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+ GNU GENERAL PUBLIC LICENSE
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+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<https://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<https://www.gnu.org/licenses/why-not-lgpl.html>.
--- /dev/null
+! --------------------------------------------------------------------------
+! "ROBOTS": Another abuse of the Z-machine, Copied Right in 1995-1997
+! Torbjörn Andersson, d91tan@Update.UU.SE
+!
+! This program is free. By all means, do fold, spindle and mutilate.
+! Be aware, however, that removing my name from it may cause
+! irreparable damage to your karma. If you do redistribute it in any
+! form, please drop me a note. I'd love to hear about it! If you
+! think you can make money from it, you are more optimistic than I
+! thought.
+!
+! I got the idea of writing this when seeing Andrew Plotkin's much
+! more interesting game "Freefall". I used his code for reference
+! about some technical details.
+!
+! I don't know who originally came up with this game idea. I have
+! seen it under the name "DALEKS", but that version was a bit
+! different. This one uses (almost) both the layout and the key
+! configuration of the version which can, at least usually, be found
+! in /usr/games on Unix systems.
+!
+! Release 2 makes some slight optimizations (I hope) to the code
+! which detects collisions between robots, and makes a few cosmetic
+! changes.
+!
+! Release 3 cleans up some of the code a bit, makes some further
+! optimizations to the collision-detection and allows the user to
+! keep playing even when the maximum number of robots have been
+! reached. (It just won't increase the number of robots any further.)
+! For this reason, I've lowered the maximum number of robots from 500
+! to 300, which should still be more than enough.
+!
+! Release 4 changes @read_char 1 0 0 key; to @read_char 1 key; since
+! I have been informed (no pun intended) that the former is
+! considered illegal by some intepreters. Of course, I then felt
+! obliged to test the limits of portability again by changing it to
+! use @@156 for the non-standard character in my name. To make the
+! new release a bit more worthwhile, I've cleaned up MoveRobots() a
+! bit (I hope), and added a variable to keep track of bonus earned
+! while waiting.
+!
+! Release 5; I was told that @beep without argument crashed an
+! interpreter (I don't know which one), so I changed it to use
+! @sound_effect 1 instead, to comply with the most recent version of
+! the Z-machine specification.
+!
+! Release 6; nothing specific, but I have made a few minor updates to
+! make it compile under Inform 6. Some day, I should write a nice,
+! object-oriented version. Or maybe not...
+! --------------------------------------------------------------------------
+
+#ifv3;
+Message fatalerror "This program must be compiled as a version 4 (or
+ later) story file.";
+#endif;
+
+Switches xv5s;
+
+Release 6;
+
+! Game constants
+
+Constant PrefLines 24; ! This is the screen size for which
+Constant PrefCols 80; ! the game is designed.
+
+Constant FieldRows 22; ! Size of the playing field.
+Constant FieldColumns 59;
+Constant FieldSize FieldRows * FieldColumns;
+
+Constant RobotScore 10; ! Points for killing one robot
+Constant BonusScore 11; ! Ditto while 'W'aiting.
+Constant Robot '+'; ! Symbols used on the game field
+Constant Player 64; ! '@'
+Constant JunkHeap '*';
+Constant Empty 0;
+
+Constant IncRobots 10; ! Robots added for each level
+Constant MaxRobots 300; ! Max number of robots
+
+! Global variables
+
+Global score = 0; ! Current score
+Global high_score = 0; ! Highest score this session
+Global waiting = 0; ! Set when 'W'aiting
+Global wait_bonus = 0; ! Bonus while waiting
+Global beep_flag = 1; ! Sound on/off
+Global player_x = 0; ! Player's current position
+Global player_y = 0; ! - " -
+Global num_robots = IncRobots; ! Number of robots on level
+Global active_robots = IncRobots; ! Number of live robots on level
+
+! The PlayingField contains information about robots and junkheaps (though not
+! about the player). It is used for fast lookup when moving the player or a
+! robot. An alternative solution would be to keep an array of the junkheaps,
+! similar to RobotList, which would save memory but which would also be much
+! less efficient.
