PUTIMAGE (1, 1)-(loadiconresx + 1, loadiconresy + 1), loadicon: REM displays load icon
_PUTIMAGE (loadiconresx + 5, 1)-((loadiconresx + 5) + temp127, loadiconresy + 1), loadbar: REM displays load bar
LET temp125 = temp125 * 100
RETURN
pocketload:
REM loads pocket items into memory
REM open file list
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
REM load sprites and metadata
DO
LET temp57 = temp57 + 1
INPUT #1, pocketfile$: REM reads name of pocket file to be loaded
OPEN pocketloc$ + pocketfile$ + "/" + pocketfile$ + ".ddf" FOR INPUT AS #666
REM loads pocket files and assigns them a slot
INPUT #666, pocketname(temp57), pocketdescription(temp57): LET pocketsprite(temp57) = _LOADIMAGE(pocketloc$ + pocketfile$ + "/" + pocketfile$ + ".png"): LET pocketshort(temp57) = pocketfile$
CLOSE #666
REM prints load to console
LET eventtitle$ = "POCKET ITEM LOADED:"
LET eventdata$ = pocketfile$
LET eventnumber = temp57
GOSUB consoleprinter
REM updates loadbar
IF setupboot = 1 THEN
LET temp125 = temp125 + 1
GOSUB loadbar
END IF
LOOP UNTIL EOF(1) OR temp57 >= totalpockets
LET pocketnos = temp57: REM set pocketnos
IF setupboot = 1 THEN
REM load bar
LET temp125 = 90
GOSUB loadbar
END IF
CLOSE #1
LET temp57 = 0: REM scrubs temp values
RETURN
pocketunload:
REM unloads all pocket files from memory
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
DO
LET temp58 = temp58 + 1
INPUT #1, pocketfile$
_FREEIMAGE pocketsprite(temp58)
REM prints unload to console
LET eventtitle$ = "POCKET ITEM UNLOADED:"
LET eventdata$ = pocketfile$
LET eventnumber = temp58
GOSUB consoleprinter
LOOP UNTIL EOF(1) OR temp58 >= totalpockets
CLOSE #1
LET temp58 = 0: REM scrub temp values
RETURN
pocketdraw:
REM draws pocket interface and provides input
REM return for if no items in pocket
IF pocketcarry = 0 THEN
LET textspeech$ = "I have nothing in my pocket!"
GOSUB textbannerdraw
RETURN
END IF
REM sets up pocket
GOSUB slightfadeout: REM dims screen
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
REM sets values
LET pocketline = 0
LET pocketdisplay = 0
REM plays sfx
LET playsfx$ = "openpocket"
GOSUB sfxplay
REM pocket animation
DO
_LIMIT pockethudanispeed
_PUTIMAGE (0, (0 - temp59))-(pockethudresx, temp59), pockethud
LET temp59 = temp59 + 1
LOOP UNTIL temp59 >= pockethudresy
IF mainmenu = 0 THEN
DO
_LIMIT pockethudanispeed
_PUTIMAGE (((resx / 2) - (pocketbannerresx / 2)), pockethudresy)-(((resx / 2) + (pocketbannerresx / 2)), (temp59 + 1)), pocketbanner
LET temp59 = temp59 + 1
LOOP UNTIL temp59 >= (pockethudresy + pocketbannerresy + 1)
END IF
REM prints pockets active to console
LET eventtitle$ = "POCKETS:"
LET eventdata$ = "ACTIVE!"
LET pocketon = 1
LET eventnumber = 0
GOSUB consoleprinter
DO
REM sets values
LET temp60 = 0
IF pocketdisplay = 0 THEN GOSUB pocketcalcup
REM draws pocket
_PUTIMAGE (0, 0)-(pockethudresx, pockethudresy), pockethud
_PUTIMAGE (pocketarrowrlocx, pocketarrowrlocy)-((pocketarrowrlocx + pocketarrowresx), (pocketarrowrlocy + pocketarrowresy)), pocketarrowr
_PUTIMAGE (pocketarrowllocx, pocketarrowllocy)-((pocketarrowllocx + pocketarrowresx), (pocketarrowllocy + pocketarrowresy)), pocketarrowl
_PUTIMAGE (((resx / 2) - (pocketbannerresx / 2)), (pockethudresy + 1))-(((resx / 2) + (pocketbannerresx / 2)), (pocketbannerresy + pockethudresy + 1)), pocketbanner
_KEYCLEAR
DO
LET b$ = UCASE$(INKEY$): REM inputter
REM displays pocket image
_PUTIMAGE (pocketspritex, pocketspritey)-((pocketspritex + pocketspriteresx), (pocketspritey + pocketspriteresy)), pocketsprite(pocketdisplay)
REM calculates what text to display
LET pocketdisplayname$ = pocketname(pocketdisplay): LET pocketdisplaydescription$ = pocketdescription(pocketdisplay): LET currentpocketshort$ = pocketshort(pocketdisplay)
REM adds value to currency
IF currentpocketshort$ = "currency" THEN LET temp22$ = pocketdisplayname$: LET pocketdisplayname$ = pocketdisplayname$ + " " + STR$(currency)
REM calculates centre
LET centretext$ = pocketdisplayname$
GOSUB centretext
REM displays pocket item info text
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
_PRINTSTRING ((resx / 2) - (centreno / 2), (pockethudresy)), pocketdisplayname$
REM removes value from currency
IF currentpocketshort$ = "currency" THEN LET pocketdisplayname$ = temp22$
LOOP UNTIL b$ = "Q" OR b$ = "I" OR b$ = CHR$(0) + CHR$(77) OR b$ = CHR$(0) + CHR$(75) OR b$ = " "
REM arrow keys divert
IF b$ = CHR$(0) + CHR$(77) THEN LET playsfx$ = "move": GOSUB sfxplay: GOSUB pocketarrowright: GOSUB pocketcalcup
IF b$ = CHR$(0) + CHR$(75) THEN LET playsfx$ = "move": GOSUB sfxplay: GOSUB pocketarrowleft: GOSUB pocketcalcdown
IF b$ = " " THEN LET playsfx$ = "select": GOSUB sfxplay: GOSUB pocketext
LOOP UNTIL b$ = "Q" OR b$ = "I"
CLOSE #1
IF pocketdivert = 0 THEN
REM plays sfx
LET playsfx$ = "closepocket"
GOSUB sfxplay
END IF
GOSUB slightfadein
CLOSE #1: REM closes pocketfiles.ddf
LET clearscreen = 1: REM sets screen for refresh
REM resets pocket divert
IF pocketdivert = 1 THEN LET pocketdivert = 0
REM scrub values
COLOR 0, 0
LET temp59 = 0: LET temp60 = 0: LET temp66 = 0: LET temp67 = 0: LET pocketon = 0
LET pocketdisplayname$ = "": LET pocketdisplaydescription$ = "": LET b$ = "": LET temp22$ = "": REM scrub temp values
RETURN
pocketext:
REM draws extension to pocket (controls)
REM draws images
_PUTIMAGE (pocketselectx, pocketselecty)-((pocketselectx + pocketselectresx), (pocketselecty + pocketselectresy)), pocketselect
_PUTIMAGE (((resx / 2) - (pocketbannerresx / 2)), (pockethudresy + 1))-(((resx / 2) + (pocketbannerresx / 2)), (pocketbannerresy + pockethudresy + 1)), pocketbanner
_PUTIMAGE (pocketarrowrlocx, pocketarrowrlocy)-((pocketarrowrlocx + pocketarrowresx), (pocketarrowrlocy + pocketarrowresy)), pocketarrowru
_PUTIMAGE (pocketarrowllocx, pocketarrowllocy)-((pocketarrowllocx + pocketarrowresx), (pocketarrowllocy + pocketarrowresy)), pocketarrowlu
LET temp74 = 1
REM text and input
_KEYCLEAR
DO
LET c$ = UCASE$(INKEY$): REM inputter
IF temp74 = 1 THEN COLOR _RGBA(letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura), _RGBA(bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura)
IF temp74 = 2 THEN COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
_PRINTSTRING ((lookx), (pockethudresy)), lookaction$
IF temp74 = 2 THEN COLOR _RGBA(letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura), _RGBA(bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura)
IF temp74 = 1 THEN COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
IF objecttype$ = "OBJ" THEN
_PRINTSTRING ((usex), (pockethudresy)), useaction$
END IF
IF objecttype$ = "NPC" THEN
_PRINTSTRING ((givex), (pockethudresy)), giveaction$
END IF
IF objecttype$ = "" THEN
_PRINTSTRING ((combinex), (pockethudresy)), combineaction$
END IF
IF c$ = CHR$(0) + CHR$(77) THEN LET playsfx$ = "move": GOSUB sfxplay: LET temp74 = 2
IF c$ = CHR$(0) + CHR$(75) THEN LET playsfx$ = "move": GOSUB sfxplay: LET temp74 = 1
LOOP UNTIL c$ = " " OR c$ = "Q"
IF c$ = " " THEN
REM play select sound
LET playsfx$ = "select"
GOSUB sfxplay
IF temp74 = 1 THEN
REM Look at item
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
_PRINTSTRING ((lookx), (pockethudresy)), lookaction$
_DELAY 0.1
COLOR _RGBA(letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura), _RGBA(bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura)
_PRINTSTRING ((lookx), (pockethudresy)), lookaction$
REM checks to see if item needs a script running
LET lookscript% = INSTR(lookscript% + 1, pocketdisplaydescription$, "[RUNSCRIPT]")
IF lookscript% THEN
LET temp30$ = LEFT$(pocketdisplaydescription$, INSTR(pocketdisplaydescription$, " ") - 1)
LET temp31$ = RIGHT$(pocketdisplaydescription$, LEN(pocketdisplaydescription$) - LEN(temp30$))
LET temp31$ = LTRIM$(temp31$)
REM checks to see if script exists
IF _FILEEXISTS(scriptloc$ + "image/" + temp31$ + ".vsf") THEN
REM runs script
LET scriptname$ = temp31$
LET mapscript = 3
GOSUB script
LET pocketdivert = 1
ELSE
ERROR 423
END IF
ELSE
LET textspeech$ = pocketdisplaydescription$
GOSUB textbannerdraw
LET pocketdivert = 1
END IF
LET b$ = "Q": LET lookscript% = 0: LET temp30$ = "": LET temp31$ = "": REM scrub temp values
END IF
IF temp74 = 2 THEN
IF objecttype$ = "NPC" THEN
REM give item to npc
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
_PRINTSTRING ((givex), (pockethudresy)), giveaction$
_DELAY 0.1
COLOR _RGBA(letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura), _RGBA(bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura)
_PRINTSTRING ((givex), (pockethudresy)), giveaction$
GOSUB usepocket
END IF
IF objecttype$ = "OBJ" THEN
REM use item with world
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
_PRINTSTRING ((usex), (pockethudresy)), useaction$
_DELAY 0.1
COLOR _RGBA(letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura), _RGBA(bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura)
_PRINTSTRING ((usex), (pockethudresy)), useaction$
GOSUB usepocket
END IF
IF objecttype$ = "" THEN
REM use item with item
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
_PRINTSTRING ((combinex), (pockethudresy)), combineaction$
_DELAY 0.1
COLOR _RGBA(letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura), _RGBA(bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura)
_PRINTSTRING ((combinex), (pockethudresy)), combineaction$
GOSUB pocketcombine
END IF
END IF
END IF
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
LET temp74 = 0: LET c$ = "": REM scrub temp files
RETURN
pocketcombine:
REM combines pocket items
REM return for if pocket only has one item or less
IF pocketcarry <= 1 THEN
LET textspeech$ = "I have no pocket items to " + combineaction$ + "!"
GOSUB textbannerdraw
LET pocketdivert = 1
LET b$ = "Q"
RETURN
END IF
REM sets values
LET temp81 = pocketdisplay
LET temp19$ = pocketdisplayname$
LET temp20$ = pocketdisplaydescription$
LET temp21$ = currentpocketshort$
LET pocketdisplayname$ = ""
LET pocketdisplaydescription$ = ""
LET currentpocketshort$ = ""
LET pocketdisplay = 0
LET pocketline = 0
COLOR _RGBA(letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura), _RGBA(bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura)
REM redraws poccket
_PUTIMAGE (0, 0)-(pockethudresx, pockethudresy), pockethud
REM displays pocket image
_PUTIMAGE (pocketspritex, pocketspritey)-((pocketspritex + pocketspriteresx), (pocketspritey + pocketspriteresy)), pocketsprite(temp81)
_PUTIMAGE (pocketselectx, pocketselecty)-((pocketselectx + pocketselectresx), (pocketselecty + pocketselectresy)), pocketselect
REM calculates what pocket item to display
DO
LET temp60 = 0
LET temp83 = temp83 + 1
IF pocketdisplay = 0 THEN GOSUB pocketcalcup
IF pocketdisplay = temp81 THEN
LET temp84 = 0
DO
LET temp84 = temp84 + 1
IF temp83 = 1 THEN GOSUB pocketcalcup
IF d$ = CHR$(0) + CHR$(77) THEN
IF temp84 < 5 THEN GOSUB pocketcalcup
IF temp84 >= 5 THEN GOSUB pocketcalcdown
END IF
IF d$ = CHR$(0) + CHR$(75) THEN
GOSUB pocketcalcdown
IF temp84 < 5 THEN GOSUB pocketcalcdown
IF temp84 >= 5 THEN GOSUB pocketcalcup
END IF
LOOP UNTIL pocketdisplay <> temp81
END IF
REM draws second pocket
_PUTIMAGE (0, pockethudresy)-(pockethudresx, pockethudresy + pockethudresy), pockethud
_PUTIMAGE (pocketarrowrlocx, pocketarrowrlocy + pockethudresy)-((pocketarrowrlocx + pocketarrowresx), (pocketarrowrlocy + pocketarrowresy + pockethudresy)), pocketarrowr
_PUTIMAGE (pocketarrowllocx, pocketarrowllocy + pockethudresy)-((pocketarrowllocx + pocketarrowresx), (pocketarrowllocy + pocketarrowresy + pockethudresy)), pocketarrowl
_PUTIMAGE (((resx / 2) - (pocketbannerresx / 2)), (pockethudresy + pockethudresy + 1))-(((resx / 2) + (pocketbannerresx / 2)), (pocketbannerresy + pockethudresy + pockethudresy + 1)), pocketbanner
_KEYCLEAR
DO
LET d$ = UCASE$(INKEY$)
_PUTIMAGE (pocketspritex, pocketspritey + pockethudresy)-((pocketspritex + pocketspriteresx), (pocketspritey + pocketspriteresy + pockethudresy)), pocketsprite(pocketdisplay)
REM calculates what text to display
LET pocketdisplayname$ = pocketname(pocketdisplay): LET pocketdisplaydescription$ = pocketdescription(pocketdisplay): LET currentpocketshort$ = pocketshort(pocketdisplay)
REM calculates centre
LET centretext$ = pocketdisplayname$
GOSUB centretext
REM prints text to screen
_PRINTSTRING (1, 1), combineaction$
_PRINTSTRING (1, 1 + defaultfontsize * 2), "WITH"
_PRINTSTRING ((resx / 2) - (centreno / 2), (pockethudresy + pockethudresy)), pocketdisplayname$
LOOP UNTIL d$ = "Q" OR d$ = "I" OR d$ = CHR$(0) + CHR$(77) OR d$ = CHR$(0) + CHR$(75) OR d$ = " "
IF d$ = CHR$(0) + CHR$(77) THEN LET playsfx$ = "move": GOSUB sfxplay: GOSUB pocketarrowright: GOSUB pocketcalcup
IF d$ = CHR$(0) + CHR$(75) THEN LET playsfx$ = "move": GOSUB sfxplay: GOSUB pocketarrowleft: GOSUB pocketcalcdown
IF d$ = " " THEN LET playsfx$ = "select": GOSUB sfxplay: GOSUB usepocketpocket
LOOP UNTIL d$ = "Q" OR d$ = "I"
LET c$ = "Q": LET b$ = "Q": REM quits inventory
LET pocketdisplay = temp81: LET d$ = "": LET temp81 = 0: LET temp83 = 0: LET temp19$ = "": LET temp20$ = "": LET temp21$ = "": REM scrubs temp values
RETURN
usepocketpocket:
REM COMBINES POCKET ITEMS
LET pocketon = 2
REM checks script file exists
LET scriptname$ = LCASE$(currentpocketshort$) + LCASE$(temp21$)
IF _FILEEXISTS(scriptloc$ + "combine/" + scriptname$ + ".vsf") THEN
REM first match works
LET mapscript = 2
GOSUB script
LET selectobject$ = ""
ELSE
REM first match fails
LET scriptname$ = LCASE$(temp21$) + LCASE$(currentpocketshort$)
IF _FILEEXISTS(scriptloc$ + "combine/" + scriptname$ + ".vsf") THEN
REM second match works
LET mapscript = 2
GOSUB script
LET selectobject$ = ""
ELSE
REM second match fails
LET objecttype$ = "OBJ"
LET textspeech$ = "I can't " + LCASE$(combineaction$) + " my " + temp19$ + " with the " + pocketdisplayname$ + "!"
GOSUB textbannerdraw
LET objecttype$ = ""
LET selectobject$ = ""
END IF
END IF
LET pocketdivert = 1
LET d$ = "Q": LET c$ = "Q": LET b$ = "Q": REM quits pockets
RETURN
usepocket:
REM USES POCKET ITEM
LET pocketon = 2
REM uses pocket item with world object
LET scriptname$ = LCASE$(selectobject$) + LCASE$(currentpocketshort$)
IF _FILEEXISTS(scriptloc$ + mapdir$ + scriptname$ + ".vsf") THEN
REM if match does work
LET mapscript = 1
GOSUB script
LET terminalhold$ = currentpocketshort$
ELSE
REM if match doesn't work
IF objecttype$ = "OBJ" THEN
LET textspeech$ = "I can't " + LCASE$(useaction$) + " my " + pocketdisplayname$ + " with that!"
GOSUB textbannerdraw
END IF
IF objecttype$ = "NPC" THEN
LET scriptname$ = LCASE$(selectobject$) + "nope"
IF _FILEEXISTS(scriptloc$ + mapdir$ + scriptname$ + ".vsf") THEN
LET mapscript = 1
GOSUB script
ELSE
ERROR 423
END IF
END IF
END IF
LET pocketdivert = 1
LET c$ = "Q": LET b$ = "Q": REM quits pockets
RETURN
givecurrency:
REM gives currency to player
IF currencychange = 0 THEN RETURN: REM return for if there is no currency change
LET currency = currency + currencychange: REM adds money
REM changes font colour
COLOR _RGBA(letcurrencycolourr, letcurrencycolourg, letcurrencycolourb, letcurrencycoloura), _RGBA(bgcurrencycolourr, bgcurrencycolourg, bgcurrencycolourb, bgcurrencycoloura)
REM find
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
DO
LET temp93 = temp93 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = "currency" OR EOF(1)
CLOSE #1
IF silentgive = 0 THEN
REM animation
GOSUB slightfadeout
DO
REM pockets scroll in
_LIMIT pockethudanispeed
_PUTIMAGE (0, (0 - temp94))-(pockethudresx, temp94), pockethud
LET temp94 = temp94 + 1
LOOP UNTIL temp94 >= pockethudresy
LET temp94 = (0 - pocketspriteresx)
DO
REM Pocket item scrolls in
_LIMIT pockethudanispeed
_PUTIMAGE (0, 0)-(pockethudresx, pockethudresy), pockethud
_PUTIMAGE (temp94, pocketspritey)-((temp94 + pocketspriteresx), (pocketspritey + pocketspriteresy)), pocketsprite(temp93)
_PRINTSTRING (temp94 - (pocketspriteresx / 2), pocketspritey), STR$(currencychange)
LET temp94 = temp94 + 1
LOOP UNTIL temp94 >= pocketspritex
REM plays sound effect
LET playsfx$ = "pickup"
GOSUB sfxplay
_DELAY 0.5
GOSUB slightfadein
END IF
REM tells console printer
LET eventtitle$ = "CURRENCY ADDED:"
LET eventdata$ = "+" + STR$(currencychange)
LET eventnumber = currency
GOSUB consoleprinter
COLOR 0, 0
LET currencychange = 0: LET temp93 = 0: LET temp94 = 0: LET silentgive = 0: REM scrubs temp values
RETURN
takecurrency:
REM takes currency from player
IF currencychange = 0 THEN RETURN: REM return for if there is no currency change
LET currency = currency - currencychange: REM removes money
REM changes font colour
COLOR _RGBA(letcurrencycolourr, letcurrencycolourg, letcurrencycolourb, letcurrencycoloura), _RGBA(bgcurrencycolourr, bgcurrencycolourg, bgcurrencycolourb, bgcurrencycoloura)
REM finds currency slot
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
DO
LET temp91 = temp91 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = "currency" OR EOF(1)
CLOSE #1
IF silenttake = 0 THEN
REM animation
GOSUB slightfadeout
DO
REM pockets scroll in
_LIMIT pockethudanispeed
_PUTIMAGE (0, (0 - temp92))-(pockethudresx, temp92), pockethud
LET temp92 = temp92 + 1
LOOP UNTIL temp92 >= pockethudresy
LET temp92 = pocketspritex
DO
REM Pocket item scrolls out
_LIMIT pockethudanispeed
_PUTIMAGE (0, 0)-(pockethudresx, pockethudresy), pockethud
_PUTIMAGE (temp92, pocketspritey)-((temp92 + pocketspriteresx), (pocketspritey + pocketspriteresy)), pocketsprite(temp91)
_PRINTSTRING (temp92 - (pocketspriteresx / 2), pocketspritey), STR$(currencychange)
LET temp92 = temp92 + 1
LOOP UNTIL temp92 >= (resx + (pocketspriteresx / 2) + 1)
REM plays sound effect
LET playsfx$ = "drop"
GOSUB sfxplay
_DELAY 0.5
GOSUB slightfadein
END IF
REM tells console printer
LET eventtitle$ = "CURRENCY REMOVED:"
LET eventdata$ = "-" + STR$(currencychange)
LET eventnumber = currency
GOSUB consoleprinter
REM checks if currency is below 0
IF currency < 0 THEN
LET currency = 0
REM tells console
LET eventtitle$ = "CURRENCY BELOW ZERO!"
LET eventdata$ = "VALUE FIXED!:"
LET eventnumber = currency
GOSUB consoleprinter
END IF
COLOR 0, 0
LET currencychange = 0: LET temp91 = 0: LET temp92 = 0: LET silenttake = 0: REM scrubs temp values
RETURN
centretext:
REM calculates position of centre text (centreno)
LET centreno = 0
LET temp70 = LEN(centretext$)
REM header font
IF fontmode = 1 THEN
IF headerfontsname$ <> "" THEN
LET centreno = temp70 * (headerfontsize / 2)
ELSE
LET centreno = temp70 * (16)
END IF
END IF
REM default font
IF fontmode = 2 THEN
IF defaultfontname$ <> "" THEN
LET centreno = temp70 * (defaultfontsize / 2)
ELSE
LET centreno = temp70 * (8)
END IF
END IF
REM small font
IF fontmode = 3 THEN
IF smallfontname$ <> "" THEN
LET centreno = temp70 * (smallfontsize / 2)
ELSE
LET centreno = temp70 * (8)
END IF
END IF
LET temp70 = 0: LET centretext$ = "": REM scrub temp values
RETURN
pocketarrowright:
REM flashes pocket arrow right
IF temp81 = 0 THEN
_PUTIMAGE (pocketarrowrlocx, pocketarrowrlocy)-((pocketarrowrlocx + pocketarrowresx), (pocketarrowrlocy + pocketarrowresy)), pocketarrowrs
ELSE
_PUTIMAGE (pocketarrowrlocx, pocketarrowrlocy + pockethudresy)-((pocketarrowrlocx + pocketarrowresx), (pocketarrowrlocy + pocketarrowresy + pockethudresy)), pocketarrowrs
END IF
_DELAY 0.1
RETURN
pocketarrowleft:
REM flashes pocket arrow left
IF temp81 = 0 THEN
_PUTIMAGE (pocketarrowllocx, pocketarrowllocy)-((pocketarrowllocx + pocketarrowresx), (pocketarrowllocy + pocketarrowresy)), pocketarrowls
ELSE
_PUTIMAGE (pocketarrowllocx, pocketarrowllocy + pockethudresy)-((pocketarrowllocx + pocketarrowresx), (pocketarrowllocy + pocketarrowresy + pockethudresy)), pocketarrowls
END IF
_DELAY 0.1
RETURN
pocketcalcdown:
REM calculates what pocket item to display
REM sets values
LET temp61 = pocketdisplay
LET temp62 = pocketline
LET pocketdisplay = 0
REM goes back a line and checks if pocket item is available
DO
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
LET temp60 = 0
LET pocketline = pocketline - 1
DO
LET temp60 = temp60 + 1
INPUT #1, pocketfile$
IF EOF(1) THEN
REM if file ends
LET pocketdisplay = temp61
LET pocketline = temp62
LET temp60 = 0
LET temp61 = 0
LET temp62 = 0
CLOSE #1
RETURN
END IF
LOOP UNTIL temp60 = pocketline
IF pocketitem(temp60) = 1 THEN LET pocketdisplay = temp60
CLOSE #1
LOOP UNTIL pocketdisplay > 0
LET pocketline = temp60
LET temp60 = 0: LET temp61 = 0: LET temp62 = 0: REM scrubs temp values
RETURN
pocketcalcup:
REM calculates what pocket item to display
REM sets values
LET temp61 = pocketdisplay
LET temp62 = pocketline
LET pocketdisplay = 0
REM gets to current line
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
IF pocketline > 0 THEN
DO
LET temp60 = temp60 + 1
INPUT #1, pocketfile$
IF EOF(1) THEN
REM if file ends
LET temp60 = 0
LET pocketdisplay = temp61
LET pocketline = temp62
LET temp61 = 0
LET temp62 = 0
CLOSE #1
RETURN
END IF
LOOP UNTIL temp60 >= pocketline
END IF
DO
LET temp60 = temp60 + 1
INPUT #1, pocketfile$
IF pocketitem(temp60) = 1 THEN LET pocketdisplay = temp60
IF pocketdisplay > 0 THEN CLOSE #1: LET pocketline = temp60: LET temp60 = 0: RETURN
IF EOF(1) THEN
REM if file ends
LET temp60 = 0
LET pocketdisplay = temp61
LET pocketline = temp62
LET temp61 = 0
LET temp62 = 0
CLOSE #1
COLOR 0, 0
RETURN
END IF
LOOP
CLOSE #1
COLOR 0, 0
LET pocketline = temp60: LET temp60 = 0: LET temp61 = 0: LET temp62 = 0 REM clear temp values
RETURN
textbannerdraw:
REM draws text banner and NPC pic
COLOR _RGBA(letspeechcolourr, letspeechcolourg, letspeechcolourb, letspeechcoloura), _RGBA(bgspeechcolourr, bgspeechcolourg, bgspeechcolourb, bgspeechcoloura)
IF pocketon = 0 AND mainmenu = 0 OR scriptrun = 1 THEN GOSUB slightfadeout
LET temp71 = (resy + 1)
REM matches player
LET x = 0
DO
LET x = x + 1
IF selectobject$ = playername(x) THEN LET temp80 = x
LOOP UNTIL x >= mapplayerno OR x >= totalplayers
REM sets speakers name
IF objecttype$ = "NPC" THEN
LET speakername$ = selectobject$
ELSE
LET speakername$ = mplayermodel$
END IF
REM draws text banner
DO
_LIMIT pockethudanispeed
_PUTIMAGE (0, temp71)-(textbannerresx - 1, (textbannerresy + temp71) - 1), textbanner
IF mainmenu = 0 AND pocketon <> 1 THEN
_PUTIMAGE (0, temp71 - defaultfontsize)-(defaultfontsize * LEN(speakername$), temp71), textbannername
COLOR _RGBA(letspeechcolourr, letspeechcolourg, letspeechcolourb, letspeechcoloura), _RGBA(bgspeechcolourr, bgspeechcolourg, bgspeechcolourb, bgspeechcoloura)
_PRINTSTRING (defaultfontsize, temp71 - defaultfontsize), speakername$
END IF
LET temp71 = temp71 - 1
LOOP UNTIL temp71 <= (resy - textbannerresy - 1)
LET temp71 = resx + 1
REM draws player portrait
DO
_LIMIT pockethudanispeed
IF mainmenu = 0 AND pocketon <> 1 THEN
IF objecttype$ = "OBJ" THEN _PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), mpface1
IF objecttype$ = "NPC" THEN
_PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), playerface1(temp80)
END IF
END IF
LET temp71 = temp71 - 1
LOOP UNTIL temp71 = (resx - textbannerfaceresx)
_PUTIMAGE (0, (resy - textbannerresy))-(textbannerresx - 1, resy - 1), textbanner
IF mainmenu = 0 AND pocketon <> 1 THEN
IF objecttype$ = "OBJ" THEN _PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), mpface1
IF objecttype$ = "NPC" THEN
_PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), playerface2(temp80)
END IF
END IF
GOSUB textbannercalc
COLOR 0, 0
IF pocketon = 0 AND mainmenu = 0 OR scriptrun = 1 THEN GOSUB slightfadein
LET temp71 = 0: LET temp80 = 0: LET temp9000 = 0: LET textspeech$ = "": REM scrub temp values
_KEYCLEAR: REM clears keyboard input
RETURN
talksfx:
REM generates sound effects for player talking
IF soundmode = 1 OR soundmode = 3 THEN RETURN: REM return for if sfx is off.
