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FQ2.BAS
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FQ2.BAS
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DECLARE SUB Help ()
DECLARE FUNCTION SaveGame$ ()
DECLARE FUNCTION LoadGame$ ()
DECLARE FUNCTION SecretCode$ (code$)
DECLARE FUNCTION MonsterFunction! (monsb$, monsmn$, tosay$, m$, togetscore$, expertoget$)
DECLARE FUNCTION crypt$ (tocrypt$)
DECLARE FUNCTION inputer$ (screener)
DECLARE FUNCTION exist! (file$)
DECLARE FUNCTION VOB$ (dtlf$)
DECLARE SUB setsettings ()
DECLARE SUB cole (pressed, toprint$, cole1$, fground, bground)
DECLARE SUB endscreen ()
DECLARE SUB printer (da, towrite$, jack)
DECLARE SUB writer (towrite$)
DIM ReferenceArray$(1200)
DIM realsavename$(75)
DIM map(1920)
DIM map2(1920)
DIM opt(100)
DIM SHARED settings$(500), reffile(1920), file$(5)
COMMON SHARED opt(), map2(), realsavename$(), ReferenceArray$(), map(), settings$(), reffile(), file$()
COMMON SHARED doposx, doposy, gamename$, Revision$, Version1$, Version2$, COMP1$, COMP2$, h, s, w, defs, I, z, gdi
COMMON SHARED exper, k, x, y, monsters$, hitmax, Ber, jdcolor, cb562, cgd, bg, rp, refpos, fileopened, thescreen1, theg, locatestatement
RANDOMIZE TIMER
cl$ = COMMAND$
IF UCASE$(cl$) = "-DEBUGMODE" THEN cc = 2
statusline$ = "`b1`Y23`X01`L77`X01`1`b0`X01`Y23`FB0`FB1`C`%`b1`Y23Final Quest 2 -- By AkoriSoft -- HP (`vHITPOINT`/`vMAXENERGY`) -- Gold: `vGOLD`!`1`b0`Y23`X78`FB1`FB0"
tt = 0: dd = 0: exper = 0: helpmecode = 1: superhuman$ = "NO"
monsters$ = "YES": doposx = 1: refpos = 1
IF exist("NOSCR.DAT") = 0 THEN noscrdat = 1
IF exist("VARS.DAT") = 0 THEN novardat = 1
IF noscrdat <> 1 THEN
OPEN "NOSCR.DAT" FOR INPUT AS #42
INPUT #42, monsters$
CLOSE #42
END IF
IF novardat <> 1 THEN
OPEN "VARS.DAT" FOR INPUT AS #60
INPUT #60, COMP1$
INPUT #60, COMP2$
INPUT #60, gamename$
IF UCASE$(gamename$) = "FINAL QUEST 2" THEN COMP2$ = "Akori Software"
IF UCASE$(gamename$) = "FINAL QUEST" THEN COMP2$ = "Akori Software"
IF UCASE$(gamename$) = "FINAL QUEST 2" THEN COMP1$ = "AkoriSoft"
IF UCASE$(gamename$) = "FINAL QUEST" THEN COMP1$ = "AkoriSoft"
INPUT #60, Version1$
INPUT #60, Version2$
INPUT #60, Revision$
INPUT #60, superhuman$
INPUT #60, superminus
INPUT #60, h
INPUT #60, hitmax
INPUT #60, s
INPUT #60, x
INPUT #60, y: record = (y - 1) * 79 + x
INPUT #60, w
INPUT #60, defs
INPUT #60, rp
INPUT #60, thescreen
nus = 1
gh:
IF EOF(60) THEN GOTO gh1
INPUT #60, data$
settings$(nus) = data$: nus = nus + 1
GOTO gh
gh1:
settings$(nus) = "--END--"
CLOSE #60
END IF
Null$ = CHR$(0)
IF gamename$ = "" THEN gamename$ = "Unknown"
CLS : COLOR , 1: LOCATE 1, 1: PRINT STRING$(80, " "); SPC(0);
LOCATE 1, 24: beginline$ = "`C`b1`$" + gamename$ + " " + Version1$ + " " + Revision$ + " Startup..."
printer 1, beginline$, 1
COLOR 7, 0
IF cc = 2 THEN PRINT "Debug Mode on..."