+
+Array PlayingField -> FieldSize;
+
+! The RobotList encodes the individual robots' positions in words (two bytes),
+! and is used to speed up the operations which work on all robots. It would be
+! possible to search PlayingField, but that would be impractical. It is assumed
+! that no player will survive long enough for the array to overflow.
+
+Array RobotList --> MaxRobots;
+
+! --------------------------------------------------------------------------
+! MAIN FUNCTION
+! --------------------------------------------------------------------------
+
+[ Main screen_height screen_width i;
+ screen_height = 0->32;
+ screen_width = 0->33;
+
+ if (screen_height < PrefLines || screen_width < PrefCols) {
+ style bold;
+ print "^^[The interpreter thinks your screen is ", screen_width,
+ (char) 'x', screen_height, ". It is recommended that you \
+ use at least ", PrefCols, (char) 'x', PrefLines, ".]";
+ style roman;
+ }
+
+ print "^^", (Strong) "ROBOTS", " - Another abuse of the ",
+ (Emphasize) "Z-Machine", "^A nostalgic diversion by Torbj@:orn
+ Andersson^Release ", (0-->1) & $03ff, " / Serial number ";
+
+ for (i = 18 : i < 24 : i++)
+ print (char) 0->i;
+
+ print " / Inform v";
+ inversion;
+
+ print "^^~You can't miss it,~ they said. ~A white house in a
+ clearing with a small mailbox outside; just open the kitchen
+ window and the entrance to the Great Underground Empire isn't
+ far away.~^^";
+ print "You found the house and the window all right, and a
+ trapdoor leading down. But as the trapdoor crashed shut behind
+ you, you realized that something was very wrong. Surely the
+ GUE shouldn't look like a large square room with bare walls,
+ and what about those menacing shapes advancing towards
+ you...?^^";
+ print "[Press any key to continue.]^";
+
+ ReadKeyPress();
+
+ while (PlayGame())
+ ;
+
+ ! This magic incantation should restore the screen to something
+ ! more normal (for a text adventure). Actually, I'm not 100% sure
+ ! how much of this is really needed.
+ @set_cursor 1 1;
+ @split_window 0;
+ @erase_window $ffff;
+ @set_window 0;
+
+ print "^^The idea of writing something like this came from seeing
+ Andrew Plotkin's much more interesting game ",
+ (Emphasize) "Freefall", ". It's really quite amusing to see
+ what the Z-Machine can do with a little persuasion.^^";
+ print "[Press any key to exit.]^";
+
+ ReadKeyPress();
+ quit;
+];
+
+! --------------------------------------------------------------------------
+! THE ACTUAL GAME
+! --------------------------------------------------------------------------
+
+! This function plays a game of "robots"
+
+[ PlayGame x y n key got_keypress meta old_score;
+ ! Clear the screen, initialize the game board and draw it on screen.
+ y = FieldRows + 2;
+
+ @erase_window $ffff;
+ @split_window y;
+ @set_window 1;
+
+ score = 0;
+ num_robots = IncRobots;
+ active_robots = IncRobots;
+
+ InitPlayingField();
+ DrawPlayingField();
+
+ ! "Infinite" loop (there are 'return' statements to terminate it) which
+ ! waits for keypresses and moves the robots. The 'meta' variable is used
+ ! to keep track of whether or not anything game-related really happened.
+ for (::) {
+ meta = 0;
+
+ ! Remember the player's old position.
+ x = player_x;
+ y = player_y;
+
+ ! Wait for a valid keypress. If the player is 'W'aiting, it is the
+ ! same as if he or she is constantly pressing the '.' key, except the
+ ! robots will actually be allowed to walk into the player.
