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  qbs_str my mod
Posted by: Jack - 04-19-2022, 01:18 AM - Forum: General Discussion - Replies (9)

as seen here https://qb64phoenix.com/forum/showthread...114#pid114 I worked on changing the qbs_str function for double and float
I went ahead and incorporated the changes in libqb.cpp and built QB64, here's a sample

Code: (Select All)
$Console:Only
_Dest _Console

Print Factorial_Recursive(1000)

Function Factorial_Recursive## (n As Integer)
    If n = 0 Then Factorial_Recursive## = 1: Exit Function
    Factorial_Recursive## = n * Factorial_Recursive##(n - 1)
End Function
output
Quote:4.02387260077093773F+2567

Press any key to continue
even though I did some testing for bugs some may have slipped trough

looks like I found a bug, not ready for prime-time

it has a strange effect on print using
Code: (Select All)
$Console:Only
_Dest _Console
Dim As _Float f

f = Factorial_Recursive(50)
Print Using "##.##################"; f
Print f

Function Factorial_Recursive## (n As Integer)
    If n = 0 Then Factorial_Recursive## = 1: Exit Function
    Factorial_Recursive## = n * Factorial_Recursive##(n - 1)
End Function
Quote:%30414093201713378039796484017234741538658648106343392576177963008.000000000000000000
3.0414093201713378F+64

Press any key to continue

Print this item

  QBJS - QBasic for the Web
Posted by: dbox - 04-18-2022, 07:10 PM - Forum: Programs - Replies (2)

Hi all,

Just wanted to share (again) the QBJS project that I've been working on.

Here is the original post from the qb64.org forum: https://qb64forum.alephc.xyz/index.php?topic=4670.0

What is QBJS?
It is an answer to the question, "What would it be like if QBasic and Javascript had a child together?"

It is an effort to bring the fun and accessibility of the classic QBasic syntax to the modern web browser.  The project is, of course, heavily inspired by both QBasic and QB64.  The main QB-to-Javascript converter is written in QB64 and compiles itself to Javascript for use on the web.  There is a simple IDE with a stripped-down, classic QB look-and-feel.

   

I'll plan to post updates here as new releases are available and/or advances of note are made with the project.

Try it out here:
https://boxgm.itch.io/qbjs

Learn More:
If you are interested to learn more I'm trying to document as much as I can on the project wiki on github.  Here are a few pages of note:

  • QBasic Language Support
    This page describes the overall approach, what differences exist to QBasic/QB64 and features unique to QBJS
  • Supported Keywords
    Lists the set of keywords supported by the current stable release and the level of compatibility with QBasic/QB64
    Keyword links are currently broken which pointed back to the QB64 wiki
  • Roadmap
    The place to document what fixes and enhancements are being worked on for the in-progress release as well as some general planning for the future.
  • Samples
    A centralized place for QBJS code samples.
    Many of these were shared on the previous forum. This page was put together hastily, it should improve in format and organization with time.

As always I am very interested in any and all feedback!

Print this item

  C code sanity check
Posted by: Jack - 04-18-2022, 04:39 PM - Forum: Help Me! - Replies (1)

would you guys test the following code for logic errors?
the goal here is to replace the current double to string conversion that's faulty in QB64
I must have concluded at least a dozen times that all was ok only to discover a bug
[edit1]
restricted the maximum digits to 15, with 16 digits there are too many cases that suffer from floating-point inaccuracies, like trying to print 1d-21 would give 9.999999999999999d-22
[edit2]
added a test program, let me know what you think
[edit3]
added another test

Code: (Select All)
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <time.h>

#define QB64_MINGW

int str(double value){
    char buf[64];
    char buf2[64];
    int32_t i, j, lsd, exp;
    //double value=.000000000000000000001; //3.141592653589e3; //3.141592653589793e-10;
    #ifdef QB64_MINGW
        __mingw_sprintf((char*)&buf,"% .14Le",(long double) value);
    #else
        sprintf((char*)&buf,"% .14Le",(long double) value);
    #endif
    exp=atoi(&buf[18]);
    lsd=16;
    while((buf[lsd]=='0')&&(lsd>0)) lsd--;
    buf2[0]=buf[0]; // copy sign
    if(exp==0){
        for(i=1;i<=(lsd);i++){
            buf2[i]=buf[i];
        }
        if(buf2[lsd]=='.') // if no digits after . then nip it
            buf2[lsd]=0;   // by zero terminating
        else
            buf2[lsd+1]=0; // zero terminate
    }
    else if(exp<0){
        if((lsd-exp)>=19){ // use sci format
            for(i=1;i<=lsd;i++){
                buf2[i]=buf[i];
            }
            if(buf2[lsd]=='.'){
                buf2[lsd]='D';
                sprintf(&buf2[lsd+1],"%+03d", exp);
            }
            else{
                buf2[lsd+1]='D';
                sprintf(&buf2[lsd+2],"%+03d", exp);
            }
        }
        else{
            buf2[1]='.';
            for(i=2;i<=abs(exp);i++){
                buf2[i]='0';
            }
            buf2[abs(exp)+1]=buf[1]; // first non-zero digit
            j=3;                     // skip decimal point
            for(i=abs(exp)+2;i<(abs(exp)+lsd);i++){
                buf2[i]=buf[j];
                j++;
            }
            buf2[abs(exp)+lsd]=0; // zero terminate
        }
    }
    else if(exp>0){
        if((lsd<17)&&(exp<15)){
            buf2[1]=buf[1]; // first digit
            j=3;            // skip over .
            for(i=2;i<=(exp+1);i++){
                buf2[i]=buf[j];
                j++;
            }
            if((lsd>exp)&&(lsd>(j-1))){
                buf2[exp+2]='.';
                for(i=exp+3;i<=(lsd);i++){
                    buf2[i]=buf[j];
                    j++;
                }
                buf2[lsd+1]=0;
            }
            else{
                buf2[exp+2]=0;
            }
    }
    else{
        for(i=0;i<=lsd;i++){
            buf2[i]=buf[i];
        }
        if(buf2[lsd]=='.'){
            buf2[lsd]='D';
            sprintf(&buf2[lsd+1],"%+03d", exp);
        }
        else{
            buf2[lsd+1]='D';
            sprintf(&buf2[lsd+2],"%+03d", exp);
        }
    }
}
    printf("%s", buf2);
    return 0;
}

int main(void){
    time_t t;
    double x;
    char* ptr;
    char strx[50]="3141592653589793";
    char c;
    int i, j, k;
    srand((unsigned) time(&t));
    for(i=1;i<3;i++){
        for(j=1;j<15;j++){
            k=rand() %j;
            c=strx[k];
            strx[k]='.';
            x=strtod(strx,&ptr);
            str(x); printf("% .14e   %s\n",x,strx);
            strx[k]=c;
        }
    }
    printf("%s\n","====================================================");
    char stry[50]="3.141592653589793e";
    for(i=1;i<3;i++){
        for(j=1;j<15;j++){
            k=rand() %j;
            k=k * (13 - (-13)) + (-13);
            sprintf(&stry[18],"%d", k);
            x=strtod(stry,&ptr);
            str(x); printf("% .14e   %s\n",x,stry);
        }
    }
    printf("%s\n","====================================================");
    strx[0]='1';
    for(j=1;j<41;j++){
        for(i=1;i<=j;i++){
            strx[i]='0';
        }
        strx[i]=0;
        x=strtod(strx,&ptr);
        str(x); printf("% .14e   %s\n",x,strx);
    }
    printf("%s\n","====================================================");
    strx[0]='.';
    for(j=1;j<41;j++){
        for(i=1;i<=j;i++){
            strx[i]='0';
        }
        strx[i]='1';
        strx[i+1]=0;
        x=strtod(strx,&ptr);
        str(x); printf("% .14e   %s\n",x,strx);
    }
    return 0;
}

Print this item

  libtommath bignum for Win-64
Posted by: Jack - 04-18-2022, 02:31 PM - Forum: One Hit Wonders - Replies (1)

this is header translation for 64-bit QB64 on Windows x64 of LibTomMath https://www.libtom.net/
LibTomMath is in the public domain, no strings attached

LibTomMath.bi

Code: (Select All)
$If 64BIT Then
    Const MP_28BIT = 0
    Const MP_64BIT = 1
    '    Type _unsigned _integer64
    '        As _Unsigned _Integer64 mpdigit
    '    End Type
    Type private_mp_word
        As String * 128 mpword
    End Type
    Const MP_DIGIT_BIT = 60
$Else
        Type _unsigned _integer64
        mpdigit As _Unsigned Long
        End Type
        Type private_mp_word
        mpword As _Unsigned _Integer64
        End Type
        Const _unsigned _integer64_BIT = 28
        Const MP_28BIT = 1
        Const MP_64BIT = 0
$End If

Type mp_int
    used As Long
    alloc As Long
    sign As Long
    dp As _Offset
End Type

