├── bin └── ladconf.com ├── images ├── playing.png └── mainmenu.png ├── src ├── ladutils.pas ├── ladvar.pas ├── ladconst.pas ├── ladder.pas ├── ladfield.pas ├── ladtype.pas ├── ladmain.pas ├── ladactor.pas ├── ladprocs.pas └── ladicons.pas ├── README.md └── LICENSE /bin/ladconf.com: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mecparts/Ladder/HEAD/bin/ladconf.com -------------------------------------------------------------------------------- /images/playing.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mecparts/Ladder/HEAD/images/playing.png -------------------------------------------------------------------------------- /images/mainmenu.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mecparts/Ladder/HEAD/images/mainmenu.png -------------------------------------------------------------------------------- /src/ladutils.pas: -------------------------------------------------------------------------------- 1 | { 2 | Some terminal routines not handled by Turbo Pascal. 3 | 4 | CursOff: turn the cursor off (set the string in LADCONST.PAS) 5 | CursOn: turn the cursor on (set the string in LADCONST.PAS) 6 | Beep: ring the terminal bell 7 | } 8 | 9 | PROCEDURE CursOff; 10 | BEGIN 11 | Write(CursOffStr); 12 | END; 13 | 14 | PROCEDURE CursOn; 15 | BEGIN 16 | Write(CursOnStr); 17 | END; 18 | 19 | PROCEDURE Beep; 20 | BEGIN 21 | IF sound THEN 22 | Write(#7); 23 | END; 24 |  25 | -------------------------------------------------------------------------------- /src/ladvar.pas: -------------------------------------------------------------------------------- 1 | VAR 2 | dispensers : DispenserPointerType; { rock dispensers linked list } 3 | numDispensers : INTEGER; { # of dispensers on current level } 4 | lastScore : INTEGER; { score from last completed game } 5 | playSpeed : INTEGER; 6 | m : MapDataType; 7 | lad : ActorType; 8 | ladXY : XYtype; { starting position of lad } 9 | nextNewLad : INTEGER; { score for next new lad awarded } 10 | dataFileContents : DataFileType; 11 | highScores : ARRAY[1..NumHighScores] OF HighScoreType; 12 | sound : BOOLEAN; { TRUE for sound } 13 | insults : BOOLEAN; { TRUE for insults } 14 | levelCycle : INTEGER; 15 | displayLevel : INTEGER; { displayed map level } 16 | upKey, downKey, leftKey, rightKey : CHAR; { lad direction control keys } 17 |  18 | -------------------------------------------------------------------------------- /src/ladconst.pas: -------------------------------------------------------------------------------- 1 | CONST 2 | Version = '1.33TP'; 3 | DataFileName = 'LADDER.DAT'; 4 | ConfigFileName = 'LADCONF.COM'; 5 | NumHighScores = 5; { # of stored high scores } 6 | DataFileStrLength = 31; { # chars in data file terminal config strings } 7 | DataFileNameLength = 29; { # chars in high score names } 8 | CursOffStr = #$1B'[?25l'; { turn cursor off string } 9 | CursOnStr = #$1B'[?25h'; { turn cursor on string } 10 | NumPlaySpeeds = 5; { # of different playing speeds } 11 | BonusTimeDecInterval = 3000; { decrement bonus time every 3 seconds } 12 | 13 | NumLevels = 7; { # of distinct levels } 14 | LevelRows = 20; { # of rows in a level map } 15 | LevelCols = 79; { # of chars in a level map } 16 | MaxDispensers = 3; { max # of rock dispensers on a level } 17 | 18 | JumpsLen = 6; { max # of positions in a jump sequence } 19 | 20 |  21 | -------------------------------------------------------------------------------- /src/ladder.pas: -------------------------------------------------------------------------------- 1 | {$C-} 2 | {$I-} 3 | { 4 | Ladder: a reimplementation in Turbo Pascal of the classic 5 | CP/M game "Ladder", originally written by Yahoo Software (not 6 | Yahoo!). 7 | 8 | Ladder is an ASCII character based platform arcade game similar to 9 | Donkey Kong. You travel through levels with platforms and ladders 10 | where rocks fall down from the top while you collect statues 11 | before reaching the exit. 12 | 13 | This program is free software; you can redistribute it and/or modify 14 | it under the terms of the GNU General Public License as published by 15 | the Free Software Foundation; either version 2 of the License, or 16 | (at your option) any later version. 17 | 18 | This program is distributed in the hope that it will be useful, 19 | but WITHOUT ANY WARRANTY; without even the implied warranty of 20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 21 | GNU General Public License for more details. 22 | } 23 | PROGRAM ladder; 24 | 25 | {$I LADCONST} 26 | {$I LADTYPE} 27 | {$I LADVAR} 28 | {$I LADICONS} 29 | {$I LADUTILS} 30 | {$I LADFIELD} 31 | {$I LADACTOR} 32 | {$I LADPROCS} 33 | {$I LADMAIN} 34 |  35 | -------------------------------------------------------------------------------- /src/ladfield.pas: -------------------------------------------------------------------------------- 1 | { LoadMap loads one of the playfields/maps into memory and also } 2 | { returns the coordinates of the initial Lad, and an array of } 3 | { coordinates where the dispensers are. } 4 | PROCEDURE LoadMap(VAR lad : XYtype; VAR dispensers : DispenserPointerType; VAR numDispensers : INTEGER); 5 | VAR 6 | x, y : INTEGER; 7 | newDispenser : DispenserPointerType; 8 | dispenserPtr : DispenserPointerType; 9 | rock1Ptr,rock2Ptr : RockPointerType; 10 | BEGIN 11 | { get rid of anay previous rock dispensers } 12 | WHILE dispensers <> NIL DO BEGIN 13 | dispenserPtr := dispensers^.next; 14 | DISPOSE(dispensers); 15 | dispensers := dispenserPtr; 16 | END; 17 | IF m.Level > NumLevels THEN BEGIN 18 | ClrScr; 19 | WriteLN('Level ', m.Level, ' out of range'); 20 | CursOn; 21 | Halt; 22 | END; 23 | WITH levels[m.Level] DO BEGIN 24 | m.Name := Name; 25 | m.InitialBonusTime := InitialBonusTime; 26 | m.NumRocks := rocks; 27 | 28 | { dispose of any previous rocks } 29 | WHILE m.Rocks <> NIL DO BEGIN 30 | rock1Ptr := m.Rocks^.Next; 31 | Dispose(m.Rocks); 32 | m.Rocks := rock1Ptr; 33 | END; 34 | { allocate new rocks } 35 | FOR x := 1 TO Rocks DO BEGIN 36 | rock1Ptr := m.Rocks; 37 | New(rock2Ptr); 38 | m.Rocks := rock2Ptr; 39 | m.Rocks^.Next := rock1Ptr; 40 | END; 41 | m.AnyRocksPending := TRUE; 42 | END; 43 | { Prepare the field to be loaded with a new level } 44 | FOR y := 1 TO LevelRows DO 45 | FOR x := 1 TO LevelCols DO 46 | m.Field[y][x] := ' '; 47 | dispensers := NIL; 48 | numDispensers := 0; 49 | FOR y := 1 TO LevelRows DO 50 | FOR x := 1 TO LevelCols DO 51 | CASE levels[m.Level].layout[y][x] OF 52 | 'p': 53 | BEGIN 54 | { The lad will be put there by the rendered, so no need to have } 55 | { it on the map } 56 | lad.x := x; 57 | lad.y := y; 58 | END; 59 | 'V': 60 | BEGIN 61 | m.Field[y][x] := 'V'; 62 | NEW(newDispenser); 63 | newDispenser^.xy.x := x; 64 | newDispenser^.xy.y := y; 65 | newDispenser^.next := dispensers; 66 | dispensers := newDispenser; 67 | numDispensers := Succ(numDispensers); 68 | END; 69 | '.': { TODO - handle the rubber balls } 70 | m.Field[y][x] := '.' 