'IF cc = 2 THEN SLEEP 1
curtime = TIMER
PRINT "Looking for Level Map File..."; SPC(0);
IF exist("MAPS.DAT") = 0 THEN
PRINT "Not Found."
nolevelmap = 1
END IF
IF nolevelmap <> 1 THEN PRINT "Found."
PRINT "Building Map Dimension, Please wait..."; SPC(0);
IF nolevelmap <> 1 THEN
OPEN "maps.dat" FOR BINARY AS #98
im = 1
csg:
IF im >= LOF(98) THEN GOTO nx
a$ = SPACE$(5)
GET #98, im, a$
type$ = LEFT$(a$, 1)
number = VAL(RIGHT$(a$, 4))
map(number) = VAL(type$)
map2(number) = im
im = im + 3481
GOTO csg
nx:
PRINT "Done."
END IF
IF nolevelmap = 1 THEN PRINT "Not done."
'IF cc = 2 THEN SLEEP 1
PRINT "Looking for Level Ref File..."; SPC(0);
IF exist("REFS.DAT") = 0 THEN
PRINT "Not Found."
norefdat = 1
END IF
IF norefdat <> 1 THEN PRINT "Found."
'IF cc = 2 THEN SLEEP 1
PRINT "Building Reference Table..."; SPC(0);
cursery = CSRLIN
curserx = POS(0)
IF norefdat <> 1 THEN
refpos = 1
OPEN "REFS.DAT" FOR INPUT AS #1
totalfile = 1
DO
IF EOF(1) THEN GOTO finishtable
LINE INPUT #1, juc$
IF LTRIM$(LEFT$(juc$, 5)) = "@#SCR" THEN
screen1 = VAL(LTRIM$(RTRIM$(RIGHT$(juc$, LEN(juc$) - 5))))
reffile(screen1) = totalfile
LOCATE cursery, curserx: PRINT screen1; SPC(0);
END IF
totalfile = totalfile + LEN(juc$) + 2
LOOP
finishtable:
CLOSE #1
refpos = 1
'Loading StatusLine
getnextda:
da$ = inputer$(0): IF da$ = "--EOF--" THEN GOTO continues
IF da$ = "@#STATUSLINE" THEN
statusline$ = inputer$(0)
GOTO continues
END IF
GOTO getnextda
continues:
refpos = 1
LOCATE cursery, curserx
PRINT "Done. "
END IF
IF norefdat = 1 THEN PRINT "Not done. "
'IF cc = 2 THEN SLEEP 1
PRINT "Looking for saved games..."; SPC(0);
FOR xv = 1 TO 5
LOCATE , 27
PRINT "Saved Game"; xv; SPC(0);
'IF cc = 2 THEN SLEEP 1
xv$ = LTRIM$(RTRIM$(STR$(xv - 1)))
file$(xv) = "1"
IF exist("SAVE" + xv$ + ".DAT") = 0 THEN
file$(xv) = "0"
END IF
NEXT xv
FOR bx = 1 TO 5
realsavename$(bx) = "Empty"
IF file$(bx) = "1" THEN
bx$ = LTRIM$(RTRIM$(STR$(bx - 1)))
OPEN "SAVE" + bx$ + ".DAT" FOR BINARY AS #2
savename$ = SPACE$(15)
GET #2, 1, savename$
realsavename$(bx) = LTRIM$(RTRIM$(crypt$(savename$)))
CLOSE #2
END IF
NEXT bx
LOCATE , 27
PRINT "Done. "
IF novardat = 1 THEN GOTO errorhandle
IF noscrdat = 1 THEN GOTO errorhandle
IF nolevelmap = 1 THEN GOTO errorhandle
IF norefdat = 1 THEN GOTO errorhandle
'IF cc = 2 THEN SLEEP 1
PRINT COMP2$ + " Development " + Version2$ + " " + Revision$ + "..."
PRINT "Loading main title screen..."
IF cc = 2 THEN PRINT
IF cc = 2 THEN PRINT "Press any key to continue..."