IF autotxtsfx = 1 THEN
IF temp124 = 0 THEN LET temp124 = 1: REM sets values
REM mainplayer
IF objecttype$ = "OBJ" OR objecttype$ = "" THEN
IF textline$ <> " " OR textline$ <> "" THEN
SOUND 0, 0
IF temp124 = 1 THEN SOUND mpnote1, 1
IF temp124 = 2 THEN SOUND mpnote2, 1
ELSE
SOUND 0, 0
END IF
END IF
REM NPC
IF objecttype$ = "NPC" THEN
IF textline$ <> " " OR textline$ <> "" THEN
SOUND 0, 0
IF temp124 = 1 THEN LET temp125 = playernote1(temp80)
IF temp124 = 2 THEN LET temp125 = playernote2(temp80)
SOUND temp125, 1
ELSE
SOUND 0, 0
END IF
END IF
REM changes note value
IF temp124 = 1 THEN LET temp124 = 2: RETURN
IF temp124 = 2 THEN LET temp124 = 1: RETURN
END IF
IF autotxtsfx = 2 THEN
IF temp9000 = 1 THEN RETURN
LET playsfx$ = "talk": GOSUB sfxplay: REM plays sound efffect
LET temp9000 = 1
END IF
RETURN
textbannercalc:
REM calculates how long text is to be in text banner
COLOR _RGBA(letspeechcolourr, letspeechcolourg, letspeechcolourb, letspeechcoloura), _RGBA(bgspeechcolourr, bgspeechcolourg, bgspeechcolourb, bgspeechcoloura)
REM delete temp file if temp file already exists
IF _FILEEXISTS(dloc$ + "banner.tmp") THEN
IF ros$ = "win" THEN SHELL _HIDE "del " + dloc$ + "banner.tmp"
IF ros$ = "lnx" OR ros$ = "mac" THEN SHELL _HIDE "rm " + dloc$ + "banner.tmp"
END IF
REM outputs text to temp file letter by letter
DO
LET temp72 = temp72 + 1
LET temp14$ = MID$(textspeech$, temp72, 1)
OPEN dloc$ + "banner.tmp" FOR APPEND AS #1
WRITE #1, temp14$
CLOSE #1
LOOP UNTIL temp72 >= LEN(textspeech$)
REM prints text banner to console
LET eventtitle$ = "TEXT BANNER:"
LET eventdata$ = textspeech$
LET eventnumber = temp72
GOSUB consoleprinter
REM opens temp file and puts appropiate letters in place
LET temp72 = 5
LET temp75 = 1
LET temp76 = 1
OPEN dloc$ + "banner.tmp" FOR INPUT AS #1
DO
_LIMIT hertz
LET d$ = UCASE$(INKEY$)
INPUT #1, textline$
REM prints letter to screen
IF temp75 = 1 THEN _PRINTSTRING (temp72, 120), textline$
IF temp75 = 2 THEN _PRINTSTRING (temp72, 130), textline$
REM plays talking sounds
GOSUB talksfx
LET temp72 = temp72 + (defaultfontsize / 2) + 1
IF temp76 = 1 THEN _DELAY 0.05: REM letter draw delay
REM if space is pressed
IF d$ = " " THEN LET temp76 = 2
REM if space happens close to end
IF textline$ = " " THEN
LET temp73 = (resx - 5) / 4
LET temp73 = (resx - 5) - temp73
IF temp72 >= temp73 THEN LET temp72 = resx
END IF
REM if textspeech$ is too long for text banner
IF temp72 >= resx - 5 THEN
LET temp72 = 5
IF temp75 = 1 THEN
LET temp75 = 2
ELSE
DO
_LIMIT hertz
GOSUB timeframecounter
IF INT(ctime) MOD 2 THEN
IF mainmenu = 0 AND pocketon <> 1 THEN
IF objecttype$ = "OBJ" THEN _PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), mpface1
IF objecttype$ = "NPC" THEN
_PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), playerface1(temp80)
END IF
END IF
ELSE
IF mainmenu = 0 AND pocketon <> 1 THEN
IF objecttype$ = "OBJ" THEN _PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), mpface2
IF objecttype$ = "NPC" THEN
_PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), playerface2(temp80)
END IF
END IF
END IF
LOOP UNTIL INKEY$ = " "
_PUTIMAGE (0, (resy - textbannerresy))-(textbannerresx - 1, resy - 1), textbanner
LET temp75 = 1
LET temp76 = 1
END IF
END IF
LOOP UNTIL EOF(1)
CLOSE #1
DO
_LIMIT hertz
GOSUB timeframecounter
IF INT(ctime) MOD 2 THEN
IF mainmenu = 0 AND pocketon <> 1 THEN
IF objecttype$ = "OBJ" THEN _PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), mpface1
IF objecttype$ = "NPC" THEN
_PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), playerface1(temp80)
END IF
END IF
ELSE
IF mainmenu = 0 AND pocketon <> 1 THEN
IF objecttype$ = "OBJ" THEN _PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), mpface2
IF objecttype$ = "NPC" THEN
_PUTIMAGE (temp71, textbannerfacey)-((temp71 + textbannerfaceresx - 1), (textbannerfacey + textbannerfaceresy - 1)), playerface2(temp80)
END IF
END IF
END IF
LOOP UNTIL INKEY$ = " "
REM plays select sound effect
IF textbannersound = 1 THEN
LET playsfx$ = "select"
GOSUB sfxplay
END IF
REM deletes temp file
_KEYCLEAR
COLOR 0, 0
IF ros$ = "win" THEN SHELL _HIDE "del " + dloc$ + "banner.tmp"
IF ros$ = "lnx" OR ros$ = "mac" THEN SHELL _HIDE "rm " + dloc$ + "banner.tmp"
LET temp72 = 0: LET temp73 = 0: LET temp75 = 0: LET temp76 = 0: LET d$ = "": LET temp14$ = "": LET textline$ = "": LET temp124 = 0: LET temp125 = 0: REM scrub temp values
RETURN
uiload:
REM loads UI items into memory
LET scriptimage = _LOADIMAGE(uiloc$ + scriptimage$ + ".png")
LET pockethud = _LOADIMAGE(uiloc$ + pockethudimage$ + ".png")
LET pocketarrowr = _LOADIMAGE(uiloc$ + pocketarrowright$ + ".png")
LET pocketarrowl = _LOADIMAGE(uiloc$ + pocketarrowleft$ + ".png")
LET pocketarrowrs = _LOADIMAGE(uiloc$ + pocketarrowselectright$ + ".png")
LET pocketarrowls = _LOADIMAGE(uiloc$ + pocketarrowselectleft$ + ".png")
LET pocketbanner = _LOADIMAGE(uiloc$ + pocketbanner$ + ".png")
LET textbanner = _LOADIMAGE(uiloc$ + textbanner$ + ".png")
LET pocketselect = _LOADIMAGE(uiloc$ + pocketselect$ + ".png")
LET pocketarrowlu = _LOADIMAGE(uiloc$ + pocketarrowunavailableleft$ + ".png")
LET pocketarrowru = _LOADIMAGE(uiloc$ + pocketarrowunavailableright$ + ".png")
LET loadicon = _LOADIMAGE(uiloc$ + loadicon$ + ".png")
LET torcheffect = _LOADIMAGE(uiloc$ + torcheffectfile$ + ".png")
LET loadbar = _LOADIMAGE(uiloc$ + loadbar$ + ".png")
LET devlogo = _LOADIMAGE(uiloc$ + devlogo$ + ".png")
LET textbannername = _LOADIMAGE(uiloc$ + textbannername$ + ".png")
LET eventtitle$ = "UI ITEMS LOADED"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
RETURN
uiunload:
REM unloads UI items from memory
_FREEIMAGE scriptimage
_FREEIMAGE pockethud
_FREEIMAGE pocketarrowr
_FREEIMAGE pocketarrowl
_FREEIMAGE pocketarrowrs
_FREEIMAGE pocketarrowls
_FREEIMAGE pocketbanner
_FREEIMAGE textbanner
_FREEIMAGE pocketselect
_FREEIMAGE pocketarrowru
_FREEIMAGE pocketarrowlu
_FREEIMAGE loadicon
_FREEIMAGE torcheffect
_FREEIMAGE loadbar
_FREEIMAGE devlogo
_FREEIMAGE textbannername
LET eventtitle$ = "UI ITEMS UNLOADED"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
RETURN
musicplay:
REM plays music
REM diverts
IF soundmode = 1 OR soundmode = 4 THEN RETURN: REM diverts if sound is off
IF playmusic$ = currentmusic$ THEN RETURN: REM diverts if music is the same
IF currentmusic$ <> "" AND musicpause = 0 THEN GOSUB musicstop: REM stops currently playing music
OPEN museloc$ + "musicfiles.ddf" FOR INPUT AS #1
DO
INPUT #1, musicfile$
LET temp30 = temp30 + 1
IF temp30 = 1 THEN
IF playmusic$ = musicfile$ THEN LET currentmusic$ = musicfile$: _SNDLOOP menumusic%
ELSE
IF playmusic$ = musicfile$ THEN LET currentmusic$ = musicfile$: _SNDLOOP musicdata(temp30 - 1)
END IF
LOOP UNTIL EOF(1)
CLOSE #1
REM prints result to console
IF currentmusic$ <> "" THEN
IF currentmusic$ = playmusic$ THEN
LET eventtitle$ = "MUSIC PLAYING:"
LET eventdata$ = currentmusic$
LET eventnumber = 0
GOSUB consoleprinter
LET musicpause = 0: REM tells engine music is not paused
ELSE
LET eventtitle$ = "MUSIC NOT PLAYING:"
LET eventdata$ = "FILE NOT LOADED"
LET eventnumber = 0
GOSUB consoleprinter
END IF
END IF
LET temp30 = 0: REM scrub temp values
RETURN
musicpause:
REM pauses music
REM if soundmode = 1 then return: rem return for is sound is off
OPEN museloc$ + "musicfiles.ddf" FOR INPUT AS #1
DO
INPUT #1, musicfile$
LET temp32 = temp32 + 1
IF temp32 = 1 THEN
IF currentmusic$ = musicfile$ THEN _SNDPAUSE menumusic%: LET musicpause = 1
ELSE
IF temp32 = 2 THEN IF currentmusic$ = musicfile$ THEN _SNDPAUSE musicdata(temp32 - 1): LET musicpause = 1
END IF
LOOP UNTIL EOF(1)
CLOSE #1
IF musicpause = 1 THEN
REM prints result to console
LET eventtitle$ = "MUSIC PAUSED:"
LET eventdata$ = currentmusic$
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp32 = 0: REM scrub temp values
RETURN
musicstop:
REM stops music
IF soundmode = 1 OR soundmode = 4 THEN RETURN: REM return for is sound is off
OPEN museloc$ + "musicfiles.ddf" FOR INPUT AS #1
DO
INPUT #1, musicfile$
LET temp31 = temp31 + 1
IF temp31 = 1 THEN
IF currentmusic$ = musicfile$ THEN LET oldmusic$ = currentmusic$: LET currentmusic$ = "": _SNDSTOP menumusic%
ELSE
IF currentmusic$ = musicfile$ THEN LET oldmusic$ = currentmusic$: LET currentmusic$ = "": _SNDSTOP musicdata(temp31 - 1)
END IF
LOOP UNTIL EOF(1)
CLOSE #1
REM prints result to console
IF currentmusic$ = "" THEN
LET eventtitle$ = "MUSIC STOPPED:"
LET eventdata$ = oldmusic$
LET eventnumber = 0
GOSUB consoleprinter
ELSE
LET eventtitle$ = "MUSIC NOT STOPPED:"
LET eventdata$ = "FILE NOT LOADED"
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp31 = 0: REM scrub temp values
RETURN
musicload:
REM loads music files into memory
IF liteload = 1 THEN RETURN: REM return for if liteload is active
OPEN museloc$ + "musicfiles.ddf" FOR INPUT AS #1
DO
LET temp28 = temp28 + 1
INPUT #1, musicfile$: REM reads name of music file to be loaded
REM loads music files and assigns them a slot
IF temp28 = 1 THEN
LET menumusic% = _SNDOPEN(museloc$ + musicfile$ + ".ogg")
ELSE
LET music$(temp28 - 1) = musicfile$: LET musicdata(temp28 - 1) = _SNDOPEN(museloc$ + musicfile$ + ".ogg")
END IF
REM prints load to console
LET eventtitle$ = "MUSIC LOADED:"
LET eventdata$ = musicfile$
LET eventnumber = temp28
GOSUB consoleprinter
IF setupboot = 1 THEN
REM loadbar
LET temp125 = temp125 + 5
GOSUB loadbar
END IF
LOOP UNTIL EOF(1)
CLOSE #1
GOSUB musicvol: REM sets music volume level
IF setupboot = 1 THEN
REM loadbar
LET temp125 = 70
GOSUB loadbar
END IF
REM scrub temp values
LET temp28 = 0
RETURN
musicvol:
REM changes volume of music
IF soundmode = 1 OR soundmode = 4 THEN RETURN: REM return for if music if off
OPEN museloc$ + "musicfiles.ddf" FOR INPUT AS #1
DO
INPUT #1, musicfile$
LET temp133 = temp133 + 1
IF temp133 = 1 THEN
_SNDVOL menumusic%, musicvol
ELSE
_SNDVOL musicdata(temp133 - 1), musicvol
END IF
LOOP UNTIL EOF(1)
CLOSE #1
REM prints to console
LET eventtitle$ = "MUSIC VOLUME SET:"
LET eventdata$ = ""
LET eventnumber = musicvol
GOSUB consoleprinter
LET temp133 = 0: REM scrub temp values
RETURN
musicunload:
REM unloads music files from memory
OPEN museloc$ + "musicfiles.ddf" FOR INPUT AS #1
DO
INPUT #1, musicfile$
LET temp29 = temp29 + 1
IF temp29 = 1 THEN
_SNDCLOSE menumusic%
ELSE
_SNDCLOSE musicdata(temp29 - 1)
END IF
LET eventtitle$ = "MUSIC UNLOADED:"
LET eventdata$ = musicfile$
LET eventnumber = temp29
GOSUB consoleprinter
LOOP UNTIL EOF(1)
CLOSE #1
LET temp29 = 0: REM scrub temp values
RETURN
sfxplay:
REM plays sfx
REM diverts
IF soundmode = 1 OR soundmode = 3 THEN RETURN
OPEN sfxloc$ + "sfxfiles.ddf" FOR INPUT AS #8
DO
INPUT #8, sfxfile$
LET temp37 = temp37 + 1
IF playsfx$ = sfxfile$ THEN _SNDPLAY sfxdata(temp37): LET temp38 = 1
LOOP UNTIL EOF(8)
CLOSE #8
REM prints result to console
IF temp38 = 1 THEN
LET eventtitle$ = "SOUND EFFECT PLAYING:"
LET eventdata$ = playsfx$
LET eventnumber = 0
GOSUB consoleprinter
ELSE
LET eventtitle$ = "SOUND EFFECT NOT PLAYING:"
LET eventdata$ = "file not loaded"
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp37 = 0: LET temp38 = 0: REM scrub temp values
RETURN
sfxload:
REM loads sfx files into memory
IF liteload = 1 THEN RETURN: REM return for if liteload is active
OPEN sfxloc$ + "sfxfiles.ddf" FOR INPUT AS #1
DO
LET temp35 = temp35 + 1
INPUT #1, sfxfile$: REM reads name of music file to be loaded
REM loads music files and assigns them a slot
LET sfx$(temp35) = sfxfile$: LET sfxdata(temp35) = _SNDOPEN(sfxloc$ + sfxfile$ + ".ogg")
REM prints load to console
LET eventtitle$ = "SOUND EFFECT LOADED:"
LET eventdata$ = sfxfile$
LET eventnumber = temp35
GOSUB consoleprinter
IF setupboot = 1 THEN
REM loading bar
LET temp125 = temp125 + 1
GOSUB loadbar
END IF
LOOP UNTIL EOF(1)
CLOSE #1
IF setupboot = 1 THEN
REM load bar
LET temp125 = 85
GOSUB loadbar
END IF
GOSUB sfxvol
REM scrub temp values
LET temp35 = 0
RETURN
sfxvol:
REM sets sfx volume
IF soundmode = 1 OR soundmode = 3 THEN RETURN: REM return for is sound is off
OPEN sfxloc$ + "sfxfiles.ddf" FOR INPUT AS #1
DO
INPUT #1, sfxfile$
LET temp134 = temp134 + 1
_SNDVOL sfxdata(temp134), sfxvol
LOOP UNTIL EOF(1)
CLOSE #1
REM prints to console
LET eventtitle$ = "SOUND EFFECT VOLUME SET:"
LET eventdata$ = ""
LET eventnumber = sfxvol
GOSUB consoleprinter
LET temp134 = 0: REM scub temp values
RETURN
sfxunload:
REM unloads sfx files from memory
OPEN sfxloc$ + "sfxfiles.ddf" FOR INPUT AS #1
DO
INPUT #1, sfxfile$
LET temp36 = temp36 + 1
_SNDCLOSE sfxdata(temp36)
LET eventtitle$ = "SOUND EFFECT UNLOADED:"
LET eventdata$ = sfxfile$
LET eventnumber = temp36
GOSUB consoleprinter
LOOP UNTIL EOF(1)
CLOSE #1
LET temp36 = 0: REM scrub temp values
RETURN
saveload:
REM loads save data
REM checks save data file exists and diverts to save erase if not
IF _FILEEXISTS(sloc$ + "savedata.ddf") THEN
REM loads savedata
OPEN sloc$ + "savedata.ddf" FOR INPUT AS #1
INPUT #1, mapno, currency, screenmode, posx, posy, direction, soundmode, musicvol, sfxvol, pocketcarry
REM loads pocket items
LET x = 0
DO
LET x = x + 1
INPUT #1, pocketitem(x)
LOOP UNTIL x >= totalpockets
REM loads checkpoints
LET x = 0
DO
LET x = x + 1
INPUT #1, checkpoint(x)
LOOP UNTIL x >= totalcheckpoints
REM loads main player
LET x = 0
INPUT #1, mplayermodel$
CLOSE #1
REM prints to console
LET eventtitle$ = "SAVEDATA LOADED:"
LET eventdata$ = sloc$ + "savedata.ddf"
LET eventnumber = 0
GOSUB consoleprinter
LET eventtitle$ = "SAVEDATA STATUS:"
IF exitsave = 1 THEN
LET eventdata$ = "save on exit enabled"
ELSE
LET eventdata$ = "save on exit disabled"
END IF
LET eventnumber = exitsave
GOSUB consoleprinter
ELSE
REM diverts to save erase
LET eventtitle$ = "SAVE FILE MISSING OR CORRUPT"
LET eventdata$ = "resetting to default"
LET eventnumber = 0
GOSUB consoleprinter
PRINT "SAVE FILE MISSING OR CORRUPT"
PRINT "resetting to default"
PRINT
PRINT title$ + " WILL NOW CLOSE! PLEASE RELAUNCH!"
IF _FILEEXISTS(sloc$ + "defaultsave.ddf") THEN
REM nothing
ELSE
ERROR 422
END IF
REM Linux + MacOS
IF ros$ = "lnx" OR ros$ = "mac" THEN
SHELL "cp " + sloc$ + "defaultsave.ddf " + sloc$ + "savedata.ddf"
END IF
REM Windoze
IF ros$ = "win" THEN
SHELL "copy " + sloc$ + "defaultsave.ddf " + sloc$ + "savedata.ddf"
END IF
END
END IF
RETURN
savedefault:
REM overwrites default save
OPEN sloc$ + "defaultsave.ddf" FOR OUTPUT AS #1
WRITE #1, mapno, currency, screenmode, posx, posy, direction, soundmode, musicvol, sfxvol, pocketcarry
REM writes pocket items
LET x = 0
DO
LET x = x + 1
WRITE #1, pocketitem(x)
LOOP UNTIL x >= totalpockets
CLOSE #1
REM writes checkpoints
LET x = 0
DO
LET x = x + 1
WRITE #1, checkpoint(x)
LOOP UNTIL x >= totalcheckpoints
REM writes main player
LET x = 0
WRITE #1, mplayermodel$
CLOSE #1
REM prints to console
LET eventtitle$ = "DEFAULT SAVE OVERWRITTEN:"
LET eventdata$ = sloc$ + "defaultsave.ddf"
LET eventnumber = 0
GOSUB consoleprinter
RETURN
savesave:
REM saves save data x
IF nosave = 1 THEN RETURN: REM return for if nosave flag is used.
OPEN sloc$ + "savedata.ddf" FOR OUTPUT AS #1
WRITE #1, mapno, currency, screenmode, posx, posy, direction, soundmode, musicvol, sfxvol, pocketcarry
REM writes pocket items
LET x = 0
DO
LET x = x + 1
WRITE #1, pocketitem(x)
LOOP UNTIL x >= totalpockets
REM writes checkpoints
LET x = 0
DO
LET x = x + 1
WRITE #1, checkpoint(x)
LOOP UNTIL x >= totalcheckpoints
REM writes main player
LET x = 0
WRITE #1, mplayermodel$
CLOSE #1
REM prints to console
LET eventtitle$ = "SAVEDATA SAVED:"
LET eventdata$ = sloc$ + "savedata.ddf"
LET eventnumber = 0
GOSUB consoleprinter
RETURN
screenload:
REM sets screen mode
_TITLE title$
SCREEN _NEWIMAGE(resx, resy, 32)
$RESIZE:STRETCH
IF screenmode = 2 THEN _FULLSCREEN _OFF
IF screenmode = 1 THEN _FULLSCREEN _SQUAREPIXELS
IF devmode = 0 THEN _MOUSEHIDE: REM hides mouse (if devmode is off)
LET eventtitle$ = "SCREEN MODE SET:"
IF screenmode = 2 THEN LET eventdata$ = "windowed"
IF screenmode = 1 THEN LET eventdata$ = "fullscreen"
LET eventnumber = screenmode
GOSUB consoleprinter
RETURN
animation:
REM animation
REM checks if animation file exists
REM check if filename needs fixing
IF _FILEEXISTS(aloc$ + anifile$ + "/" + anifile$ + ".ddf") THEN
REM nothing
ELSE
ERROR 424
LET anifile$ = ""
LET anisprite$ = ""
RETURN
END IF
REM loads metadata file
OPEN aloc$ + anifile$ + "/" + anifile$ + ".ddf" FOR INPUT AS #22
INPUT #22, aniframes
LET x = 0
DO
LET x = x + 1
INPUT #22, frame(x)
LOOP UNTIL EOF(22)
CLOSE #22
REM loads frame sprites
LET x = 0
DO
LET x = x + 1
LET aniframe(x) = _LOADIMAGE(aloc$ + anifile$ + "/frame" + LTRIM$(STR$(x)) + ".png")
LOOP UNTIL x >= aniframes
REM prints to console
LET eventtitle$ = "ANIMATION LOADED:"
LET eventdata$ = anifile$
LET eventnumber = aniframes
GOSUB consoleprinter
REM display frames
LET temp98 = 0: LET temp99 = 0: LET x = 0
IF anisprite$ = "mainplayer" THEN
REM mainplayer sprite animation
DO
IF temp98 = 0 THEN LET temp98 = 1
IF temp99 = 0 THEN
REM sets number of frames the sprite is to be displayed for
LET temp99 = frames + frame(temp98)
END IF
LET effectani = 1
GOSUB gameloop: REM draws world
LET effectani = 0
REM draws animation frames
_PUTIMAGE (mpposx, mpposy), aniframe(temp98)
GOSUB effectdraw
_DISPLAY
REM calculates when to move onto next frame
IF frames >= temp99 THEN LET temp98 = temp98 + 1: LET temp99 = 0
LOOP UNTIL temp98 > aniframes
ELSE
REM NPC or object sprite animation
DO
IF temp98 = 0 THEN LET temp98 = 1
IF temp99 = 0 THEN
REM sets number of frames the sprite is to be displayed for
LET temp99 = frames + frame(temp98)
END IF
REM finds which NPC is being animated
LET x = 0: LET aniplayer = 0
DO
LET x = x + 1
IF anisprite$ = playername(x) THEN LET aniplayer = x
LOOP UNTIL x >= totalplayers
LET effectani = 1
GOSUB gameloop: REM draws world
LET effectani = 0
REM draws animation frames
IF aniplayer <> 0 THEN _PUTIMAGE (playerx(aniplayer) + posx, playery(aniplayer) + posy), aniframe(temp98)
REM finds which object is being animated
LET x = 0: LET aniobject = 0
DO
LET x = x + 1
IF anisprite$ = objectname(x) THEN LET aniobject = x
LOOP UNTIL x >= totalobjects
IF aniobject <> 0 THEN _PUTIMAGE (objectx(aniobject) + posx, objecty(aniobject) + posy), aniframe(temp98)
GOSUB effectdraw
_DISPLAY
REM calculates when to move onto next frame
IF frames >= temp99 THEN LET temp98 = temp98 + 1: LET temp99 = 0
LOOP UNTIL temp98 > aniframes
END IF
REM unloads animation files
LET x = 0
DO
LET x = x + 1
_FREEIMAGE aniframe(x)
LOOP UNTIL x >= aniframes
REM prints to console
LET eventtitle$ = "ANIMATION UNLOADED:"
LET eventdata$ = anifile$
LET eventnumber = aniframes
GOSUB consoleprinter
LET anisprite$ = "": LET aniframes = 0: LET temp98 = 0: LET temp99 = 0: LET temp103 = 0: LET x = 0: REM scrub temp values
RETURN
consoleprinter:
REM prints extra engine data to console / error log
IF consolelogging = 1 THEN
IF _FILEEXISTS(consolelog$) THEN
REM nothing
ELSE
OPEN consolelog$ FOR OUTPUT AS #2
PRINT #2, DATE$, TIME$, "VaME CONSOLE LOG"
CLOSE #2
END IF
OPEN consolelog$ FOR APPEND AS #2
IF eventnumber <> 0 THEN PRINT #2, DATE$, TIME$, eventtitle$, eventdata$; eventnumber
IF eventnumber = 0 THEN PRINT #2, DATE$, TIME$, eventtitle$, eventdata$
CLOSE #2
END IF
IF displayconsole = 1 THEN
REM displays in console
_DEST _CONSOLE
IF eventnumber <> 0 THEN PRINT DATE$, TIME$, eventtitle$, eventdata$; eventnumber
IF eventnumber = 0 THEN PRINT DATE$, TIME$, eventtitle$, eventdata$
_DEST 0
END IF
REM flush values
LET eventtitle$ = "": LET eventdata$ = "": LET eventnumber = 0
RETURN
errorhandler:
REM handles expected in-game errors
IF ERR = 2 THEN LET errdescription$ = "SYNTAX ERROR": GOSUB errorprinter: RESUME NEXT
IF ERR = 4 THEN LET errdescription$ = "OUT OF DATA": GOSUB errorprinter: RESUME NEXT
IF ERR = 5 THEN LET errdescription$ = "ILLEGAL FUNCTION CALL": GOSUB errorprinter: RESUME NEXT
IF ERR = 6 THEN LET errdescription$ = "OVERFLOW": GOSUB errorprinter: RESUME NEXT
IF ERR = 8 THEN LET errdescription$ = "GOTO OR GOSUB LABEL NOT FOUND": GOSUB errorprinter: RESUME NEXT
IF ERR = 9 THEN LET errdescription$ = "SUBSCRIPT OUT OF RANGE": GOSUB errorprinter: RESUME NEXT
IF ERR = 10 THEN LET errdescription$ = "DUPLICATE DEFINITION": GOSUB errorprinter: RESUME NEXT
IF ERR = 11 THEN LET errdescription$ = "DIVISION BY ZERO": GOSUB errorprinter: RESUME NEXT
IF ERR = 12 THEN LET errdescription$ = "ILLEGAL IN DIRECT MODE": GOSUB errorprinter: RESUME NEXT
IF ERR = 13 THEN LET errdescription$ = "TYPE MISMATCH": GOSUB errorprinter: RESUME NEXT
IF ERR = 14 THEN LET errdescription$ = "OUT OF STRING SPACE": GOSUB errorprinter: RESUME NEXT
IF ERR = 16 THEN LET errdescription$ = "STRING FORMULA TOO COMPLEX": GOSUB errorprinter: RESUME NEXT
IF ERR = 18 THEN LET errdescription$ = "FUNCTION NOT DEFINED": GOSUB errorprinter: RESUME NEXT
IF ERR = 19 THEN LET errdescription$ = "NO RESUME - RESUME REQUIRED": GOSUB errorprinter: RESUME NEXT
IF ERR = 20 THEN LET errdescription$ = "RESUME WITHOUT ERROR": GOSUB errorprinter: RESUME NEXT
IF ERR = 24 THEN LET errdescription$ = "DEVICE TIMEOUT": GOSUB errorprinter: RESUME NEXT
IF ERR = 25 THEN LET errdescription$ = "DEVICE FAULT": GOSUB errorprinter: RESUME NEXT
IF ERR = 26 THEN LET errdescription$ = "FOR WITHOUT NEXT": GOSUB errorprinter: RESUME NEXT
IF ERR = 27 THEN LET errdescription$ = "PRINTER OUT OF PAPER": GOSUB errorprinter: RESUME NEXT
IF ERR = 37 THEN LET errdescription$ = "ARGUMENT COUNT MISMATCH": GOSUB errorprinter: RESUME NEXT
IF ERR = 38 THEN LET errdescription$ = "ARRAY NOT DEFINED": GOSUB errorprinter: RESUME NEXT
IF ERR = 40 THEN LET errdescription$ = "VARIABLE REQUIRED": GOSUB errorprinter: RESUME NEXT
IF ERR = 50 THEN LET errdescription$ = "FIELD OVERFLOW": GOSUB errorprinter: RESUME NEXT
IF ERR = 51 THEN LET errdescription$ = "INTERNAL MALFUNCTION": GOSUB errorprinter: RESUME NEXT
IF ERR = 52 THEN LET errdescription$ = "METADATA FILE DATA NOT FOUND": GOSUB errorprinter: RESUME NEXT
IF ERR = 53 THEN LET errdescription$ = "METADATA FILE NOT FOUND": GOSUB errorprinter: RESUME NEXT
IF ERR = 54 THEN LET errdescription$ = "BAD FILE MODE": GOSUB errorprinter: RESUME NEXT
IF ERR = 55 THEN LET errdescription$ = "FILE ALREADY OPEN": GOSUB errorprinter: RESUME NEXT
IF ERR = 61 THEN LET errdescription$ = "DISK FULL": GOSUB errorprinter: RESUME NEXT
IF ERR = 62 THEN LET errdescription$ = "INPUT PAST END OF FILE": GOSUB errorprinter: RESUME NEXT
IF ERR = 63 THEN LET errdescription$ = "BAD RECORD NUMBER": GOSUB errorprinter: RESUME NEXT
IF ERR = 64 THEN LET errdescription$ = "BAD FILE NAME": GOSUB errorprinter: RESUME NEXT
IF ERR = 68 THEN LET errdescription$ = "DEVICE UNAVAILABLE": GOSUB errorprinter: RESUME NEXT
IF ERR = 69 THEN LET errdescription$ = "COMMUNICATION BUFFER OVERFLOW": GOSUB errorprinter: RESUME NEXT
IF ERR = 70 THEN LET errdescription$ = "PERMISSION DENIED - try running as administrator": GOSUB errorprinter: RESUME NEXT
IF ERR = 71 THEN LET errdescription$ = "DISK NOT READY": GOSUB errorprinter: RESUME NEXT
IF ERR = 72 THEN LET errdescription$ = "DISK MEDIA ERROR": GOSUB errorprinter: RESUME NEXT
IF ERR = 73 THEN LET errdescription$ = "FEATURE UNAVAILABLE": GOSUB errorprinter: RESUME NEXT
IF ERR = 75 THEN LET errdescription$ = "PATH/FILE ACCESS ERROR": GOSUB errorprinter: RESUME NEXT
IF ERR = 76 THEN LET errdescription$ = "INVALID METADATA FILE PATH": GOSUB errorprinter: RESUME NEXT
IF ERR = 97 THEN LET errdescription$ = "FALSE FLAG": GOSUB errorprinter: RESUME NEXT
IF ERR = 258 THEN LET errdescription$ = "INVALID HANDLE": GOSUB errorprinter: RESUME NEXT
IF ERR = 423 THEN LET errdescription$ = "MISSING SCRIPT FILE - " + scriptname$: GOSUB errorprinter: RESUME NEXT
IF ERR = 424 THEN LET errdescription$ = "MISSING ANIMATION FILE - " + anifile$: GOSUB errorprinter: RESUME NEXT
IF ERR = 425 THEN LET errdescription$ = "MISSING TERMINAL FILE - " + runterminal$: GOSUB errorprinter: RESUME NEXT
REM halts program upon unexpected error
REM == FROM HERE, PROGRAM WILL HALT AND IS CONSIDERED NON-RECOVERABLE ==
ON ERROR GOTO errorduringerror: REM error handler for the error handler (ikr)
LET errdescription$ = "UNKNOWN ERROR"
IF ERR = 1 THEN LET errdescription$ = "NEXT WITHOUT FOR"
IF ERR = 3 THEN LET errdescription$ = "RETURN WITHOUT GOSUB"
IF ERR = 6 THEN LET errdescription$ = "OVERFLOW"
IF ERR = 7 THEN LET errdescription$ = "OUT OF MEMORY"
IF ERR = 17 THEN LET errdescription$ = "CANNOT CONTINUE DEBUGGER"
IF ERR = 29 THEN LET errdescription$ = "WHILE WITHOUT WELD"
IF ERR = 30 THEN LET errdescription$ = "WELD WITHOUT WHILE"
IF ERR = 33 THEN LET errdescription$ = "DUPLICATE LABEL"
IF ERR = 35 THEN LET errdescription$ = "SUBPROGRAM NOT DEFINED"
IF ERR = 67 THEN LET errdescription$ = "TOO MANY FILES OPEN"
IF ERR = 420 THEN LET errdescription$ = "MISSING ENGINE METADATA - TRY REINSTALL"
IF ERR = 421 THEN LET errdescription$ = "MISSING METADATA DIRECTORY - TRY REINSTALL"
IF ERR = 422 THEN LET errdescription$ = "MISSING DEFAULT SAVE FILE - TRY REINSTALL"
IF ERR = 666 THEN LET errdescription$ = "DEMONIC ERROR - CONTACT LOCAL UAC REP"
IF ERR = 999 THEN LET errdescription$ = "UNSUPPORTED OPERATING SYSTEM - LOCATE UNFORKED BUILD"
LET errorcrash = 1: REM sets error crash value to 1
BEEP
PRINT "=== GURU MEDITATION ==="
PRINT DATE$, TIME$
PRINT "ERROR CODE: "; ERR
PRINT "LINE: "; _ERRORLINE
PRINT errdescription$
PRINT "DUMPING ERROR FILE..."
