find-thrash/findthrash.bas

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REM SmallBASIC
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REM Small RL game forked of my Robotfindskitten game
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REM BY ASCIIBENEFACTOR
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rem unfinished !
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REM GET DICT FILE WITH ITEM NAMES
' x:28,y14
linenb=10
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colnb=18
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win=false
score=0
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pl={hp:30,hpx:30,name:"testacles",
dmg:3}
mob={}
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robx=fix(rnd*colnb)
roby=fix(rnd*linenb)
kitx=fix(rnd*colnb)
kity=fix(rnd*linenb)
kitchar = charget
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' amount mob
amob = 7
' amount thrash (items)
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amount = 5
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endgame=false
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thrash = array("{0:{}}")
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map={}
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rem prg start
genThrash(amount)
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borderscr()
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dbinit()
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rem grafx loop waiting for win
repeat
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' if win
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if robx = kitx AND roby = kity then
win=true
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endgame=true
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locate linenb,1
print " You found kitten!"
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fi
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kbctrl()
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printobj()
printui()
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printrob()
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itemcolscan()
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until win
REM ======FUNCTION SPACE =========-
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sub remtrash(x,y)
locate thrash[y].y,thrash[x].x
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? " "
end
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' scan if ypur om the same tile as item
sub itemcolscan()
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for i = 1 to amount
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if robx=thrash[i].x and roby=thrash[i].y then
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locate linenb+3,2
print thrash[i].text
thrash[i].onscreen = false
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fi
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next
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end
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' KEYBOARD CMD and scr bounds scan
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sub kbctrl()
kb = inkey
' delete old rob
locate roby,robx
? " "
select case kb
case "h"
if robx > 0 then
robx = robx-1
fi
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' if monstscan(dirP
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case "j"
if roby < linenb then
roby = roby+1
fi
case "k"
if roby > 0 then
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roby = roby-1
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dir="y-"
fi
case "l"
if robx < colnb then
robx = robx+1
dir="y+"
fi
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case "q"
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' debug show all continupusly updated content on screen
locate 3,3
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print "testt"
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end select
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' print again to show changes
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printrob()
end
sub printui()
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locate linenb+2,1
print "HP: "+pl.hp
locate linenb+2,8
? "dmg"+pl.dmg
locate linenb+3,1
print pl.name
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end
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sub monscan(arg)
end
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sub printrob()
locate roby,robx
print "@"
end
sub printobj()
rem print thrash
for it=1 to amount
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if thrash[it].onscreen then
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local objx = thrash[it].x
local objy = thrash[it].y
locate objy,objx
print thrash[it].ch
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else
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' put the item in the unaccesible region of screen
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thrash[it].x = 0
thrash[it].y = 0
fi
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next
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rem and aftr print kitty
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locate kity,kitx
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print "@"
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end
func charget()
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select case fix(rnd*6)
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case 1
return "&"
case 2
return "%"
case 3
return "#"
case 4
return "?"
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case 5
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return "+"
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case 6
return "$"
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end select
end
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rem Items are represented by thrash so this func also gens items stats
' assisigning it to the thrash[x].obj object. which will then go as such in the pl inv
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sub genthrash(amount)
for index = 1 to amount
local tx = fix(rnd*colnb)
local ty = fix(rnd*linenb)
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thrash[index].obj = weap.knife
itnam=thrash[index].obj.name
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thrash[index].x = tx
thrash[index].y = ty
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thrash[index].ch = charge
thrash[index].text = itnam
thrash[index].onscreen = true
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next
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func genitem()
local proto={}
proto = weap.knife
return proto
end
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end
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func dbinit()
' tload weapdb.dat, byref weap
weap={}
weap.knife = {name:knife,dmg:3}
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end
sub borderscr()
cls
for i = 0 to linenb+1
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locate i+1,colnb+1
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? "#"
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for i2 = 0 to colnb+1
locate linenb+1,i2
print "X"
next
next
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end
func genmob(lvl)
for i = 0 to amob
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pmob[i] = {dmg:2,hpx:30}
pmob[i] = {hp:
30,name:jello}
pmob[i].x = fix(rnd*colnb)
pmob[i].y =fix(rnd*linenb)
pmob[i].alive = true
pmob[i].onscreen = true
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next
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end