IF cc = 2 THEN
LOCATE CSRLIN - 1, 35
PRINT "Startup Appx: "; TIMER - curtime; " second(s)"
END IF
IF cc = 2 THEN I$ = INPUT$(1)
OPEN "MAPS.DAT" FOR BINARY AS #1
COLOR 7, 0: CLS : COLOR 15, 0: o = 1
load:
IF cc = 2 THEN dd = 4
COLOR 7, 0: CLS
refpos = 1
findit1:
data$ = inputer(0)
IF data$ = "--EOF--" THEN GOTO NOINTRO
IF LEFT$(data$, 7) = "@#INTRO" THEN
k = 1
GOTO invscr3
END IF
GOTO findit1
invscr3:
data$ = inputer(0)
color11 = VAL(LEFT$(data$, INSTR(data$, ";") - 1))
color12 = VAL(RIGHT$(data$, LEN(data$) - INSTR(data$, ";")))
data$ = inputer(0)
color21 = VAL(LEFT$(data$, INSTR(data$, ";") - 1))
color22 = VAL(RIGHT$(data$, LEN(data$) - INSTR(data$, ";")))
FOR isdf = 1 TO 6
data$ = inputer(0)
opy = VAL(LEFT$(data$, INSTR(data$, ";") - 1))
opx = VAL(RIGHT$(data$, LEN(data$) - INSTR(data$, ";")))
opname$ = LEFT$(RIGHT$(data$, LEN(data$) - INSTR(INSTR(data$, ";") + 1, data$, ";")), LEN(data$) - INSTR(INSTR(data$, ";") + 1, data$, ";"))
IF isdf = 1 THEN
op1y = opy
op1x = opx
op1name$ = opname$
END IF
IF isdf = 2 THEN
op2y = opy
op2x = opx
op2name$ = opname$
END IF
IF isdf = 3 THEN
op3y = opy
op3x = opx
op3name$ = opname$
END IF
IF isdf = 4 THEN
op4y = opy
op4x = opx
op4name$ = opname$
END IF
IF isdf = 5 THEN
op5y = opy
op5x = opx
op5name$ = opname$
END IF
IF isdf = 6 THEN
op6y = opy
op6x = opx
op6name$ = opname$
END IF
NEXT
invscr1:
iner$ = inputer(0)
IF iner$ = "@END" THEN GOTO waiter4
printer 0, iner$, k
k = k + 1
GOTO invscr1
waiter4:
load1:
LOCATE 1, 1, 0
N = 0
COLOR color21, color22
LOCATE op1y, op1x: PRINT op1name$
LOCATE op2y, op2x: PRINT op2name$
LOCATE op3y, op3x: PRINT op3name$
LOCATE op4y, op4x: PRINT op4name$
LOCATE op5y, op5x: PRINT op5name$
LOCATE op6y, op6x: PRINT op6name$
COLOR color11, color12
LOCATE op1y, op1x: IF o = 1 THEN PRINT op1name$
LOCATE op2y, op2x: IF o = 2 THEN PRINT op2name$
LOCATE op3y, op3x: IF o = 3 THEN PRINT op3name$
LOCATE op4y, op4x: IF o = 4 THEN PRINT op4name$
LOCATE op5y, op5x: IF o = 5 THEN PRINT op5name$
LOCATE op6y, op6x: IF o = 6 THEN PRINT op6name$
IF cc = 2 THEN LOCATE 25, 1
IF cc = 2 THEN COLOR 7, 0
IF cc = 2 THEN PRINT "S - Set game settings"; SPC(0);
DO
check$ = INKEY$
LOOP WHILE check$ = ""
check$ = UCASE$(check$)
SELECT CASE check$
CASE "S"
IF cc = 2 THEN
pk = 2
GOTO setsettings
END IF
GOTO load1
CASE CHR$(27)
GOTO no1
CASE CHR$(13)
COLOR 7, 0
IF o = 1 GOTO noload
IF o = 2 GOTO savegame11
IF o = 3 GOTO yesload
IF o = 4 GOTO Help
IF o = 5 THEN
towait1 = FIX(TIMER)
COLOR 7, 0
CLS
GOTO loadmap
END IF
IF o = 6 GOTO no1
Help:
Help
GOTO load
CASE Null$ + CHR$(75): GOTO righter
CASE Null$ + CHR$(77): GOTO lefter
CASE Null$ + CHR$(72)
righter:
IF o = 1 THEN o = 7
o = o - 1
GOTO load1
CASE Null$ + CHR$(80)
lefter:
IF o = 6 THEN o = 0
o = o + 1
GOTO load1
CASE ELSE
GOTO load1
END SELECT
savegame11:
result$ = SaveGame$
IF result$ = "3" THEN GOTO savegame11
IF result$ = "2" THEN GOTO load
IF result$ = "1" THEN GOTO load
GOTO load
yesload:
loadgame11:
result$ = LoadGame$
IF result$ = "2" THEN GOTO load