IF ERR = 420 OR ERR = 421 THEN
PRINT "...ERROR FILE COULD NOT BE DUMPED!"
ELSE
GOSUB errorprinter
PRINT "...DONE!"
GOSUB consolequit
END IF
PRINT
IF title$ <> "" THEN
PRINT title$; " will now close."
ELSE
PRINT "VaME will now close."
END IF
END
errorduringerror:
REM if error handler encounters an error
BEEP
PRINT "=== SUPER GURU ==="
PRINT "ERROR MANAGER HAS CRASHED!"
PRINT DATE$, TIME$
PRINT "ERROR CODE: "; ERR
PRINT "LINE: "; _ERRORLINE
PRINT errdescription$
PRINT "ERROR INFO WILL NOT BE DUMPED TO FILE."
PRINT
IF title$ <> "" THEN
PRINT title$; " will now close."
ELSE
PRINT "VaME will now close."
END IF
END
fadein:
REM fade in utility
IF fadestatus = 1 THEN _AUTODISPLAY: RETURN: REM return if fade already on
IF disablefade = 1 THEN _AUTODISPLAY: RETURN: REM return for if disablefade is on.
FOR i% = 255 TO 0 STEP -5
_LIMIT fadespeed: REM sets framerate
GOSUB screendraw: REM draws screen
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly fills screen with black box
GOSUB timeframecounter: REM timer function
_DISPLAY
NEXT
_AUTODISPLAY
REM print to console
LET eventtitle$ = "DISPLAY EFFECT:"
LET eventdata$ = "fade in"
LET eventnumber = 0
GOSUB consoleprinter
LET fadestatus = 1
RETURN
slowfadein:
REM slow fade in utility
IF fadestatus = 1 THEN _AUTODISPLAY: RETURN: REM return if fade already on
IF disablefade = 1 THEN _AUTODISPLAY: RETURN: REM return for if disablefade is on.
FOR i% = 255 TO 0 STEP -5
_LIMIT fadespeed: REM sets framerate
GOSUB screendraw: REM draws screen
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly fills screen with black box
GOSUB timeframecounter: REM timer function
_DISPLAY
_DELAY 0.5
NEXT
_AUTODISPLAY
REM print to console
LET eventtitle$ = "DISPLAY EFFECT:"
LET eventdata$ = "slow fade in"
LET eventnumber = 0
GOSUB consoleprinter
LET fadestatus = 1
RETURN
slightfadein:
REM slight fade in utility
IF fadestatus = 1 THEN _AUTODISPLAY: RETURN: REM return if fade already on
IF disablefade = 1 THEN _AUTODISPLAY: RETURN: REM return for if disablefade is on.
FOR i% = (255 / 2) TO 0 STEP -5
_LIMIT fadespeed: REM sets framerate
GOSUB screendraw: REM draws screen
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly fills screen with black box
GOSUB timeframecounter: REM timer function
_DISPLAY
NEXT
_AUTODISPLAY
REM print to console
LET eventtitle$ = "DISPLAY EFFECT:"
LET eventdata$ = "undim screen"
LET eventnumber = 0
GOSUB consoleprinter
LET fadestatus = 1
RETURN
fadeout:
REM fade out utility
IF fadestatus = 0 THEN _AUTODISPLAY: RETURN: REM return if fade already off
IF disablefade = 1 THEN _AUTODISPLAY: RETURN: REM return for if disablefade is on.
FOR i% = 0 TO 255 STEP 5
_LIMIT fadespeed: REM sets framerate
GOSUB screendraw: REM draws screen
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly empties black box from screen
GOSUB timeframecounter: REM timer function
_DISPLAY
NEXT
_AUTODISPLAY
REM print to console
LET eventtitle$ = "DISPLAY EFFECT:"
LET eventdata$ = "fade out"
LET eventnumber = 0
GOSUB consoleprinter
LET fadestatus = 0
RETURN
slowfadeout:
REM slow fade out utility
IF fadestatus = 0 THEN _AUTODISPLAY: RETURN: REM return if fade already off
IF disablefade = 1 THEN _AUTODISPLAY: RETURN: REM return for if disablefade is on.
FOR i% = 0 TO 255 STEP 5
_LIMIT fadespeed: REM sets framerate
GOSUB screendraw: REM draws screen
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly empties black box from screen
GOSUB timeframecounter: REM timer function
_DISPLAY
_DELAY 0.5
NEXT
_AUTODISPLAY
REM print to console
LET eventtitle$ = "DISPLAY EFFECT:"
LET eventdata$ = "slow fade out"
LET eventnumber = 0
GOSUB consoleprinter
LET fadestatus = 0
RETURN
slightfadeout:
REM slight fade out utility
IF fadestatus = 0 THEN _AUTODISPLAY: RETURN: REM return if fade already off
IF disablefade = 1 THEN _AUTODISPLAY: RETURN: REM return for if disablefade is on.
FOR i% = 0 TO (255 / 2) STEP 5
_LIMIT fadespeed: REM sets framerate
GOSUB screendraw: REM draws screen
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly empties black box from screen
GOSUB timeframecounter: REM timer function
_DISPLAY
NEXT
_AUTODISPLAY
REM print to console
LET eventtitle$ = "DISPLAY EFFECT:"
LET eventdata$ = "dim screen"
LET eventnumber = 0
GOSUB consoleprinter
LET fadestatus = 0
RETURN
fontunload:
REM unloads engine fonts if used (will cause Invalid Handle Error (258) when font data is changed via prompt)
_FONT 8: REM sets font to QB64 default
REM unloads any loaded fonts
IF headerfontname$ <> "" THEN _FREEFONT headerfont&
IF defaultfontname$ <> "" THEN _FREEFONT defaultfont&
IF smallfontname$ <> "" THEN _FREEFONT smallfont&
REM prints to console
DO
LET temp23 = temp23 + 1
LET eventtitle$ = "FONT UNLOADED:"
IF temp23 = 1 THEN LET eventdata$ = headerfontname$: LET eventnumber = headerfontsize
IF temp23 = 2 THEN LET eventdata$ = defaultfontname$: LET eventnumber = defaultfontsize
IF temp23 = 3 THEN LET eventdata$ = smallfontname$: LET eventnumber = smallfontsize
REM if no font set
IF eventdata$ = "" THEN
IF temp23 = 1 THEN LET eventtitle$ = "HEADER FONT NOT SELECTED:"
IF temp23 = 2 THEN LET eventtitle$ = "DEFAULT FONT NOT SELECTED:"
IF temp23 = 3 THEN LET eventtitle$ = "SMALL FONT NOT SELECTED:"
LET eventdata$ = "no font to unload"
LET eventnumber = 0
END IF
GOSUB consoleprinter
LOOP UNTIL temp23 = 3
LET temp23 = 0: REM scrub temp values
RETURN
fontload:
REM loads engine fonts
IF setupboot = 0 THEN GOSUB fontunload: REM unloads font
LET temp8 = 1: REM sets temp values
DO
REM sets up more temp files
IF temp8 = 1 THEN LET temp7$ = headerfontname$: LET temp9 = headerfontsize: LET temp8$ = headerfontstyle$
IF temp8 = 2 THEN LET temp7$ = defaultfontname$: LET temp9 = defaultfontsize: LET temp8$ = defaultfontstyle$
IF temp8 = 3 THEN LET temp7$ = smallfontname$: LET temp9 = smallfontsize: LET temp8$ = smallfontstule$
IF temp7$ <> "" THEN
REM if font chosen
IF temp8 = 1 THEN
IF temp8$ <> "" THEN
LET headerfont& = _LOADFONT(floc$ + temp7$, temp9, temp8$)
ELSE
LET headerfont& = _LOADFONT(floc$ + temp7$, temp9)
END IF
END IF
IF temp8 = 2 THEN
IF temp8$ <> "" THEN
LET defaultfont& = _LOADFONT(floc$ + temp7$, temp9, temp8$)
ELSE
LET defaultfont& = _LOADFONT(floc$ + temp7$, temp9)
END IF
END IF
IF temp8 = 3 THEN
IF temp8$ <> "" THEN
LET smallfont& = _LOADFONT(floc$ + temp7$, temp9, temp8$)
ELSE
LET smallfont& = _LOADFONT(floc$ + temp7$, temp9)
END IF
END IF
IF temp8 = 1 THEN LET eventtitle$ = "HEADER FONT LOADED:"
IF temp8 = 2 THEN LET eventtitle$ = "DEFAULT FONT LOADED:"
IF temp8 = 3 THEN LET eventtitle$ = "SMALL FONT LOADED:"
LET eventdata$ = temp7$ + temp8$
LET eventnumber = temp9
GOSUB consoleprinter
ELSE
REM font not chosen
IF temp8 = 1 THEN LET evenetitle$ = "HEADER FONT NOT SELECTED:"
IF temp8 = 2 THEN LET eventtitle$ = "DEFAULT FONT NOT SELECTED:"
IF temp8 = 3 THEN LET eventtitle$ = "SMALL FONT NOT SELECTED:"
LET eventdata$ = "will use engine default"
GOSUB consoleprinter
END IF
LET temp8 = temp8 + 1
IF setupboot = 1 THEN
REM loading bar
LET temp125 = temp125 + 3
GOSUB loadbar
END IF
LOOP UNTIL temp8 = 4
IF setupboot = 1 THEN
REM loading bar
LET temp125 = 15
GOSUB loadbar
END IF
LET temp8 = 0: LET temp9 = 0: LET temp7$ = "": LET temp8$ = "": REM scrub temp values
RETURN
setheaderfont:
REM sets font to header
IF headerfontname$ <> "" THEN
_FONT headerfont&
LET eventtitle$ = "HEADER FONT SET:"
LET eventdata$ = headerfontname$
LET eventnumber = headerfontsize
GOSUB consoleprinter
ELSE
_FONT 16
LET eventtitle$ = "HEADER FONT SET:"
LET eventdata$ = "engine default"
LET eventnumber = 16
GOSUB consoleprinter
END IF
LET fontmode = 1
RETURN
setsmallfont:
REM sets font to small
IF smallfontname$ <> "" THEN
_FONT smallfont&
LET eventtitle$ = "SMALL FONT SET:"
LET eventdata$ = smallfontname$
LET eventnumber = smallfontsize
GOSUB consoleprinter
ELSE
_FONT 8
LET eventtitle$ = "SMALL FONT SET:"
LET eventdata$ = "engine default"
LET eventnumber = 8
GOSUB consoleprinter
END IF
LET fontmode = 3
RETURN
setdefaultfont:
REM sets font to default
IF defaultfontname$ <> "" THEN
_FONT defaultfont&
LET eventtitle$ = "DEFAULT FONT SET:"
LET eventdata$ = defaultfontname$
LET eventnumber = defaultfontsize
GOSUB consoleprinter
ELSE
_FONT 8
LET eventtitle$ = "DEFAULT FONT SET:"
LET eventdata$ = "engine default"
LET eventnumber = 8
GOSUB consoleprinter
END IF
LET fontmode = 2
RETURN
mainplayerunload:
REM unloads main player sprites from memory
_FREEIMAGE mpf: _FREEIMAGE mpb: _FREEIMAGE mpl: _FREEIMAGE mpr
_FREEIMAGE mpfl: _FREEIMAGE mpfr
_FREEIMAGE mpbl: _FREEIMAGE mpbr
_FREEIMAGE mpll: _FREEIMAGE mplr
_FREEIMAGE mprl: _FREEIMAGE mprr
_FREEIMAGE mpface1: _FREEIMAGE mpface2
REM informs console printer
LET eventtitle$ = "MAIN PLAYER UNLOADED:"
IF userquit = 1 THEN
LET eventdata$ = mplayermodel$
ELSE
LET eventdata$ = oldmplayermodel$
END IF
LET eventnumber = 0
GOSUB consoleprinter
RETURN
mapunload:
REM unloads map sprites from memory
_FREEIMAGE mapa: _FREEIMAGE mapb
REM informs console printer
LET eventtitle$ = "MAP UNLOADED:"
IF userquit = 1 THEN
LET eventdata$ = mapname$
LET eventnumber = mapno
ELSE
LET eventdata$ = oldmapname$
LET eventnumber = oldmapno
END IF
GOSUB consoleprinter
RETURN
collision:
REM collision sub manager
IF noclip = 1 THEN RETURN: REM return if no clip is on
GOSUB mapcollision: REM map sprite boundaries
GOSUB objectcollision: REM object sprite boundaries and selection
GOSUB playercollision: REM NPC collision
GOSUB triggercollision: REM invisible trigger collision
RETURN
errorprinter:
REM dumps error information to file
IF consolelogging = 1 THEN
OPEN consolelog$ FOR APPEND AS #2
PRINT #2, DATE$, TIME$, "ERROR: "; ERR, "LINE: "; _ERRORLINE, errdescription$
CLOSE #2
END IF
REM PRINTS TO CONSOLE
IF displayconsole = 1 THEN
_DEST _CONSOLE
PRINT DATE$, TIME$, "ERROR: "; ERR, "LINE: "; _ERRORLINE, errdescription$
_DEST 0
END IF
RETURN
playercollision:
REM handles NPC collision
IF mapplayerno = 0 THEN RETURN: REM return if no players attached to map
DO
LET temp44 = temp44 + 1
IF (resx / 2) + ((mpx / 2) - objectstep) >= playerx(temp44) + posx AND (resx / 2) - ((mpx / 2) - (objectstep * 2)) <= (playerx(temp44) + playerresx(temp44)) + posx THEN LET temp45 = temp45 + 1
IF (resy / 2) - ((mpy / 2) - players(temp44)) >= playery(temp44) + posy AND (resy / 2) + (mpy / 2) <= (playery(temp44) + playerresy(temp44)) + posy THEN LET temp45 = temp45 + 1
LET proposedobject$ = playername(temp44)
GOSUB playercollisionchanger
LOOP UNTIL temp44 >= mapplayerno OR temp44 >= totalplayers
LET temp44 = 0: REM scrub temp values
RETURN
playercollisionchanger:
REM changes position values if player is colliding with NPC
IF temp45 = 2 THEN
REM tells collsion printer
IF direction = 1 THEN LET temp4$ = STR$(posy): LET temp5$ = STR$(posy - pace): LET temp6$ = "Y"
IF direction = 2 THEN LET temp4$ = STR$(posy): LET temp5$ = STR$(posy + pace): LET temp6$ = "Y"
IF direction = 3 THEN LET temp4$ = STR$(posx): LET temp5$ = STR$(posx + pace): LET temp6$ = "X"
IF direction = 4 THEN LET temp4$ = STR$(posx): LET temp5$ = STR$(posx - pace): LET temp6$ = "X"
IF direction = 1 THEN IF (posy - pace) <> temp47 THEN GOSUB collisionprinter
IF direction = 2 THEN IF (posy + pace) <> temp47 THEN GOSUB collisionprinter
IF direction = 3 THEN IF (posx + pace) <> temp46 THEN GOSUB collisionprinter
IF direction = 4 THEN IF (posx - pace) <> temp46 THEN GOSUB collisionprinter
REM changes position
IF direction = 1 THEN LET posy = posy - pace
IF direction = 2 THEN LET posy = posy + pace
IF direction = 3 THEN LET posx = posx + pace
IF direction = 4 THEN LET posx = posx - pace
REM tells engine what object has been collided
LET selectobject$ = proposedobject$
LET objecttype$ = "NPC"
REM scrubs temp values / assigns temp values
LET temp4$ = "": LET temp5$ = "": LET temp46 = posx: LET temp47 = posy
END IF
LET temp45 = 0: REM scrubs temp values
RETURN
triggercollision:
REM handles trigger collision and selection
IF maptriggerno = 0 THEN RETURN: REM return if map has no triggers attached
DO
LET temp24 = temp24 + 1
IF (resx / 2) - ((mpx / 2) - objectstep) >= triggerx1(temp24) + posx AND (resx / 2) + ((mpx / 2) - (objectstep * 2)) <= triggerx2(temp24) + posx THEN LET temp25 = temp25 + 1
IF (resy / 2) + (mpy / 2) >= triggery1(temp24) + posy AND (resy / 2) + (mpy / 2) <= triggery2(temp24) + posy THEN LET temp25 = temp25 + 1
GOSUB triggercollisionchanger
LOOP UNTIL temp24 >= maptriggerno OR temp24 >= totaltriggers
LET temp24 = 0: REM scrub temp values
RETURN
triggercollisionchanger:
REM sets trigger activated values if trigger has been collided
IF temp25 = 2 THEN
LET triggera(temp24) = 1: LET eventdata$ = triggername(temp24)
LET eventtitle$ = "TRIGGER ACVTIVE:"
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp25 = 0: REM scrubs temp values
RETURN
objectcollision:
REM handles object collision and selection
IF mapobjectno = 0 THEN RETURN: REM return if map has no objects attached
DO
LET temp18 = temp18 + 1
IF (resx / 2) + ((mpx / 2) - objectstep) >= objectx(temp18) + posx AND (resx / 2) - ((mpx / 2) - (objectstep * 2)) <= (objectx(temp18) + objectresx(temp18)) + posx THEN LET temp17 = temp17 + 1
IF (resy / 2) - ((mpy / 2) - objects(temp18)) >= objecty(temp18) + posy AND (resy / 2) + (mpy / 2) <= (objecty(temp18) + objectresy(temp18)) + posy THEN LET temp17 = temp17 + 1
LET proposedobject$ = objectname(temp18)
GOSUB objectcollisionchanger
LOOP UNTIL temp18 >= mapobjectno OR temp18 >= totalobjects
LET temp18 = 0: REM scrub temp values
RETURN
objectcollisionchanger:
REM changes position values if player is colliding with object
IF temp17 = 2 THEN
REM tells collsion printer
IF direction = 1 THEN LET temp4$ = STR$(posy): LET temp5$ = STR$(posy - pace): LET temp6$ = "Y"
IF direction = 2 THEN LET temp4$ = STR$(posy): LET temp5$ = STR$(posy + pace): LET temp6$ = "Y"
IF direction = 3 THEN LET temp4$ = STR$(posx): LET temp5$ = STR$(posx + pace): LET temp6$ = "X"
IF direction = 4 THEN LET temp4$ = STR$(posx): LET temp5$ = STR$(posx - pace): LET temp6$ = "X"
IF direction = 1 THEN IF (posy - pace) <> temp20 THEN GOSUB collisionprinter
IF direction = 2 THEN IF (posy + pace) <> temp20 THEN GOSUB collisionprinter
IF direction = 3 THEN IF (posx + pace) <> temp19 THEN GOSUB collisionprinter
IF direction = 4 THEN IF (posx - pace) <> temp19 THEN GOSUB collisionprinter
REM changes position
IF direction = 1 THEN LET posy = posy - pace
IF direction = 2 THEN LET posy = posy + pace
IF direction = 3 THEN LET posx = posx + pace
IF direction = 4 THEN LET posx = posx - pace
REM tells engine what object has been collided
LET selectobject$ = proposedobject$
LET objecttype$ = "OBJ"
REM scrubs temp values / assigns temp values
LET temp4$ = "": LET temp5$ = "": LET temp19 = posx: LET temp20 = posy
END IF
LET temp17 = 0: REM scrubs temp values
RETURN
mapcollision:
REM map sprite boundaries
REM top corner
REM X
IF posx >= (resx / 2) - (mpx / 2) THEN
LET temp4$ = STR$(posx)
LET posx = (resx / 2) - (mpx / 2)
LET temp5$ = STR$(posx)
LET temp6$ = "X"
IF temp21 <> posx THEN GOSUB collisionprinter
LET temp21 = posx
END IF
REM Y
IF posy >= (resy / 2) - (mpy / 2) THEN
LET temp4$ = STR$(posy)
LET posy = (resy / 2) - (mpy / 2)
LET temp5$ = STR$(posy)
LET temp6$ = "Y"
IF temp22 <> posy THEN GOSUB collisionprinter
LET temp22 = posy
END IF
REM bottom corner
REM X
IF posx <= ((resx / 2) + (mpx / 2)) - mapx THEN
LET temp4$ = STR$(posx)
LET posx = ((resx / 2) + (mpx / 2)) - mapx
LET temp5$ = STR$(posx)
LET temp6$ = "X"
IF temp21 <> posx THEN GOSUB collisionprinter
LET temp21 = posx
END IF
REM Y
IF posy <= ((resy / 2) + (mpy / 2)) - mapy THEN
LET temp4$ = STR$(posy)
LET posy = ((resy / 2) + (mpy / 2)) - mapy
LET temp5$ = STR$(posy)
LET temp6$ = "Y"
IF temp22 <> posy THEN GOSUB collisionprinter
LET temp22 = posy
END IF
REM scrub temp values
LET temp4$ = "": LET temp5$ = "": LET temp6$ = ""
RETURN
collisionprinter:
REM console printer for object collision
REM return for if same collision has been printed
REM prints collision conflict to printer
LET eventtitle$ = "COLLISION CONFLICT:"
LET eventdata$ = temp6$ + temp4$ + " TO " + temp6$ + temp5$
LET eventnumber = 0
GOSUB consoleprinter
REM temp values used scrubbed in mapcollision / objectcollisionchanger
RETURN
updatechecker:
REM first checks to see if engine is in developer mode
LET finddev% = INSTR(finddev% + 1, versionno$, "DEV")
IF finddev% THEN
REM disables update for developer build
IF fixvame = 1 THEN
LET textspeech$ = title$ + " cannot repair as this is a developer build!"
ELSE
LET textspeech$ = title$ + " cannot update as this is a developer build!"
END IF
CLS
GOSUB textbannerdraw
CLS
IF mainmenu = 1 THEN
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
ELSE
GOSUB gameloop
END IF
LET finddev% = 0
IF fixvame = 1 THEN
LET eventtitle$ = "ENGINE REPAIR:"
ELSE
LET eventtitle$ = "UPDATE CHECK:"
END IF
LET eventdata$ = "Blocked due to developer build!"
LET eventnumber = 0
GOSUB consoleprinter
RETURN
END IF
REM checks for available updates
IF fixvame = 1 THEN
LET textspeech$ = title$ + " will now attempt to repair!"
ELSE
LET textspeech$ = title$ + " will now check for updates!"
END IF
CLS
GOSUB textbannerdraw
CLS
IF fixvame = 1 THEN
LET eventtitle$ = "ENGINE REPAIR:"
ELSE
LET eventtitle$ = "UPDATE CHECK:"
END IF
LET eventdata$ = "Initialised!"
LET eventnumber = 0
GOSUB consoleprinter
_PUTIMAGE (1, 1)-(1 + loadiconresx, 1 + loadiconresy), loadicon
REM downloads update info file
IF ros$ = "mac" THEN SHELL _HIDE "curl -O " + updatelink$
IF ros$ = "lnx" THEN SHELL _HIDE "wget " + updatelink$
IF ros$ = "win" THEN
SHELL _HIDE "copy data\utility\windownloader.bat windownloader.bat"
SHELL _HIDE "windownloader.bat " + updatelink$ + " checkupdate.ddf"
END IF
CLS
IF _FILEEXISTS("checkupdate.ddf") THEN
REM file exists
OPEN "checkupdate.ddf" FOR INPUT AS #1
INPUT #1, newversionno$, updaterlinkmac$, updaterlinklnx$, updaterlinkwin$, downloadlink$, windownload$, macdownload$, lnxdownload$, unziplink$, updatetype, updatefolder$, updatewinexe$, updatelinuxexe$, updatemacosexe$, updatereadme$, updatechangelog$, updatemanual$, updatesource$, updateupdatersource$, updateupdaterzip2$, updateupdaterzip$
CLOSE #1
IF fixvame = 1 THEN LET newversionno$ = "FIX VAME"
IF newversionno$ <> versionno$ THEN
REM new version available
IF fixvame = 1 THEN
LET textspeech$ = title$ + " has found a potential fix!"
ELSE
LET textspeech$ = "A new version of " + title$ + " is available!"
END IF
GOSUB textbannerdraw
CLS
IF fixvame = 1 THEN
LET eventtitle$ = "ENGINE REPAIR:"
LET eventdata$ = "solution found!"
LET eventnumber = 0
ELSE
LET eventtitle$ = "UPDATE CHECK:"
LET eventdata$ = "Update to " + newversionno$ + " available!"
LET eventnumber = 0
END IF
GOSUB consoleprinter
GOSUB savesave
IF soundmode = 2 OR soundmode = 3 THEN GOSUB musicstop
LET soundmode = 1
IF fixvame = 1 THEN
LET eventtitle$ = "ENGINE REPAIR:"
LET eventdata$ = "Downloading repair file!"
LET eventnumber = 0
ELSE
LET eventtitle$ = "UPDATE CHECK:"
LET eventdata$ = "Downloading " + newversionno$ + " updater!"
LET eventnumber = 0
END IF
GOSUB consoleprinter
REM download updater
_PUTIMAGE (1, 1)-(1 + loadiconresx, 1 + loadiconresy), loadicon
IF ros$ = "mac" THEN
LET temp29$ = updateupdaterzip$ + "_macos"
SHELL _HIDE "curl -O " + updaterlinkmac$
END IF
IF ros$ = "lnx" THEN
LET temp29$ = updateupdaterzip$ + "_linux"
SHELL _HIDE "wget " + updaterlinklnx$
END IF
IF ros$ = "win" THEN
LET temp29$ = updateupdaterzip$ + "_win.exe"
SHELL _HIDE "windownloader.bat " + updaterlinkwin$ + " " + temp29$
END IF
CLS
IF _FILEEXISTS(temp29$) THEN
REM close engine... mark system as being updated
LET runupdate = 1
GOSUB endgame
REM run updater
IF fixvame = 1 THEN
LET eventtitle$ = "ENGINE REPAIR:"
LET eventdata$ = "Launching engine updater!"
LET eventnumber = 0
ELSE
LET eventtitle$ = "UPDATE CHECK:"
LET eventdata$ = "Launching " + newversionno$ + " updater!"
LET eventnumber = 0
END IF
GOSUB consoleprinter
IF ros$ = "mac" THEN SHELL _HIDE "chmod 755 " + temp29$: SHELL _DONTWAIT "./" + temp29$
IF ros$ = "lnx" THEN SHELL _HIDE "chmod +x " + temp29$: SHELL _DONTWAIT "./" + temp29$
IF ros$ = "win" THEN SHELL _DONTWAIT temp29$
SYSTEM
ELSE
REM updater download failed!
IF vamefix = 1 THEN
LET textspeech$ = "Failed to repair " + title$
ELSE
LET textspeech$ = "Failed to download updater!"
END IF
GOSUB textbannerdraw
IF vamefix = 1 THEN
LET eventtitle$ = "ENGINE REPAIR FAILED!"
LET eventdata$ = ""
LET eventnumber = 0
ELSE
LET eventtitle$ = "UPDATE CHECK:"
LET eventdata$ = "Failed to download updater!"
LET eventnumber = 0
END IF
GOSUB consoleprinter
CLS
IF ros$ = "mac" OR ros$ = "lnx" THEN SHELL _HIDE "rm checkupdate.ddf"
IF ros$ = "win" THEN SHELL _HIDE "del checkupdate.ddf": SHELL _HIDE "del windownloader.bat"
CLS
IF mainmenu = 1 THEN
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
ELSE
GOSUB gameloop
END IF
END IF
ELSE
REM up to date
LET textspeech$ = title$ + " is up to date!"
GOSUB textbannerdraw
LET eventtitle$ = "UPDATE CHECK:"
LET eventdata$ = versionno$ + " is the current version!"
LET eventnumber = 0
GOSUB consoleprinter
IF ros$ = "mac" OR ros$ = "lnx" THEN SHELL _HIDE "rm checkupdate.ddf"
IF ros$ = "win" THEN SHELL _HIDE "del checkupdate.ddf": SHELL _HIDE "del windownloader.bat"
CLS
IF mainmenu = 1 THEN
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
ELSE
GOSUB gameloop
END IF
END IF
ELSE
REM cannot download update file
LET textspeech$ = "Cannot connect to server!"
GOSUB textbannerdraw
LET eventtitle$ = "UPDATE CHECK:"
LET eventdata$ = "Cannot connect to update server!"
LET eventnumber = 0
GOSUB consoleprinter
SHELL _HIDE "del windownloader.bat"
CLS
IF mainmenu = 1 THEN
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
ELSE
GOSUB gameloop
END IF
END IF
RETURN
mainplayerload:
REM loads player data and sprites
REM unload divert if map has changed and if system is not booting
IF setupboot = 0 THEN IF mplayermodel$ <> oldmplayermodel$ THEN GOSUB mainplayerunload
IF oldmplayermodel$ = mplayermodel$ THEN RETURN: REM divert for if playermodel hasn't actually changed
REM load data and sprites
OPEN ploc$ + mplayermodel$ + "/" + mplayermodel$ + ".ddf" FOR INPUT AS #1
INPUT #1, temp$, mpx, mpy, mps, mpnote1, mpnote2
CLOSE #1
LET mpf = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-f.png")
LET mpfl = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-fl.png")
LET mpfr = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-fr.png")
LET mpb = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-b.png")
LET mpbl = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-bl.png")
LET mpbr = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-br.png")
LET mpr = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-r.png")
LET mprl = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-rl.png")
LET mprr = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-rr.png")
LET mpl = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-l.png")
LET mpll = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-ll.png")
LET mplr = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-lr.png")
LET mpfi1 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-fi1.png")
LET mpfi2 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-fi2.png")
LET mpbi1 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-bi1.png")
LET mpbi2 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-bi2.png")
LET mpli1 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-li1.png")
LET mpli2 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-li2.png")
LET mpri1 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-ri1.png")
LET mpri2 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-ri2.png")
LET mpface1 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-face1.png")
LET mpface2 = _LOADIMAGE(ploc$ + mplayermodel$ + "/" + mplayermodel$ + "-face2.png")
REM calculates player sprite location
LET mpposx = (resx / 2) - (mpx / 2)
LET mpposy = (resy / 2) - (mpy / 2)
REM sets foot value
LET mpfoot = 1
REM tells console of load
LET eventtitle$ = "MAIN PLAYER LOADED: "
LET eventdata$ = mplayermodel$
LET eventnumber = 0
GOSUB consoleprinter
LET temp$ = ""
RETURN
controlgenerator:
REM generates control text
LET textspeech$ = "": REM wipes text speech
IF ucontrol = 1 AND dcontrol = 1 AND lcontrol = 1 AND rcontrol = 1 THEN
LET textspeech$ = "ARROW KEYS - MOVE. "
ELSE
IF ucontrol = 1 THEN LET textspeech$ = "UP KEY - MOVE UP. "
IF dcontrol = 1 THEN LET textspeech$ = textspeech$ + "DOWN KEY - MOVE DOWN. "
IF lcontrol = 1 THEN LET textspeech$ = textspeech$ + "LEFT KEY - MOVE LEFT. "
IF rcontrol = 1 THEN LET textspeech$ = textspeech$ + "RIGHT KEY - MOVE RIGHT. "
END IF
IF scontrol = 1 THEN LET textspeech$ = textspeech$ + "SELECT - SPACE. "
IF pcontrol = 1 THEN LET textspeech$ = textspeech$ + "POCKETS - I. "
IF bcontrol = 1 THEN LET textspeech$ = textspeech$ + "PAUSE/BACK - Q."