71 | ELSE 72 | m.Field[y][x] := levels[m.Level].layout[y][x]; 73 | END; 74 | END; 75 |  76 | -------------------------------------------------------------------------------- /src/ladtype.pas: -------------------------------------------------------------------------------- 1 | TYPE 2 | Str80Type = STRING[80]; 3 | ScoreType = (ScoreReset, ScoreRock, ScoreStatue, ScoreMoney); 4 | 5 | NameStringType = STRING[20]; 6 | LayoutType = ARRAY[1..LevelRows] OF ARRAY[1..LevelCols] OF CHAR; 7 | LevelType = RECORD 8 | Name : NameStringType; 9 | InitialBonusTime : INTEGER; 10 | Rocks : INTEGER; 11 | Layout : LayoutType; 12 | END; 13 | 14 | { The Action constants define what the Actor currently is, } 15 | { or is requested to be, doing } 16 | ActionType = ( 17 | PENDING, 18 | NONE, 19 | STOPPED, 20 | UP, 21 | UPRIGHT, 22 | RIGHT, 23 | DOWNRIGHT, 24 | DOWN, 25 | DOWNLEFT, 26 | LEFT, 27 | UPLEFT, 28 | FALLING, 29 | JUMP, { Generic jump set by keyhandler } 30 | JUMPRIGHT, 31 | JUMPUP, 32 | JUMPLEFT, 33 | ACTIONEND 34 | ); 35 | 36 | ActionArrayType = ARRAY[1..JumpsLen] OF ActionType; 37 | 38 | KindType = ( ALAD, AROCK ); 39 | 40 | RockPointerType = ^ActorType; 41 | { The Actor struct holds info about an actor ie, the Lad or a Rock } 42 | ActorType = RECORD 43 | AType : KindType; 44 | X,Y : INTEGER; 45 | Ch : CHAR; 46 | Dir, DirRequest : ActionType; 47 | JumpStep : INTEGER; 48 | Next : RockPointerType; 49 | END; 50 | 51 | { The MapData hold all info about a map } 52 | MapDataType = RECORD 53 | Name : NameStringType; 54 | Field : LayoutType; 55 | LadsRemaining : INTEGER; 56 | NumRocks : INTEGER; 57 | Rocks : RockPointerType; 58 | AnyRocksPending : BOOLEAN; 59 | Level : INTEGER; 60 | Score : INTEGER; 61 | InitialBonusTime : INTEGER; 62 | RemainingBonusTime : INTEGER; 63 | ScoreText : Str80type; 64 | END; 65 | 66 | XYtype = RECORD 67 | x, y : INTEGER; 68 | END; 69 | 70 | DispenserPointerType = ^DispenserType; 71 | DispenserType = RECORD 72 | xy : XYtype; 73 | next : DispenserPointerType; 74 | END; 75 | 76 | { layout of LADDER.DAT data file } 77 | DataFileType = RECORD 78 | TerminalName : STRING[DataFileStrLength]; 79 | MoveCsrPrefix : STRING[DataFileStrLength]; 80 | MoveCsrSeparator : STRING[DataFileStrLength]; 81 | MoveCsrSuffix : STRING[DataFileStrLength]; 82 | UnkEscSeq : STRING[DataFileStrLength]; { not sure what this is... initialization? } 83 | ClrScrStr : STRING[DataFileStrLength]; 84 | Flags : ARRAY[0..DataFileStrLength] OF CHAR; 85 | Keys : ARRAY[0..DataFileStrLength] OF CHAR; 86 | Highs : ARRAY[1..NumHighScores] OF ARRAY[0..DataFileStrLength] OF BYTE; 87 | Unused1 : ARRAY[0..DataFileStrLength] OF BYTE; 88 | Unused2 : ARRAY[0..DataFileStrLength] OF BYTE; { padding to next 128 bytes } 89 | Unused3 : ARRAY[0..DataFileStrLength] OF BYTE; 90 | END; 91 | 92 | HighScoreType = RECORD 93 | Score : INTEGER; 94 | Name : STRING[DataFileNameLength]; 95 | END; 96 |  97 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Ladder 2 | The classic CP/M game Ladder reverse engineered in Turbo Pascal. 3 | 4 | #### This is a rewrite in Turbo Pascal of the classic CP/M game "Ladder", originally written by Yahoo Software (not Yahoo!). 5 | 6 | ![Main Menu](images/mainmenu.png "Main Menu") 7 | 8 | Ladder is an ASCII character based platform arcade game similar to 9 | Donkey Kong. You travel through levels with platforms and ladders 10 | where rocks fall down from the top while you collect statues 11 | before reaching the exit. 12 | 13 | ![Playing](images/playing.png "Playing") 14 | 15 | Back in 1999 Stephen Ostermiller made a version of [Ladder in 16 | Java](http://ostermiller.org/ladder/). Later, Mats Engstrom of 17 | SmallRoomLabs started another version in of [Ladder in 18 | golang](https://github.com/SmallRoomLabs/ladder). Between my own 19 | memories of playing the original game on a Kaypro, and Stephen 20 | Ostermiller's and Mats Engstrom's code, I was able to come up 21 | with this version. 22 | 23 | This version will use the original LADCONF.COM configuration program 24 | and LADDER.DAT configuration file. Since this version is a Turbo 25 | Pascal program, the terminal configuration portion of LADCONF 26 | isn't used, though it still does set up the movement keys, sound 27 | and back chatter options. 28 | 29 | ## Compiling the game 30 | 31 | You'd need Turbo Pascal, of course. You'll also need to edit 32 | LADCONST.PAS to set the cursor on and off sequences for your 33 | terminal. LADDER.PAS is the main part of the program. I've 34 | successfully compiled this on a 58K CP/M system, so available RAM 35 | isn't a particularly critical limitation. 36 | 37 | Once you've compiled LADDER.COM, copy LADCONF.COM to the same user area. 38 | If you don't have a LADDER.DAT file, when you run LADDER the first time 39 | it'll automatically load LADCONF to set up the movement keys and 40 | options, then transfer you back to LADDER. 41 | 42 | ## Limitations 43 | 44 | At the moment, once you've successfully completed the 7th distinct level 45 | (Gang Land), the program just cycles through all 7 seven levels over and 46 | over again until the bonus time becomes too short to actually finish a 47 | level. If anyone knows what the original program actually did (I never 48 | managed to get anywhere near to completing the original game), let me 49 | know and I'll see what I can do. 50 | 51 | The Delay(ms) call in Turbo Pascal only works for a Z80 running 52 | at up to 32MHz (and TINST will only allow you to specify a value of up 53 | to 20MHZ if I recall correctly). So if you're trying to run this on a 54 | system with an effective clock speed of greater than 32MHz, you're going 55 | to have to come up with another mechanism. That's not an insurmountable 56 | roadblock though; on my 144MHz-Z80-equivalent RunCPM box running on a 57 | Teensy 4.0, I patched the Turbo Pascal runtime to make a call to a BDOS 58 | extension I created to call the Arduino's delay() function. Works like 59 | a charm. If your system includes any kind of millisecond counter you can 60 | read, that's a good spot to start looking. 61 | 62 | ## References 63 | 64 | [Original Ladder game](http://www.classiccmp.org/cpmarchives/cpm/Software/WalnutCD/lambda/soundpot/f/ladder13.lbr)