IF result$ = "1" THEN
towait1 = FIX(TIMER)
GOTO loadmap
END IF
GOTO load
noload:
COLOR 7, 0: CLS
nus = 1
OPEN "VARS.DAT" FOR INPUT AS #60
INPUT #60, COMP1$
INPUT #60, COMP2$
INPUT #60, gamename$
IF UCASE$(gamename$) = "FINAL QUEST 2" THEN COMP2$ = "Akori Software"
IF UCASE$(gamename$) = "FINAL QUEST" THEN COMP2$ = "Akori Software"
IF UCASE$(gamename$) = "FINAL QUEST 2" THEN COMP1$ = "AkoriSoft"
IF UCASE$(gamename$) = "FINAL QUEST" THEN COMP1$ = "AkoriSoft"
INPUT #60, Version1$
INPUT #60, Version2$
INPUT #60, Revision$
INPUT #60, superhuman$
INPUT #60, superminus
INPUT #60, h
INPUT #60, hitmax
INPUT #60, s
INPUT #60, x
INPUT #60, y: record = (y - 1) * 79 + x
INPUT #60, w
INPUT #60, defs
INPUT #60, rp
INPUT #60, thescreen
exper = 0
gh3:
IF EOF(60) THEN GOTO gh2
INPUT #60, data$
settings$(nus) = data$: nus = nus + 1
GOTO gh3:
gh2:
settings$(nus) = "--END--": nus = nus + 1
CLOSE #60
tt = 0: towait1 = FIX(TIMER): dd1 = 0: d = 2
qy = 1: qx = 1: mm = 1
COLOR 14, 2
refpos = 1
beginninggame = 0
DO
gotothenext1:
iner$ = inputer$(0)
beforecaps$ = LTRIM$(iner$)
IF iner$ = "--EOF--" THEN EXIT DO
IF iner$ = "@END" AND beginninggame = 1 THEN EXIT DO
IF iner$ = "@#BEGINGAME" THEN
iner$ = inputer$(0)
beforecaps$ = iner$
beginninggame = 1
END IF
IF beginninggame = 1 THEN GOTO togo2
LOOP
beginninggame = 0
begingame = 1
GOTO getready
begingame:
loadmap:
refreshingmap = 1
GOTO getready
returner25:
refreshingmap = 0
justloading = 1
doupdate = 0
newmap = 1
begingame = 0
printline$ = "YES"
gbbn = 0
qy = 1
qx = 1
COLOR 7, 0
IF rp < 1 THEN rp = 1
IF rp > 1920 THEN rp = 1920
dd = map2(rp)
IF dd = 0 THEN
'dd = 1
'rp = 1
COLOR 7, 0: CLS
PRINT "An Error was Detected:"
PRINT
PRINT "Map Number"; rp; "does not exist."
END
END IF
fa$ = inputer$(rp)
xcc = 1
DO
ReferenceArray$(xcc) = inputer$(0)
IF ReferenceArray$(xcc) = "--EOF--" THEN
COLOR 7, 0: CLS
PRINT "Error: @END Missing in Reffile for SCR " + LTRIM$(STR$(rp))
END
END IF
IF LTRIM$(RTRIM$(UCASE$(ReferenceArray$(xcc)))) = "@END" THEN EXIT DO
xcc = xcc + 1
LOOP
ReferenceArray$(xcc + 1) = "--EOF--"
looker = 1
yes:
LOCATE 1, 1
bk = dd + 5
kb = dd + 3481
FOR L = bk TO kb STEP 2
a$ = SPACE$(2)
GET #1, L, a$
IF POS(0) = 80 THEN
LOCATE CSRLIN + 1, 1
END IF
d$ = LEFT$(a$, 1)
d = ASC(d$)
'MARK1
fg = FIX(d / 16)
bg = d - (fg * 16)
IF bg > 7 THEN bg = bg - 8
COLOR fg, bg
IF fg = 0 AND bg = 0 THEN COLOR 15
IF RIGHT$(a$, 1) = CHR$(32) THEN
COLOR 15
PRINT " "; SPC(0);
GOTO redo
END IF
IF RIGHT$(a$, 1) = CHR$(0) THEN
COLOR 15
PRINT " "; SPC(0);
GOTO redo
END IF
PRINT RIGHT$(a$, 1); SPC(0);
redo:
NEXT L
towait1 = FIX(TIMER)
ghs = 5
dl1:
IF printline$ = "NO" THEN GOTO doneloading
'LOCATE 23, 2: COLOR 15, 1
'PRINT STRING$(77, 32); SPC(0);
'COLOR 1, 0: LOCATE 23, 1: PRINT CHR$(176) + CHR$(177); SPC(0);
'LOCATE 23, 78: PRINT CHR$(177) + CHR$(176); SPC(0);
'COLOR 15, 1: LOCATE 23, 2
' 'bottomline$ = gamename$ + " -- By " + COMP1$ + " -- HP (" + LTRIM$(STR$(h)) + "/" + LTRIM$(STR$(hitmax)) + ") -- Gold:" + STR$(s) + "!"