+ for (got_keypress = 0 : ~~got_keypress :) {
+ got_keypress = 1;
+
+ if (~~waiting)
+ key = ReadKeyPress();
+ else
+ key = '.';
+
+ if (wait_bonus == -1) {
+ wait_bonus = 0;
+ n = FieldColumns + 4;
+ @set_cursor 24 n;
+ spaces(10);
+ }
+
+ switch (key) {
+ '.':
+ 'Y': player_x--; player_y--;
+ 'K': player_y--;
+ 'U': player_x++, player_y--;
+ 'H': player_x--;
+ 'L': player_x++;
+ 'B': player_x--; player_y++;
+ 'J': player_y++;
+ 'N': player_x++; player_y++;
+ 'T':
+ GetNewPlayerPos();
+ 'W':
+ old_score = score;
+ wait_bonus = 0;
+ waiting = 1;
+ 'Q':
+ return AnotherGame();
+ 'R':
+ DrawPlayingField();
+ meta = 1;
+ 'S':
+ if (~~beep_flag)
+ beep_flag = 1;
+ else
+ beep_flag = 0;
+
+ meta = 1;
+ default:
+ got_keypress = 0;
+ DoBeep();
+ }
+ }
+
+ ! If the command was a movement command, check if the player is moving
+ ! to a safe spot or not. (Exception: Teleports are inherently risky,
+ ! but will always put you in an empty spot on the game board, so don't
+ ! warn about that.
+ !
+ ! If the player has moved, redraw that part of the game board.
+ !
+ ! If the move is not accepted, make sure the player remains at the
+ ! original location, warn him or her, and make sure the robots don't
+ ! move.
+ if (~~meta) {
+ if (key == 'T' ||
+ (InsideField(player_x, player_y) &&
+ SafeSpot(player_x, player_y))) {
+ if (x ~= player_x || y ~= player_y) {
+ DrawObject(x, y, ' ');
+ DrawObject(player_x, player_y, Player);
+ }
+ } else {
+ if (~~waiting) {
+ player_x = x;
+ player_y = y;
+ DoBeep();
+ meta = 1;
+ }
+ }
+
+ ! If the player made a valid move, move the robots.
+ if (~~meta)
+ MoveRobots();
+
+ ! The robots have moved and dead robots have been handled by
+ ! MoveRobots(). Now it's time to see if the player survived, and
+ ! maybe even won the game.
+ if (GetPiece(player_x, player_y) == Empty) {
+ if (~~active_robots) {
+ waiting = 0;
+
+ UpdateScore(0);
+
+ num_robots = num_robots + IncRobots;
+
+ if (num_robots > MaxRobots)
+ num_robots = MaxRobots;
+
+ InitPlayingField();
+ DrawPlayingField();
+ } else
+ DrawObject(player_x, player_y, 0);
+ } else {
+ DrawObject(player_x, player_y, 0);
+ print "AARRrrgghhhh....";
+
+ if (waiting) {
+ score = old_score;
+ waiting = 0;
+ }
+
+ UpdateScore(0);
+ return AnotherGame();
+ }
+ }
+ }
+];
+
+! This function moves the robots and handles collisions between robots and
+! other robots or junkheaps.
+
+[ MoveRobots i j robot_x robot_y hit;
+ ! Traverse the list of active robots. At this point there should be no
+ ! 'dead' robots in the list.
+ for (i = 0, hit = 0 : i < active_robots : i++) {
+ robot_x = RobotX(i);
+ robot_y = RobotY(i);
+
+ ! Remove the robot from the playing field and the game board (though
+ ! not from the robot list.
+ DrawObject(robot_x, robot_y, ' ');
+ PutPiece(robot_x, robot_y, Empty);
+
+ ! The robot will always try to move towards the player, regardless of
+ ! obstacles.
+ if (robot_x ~= player_x) {
+ if (robot_x < player_x)
+ robot_x++;
+ else
+ robot_x--;
+ }
+
+ if (robot_y ~= player_y) {
+ if (robot_y < player_y)
+ robot_y++;
+ else
+ robot_y--;
+ }
+
+ ! Any robot moving onto a junk heap is destroyed. Otherwise, the robot
+ ! is inserted on the playing field at its new location.