65 | [Ladder in Java](http://ostermiller.org/ladder/)
66 | [Ladder in golang](https://github.com/SmallRoomLabs/ladder)
67 | 68 | 69 | -------------------------------------------------------------------------------- /src/ladmain.pas: -------------------------------------------------------------------------------- 1 | { 2 | Note that this code makes free use of the dreaded GOTO command. 3 | } 4 | VAR 5 | msecs, bonusTimeTicks, moveInterval, x, y : INTEGER; 6 | ch : CHAR; 7 | rockPtr : RockPointerType; 8 | 9 | LABEL 10 | restartGame, restartLevel, newLevel; 11 | 12 | BEGIN { MAIN } 13 | dispensers := NIL; { initialize our linked lists for dispenser } 14 | m.Rocks := NIL; { and rocks } 15 | lastScore := -1; 16 | playSpeed := 1; 17 | ReadDataFile; 18 | 19 | restartGame: 20 | 21 | m.LadsRemaining := 5; 22 | m.Level := 1; 23 | m.Score := 0; 24 | levelCycle := 1; 25 | displayLevel := 1; 26 | nextNewLad := 100; 27 | CursOn; 28 | Randomize; 29 | MainMenu; 30 | moveInterval := ReadmsWait[playSpeed]; 31 | ClrScr; 32 | CursOff; 33 | 34 | newLevel: 35 | 36 | { Load a level and show it } 37 | LoadMap(ladXY, dispensers, numDispensers); 38 | 39 | restartLevel: 40 | 41 | m.RemainingBonusTime := m.InitialBonusTime - 2 * (levelCycle - 1); 42 | InitActor(lad, ALAD, ladXY); 43 | DisperseRocks; 44 | 45 | { Show the initial map on screen } 46 | DrawMap; 47 | msecs := 0; 48 | bonusTimeTicks := 0; 49 | 50 | WHILE TRUE DO BEGIN 51 | 52 | Delay(1); 53 | msecs := Succ(msecs); 54 | IF msecs >= moveInterval THEN BEGIN 55 | { move the Lad and rocks every X milliseconds } 56 | msecs := 0; 57 | bonusTimeTicks := bonusTimeTicks + moveInterval; 58 | IF bonusTimeticks >= BonusTimeDecInterval THEN BEGIN 59 | { every 3 seconds, decrement the bonus time/time remaining value } 60 | bonusTimeTicks := bonusTimeTicks - BonusTimeDecInterval;; 61 | m.RemainingBonusTime := Pred(m.RemainingBonusTime); 62 | GotoXY(74, 21); 63 | Write(m.RemainingBonusTime : 2); 64 | IF m.RemainingBonusTime <=0 THEN BEGIN 65 | { died: do the animation and check if we still have lives left } 66 | IF LadDeath THEN 67 | GOTO restartLevel; 68 | GOTO restartGame; 69 | END; 70 | END; 71 | 72 | IF m.AnyRocksPending THEN BEGIN 73 | { pending rocks? see if it's time to start moving } 74 | rockPtr := m.Rocks; 75 | m.AnyRocksPending := FALSE; 76 | WHILE rockPtr <> NIL DO BEGIN 77 | IF (rockPtr^.Dir = PENDING) THEN 78 | IF (Random(10) = 0) THEN 79 | rockPtr^.DirRequest := FALLING 80 | ELSE 81 | m.AnyRocksPending := TRUE; 82 | rockPtr := rockPtr^.Next; 83 | END; 84 | END; 85 | 86 | { Move the lad according to players wishes } 87 | IF (lad.Dir <> STOPPED) OR (lad.DirRequest <> NONE) THEN BEGIN 88 | x := lad.X; y := lad.Y; 89 | GotoXY(x, y); Write(m.Field[y][x]); 90 | MoveActor(lad); 91 | GotoXY(lad.X, lad.Y); Write(lad.Ch); 92 | IF (x <> lad.X) AND (y = lad.Y) THEN BEGIN 93 | { get rid of disappearing flooring } 94 | IF m.Field[y + 1][x] = '-' THEN BEGIN 95 | m.Field[y + 1][x] := ' '; 96 | GotoXY(x, y + 1); Write(' '); 97 | END; 98 | END; 99 | 100 | CASE m.Field[lad.Y][lad.X] OF 101 | 102 | '$' : BEGIN { at the Gold: level done } 103 | UpdateScore(ScoreMoney); 104 | displayLevel := Succ(displayLevel); 105 | IF (m.Level > levelCycle) OR (m.Level = NumLevels) THEN BEGIN 106 | { done with current cycle, recycle to 1st level } 107 | m.Level := 1; 108 | levelCycle := SUCC(levelCycle); 109 | END ELSE BEGIN 110 | m.Level := Succ(m.Level); 111 | END; 112 | GOTO newLevel; 113 | END; 114 | 115 | '^': BEGIN { death by fire } 116 | IF LadDeath THEN 117 | GOTO restartLevel; 118 | GOTO restartGame; 119 | END; 120 | 121 | '&': BEGIN 122 | { found a statue, adjust the score, remove the statue } 123 | UpdateScore(ScoreStatue); 124 | m.Field[lad.Y][lad.X] := ' '; 125 | END; 126 | 127 | '.': BEGIN {trampoline: choose a random direction } 128 | CASE Random(5) OF 129 | 0: BEGIN 130 | lad.Dir := LEFT; 131 | lad.DirRequest := NONE; 132 | lad.JumpStep := 0; 133 | END; 134 | 1: BEGIN 135 | lad.Dir := RIGHT; 136 | lad.DirRequest := NONE; 137 | lad.JumpStep := 0; 138 | END; 139 | 2: BEGIN 140 | lad.Dir := JUMPUP; 141 | lad.DirRequest := STOPPED; 142 | lad.JumpStep := 1; 143 | END; 144 | 3: BEGIN 145 | lad.Dir := JUMPLEFT; 146 | lad.DirRequest := LEFT; 147 | lad.JumpStep := 1; 148 | END; 149 | 4: BEGIN 150 | lad.Dir := JUMPRIGHT; 151 | lad.DirRequest := RIGHT; 152 | lad.JumpStep := 1; 153 | END; 154 | END; 155 | END; 156 | END; 157 | END; { of Lad movement handler -------------------------- } 158 | 159 | { Move the rock(s) } 160 | rockPtr := m.Rocks; 161 | WHILE rockPtr <> NIL DO BEGIN 162 | { Don't draw the rock if it's pending } 163 | IF rockPtr^.Dir <> PENDING THEN BEGIN 164 | IF Collision(rockPtr) THEN 165 | IF LadDeath THEN 166 | GOTO restartLevel 167 | ELSE 168 | GOTO restartGame; 169 | x := rockPtr^.X; 170 | y := rockPtr^.Y; 171 | GotoXY(x, y); 172 | Write(m.Field[y][x]); 173 | END; 174 | MoveActor(rockPtr^); 175 | { Don't draw the rock if it's pending } 176 | IF rockPtr^.Dir <> PENDING THEN BEGIN 177 | IF Collision(rockPtr) THEN 178 | IF LadDeath THEN 179 | GOTO restartlevel 180 | ELSE 181 | GOTO restartGame; 182 | GotoXY(rockPtr^.X, rockPtr^.Y); 183 | Write(rockPtr^.Ch); 184 | END; 185 | rockPtr := rockPtr^.Next; 186 | END; { of rock movement handler ------------------------- } 187 | { end of tick handler =================================== } 188 | END; 189 | IF KeyPressed THEN BEGIN 190 | Read(Kbd, ch); 191 | ch := UpCase(ch); 192 | IF ch = leftKey THEN BEGIN 193 | lad.DirRequest := LEFT 194 | END ELSE IF ch = rightKey THEN