'
'LOCATE , 40 - FIX((LEN(bottomline$)) \ 2)
'PRINT bottomline$; SPC(0);
printer 2, statusline$, 23
doneloading:
IF justloading = 1 THEN
justloading = 0
GOTO loadmap23
END IF
begin:
CLOSE #36, #53
refpos = 1
DO
gotothenext:
iner$ = inputer$(0): IF iner$ = "--EOF--" THEN EXIT DO
beforecaps$ = LTRIM$(iner$)
IF alwaysdo = 5 AND iner$ = "@END" THEN GOTO dones3
IF iner$ = "@#ALWAYSDO" THEN
IF alwaysdo = 0 THEN iner$ = inputer$(0) 'INPUT #36, iner$
beforecaps$ = LTRIM$(iner$)
IF iner$ = "@END" THEN GOTO dones3
alwaysdo = 5
GOTO togo2
IF alwaysdo = 5 THEN GOTO togo2
END IF
LOOP
dones3:
alwaysdo = 0
IF justloading = 1 THEN GOTO dl1
loadmap23:
IF ghs = 5 THEN
ghs = 0
CLOSE #36, #53
thescreen$ = inputer$(rp): IF thescreen$ = "--EOF--" THEN GOTO bg1
what = 5
waypoint = 0
GOTO doiter
END IF
bg1:
what = 0
IF helpmecode = 7 THEN
s = 0
h = h + 25
helpmecode = 1
GOTO cc66
END IF
IF tt = 1 THEN
tt = 0
ccp = 2
GOTO setsettings
END IF
COLOR 7, 0
IF cc = 2 THEN LOCATE 1, 1
IF cc = 2 THEN PRINT "Y:"; y; "X:"; x; "SCR:"; rp; "Rec:"; record;
IF cc = 2 THEN LOCATE 1, 75
IF cc = 2 THEN PRINT "S=SET"
IF cc = 2 THEN LOCATE 2, 70
IF cc = 2 THEN PRINT "V=View Ref"
IF dd1 = 1 THEN LOCATE 1, 1
IF dd1 = 1 THEN PRINT "Y:"; y; "X:"; x; "SCR:"; rp; "Rec:"; record;
color$ = SPACE$(1)
color1 = FIX(SCREEN(y, x, 1) / 16)
nomap1:
COLOR 14, color1
LOCATE y, x
PRINT CHR$(1)
'!!!!!!!!!!!!!!MONSTER FUNCTION!!!!!!!!!!!!!!!
'don't do these screens with monsters
IF monsters$ = "NO" THEN GOTO doer1
IF map(rp) < 5 THEN GOTO doer1
Monster:
IF doamonster <> 1 THEN GOTO doer1
doamonster = 0
monsb$ = ""
monsmn$ = ""
tosay$ = ""
m$ = ""
togetscore$ = ""
expertoget$ = ""
result = MonsterFunction(monsb$, monsmn$, tosay$, m$, togetscore$, expertoget$)
settingsettings = 10
GOTO getready
returner10:
settingsettings = 0
IF result = 1 THEN GOTO doer1
IF result = 3 THEN GOTO dl1
IF theg = 50 THEN
theg = 0
GOTO loadmap
END IF
GOTO dl1
'GOTO doer1
ssave:
RANDOMIZE TIMER
COLOR 7, 0
LOCATE , , 0
CLS
a$ = "Screen Protection System, Press any key to continue..."
