From: Jason Self Date: Wed, 21 Aug 2019 03:12:01 +0000 (-0700) Subject: Import ROBOTS: Another abuse of the Z-machine by Torbjörn Andersson. X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=843dbb06b6c19d300475afa1d40edcebf57116de;p=robots.git Import ROBOTS: Another abuse of the Z-machine by Torbjörn Andersson. Release 6 From http://www.ifarchive.org/if-archive/games/source/inform/robots.inf --- 843dbb06b6c19d300475afa1d40edcebf57116de diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..98e9ba5 --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +robots.z* \ No newline at end of file diff --git a/COPYING b/COPYING new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +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: + + Copyright (C) + 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 +. + + 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 +. diff --git a/README b/README new file mode 100644 index 0000000..0a2da1d --- /dev/null +++ b/README @@ -0,0 +1,32 @@ +This repository contains a copy of ROBOTS: Another abuse of the +Z-machine by Torbjörn Andersson. + +http://www.ifarchive.org/if-archive/games/source/inform/robots.inf + +To compile this game you will also need version 6 of the Inform +compiler from https://jxself.org/git/?p=inform.git + +Once the compiler has been compiled and is ready for use return to +this directory and run: + + inform robots.inf + +You will then get the story file for this game that can be run using +any appropriate Z-Machine interpreter, such as Frotz. Your GNU/Linux +distro probably has that packaged already for easy installation. + +-- +Copyright (C) 2019 Jason Self + +You may copy, redistribute and/or modify this 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 file 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 file. If not, see https://gnu.org/licenses/. \ No newline at end of file diff --git a/robots.inf b/robots.inf new file mode 100644 index 0000000..afb2f96 --- /dev/null +++ b/robots.inf @@ -0,0 +1,739 @@ +! -------------------------------------------------------------------------- +! "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;