BEGIN 195 | lad.DirRequest := RIGHT 196 | END ELSE IF ch = upKey THEN BEGIN 197 | lad.DirRequest := UP 198 | END ELSE IF ch = downKey THEN BEGIN 199 | lad.DirRequest := DOWN 200 | END ELSE IF ch = ' ' THEN BEGIN 201 | lad.DirRequest := JUMP; 202 | END ELSE IF ch = #$1B THEN BEGIN 203 | CursOn; 204 | GotoXY(1, 23); Write('Type RETURN to continue: '); 205 | REPEAT 206 | WHILE NOT KeyPressed DO; 207 | Read(Kbd, ch); 208 | UNTIL ch IN [#$0D, #$03]; 209 | IF ch = #$03 THEN { ^C goes back to main menu } 210 | GOTO restartGame; 211 | GotoXY(1, 23); ClrEOL; 212 | CursOff; 213 | END ELSE IF ch = #$03 THEN BEGIN 214 | GOTO restartGame 215 | END ELSE BEGIN 216 | lad.DirRequest := STOPPED 217 | END; 218 | END; { of keypress handler ================================ } 219 | END; 220 | END. 221 |  222 | -------------------------------------------------------------------------------- /src/ladactor.pas: -------------------------------------------------------------------------------- 1 | { 2 | ReverseDirection makes the actor to go in the opposite direction, 3 | it only works when the actor is moving left or right 4 | } 5 | PROCEDURE ReverseDirection(VAR a : ActorType); 6 | BEGIN 7 | CASE a.Dir OF 8 | LEFT : a.Dir := RIGHT; 9 | RIGHT : a.Dir := LEFT; 10 | END; 11 | END; 12 | 13 | { 14 | OnSolid returns true if standing on something solid i.e. Floor, 15 | Disappearing floor or a Ladder 16 | } 17 | FUNCTION OnSolid(a : ActorType) : BOOLEAN; 18 | BEGIN 19 | OnSolid := (m.Field[a.Y + 1][a.X] IN ['=', '-', 'H', '|']) 20 | OR (m.Field[a.Y][a.X] = 'H'); 21 | END; 22 | 23 | FUNCTION EmptySpace(x, y : INTEGER) : BOOLEAN; 24 | BEGIN 25 | IF (x < 1) OR (x > LevelCols) THEN 26 | EmptySpace := TRUE 27 | ELSE 28 | EmptySpace := NOT (m.Field[y][x] IN ['|', '=']); 29 | END; 30 | 31 | { 32 | OnLadder returns true when the actor is a on a Ladder 33 | } 34 | FUNCTION OnLadder(a : ActorType) : BOOLEAN; 35 | BEGIN 36 | OnLadder := m.Field[a.Y][a.X] = 'H'; 37 | END; 38 | 39 | { 40 | AboveLadder returns true when the actor is a above a Ladder 41 | } 42 | FUNCTION AboveLadder(a : ActorType) : BOOLEAN; 43 | BEGIN 44 | AboveLadder := m.Field[a.Y + 1][a.X] = 'H'; 45 | END; 46 | 47 | { 48 | OnEater returns true when the actor is standing on a Eater 49 | } 50 | FUNCTION OnEater(a : ActorType) : BOOLEAN; 51 | BEGIN 52 | OnEater := m.Field[a.Y][a.X] = '*'; 53 | END; 54 | 55 | { 56 | ClampToPlayfield makes sure that if the actor tries to walk or jump off 57 | the playfield edges the actor stays inside the playfield and starts falling 58 | } 59 | PROCEDURE ClampToPlayfield(VAR a : ActorType); 60 | BEGIN 61 | IF a.Dir IN [LEFT, JUMPLEFT] THEN BEGIN 62 | IF a.X < 1 THEN BEGIN 63 | a.X := 1; 64 | a.Dir := STOPPED; 65 | a.DirRequest := NONE; 66 | END; 67 | END; 68 | 69 | IF a.Dir IN [RIGHT, JUMPRIGHT] THEN BEGIN 70 | IF a.X > LevelCols THEN BEGIN 71 | a.X := LevelCols; 72 | a.Dir := STOPPED; 73 | a.DirRequest := NONE; 74 | END; 75 | END; 76 | END; 77 | 78 | { 79 | InitActor set the fields of an Actor type to reasonable 80 | initial values 81 | } 82 | PROCEDURE InitActor(VAR a : ActorType; t : KindType; xy : XYtype); 83 | BEGIN 84 | a.AType := t; 85 | a.X := xy.x; 86 | a.Y := xy.y; 87 | a.Ch := 'X'; 88 | a.JumpStep := 0; 89 | CASE t OF 90 | ALAD: 91 | BEGIN 92 | a.Ch := 'g'; 93 | a.Dir := STOPPED; 94 | a.DirRequest := NONE; 95 | END; 96 | AROCK: 97 | BEGIN 98 | a.Ch := 'o'; 99 | a.Dir := PENDING; 100 | a.DirRequest := NONE; 101 | END; 102 | END; 103 | END; 104 | 105 | { 106 | Set the Lad's character based on their current direction 107 | } 108 | PROCEDURE UpdateLadChar(VAR a : ActorType); 109 | BEGIN 110 | WITH a DO 111 | CASE Dir OF 112 | STOPPED: Ch := 'g'; 113 | RIGHT, JUMPRIGHT: Ch := 'p'; 114 | LEFT, JUMPLEFT: Ch := 'q'; 115 | FALLING: Ch := 'b'; 116 | UP, DOWN: Ch := 'p'; 117 | JUMP: 118 | CASE a.DirRequest OF 119 | NONE, STOPPED: Ch := 'g'; 120 | RIGHT, JUMPRIGHT: Ch := 'p'; 121 | LEFT, JUMPLEFT: Ch := 'q'; 122 | END; 123 | END; 124 | END; 125 | 126 | { 127 | Update an actor's direction to the latest's request 128 | } 129 | PROCEDURE UpdateDir(VAR a : ActorType); 130 | BEGIN 131 | a.Dir := a.DirRequest; 132 | a.DirRequest := NONE; 133 | END; 134 | 135 | { 136 | MoveActor handles the movements of an Actor 137 | } 138 | PROCEDURE MoveActor(VAR a : ActorType); 139 | LABEL 140 | loopAgain; 141 | VAR 142 | jd : ActionType; 143 | i : INTEGER; 144 | dispenser : DispenserPointerType; 145 | BEGIN 146 | 147 | loopAgain: { If just started falling we need to retest all conditions } 148 | 149 | { A STONE can only be LEFT/RIGHT/DOWN/FALLING or PENDING } 150 | IF a.AType = AROCK THEN BEGIN 151 | IF (a.Dir = PENDING) AND (a.DirRequest = NONE) THEN 152 | EXIT; 153 | 154 | { If stopped select a random direction } 155 | IF a.Dir = STOPPED THEN BEGIN 156 | CASE Random(2) OF 157 | 0: IF (a.X > 1) THEN 158 | IF EmptySpace(a.X - 1, a.Y) THEN 159 | a.DirRequest := LEFT 160 | ELSE 161 | a.DirRequest := RIGHT 162 | ELSE 163 | a.DirRequest := RIGHT; 164 | 1: IF (a.X < LevelCols) THEN 165 | IF EmptySpace(a.X + 1, a.Y) THEN 166 | a.DirRequest := RIGHT 167 | ELSE 168 | a.DirRequest := LEFT 169 | ELSE 170 | a.DirRequest := LEFT; 171 | END; 172 | END; 173 | 174 | { Just reverse direction if at the playfield edge } 175 | IF (a.X = 1) OR (a.X = LevelCols) THEN 176 | ReverseDirection(a); 177 | 178 | { Start to fall if not on solid ground } 179 | IF (a.Dir <> FALLING) AND NOT OnSolid(a) THEN 180 | a.DirRequest := FALLING; 181 | 182 | { If Der rock just rolled over the top of a ladder then randomize direction } 183 | IF a.Dir IN [LEFT, RIGHT] THEN BEGIN 184 | IF AboveLadder(a) THEN 185 | CASE Random(3) OF 186 | 1: IF a.Dir = LEFT THEN 187 | a.DirRequest := RIGHT 188 | ELSE 189 | a.DirRequest := LEFT; 190 | 2: a.DirRequest := DOWN; 191 | END 192 | ELSE IF OnLadder(a) THEN 193 | CASE Random(2) OF 194 | 1: IF a.Dir = LEFT THEN 195 | a.DirRequest := RIGHT 196 | ELSE 197 | a.DirRequest := LEFT; 198 | END; 199 | END; 200 | 201 | { If on an Eater kill the stone } 202 | IF OnEater(a) THEN BEGIN 203 | dispenser := dispensers; 204 | IF numDispensers > 1 THEN BEGIN 205 | FOR i := 1 TO Random(numDispensers) DO 206 | dispenser := dispenser^.next; 207 | END; 208 | InitActor(a, AROCK, dispenser^.xy); 