COLOR 14
begin5:
ydf = INT(RND * 25) + 1
xdf = 79
FOR ixv = 1 TO 79
xf = TIMER + .1
DO
LOOP WHILE TIMER <= xf
IF INKEY$ <> "" THEN GOTO NOT2
b$ = LEFT$(a$, ixv)
LOCATE ydf, xdf
PRINT b$ + " "; SPC(0);
xdf = xdf - 1
NEXT ixv
vdf = LEN(a$) - 1
FOR ixv = 1 TO LEN(a$)
xf = TIMER + .1
DO
LOOP WHILE TIMER <= xf
IF INKEY$ <> "" THEN GOTO NOT2
b$ = RIGHT$(a$, vdf)
vdf = vdf - 1
LOCATE ydf, 1
PRINT b$ + " "; SPC(0);
NEXT ixv
GOTO begin5
NOT2:
COLOR 7, 0
CLS
GOTO loadmap
doer1:
IF printcheater = 1 THEN
printcheater = 0
writer "`CCheater!!! You got 25 more hitpoints for a total of `h."
doupdate = 0
ggb = 5
towait1 = FIX(TIMER) + 4
END IF
ssave = FIX(TIMER) + 180
DO
IF FIX(TIMER) >= ssave THEN
GOTO ssave
END IF
check$ = INKEY$
IF FIX(TIMER) >= 86396 AND ggb = 5 THEN
ggb = 3
printwrite = 0
GOTO cc66
END IF
IF FIX(TIMER) >= towait1 AND ggb = 5 THEN
ggb = 3
printwrite = 0
doupdate = 0
GOTO cc66
END IF
IF FIX(TIMER) < towait1 AND printwrite <> 1 THEN LOCATE 23, doposx, 1, 6, 7
IF FIX(TIMER) < towait1 AND ggb = 5 AND printwrite = 1 THEN LOCATE 23, doposx2, 1, 6, 7
IF FIX(TIMER) >= towait1 THEN LOCATE y, x, 1, 6, 7
LOOP WHILE check$ = ""
check$ = UCASE$(check$)
IF FIX(TIMER) <= towait1 THEN GOTO cc56
cc66:
IF gbbn = 5 THEN
LOCATE 23, 1
COLOR 7, 0
PRINT STRING$(80, " "); SPC(0);
END IF
IF printline$ = "NO" THEN GOTO noline
'LOCATE 23, 2: COLOR 15, 1
'PRINT STRING$(77, 32); SPC(0);
'LOCATE 23, 1: COLOR 1, 0: PRINT CHR$(176) + CHR$(177); SPC(0);
'LOCATE 23, 78: PRINT CHR$(177) + CHR$(176); SPC(0);
'COLOR 15, 1: LOCATE 23, 2
' bottomline$ = gamename$ + " -- By " + COMP1$ + " -- HP (" + LTRIM$(STR$(h)) + "/" + LTRIM$(STR$(hitmax)) + ") -- Gold:" + STR$(s) + "!"
'LOCATE , 40 - FIX((LEN(bottomline$)) \ 2)
'PRINT bottomline$; SPC(0);
IF doupdate = 0 THEN
printer 2, statusline$, 23
END IF
doupdate = 0
noline:
IF ggb = 3 THEN
ggb = 0
GOTO doer1
END IF
cc56:
SELECT CASE check$
CASE "Q"
LOCATE y, x
result$ = SecretCode$("UAKE")
IF result$ = "!!" THEN
ccp = 2: GOTO setsettings
doupdate = 0
END IF
check$ = result$
GOTO cc56
CASE "T"
LOCATE y, x
result$ = SecretCode$("ITANIC")
IF result$ = "!!" THEN
IF hh = 1 THEN hh = -1
hh = hh + 1
IF hh = 1 THEN
writer "`C`%No Cliping Mode on..."
doupdate = 0
ggb = 5
towait1 = FIX(TIMER) + 4
END IF
IF hh = 0 THEN
writer "`C`%No Cliping Mode off..."