Declare Dynamic Library "libtommath"
    Function mp_init& (a As mp_int) ' as mp_err
    Function mp_init_size& (a As mp_int, Byval size As Long) ' as mp_err
    Function mp_init_i32& (a As mp_int, Byval b As Long) ' as mp_err
    Function mp_init_l& (a As mp_int, Byval b As Long) ' ' as mp_err
    Function mp_init_u32& (a As mp_int, Byval b As _Unsigned Long) ' as mp_err
    Function mp_init_ul& (a As mp_int, Byval b As _Unsigned Long) ' as mp_err
    Function mp_init_i64& (a As mp_int, Byval b As _Integer64) ' as mp_err
    Function mp_init_ll& (a As mp_int, Byval b As _Integer64) ' as mp_err
    Function mp_init_u64& (a As mp_int, Byval b As _Unsigned _Integer64) ' as mp_err
    Function mp_init_ull& (a As mp_int, Byval b As _Unsigned _Integer64) ' as mp_err
    Function mp_init_set& (a As mp_int, Byval b As _Unsigned _Integer64) ' as mp_err
    Function mp_init_set_int& (a As mp_int, Byval b As _Unsigned Long) ' as mp_err
    Function mp_init_copy (a As mp_int, b As mp_int) ' as mp_err
    Sub mp_clear (a As mp_int)
    Sub mp_exch (a As mp_int, b As mp_int)
    Function mp_shrink& (a As mp_int) ' as mp_err
    Function mp_grow& (a As mp_int, Byval size As Long) ' as mp_err
    Function mp_iseven& (a As mp_int) ' as long
    Function mp_isodd& (a As mp_int) ' as long
    Sub mp_zero (a As mp_int)
    Function mp_get_double# (a As mp_int) ' as double
    Function mp_set_double& (a As mp_int, Byval b As Double) ' as mp_err
    Function mp_get_i32& (a As mp_int) ' as long
    Function mp_get_l& (a As mp_int) ' as long
    Function mp_get_int~& (a As mp_int) ' as ulong
    Function mp_get_long~& (a As mp_int) ' as ulong
    Function mp_get_i64&& (a As mp_int) ' as longint
    Function mp_get_ll&& (a As mp_int) ' as longint
    Function mp_get_long_long~&& (a As mp_int) ' as ulongint
    Sub mp_set_i32 (a As mp_int, Byval b As Long)
    Sub mp_set_l (a As mp_int, Byval b As Long)
    Function mp_set_long& (a As mp_int, Byval b As _Unsigned Long) ' as mp_err
    Sub mp_set_u32 (a As mp_int, Byval b As _Unsigned Long)
    Sub mp_set_ul (a As mp_int, Byval b As _Unsigned Long)
    Function mp_set_int& (a As mp_int, Byval b As _Unsigned Long) ' as mp_err
    Sub mp_set_i64 (a As mp_int, Byval b As _Integer64)
    Function mp_set_long_long& (a As mp_int, Byval b As _Unsigned _Integer64) ' as mp_err
    Sub mp_set_ll (a As mp_int, Byval b As _Integer64)
    Sub mp_set_u64 (a As mp_int, Byval b As _Unsigned _Integer64)
    Sub mp_set_ull (a As mp_int, Byval b As _Unsigned _Integer64)
    Sub mp_set (a As mp_int, Byval b As _Unsigned _Integer64)
    Function mp_get_mag_u32~& (a As mp_int) ' as ulong
    Function mp_get_mag_ul~& (a As mp_int) ' as ulong
    Function mp_get_mag_u64~&& (a As mp_int) ' as ulongint
    Function mp_get_mag_ull~&& (a As mp_int) ' as ulongint
    Function mp_copy (a As mp_int, b As mp_int) ' as mp_err
    Sub mp_clamp (a As mp_int)
    Function mp_export& (rop As _Offset, countp As _Unsigned Long, Byval order As Long, Byval size As _Unsigned Long, Byval endian As Long, Byval nails As _Unsigned Long, op As mp_int) ' as mp_err
    Function mp_import& (rop As mp_int, Byval count As _Unsigned Long, Byval order As Long, Byval size As _Unsigned Long, Byval endian As Long, Byval nails As _Unsigned Long, Byval op As _Offset) ' as mp_err
    Function mp_unpack& (rop As mp_int, Byval count As _Unsigned Long, Byval order As Long, Byval size As _Unsigned Long, Byval endian As Long, Byval nails As _Unsigned Long, op As _Offset) ' as mp_err
    Function mp_pack_count~& (a As mp_int, Byval nails As _Unsigned Long, Byval size As _Unsigned Long) ' as uinteger
    Function mp_pack& (rop As _Offset, Byval maxcount As _Unsigned Long, written As _Unsigned Long, Byval order As Long, Byval size As _Unsigned Long, Byval endian As Long, Byval nails As _Unsigned Long, op As mp_int) ' as mp_err
    Sub mp_rshd (a As mp_int, Byval b As Long)
    Function mp_lshd& (a As mp_int, Byval b As Long) ' as mp_err
    Function mp_div_2d& (a As mp_int, Byval b As Long, c As mp_int, d As mp_int) ' as mp_err
    Function mp_div_2& (a As mp_int, b As mp_int) ' as mp_err
    Function mp_div_3& (a As mp_int, c As mp_int, d As _Unsigned _Integer64) ' as mp_err
    Function mp_mul_2d& (a As mp_int, Byval b As Long, c As mp_int) ' as mp_err
    Function mp_mul_2& (a As mp_int, b As mp_int) ' as mp_err
    Function mp_mod_2d& (a As mp_int, Byval b As Long, c As mp_int) ' as mp_err
    Function mp_2expt& (a As mp_int, Byval b As Long) ' as mp_err
    Function mp_cnt_lsb& (a As mp_int) ' as long
    Function mp_rand& (a As mp_int, Byval digits As Long) ' as mp_err
    Function mp_rand_digit& (r As _Unsigned _Integer64) ' as mp_err
    Function mp_get_bit& (a As mp_int, Byval b As Long) ' as long
    Function mp_tc_xor& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_xor& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_tc_or& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_or& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_tc_and& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_and& (a As mp_int, b As mp_int, c As mp_int) 'as mp_err
    Function mp_complement& (a As mp_int, b As mp_int) ' as mp_err
    Function mp_tc_div_2d& (a As mp_int, Byval b As Long, c As mp_int) ' as mp_err
    Function mp_signed_rsh& (a As mp_int, Byval b As Long, c As mp_int) ' as mp_err
    Function mp_neg (a As mp_int, b As mp_int) ' as mp_err
    Function mp_abs& (a As mp_int, b As mp_int) ' as mp_err
    Function mp_cmp& (a As mp_int, b As mp_int) 'as mp_ord
    Function mp_cmp_mag& (a As mp_int, b As mp_int) ' as mp_ord
    Function mp_add& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_sub& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_mul& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_sqr& (a As mp_int, b As mp_int) ' as mp_err
    Function mp_div& (a As mp_int, b As mp_int, c As mp_int, d As mp_int) ' as mp_err
    Function mp_mod& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_incr& (a As mp_int) ' as mp_err
    Function mp_decr& (a As mp_int) ' as mp_err
    Function mp_cmp_d& (a As mp_int, Byval b As _Unsigned _Integer64) ' as mp_ord
    Function mp_add_d& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int) ' as mp_err
    Function mp_sub_d& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int) ' as mp_err
    Function mp_mul_d& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int) ' as mp_err
    Function mp_div_d& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int, d As _Unsigned _Integer64) ' as mp_err
    Function mp_mod_d& (a As mp_int, Byval b As _Unsigned _Integer64, c As _Unsigned _Integer64) ' as mp_err
    Function mp_addmod& (a As mp_int, b As mp_int, c As mp_int, d As mp_int) ' as mp_err
    Function mp_submod& (a As mp_int, b As mp_int, c As mp_int, d As mp_int) ' as mp_err
    Function mp_mulmod& (a As mp_int, b As mp_int, c As mp_int, d As mp_int) ' as mp_err
    Function mp_sqrmod& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_invmod& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_gcd& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_exteuclid& (a As mp_int, b As mp_int, U1 As mp_int, U2 As mp_int, U3 As mp_int) ' as mp_err
    Function mp_lcm& (a As mp_int, b As mp_int, c As mp_int) ' as mp_err
    Function mp_root_u32& (a As mp_int, Byval b As _Unsigned Long, c As mp_int) ' as mp_err
    Function mp_n_root& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int) ' as mp_err
    Function mp_n_root_ex& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int, Byval fast As Long) ' as mp_err
    Function mp_sqrt& (arg As mp_int, ret As mp_int) ' as mp_err
    Function mp_sqrtmod_prime& (n As mp_int, prime As mp_int, ret As mp_int) ' as mp_err
    Function mp_is_square& (arg As mp_int, ret As Long) ' as mp_err
    Function mp_jacobi& (a As mp_int, n As mp_int, c As Long) ' as mp_err
    Function mp_kronecker& (a As mp_int, p As mp_int, c As Long) ' as mp_err
    Function mp_reduce_setup& (a As mp_int, b As mp_int) ' as mp_err
    Function mp_reduce& (x As mp_int, m As mp_int, mu As mp_int) ' as mp_err
    Function mp_montgomery_setup& (n As mp_int, rho As _Unsigned _Integer64) ' as mp_err
    Function mp_montgomery_calc_normalization& (a As mp_int, b As mp_int) ' as mp_err
    Function mp_montgomery_reduce& (x As mp_int, n As mp_int, Byval rho As _Unsigned _Integer64) ' as mp_err
    Function mp_dr_is_modulus& (a As mp_int) ' as mp_bool
    Sub mp_dr_setup (a As mp_int, d As _Unsigned _Integer64)
    Function mp_dr_reduce& (x As mp_int, n As mp_int, Byval k As _Unsigned _Integer64) ' as mp_err
    Function mp_reduce_is_2k& (a As mp_int) ' as mp_bool
    Function mp_reduce_2k_setup& (a As mp_int, d As _Unsigned _Integer64) ' as mp_err
    Function mp_reduce_2k& (a As mp_int, n As mp_int, Byval d As _Unsigned _Integer64) ' as mp_err
    Function mp_reduce_is_2k_l& (a As mp_int) ' as mp_bool
    Function mp_reduce_2k_setup_l& (a As mp_int, d As mp_int) ' as mp_err
    Function mp_reduce_2k_l& (a As mp_int, n As mp_int, d As mp_int) ' as mp_err
    Function mp_exptmod& (G As mp_int, X As mp_int, P As mp_int, Y As mp_int) ' as mp_err
    Function mp_prime_is_divisible& (a As mp_int, result As Long) ' as mp_err
    Function mp_prime_fermat& (a As mp_int, b As mp_int, result As Long) ' as mp_err
    Function mp_prime_miller_rabin& (a As mp_int, b As mp_int, result As Long) ' as mp_err
    Function mp_prime_rabin_miller_trials& (ByVal size As Long) ' as long
    Function mp_prime_strong_lucas_selfridge& (a As mp_int, result As Long) ' as mp_err
    Function mp_prime_frobenius_underwood& (N As mp_int, result As Long) ' as mp_err
    Function mp_prime_is_prime& (a As mp_int, Byval t As Long, result As Long) ' as mp_err
    Function mp_prime_next_prime& (a As mp_int, Byval t As Long, Byval bbs_style As Long) ' as mp_err
    Function mp_prime_rand& (a As mp_int, Byval t As Long, Byval size As Long, Byval flags As Long) ' as mp_err
    Function mp_log_u32& (a As mp_int, Byval base As _Unsigned Long, c As _Unsigned Long) ' as mp_err
    Function mp_expt_u32& (a As mp_int, Byval b As _Unsigned Long, c As mp_int) ' as mp_err
    Function mp_expt_d& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int) ' as mp_err
    Function mp_expt_d_ex& (a As mp_int, Byval b As _Unsigned _Integer64, c As mp_int, Byval fast As Long) ' as mp_err
    Function mp_count_bits& (a As mp_int) ' as long
    Function mp_unsigned_bin_size& (a As mp_int) ' as long
    Function mp_read_unsigned_bin& (a As mp_int, Byval b As _Offset, Byval c As Long) ' as mp_err
    Function mp_to_unsigned_bin& (a As mp_int, Byval b As _Offset) ' as mp_err
    Function mp_to_unsigned_bin_n& (a As mp_int, Byval b As _Offset, outlen As _Unsigned Long) ' as mp_err
    Function mp_signed_bin_size& (a As mp_int) ' as long
    Function mp_read_signed_bin& (a As mp_int, Byval b As _Offset, Byval c As Long) ' as mp_err
    Function mp_to_signed_bin& (a As mp_int, Byval b As _Offset) ' as mp_err
    Function mp_to_signed_bin_n& (a As mp_int, Byval b As _Offset, outlen As _Unsigned Long) ' as mp_err
    Function mp_ubin_size~&& (a As mp_int) ' as uinteger
    Function mp_from_ubin& (a As mp_int, Byval buf As _Offset, Byval size As _Unsigned _Integer64) ' as mp_err
    Function mp_to_ubin& (a As mp_int, Byval buf As _Offset, Byval maxlen As _Unsigned _Integer64, written As _Unsigned _Integer64) ' as mp_err
    Function mp_sbin_size~&& (a As mp_int) ' as uinteger
    Function mp_from_sbin& (a As mp_int, Byval buf As _Offset, Byval size As _Unsigned _Integer64) ' as mp_err
    Function mp_to_sbin& (a As mp_int, Byval buf As _Offset, Byval maxlen As _Unsigned _Integer64, written As _Unsigned _Integer64) ' as mp_err
    Function mp_to_radix& (a As mp_int, str As String, Byval maxlen As _Unsigned _Integer64, written As _Unsigned _Integer64, Byval radix As Long) ' as mp_err
    Function mp_radix_size& (a As mp_int, Byval radix As Long, size As Long) ' as mp_err
    Function mp_read_radix& (a As mp_int, str As String, Byval radix As Long) ' as mp_err
    Function mp_toradix (a As mp_int, str As String, Byval radix As Long) ' as mp_err
    Function mp_toradix_n& (a As mp_int, str As String, Byval radix As Long, Byval maxlen As Long) ' as mp_err
End Declare