209 | m.AnyRocksPending := TRUE; 210 | END; 211 | END; { of stone only handling --------------------- } 212 | 213 | { If stopped or going left or going right and } 214 | { request to do something else, then try to do it } 215 | IF (a.DirRequest <> NONE) THEN BEGIN 216 | CASE a.Dir OF 217 | STOPPED, PENDING: 218 | IF a.DirRequest IN [LEFT, RIGHT, UP, DOWN, FALLING] THEN 219 | UpdateDir(a); 220 | 221 | JUMPUP: 222 | IF a.DirRequest = LEFT THEN 223 | a.Dir := JUMPLEFT 224 | ELSE IF a.DirRequest = RIGHT THEN 225 | a.Dir := JUMPRIGHT; 226 | 227 | RIGHT: 228 | IF a.DirRequest IN [LEFT, STOPPED] THEN 229 | UpdateDir(a); 230 | 231 | LEFT: 232 | IF a.DirRequest IN [RIGHT, STOPPED] THEN 233 | UpdateDir(a); 234 | 235 | UP, DOWN: 236 | IF a.DirRequest IN [STOPPED, UP, DOWN, RIGHT, LEFT] THEN 237 | UpdateDir(a); 238 | 239 | JUMPUP: 240 | IF a.DirRequest = LEFT THEN 241 | a.Dir := JUMPLEFT 242 | ELSE 243 | a.Dir := JUMPRIGHT; 244 | 245 | JUMPRIGHT, JUMPLEFT: 246 | IF a.DirRequest = STOPPED THEN 247 | UpdateDir(a); 248 | 249 | PENDING: 250 | UpdateDir(a); 251 | 252 | END; 253 | END; 254 | 255 | { Handle starting of jumps } 256 | IF (a.DirRequest = JUMP) THEN BEGIN 257 | IF OnSolid(a) THEN BEGIN 258 | CASE a.Dir OF 259 | 260 | STOPPED, FALLING: BEGIN 261 | a.DirRequest := STOPPED; 262 | a.Dir := JUMPUP; 263 | a.JumpStep := 1; 264 | END; 265 | 266 | LEFT: BEGIN 267 | a.DirRequest := a.Dir; 268 | a.Dir := JUMPLEFT; 269 | a.JumpStep := 1; 270 | END; 271 | 272 | JUMPLEFT: BEGIN 273 | a.DirRequest := LEFT; 274 | a.Dir := JUMPLEFT; 275 | a.JumpStep := 1; 276 | END; 277 | 278 | RIGHT: BEGIN 279 | a.DirRequest := a.Dir; 280 | a.Dir := JUMPRIGHT; 281 | a.JumpStep := 1; 282 | END; 283 | 284 | JUMPRIGHT: BEGIN 285 | a.DirRequest := RIGHT; 286 | a.Dir := JumpRIGHT; 287 | a.JumpStep := 1; 288 | END; 289 | END 290 | END ELSE BEGIN 291 | CASE a.Dir OF 292 | JUMPUP, FALLING: a.DirRequest := STOPPED; 293 | JUMPRIGHT: a.DirRequest := RIGHT; 294 | JUMPLEFT: a.DirRequest := LEFT; 295 | END; 296 | END; 297 | END ELSE IF (a.DirRequest = UP) AND (m.Field[a.Y][a.X] = 'H') THEN BEGIN 298 | { If at a ladder and want to go up } 299 | a.Dir := UP; 300 | a.DirRequest := NONE; 301 | END ELSE IF(a.DirRequest = DOWN) AND 302 | ((m.Field[a.Y][a.X] = 'H') OR (m.Field[a.Y + 1][a.X] = 'H')) THEN BEGIN 303 | a.Dir := DOWN; 304 | a.DirRequest := NONE; 305 | END; 306 | 307 | CASE a.Dir OF 308 | 309 | JUMPUP, JUMPLEFT, JUMPRIGHT: BEGIN 310 | { Do the jumping } 311 | jd := jumpPaths[a.Dir, a.JumpStep]; 312 | IF (a.X + dirs[jd].x >= 1) AND (a.X + dirs[jd].x <= LevelCols) THEN BEGIN 313 | CASE m.Field[a.Y + dirs[jd].y][a.X + dirs[jd].x] OF 314 | 315 | '=', '|', '-' : BEGIN 316 | { If bumped into something try falling } 317 | IF OnSolid(a) THEN BEGIN 318 | a.Dir := a.DirRequest; 319 | a.DirRequest := NONE; 320 | END ELSE BEGIN 321 | CASE a.Dir OF 322 | JUMPUP: a.DirRequest := STOPPED; 323 | JUMPRIGHT: a.DirRequest := RIGHT; 324 | JUMPLEFT: a.DirRequest := LEFT; 325 | END; 326 | a.Dir := FALLING; 327 | END; 328 | a.JumpStep := 0; 329 | END; 330 | 331 | 'H': BEGIN { Jumping onto a ladder } 332 | a.Y := a.Y + dirs[jd].y; 333 | a.X := a.X + dirs[jd].x; 334 | a.Dir := STOPPED; 335 | a.DirRequest := NONE; 336 | a.JumpStep := 0; 337 | END; 338 | 339 | ELSE BEGIN 340 | { Just jumping in air } 341 | a.X := a.X + dirs[jd].x; 342 | a.Y := a.Y + dirs[jd].y; 343 | a.JumpStep := SUCC(a.JumpStep); 344 | IF (a.JumpStep > JumpsLen) THEN BEGIN 345 | UpdateDir(a); 346 | a.JumpStep := 0; 347 | END ELSE IF (jumpPaths[a.Dir][a.JumpStep] = ACTIONEND) THEN BEGIN 348 | UpdateDir(a); 349 | a.JumpStep := 0; 350 | END; 351 | END; 352 | END; 353 | END ELSE BEGIN 354 | IF OnSolid(a) THEN BEGIN 355 | a.Dir := a.DirRequest; 356 | a.DirRequest := NONE; 357 | END ELSE BEGIN 358 | a.Dir := FALLING; 359 | a.DirRequest := STOPPED; 360 | a.JumpStep := 0; 361 | END; 362 | END; 363 | END; 364 | 365 | STOPPED: 366 | IF NOT OnSolid(a) THEN 367 | a.Dir := FALLING; 368 | 369 | FALLING: BEGIN 370 | { If falling then continue doing that until not in free space anymore, } 371 | { then continue the previous direction (if any) } 372 | IF OnSolid(a) THEN 373 | IF a.DirRequest = NONE THEN 374 | a.DirRequest := STOPPED 375 | ELSE 376 | a.Dir := a.DirRequest 377 | ELSE 378 | a.Y := Succ(a.Y); 379 | END; 380 | 381 | UP: 382 | { Climb up until ladder is no more } 383 | IF m.Field[a.Y - 1][a.X] IN ['H', '&', '$'] THEN 384 | a.Y := Pred(a.Y) 385 | ELSE 386 | a.Dir := STOPPED; 387 | 388 | DOWN: 389 | { Climb down until ladder is no more } 390 | IF a.Dir = DOWN THEN 391 | IF m.Field[a.Y + 1][a.X] IN ['H', '&', '$', ' ', '^', '.'] THEN 392 | a.Y := Succ(a.Y) 393 | ELSE 394 | a.Dir := STOPPED; 395 | 396 | LEFT: BEGIN 397 | { Stepped out into the void? Then start falling, } 398 | { but remember the previous direction } 399 | IF NOT OnSolid(a) THEN BEGIN 400 | a.DirRequest := a.Dir; 401 | a.Dir := FALLING; 402 | GOTO loopAgain; 403 | END; 404 | IF EmptySpace(a.X - 1, a.Y) THEN 405 | a.X := Pred(a.X) 406 | ELSE 407 | a.DirRequest := STOPPED; 408 | END; 409 | 410 | RIGHT: BEGIN 411 | { Stepped out into the void? Then start falling, } 412 | { but remember the previous direction } 413 | IF NOT OnSolid(a) THEN BEGIN 414 | a.DirRequest := a.Dir; 415 | a.Dir := FALLING; 416 | GOTO loopAgain; 417 | END; 418 | IF EmptySpace(a.X + 1, a.Y) THEN 419 | a.X := Succ(a.X) 420 | ELSE 421 | a.DirRequest := STOPPED; 422 | END; 423 | END; 424 | 425 | { Don't allow actor to end up outside of the playfield } 426 | ClampToPlayfield(a); 427 | IF a.AType = ALAD THEN 428 | UpdateLadChar(a); 429 | END; 430 | -------------------------------------------------------------------------------- /src/ladprocs.pas: -------------------------------------------------------------------------------- 1 | PROCEDURE Instructions; 2 | BEGIN 3 | ClrScr; 4 | WriteLN; 5 | WriteLN('You are a Lad trapped in a maze. Your mission is is to explore the'); 6 | WriteLN('dark corridors never before seen by human eyes and find hidden'); 7 | WriteLN('treasures and riches'); 8 | WriteLN; 9 | WriteLN('You control Lad by typing the direction buttons and jumping by'); 10 | WriteLN('typing SPACE. But beware of the falaling rocks called Der rocks.'); 11 | WriteLN('You must find and grasp