ggb = 5
towait1 = FIX(TIMER) + 4
GOTO begin
END IF
END IF
check$ = result$
GOTO cc56
CASE "I"
GOTO inventory
CASE "V"
IF cc = 2 THEN
positioninarray = 1
nexter:
COLOR 7, 0
CLS
FOR igxs = positioninarray TO positioninarray + 19
PRINT LTRIM$(ReferenceArray$(igxs))
NEXT igxs
PRINT "Q-quits"
positioninarray = positioninarray + 20
gsi$ = INPUT$(1)
IF UCASE$(gsi$) = "Q" THEN GOTO loadmap
GOTO nexter
END IF
CASE "M"
GOTO map
CASE "H"
LOCATE y, x
result$ = SecretCode$("ELPME")
IF result$ = "!!" THEN
ggb = 3
printcheater = 1
doupdate = 0
s = 0
h = h + 25
hitmax = hitmax + 25
GOTO cc66
END IF
check$ = result$
GOTO cc56
CASE "S"
IF cc = 2 THEN
ccc = 1: GOTO setsettings
END IF
LOCATE y, x
result$ = SecretCode$("DEB")
IF result$ = "!!" THEN
IF dd1 = 1 THEN dd1 = -1
dd1 = dd1 + 1
IF dd1 = 1 THEN
writer "`C`%Debug Details On..."
doupdate = 0
ggb = 5
towait1 = FIX(TIMER) + 4: GOTO begin
END IF
IF dd1 = 0 THEN
writer "`C`%Debug Details Off..."
doupdate = 0
ggb = 5
towait1 = FIX(TIMER) + 4: GOTO begin
END IF
END IF
check$ = result$
GOTO cc56
CASE "4"
doamonster = 1
direction$ = "L"
GOTO hardhs
CASE "6"
doamonster = 1
direction$ = "R"
GOTO hardhs
CASE "8"
doamonster = 1
direction$ = "U"
GOTO hardhs
CASE "2"
doamonster = 1
direction$ = "D"
GOTO hardhs
CASE "Q"
GOTO Quit
CASE CHR$(27)
GOTO Quit
CASE Null$ + CHR$(75)
doamonster = 1
direction$ = "L"
GOTO hardhs
CASE Null$ + CHR$(72)
doamonster = 1
direction$ = "U"
GOTO hardhs
CASE Null$ + CHR$(80)
doamonster = 1
direction$ = "D"
GOTO hardhs
CASE Null$ + CHR$(77)
doamonster = 1
direction$ = "R"
GOTO hardhs
CASE ELSE
GOTO begin
END SELECT
GOTO begin
map:
VIEW PRINT 1 TO 25
COLOR 7, 0: CLS : LOCATE 25, 1, 0: COLOR 7, 0
PRINT STRING$(80, " "); SPC(0);
LOCATE 1, 1
dd = 1: ig = 1
LOCATE 1, 1
FOR xcc = 1 TO 1920
xc = CSRLIN
IF map(xcc) = 0 THEN
COLOR 15, 1: PRINT " "; SPC(0);
END IF
IF map(xcc) = 1 THEN
COLOR 15, 2: PRINT " "; SPC(0);
END IF
IF map(xcc) = 2 THEN
COLOR 15, 1: PRINT " "; SPC(0);
END IF
IF map(xcc) = 3 THEN
COLOR 15, 7: PRINT " "; SPC(0);
END IF
IF map(xcc) = 4 THEN
COLOR 7, 2: PRINT CHR$(254); SPC(0);
END IF
IF map(xcc) = 5 THEN
COLOR 15, 2: PRINT " "; SPC(0);
END IF
IF map(xcc) = 6 THEN
COLOR 7, 2: PRINT CHR$(254); SPC(0);
END IF
IF map(xcc) = 7 THEN
COLOR 15, 7: PRINT " "; SPC(0);
END IF
IF map(xcc) = 8 THEN
COLOR 15, 1: PRINT " "; SPC(0);
END IF
IF xcc = thescreen THEN
IF POS(0) = 1 THEN
LOCATE xc, 80
GOTO getoutSc
END IF
IF POS(0) <> 1 THEN LOCATE xc, POS(0) - 1
getoutSc:
COLOR 20, FIX((SCREEN(CSRLIN, POS(0), 1)) / 16)
PRINT CHR$(1); SPC(0);
END IF
NEXT xcc
LOCATE 1, 1
CLOSE #36
refpos = 1
gs:
da$ = inputer$(0): IF da$ = "--EOF--" THEN GOTO nomaperror
IF da$ = "@#MAP" THEN GOTO mapsx
GOTO gs:
mapsx:
mapscreen$ = "YES"
beginninggame = 1
returnmap:
iner$ = inputer$(0)
beforecaps$ = iner$
IF iner$ = "@END" THEN GOTO waiter62
IF iner$ = "--EOF--" THEN GOTO waiter62