RETURN
menugenerator:
REM menu presented to player
IF menu$ = "" THEN
REM return for if no menu name specified
LET eventtitle$ = "NO MENU NAME SPECIFIED"
LET eventdata$ = "MENU NOT LOADED"
LET eventnumber = 0
GOSUB consoleprinter
RETURN
END IF
LET mainmenu = 1: REM tells engine menu is active
CLS
REM menu loop
OPEN menuloc$ + menu$ + ".ddf" FOR INPUT AS #1
INPUT #1, menuchoice1$, menuchoice2$, menuchoice3$, menuchoice4$, menuchoice5$, menuchoice6$, menucommand1$, menucommand2$, menucommand3$, menucommand4$, menucommand5$, menucommand6$, mcy1, mcy2, mcy3, mcy4, mcy5, mcy6, menunos, menuposx, menubackdrop$, menumusic$
CLOSE #1
REM console dump
LET eventtitle$ = "MENU LOADED:"
LET eventdata$ = menu$
LET eventnumber = 0
GOSUB consoleprinter
REM plays music
LET playmusic$ = menumusic$
GOSUB musicplay
LET menubackdrop = _LOADIMAGE(menuloc$ + menubackdrop$ + ".png")
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
LET temp78 = 1
DO
_LIMIT hertz
DO
LET d$ = UCASE$(INKEY$)
DO
REM centralises text
LET temp77 = temp77 + 1
IF temp77 = 1 THEN
IF menuchoice1$ <> "" THEN
LET centretext$ = menuchoice1$
IF menuposx = -1 THEN GOSUB centretext
LET temp76 = 1
END IF
END IF
IF temp77 = 2 THEN
IF menuchoice2$ <> "" THEN
LET centretext$ = menuchoice2$
IF menuposx = -1 THEN GOSUB centretext
LET temp76 = 1
END IF
END IF
IF temp77 = 3 THEN
IF menuchoice3$ <> "" THEN
LET centretext$ = menuchoice3$
IF menuposx = -1 THEN GOSUB centretext
LET temp76 = 1
END IF
END IF
IF temp77 = 4 THEN
IF menuchoice4$ <> "" THEN
LET centretext$ = menuchoice4$
IF menuposx = -1 THEN GOSUB centretext
LET temp76 = 1
END IF
END IF
IF temp77 = 5 THEN
IF menuchoice5$ <> "" THEN
LET centretext$ = menuchoice5$
IF menuposx = -1 THEN GOSUB centretext
LET temp76 = 1
END IF
END IF
IF temp77 = 6 THEN
IF menuchoice6$ <> "" THEN
LET centretext$ = menuchoice6$
IF menuposx = -1 THEN GOSUB centretext
LET temp76 = 1
END IF
END IF
IF temp77 > 6 THEN LET temp77 = 0
LOOP UNTIL temp76 = 1
REM prints text
IF temp78 = 1 THEN
COLOR _RGBA(letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura), _RGBA(bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura)
ELSE
COLOR _RGBA(letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura), _RGBA(bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura)
END IF
IF temp77 = 1 THEN
IF menuposx = -1 THEN
_PRINTSTRING ((resx / 2) - (centreno / 2), (mcy1)), menuchoice1$
ELSE
_PRINTSTRING (menuposx, mcy1), menuchoice1$
END IF
END IF
IF temp78 = 2 THEN
COLOR _RGBA(letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura), _RGBA(bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura)
ELSE
COLOR _RGBA(letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura), _RGBA(bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura)
END IF
IF temp77 = 2 THEN
IF menuposx = -1 THEN
_PRINTSTRING ((resx / 2) - (centreno / 2), (mcy2)), menuchoice2$
ELSE
_PRINTSTRING (menuposx, mcy2), menuchoice2$
END IF
END IF
IF temp78 = 3 THEN
COLOR _RGBA(letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura), _RGBA(bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura)
ELSE
COLOR _RGBA(letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura), _RGBA(bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura)
END IF
IF temp77 = 3 THEN
IF menuposx = -1 THEN
_PRINTSTRING ((resx / 2) - (centreno / 2), (mcy3)), menuchoice3$
ELSE
_PRINTSTRING (menuposx, mcy3), menuchoice3$
END IF
END IF
IF temp78 = 4 THEN
COLOR _RGBA(letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura), _RGBA(bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura)
ELSE
COLOR _RGBA(letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura), _RGBA(bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura)
END IF
IF temp77 = 4 THEN
IF menuposx = -1 THEN
_PRINTSTRING ((resx / 2) - (centreno / 2), (mcy4)), menuchoice4$
ELSE
_PRINTSTRING (menuposx, mcy4), menuchoice4$
END IF
END IF
IF temp78 = 5 THEN
COLOR _RGBA(letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura), _RGBA(bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura)
ELSE
COLOR _RGBA(letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura), _RGBA(bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura)
END IF
IF temp77 = 5 THEN
IF menuposx = -1 THEN
_PRINTSTRING ((resx / 2) - (centreno / 2), (mcy5)), menuchoice5$
ELSE
_PRINTSTRING (menuposx, mcy5), menuchoice5$
END IF
END IF
IF temp78 = 6 THEN
COLOR _RGBA(letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura), _RGBA(bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura)
ELSE
COLOR _RGBA(letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura), _RGBA(bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura)
END IF
LET temp76 = 0
IF temp77 = 6 THEN
IF menuposx = -1 THEN
_PRINTSTRING ((resx / 2) - (centreno / 2), (mcy6)), menuchoice6$
ELSE
_PRINTSTRING (menuposx, mcy16), menuchoice6$
END IF
END IF
IF d$ = CHR$(0) + CHR$(80) THEN LET playsfx$ = "move": GOSUB sfxplay: LET temp78 = temp78 + 1
IF d$ = CHR$(0) + CHR$(72) THEN LET playsfx$ = "move": GOSUB sfxplay: LET temp78 = temp78 - 1
IF temp78 < 1 THEN LET temp78 = 1
IF temp78 > menunos THEN LET temp78 = menunos
IF temp79 > 0 THEN LET temp79 = 0
LOOP UNTIL d$ = " "
REM plays select sound
LET playsfx$ = "select"
GOSUB sfxplay
REM deturmins which choice player made and lines up menu command
IF temp78 = 1 THEN LET temp15$ = menucommand1$
IF temp78 = 2 THEN LET temp15$ = menucommand2$
IF temp78 = 3 THEN LET temp15$ = menucommand3$
IF temp78 = 4 THEN LET temp15$ = menucommand4$
IF temp78 = 5 THEN LET temp15$ = menucommand5$
IF temp78 = 6 THEN LET temp15$ = menucommand6$
IF temp15$ <> "playgame" THEN
REM detects possible new menu request
LET findmenu% = INSTR(findmenu% + 1, temp15$, "menu ")
IF findmenu% THEN
LET temp16$ = LEFT$(temp15$, INSTR(temp15$, " ") - 1)
LET temp17$ = RIGHT$(temp15$, LEN(temp15$) - LEN(temp16$))
LET temp17$ = LTRIM$(temp17$)
LET temp16$ = LCASE$(temp16$)
LET temp17$ = LCASE$(temp17$)
CLS
_FREEIMAGE menubackdrop
LET menu$ = temp17$
LET mainmenu = 0: LET temp76 = 1: LET temp77 = 0: LET temp78 = 0: LET findmenu% = 0: LET d$ = "": LET temp15$ = "": LET temp16$ = "": LET temp17$ = "": REM scrubs temp values
GOTO menugenerator
END IF
REM executes menucommand
IF temp15$ = "updategame" THEN GOSUB updatechecker
IF temp15$ = "endgame" THEN
FOR i% = 0 TO 255 STEP 5
_LIMIT fadespeed: REM sets framerate
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly empties black box from screen
GOSUB timeframecounter: REM timer function
_DISPLAY
NEXT
_AUTODISPLAY
GOTO endgame
END IF
IF temp15$ = "erasesave" THEN CLS: GOSUB erasesave
IF temp15$ = "musictoggle" THEN
CLS
GOSUB musictoggle
CLS
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "sfxtoggle" THEN
CLS
GOSUB sfxtoggle
CLS
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "screentoggle" THEN
CLS
GOSUB screentoggle
CLS
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "displaycontrols" THEN
GOSUB controlgenerator
REM LET textspeech$ = "ARROW KEYS - MOVE. SPACE - USE. I - DISPLAY POCKETS. Q - BACK / PAUSE."
CLS
GOSUB textbannerdraw
CLS
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "musicup" THEN
CLS
LET musicvol = musicvol + 0.1
IF musicvol > 1 THEN LET musicvol = 1
GOSUB musicvol
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "musicdown" THEN
CLS
LET musicvol = musicvol - 0.1
IF musicvol < 0.1 THEN LET musicvol = 0.1
GOSUB musicvol
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "sfxup" THEN
CLS
LET sfxvol = sfxvol + 0.1
IF sfxvol > 1 THEN LET sfxvol = 1
GOSUB sfxvol
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "sfxdown" THEN
CLS
LET sfxvol = sfxvol - 0.1
IF sfxvol < 0.1 THEN LET sfxvol = 0.1
GOSUB sfxvol
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
IF temp15$ = "displayconsole" THEN
CLS
GOSUB displayconsole
CLS
_PUTIMAGE (0, 0)-(resx, resy), menubackdrop
END IF
ELSE
REM executes playgame command
CLS
_FREEIMAGE menubackdrop
LET menu$ = ""
COLOR 0, 0
LET mainmenu = 0: LET temp76 = 1: LET temp77 = 0: LET temp78 = 0: LET findmenu% = 0: LET d$ = "": LET temp15$ = "": LET temp16$ = "": LET temp17$ = "": LET temp29$ = "": REM scrubs temp values
RETURN
END IF
LET temp15$ = ""
LOOP
RETURN
displayconsole:
REM displays developer console
IF displayconsole = 0 THEN
_CONSOLE ON
_CONSOLETITLE title$ + " Console"
LET displayconsole = 1
LET textspeech$ = "Console Switched On!"
GOSUB textbannerdraw
RETURN
END IF
IF displayconsole = 1 THEN
_CONSOLE OFF
LET displayconsole = 0
LET textspeech$ = "Console Switched Off!"
GOSUB textbannerdraw
RETURN
END IF
RETURN
sfxtoggle:
REM toggles sfx
IF liteload = 1 THEN RETURN
REM turn sfx on
IF soundmode = 1 THEN
LET soundmode = 4
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "sfx on"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Sound Effects On!"
GOSUB textbannerdraw
RETURN
END IF
IF soundmode = 3 THEN
LET soundmode = 2
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "sfx on"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Sound Effects On!"
GOSUB textbannerdraw
RETURN
END IF
REM turn sfx off
IF soundmode = 2 THEN
LET soundmode = 3
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "sfx off"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Sound Effects Off!"
GOSUB textbannerdraw
RETURN
END IF
IF soundmode = 4 THEN
LET soundmode = 1
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "sfx off"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Sound Effects Off!"
GOSUB textbannerdraw
RETURN
END IF
RETURN
musictoggle:
REM toggles music
IF liteload = 1 THEN RETURN
REM turn music on
IF soundmode = 1 THEN
LET soundmode = 3
GOSUB musicplay
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "music on"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Music On!"
GOSUB textbannerdraw
RETURN
END IF
IF soundmode = 4 THEN
LET soundmode = 2
GOSUB musicplay
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "music on"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Music On!"
GOSUB textbannerdraw
RETURN
END IF
REM turn music off
IF soundmode = 2 THEN
GOSUB musicstop
LET soundmode = 4
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "music off"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Music Off!"
GOSUB textbannerdraw
RETURN
END IF
IF soundmode = 3 THEN
GOSUB musicstop
LET soundmode = 1
LET eventtitle$ = "SOUND MODE SET:"
LET eventdata$ = "music off"
LET eventnumber = soundmode
GOSUB consoleprinter
LET textspeech$ = "Music Off!"
GOSUB textbannerdraw
RETURN
END IF
RETURN
screentoggle:
REM toggles screen modes
REM switch to window
IF screenmode = 1 THEN
_FULLSCREEN _OFF
LET screenmode = 2
LET eventtitle$ = "SCREEN MODE SET:"
LET eventdata$ = "windowed"
LET eventnumber = screenmode
GOSUB consoleprinter
LET textspeech$ = "Windowed Mode Set!"
GOSUB textbannerdraw
RETURN
END IF
REM switch to fullscreen
IF screenmode = 2 THEN
_FULLSCREEN _SQUAREPIXELS
LET screenmode = 1
LET eventtitle$ = "SCREEN MODE SET:"
LET eventdata$ = "fullscreen"
LET eventnumber = screenmode
GOSUB consoleprinter
LET textspeech$ = "Fullscreen Mode Set!"
GOSUB textbannerdraw
RETURN
END IF
RETURN
effectdraw:
REM draws special map effects
IF disablefade = 1 THEN RETURN: REM return for if effects are disabled
IF effectani = 1 THEN RETURN: REM return for if animation is playing
IF mapeffect = 1 THEN
REM dark
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, (255 / 2)), BF
END IF
IF mapeffect = 2 THEN
REM rain
REM setup values
LET rainspread = resx + (resy / 2)
IF rainx1 = 0 THEN LET rainx1 = INT(RND * rainspread): LET rainy1 = INT(RND * resy)
IF rainx2 = 0 THEN LET rainx2 = INT(RND * rainspread): LET rainy2 = INT(RND * resy)
IF rainx3 = 0 THEN LET rainx3 = INT(RND * rainspread): LET rainy3 = INT(RND * resy)
IF rainx4 = 0 THEN LET rainx4 = INT(RND * rainspread): LET rainy4 = INT(RND * resy)
IF rainx5 = 0 THEN LET rainx5 = INT(RND * rainspread): LET rainy5 = INT(RND * resy)
IF rainx6 = 0 THEN LET rainx6 = INT(RND * rainspread): LET rainy6 = INT(RND * resy)
IF rainx7 = 0 THEN LET rainx7 = INT(RND * rainspread): LET rainy7 = INT(RND * resy)
IF rainx8 = 0 THEN LET rainx8 = INT(RND * rainspread): LET rainy8 = INT(RND * resy)
IF rainx9 = 0 THEN LET rainx9 = INT(RND * rainspread): LET rainy9 = INT(RND * resy)
IF rainx10 = 0 THEN LET rainx10 = INT(RND * rainspread): LET rainy10 = INT(RND * resy)
REM draws slight dark
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, 20), BF
REM draws raindrops
LINE (rainx1, rainy1)-(rainx1 - 2, rainy1 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx2, rainy2)-(rainx2 - 2, rainy2 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx3, rainy3)-(rainx3 - 2, rainy3 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx4, rainy4)-(rainx4 - 2, rainy4 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx5, rainy5)-(rainx5 - 2, rainy5 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx6, rainy6)-(rainx6 - 2, rainy6 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx7, rainy7)-(rainx7 - 2, rainy7 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx8, rainy8)-(rainx8 - 2, rainy8 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx9, rainy9)-(rainx9 - 2, rainy9 + 3), _RGBA(0, 89, 255, (255 / 2))
LINE (rainx10, rainy10)-(rainx10 - 2, rainy10 + 3), _RGBA(0, 89, 255, (255 / 2))
REM calculates movement
IF rainy1 < resy / 4 THEN
LET rainy1 = rainy1 + 4
LET rainx1 = rainx1 - 2
ELSE
LET rainy1 = rainy1 + 8
LET rainx1 = rainx1 - 4
END IF
IF rainy2 < resy / 4 THEN
LET rainy2 = rainy2 + 4
LET rainx2 = rainx2 - 2
ELSE
LET rainy2 = rainy2 + 8
LET rainx2 = rainx2 - 4
END IF
IF rainy3 < resy / 4 THEN
LET rainy3 = rainy3 + 4
LET rainx3 = rainx3 - 2
ELSE
LET rainy3 = rainy3 + 8
LET rainx3 = rainx3 - 4
END IF
IF rainy4 < resy / 4 THEN
LET rainy4 = rainy4 + 4
LET rainx4 = rainx4 - 2
ELSE
LET rainy4 = rainy4 + 8
LET rainx4 = rainx4 - 4
END IF
IF rainy5 < resy / 4 THEN
LET rainy5 = rainy5 + 4
LET rainx5 = rainx5 - 2
ELSE
LET rainy5 = rainy5 + 8
LET rainx5 = rainx5 - 4
END IF
IF rainy6 < resy / 4 THEN
LET rainy6 = rainy6 + 4
LET rainx6 = rainx6 - 2
ELSE
LET rainy6 = rainy6 + 8
LET rainx6 = rainx6 - 4
END IF
IF rainy7 < resy / 4 THEN
LET rainy7 = rainy7 + 4
LET rainx7 = rainx7 - 2
ELSE
LET rainy7 = rainy7 + 8
LET rainx7 = rainx7 - 4
END IF
IF rainy8 < resy / 4 THEN
LET rainy8 = rainy8 + 4
LET rainx8 = rainx8 - 2
ELSE
LET rainy8 = rainy8 + 8
LET rainx8 = rainx8 - 4
END IF
IF rainy9 < resy / 4 THEN
LET rainy9 = rainy9 + 4
LET rainx9 = rainx9 - 2
ELSE
LET rainy9 = rainy9 + 8
LET rainx9 = rainx9 - 4
END IF
IF rainy10 < resy / 4 THEN
LET rainy10 = rainy10 + 4
LET rainx10 = rainx10 - 2
ELSE
LET rainy10 = rainy10 + 8
LET rainx10 = rainx10 - 4
END IF
REM resets rain drops
IF rainy1 > resy THEN LET rainy1 = 0: LET rainx1 = INT(RND * rainspread)
IF rainy2 > resy THEN LET rainy2 = 0: LET rainx2 = INT(RND * rainspread)
IF rainy3 > resy THEN LET rainy3 = 0: LET rainx3 = INT(RND * rainspread)
IF rainy4 > resy THEN LET rainy4 = 0: LET rainx4 = INT(RND * rainspread)
IF rainy5 > resy THEN LET rainy5 = 0: LET rainx5 = INT(RND * rainspread)
IF rainy6 > resy THEN LET rainy6 = 0: LET rainx6 = INT(RND * rainspread)
IF rainy7 > resy THEN LET rainy7 = 0: LET rainx7 = INT(RND * rainspread)
IF rainy8 > resy THEN LET rainy8 = 0: LET rainx8 = INT(RND * rainspread)
IF rainy9 > resy THEN LET rainy9 = 0: LET rainx9 = INT(RND * rainspread)
IF rainy10 > resy THEN LET rainy10 = 0: LET rainx10 = INT(RND * rainspread)
END IF
IF mapeffect = 3 THEN
REM storm
REM setup values
LET rainspread = resx + (resy / 2)
IF temp97 = 0 THEN LET temp97 = INT(RND * 60) + ctime
IF rainx1 = 0 THEN LET rainx1 = INT(RND * rainspread): LET rainy1 = INT(RND * resy)
IF rainx2 = 0 THEN LET rainx2 = INT(RND * rainspread): LET rainy2 = INT(RND * resy)
IF rainx3 = 0 THEN LET rainx3 = INT(RND * rainspread): LET rainy3 = INT(RND * resy)
IF rainx4 = 0 THEN LET rainx4 = INT(RND * rainspread): LET rainy4 = INT(RND * resy)
IF rainx5 = 0 THEN LET rainx5 = INT(RND * rainspread): LET rainy5 = INT(RND * resy)
IF rainx6 = 0 THEN LET rainx6 = INT(RND * rainspread): LET rainy6 = INT(RND * resy)
IF rainx7 = 0 THEN LET rainx7 = INT(RND * rainspread): LET rainy7 = INT(RND * resy)
IF rainx8 = 0 THEN LET rainx8 = INT(RND * rainspread): LET rainy8 = INT(RND * resy)
IF rainx9 = 0 THEN LET rainx9 = INT(RND * rainspread): LET rainy9 = INT(RND * resy)
IF rainx10 = 0 THEN LET rainx10 = INT(RND * rainspread): LET rainy10 = INT(RND * resy)
IF rainx11 = 0 THEN LET rainx11 = INT(RND * rainspread): LET rainy11 = INT(RND * resy)
IF rainx12 = 0 THEN LET rainx12 = INT(RND * rainspread): LET rainy12 = INT(RND * resy)
IF rainx13 = 0 THEN LET rainx13 = INT(RND * rainspread): LET rainy13 = INT(RND * resy)
IF rainx14 = 0 THEN LET rainx14 = INT(RND * rainspread): LET rainy14 = INT(RND * resy)
IF rainx15 = 0 THEN LET rainx15 = INT(RND * rainspread): LET rainy15 = INT(RND * resy)
IF rainx16 = 0 THEN LET rainx16 = INT(RND * rainspread): LET rainy16 = INT(RND * resy)
IF rainx17 = 0 THEN LET rainx17 = INT(RND * rainspread): LET rainy17 = INT(RND * resy)
IF rainx18 = 0 THEN LET rainx18 = INT(RND * rainspread): LET rainy18 = INT(RND * resy)
IF rainx19 = 0 THEN LET rainx19 = INT(RND * rainspread): LET rainy19 = INT(RND * resy)
IF rainx20 = 0 THEN LET rainx20 = INT(RND * rainspread): LET rainy20 = INT(RND * resy)
REM draws dark
IF temp97 > ctime THEN
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, (255 / 2)), BF
ELSE
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, 20), BF
LET temp98 = temp98 + 1
IF temp98 > hertz THEN LET playsfx$ = "lightning": GOSUB sfxplay: LET temp98 = 0: LET temp97 = 0
END IF
REM draws raindrops
LINE (rainx1, rainy1)-(rainx1 - 2, rainy1 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx2, rainy2)-(rainx2 - 2, rainy2 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx3, rainy3)-(rainx3 - 2, rainy3 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx4, rainy4)-(rainx4 - 2, rainy4 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx5, rainy5)-(rainx5 - 2, rainy5 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx6, rainy6)-(rainx6 - 2, rainy6 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx7, rainy7)-(rainx7 - 2, rainy7 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx8, rainy8)-(rainx8 - 2, rainy8 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx9, rainy9)-(rainx9 - 2, rainy9 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx10, rainy10)-(rainx10 - 2, rainy10 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx11, rainy11)-(rainx11 - 2, rainy11 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx12, rainy12)-(rainx12 - 2, rainy12 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx13, rainy13)-(rainx13 - 2, rainy13 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx14, rainy14)-(rainx14 - 2, rainy14 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx15, rainy15)-(rainx15 - 2, rainy15 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx16, rainy16)-(rainx16 - 2, rainy16 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx17, rainy17)-(rainx17 - 2, rainy17 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx18, rainy18)-(rainx18 - 2, rainy18 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx19, rainy19)-(rainx19 - 2, rainy19 + 3), _RGBA(0, 89, 255, 255)
LINE (rainx20, rainy20)-(rainx20 - 2, rainy20 + 3), _RGBA(0, 89, 255, 255)
REM calculates movement
IF rainy1 < resy / 4 THEN
LET rainy1 = rainy1 + 4
LET rainx1 = rainx1 - 2
ELSE
LET rainy1 = rainy1 + 8
LET rainx1 = rainx1 - 4
END IF
IF rainy2 < resy / 4 THEN
LET rainy2 = rainy2 + 4
LET rainx2 = rainx2 - 2
ELSE
LET rainy2 = rainy2 + 8
LET rainx2 = rainx2 - 4
END IF
IF rainy3 < resy / 4 THEN
LET rainy3 = rainy3 + 4
LET rainx3 = rainx3 - 2
ELSE
LET rainy3 = rainy3 + 8
LET rainx3 = rainx3 - 4
END IF
IF rainy4 < resy / 4 THEN
LET rainy4 = rainy4 + 4
LET rainx4 = rainx4 - 2
ELSE
LET rainy4 = rainy4 + 8
LET rainx4 = rainx4 - 4
END IF
IF rainy5 < resy / 4 THEN
LET rainy5 = rainy5 + 4
LET rainx5 = rainx5 - 2
ELSE
LET rainy5 = rainy5 + 8
LET rainx5 = rainx5 - 4
END IF
IF rainy6 < resy / 4 THEN
LET rainy6 = rainy6 + 4
LET rainx6 = rainx6 - 2
ELSE
LET rainy6 = rainy6 + 8
LET rainx6 = rainx6 - 4
END IF
IF rainy7 < resy / 4 THEN
LET rainy7 = rainy7 + 4
LET rainx7 = rainx7 - 2
ELSE
LET rainy7 = rainy7 + 8
LET rainx7 = rainx7 - 4
END IF
IF rainy8 < resy / 4 THEN
LET rainy8 = rainy8 + 4
LET rainx8 = rainx8 - 2
ELSE
LET rainy8 = rainy8 + 8
LET rainx8 = rainx8 - 4
END IF
IF rainy9 < resy / 4 THEN
LET rainy9 = rainy9 + 4
LET rainx9 = rainx9 - 2
ELSE
LET rainy9 = rainy9 + 8
LET rainx9 = rainx9 - 4
END IF
IF rainy10 < resy / 4 THEN
LET rainy10 = rainy10 + 4
LET rainx10 = rainx10 - 2
ELSE
LET rainy10 = rainy10 + 8
LET rainx10 = rainx10 - 4
END IF
IF rainy11 < resy / 4 THEN
LET rainy11 = rainy11 + 4
LET rainx11 = rainx11 - 2
ELSE
LET rainy11 = rainy11 + 8
LET rainx11 = rainx11 - 4
END IF
IF rainy12 < resy / 4 THEN
LET rainy12 = rainy12 + 4
LET rainx12 = rainx12 - 2
ELSE
LET rainy12 = rainy12 + 8
LET rainx12 = rainx12 - 4
END IF
IF rainy13 < resy / 4 THEN
LET rainy13 = rainy13 + 4
LET rainx13 = rainx13 - 2
ELSE
LET rainy13 = rainy13 + 8
LET rainx13 = rainx13 - 4
END IF
IF rainy14 < resy / 4 THEN
LET rainy14 = rainy14 + 4
LET rainx14 = rainx14 - 2
ELSE
LET rainy14 = rainy14 + 8
LET rainx14 = rainx14 - 4
END IF
IF rainy15 < resy / 4 THEN
LET rainy15 = rainy15 + 4
LET rainx15 = rainx15 - 2
ELSE
LET rainy15 = rainy15 + 8
LET rainx15 = rainx15 - 4
END IF
IF rainy16 < resy / 4 THEN
LET rainy16 = rainy16 + 4
LET rainx16 = rainx16 - 2
ELSE
LET rainy16 = rainy16 + 8
LET rainx16 = rainx16 - 4
END IF
IF rainy17 < resy / 4 THEN
LET rainy17 = rainy17 + 4
LET rainx17 = rainx17 - 2
ELSE
LET rainy17 = rainy17 + 8
LET rainx17 = rainx17 - 4
END IF
IF rainy18 < resy / 4 THEN
LET rainy18 = rainy18 + 4
LET rainx18 = rainx18 - 2
ELSE
LET rainy18 = rainy18 + 8
LET rainx18 = rainx18 - 4
END IF
IF rainy19 < resy / 4 THEN
LET rainy19 = rainy19 + 4
LET rainx19 = rainx19 - 2
ELSE
LET rainy19 = rainy19 + 8
LET rainx19 = rainx19 - 4
END IF
IF rainy20 < resy / 4 THEN
LET rainy20 = rainy20 + 4
LET rainx20 = rainx20 - 2
ELSE
LET rainy20 = rainy20 + 8
LET rainx20 = rainx20 - 4
END IF
REM resets rain drops
IF rainy1 > resy THEN LET rainy1 = 0: LET rainx1 = INT(RND * rainspread)
IF rainy2 > resy THEN LET rainy2 = 0: LET rainx2 = INT(RND * rainspread)
IF rainy3 > resy THEN LET rainy3 = 0: LET rainx3 = INT(RND * rainspread)
IF rainy4 > resy THEN LET rainy4 = 0: LET rainx4 = INT(RND * rainspread)
IF rainy5 > resy THEN LET rainy5 = 0: LET rainx5 = INT(RND * rainspread)
IF rainy6 > resy THEN LET rainy6 = 0: LET rainx6 = INT(RND * rainspread)
IF rainy7 > resy THEN LET rainy7 = 0: LET rainx7 = INT(RND * rainspread)
IF rainy8 > resy THEN LET rainy8 = 0: LET rainx8 = INT(RND * rainspread)
IF rainy9 > resy THEN LET rainy9 = 0: LET rainx9 = INT(RND * rainspread)
IF rainy10 > resy THEN LET rainy10 = 0: LET rainx10 = INT(RND * rainspread)
IF rainy11 > resy THEN LET rainy11 = 0: LET rainx11 = INT(RND * rainspread)
IF rainy12 > resy THEN LET rainy12 = 0: LET rainx12 = INT(RND * rainspread)
IF rainy13 > resy THEN LET rainy13 = 0: LET rainx13 = INT(RND * rainspread)
IF rainy14 > resy THEN LET rainy14 = 0: LET rainx14 = INT(RND * rainspread)
IF rainy15 > resy THEN LET rainy15 = 0: LET rainx15 = INT(RND * rainspread)
IF rainy16 > resy THEN LET rainy16 = 0: LET rainx16 = INT(RND * rainspread)
IF rainy17 > resy THEN LET rainy17 = 0: LET rainx17 = INT(RND * rainspread)
IF rainy18 > resy THEN LET rainy18 = 0: LET rainx18 = INT(RND * rainspread)
IF rainy19 > resy THEN LET rainy19 = 0: LET rainx19 = INT(RND * rainspread)
IF rainy20 > resy THEN LET rainy20 = 0: LET rainx20 = INT(RND * rainspread)
END IF
IF mapeffect = 4 THEN
REM torch effect
_PUTIMAGE (0, 0)-(resx, resy), torcheffect
END IF
IF mapeffect = 5 THEN
REM sunset/dark fade (right)
LET temp123 = (((resx / 2) - posx) / mapx) * (255 / 2)
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, temp123), BF
END IF
IF mapeffect = 6 THEN
REM sunset/dark fade (left)
LET temp123 = (((resx / 2) - posx) / mapx) * (255 / 2)
LET temp124 = (255 / 2) - temp123
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, temp124), BF
END IF
IF mapeffect = 7 THEN
REM sunset/dark fade (down)
LET temp123 = (((resy / 2) - posy) / mapy) * (255 / 2)
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, temp123), BF
END IF
IF mapeffect = 8 THEN
REM sunset/dark fade (up)
LET temp123 = (((resy / 2) - posy) / mapy) * (255 / 2)
LET temp124 = (255 / 2) - temp123
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, temp124), BF
END IF
IF mapeffect = 9 THEN
REM pitch black
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, 255), BF
END IF
RETURN
erasesave:
REM erases save data
REM checks default save file exists
IF _FILEEXISTS(sloc$ + "defaultsave.ddf") THEN
REM nothing
ELSE
ERROR 422
END IF
REM Linux + MacOS
IF ros$ = "lnx" OR ros$ = "mac" THEN
IF _FILEEXISTS(sloc$ + "savedata" + DATE$ + ".old") THEN
LET x = 0
LET y = 0
DO
LET x = x + 1
IF _FILEEXISTS(sloc$ + "savedata" + DATE$ + "-" + LTRIM$(STR$(x)) + ".old") THEN
LET y = 0
ELSE
LET y = 1
END IF
LOOP UNTIL y = 1
SHELL _HIDE "cp " + sloc$ + "savedata.ddf " + sloc$ + "savedata" + DATE$ + "-" + LTRIM$(STR$(x)) + ".old"
LET x = 0
LET y = 0
ELSE
SHELL _HIDE "cp " + sloc$ + "savedata.ddf " + sloc$ + "savedata" + DATE$ + ".old"
END IF
SHELL _HIDE "rm " + sloc$ + "savedata.ddf"
SHELL _HIDE "cp " + sloc$ + "defaultsave.ddf " + sloc$ + "savedata.ddf"
END IF
REM Windoze
IF ros$ = "win" THEN
IF _FILEEXISTS(sloc$ + "savedata" + DATE$ + ".old") THEN
LET x = 0
LET y = 0
DO
LET x = x + 1
IF _FILEEXISTS(sloc$ + "savedata" + DATE$ + "-" + LTRIM$(STR$(x)) + ".old") THEN
LET y = 0
ELSE
LET y = 1
END IF
LOOP UNTIL y = 1
SHELL _HIDE "copy " + sloc$ + "savedata.ddf " + sloc$ + "savedata" + DATE$ + "-" + LTRIM$(STR$(x)) + ".old"
LET x = 0
LET y = 0
ELSE
SHELL _HIDE "copy " + sloc$ + "savedata.ddf " + sloc$ + "savedata" + DATE$ + ".old"
END IF
SHELL _HIDE "del " + sloc$ + "savedata.ddf"
SHELL _HIDE "copy " + sloc$ + "defaultsave.ddf " + sloc$ + "savedata.ddf"
END IF
REM tells console
LET eventtitle$ = "SAVEDATA ERASED:"
LET eventdata$ = sloc$ + "savedata.ddf"
LET eventnumber = 0
GOSUB consoleprinter
'LET temp34 = 3
LET textspeech$ = "Savedata erased! " + title$ + " will now close!"