the treasures (shown as $) BEFORE the'); 12 | WriteLN('bonus time runs out.'); 13 | WriteLN; 14 | WriteLN('A new Lad will be awarded for every 10,000 points.'); 15 | WriteLN('Extra points are awarded for touching the gold'); 16 | WriteLN('statues (shown as &). You will receive the bonus time points'); 17 | WriteLN('that are left when you have finished the level.'); 18 | WriteLN; 19 | WriteLN('Type an ESCape to pause the egame.'); 20 | WriteLN; 21 | WriteLN('Remember, there is more than one way to skin a cat. (Chum)'); 22 | WriteLN; 23 | WriteLN('Good luck Lad.'); 24 | WriteLN; 25 | WriteLN; 26 | WriteLN; 27 | Write('Type RETURN to return to main menu: '); 28 | Read; 29 | END; 30 | 31 | PROCEDURE ConfigureLadder; 32 | VAR 33 | configPgm : FILE; 34 | Ok : BOOLEAN; 35 | BEGIN 36 | {$I-} 37 | Assign(configPgm, ConfigFileName); 38 | WriteLN('Linking to configuration program'); 39 | Execute(configPgm); 40 | Ok := IOresult = 0; { IOresult must be called after failed Execute } 41 | {$I+} 42 | WriteLN; 43 | WriteLN('Unable to link to LADCONF.COM'); 44 | WriteLN('Ladder configuration program missing'); 45 | Halt; 46 | END; 47 | 48 | PROCEDURE MainMenu; 49 | VAR 50 | ch : CHAR; 51 | insult : BOOLEAN; 52 | i, msecs : INTEGER; 53 | configPgm : FILE; 54 | BEGIN 55 | REPEAT 56 | ClrScr; 57 | WriteLN(' LL dd dd'); 58 | WriteLN(' LL dd dd tm'); 59 | WriteLN(' LL aaaa ddddd ddddd eeee rrrrrrr'); 60 | WriteLN(' LL aa aa dd dd dd dd ee ee rr rr'); 61 | WriteLN(' LL aa aa dd dd dd dd eeeeee rr'); 62 | WriteLN(' LL aa aa dd dd dd dd ee rr'); 63 | WriteLN(' LLLLLLLL aaa aa ddd dd ddd dd eeee rr'); 64 | WriteLN; 65 | WriteLN(' Version : ', Version); 66 | WriteLN('(c) 1982, 1983 Yahoo Software Terminal: ', dataFileContents.TerminalName); 67 | WriteLN('10970 Ashton Ave. Suite 312 Play speed: ', playSpeed); 68 | Write( 'Los Angeles, Ca 90024 '); 69 | WriteLN('Up = ', upKey, ' Down = ',downKey ,' Left = ', leftKey, ' Right = ', rightKey); 70 | WriteLN(' Jump = Space Stop = Other'); 71 | WriteLN; 72 | WriteLN('P = Play game High Scores'); 73 | WriteLN('L = Change level of difficulty'); 74 | WriteLN('C = Configure Ladder'); 75 | WriteLN('I = Instructions'); 76 | WriteLN('E = Exit Ladder'); 77 | WriteLN; 78 | WriteLN; 79 | Write('Enter one of the above: '); 80 | { show high scores } 81 | FOR i := 1 TO NumHighScores DO BEGIN 82 | GotoXY(40, i + 15); 83 | Write(i, ') '); 84 | IF highScores[i].Score <> 0 THEN 85 | Write(highScores[i].Score:4, '00 ', highScores[i].Name); 86 | END; 87 | IF lastScore <> -1 THEN BEGIN 88 | GotoXY(40, 22); 89 | Write('Last Score: ',lastScore,'00'); 90 | END; 91 | GotoXY(25, 22); 92 | 93 | { randomly prompt the user to get a move on } 94 | insult := FALSE; 95 | msecs := 0; 96 | REPEAT 97 | Delay(1); 98 | msecs := Succ(msecs); 99 | IF msecs >= 1000 THEN BEGIN 100 | msecs := 0; 101 | IF insults THEN BEGIN 102 | IF insult THEN BEGIN 103 | GotoXY(1, 24); 104 | ClrEol; 105 | insult := FALSE; 106 | GotoXY(25, 22); 107 | END ELSE BEGIN 108 | i := Random(10); 109 | IF i > 7 THEN BEGIN 110 | insult := TRUE; 111 | GotoXY(1, 24); 112 | IF i = 8 THEN 113 | Write('You eat quiche!') 114 | ELSE 115 | Write('Come on, we don''t have all day!'); 116 | GotoXY(25, 22); 117 | END; 118 | END; 119 | END; 120 | END; 121 | 122 | ch := #0; 123 | IF KeyPressed THEN BEGIN 124 | Read(Kbd, ch); 125 | ch := UpCase(ch); 126 | IF ch = 'L' THEN BEGIN { change playing speed } 127 | playSpeed := SUCC(playSpeed MOD NumPlaySpeeds); 128 | GotoXY(52, 11); Write(playSpeed); 129 | GotoXY(25, 22); 130 | END ELSE IF ch = 'I' THEN 131 | Instructions; 132 | END; 133 | UNTIL ch IN ['P','C','I','E']; 134 | UNTIL ch in ['P', 'C', 'E']; 135 | IF ch = 'E' THEN BEGIN 136 | Write('Exiting...'); 137 | GotoXY(1, 24); 138 | ClrEOL; 139 | GotoXY(1, 23); 140 | Halt; 141 | END ELSE IF ch = 'C' THEN BEGIN { run configuration program } 142 | GotoXY(1, 23); 143 | ConfigureLadder; 144 | END; 145 | END; 146 | 147 | 148 | { 149 | Read the LADDER.DAT file. This is the same file used in the original 150 | game. We don't use the cursor control stuff (that's handled by Turbo 151 | Pascal, but do use the control keys, flags and high scores. 152 | 153 | I'm sure this code could be better, but it does the job. 154 | } 155 | PROCEDURE ReadDataFile; 156 | VAR 157 | dataFile,configPgm : FILE; 158 | i, j : INTEGER; 159 | BEGIN 160 | {$I-} 161 | Assign(dataFile, DataFileName); 162 | Reset(dataFile); 163 | IF IOresult <> 0 THEN BEGIN 164 | ConfigureLadder; 165 | END; 166 | BlockRead(dataFile, dataFileContents, SizeOf(dataFileContents) DIV 128); 167 | IF IOresult <> 0 THEN BEGIN 168 | WriteLN('Ladder not configred'); 169 | WriteLN; 170 | ConfigureLadder; 171 | END; 172 | WITH dataFileContents DO BEGIN 173 | sound := Flags[0] = 'Y'; 174 | insults := Flags[1] = 'Y'; 175 | downKey := Keys[0]; 176 | leftKey := Keys[1]; 177 | rightKey := Keys[2]; 178 | upKey := Keys[3]; 179 | FOR i := 1 TO NumHighScores DO BEGIN 180 | highScores[i].Name[0] := CHAR(Highs[i][0]); 181 | IF Highs[i][0] = 0 THEN 182 | highScores[i].Score := 0 183 | ELSE 184 | highScores[i].Score := Highs[i][1] OR (Highs[i][2] SHL 8); 185 | FOR j := 1 TO Highs[i][0] DO 186 | highScores[i].Name[j] := CHAR(Highs[i][j + 2]); 187 | END; 188 | END; 189 | Close(dataFile); 190 | {$I+} 191 | END; 192 | 193 | { 194 | Update the high scores in LADDER.DAT. See the comments in 195 | ReadDataFile. 196 | } 197 | PROCEDURE WriteDataFile; 198 | VAR 199 | dataFile : FILE; 200 | i, j : INTEGER; 201 | BEGIN 202 | {$I-} 203 | Assign(dataFile, DataFileName); 204 | Reset(dataFile); 205 | IF IOresult <> 0 THEN BEGIN 206 | WriteLN('Reset failed on LADDER.DAT'); 207 | Halt; 208 | END; 209 | WITH dataFileContents DO BEGIN 210 | FOR i := 1 TO NumHighScores DO BEGIN 211 | Highs[i][0] := Length(highScores[i].Name); 212 | Highs[i][1] := Lo(highScores[i].Score); 213 | Highs[i][2] := Hi(highScores[i].Score); 214 | FOR j := 1 TO Highs[i][0] DO 215 | Highs[i][j + 2] := ORD(highScores[i].Name[j]); 216 | END; 217 | BlockWrite(dataFile, dataFileContents, SizeOf(dataFileContents) DIV 128); 218 | IF IOresult <> 0 THEN BEGIN 219 | WriteLN('BlockWrite failed on LADDER.DAT'); 220 | Halt; 221 | END; 222 | END; 223 | Close(dataFile); 224 | {$I+} 225 | END; 226 | 227 | { 228 | kill the lad off in a horrible death of mixed up characters. 