+ if (GetPiece(robot_x, robot_y) == JunkHeap) {
+ hit = 1;
+ RobotList-->i = -1;
+ UpdateScore(1);
+ } else {
+ ! Draw the robot on screen to reduce the flicker. The final
+ ! drawing is done in the next loop, as some robots may have
+ ! been erased by other moving robots.
+ DrawObject(robot_x, robot_y, Robot);
+ PutRobot(robot_x, robot_y, i);
+ }
+ }
+
+ ! If a robot was removed, clean up the robot list.
+ if (hit)
+ CleanRobotList();
+
+ ! To make sure that no robot is accidentally 'removed' from the board
+ ! (which could happen if a robot onto another robot before the other
+ ! robot moves, since the other robot will 'blank' its old position on
+ ! the board) we draw all the robots again.
+ for (i = 0, hit = 0 : i < active_robots : i++) {
+ robot_x = RobotX(i);
+ robot_y = RobotY(i);
+
+ ! If two robots ended up in the same position, there was a
+ ! collision. I don't know if it's a good idea or not, but I
+ ! don't want to do the robot-removal yet, so just set a flag
+ ! that there are collisions to detect.
+ if (GetPiece(robot_x, robot_y) == Robot)
+ hit = 1;
+
+ DrawObject(robot_x, robot_y, Robot);
+ PutPiece(robot_x, robot_y, Robot);
+ }
+
+ ! If no robots collided, all is done.
+ if (~~hit)
+ rtrue;
+
+ CleanRobotList();
+
+ ! At least one collision occured. It's time to find out which robots
+ ! collided. This code is the game's major cause of slowdown.
+ for (i = 0, hit = 0 : i < active_robots - 1 : i++) {
+ for (j = i + 1 : j < active_robots : j++) {
+ if (RobotList-->i ~= -1 && RobotList-->i == RobotList-->j) {
+ robot_x = RobotX(i);
+ robot_y = RobotY(i);
+
+ PutPiece(robot_x, robot_y, JunkHeap);
+ DrawObject(robot_x, robot_y, JunkHeap);
+
+ RobotList-->i = -1;
+ RobotList-->j = -1;
+
+ ! Don't give the player any points for robots killing him/her
+ if (robot_x ~= player_x || robot_y ~= player_y)
+ UpdateScore(2);
+
+ ! Since RobotList-->i now is -1, we won't find any other
+ ! robots on the same position, so terminate the inner loop.
+ ! I don't know if it'd be better to save the position of
+ ! robot i, and follow the loop to its very end.
+ break;
+ }
+ }
+ }
+
+ ! I know at least one collision occured, and therefore I know that robots
+ ! have been removed.
+ CleanRobotList();
+
+ ! And even now we are not done: What if three robots went to the same
+ ! square? In that case, there should be a robot sitting on a junkheap
+ ! now. This can only happen if the previous loop detected a collision
+ ! between two robots.
+ for (i = 0, hit = 0 : i < active_robots : i++) {
+ robot_x = RobotX(i);
+ robot_y = RobotY(i);
+
+ if (GetPiece(robot_x, robot_y) == JunkHeap) {
+ hit = 1;
+ RobotList-->i = -1;
+
+ if (robot_x ~= player_x || robot_y ~= player_y)
+ UpdateScore(1);
+ }
+ }
+
+ if (hit)
+ CleanRobotList();
+];
+
+! --------------------------------------------------------------------------
+! THE GAME BOARD
+! --------------------------------------------------------------------------
+
+! These two functions are used for printing the game board. This is done both
+! when starting on a level and when using the 'R'edraw command.
+
+[ DrawPlayingField i x y;
+ @erase_window 1;
+
+ ! Draw the border around the game board.
+ DrawHorizontalLine(1);
+ DrawHorizontalLine(FieldRows + 2);
+
+ x = FieldColumns + 2;
+
+ for (i = 2 : i <= FieldRows + 1 : i++) {
+ @set_cursor i 1; print (char) '|';
+ @set_cursor i x; print (char) '|';
+ }
+
+ ! Draw the robots on the game board.