GOSUB textbannerdraw
LET temp82 = 1 REM marks shutdown procedure not to save game
GOTO endgame
RETURN
mapload:
REM loads map data
REM unload divert if map has changed and if system is not booting
IF setupboot = 0 THEN IF mapno <> oldmapno THEN GOSUB playerunload: GOSUB objectunload: GOSUB mapunload
IF setupboot = 0 AND oldmapno = mapno THEN RETURN: REM divert for if mapno hasn't actually changed
REM sets path location data of map metadata
LET mapfile$ = "map" + LTRIM$(STR$(mapno))
LET mapdir$ = "m" + LTRIM$(STR$(mapno)) + "/"
REM loads map bitmaps
LET mapa = _LOADIMAGE(mloc$ + mapdir$ + mapfile$ + "a.png")
LET mapb = _LOADIMAGE(mloc$ + mapdir$ + mapfile$ + "b.png")
REM loads metadata
OPEN mloc$ + "/" + mapdir$ + "/" + mapfile$ + ".ddf" FOR INPUT AS #1
INPUT #1, mapname$, playmusic$, mapeffect, mapx, mapy, mapobjectno, mapplayerno, maptriggerno
REM loads objects
LET x = 0
DO
LET x = x + 1
INPUT #1, objectname(x), objectx(x), objecty(x)
LOOP UNTIL x >= totalobjects
REM loads NPCs
LET x = 0
DO
LET x = x + 1
INPUT #1, playername(x), playerx(x), playery(x), mplayerx(x), mplayery(x), playergrace(x), playerdefault(x)
LOOP UNTIL x >= totalplayers
REM loads triggers
LET x = 0
DO
LET x = x + 1
INPUT #1, triggername(x), triggerx1(x), triggery1(x), triggerx2(x), triggery2(x)
LOOP UNTIL x >= totaltriggers
LET x = 0
CLOSE #1
REM console printer
LET eventtitle$ = "MAP LOADED: "
LET eventdata$ = mapname$
LET eventnumber = mapno
GOSUB consoleprinter
REM diverts to object loader if required
IF mapobjectno > 0 THEN
GOSUB objectload
ELSE
LET eventtitle$ = "NO OBJECTS ATTACHED TO MAP"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
END IF
REM diverts to NPC loader if required
IF mapplayerno > 0 THEN
GOSUB playerload
IF carryvalues = 1 THEN GOSUB carryplayervalues
ELSE
LET eventtitle$ = "NO PLAYERS ATTACHED TO MAP"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
END IF
REM generates animation offsets
GOSUB generateoffsets
REM plays music
IF playmusic$ <> "" THEN GOSUB musicplay
REM fades in
IF setupboot = 0 AND scriptrun = 0 THEN GOSUB fadein
RETURN
carryplayervalues:
REM carries storied player values into new map
LET x = 0
DO
LET x = x + 1
LET playerx(x) = carryplayerx(x): LET playery(x) = carryplayery(x)
LET playerd(x) = carryplayerx(x): LET playerjourney(x) = carryplayerjourney(x)
LET playerlayer(x) = carryplayerlayer(x): LET playerperiod(x) = carryplayerperiod(x)
LET carryplayerx(x) = 0: LET carryplayery(x) = 0
LET carryplayerd(x) = 0: LET carryplayerjourney(x) = 0
LET carryplayerlayer(x) = 0: LET carryplayerperiod(x) = 0
LOOP UNTIL x >= totalplayers
LET carryvalues = 0: REM turns off value carrying
LET eventtitle$ = "PLAYER LOCATION VALUES CARRIED!"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
LET x = 0
RETURN
objectunload:
REM unloads all map objects
IF mapobjectno > 0 THEN
REM unloads objects if map has any
DO
LET temp14 = temp14 + 1
IF objectname(temp14) <> "[COLLISIONONLY]" THEN _FREEIMAGE objecta(temp14): _FREEIMAGE objectb(temp14): LET temp11$ = objectname(temp14)
REM prints to console
IF temp11$ = "" THEN LET temp11$ = "[COLLISIONONLY]"
LET eventtitle$ = "OBJECT UNLOADED:"
LET eventdata$ = temp11$
LET eventnumber = temp14
GOSUB consoleprinter
LOOP UNTIL temp14 >= mapobjectno
ELSE
REM prints to console that map has no objects to unload
LET eventtitle$ = "NO OBJECTS ATTACHED TO MAP"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp14 = 0: LET temp11$ = "": REM scrub temp values
RETURN
playerload:
REM loads any NPCs into memory
DO
REM loads sprites and metadata
LET temp39 = temp39 + 1
LET temp13$ = playername(temp39): LET temp40 = playerx(temp39): LET temp41 = playery(temp39)
OPEN ploc$ + temp13$ + "/" + temp13$ + ".ddf" FOR INPUT AS #1
INPUT #1, temp14$, playerresx(temp39), playerresy(temp39), players(temp39), playernote1(temp39), playernote2(temp39)
LET playerf(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-f.png")
LET playerb(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-b.png")
LET playerl(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-l.png")
LET playerr(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-r.png")
LET playerfl(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-fl.png")
LET playerfr(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-fr.png")
LET playerbl(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-bl.png")
LET playerbr(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-br.png")
LET playerrl(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-rl.png")
LET playerrr(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-rr.png")
LET playerll(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-ll.png")
LET playerlr(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-lr.png")
LET playerfi1(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-fi1.png")
LET playerfi2(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-fi2.png")
LET playerbi1(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-bi1.png")
LET playerbi2(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-bi2.png")
LET playerli1(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-li1.png")
LET playerli2(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-li2.png")
LET playerri1(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-ri1.png")
LET playerri2(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-ri2.png")
LET playerface1(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-face1.png")
LET playerface2(temp39) = _LOADIMAGE(ploc$ + "/" + temp13$ + "/" + temp13$ + "-face2.png")
CLOSE #1: REM closes metadata
REM wipes walking and direction values to default
LET playerwalking(temp39) = 0
LET playerd(temp39) = playerdefault(temp39)
LET playerperiod(temp39) = playergrace(temp39) + INT(ctime)
LET dplayerx(temp39) = playerx(temp39)
LET dplayery(temp39) = playery(temp39)
LET playerjourney(temp39) = 1
LET pfoot(temp39) = 1
LET playerscript(temp39) = 0
REM console printer
LET eventtitle$ = "PLAYER LOADED:"
LET eventdata$ = temp13$
LET eventnumber = temp39
GOSUB consoleprinter
LOOP UNTIL temp39 >= mapplayerno
LET temp39 = 0: LET temp13$ = "": LET temp40 = 0: LET temp14$ = "": LET temp41 = 0: REM scrub temp values
RETURN
playerunload:
REM unloads all NPCs
IF scriptrun = 0 THEN GOSUB fadeout: REM fades out
IF mapplayerno > 0 THEN
REM unloads players if map has any
DO
LET temp41 = temp41 + 1
_FREEIMAGE playerf(temp41)
_FREEIMAGE playerb(temp41)
_FREEIMAGE playerr(temp41)
_FREEIMAGE playerl(temp41)
_FREEIMAGE playerfr(temp41)
_FREEIMAGE playerfl(temp41)
_FREEIMAGE playerbr(temp41)
_FREEIMAGE playerbl(temp41)
_FREEIMAGE playerlr(temp41)
_FREEIMAGE playerll(temp41)
_FREEIMAGE playerrr(temp41)
_FREEIMAGE playerrl(temp41)
_FREEIMAGE playerfi1(temp41)
_FREEIMAGE playerfi2(temp41)
_FREEIMAGE playerbi1(temp41)
_FREEIMAGE playerbi2(temp41)
_FREEIMAGE playerli1(temp41)
_FREEIMAGE playerli2(temp41)
_FREEIMAGE playerri1(temp41)
_FREEIMAGE playerri2(temp41)
_FREEIMAGE playerface1(temp41)
_FREEIMAGE playerface2(temp41)
LET temp14$ = playername$(temp41)
REM prints to console
LET eventtitle$ = "PLAYER UNLOADED:"
LET eventdata$ = temp14$
LET eventnumber = temp41
GOSUB consoleprinter
LOOP UNTIL temp41 >= mapplayerno
ELSE
REM prints to console that map has no NPCs to unload
LET eventtitle$ = "NO PLAYERS ATTACHED TO MAP"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
END IF
LET temp41 = 0: LET temp14$ = "": REM scrub temp values
RETURN
collisionconverter:
REM converts map data into collision data
LET temp141 = objectx(temp10): LET temp142 = objecty(temp10)
REM converts values
LET temp36$ = STR$(temp141)
LET temp37$ = STR$(temp142)
REM first X + Y
LET temp38$ = LEFT$(temp36$, INSTR(temp36$, ".") - 1)
LET temp39$ = MID$(temp36$, INSTR(temp36$, "."))
LET temp143 = VAL(temp38$)
LET temp144 = VAL(temp39$)
IF LEN(temp39$) > 3 THEN
LET temp144 = temp144 * 1000
ELSE
LET temp144 = temp144 * 100
END IF
REM second X + Y
LET temp40$ = LEFT$(temp37$, INSTR(temp37$, ".") - 1)
LET temp41$ = MID$(temp37$, INSTR(temp37$, "."))
LET temp145 = VAL(temp40$)
LET temp146 = VAL(temp41$)
IF LEN(temp41$) > 3 THEN
LET temp146 = temp146 * 1000
ELSE
LET temp146 = temp146 * 100
END IF
REM tells console
LET eventtitle$ = "COLLISION MAPPED:"
LET eventdata$ = "x1:" + STR$(temp143) + " y1:" + STR$(temp144) + " x2:" + STR$(temp145 + temp143) + " y2:" + STR$(temp146 + temp144)
LET eventnumber = temp10
GOSUB consoleprinter
REM applies values
LET objectx(temp10) = temp143: LET objecty(temp10) = temp144: LET objectresx(temp10) = temp145: LET objectresy(temp10) = temp146: LET objects(temp10) = collisionstep
LET temp141 = 0: LET temp142 = 0: LET temp143 = 0: LET temp144 = 0: LET temp145 = 0: LET temp146 = 0: LET temp36$ = "": LET temp37$ = "": LET temp38$ = "": LET temp39$ = "": LET temp40$ = "": LET temp41$ = "": REM scrub temp values
RETURN
objectload:
REM loads any map objects into memory
DO
LET temp10 = temp10 + 1
LET temp10$ = objectname(temp10): LET temp11 = objectx(temp10): LET temp12 = objecty(temp10)
IF objectname(temp10) <> "[COLLISIONONLY]" THEN
OPEN oloc$ + temp10$ + "/" + temp10$ + ".ddf" FOR INPUT AS #1
INPUT #1, temp11$, objectresx(temp10), objectresy(temp10), objects(temp10): LET objecta(temp10) = _LOADIMAGE(oloc$ + temp10$ + "/" + temp10$ + "a.png"): LET objectb(temp10) = _LOADIMAGE(oloc$ + temp10$ + "/" + temp10$ + "b.png")
CLOSE #1
ELSE
GOSUB collisionconverter
END IF
REM console printer
LET eventtitle$ = "OBJECT LOADED:"
LET eventdata$ = temp10$
LET eventnumber = temp10
GOSUB consoleprinter
LOOP UNTIL temp10 >= mapobjectno
LET temp10 = 0: LET temp10$ = "": LET temp11 = 0: LET temp11$ = "": LET temp12 = 0: REM scrub temp values
RETURN
timeframecounter:
REM time + frame counter
IF scriptrun = 0 THEN IF _EXIT THEN GOTO endgame: REM ends game on window close
IF TIMER < 0 OR ctime < 0 THEN
REM resets timer when value wraparound occurs
RANDOMIZE TIMER
LET itime = TIMER
IF ctime > 0 THEN
LET eventtitle$ = "TIMER RESET:"
ELSE
LET eventtitle$ = "COUNTER RESET:"
END IF
LET eventdata$ = TIME$
LET eventnumber = frames
GOSUB consoleprinter
END IF
LET ctime = (TIMER - itime): REM time keeper
LET frames = frames + 1: REM frame counter
REM calculate fps
LET temp7 = temp7 + 1
IF temp8 + 1 < ctime THEN
LET fps = temp7
LET temp7 = 0: REM scrub temp values
LET temp8 = ctime: REM reset temp values
END IF
RETURN
game:
REM Main engine loop (BETWEEN DO AND LOOP)
REM lets console know main loop active
LET eventtitle$ = "ENGINE LOOP: "
LET eventdata$ = "active!"
LET eventnumber = 0
GOSUB consoleprinter
REM fadein
GOSUB fadein
REM engine loop
DO
REM value modifyers
LET xxit = _EXIT: REM sets game exit value
LET a$ = UCASE$(INKEY$): REM user input
REM engine loop subs
GOSUB inputter: REM player input
GOSUB collision: REM collision sub
GOSUB footchanger: REM calculates when players foot needs changing
GOSUB playermove: REM calculates NPC movement
GOSUB screendraw: REM calls for a screen draw
GOSUB triggerchecker: REM checks to see if any triggers have been activated
GOSUB terminaldraw: REM displays a terminal if required
REM post loop commands
IF hertz > 0 THEN _LIMIT hertz: REM sets engine loops per second if needed
GOSUB timeframecounter: REM diverts to time tracker and frame counter
LOOP
gameloop:
REM continues game loop for scripts
IF hertz > 0 THEN _LIMIT hertz: REM sets engine loops per second if needed
LET a$ = UCASE$(INKEY$): REM user input
GOSUB collision
GOSUB footchanger
GOSUB playermove
GOSUB timeframecounter
GOSUB screendraw
GOSUB inputter
RETURN
giveitem:
REM gives item to mainplayer
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
REM seaches for item in pocketfiles
DO
LET temp63 = temp63 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = giveitem$ OR EOF(1)
CLOSE #1
IF pocketfile$ <> giveitem$ THEN
REM if search finds nothing or currency is attempted to be removed
REM prints to console
LET eventtitle$ = "INVALID ITEM:"
LET eventdata$ = giveitem$
LET eventnumber = 0
GOSUB consoleprinter
LET temp63 = 0
RETURN
END IF
REM assigns item
LET x = 0
DO
LET x = x + 1
IF temp63 = x THEN LET pocketitem(x) = 1
LOOP UNTIL x >= pocketnos
LET x = 0
REM prints to console
LET eventtitle$ = "ITEM GIVEN:"
LET eventdata$ = giveitem$
LET eventnumber = temp63
GOSUB consoleprinter
REM adds to pocket item counter
LET pocketcarry = pocketcarry + 1
IF silentgive = 0 THEN
REM displays animation
GOSUB slightfadeout
DO
REM pockets scroll in
_LIMIT pockethudanispeed
_PUTIMAGE (0, (0 - temp68))-(pockethudresx, temp68), pockethud
LET temp68 = temp68 + 1
LOOP UNTIL temp68 >= pockethudresy
LET temp68 = (0 - pocketspriteresx)
DO
REM Pocket item scrolls in
_LIMIT pockethudanispeed
_PUTIMAGE (0, 0)-(pockethudresx, pockethudresy), pockethud
_PUTIMAGE (temp68, pocketspritey)-((temp68 + pocketspriteresx), (pocketspritey + pocketspriteresy)), pocketsprite(temp63)
LET temp68 = temp68 + 1
LOOP UNTIL temp68 >= pocketspritex
REM plays sound effect
LET playsfx$ = "pickup"
GOSUB sfxplay
_DELAY 0.5
GOSUB slightfadein
END IF
LET temp63 = 0: LET temp68 = 0: LET silentgive = 0: REM scrub temp values
RETURN
takeitem:
REM takes item from mainplayer
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
REM seaches for item in pocketfiles
DO
LET temp65 = temp65 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = takeitem$ OR EOF(1)
CLOSE #1
IF pocketfile$ <> takeitem$ THEN
REM if search finds nothing or currency is attempted to be removed
REM prints to console
LET eventtitle$ = "INVALID ITEM:"
LET eventdata$ = takeitem$
LET eventnumber = 0
GOSUB consoleprinter
LET temp65 = 0
RETURN
END IF
REM assigns item
LET x = 0
DO
LET x = x + 1
IF temp65 = x THEN LET pocketitem(x) = 0
LOOP UNTIL x >= pocketnos
LET x = 0
REM prints to console
LET eventtitle$ = "ITEM TAKEN:"
LET eventdata$ = takeitem$
LET eventnumber = temp65
GOSUB consoleprinter
REM takes from pocket item counter
LET pocketcarry = pocketcarry - 1
IF silenttake = 0 THEN
REM displays animation
GOSUB slightfadeout
DO
REM pockets scroll in
_LIMIT pockethudanispeed
_PUTIMAGE (0, (0 - temp69))-(pockethudresx, temp69), pockethud
LET temp69 = temp69 + 1
LOOP UNTIL temp69 >= pockethudresy
LET temp69 = pocketspritex
DO
REM Pocket item scrolls out
_LIMIT pockethudanispeed
_PUTIMAGE (0, 0)-(pockethudresx, pockethudresy), pockethud
_PUTIMAGE (temp69, pocketspritey)-((temp69 + pocketspriteresx), (pocketspritey + pocketspriteresy)), pocketsprite(temp65)
LET temp69 = temp69 + 1
LOOP UNTIL temp69 >= (resx + 1)
REM plays sound effect
LET playsfx$ = "drop"
GOSUB sfxplay
_DELAY 0.5
GOSUB slightfadein
END IF
LET temp65 = 0: LET temp69 = 0: LET silenttake = 0: REM scrub temp values
RETURN
markgone:
REM marks pocket item as "gone forever"
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
REM seaches for item in pocketfiles
DO
LET temp95 = temp95 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = takeitem$ OR EOF(1)
CLOSE #1
IF pocketfile$ <> takeitem$ OR pocketfile$ = "currency" THEN
REM if search finds nothing or currency is attempted to be removed
REM prints to console
LET eventtitle$ = "INVALID ITEM:"
LET eventdata$ = takeitem$
LET eventnumber = 0
GOSUB consoleprinter
LET temp95 = 0
RETURN
END IF
REM assigns item
LET x = 0
DO
LET x = x + 1
IF temp95 = x THEN LET pocketitem(x) = 2
LOOP UNTIL x >= pocketnos
LET x = 0
REM prints to console
LET eventtitle$ = "ITEM FULLY TAKEN:"
LET eventdata$ = takeitem$
LET eventnumber = temp65
GOSUB consoleprinter
LET temp95 = 0: REM scrubs temp values
RETURN
ifholding:
REM checks players hand for item
IF runterminal = 1 THEN
REM if terminal is running
IF ifholding$ = terminalhold$ THEN LET ifholding = 1
ELSE
REM if terminal isnt running
IF ifholding$ = currentpocketshort$ THEN LET ifholding = 1
END IF
RETURN
ifmodel:
REM checks if player is using certain character sprite
IF ifmodel$ = mplayermodel$ THEN
LET ifmodel = 1
ELSE
LET ifmodel = 0
END IF
RETURN
ifmapno:
REM checks if player is on a certain map
IF ifmapno = mapno THEN
LET ifmapnoresult = 1
ELSE
LET ifmapnoresult = 0
END IF
RETURN
ifgone:
REM checks for pocket item
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
REM seaches for item in pocketfiles
DO
LET temp122 = temp122 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = ifgone$ OR EOF(1)
CLOSE #1
IF pocketfile$ <> ifgone$ THEN
REM if search finds nothing
REM prints to console
LET eventtitle$ = "INVALID ITEM:"
LET eventdata$ = ifgone$
LET eventnumber = 0
GOSUB consoleprinter
LET temp122 = 0
RETURN
END IF
REM assigns item
LET x = 0
DO
LET x = x + 1
IF temp122 = x THEN LET ifgone = pocketitem(x)
LOOP UNTIL x >= pocketnos
LET x = 0
LET temp122 = 0: REM scrub temp values
RETURN
ifpocket:
REM checks for if pocket item has been marked "gone forever"
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
REM seaches for item in pocketfiles
DO
LET temp85 = temp85 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = ifpocket$ OR EOF(1)
CLOSE #1
IF pocketfile$ <> ifpocket$ THEN
REM if search finds nothing
REM prints to console
LET eventtitle$ = "INVALID ITEM:"
LET eventdata$ = ifpocket$
LET eventnumber = 0
GOSUB consoleprinter
LET temp85 = 0
RETURN
END IF
REM assigns item
LET x = 0
DO
LET x = x + 1
IF temp85 = x THEN LET ifpocket = pocketitem(x)
LOOP UNTIL x >= pocketnos
LET x = 0
LET temp85 = 0: REM scrub temp values
RETURN
terminalload:
REM loads terminal data
LET tani1 = _LOADIMAGE(tloc$ + "tani1.png")
LET tani2 = _LOADIMAGE(tloc$ + "tani2.png")
LET tani3 = _LOADIMAGE(tloc$ + "tani3.png")
LET tani4 = _LOADIMAGE(tloc$ + "tani4.png")
LET tfile = _LOADIMAGE(tloc$ + "file.png")
LET tdir = _LOADIMAGE(tloc$ + "dir.png")
LET tno = _LOADIMAGE(tloc$ + "nodata.png")
LET tapp = _LOADIMAGE(tloc$ + "app.png")
LET tselectn = _LOADIMAGE(tloc$ + "selectn.png")
LET tselectd = _LOADIMAGE(tloc$ + "selectd.png")
LET tselectf = _LOADIMAGE(tloc$ + "selectf.png")
LET sysok = _LOADIMAGE(tloc$ + "sysok.png")
LET sysbusy = _LOADIMAGE(tloc$ + "sysbusy.png")
LET syserr = _LOADIMAGE(tloc$ + "syserr.png")
REM prints to terminal
LET eventtitle$ = "TERMINAL ITEMS LOADED"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
IF setupboot = 1 THEN
LET temp125 = 100
GOSUB loadbar
END IF
RETURN
terminalunload:
REM unloads terminal data
_FREEIMAGE tani1
_FREEIMAGE tani2
_FREEIMAGE tani3
_FREEIMAGE tani4
_FREEIMAGE tfile
_FREEIMAGE tdir
_FREEIMAGE tno
_FREEIMAGE tapp
_FREEIMAGE tselectn
_FREEIMAGE tselectd
_FREEIMAGE tselectf
_FREEIMAGE sysok
_FREEIMAGE sysbusy
_FREEIMAGE syserr
REM prints to terminal
LET eventtitle$ = "TERMINAL ITEMS UNLOADED"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
RETURN
terminaldraw:
REM displays terminal
IF runterminal = 0 THEN RETURN
REM checks if terminal file exists
IF _FILEEXISTS(tloc$ + runterminal$ + "\" + runterminal$ + ".ddf") THEN
REM nothing
ELSE
ERROR 425
RETURN
END IF
GOSUB fadeout
REM transfers values
LET temp87 = tdelay
LET temp88 = stposx
LET temp89 = stposy
REM loads terminal data
OPEN tloc$ + runterminal$ + "\" + runterminal$ + ".ddf" FOR INPUT AS #1
INPUT #1, ct1, cn1$, ct2, cn2$, ct3, cn3$, ct4, cn4$, ct5, cn5$, ct6, cn6$, parentdir$
CLOSE #1
REM tells console
LET eventtitle$ = "TERMINAL LAUNCHED:"
LET eventdata$ = runterminal$
LET eventnumber = 0
GOSUB consoleprinter
REM display terminal open animation (if directory isnt open)
IF terminaldir = 0 THEN
LET playsfx$ = "terminalon": GOSUB sfxplay: REM plays sound efffect
FOR x = 1 TO 5
IF x = 1 THEN _PUTIMAGE (30, 10)-(resx - 30, resy - 10), tani1
IF x = 2 THEN _PUTIMAGE (30, 10)-(resx - 30, resy - 10), tani2
IF x = 3 THEN _PUTIMAGE (30, 10)-(resx - 30, resy - 10), tani3
IF x = 4 THEN _PUTIMAGE (30, 10)-(resx - 30, resy - 10), tani4
_DELAY tanidelay
NEXT x
END IF
termloop:
CLS
REM display terminal files animation
IF temp147 <> 1 THEN _PUTIMAGE (terminalfacex, terminalfacey), sysbusy
IF ct1 = 0 THEN _PUTIMAGE (terminalcol1, terminalrow1), tno
IF ct1 = 1 THEN _PUTIMAGE (terminalcol1, terminalrow1), tfile
IF ct1 = 2 THEN _PUTIMAGE (terminalcol1, terminalrow1), tdir
IF ct1 = 3 THEN _PUTIMAGE (terminalcol1, terminalrow1), tapp
_DELAY temp87: LET temp87 = temp87 / 2
IF ct2 = 0 THEN _PUTIMAGE (terminalcol2, terminalrow1), tno
IF ct2 = 1 THEN _PUTIMAGE (terminalcol2, terminalrow1), tfile
IF ct2 = 2 THEN _PUTIMAGE (terminalcol2, terminalrow1), tdir
IF ct2 = 3 THEN _PUTIMAGE (terminalcol2, terminalrow1), tapp
_DELAY temp87: LET temp87 = temp87 / 2
IF ct3 = 0 THEN _PUTIMAGE (terminalcol3, terminalrow1), tno
IF ct3 = 1 THEN _PUTIMAGE (terminalcol3, terminalrow1), tfile
IF ct3 = 2 THEN _PUTIMAGE (terminalcol3, terminalrow1), tdir
IF ct3 = 3 THEN _PUTIMAGE (terminalcol3, terminalrow1), tapp
_DELAY temp87: LET temp87 = temp87 / 2
IF ct4 = 0 THEN _PUTIMAGE (terminalcol1, terminalrow2), tno
IF ct4 = 1 THEN _PUTIMAGE (terminalcol1, terminalrow2), tfile
IF ct4 = 2 THEN _PUTIMAGE (terminalcol1, terminalrow2), tdir
IF ct4 = 3 THEN _PUTIMAGE (terminalcol1, terminalrow2), tapp
_DELAY temp87: LET temp87 = temp87 / 2
IF ct5 = 0 THEN _PUTIMAGE (terminalcol2, terminalrow2), tno
IF ct5 = 1 THEN _PUTIMAGE (terminalcol2, terminalrow2), tfile
IF ct5 = 2 THEN _PUTIMAGE (terminalcol2, terminalrow2), tdir
IF ct5 = 3 THEN _PUTIMAGE (terminalcol2, terminalrow2), tapp
_DELAY temp87: LET temp87 = temp87 / 2
IF ct6 = 0 THEN _PUTIMAGE (terminalcol3, terminalrow2), tno
IF ct6 = 1 THEN _PUTIMAGE (terminalcol3, terminalrow2), tfile
IF ct6 = 2 THEN _PUTIMAGE (terminalcol3, terminalrow2), tdir
IF ct6 = 3 THEN _PUTIMAGE (terminalcol3, terminalrow2), tapp
_DELAY temp87
_PUTIMAGE (terminalfacex, terminalfacey), sysok
IF temp88 = terminalcol1 AND temp89 = terminalrow1 THEN LET ttype = ct1: LET tselect$ = cn1$
IF temp88 = terminalcol2 AND temp89 = terminalrow1 THEN LET ttype = ct2: LET tselect$ = cn2$
IF temp88 = terminalcol3 AND temp89 = terminalrow1 THEN LET ttype = ct3: LET tselect$ = cn3$
IF temp88 = terminalcol1 AND temp89 = terminalrow2 THEN LET ttype = ct4: LET tselect$ = cn4$
IF temp88 = terminalcol2 AND temp89 = terminalrow2 THEN LET ttype = ct5: LET tselect$ = cn5$
IF temp88 = terminalcol3 AND temp89 = terminalrow2 THEN LET ttype = ct6: LET tselect$ = cn6$
COLOR _RGBA(letterminalcolourr, letterminalcolourg, letterminalcolourb, letterminalcoloura), _RGBA(bgterminalcolourr, bgterminalcolourg, bgterminalcolourb, bgterminalcoloura)
PRINT tos$
IF ttype = 1 THEN PRINT "file - "; tselect$: _PUTIMAGE (temp88 - 1, temp89 - 1), tselectf
IF ttype = 2 THEN PRINT "folder - "; tselect$: _PUTIMAGE (temp88 - 1, temp89 - 1), tselectd
IF ttype = 3 THEN PRINT "app - "; tselect$: _PUTIMAGE (temp88 - 1, temp89 - 1), tselectf
IF ttype = 0 THEN PRINT "no data": _PUTIMAGE (temp88 - 1, temp89 - 1), tselectn
LET temp147 = 1
REM input loop
_KEYCLEAR
DO
LET t$ = UCASE$(INKEY$): REM terminal user input
IF t$ = CHR$(0) + CHR$(72) THEN LET temp89 = terminalrow1: LET playsfx$ = "move": GOSUB sfxplay: GOTO termloop: REM up
IF t$ = CHR$(0) + CHR$(80) THEN LET temp89 = terminalrow2: LET playsfx$ = "move": GOSUB sfxplay: GOTO termloop: REM down
REM left
IF t$ = CHR$(0) + CHR$(75) THEN
LET playsfx$ = "move"
GOSUB sfxplay
IF temp88 = terminalcol1 THEN LET temp88 = terminalcol1: GOTO termloop
IF temp88 = terminalcol2 THEN LET temp88 = terminalcol1: GOTO termloop
IF temp88 = terminalcol3 THEN LET temp88 = terminalcol2: GOTO termloop
END IF
REM right
IF t$ = CHR$(0) + CHR$(77) THEN
LET playsfx$ = "move"
GOSUB sfxplay
IF temp88 = terminalcol1 THEN LET temp88 = terminalcol2: GOTO termloop
IF temp88 = terminalcol2 THEN LET temp88 = terminalcol3: GOTO termloop
IF temp88 = terminalcol3 THEN LET temp88 = terminalcol3: GOTO termloop
END IF
IF t$ = " " THEN
REM file type
IF ttype = 1 THEN
LET playsfx$ = "select"
GOSUB sfxplay
GOSUB readtxt
GOTO termloop
END IF
REM directory type
IF ttype = 2 THEN
LET playsfx$ = "select"
GOSUB sfxplay
CLS
LET runterminal$ = tselect$
LET terminaldir = 1
GOTO terminaldraw
END IF
REM app type
IF ttype = 3 THEN
LET playsfx$ = "select"
GOSUB sfxplay
IF tselect$ = "exit" THEN GOTO endterm: REM quits terminal
IF tselect$ = "back" THEN
REM goes back a directory
CLS
LET runterminal$ = parentdir$
LET terminaldir = 2
GOTO terminaldraw
END IF
REM runs script
LET scriptname$ = tselect$
LET mapscript = 1
GOSUB script
LET terminaldivert = 1
GOTO endterm
END IF
END IF
LOOP
endterm:
IF terminaldivert = 0 THEN
REM plays sound
LET playsfx$ = "terminaloff"
GOSUB sfxplay
END IF
IF terminaldivert = 1 THEN LET terminaldivert = 0
COLOR 0, 0
REM tells console
LET eventtitle$ = "TERMINAL STOPPED:"
LET eventdata$ = runterminal$
LET eventnumber = 0
GOSUB consoleprinter
REM return to game
GOSUB fadein
LET runterminal = 0: LET temp87 = 0: LET temp88 = 0: LET temp89 = 0: LET temp147 = 0: LET terminaldir = 0: LET terminalhold$ = "": REM scub temp values
RETURN
ifcurrency:
REM checks to see if player has enough currency
IF currency >= ifcurrencyamount THEN
LET ifcurrencyresult = 1
ELSE
LET ifcurrencyresult = 0
END IF
RETURN
readtxt:
REM terminal file opener
CLS
LET temp90 = tdelay
_PUTIMAGE (terminalfacex, terminalfacey), sysbusy
OPEN tloc$ + runterminal$ + "\" + tselect$ + ".ddf" FOR INPUT AS #1
INPUT #1, txtfile1$, txtfile2$, txtfile3$, txtfile4$, txtfile5$, txtfile6$, sysstat
CLOSE #1
PRINT tos$
PRINT
PRINT txtfile1$
_DELAY temp90: LET temp90 = temp90 / 2
PRINT txtfile2$
_DELAY temp90: LET temp90 = temp90 / 2
PRINT txtfile3$
_DELAY temp90: LET temp90 = temp90 / 2
PRINT txtfile4$
_DELAY temp90: LET temp90 = temp90 / 2
PRINT txtfile5$
_DELAY temp90: LET temp90 = temp90 / 2
PRINT txtfile6$
PRINT: PRINT
PRINT "..."