LibTomMath.bm
Code: (Select All)
Function mp_str$ (n As mp_int, radix As Long)
    Dim sresult As String
    Dim As Long status, size
    status = mp_radix_size&(n, radix, size)
    sresult = Space$(size) + Chr$(0)
    status = mp_toradix_n(n, sresult, radix, size)
    If status = 0 Then
        mp_str$ = _Trim$(sresult)
    Else
        mp_str$ = "error in mp_toradix"
    End If
End Function

Sub mp_val (s As String, n As mp_int, radix As Long)
    Dim value As String
    Dim status As Long
    Dim As Long ok
    value = s + Chr$(0)
    status = mp_read_radix(n, value, radix)
    If status <> 0 Then Print "could not read number"
End Sub

testTomMath.bas
Code: (Select All)
'$include: 'LibTomMath.bi'

Dim As mp_int n, m, r
Dim As Long ok
If mp_init(n) <> 0 Then Print "failed to initialize"
If mp_init(m) <> 0 Then Print "failed to initialize"
If mp_init(r) <> 0 Then Print "failed to initialize"
mp_val "2" + String$(100, "0"), n, 10
ok = mp_n_root&(n, 2, r)
Print mp_str(r, 10)
ok = mp_sqrt&(n, m)
Print mp_str(m, 10)


mp_clear r
mp_clear m
mp_clear n

'$include: 'LibTomMath.bm'


get the 64-bit dll
.zip   libtommath.zip (Size: 59.37 KB / Downloads: 119)

Print this item

  Assassins 64: Blast from the past
Posted by: kinem - 04-18-2022, 12:28 AM - Forum: Programs - Replies (6)

Here's my latest version of the old (2001) game. I've worked a bit on the bad guys' behavior recently, so it's a bit better (I think) than the version I posted recently on the old forum.

Code: (Select All)
'1PSA64-3.BAS by Dr. Jacques Mallah (jackmallah@yahoo.com)
'Compile with QB64
DECLARE SUB endit () : DECLARE SUB onscreen () : DECLARE SUB paintsprites ()
DECLARE SUB medkit.etc () : DECLARE SUB showhealth () : DECLARE SUB badguys ()
DECLARE SUB yourmove () : DECLARE SUB time () : DECLARE SUB yourshot ()
DECLARE SUB crashtest (bx!, by!, vx!, vy!) : DECLARE FUNCTION atan2! (y!, x!)
DECLARE SUB showbadguy (b%) : DECLARE SUB showbadshot (x%) : DECLARE SUB showurshot (x%)
DECLARE SUB raycast () : DECLARE SUB btexture (xx%, dd%, bcc%, c%, bcc2%)
DECLARE SUB putcircle (x%, y%, R%, col%, circdis!) : DECLARE SUB showmed (b%)
DECLARE SUB putbox (x1!, y1%, x2!, y2%, col%, boxdis!): declare sub readmap()
DECLARE SUB intro () : DECLARE SUB maketables () : DECLARE SUB makeworld ()
DECLARE SUB hLINE (x1%, x2%, y%, c%) : DECLARE SUB vline (x%, yt%, yb%, c%), keys()
declare function lsight%(b%): ntx% = 7: sizey% = 30: sizex% = 60: shift = 49
Dim kbmatrix%(128), odd%(319)
Dim fmap%(sizex% - 1, sizey% - 1), wdis(319), testin%(ntx%, 63, 63), dsfc(319)
Dim cmap%(sizex% - 1, sizey% - 1), sb1%(159, 199), st(1800), ct(1800), hicol%(255)
Dim map%(sizex% - 1, sizey% - 1), tant(1800), xb%(1800), yb%(1800), sb2%(160 * 192 + 1)
Dim lowcol%(-128 To 127), bicol%(255), atx%(319), ammo%(2), oammo%(2), stt(1800), ctt(1800)
Call readmap: c% = nmeds% + nammo% - 1: ReDim med%(c%), scmed(c%), mx(c%), my(c%)
ReDim medis(c%), medx(c%), medy(c%), dis(nspr%), spord%(nspr%), disi%(nspr%)
ReDim sht(nshots%), shosht%(nshots%), shtx(nshots%), shty(nshots%), vshx(nshots%), vshy(nshots%)
ReDim shtang%(nshots%), shtdis(nshots%), dela%(nshots%), shtht%(nshots%), plasma%(nshots%)
ReDim bgh%(nbguysm1%), bgx(nbguysm1%), bgy(nbguysm1%), robo%(nbguysm1%)
ReDim x(nbguysm1%), y(nbguysm1%), vbx(nbguysm1%), vby(nbguysm1%)
ReDim scbg(nbguysm1%), bgang%(nbguysm1%), bgsht(nbguysm1%), lastx(nbguysm1%), lasty(nbguysm1%)
ReDim bgshosht%(nbguysm1%), bgshtx(nbguysm1%), bgshty(nbguysm1%)
ReDim bgvshx(nbguysm1%), bgvshy(nbguysm1%), bgshtdis(nbguysm1%)
ReDim bgdela%(nbguysm1%), bgshtht%(nbguysm1%), active%(nbguysm1%): _FullScreen: delta.t = .1
Call intro: maketables: makeworld: Get (0, 8)-(319, 199), sb2%()

main: raycast: keys: yourshot: time: yourmove: badguys: showhealth: medkit.etc
Call paintsprites: onscreen: endit: GoTo main

spritedata:
Data 0,6,2,1,0,4,""

'Map: each character (>"0") is a color or texture
'0 is empty space.  Outer walls must not contain any 0's, ?'s, or r's
'1, 2, 3, 4, 5, 6, 7, 8, 9, :, ;, <, +, >, @, A are wall textures
'4 is the map, A is the rainbow
'? is an ice block "door"
'r is random: 50% chance of ice, else texture @

'. = empty, B = bad guy, R = robot, M = medkit, L = ammo, P = the President / player
mapdata:
Data "666666667546C66666666666666666666666666666666666666666666666"
Data "6.R..?.......6....M6L..................RR?................L6"
Data "6....1.......A.....?...................BB3................M6"
Data "6....1.......@.....6662?266666662526666666666664?766666666?6"
Data "6....1.......?.....6.....................6.................6"
Data "6....1.......>.....6.....................?.................6"
Data "6....1.......=.....6.....................6.................1"
Data "6....?.......<.....666666666444666666666?6.................1"
Data "6....2.......;.....6.........1...........6.......BBBB......1"
Data "6....2.......:.....6..BBBB...2......B....?.................6"
Data "6....2.......9.....6..BBBB...3...........6.................6"
Data "6....2.......8.....6.........4...........6.................6"
Data "6....?.......7.....6.........A777777777776666664?76666666666"
Data "6....3.......6.....6.......................................6"
Data "6....3.......5.....6.......................................6"
Data "6....3.......4.....7.......................................6"
Data "6....?.......3.....6.......................................6"
Data "6....4BBB....2..R..6.......................................6"
Data "6....4BBB....1LMMM612?45633?333333333333?33336.............6"
Data "6....4BBB....6657666.....6...................6.............6"
Data "6....4BBB....?.LLL.6.....6...................6.............6"
Data "6....4BBB....?.MMM.6.....6.......BBB.........?.............6"
Data "6....555555555555556.....r...................6.............6"
Data "6.........?.....M..6.....6...................6666666466666?6"
Data "6.........r........6.....6AAAAAAA?AAAAAAAAAA46.............3"
Data "6.........r........A.........................6.............4"
Data "6..B......r........A..BBBB...................?.............1"
Data "6.........r.....P..A.........................6...RRRR......2"
Data "6.........r.....L..A.............LLLLMMMM....6.............6"
Data "6155555555555556AAA66666666666666AAA666656666666666656666666"

Rem $STATIC
Function atan2 (y, x)
    If x = 0 Then
        If y > 0 Then atan2 = 90 Else If y < 0 Then atan2 = 270
    ElseIf x > 0 Then
        atan2 = (Atn(y / x) * 57.2958 + 360) Mod 360
    Else
        atan2 = (Atn(y / x) * 57.2958 + 180)
    End If
End Function