229 | } 230 | FUNCTION LadDeath : BOOLEAN; 231 | CONST 232 | NumSymbols = 11; 233 | symbols : ARRAY[1..NumSymbols] OF CHAR = ('p', 'b', 'd', 'q', 'p', 'b', 'd', 'q', '-', '-', '_'); 234 | VAR 235 | i, j : INTEGER; 236 | name: STRING[DataFileNameLength]; 237 | ch : CHAR; 238 | BEGIN 239 | FOR i := 1 TO NumSymbols DO BEGIN 240 | Beep; 241 | GotoXY(lad.X, lad.Y); Write(symbols[i]); 242 | Delay(150); 243 | END; 244 | m.LadsRemaining := Pred(m.LadsRemaining); 245 | GotoXY(8, 21); Write(m.ladsRemaining : 2); 246 | LadDeath := m.LadsRemaining > 0; 247 | IF m.LadsRemaining <= 0 THEN BEGIN 248 | FOR i := 1 TO NumHighScores DO BEGIN 249 | WriteLN(highScores[i].Score); 250 | IF m.Score >= highScores[i].Score THEN BEGIN 251 | FOR j := NumHighScores - 1 DOWNTO i DO BEGIN 252 | highScores[j + 1] := highScores[j]; 253 | END; 254 | ClrScr; 255 | GotoXY(10, 7); 256 | FOR j := 1 TO 7 DO 257 | Write('YAHOO! '); 258 | WriteLN; 259 | WriteLN; 260 | CASE levelCycle OF 261 | 1 : WriteLN('You really don''t deserve this but...'); 262 | 2 : WriteLN('Not bad for a young Lad'); 263 | 3 : WriteLN('Amazing! You rate!!'); 264 | 4 : WriteLN('Looks like we have a Lad-Der here'); 265 | 5 : WriteLN('Yeah! Now you are a Lad-Wiz!'); 266 | 6 : WriteLN('Wow! You are now a Lad-Guru!'); 267 | ELSE WriteLN('You are a true Lad-Master!!!'); 268 | END; 269 | WriteLN; 270 | While KeyPressed DO 271 | Read(Kbd, ch); 272 | Write('Enter your name: '); 273 | CursOn; 274 | Read(name); 275 | CursOff; 276 | GotoXY(1, 17); 277 | Write('Updating high scores...'); 278 | highScores[i].Score := m.Score; 279 | highScores[i].Name := name; 280 | WriteDataFile; 281 | EXIT; 282 | END; 283 | END; 284 | END; 285 | END; 286 | 287 | PROCEDURE DrawMap; 288 | VAR 289 | x, y : INTEGER; 290 | ch : CHAR; 291 | BEGIN 292 | FOR y := 1 TO LevelRows DO BEGIN 293 | GotoXY(1, y); 294 | FOR x := 1 TO LevelCols DO 295 | Write(m.Field[y][x]); 296 | END; 297 | { Draw the lad at rest } 298 | GotoXY(lad.X, lad.Y); Write('g'); 299 | { Initialize the entire status line } 300 | GotoXY(1, 21); 301 | Write('Lads ',m.LadsRemaining : 2, 302 | ' Level ', displayLevel : 2, 303 | ' Score ', m.Score : 5, '00', 304 | ' Bonus time ', m.RemainingBonusTime : 2, '00'); 305 | GotoXY(1, 23); Write('Get ready!'); 306 | Delay(1000); 307 | WHILE KeyPressed DO 308 | Read(Kbd, ch); 309 | GotoXY(1, 23); Write(' '); 310 | END; 311 | 312 | { 313 | Adjusts the score according to some event. 314 | } 315 | PROCEDURE UpdateScore(scoreEvent : ScoreType); 316 | BEGIN 317 | CASE scoreEvent OF 318 | 319 | ScoreStatue: BEGIN 320 | m.Score := m.Score + m.RemainingBonusTime; 321 | Beep; 322 | END; 323 | 324 | ScoreReset: m.Score := 0; 325 | 326 | ScoreRock: BEGIN 327 | m.Score := m.Score + 2; 328 | Beep; 329 | END; 330 | 331 | ScoreMoney: BEGIN 332 | WHILE m.RemainingBonusTime > 0 DO BEGIN 333 | GotoXY(1, 23); Write('Hooka!'); Beep; Delay(100); 334 | GotoXY(1, 23); Write(' '); Delay(100); 335 | m.Score := Succ(m.Score); 336 | m.RemainingBonusTime := Pred(m.RemainingBonusTime); 337 | GotoXY(36, 21); Write(m.Score : 5); 338 | GotoXY(74, 21); Write(m.RemainingBonusTime : 2); 339 | END; 340 | END; 341 | END; 342 | { give a new lad if over 10,000 points } 343 | IF m.Score >= nextNewLad THEN BEGIN 344 | m.ladsRemaining := Succ(m.ladsRemaining); 345 | nextNewLad := nextNewLad + 100; 346 | GotoXY(8, 21); Write(m.ladsRemaining : 2); 347 | END; 348 | GotoXY(36, 21); 349 | Write(m.Score : 5); 350 | END; 351 | 352 | { 353 | Check to see if the Lad has collided with, or jumped over a rock. 354 | } 355 | FUNCTION Collision(rockPtr : RockPointerType) : BOOLEAN; 356 | BEGIN 357 | Collision := FALSE; 358 | IF lad.X = rockPtr^.X THEN BEGIN 359 | IF lad.Y = rockPtr^.Y THEN BEGIN 360 | Collision := TRUE; 361 | END ELSE IF (lad.Y = rockPtr^.Y - 1) AND 362 | (m.Field[lad.Y + 1][lad.X] = ' ') THEN BEGIN 363 | { score for jumping rocks } 364 | UpdateScore(ScoreRock); 365 | END ELSE IF (lad.Y = rockPtr^.Y - 2) THEN 366 | IF (m.Field[lad.Y + 1][lad.X] = ' ') AND (m.Field[lad.Y + 2][lad.X] = ' ') THEN BEGIN 367 | { score for jumping rocks } 368 | UpdateScore(ScoreRock); 369 | END; 370 | END; 371 | END; 372 | 373 | { 374 | Set each rock up in a random dispenser. 375 | } 376 | PROCEDURE DisperseRocks; 377 | VAR 378 | rockPtr : RockPointerType; 379 | dispenserPtr : DispenserPointerType; 380 | i : INTEGER; 381 | BEGIN 382 | rockPtr := m.Rocks; 383 | WHILE rockPtr <> NIL DO BEGIN 384 | dispenserPtr := dispensers; 385 | IF numDispensers > 1 THEN 386 | FOR i := 1 TO Random(numDispensers) DO 387 | dispenserPtr := dispenserPtr^.Next; 388 | InitActor(rockPtr^, AROCK, dispenserPtr^.xy); 389 | rockPtr := rockPtr^.Next; 390 | END; 391 | m.AnyRocksPending := TRUE; 392 | END; 393 |  394 | -------------------------------------------------------------------------------- /src/ladicons.pas: -------------------------------------------------------------------------------- 1 | { Initialized constants for Ladder } 2 | 3 | CONST 4 | { 5 | p - The place where the lad starts. 6 | V - Der Dispenser. Der Rocks roll out of it to squash you flat. 7 | * - Der Eaters. They eat the Der Rocks but oddly do not harm you in the slightest 8 | = - Floor. You walk on it. 9 | H - Ladder. You climb it. 10 | | - Wall. You can't walk through it. You're not a ghost....yet. 11 | . - Rubber Ball. It's very bouncy. This difference is, it bounces you. 12 | $ - Treasure. The lad must get here to finish the level. 13 | & - Gold Statue. Money!Money!Money!Money!Money! 14 | ^ - Fire. Turns you into extra crispy bacon. 