REM print to console
LET eventtitle$ = "TERMINAL FILE OPEN:"
LET eventdata$ = tselect$
LET eventnumber = 0
GOSUB consoleprinter
IF sysstat = 1 THEN _PUTIMAGE (terminalfacex, terminalfacey), sysok
IF sysstat = 2 THEN _PUTIMAGE (terminalfacex, terminalfacey), sysbusy
IF sysstat = 3 THEN _PUTIMAGE (terminalfacex, terminalfacey), syserr
_KEYCLEAR
DO: LOOP UNTIL INKEY$ = " "
LET playsfx$ = "select"
GOSUB sfxplay
LET tselect$ = "": LET temp90 = 0: REM scrub temp values
CLS
RETURN
showimage:
REM displays an image on screen
REM loads values
LET fullscreenimage = _LOADIMAGE(uiloc$ + showimage$ + ".png")
LET eventtitle$ = "FULLSCREEN IMAGE LOADED:"
LET eventdata$ = showimage$
LET eventnumber = 0
GOSUB consoleprinter
REM fades out game
GOSUB fadeout
REM fades in with image
FOR i% = 255 TO 0 STEP -5
_LIMIT fadespeed: REM sets framerate
_PUTIMAGE (0, 0)-(resx, resy), fullscreenimage
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly fills screen with black box
GOSUB timeframecounter: REM timer function
_DISPLAY
NEXT
_AUTODISPLAY
_PUTIMAGE (0, 0)-(resx, resy), fullscreenimage: REM displays image
LET eventtitle$ = "FULLSCREEN IMAGE DISPLAYED:"
LET eventdata$ = showimage$
LET eventnumber = 0
GOSUB consoleprinter
DO: LOOP UNTIL INKEY$ = " "
REM fade out with image
FOR i% = 0 TO 255 STEP 5
_LIMIT fadespeed: REM sets framerate
_PUTIMAGE (0, 0)-(resx, resy), fullscreenimage
LINE (0, 0)-(resx, resy), _RGBA(0, 0, 0, i%), BF: REM slowly empties black box from screen
_DISPLAY
NEXT
_AUTODISPLAY
REM fade in game
GOSUB fadein
REM free image
_FREEIMAGE fullscreenimage
LET eventtitle$ = "FULLSCREEN IMAGE UNLOADED:"
LET eventdata$ = showimage$
LET eventnumber = 0
GOSUB consoleprinter
RETURN
coordinatefixer:
REM fixes any broken co-ordinates
LET findissue% = INSTR(findissue% + 1, temp13$, "x ")
IF findissue% THEN
LET temp33$ = "x "
ELSE
LET findissue% = INSTR(findissue% + 1, temp13$, "y ")
END IF
IF findissue% THEN
IF temp33$ = "" THEN LET temp33$ = "y "
LET temp135 = temp135 + 2
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
END IF
LET findissue% = 0: LET temp33$ = "": LET temp135 = 0: REM scrub temp values
RETURN
script:
REM VaME STAGE DIRECTOR SCRIPT UTILITY
LET scriptrun = 1: REM sets script value to running
IF mapscript = 1 THEN OPEN scriptloc$ + mapdir$ + scriptname$ + ".vsf" FOR INPUT AS #3: REM opens map specific script file
IF mapscript = 2 THEN OPEN scriptloc$ + "combine/" + scriptname$ + ".vsf" FOR INPUT AS #3: REM opens pocket combination script
IF mapscript = 3 THEN OPEN scriptloc$ + "image/" + scriptname$ + ".vsf" FOR INPUT AS #3: REM opens a pocket looking script
LET oldscript$ = scriptname$
IF triggerspoofa = 1 THEN LET triggerspoofa = 0
REM prints to console
LET eventtitle$ = "SCRIPT LAUNCHED:"
LET eventdata$ = scriptname$
LET eventnumber = 0
GOSUB consoleprinter
DO
LET scriptline = scriptline + 1: REM counts lines of script
REM inputs a line from script file and searches for key commands and arguments
INPUT #3, scriptline$
LET findfade% = INSTR(findfade% + 1, scriptline$, "fade")
LET findwait% = INSTR(findwait% + 1, scriptline$, "wait")
LET findmap% = INSTR(findmap% + 1, scriptline$, "map ")
LET findwarp% = INSTR(findwarp% + 1, scriptline$, "warp")
LET findmainplayer% = INSTR(findin% + 1, scriptline$, "mainplayer")
LET findx% = INSTR(findx% + 1, scriptline$, " x ")
LET findy% = INSTR(findy% + 1, scriptline$, " y ")
LET findin% = INSTR(findin% + 1, scriptline$, "in")
LET findout% = INSTR(findout% + 1, scriptline$, "out")
LET finddirection% = INSTR(finddirection% + 1, scriptline$, "direction")
LET findmove% = INSTR(findmove% + 1, scriptline$, "move")
LET findmodel% = INSTR(findmodel% + 1, scriptline$, "model")
LET findon% = INSTR(findon% + 1, scriptline$, "on")
LET findoff% = INSTR(findoff% + 1, scriptline$, "off")
LET findcollision% = INSTR(findcollision% + 1, scriptline$, "collision")
LET findscript% = INSTR(findscript% + 1, scriptline$, "script")
LET findmusic% = INSTR(findmusic% + 1, scriptline$, "music")
LET findcontrol% = INSTR(findcontrol% + 1, scriptline$, "control ")
LET findplay% = INSTR(findplay% + 1, scriptline$, " play")
LET findstop% = INSTR(findstop% + 1, scriptline$, " stop")
LET findfile% = INSTR(findfile% + 1, scriptline$, " file ")
LET findpause% = INSTR(findpause% + 1, scriptline$, " pause")
LET findsfx% = INSTR(findsfx% + 1, scriptline$, "sfx")
LET findhalt% = INSTR(findhalt% + 1, scriptline$, "halt")
LET findplayer% = INSTR(findplayer% + 1, scriptline$, " player ")
LET x = 0
DO
LET x = x + 1
LET findplayer(x) = INSTR(findplayer(x) + 1, scriptline$, playername(x))
LOOP UNTIL x >= mapplayerno
LET x = 0
LET findpilot% = INSTR(findpilot% + 1, scriptline$, "pilot ")
LET finddim% = INSTR(finddim% + 1, scriptline$, "dim ")
LET findgive% = INSTR(findgive% + 1, scriptline$, "give ")
LET findtake% = INSTR(findtake% + 1, scriptline$, "take ")
LET findsay% = INSTR(findsay% + 1, scriptline$, "say ")
LET findspeaker% = INSTR(findspeaker% + 1, scriptline$, "speaker ")
LET findclear% = INSTR(findclear% + 1, scriptline$, "clear")
LET findeffects% = INSTR(findeffects% + 1, scriptline$, "effects ")
LET findifpocket% = INSTR(findifpocket% + 1, scriptline$, "ifpocket ")
LET findterminal% = INSTR(findterminal% + 1, scriptline$, "terminal ")
LET findgivecurrency% = INSTR(findgivecurrency% + 1, scriptline$, "givecurrency ")
LET findtakecurrency% = INSTR(findtakecurrency% + 1, scriptline$, "takecurrency ")
LET findifholding% = INSTR(findifholding% + 1, scriptline$, "ifholding ")
LET findifcurrency% = INSTR(findifcurrency% + 1, scriptline$, "ifcurrency ")
LET findmarkgone% = INSTR(findmarkgone% + 1, scriptline$, "markgone ")
LET findloading% = INSTR(findloading% + 1, scriptline$, "loading")
LET findmapeffect% = INSTR(findloading% + 1, scriptline$, "mapeffect ")
LET finddark% = INSTR(finddark% + 1, scriptline$, "dark")
LET findrain% = INSTR(findrain% + 1, scriptline$, "rain")
LET findstorm% = INSTR(findstorm% + 1, scriptline$, "storm")
LET findtorch% = INSTR(findtorch% + 1, scriptline$, "torch")
LET findsunsetleft% = INSTR(findsunsetleft% + 1, scriptline$, "sunsetleft")
LET findsunsetright% = INSTR(findsunsetright% + 1, scriptline$, "sunsetright")
LET findsunsetdown% = INSTR(findsunsetdown% + 1, scriptline$, "sunsetdown")
LET findsunsetup% = INSTR(findsunsetup% + 1, scriptline$, "sunsetup")
LET findanimate% = INSTR(findanimate% + 1, scriptline$, "animate ")
LET findsavegame% = INSTR(findsavegame% + 1, scriptline$, "savegame")
LET findifgone% = INSTR(findifgone% + 1, scriptline$, "ifgone ")
LET findsprint% = INSTR(findsprint% + 1, scriptline$, "sprint ")
LET findshowimage% = INSTR(findshowimage% + 1, scriptline$, "showimage ")
LET findslowfade% = INSTR(findslowfade% + 1, scriptline$, "slowfade ")
LET findsilenttake% = INSTR(findsilenttake% + 1, scriptline$, "silenttake ")
LET findsilentgive% = INSTR(findsilentgive% + 1, scriptline$, "silentgive ")
LET findsilentgivecurrency% = INSTR(findsilentgivecurrency% + 1, scriptline$, "silentgivecurrency ")
LET findsilenttakecurrency% = INSTR(findsilenttakecurrency% + 1, scriptline$, "silenttakecurrency ")
LET findifmapno% = INSTR(findifmapno% + 1, scriptline$, "ifmapno ")
LET findifmodel% = INSTR(findifmodel% + 1, scriptline$, "ifmodel ")
LET findfaceplayer% = INSTR(findfaceplayer% + 1, scriptline$, "faceplayer")
LET findback% = INSTR(findback% + 1, scriptline$, "back")
LET findrun% = INSTR(findrun% + 1, scriptline$, "run ")
LET findminus% = INSTR(findminus% + 1, scriptline$, "-")
LET findifdirection% = INSTR(ifdirection% + 1, scriptline$, "ifdirection ")
LET findcarryvalues% = INSTR(findcarryvalues% + 1, scriptline$, "carryvalues")
LET findpitchblack% = INSTR(findpitchblack% + 1, scriptline$, " pitchblack")
LET findloadgame% = INSTR(findloadgame% + 1, scriptline$, "loadgame")
LET findobject% = INSTR(findobject% + 1, scriptline$, " object ")
LET x = 0
DO
LET x = x + 1
LET findobject(x) = INSTR(findobject(x) + 1, scriptline$, objectname(x))
LOOP UNTIL x >= mapobjectno
LET x = 0
LET findcheckpoint% = INSTR(findcheckpoint% + 1, scriptline$, "checkpoint ")
LET findifcheckpoint% = INSTR(findifcheckpoint% + 1, scriptline$, "ifcheckpoint ")
LET findpockets% = INSTR(findpockets% + 1, scriptline$, " pockets ")
LET findup% = INSTR(findup% + 1, scriptline$, " up ")
LET finddown% = INSTR(finddown% + 1, scriptline$, " down ")
LET findleft% = INSTR(findleft% + 1, scriptline$, " left ")
LET findright% = INSTR(findright% + 1, scriptline$, " right ")
LET findselect% = INSTR(findselect% + 1, scriptline$, " select ")
REM processes a line
IF findsay% THEN
REM display text in text banner
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET textspeech$ = temp13$
GOSUB textbannerdraw
LET temp26 = 1
GOTO scriptsay: REM skips other search terms to prevent executing additional commands with said words
END IF
IF findcarryvalues% THEN
REM copies NPC location values into memory to be copied to the next map
LET x = 0
DO
LET x = x + 1
LET carryplayerx(x) = playerx(x): LET carryplayery(x) = playery(x)
LET carryplayerd(x) = playerd(x): LET carryplayerjourney(x) = playerjourney(x)
LET carryplayerlayer(x) = playerlayer(x): LET carryplayerperiod(x) = playerperiod(x)
LOOP UNTIL x >= mapplayerno
LET x = 0
LET carryvalues = 1
LET temp26 = 1
REM tells console
LET eventtitle$ = "PLAYER LOCATION VALUES COPIED!"
LET eventdata$ = ""
LET eventnumber = 0
GOSUB consoleprinter
END IF
IF findcontrol% THEN
REM enables or disables a player input
IF findup% THEN
REM enables or disables up control
IF findon% THEN LET ucontrol = 1: LET eventdata$ = "up control enabled": LET temp26 = 1
IF findoff% THEN LET ucontrol = 0: LET eventdata$ = "up control disabled": LET temp26 = 1
END IF
IF finddown% THEN
REM enables or disables down control
IF findon% THEN LET dcontrol = 1: LET eventdata$ = "down control enabled": LET temp26 = 1
IF findoff% THEN LET dcontrol = 0: LET eventdata$ = "down control disabled": LET temp26 = 1
END IF
IF findleft% THEN
REM enables or disables left control
IF findon% THEN LET lcontrol = 1: LET eventdata$ = "left control enabled": LET temp26 = 1
IF findoff% THEN LET lcontrol = 0: LET eventdata$ = "left control disabled": LET temp26 = 1
END IF
IF findright% THEN
REM enables or disables right control
IF findon% THEN LET rcontrol = 1: LET eventdata$ = "right control enabled": LET temp26 = 1
IF findoff% THEN LET rcontrol = 0: LET eventdata$ = "right control disabled": LET temp26 = 1
END IF
IF findselect% THEN
REM enables or disables select control
IF findon% THEN LET scontrol = 1: LET eventdata$ = "select control enabled": LET temp26 = 1
IF findoff% THEN LET scontrol = 0: LET eventdata$ = "select control disabled": LET temp26 = 1
END IF
IF findpockets% THEN
REM enables or disables up control
IF findon% THEN LET pcontrol = 1: LET eventdata$ = "pocket control enabled": LET temp26 = 1
IF findoff% THEN LET pcontrol = 0: LET eventdata$ = "pocket control disabled": LET temp26 = 1
END IF
IF findback% THEN
REM enables or disables up control
IF findon% THEN LET bcontrol = 1: LET eventdata$ = "back control enabled": LET temp26 = 1
IF findoff% THEN LET bcontrol = 0: LET eventdata$ = "back control disabled": LET temp26 = 1
END IF
IF temp26 = 1 THEN
REM prints to console
LET eventtitle$ = "INPUT CONTROL:"
LET eventnumber = 0
GOSUB consoleprinter
END IF
END IF
IF findrun% THEN
REM launches external application
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
CLS
REM tells console
LET eventtitle$ = "EXTERNAL APP:"
LET eventdata$ = "Attempting to run " + temp13$ + "..."
LET eventnumber = 0
GOSUB consoleprinter
REM saves game
IF exitsave = 1 THEN GOSUB savesave
REM copies savedata file
IF ros$ = "mac" OR ros$ = "lnx" THEN SHELL _HIDE "cp " + sloc$ + "savedata.ddf " + dloc$ + "utility/savedata.ddf"
IF ros$ = "win" THEN SHELL _HIDE "copy " + sloc$ + "savedata.ddf " + dloc$ + "utility\savedata.ddf"
REM hides window
IF screenmode <> 1 THEN
_SCREENHIDE
ELSE
_FULLSCREEN _OFF
END IF
REM assigns permissions (macos + linux)
IF ros$ = "mac" THEN SHELL "chmod 755 " + dloc$ + "utility/" + temp13$ + "_macos"
IF ros$ = "lnx" THEN SHELL "chmod +x " + dloc$ + "utility/" + temp13$ + "_linux"
REM runs app
IF ros$ = "mac" THEN SHELL "./" + dloc$ + "utility/" + temp13$ + "_macos"
IF ros$ = "lnx" THEN SHELL "./" + dloc$ + "utility/" + temp13$ + "_linux"
IF ros$ = "win" THEN SHELL dloc$ + "utility\" + temp13$ + "_win.exe"
REM deletes savedata file
IF ros$ = "mac" OR ros$ = "lnx" THEN SHELL _HIDE "rm " + dloc$ + "utility/savedata.ddf"
IF ros$ = "win" THEN SHELL _HIDE "del " + dloc$ + "utility\savedata.ddf"
REM shows window
IF screennode <> 1 THEN
_SCREENSHOW
ELSE
_FULLSCREEN _SQUAREPIXELS
END IF
REM tells console
LET eventtitle$ = "EXTERNAL APP:"
LET eventdata$ = temp13$ + " closed!"
LET eventnumber = 0
GOSUB consoleprinter
LET temp26 = 1
COLOR 0, 0
GOTO scriptsay: REM skips other search terms
END IF
IF findpilot% THEN
REM sets an NPC for script control
IF findon% THEN
LET x = 0
DO
LET x = x + 1
IF findplayer(x) THEN LET playerscript(x) = 1: LET playerwalking(x) = 0: LET playerperiod(x) = 0: LET temp26 = 1
LOOP UNTIL x >= mapplayerno
LET x = 0
END IF
IF findoff% THEN
LET x = 0
DO
LET x = x + 1
IF findplayer(x) THEN LET playerscript(x) = 0: LET playerperiod(x) = INT(ctime): LET temp26 = 1
LOOP UNTIL x >= mapplayerno
LET x = 0
END IF
END IF
IF findsavegame% THEN
REM saves game
GOSUB savesave
LET temp26 = 1
END IF
IF findloadgame% THEN
REM loads previous save
GOSUB saveload
GOSUB mainplayerunload
GOSUB mainplayerload
GOSUB mapunload
GOSUB mapload
LET temp26 = 1
END IF
IF findmapeffect% THEN
REM map effects
IF findoff% THEN
LET mapeffect = 0
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "off"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF finddark% THEN
LET mapeffect = 1
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "dark"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findrain% THEN
LET mapeffect = 2
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "rain"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findstorm% THEN
LET mapeffect = 3
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "storm"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findtorch% THEN
LET mapeffect = 4
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "torch"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findsunsetright% THEN
LET mapeffect = 5
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "sunset (right)"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findsunsetleft% THEN
LET mapeffect = 6
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "sunset (left)"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findsunsetdown% THEN
LET mapeffect = 7
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "sunset (down)"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findsunsetup% THEN
LET mapeffect = 8
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "sunset (up)"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
IF findpitchblack% THEN
LET mapeffect = 9
LET temp26 = 1
LET eventtitle$ = "MAP EFFECT:"
LET eventdata$ = "pitch black"
LET eventnumber = mapeffect
GOSUB consoleprinter
END IF
END IF
IF findgivecurrency% OR findsilentgivecurrency% THEN
REM gives player currency
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET currencychange = VAL(temp13$)
IF findsilentgivecurrency% THEN LET silentgive = 1
GOSUB givecurrency
LET temp26 = 1
END IF
IF findtakecurrency% OR findsilenttakecurrency% THEN
REM takes player currency
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET currencychange = VAL(temp13$)
IF findsilenttakecurrency% THEN LET silenttake = 1
GOSUB takecurrency
LET temp26 = 1
END IF
IF findsfx% THEN
REM plays sound effect
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET playsfx$ = temp13$
GOSUB sfxplay
LET temp26 = 1
END IF
IF findeffects% THEN
REM enables or disables effects
IF findon% THEN
LET disablefade = 0
LET temp26 = 1
END IF
IF findoff% THEN
LET disablefade = 1
LET temp26 = 1
END IF
END IF
IF findclear% THEN
REM clears screen
LET clearscreen = 1
GOSUB screendraw
LET temp26 = 1
END IF
IF findloading% THEN
REM displays loading icon
_PUTIMAGE (1, 1)-(1 + loadiconresx, 1 + loadiconresy), loadicon
LET temp26 = 1
END IF
IF findspeaker% THEN
REM sets speaker for text banner
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET temp86 = 1
LET temp23$ = selectobject$
LET selectobject$ = temp13$
IF temp13$ = "mainplayer" THEN
LET objecttype$ = "OBJ"
ELSE
LET objecttype$ = "NPC"
END IF
LET temp26 = 1
END IF
IF findcheckpoint% THEN
REM sets checkpoints
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET temp140 = VAL(temp13$)
IF findon% THEN
REM set checkpoint on
LET checkpoint(temp140) = 1: LET temp26 = 1
LET eventtitle$ = "CHECKPOINT CHANGE:"
LET eventdata$ = "on"
LET eventnumber = temp140
GOSUB consoleprinter
END IF
IF findoff% THEN
REM set checkpoint off
LET checkpoint(temp140) = 0: LET temp26 = 1
LET eventtitle$ = "CHECKPOINT CHANGE:"
LET eventdata$ = "off"
LET eventnumber = temp140
GOSUB consoleprinter
END IF
LET temp140 = 0
END IF
IF findifcheckpoint% THEN
REM checks checkpoints
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET temp140 = VAL(temp13$)
LET ifcheckpointresult = 0
IF checkpoint(temp140) = 1 THEN LET ifcheckpointresult = 1: LET temp26 = 1
IF ifcheckpointresult = 1 THEN
REM diverts script if requested checkpoint is active
LET temp26 = 2
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifcheckpoint"
LET temp33 = 2
END IF
LET temp140 = 0
END IF
IF findifcurrency% THEN
REM checks pocket for currency amount
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET ifcurrencyamount = VAL(temp13$)
LET ifcurrencyresult = 0
GOSUB ifcurrency
LET temp26 = 1
IF ifcurrencyresult = 1 THEN
REM diverts script if player has enough currency
LET temp26 = 2
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifcurrency"
LET temp33 = 2
END IF
END IF
IF findifdirection% THEN
REM checks if mainplayer is standing in certain direction
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET temp140 = VAL(temp13$)
LET temp26 = 1
IF direction = temp140 THEN
REM diverts script if direction matches check
LET temp26 = 2
LET temp140 = 0
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifdirection"
LET temp33 = 2
END IF
LET temp140 = 0
END IF
IF findifpocket% THEN
REM checks pocket for item
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET ifpocket$ = temp13$
LET ifpocket = 0
GOSUB ifpocket
LET temp26 = 1
IF ifpocket = 1 OR ifpocket = 2 THEN
REM diverts script if item is in pocket or is gone forever
LET temp26 = 2
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifpocket"
LET temp33 = 2
END IF
END IF
IF findifholding% THEN
REM checks players hand for item
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET ifholding$ = temp13$
LET ifholding = 0
GOSUB ifholding
LET temp26 = 1
IF ifholding = 1 THEN
REM diverts script if item is in hand
LET temp26 = 2
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifholding"
LET temp33 = 2
END IF
END IF
IF findifmodel% THEN
REM checks to see if player is using a certain sprite model
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET ifmodel = 0
LET ifmodel$ = temp13$
GOSUB ifmodel
LET temp26 = 1
IF ifmodel = 1 THEN
REM diverts script if player model is correct
LET temp26 = 2
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifmodel"
LET temp33 = 2
END IF
END IF
IF findifmapno% THEN
REM checks to see if player is on a certain map
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET ifmapno = VAL(temp13$)
LET ifmapnoresult = 0
GOSUB ifmapno
LET temp26 = 1
IF ifmapnoresult = 1 THEN
REM diverts script if map number is correct
LET temp26 = 2
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifmapno"
LET temp33 = 2
END IF
END IF
IF findifgone% THEN
REM checks pocket item to see if it has been marked "gone forever"
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET ifgone$ = temp13$
LET ifgone = 0
GOSUB ifgone
LET temp26 = 1
IF ifgone = 2 THEN
REM diverts script if item is in hand
LET temp26 = 2
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET nextmapscript = mapscript
LET triggerspoofname$ = scriptname$ + "-ifgone"
LET temp33 = 2
END IF
END IF
IF findgive% OR findsilentgive% THEN
REM gives main player an item
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET giveitem$ = temp13$
IF findsilentgive% THEN LET silentgive = 1
GOSUB giveitem
IF pocketfile$ = giveitem$ THEN LET temp26 = 1
END IF
IF findtake% OR findsilenttake% THEN
REM takes item off main player
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET takeitem$ = temp13$
IF findsilenttake% THEN LET silenttake = 1
GOSUB takeitem
IF pocketfile$ = takeitem$ THEN LET temp26 = 1
END IF
IF findmarkgone% THEN
REM marks pocket item as "gone forever"
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET takeitem$ = temp13$
GOSUB markgone
IF pocketfile$ = takeitem$ THEN LET temp26 = 1
END IF
IF findslowfade% THEN
REM slow fade
IF findin% THEN GOSUB slowfadein: LET temp26 = 1
IF findout% THEN GOSUB slowfadeout: LET temp26 = 1
END IF
IF finddim% THEN
REM dim
IF findoff% THEN GOSUB slightfadein: LET temp26 = 1
IF findon% THEN GOSUB slightfadeout: LET temp26 = 1
END IF
IF findfade% THEN
REM fade
IF findin% THEN GOSUB fadein: LET temp26 = 1
IF findout% THEN GOSUB fadeout: LET temp26 = 1
END IF
IF findwait% THEN
REM waits
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET temp27 = VAL(temp13$)
LET temp26 = ctime + temp27
DO
GOSUB gameloop
LOOP UNTIL ctime >= temp26
LET temp26 = 1
END IF
IF findhalt% THEN
REM halts engine
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET temp27 = VAL(temp13$)
_DELAY temp27
LET temp26 = 1
END IF
IF findmap% THEN
REM map change
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, LEN(scriptline$) - LEN(temp12$))
LET temp13$ = LTRIM$(temp13$)
LET temp27 = VAL(temp13$)
LET oldmapno = mapno
LET oldmapname$ = mapname$
LET mapno = temp27
GOSUB mapload
LET temp26 = 1
END IF
IF findwarp% THEN
REM warps players and objects
IF findmainplayer% THEN
REM main player
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp135 = 2
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
GOSUB coordinatefixer
LET temp27 = VAL(temp13$)
IF findminus% AND temp27 >= 100 THEN LET temp27 = (temp27 - temp27) - temp27
IF findx% THEN LET posx = ((resx / 2) - temp27): LET temp26 = 1
IF findy% THEN LET posy = ((resy / 2) - temp27): LET temp26 = 1
END IF
IF findobject% THEN
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp135 = 2
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
GOSUB coordinatefixer
LET temp27 = VAL(temp13$)
IF findminus% AND temp27 >= 100 THEN LET temp27 = (temp27 - temp27) - temp27
LET x = 0
DO
LET x = x + 1
IF findobject(x) THEN
IF findx% THEN LET objectx(x) = temp27: LET temp26 = 1
IF findy% THEN LET objecty(x) = temp27: LET temp26 = 1
END IF
LOOP UNTIL x >= mapobjectno
LET x = 0
END IF
IF findplayer% THEN
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp135 = 2
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
GOSUB coordinatefixer
LET temp27 = VAL(temp13$)
IF findminus% AND temp27 >= 100 THEN LET temp27 = (temp27 - temp27) - temp27
LET x = 0
DO
LET x = x + 1
IF findplayer(x) THEN
IF findx% THEN LET playerx(x) = temp27: LET temp26 = 1
IF findy% THEN LET playery(x) = temp27: LET temp26 = 1
END IF
LOOP UNTIL x >= mapplayerno
LET x = 0
END IF
END IF
IF findmusic% THEN
REM changes music
IF findcontrol% THEN
REM plays or stops music
IF findplay% THEN
IF musicpause = 0 THEN
LET playmusic$ = oldmusic$: GOSUB musicplay: LET temp26 = 1
ELSE
GOSUB musicplay: LET temp26 = 1
END IF
END IF
IF findstop% THEN GOSUB musicstop: LET temp26 = 1
IF findpause% THEN GOSUB musicpause: LET temp26 = 1
END IF
IF findfile% THEN
REM changes current music files and plays (and stops previous music)
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, " ") + 6)
LET playmusic$ = temp13$
GOSUB musicplay
LET temp26 = 1
END IF
END IF
IF findmodel% THEN
REM changes player model
IF findmainplayer% THEN
REM mainplayer
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, " ") + 12)
LET temp26 = 1
LET oldmplayermodel$ = mplayermodel$
LET mplayermodel$ = temp13$
GOSUB mainplayerload
END IF
END IF
IF findshowimage% THEN
REM displays image
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, " "))
LET temp13$ = LTRIM$(temp13$)
IF _FILEEXISTS(uiloc$ + temp13$ + ".png") THEN
LET showimage$ = temp13$
GOSUB showimage
LET temp26 = 1
END IF
END IF
IF findcollision% THEN
REM changes noclip value
IF findon% THEN LET noclip = 0: LET temp26 = 1: REM switches noclip off
IF findoff% THEN LET noclip = 1: LET temp26 = 1: REM switches noclip on
END IF
IF findscript% THEN
REM runs script
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, " "))
LET temp13$ = LTRIM$(temp13$)
LET temp26 = 2
LET nextmapscript = mapscript
REM enables a spoof trigger to run a script
LET triggerspoofa = 1
LET triggerspoofname$ = temp13$
LET temp33 = 1
LET nextmapscript = mapscript
END IF
IF findterminal% THEN
REM launches terminal file
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, " "))
LET temp13$ = LTRIM$(temp13$)
LET runterminal$ = temp13$
LET runterminal = 1
LET temp26 = 2
END IF
IF findanimate% THEN
IF findmainplayer% THEN
REM animates mainplayer
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, "r") + 2)
LET anisprite$ = "mainplayer"
LET anifile$ = temp13$
GOSUB animation
LET temp26 = 1
GOTO scriptsay
END IF
IF findplayer% THEN