Sub badguys
    Shared nbguysm1%, testin%(), bgx(), bgy(), delta.t, bgh%(), dis()
    Shared px, py, bx, by, vx, vy, fdt, scbg(), bgang%(), x(), y(), fram%, ph%
    Shared bgsht(), bgshosht%(), bgvshx(), bgvshy(), ct(), st(), bgshtdis()
    Shared inx%, iny%, map%(), fmap%(), bsa%, bgshtx(), bgshty(), bgdela%()
    Shared bgshtht%(), nbguys%, vbx(), vby(), snd%, kills%, robo%(), active%(), lastx(), lasty()

    For x% = 0 To nbguysm1%
    testin%(4, Int(bgx(x%)) + 2, Int(bgy(x%)) + 19) = 0: Next

    'bad guys: Note: I want to add some AI!
    damp = .8 ^ fdt: sqrdt = Sqr(delta.t) * 6
    For x% = 0 To nbguysm1%

        If bgh%(x%) > 0 Then
            If lsight%(x%) Then
                active%(x%) = 1: lastx(x%) = bx: lasty(x%) = by
            Else
                If active%(x%) = 1 Then active%(x%) = 2
            End If

            bbgx = px - bgx(x%): bbgy = py - bgy(x%)
            dis(x%) = Sqr(bbgx * bbgx + bbgy * bbgy) + .01

            chase = 2 * delta.t * (1 + robo%(x%)) * -(active%(x%) > 0)
            bbgx = lastx(x%) - bgx(x%): bbgy = lasty(x%) - bgy(x%)
            cdis = Sqr(bbgx * bbgx + bbgy * bbgy) + .01
            If active%(x%) = 2 And cdis < .3 Then active%(x%) = 0

            vbx(x%) = vbx(x%) * damp + (Rnd - .5) * sqrdt + bbgx / cdis * chase
            vby(x%) = vby(x%) * damp + (Rnd - .5) * sqrdt + bbgy / cdis * chase
            If (px - bgx(x%)) ^ 2 + (py - bgy(x%)) ^ 2 < 1 Then
                vbx(x%) = vbx(x%) - bbgx / dis(x%) * fdt
                vby(x%) = vby(x%) - bbgy / dis(x%) * fdt
                vx = vx + bbgx / dis(x%) * fdt
                vy = vy + bbgy / dis(x%) * fdt
            End If

            'don't crowd bad guys
            For y% = 0 To nbguysm1%
                If x% <> y% And bgh%(y%) > 0 Then
                    bsdis = Sqr((bgy(x%) - bgy(y%)) ^ 2 + (bgx(x%) - bgx(y%)) ^ 2 + .01)
                    If bsdis < 1 Then
                        vbx(x%) = vbx(x%) - (bgx(y%) - bgx(x%)) / bsdis * fdt
                        vby(x%) = vby(x%) - (bgy(y%) - bgy(x%)) / bsdis * fdt
                    End If
            End If: Next

            svx% = Sgn(vbx(x%)): svy% = Sgn(vby(x%))
            crashtest bgx(x%) + .15 * svx%, bgy(x%) + .15 * svy%, vbx(x%), vby(x%)
            If map%(inx%, iny%) = 15 And active%(x%) = 0 Then active%(x%) = 3: icex = inx%: icey = iny%
            crashtest bgx(x%) - .15 * svx%, bgy(x%) + .15 * svy%, vbx(x%), vby(x%)
            If map%(inx%, iny%) = 15 And active%(x%) = 0 Then active%(x%) = 3: icex = inx%: icey = iny%
            crashtest bgx(x%) + .15 * svx%, bgy(x%) - .15 * svy%, vbx(x%), vby(x%)
            If map%(inx%, iny%) = 15 And active%(x%) = 0 Then active%(x%) = 3: icex = inx%: icey = iny%

            bgx(x%) = bgx(x%) + vbx(x%) * delta.t: bgy(x%) = bgy(x%) + vby(x%) * delta.t
            scbg(x%) = 2 / (dis(x%) + .01)
            bgang%(x%) = atan2(bgy(x%) - by, bgx(x%) - bx) * 5
            delba% = (bgang%(x%) - bsa% + 1800) Mod 1800
            x(x%) = delba% - scbg(x%) * 20: y(x%) = 100 - 25 * scbg(x%)

            'bad guy's shot
            If bgsht(x%) <= 0 And active%(x%) = 1 Or active%(x%) = 3 Then
                bgsht(x%) = 20 + Rnd: bgshosht%(x%) = 1: 'create shot
                bgshtx(x%) = bgx(x%): bgshty(x%) = bgy(x%)
                If active%(x%) = 3 Then active%(x%) = 0: bgang%(x%) = atan2(bgy(x%) - icey, bgx(x%) - icex) * 5
                bgsta% = (bgang%(x%) + 900) Mod 1800
                bgvshx(x%) = ct(bgsta%) * 7
                bgvshy(x%) = st(bgsta%) * 7

                'test if other bad guys are blocking the shot; if so don't shoot
                tbsx = bgx(x%): tbsy = bgy(x%): tbsvx = bgvshx(x%): tbsvy = bgvshy(x%)
                Do: tbsx = tbsx + tbsvx * delta.t: tbsy = tbsy + tbsvy * delta.t
                    crashtest tbsx, tbsy, tbsvx, tbsvy: k% = map%(inx%, iny%)
                    For y% = 0 To nbguysm1%
                        If x% <> y% And bgh%(y%) > 0 Then
                            bsdis = Sqr((tbsy - bgy(y%)) ^ 2 + (tbsx - bgx(y%)) ^ 2 + .01)
                            If bsdis < .5 Then k% = -1
                    End If: Next
                    bsdis = Sqr((tbsy - by) ^ 2 + (tbsx - bx) ^ 2 + .01)
                    If bsdis < .5 Then k% = -2
                Loop Until k%
                If k% = -1 Then bgsht(x%) = 0: bgshosht%(x%) = 0
            End If
        End If

        'bad guy's shot
        If bgsht(x%) > 0 And bgshosht%(x%) Then
            crashtest bgshtx(x%), bgshty(x%), bgvshx(x%), bgvshy(x%)
            k% = map%(inx%, iny%)
            If k% Then
                bgshosht%(x%) = 0
                If k% = 15 And bgsht(x%) > 0 Then
                    map%(inx%, iny%) = 0
                    testin%(4, inx% + 2, iny% + 19) = 0
                End If
            Else
                bgshtx(x%) = bgshtx(x%) + bgvshx(x%) * delta.t
                bgshty(x%) = bgshty(x%) + bgvshy(x%) * delta.t
                bbx = bgshtx(x%) - bx: bby = bgshty(x%) - by
                bgshtang% = atan2(bby, bbx) * 5
                bgshtdis(x%) = Sqr(bby * bby + bbx * bbx + .01)
                dis(x% + nbguys%) = bgshtdis(x%)
                'fix damage test
                If bgshtdis(x%) < .5 Then
                    ph% = ph% - bgsht(x%) / 4 - 2.5 * (1 + robo%(x%)): bgshosht%(x%) = 0
                    If snd% Then Sound 150, 1
                    vx = vx + bgvshx(x%) * .05: vy = vy + bgvshy(x%) * .05
                End If
                'kill each other?
                For y% = 0 To nbguysm1%
                    If x% <> y% And bgh%(y%) > 0 Then
                        bsdis = Sqr((bgshty(x%) - bgy(y%)) ^ 2 + (bgshtx(x%) - bgx(y%)) ^ 2 + .01)
                        If bsdis < .5 Then
                            bgh%(y%) = bgh%(y%) - bgsht(x%) / 2 - 1: bgshosht%(x%) = 0
                            vbx(y%) = vbx(y%) + bgvshx(x%) * .5: vby(y%) = vby(y%) + bgvshy(x%) * .5
                            If bgh%(y%) < 1 Then
                                fmap%(Int(bgx(y%)), Int(bgy(y%))) = 4 + 4 * robo%(y%)
                                kills% = kills% + 1: Exit For
                            End If
                        End If
                End If: Next
                bgdela%(x%) = (bgshtang% - bsa% + 1800) Mod 1800
                bgshtht%(x%) = 30 / bgshtdis(x%)
            End If
        End If
        If bgsht(x%) > 0 Then bgsht(x%) = bgsht(x%) - fdt

        If fram% / 2 = fram% \ 2 Then
            testin%(4, Int(px) + 2, Int(py) + 19) = 1
            If bgh%(x%) > 0 Then testin%(4, Int(bgx(x%)) + 2, Int(bgy(x%)) + 19) = 4 + 4 * robo%(x%)
        End If
    Next x%
End Sub

Sub crashtest (bx, by, vx, vy): 'note vx & vy args must be byref
    Shared map%(), delta.t, inx%, iny%
    Static oinx%, oiny%, nallcl%, chn2%, xsign%, ysign%, k%, kx%, ky%

    oinx% = Int(bx): oiny% = Int(by): nallcl% = 1
    px = bx + vx * delta.t: py = by + vy * delta.t
    inx% = Int(px): iny% = Int(py)
    ysign% = Sgn(vy): xsign% = Sgn(vx)
    chn2% = (inx% - oinx%) * xsign% + (iny% - oiny%) * ysign%
    k% = map%(inx%, iny%)
    If inx% = oinx% Then horz% = 1
    If iny% = oiny% Then vert% = 1
    If chn2% = 2 Then
        ys% = (1 + ysign%) \ 2: xs% = (1 + xsign%) \ 2
        kx% = map%(oinx%, iny%): ky% = map%(inx%, oiny%)
        tstang% = Sgn((px - bx) * (iny% + 1 - ys% - by) - (py - by) * (inx% + 1 - xs% - bx))
        tst% = xsign% * ysign% * tstang%
        If tst% = 1 And k% + ky% = 0 Then nallcl% = 0
        If tst% = -1 And k% + kx% = 0 Then nallcl% = 0
        If ky% = 0 Then
            horz% = 1
        Else
            vert% = 1: k% = ky%: If tst% = 1 Then iny% = oiny%
        End If
        If kx% Then
            horz% = 1: k% = kx%: If tst% = -1 Then inx% = oinx%
        Else
            vert% = 1
        End If
    End If: If k% = 0 Then nallcl% = 0
    If nallcl% Then
        If horz% And vert% And ky% = 0 And kx% = 0 Then
            If tst% = 1 Then horz% = 0 Else vert% = 0
        End If
        If vert% Then vx = 0
        If horz% Then vy = 0
    End If
End Sub