15 | - - Disposable Floor. Well, you can walk on it once. 16 | } 17 | levels : ARRAY[1..NumLevels] OF LevelType = ( 18 | ( 19 | Name : 'Easy Street'; 20 | InitialBonusTime : 35; 21 | Rocks : 5; 22 | Layout : ( 23 | ' V $ ', 24 | ' H ', 25 | ' H H ', 26 | ' =========H================================================== ', 27 | ' H ', 28 | ' H ', 29 | ' H H H ', 30 | '================H==========H================== ========H=====================', 31 | ' & H H | | ', 32 | ' H Easy Street ', 33 | ' H H ', 34 | ' =========H==========H========= ======================= ', 35 | ' H ', 36 | ' H ', 37 | ' H H ', 38 | '======================== ====================== =========H============== ', 39 | ' H ', 40 | ' H ', 41 | '* p H *', 42 | '===============================================================================' 43 | ) 44 | ), 45 | ( 46 | Name : 'Long Island'; 47 | InitialBonusTime : 45; 48 | Rocks : 8; 49 | Layout : ( 50 | ' $ ', 51 | ' & H ', 52 | ' H |V V| H ', 53 | '====H======================= ========================= ====================== ', 54 | ' H ', 55 | ' H ', 56 | ' H & | . . H ', 57 | '========================== ====== =================== ===================H== ', 58 | ' H ', 59 | ' | H ', 60 | ' H | . . H ', 61 | '====H===================== ====== ================ ====================== ', 62 | ' H ', 63 | ' H | ', 64 | ' H | . . H ', 65 | '========================= ======== ============== ==================H== ', 66 | ' H ', 67 | '============== | H ', 68 | ' Long Island | p * | * H ', 69 | '===============================================================================' 70 | ) 71 | ), 72 | ( 73 | Name : 'Ghost Town'; 74 | InitialBonusTime : 35; 75 | Rocks : 5; 76 | Layout : ( 77 | ' V V V $ ', 78 | ' $$$ ', 79 | ' p H H $$$$$ H', 80 | '==========H=== =H==============H', 81 | ' H H H', 82 | ' H & H H', 83 | ' ============== ==== = ====== = ==== =====H===== H', 84 | ' G ^^^ ^^^^^ ^^^^ ^^^^ ^^^ ^^^ $', 85 | ' h | ', 86 | ' o | H & | ', 87 | ' s ======================H============================== =========== ', 88 | ' t & H ', 89 | ' H ', 90 | ' | H H H ', 91 | ' T ==================H=================H===================H======= ', 92 | ' o H H ', 93 | ' w H ', 94 | ' n ^ H ', 95 | '* ^^^ H *', 96 | '===============================================================================' 97 | ) 98 | ), 99 | ( 100 | Name : 'Tunnel Vision'; 101 | InitialBonusTime : 36; 102 | Rocks : 5; 103 | Layout : ( 104 | ' V V ', 105 | ' ', 106 | ' H H | H ', 107 | '=====H=====--======H========================== ===----====H=========== ', 108 | ' H H |&& H ', 109 | ' H H ================== H ', 110 | ' H H tunnel H H ', 111 | ' H =======---===----=================H= H H ', 112 | ' H | vision H H H ', 113 | ' H =========---& -----============H H H ', 114 | ' H H H | H H ', 115 | ' H H=========----===----================ H ==============', 116 | ' H & H ', 117 | ' H | H ', 118 | '====---==== H | H ', 119 | '| | ================---===---=================== H ', 120 | '| === | H H p ', 121 | '| $ | H ===H=======', 122 | '|* $$$ *| * * * *H *H ', 123 | '===============================================================================' 124 | ) 125 | ), 126 | ( 127 | Name : 'Point of No Return'; 128 | InitialBonusTime : 35; 129 | Rocks : 7; 130 | Layout : ( 131 | ' $ ', 132 | ' H V ', 133 | ' H ', 134 | ' HHHHHHHHHHHHH .HHHHHHHHHHHHHH H p ', 135 | ' & V H ==H==========', 136 | ' H H ', 137 | ' H H . H ', 138 | '===H==============-----------============H==== H ', 139 | ' H H H ', 140 | ' H =====H============== ', 141 | ' H H H ', 142 | ' H &..^^^.....^..^ . ^^ H==--------- H ', 143 | ' H ============================H & H H ', 144 | ' H === === === H ---------=================H======', 145 | ' H H H ', 146 | ' H & H & H ', 147 | ' ==========-------------------------=======----------=================== ', 148 | ' ', 149 | '^^^* ^^^^^^^^^^^^^^^^^^^^^^^^^* *^^^^^^^^^^*Point of No Return*^^^^', 150 | '===============================================================================' 151 | ) 152 | ), 153 | ( 154 | Name : 'Bug City'; 155 | InitialBonusTime : 37; 156 | Rocks : 6; 157 | Layout : ( 158 | ' Bug City HHHHHHHH V ', 159 | ' HHH HHH ', 160 | ' H >mmmmmmmm ', 161 | ' H=============== ==================== H ', 162 | ' H |===== \ / V =====H==========', 163 | ' H \/ H ', 164 | ' H | $ H ', 165 | ' H H | H H ', 166 | ' H ====H======= p |&H H H ', 167 | ' H H ======================H ====== ', 168 | ' H H &| H H ', 169 | ' H H &| H H }{ =====H==== ', 170 | '===H===& H =====================H H H ', 171 | ' H H H H ', 172 | ' H H & H ', 173 | ' ======H=== ======= H <> & H ', 174 | ' H========== ===== = ============', 175 | ' }i{ H ', 176 | '* H *', 177 | '===============================================================================' 178 | ) 179 | ), 180 | ( 181 | Name : 'GangLand'; 182 | InitialBonusTime : 32; 183 | Rocks : 6; 184 | Layout : ( 185 | ' =Gang Land= V ', 186 | ' == _ == . ', 187 | ' p H | [] |_| | & . H ', 188 | '===========H | |_| | H === ===================H ', 189 | ' V H ============= H====== H ', 190 | ' H H & H ', 191 | ' H H | | H ', 192 | ' H H ^^^&&^^^ & ^ ^^^ H H | =============H ', 193 | ' H======H =======================H===========H===== & H ', 194 | ' H H H | &&& H ', 195 | ' H H H | &&&&& H ', 196 | ' H H H | =============H ', 197 | ' =====------================= H | $ $ ', 198 | ' | H | $$$ $$$ ', 199 | '====------=== | H | $$$$$ $$$$$ ', 200 | ' | = | ============= ============ ', 201 | ' | $ ^ & ', 202 | ' |^^^^^^^^^^^^^^ $ ^ ====== ', 203 | '* . & ^ H*^ ^ ^ ^^^^^^^^^^^^', 204 | '===============================================================================' 205 | ) 206 | ) 207 | ); 208 | 209 | { 210 | A moving jump is UR/UR/R/R/DR/DR 211 | or UL/UL/L/L/DL/DL 212 | A standing jump is U/U/-/D/D 213 | 214 | ==================== 215 | ----234-----23------ 216 | ---1---5----14------ 217 | --0-----6---05------ 218 | ==================== 219 | } 220 | jumpPaths : Array[JUMPRIGHT..JUMPLEFT] OF ActionArrayType = ( 221 | (UPRIGHT, UPRIGHT, RIGHT, RIGHT, DOWNRIGHT, DOWNRIGHT), 222 | (UP, UP, STOPPED, DOWN, DOWN, ACTIONEND), 223 | (UPLEFT, UPLEFT, LEFT, LEFT, DOWNLEFT, DOWNLEFT) 224 | ); 225 | 226 | dirs : ARRAY[STOPPED..JUMPLEFT] OF XYtype = ( 227 | (x: 0; y: 0), { STOPPED } 228 | (x: 0; y:-1), { UP } 229 | (x: 1; y:-1), { UPRIGHT } 230 | (x: 1; y: 0), { RIGHT } 231 | (x: 1; y: 1), { DOWNRIGHT } 232 | (x: 0; y: 1), { DOWN } 233 | (x:-1; y: 1), { DOWNLEFT } 234 | (x:-1; y: 0), { LEFT } 235 | (x:-1; y:-1), { UPLEFT } 236 | (x: 0; y: 1), { FALLING } 237 | (x: 0; y: 0), { JUMP } 238 | (x: 0; y: 0), { JUMPRIGHT } 239 | (x: 0; y: 0), { JUMPUP } 240 | (x: 0; y: 0) { JUMPLEFT } 241 | ); 242 | 243 | ReadmsWait : ARRAY [1..NumPlaySpeeds] OF INTEGER = (100, 50, 25, 13, 7); 244 |  245 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------