LET x = 0
DO
LET x = x + 1
IF findplayer(x) THEN
REM animates NPC
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, playername(x)) + LEN(playername(x)) + 1)
LET anisprite$ = playername(x)
LET anifile$ = temp13$
GOSUB animation
LET temp26 = 1
GOTO scriptsay
END IF
LOOP UNTIL x >= mapplayerno
LET x = 0
END IF
IF findobject% THEN
LET x = 0
DO
LET x = x + 1
IF findobject(x) THEN
REM animates object
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = MID$(scriptline$, INSTR(scriptline$, objectname(x)) + LEN(objectname(x)) + 1)
LET anisprite$ = objectname(x)
LET anifile$ = temp13$
GOSUB animation
LET temp26 = 1
GOTO scriptsay
END IF
LOOP UNTIL x >= mapobjectno
LET x = 0
END IF
END IF
IF findmove% OR findsprint% THEN
REM moves a player or object
IF findmove% THEN
REM sets move speed
LET temp131 = (pace / playerwalkdivide)
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
IF findback% THEN
LET temp135 = 6
ELSE
LET temp135 = 2
END IF
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
GOSUB coordinatefixer
LET temp27 = VAL(temp13$)
IF findminus% AND temp27 >= 100 THEN LET temp27 = (temp27 - temp27) - temp27
END IF
IF findsprint% THEN
REM sets sprint speed
LET temp131 = (pace)
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
IF findback% THEN
LET temp135 = 8
ELSE
LET temp135 = 4
END IF
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
GOSUB coordinatefixer
LET temp27 = VAL(temp13$)
IF findminus% AND temp27 >= 100 THEN LET temp27 = (temp27 - temp27) - temp27
END IF
IF findobject% THEN
REM object
IF findx% THEN
REM X
LET x = 0
DO
LET x = x + 1
IF findobject(x) THEN
DO
IF objectx(x) > temp27 THEN
LET objectx(x) = objectx(x) - (temp131)
IF objectx(x) <= temp27 THEN LET temp56 = 1
END IF
IF objectx(x) < temp27 THEN
LET objectx(x) = objectx(x) + (temp131)
IF objectx(x) >= temp27 THEN LET temp56 = 1
END IF
GOSUB gameloop
LOOP UNTIL temp56 = 1
LET temp26 = 1
END IF
LOOP UNTIL x >= mapobjectno
LET x = 0
END IF
IF findy% THEN
REM Y
LET x = 0
DO
LET x = x + 1
IF findobject(x) THEN
DO
IF objecty(x) > temp27 THEN
LET objecty(x) = objecty(x) - (temp131)
IF objecty(x) <= temp27 THEN LET temp56 = 1
END IF
IF objecty(x) < temp27 THEN
LET objecty(x) = objecty(x) + (temp131)
IF objecty(x) >= temp27 THEN LET temp56 = 1
END IF
GOSUB gameloop
LOOP UNTIL temp56 = 1
LET temp26 = 1
END IF
LOOP UNTIL x >= mapobjectno
LET x = 0
END IF
END IF
IF findplayer% THEN
REM NPC
IF findx% THEN
REM X
LET x = 0
DO
LET x = x + 1
IF findplayer(x) THEN
LET playerwalking(x) = 1
DO
IF playerx(x) > temp27 THEN
LET playerx(x) = playerx(x) - (temp131)
IF findback% THEN
LET playerd(x) = 3
ELSE
LET playerd(x) = 4
END IF
IF playerx(x) <= temp27 THEN LET temp56 = 1
END IF
IF playerx(x) < temp27 THEN
LET playerx(x) = playerx(x) + (temp131)
IF findback% THEN
LET playerd(x) = 4
ELSE
LET playerd(x) = 3
END IF
IF playerx(x) >= temp27 THEN LET temp56 = 1
END IF
GOSUB gameloop
LOOP UNTIL temp56 = 1
LET playerwalking(x) = 0
LET temp26 = 1
END IF
LOOP UNTIL x >= mapplayerno
LET x = 0
END IF
IF findy% THEN
REM Y
LET x = 0
DO
LET x = x + 1
IF findplayer(x) THEN
LET playerwalking(x) = 1
DO
IF playery(x) > temp27 THEN
LET playery(x) = playery(x) - (temp131)
IF findback% THEN
LET playerd(x) = 2
ELSE
LET playerd(x) = 1
END IF
IF playery(x) <= temp27 THEN LET temp56 = 1
END IF
IF playery(x) < temp27 THEN
LET playery(x) = playery(x) + (temp131)
IF findback% THEN
LET playerd(x) = 1
ELSE
LET playerd(x) = 2
END IF
IF playery(x) >= temp27 THEN LET temp56 = 1
END IF
GOSUB gameloop
LOOP UNTIL temp56 = 1
LET playerwalking(x) = 0
LET temp26 = 1
END IF
LOOP UNTIL x >= mapplayerno
LET x = 0
END IF
END IF
IF findmainplayer% THEN
REM mainplayer
REM sets movement value
IF findmove% THEN
LET temp131 = (pace / scriptwalkdivide)
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
IF findback% THEN
LET temp135 = 6
ELSE
LET temp135 = 2
END IF
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
GOSUB coordinatefixer
LET temp27 = VAL(temp13$)
IF findminus% AND temp27 >= 100 THEN LET temp27 = (temp27 - temp27) - temp27
END IF
IF findsprint% THEN
LET temp131 = (pace)
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
IF findback% THEN
LET temp135 = 8
ELSE
LET temp135 = 4
END IF
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - temp135)
GOSUB coordinatefixer
LET temp27 = VAL(temp13$)
IF findminus% AND temp27 >= 100 THEN LET temp27 = (temp27 - temp27) - temp27
END IF
IF findx% THEN
IF ((resx / 2) - posx) > temp27 THEN
IF findback% THEN
LET direction = 3
ELSE
LET direction = 4
END IF
LET temp26 = 1
LET mpwalking = 1
DO
LET posx = posx + (temp131)
GOSUB gameloop
LOOP UNTIL ((resx / 2) - posx) <= temp27
LET mpwalking = 0
END IF
IF ((resx / 2) - posx) < temp27 THEN
IF findback% THEN
LET direction = 4
ELSE
LET direction = 3
END IF
LET temp26 = 1
LET mpwalking = 1
DO
LET posx = posx - (temp131)
GOSUB gameloop
LOOP UNTIL ((resx / 2) - posx) >= temp27
LET mpwalking = 0
END IF
END IF
IF findy% THEN
IF ((resy / 2) - posy) > temp27 THEN
IF findback% THEN
LET direction = 2
ELSE
LET direction = 1
END IF
LET temp26 = 1
LET mpwalking = 1
DO
LET posy = posy + (temp131)
GOSUB gameloop
LOOP UNTIL ((resy / 2) - posy) <= temp27
LET mpwalking = 0
END IF
IF ((resy / 2) - posy) < temp27 THEN
IF findback% THEN
LET direction = 1
ELSE
LET direction = 2
END IF
LET temp26 = 1
LET mpwalking = 1
DO
LET posy = posy - (temp131)
GOSUB gameloop
LOOP UNTIL ((resy / 2) - posy) >= temp27
LET mpwalking = 0
END IF
END IF
END IF
END IF
IF finddirection% THEN
REM changes direction of player
IF findmainplayer% THEN
REM main player
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - 9)
LET temp27 = VAL(temp13$)
LET direction = temp27
LET temp26 = 1
END IF
IF findplayer% THEN
LET temp12$ = LEFT$(scriptline$, INSTR(scriptline$, " ") - 1)
LET temp13$ = RIGHT$(scriptline$, INSTR(scriptline$, " ") - 9)
IF findfaceplayer% THEN
IF direction = 1 THEN LET temp27 = 2
IF direction = 2 THEN LET temp27 = 1
IF direction = 3 THEN LET temp27 = 4
IF direction = 4 THEN LET temp27 = 3
ELSE
LET temp27 = VAL(temp13$)
END IF
LET x = 0
DO
LET x = x + 1
IF findplayer(x) THEN LET playerd(x) = temp27: LET temp26 = 1
LOOP UNTIL x >= mapplayerno
LET x = 0
END IF
END IF
scriptsay:
REM prints to console upon sucessful script line execution or prints invalid/blank line
IF temp26 = 1 OR temp26 = 2 THEN
LET eventtitle$ = "SCRIPT LINE:"
LET eventdata$ = scriptline$
LET eventnumber = scriptline
ELSE
IF scriptline$ <> "" THEN
LET eventtitle$ = "INVALID SCRIPT LINE:"
LET eventdata$ = scriptline$
LET eventnumber = scriptline
ELSE
LET eventtitle$ = "BLANK SCRIPT LINE:"
LET eventdata$ = "LINE:"
LET eventnumber = scriptline
END IF
END IF
GOSUB consoleprinter
REM scrubs search terms and temp values
IF temp26 = 1 THEN LET temp26 = 0
LET temp27 = 0: LET temp56 = 0: LET temp12$ = "": LET temp13$ = "": LET temp131 = 0: LET findfade% = 0: LET findin% = 0: LET findout% = 0: LET findwait% = 0: LET findmap% = 0: LET findwarp% = 0: LET findx% = 0: LET findy% = 0: LET findmainplayer% = 0: LET finddirection% = 0: LET findmove% = 0: LET findmodel% = 0: LET findon% = 0: LET findoff% = 0: LET findcollision% = 0: LET findscript% = 0: LET findmusic% = 0: LET findcontrol% = 0: LET findplay% = 0: LET findstop% = 0: LET findfile% = 0: LET findpause% = 0: LET findsfx% = 0: LET findhalt% = 0: LET findplayer% = 0: LET findpilot% = 0: LET finddim% = 0: LET findgive% = 0: LET findtake% = 0: LET findsay% = 0: LET findspeaker% = 0: LET findclear% = 0: LET findeffects% = 0: LET findifpocket% = 0: LET findterminal% = 0: LET findgivecurrency% = 0: LET findtakecurrency% = 0: LET findifholding% = 0: LET findifcurrency% = 0: LET findmarkgone% = 0: LET findloading% = 0: LET findmapeffect% = 0: LET finddark% = 0: LET findrain% = 0: LET findstorm% = 0: LET findtorch% = 0: LET findanimate% = 0: LET findsavegame% = 0: LET findifgone% = 0: LET findsunsetup% = 0: LET findsunsetdown% = 0: LET findsunsetleft% = 0: LET findsunsetright% = 0: LET findsprint% = 0: LET findshowimage% = 0: LET findslowfade% = 0: LET findsilenttake% = 0: LET findsilentgive% = 0: LET findsilentgivecurrency% = 0: LET findsilenttakecurrency% = 0: LET findifmapno% = 0: LET findifmodel% = 0: LET findfaceplayer% = 0: LET findback% = 0: LET findrun% = 0: LET findminus% = 0: LET findifdirection% = 0: LET findcarryvalues% = 0: LET findpitchblack% = 0: LET findloadgame% = 0: LET findobject% = 0: LET findcheckpoint% = 0: LET findifcheckpoint% = 0: LET findpockets% = 0: LET findup% = 0: LET finddown% = 0: LET findleft% = 0: LET findright% = 0: LET findselect% = 0
LET x = 0
DO
LET x = x + 1
LET findplayer(x) = 0
LOOP UNTIL x >= totalplayers
LET x = 0
DO
LET x = x + 1
LET findobject(x) = 0
LOOP UNTIL x >= totalobjects
LET x = 0
LOOP UNTIL EOF(3) OR temp26 = 2
CLOSE #3
REM prints to console script has ended
LET eventtitle$ = "SCRIPT ENDED:"
LET eventdata$ = scriptname$
LET eventnumber = 0
GOSUB consoleprinter
REM returns value of selectobject$ if needed
IF temp86 = 1 THEN
LET selectobject$ = temp23$
LET temp86 = 0
LET temp23$ = ""
END IF
LET clearscreen = 1: REM calls for a screen clear
LET temp26 = 0: LET temp64 = 0: LET scriptrun = 0: LET mapscript = 0: LET scriptline = 0: LET scriptline$ = "": REM scrub temp values
REM makes sure triggers are cleared
LET x = 0
DO
LET x = x + 1
LET triggera(x) = 0
LOOP UNTIL x >= maptriggerno
LET x = 0
RETURN
triggerchecker:
REM checks to see if triggers have been activated and launches required scripts
REM spoof trigger
IF triggerspoofa = 1 THEN
LET scriptname$ = triggerspoofname$
LET mapscript = nextmapscript
LET nextmapscript = 0
IF scriptname$ <> oldscript$ THEN
REM prints to consolelog.txt
LET eventtitle$ = "SPOOF TRIGGER ACTIVE:"
LET eventdata$ = triggerspoofname$
LET eventnumber = 0
GOSUB consoleprinter
IF oldscript$ = scriptname$ THEN LET triggerspoofa = 0: LET scriptrun = 0: RETURN
GOSUB script
ELSE
LET triggerspoofa = 0
END IF
IF temp33 = 1 OR temp33 = 2 THEN
IF temp33 = 1 THEN LET triggerspoofa = 0
ELSE
LET triggerspoofa = 1
END IF
LET temp33 = 0: REM scrub temp values
END IF
IF maptriggerno = 0 THEN RETURN: REM return if map has no triggers attached
LET x = 0
DO
LET x = x + 1
IF triggera(x) = 1 THEN
IF _FILEEXISTS(scriptloc$ + mapdir$ + triggername(x) + ".vsf") THEN
LET scriptname$ = triggername(x)
LET mapscript = 1
GOSUB script
ELSE
ERROR 423
END IF
LET triggera(x) = 0
END IF
LOOP UNTIL x >= maptriggerno
LET x = 0
RETURN
footchanger:
REM changes players foot
REM builds values to keep players feet changing
LET mpfootloop = mpfootloop + 1
DO
LET temp49 = temp49 + 1
LET pfootloop(temp49) = pfootloop(temp49) + 1
LOOP UNTIL temp49 >= mapplayerno OR temp49 >= totalplayers
REM changes players foot when walking mainplayer
IF mpfootloop >= footpace THEN
IF temp2 = 0 THEN IF mpfoot = 1 THEN LET mpfoot = 2: LET mpfootloop = 0: LET temp2 = 1
IF temp2 = 0 THEN IF mpfoot = 2 THEN LET mpfoot = 1: LET mpfootloop = 0: LET temp2 = 1
END IF
REM changes NPCs feet
LET temp49 = 0
DO
LET temp49 = temp49 + 1
IF pfootloop(temp49) >= footpace THEN
IF temp50 = 0 THEN IF pfoot(temp49) = 1 THEN LET pfoot(temp49) = 2: LET pfootloop(temp49) = 0: LET temp50 = 1
IF temp50 = 0 THEN IF pfoot(temp49) = 2 THEN LET pfoot(temp49) = 1: LET pfootloop(temp49) = 0: LET temp50 = 1
END IF
LET temp50 = 0
LOOP UNTIL temp49 >= mapplayerno OR temp49 >= totalplayers
REM flushes temporary values
LET temp2 = 0: LET temp49 = 0: LET temp50 = 0
RETURN
worlddraw:
REM draws world
IF INT(ctime + mapanioffset) MOD 2 THEN
_PUTIMAGE (maploc1x, maploc1y)-(maploc2x, maploc2y), mapa
ELSE
_PUTIMAGE (maploc1x, maploc1y)-(maploc2x, maploc2y), mapb
END IF
RETURN
mainplayerdraw:
REM draws main player
REM draws main player standing
IF anisprite$ = "mainplayer" THEN RETURN: REM return for if mainplayer animation is playing.
IF mpwalking = 0 THEN
IF mpidle <= INT(ctime) THEN
IF direction = 1 THEN
IF INT(ctime) MOD 2 THEN
_PUTIMAGE (mpposx, mpposy), mpbi1: REM draws main player standing BACK using IDLE
ELSE
_PUTIMAGE (mpposx, mpposy), mpbi2: REM draws main player standing BACK using IDLE
END IF
END IF
IF direction = 2 THEN
IF INT(ctime) MOD 2 THEN
_PUTIMAGE (mpposx, mpposy), mpfi1: REM draws main player standing FRONT using IDLE
ELSE
_PUTIMAGE (mpposx, mpposy), mpfi2: REM draws main player standing FRONT using IDLE
END IF
END IF
IF direction = 3 THEN
IF INT(ctime) MOD 2 THEN
_PUTIMAGE (mpposx, mpposy), mpri1: REM draws main player standing RIGHT using IDLE
ELSE
_PUTIMAGE (mpposx, mpposy), mpri2: REM draws main player standing RIGHT using IDLE
END IF
END IF
IF direction = 4 THEN
IF INT(ctime) MOD 2 THEN
_PUTIMAGE (mpposx, mpposy), mpli1: REM draws main player standing LEFT using IDLE
ELSE
_PUTIMAGE (mpposx, mpposy), mpli2: REM draws main player standing LEFT using IDLE
END IF
END IF
ELSE
IF direction = 1 THEN _PUTIMAGE (mpposx, mpposy), mpb: REM draws main player standing BACK
IF direction = 2 THEN _PUTIMAGE (mpposx, mpposy), mpf: REM draws main player standing FRONT
IF direction = 3 THEN _PUTIMAGE (mpposx, mpposy), mpr: REM draws main player standing RIGHT
IF direction = 4 THEN _PUTIMAGE (mpposx, mpposy), mpl: REM draws main player standing LEFT
END IF
END IF
REM draws main player walking
IF mpwalking = 1 THEN
REM draws main player walking BACK
IF direction = 1 THEN
IF mpfoot = 1 THEN _PUTIMAGE (mpposx, mpposy), mpbr: REM draws main player walking BACK (right foot)
IF mpfoot = 2 THEN _PUTIMAGE (mpposx, mpposy), mpbl: REM draws main player walking BACK (left foot)
END IF
REM draws main player walking FRONT
IF direction = 2 THEN
IF mpfoot = 1 THEN _PUTIMAGE (mpposx, mpposy), mpfr: REM draws main player walking FRONT (right foot)
IF mpfoot = 2 THEN _PUTIMAGE (mpposx, mpposy), mpfl: REM draws main player walking FRONT (left foot)
END IF
REM draws main player walking RIGHT
IF direction = 3 THEN
IF mpfoot = 1 THEN _PUTIMAGE (mpposx, mpposy), mprr: REM draws main player walking RIGHT (right foot)
IF mpfoot = 2 THEN _PUTIMAGE (mpposx, mpposy), mprl: REM draws main player walking RIGHT (left foot)
END IF
REM draws main player walking LEFT
IF direction = 4 THEN
IF mpfoot = 1 THEN _PUTIMAGE (mpposx, mpposy), mplr: REM draws main player walking LEFT (right foot)
IF mpfoot = 2 THEN _PUTIMAGE (mpposx, mpposy), mpll: REM draws main player walking LEFT (left foot)
END IF
END IF
RETURN
playermove:
REM calculates NPC movement
IF mapplayerno = 0 THEN RETURN: REM return for no npcs attached to map
DO
LET temp48 = temp48 + 1
IF mplayerx(temp48) <> 0 AND mplayery(temp48) <> 0 THEN GOSUB playermover
LOOP UNTIL temp48 >= mapplayerno OR temp48 >= totalplayers
LET temp48 = 0: REM scrubs temp values
RETURN
playermover:
REM moves NPC
REM Walk away
IF playerscript(temp48) = 1 THEN RETURN
IF playerjourney(temp48) = 1 THEN
IF INT(ctime) >= playerperiod(temp48) THEN
LET playerwalking(temp48) = 1
IF mplayerx(temp48) > playerx(temp48) THEN
LET playerd(temp48) = 3
LET playerx(temp48) = playerx(temp48) + (pace / playerwalkdivide)
RETURN
END IF
IF mplayerx(temp48) < playerx(temp48) THEN
LET playerd(temp48) = 4
LET playerx(temp48) = playerx(temp48) - (pace / playerwalkdivide)
RETURN
END IF
IF mplayery(temp48) > playery(temp48) THEN
LET playerd(temp48) = 2
LET playery(temp48) = playery(temp48) + (pace / playerwalkdivide)
RETURN
END IF
IF mplayery(temp48) < playery(temp48) THEN
LET playerd(temp48) = 1
LET playery(temp48) = playery(temp48) - (pace / playerwalkdivide)
RETURN
END IF
IF playerx(temp48) = mplayerx(temp48) AND playery(temp48) = mplayery(temp48) THEN
LET playerjourney(temp48) = 2
LET playerperiod(temp48) = playergrace(temp48) + INT(ctime)
LET playerd(temp48) = playerdefault(temp48)
LET playerwalking(temp48) = 0
END IF
END IF
END IF
REM walk back
IF playerjourney(temp48) = 2 THEN
IF INT(ctime) >= playerperiod(temp48) THEN
LET playerwalking(temp48) = 1
IF dplayerx(temp48) > playerx(temp48) THEN
LET playerd(temp48) = 3
LET playerx(temp48) = playerx(temp48) + (pace / playerwalkdivide)
RETURN
END IF
IF dplayerx(temp48) < playerx(temp48) THEN
LET playerd(temp48) = 4
LET playerx(temp48) = playerx(temp48) - (pace / playerwalkdivide)
RETURN
END IF
IF dplayery(temp48) > playery(temp48) THEN
LET playerd(temp48) = 2
LET playery(temp48) = playery(temp48) + (pace / playerwalkdivide)
RETURN
END IF
IF dplayery(temp48) < playery(temp48) THEN
LET playerd(temp48) = 1
LET playery(temp48) = playery(temp48) - (pace / playerwalkdivide)
RETURN
END IF
IF playerx(temp48) = dplayerx(temp48) AND playery(temp48) = dplayery(temp48) THEN
LET playerjourney(temp48) = 1
LET playerperiod(temp48) = playergrace(temp48) + INT(ctime)
LET playerd(temp48) = playerdefault(temp48)
LET playerwalking(temp48) = 0
END IF
END IF
END IF
RETURN
playerdraw:
REM draws npcs
DO
LET temp42 = temp42 + 1
IF anisprite$ <> playername(temp42) AND objectl = playerlayer(temp42) THEN
IF playerwalking(temp42) = 0 THEN
IF playerd(temp42) = 2 THEN
IF INT(ctime + playeroffset(temp42)) MOD 2 THEN
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerfi1(temp42)
ELSE
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerfi2(temp42)
END IF
END IF
IF playerd(temp42) = 1 THEN
IF INT(ctime + playeroffset(temp42)) MOD 2 THEN
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerbi1(temp42)
ELSE
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerbi2(temp42)
END IF
END IF
IF playerd(temp42) = 3 THEN
IF INT(ctime + playeroffset(temp42)) MOD 2 THEN
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerri1(temp42)
ELSE
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerri2(temp42)
END IF
END IF
IF playerd(temp42) = 4 THEN
IF INT(ctime + playeroffset(temp42)) MOD 2 THEN
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerli1(temp42)
ELSE
_PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerli2(temp42)
END IF
END IF
END IF
IF playerwalking(temp42) = 1 THEN
IF playerd(temp42) = 2 THEN
IF pfoot(temp42) = 1 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerfl(temp42)
IF pfoot(temp42) = 2 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerfr(temp42)
END IF
IF playerd(temp42) = 1 THEN
IF pfoot(temp42) = 1 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerbl(temp42)
IF pfoot(temp42) = 2 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerbr(temp42)
END IF
IF playerd(temp42) = 3 THEN
IF pfoot(temp42) = 1 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerrl(temp42)
IF pfoot(temp42) = 2 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerrr(temp42)
END IF
IF playerd(temp42) = 4 THEN
IF pfoot(temp42) = 1 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerll(temp42)
IF pfoot(temp42) = 2 THEN _PUTIMAGE (playerx(temp42) + posx, playery(temp42) + posy), playerlr(temp42)
END IF
END IF
END IF
LOOP UNTIL temp42 >= mapplayerno
LET temp42 = 0: REM scrub temp values
RETURN
objectdraw:
REM draws map objects to screen
DO
LET temp13 = temp13 + 1
IF anisprite$ <> objectname(temp13) THEN
IF objectl = objectl(temp13) AND objectname(temp13) <> "[COLLISIONONLY]" THEN
IF INT(ctime + objectoffset(temp13)) MOD 2 THEN
_PUTIMAGE (objectx(temp13) + posx, objecty(temp13) + posy), objecta(temp13)
ELSE
_PUTIMAGE (objectx(temp13) + posx, objecty(temp13) + posy), objectb(temp13)
END IF
END IF
END IF
LOOP UNTIL temp13 >= mapobjectno OR temp13 >= totalobjects
LET temp13 = 0: REM scrub temp values
RETURN
layercalc:
REM calculates object and player layers
REM OBJECT LAYER CALC
DO
LET temp999 = temp999 + 1
IF ((resy / 2) - (objectresy(temp999) / 2) + (mpy / 2) - objects(temp999)) - posy > objecty(temp999) THEN
LET objectl(temp999) = 1
ELSE
LET objectl(temp999) = 2
END IF
LOOP UNTIL temp999 >= mapobjectno OR temp999 >= totalobjects
LET temp999 = 0
REM NPC LAYER CALC
DO
LET temp999 = temp999 + 1
IF ((resy / 2) - (playerresy(temp999) / 2) + (mpy / 2) - players(temp999)) - posy > playery(temp999) THEN
LET playerlayer(temp999) = 1
ELSE
LET playerlayer(temp999) = 2
END IF
LOOP UNTIL temp999 >= mapplayerno OR temp999 >= totalplayers
LET temp999 = 0: REM scrub temp values
RETURN
screendraw:
REM draws game on screen
REM clears screen if needed
IF clearscreen = 1 THEN
CLS
LET clearscreen = 0
REM tells console
LET eventtitle$ = "SCREEN CLEARED!"
LET eventdata$ = "FRAMES:"
LET eventnumber = frames
GOSUB consoleprinter
END IF
REM calculates map location
LET posx = INT(posx): REM remove decimals
LET posy = INT(posy): REM remove decimals
LET maploc1x = 0 + posx
LET maploc1y = 0 + posy
LET maploc2x = mapx + posx
LET maploc2y = mapy + posy
REM calulates object draw order
LET objectl = 1: REM resets layer counter
GOSUB layercalc: REM calculates layers
GOSUB worlddraw: REM draws world
IF mapobjectno > 0 THEN GOSUB objectdraw: REM draws map objects (first layer)
IF mapplayerno > 0 THEN GOSUB playerdraw: REM draws NPCs (first layer)
GOSUB mainplayerdraw: REM draws mainplayer
LET objectl = objectl + 1: REM increases layer counter
IF mapobjectno > 0 THEN GOSUB objectdraw: REM draws map objects (second layer)
IF mapplayerno > 0 THEN GOSUB playerdraw: REM draws NPCs (second layer)
IF hud <> 0 THEN GOSUB hud: REM calls for developer hud to be drawn if needed
IF mapeffect > 0 THEN GOSUB effectdraw: REM draws special map effects
REM draws cutscene running image
IF scriptrun = 1 THEN _PUTIMAGE (0, 0)-(scriptimageresx, scriptimageresy), scriptimage
IF effectani = 0 THEN _DISPLAY
RETURN
inputter:
REM input sub
REM detects diagonal movement
IF scriptrun = 1 THEN IF devmode = 1 THEN IF a$ = "\" OR a$ = "/" THEN GOSUB prompt: REM developer prompt if developer mode is on
IF scriptrun = 0 THEN
REM controls for when script isn't running.
IF _KEYDOWN(18432) AND _KEYDOWN(19712) THEN LET diagonalmove = 1
IF _KEYDOWN(18432) AND _KEYDOWN(19200) THEN LET diagonalmove = 1
IF _KEYDOWN(20480) AND _KEYDOWN(19712) THEN LET diagonalmove = 1
IF _KEYDOWN(20480) AND _KEYDOWN(19200) THEN LET diagonalmove = 1
IF _KEYDOWN(18432) AND _KEYDOWN(20480) THEN LET diagonalmove = 1
IF _KEYDOWN(19712) AND _KEYDOWN(19200) THEN LET diagonalmove = 1
REM skips controls when diagonal movement detected
IF diagonalmove = 0 THEN
REM keyboard up
IF _KEYDOWN(18432) AND ucontrol = 1 THEN
LET oposy = posy
LET posy = posy + pace
LET direction = 1
LET selectobject$ = ""
LET objecttype$ = ""
LET mpwalking = 1
END IF
REM keyboard down
IF _KEYDOWN(20480) AND dcontrol = 1 THEN
LET oposy = posy
LET posy = posy - pace
LET direction = 2
LET selectobject$ = ""
LET objecttype$ = ""
LET mpwalking = 1
END IF
REM keyboard right
IF _KEYDOWN(19712) AND rcontrol = 1 THEN
LET oposx = posx
LET posx = posx - pace
LET direction = 3
LET selectobject$ = ""
LET objecttype$ = ""
LET mpwalking = 1
END IF
REM keyboard left
IF _KEYDOWN(19200) AND lcontrol = 1 THEN
LET oposx = posx
LET posx = posx + pace
LET direction = 4
LET selectobject$ = ""
LET objecttype$ = ""
LET mpwalking = 1
END IF
ELSE
LET mpfootloop = 0: LET mpwalking = 0: REM stops moonwalking bug
END IF
LET diagonalmove = 0
IF a$ = "Q" AND bcontrol = 1 THEN GOSUB fadeout: LET menu$ = "mainmenu": GOSUB menugenerator: GOSUB mapmusicsetter: GOSUB musicplay: GOSUB fadein: REM opens main menu
IF a$ = "I" AND pcontrol = 1 THEN GOSUB pocketdraw: REM opens pockets
IF a$ = " " AND scontrol = 1 THEN GOSUB useobject: REM interacts world object or player
END IF
IF devmode = 1 THEN IF a$ = "\" OR a$ = "/" THEN GOSUB prompt: REM developer prompt if developer mode is on
IF scriptrun = 0 THEN
REM walking and idle animation switch
IF _KEYDOWN(19200) = 0 THEN LET temp1 = temp1 + 1
IF _KEYDOWN(19712) = 0 THEN LET temp1 = temp1 + 1
IF _KEYDOWN(20480) = 0 THEN LET temp1 = temp1 + 1
IF _KEYDOWN(18432) = 0 THEN LET temp1 = temp1 + 1
IF temp1 = 4 THEN
IF mpwalking = 1 THEN LET mpidle = INT(ctime) + playeridle
LET mpwalking = 0
END IF
END IF
REM flush temporary values
LET temp1 = 0
RETURN
useobject:
REM interacts with real world object or player
IF selectobject$ = "" THEN RETURN: REM return if mainplayer not around any object or player
LET scriptname$ = LCASE$(selectobject$)
IF _FILEEXISTS(scriptloc$ + mapdir$ + scriptname$ + ".vsf") THEN
LET mapscript = 1
GOSUB script
ELSE
IF selectobject$ <> "[COLLISIONONLY]" THEN ERROR 423
END IF
LET clearscreen = 1
RETURN
mapmusicsetter:
REM sets playmusic$ to music attached to map
OPEN mloc$ + "/" + mapdir$ + "/" + mapfile$ + ".ddf" FOR INPUT AS #1
INPUT #1, dummy$, playmusic$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy, dummy$, dummy, dummy, dummy, dummy
CLOSE #1
LET dummy$ = ""
LET dummy = 0
RETURN
prompt:
REM ENGINE COMMAND PROMPT
COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura)
DO
LET temp = 0: REM flush value for loop purposes
INPUT ">"; prompt$
IF prompt$ = "" THEN
COLOR 0, 0
CLS
LET temp = 0
LET temp5 = 0
LET temp1$ = ""
LET prompt$ = ""
LET action$ = ""
LET value$ = ""
RETURN
END IF
LET action$ = LEFT$(prompt$, INSTR(prompt$, " ") - 1)
LET value$ = RIGHT$(prompt$, LEN(prompt$) - LEN(action$))
LET value$ = LTRIM$(value$)
LET action$ = LCASE$(action$)
LET value$ = LCASE$(value$)
REM say
IF action$ = "save" THEN
IF value$ = "erase" THEN GOSUB erasesave: PRINT "SAVE ERASED!": LET temp = 1
IF value$ = "game" THEN GOSUB savesave: PRINT "GAME SAVED!": LET temp = 1
IF value$ = "load" THEN GOSUB saveload: PRINT "GAME LOADED!": LET temp = 1
IF value$ = "default" THEN GOSUB savedefault: PRINT "SAVE DEFAULT SET!": LET temp = 1
END IF
IF action$ = "say" THEN
LET textspeech$ = value$
GOSUB textbannerdraw
COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura)
LET temp = 1
END IF
REM mark item as "gone forever"
IF action$ = "markgone" THEN
PRINT "WARNING: this will remove the " + value$ + " from the gameplay FOREVER!"