Function lsight% (b%)
    Shared map%(), delta.t, inx%, iny%, px, py, bgx(), bgy()
    delx = bgx(b%) - px: dely = bgy(b%) - py: delmag = Sqr(delx ^ 2 + dely ^ 2)
    lx = px: ly = py: delx = delx / delmag / delta.t: dely = dely / delmag / delta.t: lt% = 0
    Do: crashtest lx, ly, delx, dely: lx = lx + delx * delta.t: ly = ly + dely * delta.t
        lt% = lt% + 1
    Loop Until map%(inx%, iny%) Or lt% >= delmag
    lsight% = (map%(inx%, iny%) = 0)
End Function

Sub endit
    Shared kills%, nbguysm1%, nbguys%, kbmatrix%(), goon%, ph%, bgh%(), snd%

    If kbmatrix%(1) - 1 And ph% > 0 And kills% < nbguys% Then
        goon% = 2
    Else
        goon% = goon% - 1
    End If
    If goon% = 0 Then
        Locate 2, 1:
        If kills% = nbguys% And ph% > 0 Then
            Print "President Snore, you made it!": If snd% Then Play "mf gcfde"
        Else
            Print "You die"
            For t% = 400 To 200 Step -20
                If snd% Then Sound t%, 1
                tim = Timer: Do: Loop Until Timer > tim
            Next
        End If
        tim = Timer + .5: Do: Loop Until Timer > tim
        Sleep 1: End
    End If
End Sub

Sub hLINE (x1%, x2%, y%, c%)
    Shared sb1%(), hicol%(): ccc% = hicol%(c%) + c%
    If x1% < 0 Then x1% = 0
    If x2% > 319 Then x2% = 319
    For x% = Int(x1% / 2) To Int(x2% / 2)
        sb1%(x%, y%) = ccc%
    Next
End Sub

Sub intro: Shared snd%, nbguys%, nrobo%
    Cls: Print "By Dr. Jacques Mallah", , "Assassins Edition.64"
    Print: Print "In the year 3001 AD:"
    Print "You, President Sal Snore of the United Snows of Antarctica,"
    Print "are trapped in the Wight House with a bunch of guys trying to kill you. "
    Print "They also reprogrammed your robot bodyguard(s).": Print
    Print "Luckily, you have your trusty plasma gun (press 1) and machine gun (press 2)"
    Print "and plas-cannon (press 3; uses plasma gun ammo)."
    Print "Hiding's not your style.  You'll show them who's the boss!"
    Print "Kill 'em all to win.  ("; nbguys% - nrobo%; " guy(s) and "; nrobo%; " robot(s))": Print
    Print "use arrow forward, back to move; use arrow left, right to rotate"
    Print "Alt to strafe with arrow left, right"
    Print "Ctrl to shoot"
    Print "To fight, try getting some distance and using strafe"
    Print "Try shooting out some ice blocks"
    Print "pick up ";: Color 0, 2: Print "-";: Color 7, 0: Print " ammo, and ";
    Color 4, 15: Print "+";: Color 7, 0: Print " medical kits when needed"
    Print "After starting, press Esc to take the easy way out - suicide!"
    Print "press any key to start, SPACE for no sound": Print
    Print "The # at the top left corner is frames per second"
    Print "The bar at the bottom is your health."
    Print "j to toggle cheat mode";
    i$ = Input$(1): If i$ <> " " Then snd% = 1
End Sub

Sub maketables
    Shared st(), ct(), dsfc(), hicol%(), lowcol%(), bicol%(), atx%(), tant()
    Shared xb%(), yb%(), spord%(), nspr%, stt(), ctt()
    For tmp1% = 0 To 1800
        st(tmp1%) = Sin(tmp1% * Atn(1) / 225): stt(tmp1%) = st(tmp1%) * 256
        ct(tmp1%) = Cos(tmp1% * Atn(1) / 225): ctt(tmp1%) = ct(tmp1%) * 256
    Next tmp1%
    st(0) = 10 ^ -9: st(900) = 10 ^ -9: st(1800) = st(0)
    stt(0) = 10 ^ -7: stt(900) = 10 ^ -7
    ct(450) = 10 ^ -9: ct(1350) = 10 ^ -9
    ctt(450) = 10 ^ -7: ctt(1350) = 10 ^ -7
    For t% = 0 To 1800
        sqct = Abs(1 / ct(t%)): sqt = Abs(1 / st(t%))
        If sqt > sqct Then nn = sqct * 255 Else nn = sqt * 255
        xb%(t%) = ct(t%) * nn: yb%(t%) = st(t%) * nn
    tant(t%) = st(t%) / ct(t%): Next
    yb%(0) = 0: yb%(900) = 0
    xb%(450) = 0: xb%(1350) = 0
    For x% = 0 To 319
        atx%(x%) = Atn((x% - 160) * 3.14159 / 900) * 900 / 3.14159
        dsfc(x%) = 100 / Abs(ct((atx%(x%) + 1800) Mod 1800))
    Next
    For c% = 0 To 255
        hicol%(c%) = &H100 * (c% + &H100 * (c% > &H7F))
        lowcol%(c% - 128) = c% - 128 - &H100 * ((c% - 128) < 0)
        bicol%(c%) = &H100 * (c% + &H100 * (c% > &H7F)) + c%
    Next
    For x% = 0 To nspr%: spord%(x%) = x%: Next
End Sub

Sub readmap
    Shared fmap%(), sizex%, sizey%, testin%(), hicol%(), cmap%(), map%(), ntx%
    Shared ph%, nbguysm1%, bgh%(), bgy(), bgx(), oldtim, nmeds%, medx(), medy()
    Shared nshots%, med%(), ammo%(), weap$, px, py, sa, nmeds%, nammo%, robo%()
    Shared maxshots%, nbguys%, nshots%, nspr%, nbguyst2%, nrobo%
    Shared scmed(), mx(), my(), medis()
    Shared F0%, F1%, F2%, F3%, F4%, F5%, bg$
    DefInt N
    Randomize Timer: nmeds% = 0: nammo% = 0: px = 17.5: py = 27.5: sa = 1190
    Read F0%, F1%, F2%, F3%, F4%, F5%, bg$: nb = 0

    For y = 0 To sizey% - 1: Read i$: For x = 0 To sizex% - 1
        ii$ = Mid$(i$, x + 1, 1): map%(x, y) = Asc(ii$) - 48
        If ii$ = "." Then map%(x, y) = 0
            If ii$ = "B" Or ii$ = "R" Then nb = nb + 1: If ii$ = "R" Then nrobo% = nrobo% + 1
            If map%(x, y) = 66 Then map%(x, y) = 16 + (Rnd < .5)
            If map%(x, y) < 0 Then map%(x, y) = map%(x, y) + 256
            If y = 0 Or x = 0 Or y = sizey% - 1 Or x = sizex% - 1 Then
                If map%(x, y) = 0 Then map%(x, y) = 14
                If map%(x, y) = 15 Then map%(x, y) = 14
            End If
            If ii$ = "M" Then nmeds% = nmeds% + 1
            If ii$ = "L" Then nammo% = nammo% + 1
            If ii$ = "P" Then px = x + .5: py = y + .5: map%(x, y) = 0
    Next: Next

    maxshots% = 9: nbguys% = nb: nbguysm1% = nbguys% - 1: nbguyst2% = nbguys% * 2
    nshots% = maxshots%: nspr% = maxshots% + nbguyst2% + nmeds% + nammo%
End Sub


Sub makeworld
    Shared fmap%(), sizex%, sizey%, testin%(), hicol%(), cmap%(), map%(), ntx%
    Shared ph%, nbguysm1%, bgh%(), bgy(), bgx(), oldtim, nmeds%, medx(), medy()
    Shared nshots%, med%(), ammo%(), weap$, px, py, sa, nmeds%, nammo%, robo%()
    Shared maxshots%, nbguys%, nshots%, nspr%, snd%
    Shared scmed(), mx(), my(), medis()
    Shared F0%, F1%, F2%, F3%, F4%, F5%, bg$
    DefInt N, T, X-Y
    Screen 13: nb = 0: nm = 0: nam = nmeds%: If snd% Then Play "mb"
    nshots% = 1: weap$ = " plasma gun": ammo%(0) = 24: ammo%(1) = 200

    For y = 1 To sizey% - 2: For x = 1 To sizex% - 2

        If map%(x, y) = 18 Then map%(x, y) = 0: bgx(nb) = x + .5: bgy(nb) = y + .5: nb = nb + 1
            If map%(x, y) = 34 Then
                map%(x, y) = 0: bgx(nb) = x + .5: bgy(nb) = y + .5: robo%(nb) = 1: nb = nb + 1
            End If
            If map%(x, y) = Asc("M") - 48 Then
                medx(nm) = x + .5: medy(nm) = y + .5: map%(x, y) = 0: med%(nm) = 1: nm = nm + 1 'meds
            End If
            If map%(x, y) = Asc("L") - 48 Then
                medx(nam) = x + .5: medy(nam) = y + .5: map%(x, y) = 0: med%(nam) = 1: nam = nam + 1 'ammo
            End If

    Next: Next

    For t = 0 To ntx%: For x = 0 To 63: For y = 0 To 63
        testin%(t, x, y) = (t * 14 + Sqr((x - 32) ^ 2 + (y - 32 - Rnd * t) ^ 2)) Mod 256
        testin%(t, x, y) = testin%(t, x, y) + hicol%(t + 1 + (Rnd < .1))
    Next: Next: Next

    For x = 2 To 61: For y = 19 To 48
    testin%(4, x, y) = map%(x - 2, y - 19): Next: Next
    For x = 0 To 59: For y = 0 To 29: fmap%(x, y) = ((x + y) Mod 16) + 128
        If map%(x, y) = 15 Then fmap%(x, y) = 15
            Next: Next: For x = 16 To 18: For y = 26 To 28
    fmap%(x, y) = 208: Next: Next
    fmap%(39, 15) = -7: fmap%(24, 10) = -2: fmap%(17, 25) = 0
    For x = 20 To 35: fmap%(x, 25) = 20 - x: Next

    For x = 0 To 59: For y = 0 To 29: cmap%(x, y) = 26
        If x / 2 = x \ 2 Or y / 2 = y \ 2 Then cmap%(x, y) = 27
            If x / 2 = x \ 2 And y / 2 = y \ 2 Then cmap%(x, y) = 15
            Next: Next: For x = 16 To 18: For y = 26 To 28
    cmap%(x, y) = 208: Next: Next: cmap%(17, 27) = 15