+ for (i = 0 : i < active_robots : i++)
+ DrawObject(RobotX(i), RobotY(i), Robot);
+
+ ! If some robots have died, we have to traverse the entire PlayingField
+ ! looking for junkheaps. Fortunately, this only happens when 'R'edrawing
+ ! the screen, which shouldn't be very often.
+ if (active_robots < num_robots) {
+ for (x = 0 : x < FieldColumns : x++) {
+ for (y = 0 : y < FieldRows : y++) {
+ if (GetPiece(x, y) == JunkHeap) {
+ DrawObject(x, y, JunkHeap);
+ }
+ }
+ }
+ }
+
+ ! Put some help text to the right of the game board.
+ x = FieldColumns + 4;
+
+ @set_cursor 1 x; print "Directions:";
+
+ @set_cursor 3 x; print "y k u";
+ @set_cursor 4 x; print " @@92|/ ";
+ @set_cursor 5 x; print "h-.-l";
+ @set_cursor 6 x; print " /|@@92 ";
+ @set_cursor 7 x; print "b j n";
+
+ @set_cursor 9 x; print "Commands:";
+
+ @set_cursor 11 x; print "w: wait for end";
+ @set_cursor 12 x; print "t: teleport";
+ @set_cursor 13 x; print "q: quit";
+ @set_cursor 14 x; print "r: redraw screen";
+
+ @set_cursor 16 x; print "Legend:";
+
+ @set_cursor 18 x; print (char) Robot, ": robot";
+ @set_cursor 19 x; print (char) JunkHeap, ": junk heap";
+ @set_cursor 20 x; print (char) Player, ": you";
+
+ if (wait_bonus > 0) {
+ @set_cursor 24 x; print "Bonus: ", wait_bonus;
+ wait_bonus = -1;
+ }
+
+ @set_cursor 22 x; print "Score: ", score;
+ @set_cursor 23 x; print "High: ", high_score;
+
+ ! Finally, draw the player on the game board.
+ DrawObject(player_x, player_y, Player);
+ DrawObject(player_x, player_y, 0);
+];
+
+[ DrawHorizontalLine row i;
+ @set_cursor row 1;
+
+ print (char) '+';
+
+ for (i = 0 : i < FieldColumns : i++)
+ print (char) '-';
+
+ print (char) '+';
+];
+
+! --------------------------------------------------------------------------
+! HELP FUNCTIONS
+! --------------------------------------------------------------------------
+
+[ Strong str;
+ style bold;
+ print (string) str;
+ style roman;
+];
+
+[ Emphasize str;
+ style underline;
+ print (string) str;
+ style roman;
+];
+
+! Test is a coordinate is safe to move it, ie that
+!
+! a) There is no junkheap on it
+! b) There are no robots on any adjacent coordinate
+
+[ SafeSpot xpos ypos x y;
+ if (GetPiece(xpos, ypos) == JunkHeap)
+ rfalse;
+
+ for (x = xpos - 1 : x <= xpos + 1 : x++) {
+ for (y = ypos - 1 : y <= ypos + 1 : y++) {
+ if (InsideField(x, y) && GetPiece(x, y) == Robot)
+ rfalse;
+ }
+ }
+
+ rtrue;
+];
+
+! Update the score after killing 'n' robots. If 'n' is 0 it will simply
+! redraw the score. If we are 'W'aiting, the score is not written since it
+! is not known whether or not the player will actually get points until he
+! or she has survived the entire level.
+
+[ UpdateScore n x;
+ if (n) {
+ if (waiting) {
+ wait_bonus = wait_bonus + n * (BonusScore - RobotScore);
+ score = score + (n * BonusScore);
+ } else
+ score = score + (n * RobotScore);
+ }
+
+ if (~~waiting) {
+ x = FieldColumns + 11;
+
+ @set_cursor 22 x; print score;
+
+ if (score > high_score) {
+ high_score = score;
+ @set_cursor 23 x; print high_score;
+ }
+ }
+];
+
+! Ask the user if he or she wants to play another game
+
+[ AnotherGame x;
+ x = FieldColumns + 4;
+ @set_cursor 24 x;
+ print "Another game? ";
+
+ for (::) {
+ switch (ReadKeyPress()) {
+ 'Y': rtrue;
+ 'N': rfalse;
+ }
+ }
+];
+
+! Get a new position for the player. This is used both when 'T'eleporting and
+! when starting on a new level, and ensures that the player will not land on
+! any robot or junkpile. The player may, however, land right next to a robot,
+! which is fatal when 'T'eleporting, and uncomfortable when starting on a new
+! level.