PRINT "are you sure you want to proceed? (Y/N)"
INPUT temp24$
IF UCASE$(temp24$) = "Y" THEN
LET takeitem$ = value$
GOSUB markgone
PRINT value$ + " marked as gone forever"
END IF
LET temp = 1
END IF
REM recover item
IF action$ = "markback" THEN
OPEN pocketloc$ + "pocketfiles.ddf" FOR INPUT AS #1
REM seaches for item in pocketfiles
DO
LET temp96 = temp96 + 1
INPUT #1, pocketfile$
LOOP UNTIL pocketfile$ = value$ OR EOF(1)
CLOSE #1
IF pocketfile$ <> value$ OR pocketfile$ = "currency" THEN
REM if search finds nothing or currency is attempted to be removed
REM prints to console
LET eventtitle$ = "INVALID ITEM:"
LET eventdata$ = value$
LET eventnumber = 0
GOSUB consoleprinter
ELSE
REM assigns item
LET pocketitem(temp96) = 0
REM prints to console
LET eventtitle$ = "ITEM RECOVERED:"
LET eventdata$ = value$
LET eventnumber = temp65
GOSUB consoleprinter
END IF
LET temp = 1
LET temp96 = 0: REM scrubs temp values
END IF
REM give currency
IF action$ = "givecurrency" THEN
LET currencychange = VAL(value$)
GOSUB givecurrency
COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura)
LET temp = 1
END IF
REM take currency
IF action$ = "takecurrency" THEN
LET currencychange = VAL(value$)
GOSUB takecurrency
COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura)
LET temp = 1
END IF
REM give item
IF action$ = "giveitem" THEN
LET giveitem$ = value$
GOSUB giveitem
IF pocketfile$ = giveitem$ THEN LET temp = 1
END IF
REM take item
IF action$ = "takeitem" THEN
LET takeitem$ = value$
GOSUB takeitem
IF pocketfile$ = takeitem$ THEN LET temp = 1
END IF
REM play music
REM play sound effect
IF action$ = "sfx" THEN
LET playsfx$ = value$
GOSUB sfxplay
LET temp = 1
END IF
REM run script
IF action$ = "script" THEN
REM map script
IF value$ = "stop" THEN
REM stop script
LET temp26 = 2
LET temp = 1
PRINT "SCRIPT STOPPED!"
ELSE
IF _FILEEXISTS(scriptloc$ + mapdir$ + value$ + ".vsf") THEN
LET scriptname$ = value$: LET mapscript = 1: GOSUB script: LET temp = 1
ELSE
REM combination script
IF _FILEEXISTS(scriptloc$ + "combine/" + value$ + ".vsf") THEN
LET scriptname$ = value$: LET mapscript = 2: GOSUB script: LET temp = 1
ELSE
PRINT "SCRIPT NOT FOUND": LET action$ = "ilovexander": LET temp = 1
END IF
END IF
END IF
END IF
REM simulate errors
IF action$ = "error" THEN
ERROR VAL(value$): LET temp = 1
IF temp = 0 THEN LET temp = 2: REM sets invalid argument error
END IF
REM SHELL
IF action$ = "shell" THEN SHELL value$: LET temp = 1
REM change value
IF action$ = "change" THEN
IF value$ = "pace" THEN INPUT "INSERT VALUE> "; temp5: LET pace = temp5: LET temp = 1
IF value$ = "mapno" THEN INPUT "INSERT VALUE> "; temp5: LET oldmapname$ = mapname$: LET oldmapno = mapno: LET mapno = temp5: LET temp = 1
IF value$ = "direction" THEN INPUT "INSERT VALUE> "; temp5: LET direction = temp5: LET temp = 1
IF value$ = "mainplayer" THEN PRINT "INSERT VALUE>": INPUT temp1$: LET oldmplayermodel$ = mplayermodel$: LET mplayermodel$ = temp1$: LET temp = 1
IF value$ = "posx" THEN INPUT "INSERT VALUE> "; temp5: LET posx = temp5: LET temp = 1
IF value$ = "posy" THEN INPUT "INSERT VALUE> "; temp5: LET posy = temp5: LET temp = 1
IF value$ = "resx" THEN INPUT "INSERT VALUE> "; temp5: LET resx = temp5: PRINT "VaME requires reolution to be set in "; dloc$; "engine.ddf for object collsion to function.": LET temp = 1
IF value$ = "resy" THEN INPUT "INSERT VALUE> "; temp5: LET resy = temp5: PRINT "VaME requires reolution to be set in "; dloc$; "engine.ddf for object collsion to function.": LET temp = 1
IF value$ = "defaultfontsize" THEN INPUT "INSERT VALUE> "; temp5: LET defaultfontsize = temp5: LET temp = 1
IF value$ = "defaultfontname" THEN PRINT "INSERT VALUE>": INPUT temp1$: LET defaultfontname$ = temp1$: LET temp = 1
IF value$ = "defaultfontstyle" THEN PRINT "INSERT VALUE>": INPUT temp1$: LET defaultfontstyle$ = temp1$: LET temp = 1
IF value$ = "headerfontsize" THEN INPUT "INSERT VALUE> "; temp5: LET headerfontsize = temp5: LET temp = 1
IF value$ = "headerfontname" THEN PRINT "INSERT VALUE>": INPUT temp1$: LET headerfontname$ = temp1$: LET temp = 1
IF value$ = "headerfontstyle" THEN PRINT "INSERT VALUE>": INPUT temp1$: LET headertfontstyle$ = temp1$: LET temp = 1
IF value$ = "smallfontsize" THEN INPUT "INSERT VALUE> "; temp5: LET smallfontsize = temp5: LET temp = 1
IF value$ = "smallfontname" THEN PRINT "INSERT VALUE>": INPUT temp1$: LET smalltfontname$ = temp1$: LET temp = 1
IF value$ = "smallfontstyle" THEN PRINT "INSERT VALUE>": INPUT temp1$: LET smallfontstyle$ = temp1$: LET temp = 1
IF value$ = "noclip" THEN INPUT "INSERT VALUE> "; temp5: LET noclip = temp5: LET temp = 1
IF value$ = "devmode" THEN INPUT "INSERT VALUE> "; temp5: LET devmode = temp5: LET temp = 1
IF value$ = "playmusic" THEN INPUT "INSERT VALUE> "; temp1$: LET playmusic$ = temp1$: LET temp = 1
IF value$ = "soundmode" THEN INPUT "INSERT VALUE> "; temp5: LET soundmode = temp5: LET temp = 1
IF value$ = "ros" THEN INPUT "INSERT VALUE> "; temp1$: LET ros$ = temp1$: LET temp = 1
IF value$ = "disablefade" THEN INPUT "INSERT VALUE> "; temp5: LET disablefade = temp5: LET temp = 1
IF value$ = "currency" THEN INPUT "INSERT VALUE> "; temp5: LET currency = temp5: LET temp = 1
IF value$ = "mapeffect" THEN INPUT "INSERT VALUE> "; temp5: LET mapeffect = temp5: LET temp = 1
IF value$ = "versionno" THEN INPUT "INSERT VALUE> "; temp1$: LET versionno$ = temp1$: LET temp = 1
IF value$ = "musicvol" THEN INPUT "INSERT VALUE> "; temp5: LET musicvol = temp5: GOSUB musicvol: LET temp = 1
IF value$ = "sfxvol" THEN INPUT "INSERT VALUE> "; temp5: LET sfxvol = temp5: GOSUB sfxvol: LET temp = 1
IF value$ = "displayconsole" THEN INPUT "INSERT VALUE> "; temp5: LET displayconsole = temp5: LET temp = 1
IF value$ = "timer" THEN
RANDOMIZE TIMER
LET itime = TIMER: REM timer function
LET ctime = 0: REM timer function
PRINT "TIMER RESET"
LET temp = 1
END IF
REM prints extra console data confirming value change
IF temp = 1 THEN
LET eventtitle$ = "VALUE CHANGE: "
IF temp5 <> 0 THEN
LET eventdata$ = value$ + " = "
LET eventnumber = temp5
ELSE
LET eventdata$ = value$ + " = " + temp1$
END IF
GOSUB consoleprinter
LET eventtitle$ = "": LET eventdata$ = "": LET eventnumber = 0
END IF
IF temp = 0 THEN LET temp = 2: REM sets invalid argument error
END IF
REM Whatis?
IF action$ = "whatis" THEN
IF value$ = "noclip" THEN PRINT noclip: LET temp = 1
IF value$ = "resx" THEN PRINT resx: LET temp = 1
IF value$ = "resy" THEN PRINT resy: LET temp = 1
IF value$ = "mapno" THEN PRINT mapno: LET temp = 1
IF value$ = "frames" THEN PRINT frames: LET temp = 1
IF value$ = "ros" THEN PRINT ros$: LET temp = 1
IF value$ = "mplayermodel" THEN PRINT mplayermodel$: LET temp = 1
IF value$ = "pace" THEN PRINT pace: LET temp = 1
IF value$ = "ctime" THEN PRINT ctime: LET temp = 1
IF value$ = "itime" THEN PRINT itime: LET temp = 1
IF value$ = "location" THEN PRINT "X: "; posx: PRINT "Y: "; posy: LET temp = 1
IF value$ = "oldlocation" THEN PRINT "oX: "; oposx: PRINT "oY :"; oposy: LET temp = 1
IF value$ = "direction" THEN PRINT direction: LET temp = 1
IF value$ = "posx" THEN PRINT posx: LET temp = 1
IF value$ = "posy" THEN PRINT posy: LET temp = 1
IF value$ = "oposx" THEN PRINT oposx: LET temp = 1
IF value$ = "oposy" THEN PRINT oposy: LET temp = 1
IF value$ = "mapname" THEN PRINT mapname$: LET temp = 1
IF value$ = "mpx" THEN PRINT mpx: LET temp = 1
IF value$ = "mpy" THEN PRINT mpy: LET temp = 1
IF value$ = "mpposx" THEN PRINT mpposx: LET temp = 1
IF value$ = "mpposy" THEN PRINT mpposy: LET temp = 1
IF value$ = "mapx" THEN PRINT mapx: LET temp = 1
IF value$ = "mapy" THEN PRINT mapy: LET temp = 1
IF value$ = "mpwalking" THEN PRINT mpwalking: LET temp = 1
IF value$ = "mpfoot" THEN PRINT mpfoot: LET temp = 1
IF value$ = "mpfootloop" THEN PRINT mpfootloop: LET temp = 1
IF value$ = "footpace" THEN PRINT footpace: LET temp = 1
IF value$ = "hud" THEN PRINT hud: LET temp = 1
IF value$ = "clearscreen" THEN PRINT clearscreen: LET temp = 1
IF value$ = "errdescription" THEN PRINT errdescription$: LET temp = 1
IF value$ = "err" THEN PRINT ERR: LET temp = 1
IF value$ = "errorline" THEN PRINT _ERRORLINE: LET temp = 1
IF value$ = "date" THEN PRINT DATE$: LET temp = 1
IF value$ = "time" THEN PRINT TIME$: LET temp = 1
IF value$ = "fps" THEN PRINT fps: LET temp = 1
IF value$ = "oldmapno" THEN PRINT oldmapno: LET temp = 1
IF value$ = "oldmapname" THEN PRINT oldmapname$: LET temp = 1
IF value$ = "oldmplayermodel" THEN PRINT oldmplayermodel$: LET temp = 1
IF value$ = "headerfontname" THEN PRINT headerfontsname$: LET temp = 1
IF value$ = "headerfontstyle" THEN PRINT headerfontstyle$: LET temp = 1
IF value$ = "headerfontsize" THEN PRINT headerfontsize: LET temp = 1
IF value$ = "defaultfontname" THEN PRINT defaultfontsname$: LET temp = 1
IF value$ = "defaultfontstyle" THEN PRINT defaultfontstyle$: LET temp = 1
IF value$ = "defaultfontsize" THEN PRINT defaultfontsize: LET temp = 1
IF value$ = "smallfontname" THEN PRINT smallfontsname$: LET temp = 1
IF value$ = "smallfontstyle" THEN PRINT smallfontstyle$: LET temp = 1
IF value$ = "smallfontsize" THEN PRINT smallfontsize: LET temp = 1
IF value$ = "devmode" THEN PRINT devmode: LET temp = 1
IF value$ = "mapobjectno" THEN PRINT mapobjectno: LET temp = 1
IF value$ = "maptriggerno" THEN PRINT maptriggerno: LET temp = 1
IF value$ = "mapplayerno" THEN PRINT mapplayerno: LET temp = 1
IF value$ = "playmusic" THEN PRINT playmusic$: LET temp = 1
IF value$ = "currentmusic" THEN PRINT currentmusic$: LET temp = 1
IF value$ = "oldmusic" THEN PRINT oldmusic$: LET temp = 1
IF value$ = "soundmode" THEN PRINT soundmode: LET temp = 1
IF value$ = "mpidle" THEN PRINT mpidle: LET temp = 1
IF value$ = "playeridle" THEN PRINT playeridle: LET temp = 1
IF value$ = "pocketnos" THEN PRINT pocketnos: LET temp = 1
IF value$ = "disablefade" THEN PRINT disablefade: LET temp = 1
IF value$ = "currency" THEN PRINT currency: LET temp = 1
IF value$ = "mapeffect" THEN PRINT mapeffect: LET temp = 1
IF value$ = "pocketcarry" THEN PRINT pocketcarry: LET temp = 1
IF value$ = "versionno" THEN PRINT versionno$: LET temp = 1
IF value$ = "timer" THEN PRINT TIMER: LET temp = 1
IF value$ = "scriptline" THEN PRINT scriptline$: LET temp = 1
IF value$ = "musicvol" THEN PRINT musicvol: LET temp = 1
IF value$ = "sfxvol" THEN PRINT sfxvol: LET temp = 1
IF value$ = "engineversionno" THEN PRINT engineversionno$: LET temp = 1
IF value$ = "exitsave" THEN PRINT exitsave: LET temp = 1
IF value$ = "collisionstep" THEN PRINT collisionstep: LET temp = 1
IF value$ = "objectname" THEN
LET temp = 1
IF mapobjectno > 0 THEN
LET x = 0
DO
LET x = x + 1
PRINT objectname(x)
LOOP UNTIL x >= mapobjectno
LET x = 0
ELSE
PRINT "NO OBJECTS ATTACHED TO MAP"
END IF
END IF
IF value$ = "pocketname" THEN
LET temp = 1
IF pocketnos > 0 THEN
LET x = 0
DO
LET x = x + 1
PRINT pocketname(x)
LOOP UNTIL x >= pocketnos
LET x = 0
ELSE
PRINT "NO POCKET ITEMS LOADED"
END IF
END IF
IF value$ = "triggername" THEN
LET temp = 1
IF maptriggerno > 0 THEN
DO
LET temp15 = temp15 + 1
PRINT triggername(temp15)
LOOP UNTIL temp15 >= maptriggerno
LET temp15 = 0: REM scrub temp values
ELSE
PRINT "NO TRIGGERS ATTACHED TO MAP"
END IF
END IF
IF value$ = "playername" THEN
LET temp = 1
IF mapplayerno > 0 THEN
DO
LET temp43 = temp43 + 1
PRINT playername$(temp43)
LOOP UNTIL temp43 >= mapplayerno
LET temp43 = 0: REM scrub temp values
ELSE
PRINT "NO PLAYERS ATTACHED TO MAP"
END IF
END IF
IF temp = 0 THEN LET temp = 2: REM sets invalid argument error
END IF
REM system (resets or halts system subs)
IF action$ = "system" THEN
LET promptquit = 1
IF value$ = "now" THEN LET temp = 1: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "SYSTEM NOW!": GOSUB consolequit: SYSTEM
IF value$ = "hang" THEN LET temp = 1: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "SYSTEM HUNG!": GOSUB consolequit: END
IF value$ = "map" THEN LET temp = 1: GOSUB mapunload: GOSUB mapload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "MAP DATA RELOADED!"
IF value$ = "mainplayer" THEN LET temp = 1: GOSUB mainplayerunload: GOSUB mainplayerload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "MAINPLAYER DATA RELOADED!"
IF value$ = "screen" THEN LET temp = 1: GOSUB screenload: GOSUB fontload: LET clearscreen = 1: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "SCREEN DATA RELOADED!"
IF value$ = "font" THEN LET temp = 1: GOSUB fontunload: GOSUB fontload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "FONT DATA RELOADED!"
IF value$ = "quit" THEN LET temp = 1: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "SYSTEM QUIT!": GOSUB consolequit: GOTO endgame
IF value$ = "ui" THEN LET temp = 1: GOSUB uiunload: GOSUB uiload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "UI DATA RELOADED!"
IF value$ = "pockets" THEN LET temp = 1: GOSUB pocketunload: GOSUB pocketload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "POCKET DATA RELOADED!"
IF value$ = "music" THEN LET temp = 1: GOSUB musicunload: GOSUB musicload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "MUSIC DATA RELOADED!"
IF value$ = "sfx" THEN LET temp = 1: GOSUB sfxunload: GOSUB sfxload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "SOUND EFFECT DATA RELOADED!"
IF value$ = "terminal" THEN LET temp = 1: GOSUB terminalunload: GOSUB terminalload: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "TERMINAL DATA RELOADED!"
IF value$ = "update" THEN LET temp = 1: GOSUB updatechecker: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "UPDATE CHECK COMPLETE!"
IF value$ = "fix" THEN LET temp = 1: LET fixvame = 1: GOSUB updatechecker: LET fixvame = 0: COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura): PRINT "FIXING COMPLETE!"
IF value$ = "colour" THEN
OPEN "data\colours.ddf" FOR INPUT AS #1
INPUT #1, letmenuselectcolourr, letmenuselectcolourg, letmenuselectcolourb, letmenuselectcoloura, bgmenuselectcolourr, bgmenuselectcolourg, bgmenuselectcolourb, bgmenuselectcoloura, letmenudefaultcolourr, letmenudefaultcolourg, letmenudefaultcolourb, letmenudefaultcoloura, bgmenudefaultcolourr, bgmenudefaultcolourg, bgmenudefaultcolourb, bgmenudefaultcoloura, letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura, bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura, letpocketselectcolourr, letpocketselectcolourg, letpocketselectcolourb, letpocketselectcoloura, bgpocketselectcolourr, bgpocketselectcolourg, bgpocketselectcolourb, bgpocketselectcoloura, letpocketdefaultcolourr, letpocketdefaultcolourg, letpocketdefaultcolourb, letpocketdefaultcoloura, bgpocketdefaultcolourr, bgpocketdefaultcolourg, bgpocketdefaultcolourb, bgpocketdefaultcoloura, letcurrencycolourr, letcurrencycolourg, letcurrencycolourb, letcurrencycoloura, bgcurrencycolourr, bgcurrencycolourg, bgcurrencycolourb, bgcurrencycoloura, letspeechcolourr, letspeechcolourg, letspeechcolourb, letspeechcoloura, bgspeechcolourr, bgspeechcolourg, bgspeechcolourb, bgspeechcoloura, letterminalcolourr, letterminalcolourg, letterminalcolourb, letterminalcoloura, bgterminalcolourr, bgterminalcolourg, bgterminalcolourb, bgterminalcoloura
CLOSE #1
COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura)
PRINT "COLOURS RELOADED!"
LET temp = 1
END IF
IF value$ = "consolelog" THEN
REM erase consolelog.txt
OPEN consolelog$ FOR OUTPUT AS #3
PRINT #3, DATE$, TIME$, "VaME CONSOLE LOG"
CLOSE #3
COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura)
PRINT "CONSOLELOG.TXT ERASED"
LET temp = 1
END IF
IF temp = 0 THEN LET temp = 2: REM sets invalid argument error
LET promptquit = 0
END IF
REM hud display
IF action$ = "display" THEN
IF value$ = "off" THEN LET hud = 0: LET clearscreen = 1: LET temp = 1
IF value$ = "location" THEN LET hud = 1: LET temp = 1
IF value$ = "olocation" THEN LET hud = 2: LET temp = 1
IF value$ = "time" THEN LET hud = 3: LET temp = 1
IF value$ = "frames" THEN LET hud = 4: LET temp = 1
IF value$ = "maplocation" THEN LET hud = 5: LET temp = 1
IF value$ = "fadein" THEN GOSUB fadein: LET temp = 1
IF value$ = "fadeout" THEN GOSUB fadeout: LET temp = 1
IF value$ = "techspecs" THEN LET hud = 6: LET temp = 1
IF value$ = "layers" THEN LET hud = 7: LET temp = 1
IF value$ = "mplayerlocation" THEN LET hud = 8: LET temp = 1
IF value$ = "selectobject" THEN LET hud = 9: LET temp = 1
IF value$ = "playerlocation" THEN LET hud = 10: LET temp = 1
IF value$ = "mouselocation" THEN LET hud = 11: LET temp = 1
IF value$ = "console" THEN GOSUB displayconsole: LET temp = 1
IF temp = 0 THEN LET temp = 2: REM sets invalid argument error
END IF
REM write console activity to consolelog.txt and display console command results on screen
OPEN consolelog$ FOR APPEND AS #2
IF temp = 0 THEN
IF consolelogging = 1 THEN PRINT #2, DATE$, TIME$, "INVALID PROMPT COMMAND: ", prompt$
PRINT "INVALID COMMAND - "; prompt$
IF displayconsole = 1 THEN
_DEST _CONSOLE
PRINT DATE$, TIME$, "INVALID PROMPT COMMAND: ", prompt$
_DEST 0
END IF
END IF
IF temp = 1 THEN
IF consolelogging = 1 THEN PRINT #2, DATE$, TIME$, "PROMPT COMMAND: ", prompt$
PRINT "OK!"
IF displayconsole = 1 THEN
_DEST _CONSOLE
PRINT DATE$, TIME$, "PROMPT COMMAND: ", prompt$
_DEST 0
END IF
END IF
IF temp = 2 THEN
PRINT #2, DATE$, TIME$, "INVALID PROMPT ARGUMENT: ", prompt$
PRINT "INVALID ARGUMENT - "; value$
IF displayconsole = 1 THEN
_DEST _CONSOLE
PRINT DATE$, TIME$, "INVALID PROMPT ARGUMENT: ", prompt$
_DEST 0
END IF
END IF
CLOSE #2
REM quits prompt if script has been run
IF action$ = "script" THEN
REM flush temp values
LET temp = 0
LET temp5 = 0
LET temp1$ = ""
LET prompt$ = "": LET action$ = "": LET value$ = ""
REM return to engine loop
RETURN
END IF
LOOP
RETURN
consoleboot:
REM writes console boot data to consolelog.txt
IF consolelogging = 1 THEN
IF _FILEEXISTS(consolelog$) THEN
REM nothing
ELSE
OPEN consolelog$ FOR OUTPUT AS #2
PRINT #2, DATE$, TIME$, "VaME CONSOLE LOG"
CLOSE #2
END IF
OPEN consolelog$ FOR APPEND AS #2
PRINT #2, DATE$, TIME$, "=== SYSTEM BOOT ==="
CLOSE #2
END IF
REM prints to console
IF displayconsole = 1 THEN
_DEST _CONSOLE
PRINT DATE$, TIME$, "=== SYSTEM BOOT ==="
_DEST 0
END IF
RETURN
consolequit:
REM writes console quit data to consolelog.txt
IF consolelogging = 1 THEN
IF _FILEEXISTS(consolelog$) THEN
REM nothing
ELSE
OPEN consolelog$ FOR OUTPUT AS #2
PRINT #2, DATE$, TIME$, "VaME CONSOLE LOG"
CLOSE #2
END IF
OPEN consolelog$ FOR APPEND AS #2
IF errorcrash = 1 THEN LET temp2$ = "=== GURU MEDITATION ==="
IF userquit = 1 THEN LET temp2$ = "=== SYSTEM QUIT ==="
IF promptquit = 1 THEN
IF value$ = "hang" THEN LET temp2$ = "=== SYSTEM HUNG ==="
IF value$ = "now" THEN LET temp2$ = "=== SYSTEM HALT ==="
END IF
PRINT #2, DATE$, TIME$, temp2$
CLOSE #2
END IF
REM displays on console
IF displayconsole = 1 THEN
_DEST _CONSOLE
PRINT DATE$, TIME$, temp2$
_DEST 0
END IF
REM scrub temp values
LET temp2$ = ""
RETURN
hud:
REM developer hud display
COLOR _RGBA(letpromptcolourr, letpromptcolourg, letpromptcolourb, letpromptcoloura), _RGBA(bgpromptcolourr, bgpromptcolourg, bgpromptcolourb, bgpromptcoloura)
REM location hud
IF hud = 1 THEN
LOCATE 1, 1: PRINT "X: "; posx
LOCATE 2, 1: PRINT "Y: "; posy
LOCATE 3, 1: PRINT "D: "; direction
END IF
REM old location hud
IF hud = 2 THEN
LOCATE 1, 1: PRINT "oX: "; oposx
LOCATE 2, 1: PRINT "oY: "; oposy
END IF
REM time hud
IF hud = 3 THEN
LOCATE 1, 1: PRINT "ctime: "; ctime
LOCATE 2, 1: PRINT "time: "; TIME$
END IF
REM frames hud
IF hud = 4 THEN
LOCATE 1, 1: PRINT "frame: "; frames
LOCATE 2, 1: PRINT "fps: "; fps
END IF
REM map location hud
IF hud = 5 THEN
LOCATE 1, 1: PRINT "MX1: "; maploc1x; " MY1: "; maploc1y
LOCATE 2, 1: PRINT "MX2: "; maploc2x; " MY2: "; maploc2y
END IF
REM tech specs
IF hud = 6 THEN
LOCATE 1, 1: PRINT title$ + " " + versionno$
LOCATE 2, 1: PRINT "VaME " + engineversionno$
LOCATE 3, 1: PRINT "TIMER: "; INT(TIMER); " CTIME: "; INT(ctime)
LOCATE 4, 1: PRINT "FPS: "; fps; "FRAMES: "; frames
LOCATE 5, 1: PRINT "RES: "; resx; "x"; resy
END IF
REM layers
IF hud = 7 THEN
IF mapobjectno > 0 THEN
LET x = 0
DO
LET temp16 = temp16 + 1
LET x = x + 1
LOCATE temp16, 1: PRINT objectname$(x) + " " + STR$(objectl(x))
LOOP UNTIL x >= mapobjectno
LET temp16 = 0
ELSE
LOCATE 1, 1: PRINT "No objects attached to map."
END IF
IF mapplayerno > 0 THEN
LET x = 0
DO
LET temp16 = temp16 + 1
LET x = x + 1
LOCATE temp16, 1: PRINT playername$(x) + " " + STR$(objectl(x))
LOOP UNTIL x >= mapplayerno
ELSE
LET x = x + 1
LOCATE x, 1: PRINT "No players attached to map."
END IF
LET temp16 = 0: REM scrub temp values
END IF
REM main player location
IF hud = 8 THEN
LOCATE 1, 1: PRINT "X: "; (resx / 2) - posx
LOCATE 2, 1: PRINT "Y: "; (resy / 2) - posy
LOCATE 3, 1: PRINT "D: "; direction
END IF
REM selected world object
IF hud = 9 THEN
LOCATE 1, 1: PRINT selectobject$
END IF
REM NPC location
IF hud = 10 THEN
IF mapplayerno > 0 THEN
DO
LET temp16 = temp16 + 1
LOCATE temp16, 1: PRINT playername$(temp16) + " X:" + STR$(playerx(temp16)) + " Y:" + STR$(playery(temp16))
LOOP UNTIL temp16 >= mapplayerno
ELSE
LOCATE 1, 1: PRINT "No players attached to map."
END IF
LET temp16 = 0: REM scrub temp values
END IF
REM mouse location
IF hud = 11 THEN
LET mouse = _MOUSEINPUT
LOCATE 1, 1: PRINT _MOUSEX
LOCATE 2, 1: PRINT _MOUSEY
END IF
COLOR 0, 0
RETURN
endgame:
REM quits game
REM prints user requested quit to console
LET userquit = 1: REM tells engine user has requested a system quit
LET eventtitle$ = "SYSTEM QUIT REQUESTED!"
LET eventdata$ = "FRAMES: "
LET eventnumber = frames
GOSUB consoleprinter
REM saves game, unloads data and fades out game
REM if game is running
IF setupboot = 0 THEN
IF temp82 <> 1 AND runupdate <> 1 AND exitsave = 1 THEN GOSUB savesave
GOSUB playerunload
GOSUB objectunload
GOSUB mapunload
GOSUB mainplayerunload
GOSUB musicstop
GOSUB sfxunload
GOSUB musicunload
GOSUB pocketunload
GOSUB terminalunload
GOSUB uiunload
GOSUB fontunload
END IF
REM if game isn't running (main menu)
IF setupboot = 1 THEN
GOSUB musicstop
GOSUB sfxunload
GOSUB musicunload
GOSUB pocketunload
GOSUB terminalunload
GOSUB uiunload
GOSUB fontunload
END IF
GOSUB consolequit: REM writes quit to consolelog.txt
CLS
IF runupdate = 1 THEN RETURN
'IF value$ = "restart" THEN CLEAR: RUN
SYSTEM