    Color 16: Print "Abandon": Print "all dope"
    Print "Your ad": Print "  here:": Print " $100": Print " Call"
    Print " 1-800-": Print " EATS": Print "  ???": Print " QB 64"
    Print " I  $": Print: Print " Wight": Print " House": Print " HIT"
    Print: Print " Who's": Print "da man?": Print " Please": Print "recycle"
    Print "   JM": For x = 0 To 63: For y = 0 To 15
        If Point(x, y) Then testin%(1, x, y + 1) = 15
            If Point(x, y + 16) Then testin%(5, x, y + 8) = 0
            If Point(x, y + 32) Then testin%(5, x, y + 24) = 0
            If Point(x, y + 48) Then testin%(5, x, y + 40) = 0
            If Point(x, y + 64) Then testin%(6, x, y + 32) = 7
            If Point(x, y + 80) Then testin%(2, x, y + 1) = 4
            If Point(x, y + 96) Then testin%(4, x, y + 1) = 15
            If Point(x, y + 112) And y < 8 Then testin%(5, x, y + 56) = 0
            If Point(x, y + 128) Then testin%(3, x, y + 48) = 1
            If Point(x, y + 144) Then testin%(0, x, y + 48) = 6
            If Point(x, y + 160) Then testin%(7, x, y + 32) = 9
    Next: Next: Color 15
    For x = 0 To 63: For y = 0 To 63
        t = 15: If (Rnd * 60 > y) Then t = 24 + Rnd * 6
            testin%(7, x, y) = (testin%(7, x, y) And &HFF) + hicol%(t)
    Next: Next

    ph% = 100: For x% = 0 To nbguysm1%: bgh%(x%) = 100: If robo%(x%) Then bgh%(x%) = 1250
        If bgx(x%) = 0 Then
            randloc:
            bgx(x%) = Int(Rnd * (sizex% - 1) + 1) + .5
            bgy(x%) = Int(Rnd * (sizey% - 1) + 1) + .5
            If map%(Int(bgx(x%)), Int(bgy(x%))) GoTo randloc
        End If
    Next: oldtim = Timer

End Sub

DefSng T, X-Y
Sub medkit.etc: 'medkits and ammo boxes
    Shared nmeds%, medis(), nbguyst2%, maxshots%, medx(), medy(), scmed(), dis()
    Shared mx(), my(), ph%, bx, by, bgx(), bgy(), bgh%(), med%(), nbguysm1%, bsa%
    Shared ammo%(), nammo%, robo%()

    For x% = 0 To nmeds% + nammo% - 1
        If med%(x%) Then
            medis(x%) = Sqr((bx - medx(x%)) ^ 2 + (by - medy(x%)) ^ 2)
            dis(x% + nbguyst2% + maxshots% + 1) = medis(x%)
            scmed(x%) = 3 / (dis(x% + nbguyst2% + maxshots% + 1) + .01)
            bgang% = atan2(medy(x%) - by, medx(x%) - bx) * 5
            delba% = (bgang% - bsa% + 1800) Mod 1800
            mx(x%) = delba% - scmed(x%) * 10: my(x%) = 100 + 15 * scmed(x%)
            If medis(x%) < .36 Then
                If x% < nmeds% And ph% < 95 Then
                    med%(x%) = 0: ph% = ph% + 35: If ph% > 98 Then ph% = 98
                End If
                If x% >= nmeds% Then
                    med%(x%) = 0: ammo%(0) = ammo%(0) + 16: ammo%(1) = ammo%(1) + 100
                End If
            End If
            For y% = 0 To nbguysm1%
                If bgh%(y%) > 0 And robo%(y%) = 0 Then
                    bsdis = (bgx(y%) - medx(x%)) * (bgx(y%) - medx(x%)) + (bgy(y%) - medy(x%)) * (bgy(y%) - medy(x%))
                    If med%(x%) And bsdis < .6 And bgh%(y%) < 95 And y% <> 8 And x% < nmeds% Then
                        med%(x%) = 0: bgh%(y%) = bgh%(y%) + 35: If bgh%(y%) > 98 Then bgh%(y%) = 98
                    End If
            End If: Next
    End If: Next

End Sub

Sub onscreen
    Shared bitex%, fire, sb1%(), mg%, omg%, weap$, ammo%(), oammo%(), sb2%()
    Shared kills%, okills%, oofram%, ofram%

    bitex% = 1: t% = (fire > 0) * 15: hLINE 155, 166, 100, -t%
    vline 160, 96, 104, 15 + t%: bitex% = 0

    'draw on screen
    Wait &H3DA, 8: 'wait for screen refresh

    For x% = 0 To 159: For y% = 8 To 199
        sb2%(2 + x% + 160 * (y% - 8)) = sb1%(x%, y%)
    Next: Next
    Put (0, 8), sb2%(), PSet


    If mg% <> omg% Or kills% > okills% Or ammo%(mg% And 1) <> oammo%(mg% And 1) Then
        Locate 1, 10: Print weap$;
        Print Using " ####"; ammo%(mg% And 1);
        Print Using " ammo ### "; kills%;: Print "kill";
        If kills% <> 1 Then Print "s"; Else Print " ";
        omg% = mg%: okills% = kills%: oammo%(mg% And 1) = ammo%(mg% And 1)
    End If
    If oofram% <> ofram% Then
        Locate 1, 1: Print Using "### fps"; ofram%;: oofram% = ofram%
    End If

End Sub

Sub paintsprites
    Shared nspr%, spord%(), dis(), nbguyst2%, nbguys%, maxshots%, disi%()

    'This uses the painter's algorithm with an exchange sort to show sprites
    For x% = 0 To nspr%: disi%(spord%(x%)) = dis(spord%(x%)) * 512: Next
    For x% = 0 To nspr% - 1: For y% = x% + 1 To nspr%
        If disi%(spord%(y%)) > disi%(spord%(x%)) Then Swap spord%(x%), spord%(y%)
        Next: Next: For xx% = 0 To nspr%
        If spord%(xx%) < nbguys% Then
            showbadguy spord%(xx%)
        ElseIf spord%(xx%) < nbguyst2% Then
            showbadshot spord%(xx%) - nbguys%
        ElseIf spord%(xx%) < nbguyst2% + maxshots% + 1 Then
            showurshot spord%(xx%) - nbguyst2%
        Else
            showmed spord%(xx%) - nbguyst2% - maxshots% - 1
    End If: Next xx%

End Sub

Sub putbox (x1, y1%, x2, y2%, col%, boxdis)
    Shared wdis()
    For x% = x1 To x2
        If x% >= 0 And x% < 320 Then
            If boxdis < wdis(x%) Then vline x%, y1%, y2%, col%
        End If
    Next
End Sub

Sub putcircle (x%, y%, R%, col%, circdis)
    Shared wdis()
    xb% = x% - R% + 1: xt% = x% + R% - 1
    If xb% > -1 And xb% < 320 Then
        If circdis < wdis(xb%) Then showc% = 1
    End If
    If xt% > -1 And xt% < 320 Then
        If circdis < wdis(xt%) Then showc% = showc% + 1
    End If
    If showc% = 1 Then
        For xx% = xb% To xt%
            If xx% > -1 And xx% < 320 Then
                If circdis < wdis(xx%) Then
                    shthtx% = R% * Sqr(1 - (xx% - x%) * (xx% - x%) / R% / R%) * .8
                    vline xx%, y% - shthtx%, y% + shthtx%, col%
                End If
            End If
        Next
    ElseIf showc% = 2 Then
        For xx% = xb% To xt%
            shthtx% = R% * Sqr(1 - (xx% - x%) * (xx% - x%) / R% / R%) * .8
            vline xx%, y% - shthtx%, y% + shthtx%, col%
        Next
    End If
End Sub

Sub raycast
    Shared wdis(), odd%(), st(), ct(), dsfc(), atx%(), hicol%(), testin%()
    Shared map%(), fmap%(), cmap%(), bicol%(), sb1%(), ntx%, gm%, xb%(), yb%()
    Shared sizex%, sizey%, lowcol%(), bx, by, efa%, px, py, bsa%, sa, stt(), ctt()
    bx = px: by = py: efa% = (sa + 1960) Mod 1800: bsa% = sa
    bxx% = bx * 256: byy% = by * 256: TIMR = Timer * 10: nttx% = 2 * ntx% + 1
    sizexf% = sizex% * 256: sizeyf% = sizey% * 256

    For x% = 0 To 319
        t% = (efa% + atx%(x%) + 1800) Mod 1800: xx% = x% \ 2

        If xx% = x% \ 2 Then
            rxx% = bxx%: ryy% = byy%: oinx% = rxx% \ 256: oiny% = ryy% \ 256
            inx% = oinx%: iny% = oiny%: ysign% = Sgn(yb%(t%)): xsign% = Sgn(xb%(t%))
            ys% = (1 - ysign%) \ 2: xs% = (1 - xsign%) \ 2
            yss& = ys% * 256 - byy%: xss& = xs% * 256 - bxx%

            'find dis & col
            oldi: Do: rxx% = rxx% + xb%(t%): ryy% = ryy% + yb%(t%)
                oinx% = inx%: oiny% = iny%
                inx% = rxx% \ &H100: iny% = ryy% \ &H100
                k% = map%(inx%, iny%)
                chn2% = (inx% - oinx%) * xsign% + (iny% - oiny%) * ysign%
            Loop Until chn2% = 2 Or k%
            If chn2% = 2 Then
                kx% = map%(oinx%, iny%)
                ky% = map%(inx%, oiny%)
                If k% + kx% + ky% = 0 GoTo oldi
                tst% = xsign% * ysign% * Sgn((rxx% - bxx%) * (iny% * 256 + yss&) - (ryy% - byy%) * (inx% * 256 + xss&))
                If (tst% = 1 And k% + ky% = 0) Or (tst% <= 0 And k% + kx% = 0) GoTo oldi
            End If
            horz% = 0: If inx% = (rxx% - xb%(t%)) \ &H100 Then horz% = chn2% And 1

            If chn2% = 2 Then
                If tst% > 0 Then
                    If ky% Then k% = ky%: iny% = oiny% Else horz% = 1
                Else
                    If kx% Then horz% = 1: k% = kx%: inx% = oinx%
                End If
            End If
        End If