+
+[ GetNewPlayerPos;
+ for (::) {
+ player_x = random(FieldColumns) - 1;
+ player_y = random(FieldRows) - 1;
+
+ if (GetPiece(player_x, player_y) == Empty)
+ break;
+ }
+];
+
+! The code which checks for robots colliding is horrendously inefficient, so
+! in order to speed it up as the game proceeds, remove 'dead' robots from the
+! list and keep a counter of 'active' robots.
+
+[ CleanRobotList i j;
+ for (i = 0, j = 0 : i < active_robots : i++) {
+ if (RobotList-->i ~= -1) {
+ RobotList-->j = RobotList-->i;
+ j++;
+ }
+ }
+
+ active_robots = j;
+];
+
+! --------------------------------------------------------------------------
+! INITIALIZATION
+! --------------------------------------------------------------------------
+
+! Initialize the PlayingField and RobotList
+
+[ InitPlayingField i x y;
+ active_robots = num_robots;
+
+ for (i = 0 : i < FieldSize : i++)
+ PlayingField->i = Empty;
+
+ for (i = 0 : i < num_robots : i++) {
+ for (::) {
+ x = random(FieldColumns) - 1;
+ y = random(FieldRows) - 1;
+
+ if (GetPiece(x, y) == Empty) {
+ PutPiece(x, y, Robot);
+ PutRobot(x, y, i);
+ break;
+ }
+ }
+ }
+
+ GetNewPlayerPos();
+];
+
+! --------------------------------------------------------------------------
+! PRIMITIVES
+! --------------------------------------------------------------------------
+
+! Produce an annoying 'beep', if the sound is turned on. The sound is toggled
+! with 'S', which, since it isn't properly documented, must surely be a bug
+! rather than a feature. :-)
+
+[ DoBeep;
+ if (beep_flag)
+ @sound_effect 1;
+];
+
+! Read a single character from stream 1 (the keyboard) and return it. If the
+! character is lower-case, it is translated to upper-case first.
+
+[ ReadKeyPress x;
+ @read_char 1 -> x;
+
+ if (x >= 'a' && x <= 'z')
+ x = x - ('a' - 'A');
+
+ return x;
+];
+
+! These two primitives are used for reading the PlayingField and inserting new
+! values in it respectively.
+
+[ GetPiece x y;
+ return PlayingField->(y * FieldColumns + x);
+];
+
+[ PutPiece x y type;
+ PlayingField->(y * FieldColumns + x) = type;
+];
+
+! These three primitives are used for getting and setting the coordinates of
+! a robot respectively. A dead robot is marked as -1 in RobotList, and it is
+! up to the calling functions to test this if necessary.
+
+[ RobotX n;
+ return (RobotList-->n) / 256;
+];
+
+[ RobotY n;
+ return (RobotList-->n) % 256;
+];
+
+[ PutRobot x y n;
+ RobotList-->n = x * 256 + y;
+];
+
+! Print a character on the game board. Note that it is up to the calling
+! function to make sure that this bears any resemblance to what is actually
+! stored in the PlayingField.
+
+[ DrawObject x y c;
+ x = x + 2;
+ y = y + 2;
+
+ @set_cursor y x;
+
+ if (c)
+ print (char) c;
+];
+
+! Primitive for testing if a coordinate is inside the game board.
+
+[ InsideField x y;
+ if (x >= 0 && y >= 0 && x < FieldColumns && y < FieldRows)
+ rtrue;
+
+ rfalse;
+];
+
+end;