        If horz% Then
            wdis(x%) = (iny% * 256 + yss&) / stt(t%)
            If t% > 1780 Or t% < 20 Or (t% > 880 And t% < 920) Then
                dis = (inx% * 256 + xss&) / ctt(t%): If dis > wdis(x%) Then wdis(x%) = dis
            End If
            xfrac = bx + wdis(x%) * ct(t%)
            bcc% = Int((xfrac - Int(xfrac)) * 63.9): If ys% = 0 Then bcc% = 63 - bcc%
        Else
            wdis(x%) = (inx% * 256 + xss&) / ctt(t%)
            If (t% > 1330 And t% < 1370) Or (t% > 430 And t% < 470) Then
                dis = (iny% * 256 + yss&) / stt(t%): If dis > wdis(x%) Then wdis(x%) = dis
            End If
            xfrac = by + wdis(x%) * st(t%)
            bcc% = Int((xfrac - Int(xfrac)) * 63.9): If xs% Then bcc% = 63 - bcc%
        End If

        dd% = dsfc(x%) / wdis(x%): odd%(x%) = dd%

        'load view to buffer
        If x% And 1 Then
            afx% = ctt(t%) * dsfc(x%): afy% = stt(t%) * dsfc(x%): yt% = dd% + 1
            fixfloor:
            If yt% < 92 Then
                fcxp% = (bxx% + afx% \ yt%): fcyp% = (byy% + afy% \ yt%)
                If fcxp% <= 0 Or fcyp% <= 0 Or fcxp% >= sizexf% Or fcyp% >= sizeyf% Then
                    sb1%(xx%, yt% + 99) = 0: sb1%(xx%, 100 - yt%) = 0: yt% = yt% + 1: GoTo fixfloor
                End If
            End If
            For y% = yt% To 92
                fcxp% = (bxx% + afx% \ y%): fcx% = fcxp% \ &H100
                fcyp% = (byy% + afy% \ y%): fcy% = fcyp% \ &H100
                flor% = fmap%(fcx%, fcy%)
                If flor% > 0 Then
                    sb1%(xx%, y% + 99) = bicol%(flor%)
                ElseIf flor% >= -ntx% Then
                    sb1%(xx%, y% + 99) = (testin%(-flor%, (fcxp% \ 4) And &H3F, (fcyp% \ 4) And &H3F) And &HFF) + hicol%(testin%(-flor%, (fcxp% \ 4) And &H3F, (fcyp% \ 4) And &H3F) And &HFF)
                Else
                    flor% = -flor% - ntx% - 1
                    fcxp% = (fcxp% \ 4) And &H3F: fcyp% = (fcyp% \ 4) And &H3F
                    tst% = (testin%(flor%, fcxp%, fcyp%) And &HFF00)
                    sb1%(xx%, y% + 99) = lowcol%((testin%(flor%, fcxp%, fcyp%) And &HFF00) \ 256) + tst%
                End If
                sb1%(xx%, 100 - y%) = bicol%(cmap%(fcx%, fcy%))
            Next
        End If
        If k% = nttx% + 1 Then k% = 0
        If k% > nttx% Then
            kx% = k%: If k% = 17 Then kx% = Int(TIMR + xfrac * 40) And &HFF
            yb% = 99 + dd%: If yb% > 191 Then yb% = 191
            yt% = 100 - dd%: If yt% < 8 Then yt% = 8
            If x% And 1 Then
                For y% = yt% To yb%: sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF) + hicol%(kx%): Next
            Else
                For y% = yt% To yb%: sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF00) + kx%: Next
            End If
        ElseIf x% And 1 Then
            If dd% > 31 Then
                hmd% = 100 - dd%: df% = (dd% + 4) \ 32: dof& = dd%: kx% = k% - ntx% - 1
                For yfrac% = 0 To 63: yt% = hmd% + (yfrac% * dof&) \ &H20: yb% = yt% + df%
                    If yt% < 8 Then yt% = 8
                    If yb% > &HBF Then yb% = &HBF
                    If k% <= ntx% Then
                        tst% = hicol%(testin%(k%, bcc%, yfrac%) And &HFF) + (testin%(k%, obcc%, yfrac%) And &HFF)
                    Else
                        tst% = (testin%(kx%, bcc%, yfrac%) And &HFF00) + lowcol%((testin%(kx%, obcc%, yfrac%) And &HFF00) \ 256)
                    End If
                For y% = yt% To yb%: sb1%(xx%, y%) = tst%: Next: Next
            Else
                yb% = 2 * dd% - 1: hmd% = 100 - dd%
                If k% <= ntx% Then
                    For y% = hmd% To 99 + dd%: yfrac% = ((y% - hmd%) * 63) \ yb%
                        sb1%(xx%, y%) = hicol%(testin%(k%, bcc%, yfrac%) And &HFF) + (testin%(k%, obcc%, yfrac%) And &HFF)
                    Next
                Else
                    kx% = k% - ntx% - 1
                    For y% = hmd% To 99 + dd%: yfrac% = ((y% - hmd%) * 63) \ yb%
                        sb1%(xx%, y%) = (testin%(kx%, bcc%, yfrac%) And &HFF00) + lowcol%((testin%(kx%, obcc%, yfrac%) And &HFF00) \ 256)
                    Next
                End If
            End If
        End If
    obcc% = bcc%: Next
End Sub

Sub showbadguy (b%)
    Shared bgh%(), scbg(), x(), y(), dis(), F0%, F1%, F2%, F3%, F4%, F5%, wdis(), robo%(), active%()
    If bgh%(b%) > 0 Then

        If x(b%) >= 0 And x(b%) <= 319 Then
            If dis(b%) < wdis(x(b%)) Then showb% = 1: 'active%(b%) = 1
        End If
        xt% = x(b%) + scbg(b%) * 40
        If xt% >= 0 And xt% < 320 Then
            If dis(b%) < wdis(xt%) Then showb% = 1: 'active%(b%) = 1
        End If
        If showb% Then
            If robo%(b%) Then F1% = 7
            putbox x(b%) + scbg(b%) * 16, y(b%) + 0, x(b%) + scbg(b%) * 24, y(b%) + scbg(b%) * 2, F0%, dis(b%)
            putbox x(b%) + scbg(b%) * 15, y(b%) + scbg(b%) * 2, x(b%) + scbg(b%) * 25, y(b%) + scbg(b%) * 10, F1%, dis(b%)
            putbox x(b%) + scbg(b%) * 10, y(b%) + scbg(b%) * 10, x(b%) + scbg(b%) * 30, y(b%) + scbg(b%) * 40, b%, dis(b%)
            putbox x(b%), y(b%) + scbg(b%) * 11, x(b%) + scbg(b%) * 10, y(b%) + scbg(b%) * 20, b%, dis(b%)
            putbox x(b%) + scbg(b%) * 30, y(b%) + scbg(b%) * 11, x(b%) + scbg(b%) * 40, y(b%) + scbg(b%) * 20, b%, dis(b%)
            putbox x(b%), y(b%) + scbg(b%) * 20, x(b%) + scbg(b%) * 5, y(b%) + scbg(b%) * 40, b%, dis(b%)
            putbox x(b%) + scbg(b%) * 35, y(b%) + scbg(b%) * 20, x(b%) + scbg(b%) * 40, y(b%) + scbg(b%) * 40, b%, dis(b%)
            putbox x(b%) + scbg(b%) * 10, y(b%) + scbg(b%) * 40, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 70, F3%, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 40, x(b%) + scbg(b%) * 30, y(b%) + scbg(b%) * 70, F3%, dis(b%)
            putbox x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 40, x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 50, F3%, dis(b%)
            putbox x(b%) + scbg(b%) * 7, y(b%) + scbg(b%) * 70, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 75, F4%, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 70, x(b%) + scbg(b%) * 33, y(b%) + scbg(b%) * 75, F4%, dis(b%)
            putbox x(b%) + scbg(b%) * 5, y(b%) + scbg(b%) * 35, x(b%) + scbg(b%) * 15, y(b%) + scbg(b%) * 40, F1%, dis(b%)
            putbox x(b%) + scbg(b%) * 25, y(b%) + scbg(b%) * 35, x(b%) + scbg(b%) * 35, y(b%) + scbg(b%) * 40, F1%, dis(b%)
            putbox x(b%) + scbg(b%) * 15, y(b%) + scbg(b%) * 25, x(b%) + scbg(b%) * 25, y(b%) + scbg(b%) * 35, F5%, dis(b%)
            putbox x(b%) + scbg(b%) * 16, y(b%) + scbg(b%) * 3, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 3, x(b%) + scbg(b%) * 24, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 16, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 4, 7, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 24, y(b%) + scbg(b%) * 4, 7, dis(b%)
            putbox x(b%) + scbg(b%) * 17, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 17, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 23, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 23, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 20, y(b%) + scbg(b%) * 5, x(b%) + scbg(b%) * 20, y(b%) + scbg(b%) * 6, 114, dis(b%)
            putbox x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 8, x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 8, 4, dis(b%)
            F1% = 6
        End If
    End If
End Sub

Sub showbadshot (x%)
    Shared bgsht(), bgshosht%(), bgdela%(), bgshtht%(), bgshtdis(), robo%()
    If bgsht(x%) > 0 And bgshosht%(x%) Then
        putcircle bgdela%(x%), 100, bgshtht%(x%), 4 + robo%(x%), bgshtdis(x%)
    End If
End Sub

Sub showhealth
    Shared gm%, ogm%, ph%, oph%
    If gm% Then ph% = 100
    If ph% - oph% Or gm% - ogm% Then
        For y% = 194 To 199
            hLINE 0, 319 * ph% / 100, y%, 1 + 14 * gm%
            hLINE 319 * ph% / 100 + 1, 319, y%, 4
        Next: ogm% = gm%: oph% = ph%
    End If
End Sub

Sub showmed (b%)
    Shared med%(), scmed(), mx(), my(), medis(), nmeds%
    '    Print b%, nmeds%
    If med%(b%) Then
        c% = (b% < nmeds%)
        putbox mx(b%) + 0, my(b%) + 0, mx(b%) + scmed(b%) * 20, my(b%) + scmed(b%) * 20, 2 - 13 * c%, medis(b%)
        putbox mx(b%) + scmed(b%) * 8, my(b%) + scmed(b%) * 3, mx(b%) + scmed(b%) * 13, my(b%) + scmed(b%) * 17, 2 - 2 * c%, medis(b%)
        putbox mx(b%) + scmed(b%) * 3, my(b%) + scmed(b%) * 8, mx(b%) + scmed(b%) * 17, my(b%) + scmed(b%) * 13, -4 * c%, medis(b%)
    End If
End Sub

Sub showurshot (x%)
    Shared mg%, fb%, sht(), shosht%(), dela%(), shtdis(), shtht%(), plasma%()
    If plasma%(x%) = 0 And sht(x%) > 0 And shosht%(x%) Then putcircle dela%(x%), 100 + 30 / shtdis(x%), shtht%(x%) / 3 + 1, 0, shtdis(x%)
    If plasma%(x%) = 1 And sht(x%) > 0 And shosht%(x%) Then putcircle dela%(x%), 100 + 10 / shtdis(x%), shtht%(x%) * 1.5, 13, shtdis(x%)
End Sub

Sub time
    Shared ofram%, delta.t, fdt, kbmatrix%(), gm%, fram%
    Static oldtimer&, oldtim, afram%, godit

    fram% = fram% + 1
    If Int(Timer) - oldtimer& Then
        ofram% = fram%: fram% = 0: oldtimer& = Int(Timer)
    End If

    afram% = afram% + 1
    If oldtim <> Timer Then
        delta.t = delta.t * .8 + (Timer - oldtim) * .2 / afram%
        oldtim = Timer: afram% = 0
        If delta.t > .1 Or delta.t < 0 Then delta.t = .1
        fdt = 14 * delta.t
    End If

    If kbmatrix%(36) And Timer > godit Then
        If gm% Then gm% = 0 Else gm% = 1: 'cheat mode
        godit = (Timer + 1) Mod 86400
    End If

End Sub

Sub vline (x%, yt%, yb%, c%)
    Static y%, xx%
    Shared sb1%(), hicol%(), odd%(), bicol%(), bitex%: xx% = x% \ 2
    If yt% < 8 Then yt% = 8
    If yb% > 191 Then yb% = 191
    If bitex% Then
        For y% = yt% To yb%: sb1%(xx%, y%) = bicol%(c%): Next
    ElseIf x% And 1 Then
        For y% = yt% To yb%
        sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF) + hicol%(c%): Next
    Else
        For y% = yt% To yb%: sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF00) + c%: Next
    End If
End Sub

Sub yourmove
    Shared kbmatrix%(), ct(), st(), efa%, shift, delta.t, fdt
    Shared px, py, sa, va, vx, vy, testin%(), bx, by
    If kbmatrix%(56) Then
        If kbmatrix%(77) Then
            vx = vx + ct((efa% + 450) Mod 1800) * shift * delta.t
            vy = vy + st((efa% + 450) Mod 1800) * shift * delta.t
        End If
        If kbmatrix%(75) Then
            vx = vx + ct((efa% + 1350) Mod 1800) * shift * delta.t
            vy = vy + st((efa% + 1350) Mod 1800) * shift * delta.t
        End If
    Else
        If kbmatrix%(77) Then va = va + shift * 90 * delta.t
        If kbmatrix%(75) Then va = va - shift * 90 * delta.t
    End If
    If kbmatrix%(72) Then
        vx = vx + ct(efa%) * shift * delta.t
        vy = vy + st(efa%) * shift * delta.t
    End If
    If kbmatrix%(80) Then
        vx = vx - ct(efa%) * shift * delta.t
        vy = vy - st(efa%) * shift * delta.t
    End If
    svx% = Sgn(vx): svy% = Sgn(vy)
    crashtest px + .15 * svx%, py + .15 * svy%, vx, vy
    crashtest px - .15 * svx%, py + .15 * svy%, vx, vy
    crashtest px + .15 * svx%, py - .15 * svy%, vx, vy
    px = px + vx * delta.t: py = py + vy * delta.t
    sa = (sa + va * delta.t) Mod 1800
    damp = 2 ^ -fdt
    vx = vx * damp: vy = vy * damp: va = va * damp
    testin%(4, Int(bx) + 2, Int(by) + 19) = 0
End Sub

Sub yourshot
    Shared kbmatrix%(), nshots%, weap$, sht(), ammo%(), shosht%(), bx, by, mg%
    Shared fdt, delta.t, snd%, fb%, ct(), st(), vshx(), vshy(), maxshots%
    Shared sizex%, sizey%, shtx(), shty(), map%(), inx%, iny%, testin%()
    Shared shtang%(), shtdis(), dis(), dela%(), shtht%(), fmap%(), efa%, sa, plasma%()
    Shared nbguys%, nbguysm1%, bgh%(), bgx(), bgy(), vbx(), vby(), fire, kills%, robo%()
    Static kk%

    If fire > 0 Then fire = fire - fdt * nshots%

    If kbmatrix%(2) Then mg% = 0: kk% = 0: nshots% = 1: weap$ = " plasma gun"
    If kbmatrix%(3) Then mg% = 1: nshots% = 10: weap$ = "machine gun"
    If kbmatrix%(4) Then mg% = 2: nshots% = 10: weap$ = "plas-cannon"

    If kbmatrix%(29) And fire <= 0 And sht(kk%) <= 0 And ammo%(mg% And 1) > 0 Then
        sht(kk%) = 20: shosht%(kk%) = 1: ammo%(mg% And 1) = ammo%(mg% And 1) - 1: 'create shot
        shtx(kk%) = bx: shty(kk%) = by: fire = 18: If snd% Then Sound 200, 1
        vshx(kk%) = ct(efa%) * 10: vshy(kk%) = st(efa%) * 10
        plasma%(kk%) = 1 - (mg% And 1)
        kk% = kk% + 1: If kk% = nshots% Then kk% = 0
    End If

    For x% = 0 To maxshots%
        If shtx(x%) < 1 Or shtx(x%) > sizex% - 1 Or shty(x%) < 0 Or shty(x%) > sizey% - 1 Then shosht%(x%) = 0
        If sht(x%) > 0 Then sht(x%) = sht(x%) - fdt
        If sht(x%) > 0 And shosht%(x%) Then
            crashtest shtx(x%), shty(x%), vshx(x%), vshy(x%)
            k% = map%(inx%, iny%)
            If k% Then shosht%(x%) = 0
            shtx(x%) = shtx(x%) + vshx(x%) * delta.t: shty(x%) = shty(x%) + vshy(x%) * delta.t
            If k% = 15 And sht(x%) > 0 Then
                map%(inx%, iny%) = 0
                testin%(4, inx% + 2, iny% + 19) = 0
            End If

            shtang%(x%) = atan2(shty(x%) - by, shtx(x%) - bx) * 5
            shtdis(x%) = Sqr((shty(x%) - by) ^ 2 + (shtx(x%) - bx) ^ 2 + .01)
            dis(x% + nbguys% * 2) = shtdis(x%)
            dela%(x%) = (shtang%(x%) - sa + 1800) Mod 1800
            shtht%(x%) = 30 / shtdis(x%)

            'damage test
            For y% = 0 To nbguysm1%
                bsdis = (shty(x%) - bgy(y%)) * (shty(x%) - bgy(y%)) + (shtx(x%) - bgx(y%)) * (shtx(x%) - bgx(y%))
                If bsdis < .36 And bgh%(y%) > 0 Then
                    If bsdis < .16 Then bgh%(y%) = bgh%(y%) - sht(x%) / 2 - 5: shosht%(x%) = 0
                    'vbx(y%) = vbx(y%) + vshx(x%) * .1: vby(y%) = vby(y%) + vshy(x%) * .1
                    If plasma%(x%) Then
                        bgh%(y%) = bgh%(y%) - sht(x%) * 1.5 - 50: shosht%(x%) = 0
                        'vbx(y%) = vbx(y%) + vshx(x%) * .5: vby(y%) = vby(y%) + vshy(x%) * .5
                    End If
                    If bgh%(y%) < 1 Then
                        fmap%(Int(bgx(y%)), Int(bgy(y%))) = 4 + 4 * robo%(y%): kills% = kills% + 1
                        If snd% Then Sound 180, 5
                    End If
            End If: Next
    End If: Next

End Sub

Sub keys
    Shared kbmatrix%()
    i% = Inp(96): i$ = InKey$: kbmatrix%(i% And 127) = -(i% < 128)
End Sub

Print this item

  QB64 updates
Posted by: johnno56 - 04-17-2022, 11:59 PM - Forum: General Discussion - Replies (2)

I am curious... Who will be performing updates for QB64? Is this function performed by a Developer on 'this' site?

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  SET (Steve's Extended Toolset)
Posted by: SMcNeill - 04-17-2022, 09:42 PM - Forum: SMcNeill - Replies (4)

This one may be outdated and glitch with the newest version of QB64 with the fix to recursion being allowed in functions.  I thought I'd share anyway, and if anyone has any issues with anything in it, you're always welcome to bring them to my attention.  The more people who use one of these and points out a glitch in it, the easier and faster I can get around to fixing said glitch.  Smile



Attached Files
.7z   SET (Steve's Extended Toolset) 05-12-2022.7z (Size: 226.35 KB / Downloads: 165)
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  Virtual Keyboard
Posted by: SMcNeill - 04-17-2022, 09:38 PM - Forum: SMcNeill - No Replies

To be expanded upon later, this is my Virtual Keyboard Library.



Attached Files
.7z   Virtual Keyboard.7z (Size: 4.02 KB / Downloads: 187)
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  Save Image v2.3d
Posted by: SMcNeill - 04-17-2022, 09:28 PM - Forum: SMcNeill - Replies (7)

Extended description and all to come later.  For now, I just wanted a place to make this library available once more -- the SaveImage Library!  For exporting and saving screenshots of your QB64 programs from within your programs themselves.



Attached Files
.7z   SaveImage v2.3d.7z (Size: 29.95 KB / Downloads: 228)
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  Expanding Horizons
Posted by: admin - 04-17-2022, 09:22 PM - Forum: Announcements - Replies (10)

If you guys have noticed, I've added another section to our site:  Expanding Horizons.

What this section is dedicated to is for any and all library creators to have a nice simple place to post and curate their work.  *.BI and *.BM libraries are useful expansion which allow QB64 to do things that it couldn't do before, and it's an easy way for *anyone* to contribute to the language -- so there should also be an easy place place where they can easily keep, maintain, and make available their stuff.

If you're a creator of *BI or *.BM libraries, and you want to share them with the rest of the world, post me a comment here and I'll set you up your own little corner of the web -- with full moderator rights and authority there -- and you'll have a spot to highlight and maintain all that you do and share.

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