Code: Select all
openssl.exe pkeyutl -encrypt -inkey PublicKeyFile.pem -pubin -in FileToBeEnctrypted.txt -out EncryptedFile.txt
Code: Select all
openssl.exe pkeyutl -encrypt -inkey PublicKeyFile.pem -pubin -in FileToBeEnctrypted.txt -out EncryptedFile.txt
Code: Select all
#include <openssl/pem.h>
#include <string>
...
bool EncryptString(const std::string& InStr /*plaintext*/, const std::string& InPublicKey /*path to public key pem file*/, std::string& OutString /*ciphertext*/) {
// Load key
FILE* f = fopen(InPublicKey.c_str(), "r");
EVP_PKEY* pkey = PEM_read_PUBKEY(f, NULL, NULL, NULL);
fclose(f);
// Create/initialize context
EVP_PKEY_CTX* ctx;
ctx = EVP_PKEY_CTX_new(pkey, NULL);
EVP_PKEY_encrypt_init(ctx);
// Specify padding: default is PKCS#1 v1.5
// EVP_PKEY_CTX_set_rsa_padding(ctx, RSA_PKCS1_OAEP_PADDING); // for OAEP with SHA1 for both digests
// Encryption
size_t ciphertextLen;
EVP_PKEY_encrypt(ctx, NULL, &ciphertextLen, (const unsigned char*)InStr.c_str(), InStr.size());
unsigned char* ciphertext = (unsigned char*)OPENSSL_malloc(ciphertextLen);
EVP_PKEY_encrypt(ctx, ciphertext, &ciphertextLen, (const unsigned char*)InStr.c_str(), InStr.size());
OutString.assign((char*)ciphertext, ciphertextLen);
// Release memory
EVP_PKEY_free(pkey);
EVP_PKEY_CTX_free(ctx);
OPENSSL_free(ciphertext);
return true; // add exception/error handling
}
Code: Select all
#include <openssl/pem.h>
#include <string>
...
bool EncryptString(const std::string& InStr /*plaintext*/, const std::string& InPublicKey /*path to public key pem file*/, std::string& OutString /*ciphertext*/) {
// Load key
FILE* f = fopen(InPublicKey.c_str(), "r");
EVP_PKEY* pkey = PEM_read_PUBKEY(f, NULL, NULL, NULL);
fclose(f);
// Create/initialize context
EVP_PKEY_CTX* ctx;
ctx = EVP_PKEY_CTX_new(pkey, NULL);
EVP_PKEY_encrypt_init(ctx);
// Specify padding: default is PKCS#1 v1.5
// EVP_PKEY_CTX_set_rsa_padding(ctx, RSA_PKCS1_OAEP_PADDING); // for OAEP with SHA1 for both digests
// Encryption
size_t ciphertextLen;
EVP_PKEY_encrypt(ctx, NULL, &ciphertextLen, (const unsigned char*)InStr.c_str(), InStr.size());
unsigned char* ciphertext = (unsigned char*)OPENSSL_malloc(ciphertextLen);
EVP_PKEY_encrypt(ctx, ciphertext, &ciphertextLen, (const unsigned char*)InStr.c_str(), InStr.size());
OutString.assign((char*)ciphertext, ciphertextLen);
// Release memory
EVP_PKEY_free(pkey);
EVP_PKEY_CTX_free(ctx);
OPENSSL_free(ciphertext);
return true; // add exception/error handling
}
Code: Select all
' Q B a s i c G o r i l l a s
'
' Copyright (C) IBM Corporation 1991
'
' Your mission is to hit your opponent with the exploding banana
' by varying the angle and power of your throw, taking into account
' wind speed, gravity, and the city skyline.
'
' Speed of this game is determined by the constant SPEEDCONST. If the
' program is too slow or too fast adjust the "CONST SPEEDCONST = 500" line
' below. The larger the number the faster the game will go.
'
' To run this game, press Shift+F5.
'
' To exit QBasic, press Alt, F, X.
'
' To get help on a BASIC keyword, move the cursor to the keyword and press
' F1 or click the right mouse button.
'
'Set default data type to integer for faster game play
DEFINT A-Z
'Sub Declarations
DECLARE SUB DoSun (Mouth)
DECLARE SUB SetScreen ()
DECLARE SUB EndGame ()
DECLARE SUB Center (Row, Text$)
DECLARE SUB Intro ()
DECLARE SUB SparklePause ()
DECLARE SUB GetInputs (Player1$, Player2$, NumGames)
DECLARE SUB PlayGame (Player1$, Player2$, NumGames)
DECLARE SUB DoExplosion (x#, y#)
DECLARE SUB MakeCityScape (BCoor() AS ANY)
DECLARE SUB PlaceGorillas (BCoor() AS ANY)
DECLARE SUB UpdateScores (Record(), PlayerNum, Results)
DECLARE SUB DrawGorilla (x, y, arms)
DECLARE SUB GorillaIntro (Player1$, Player2$)
DECLARE SUB Rest (t#)
DECLARE SUB VictoryDance (Player)
DECLARE SUB ClearGorillas ()
DECLARE SUB DrawBan (xc#, yc#, r, bc)
DECLARE FUNCTION Scl (n!)
DECLARE FUNCTION GetNum# (Row, Col)
DECLARE FUNCTION DoShot (PlayerNum, x, y)
DECLARE FUNCTION ExplodeGorilla (x#, y#)
DECLARE FUNCTION Getn# (Row, Col)
DECLARE FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)
DECLARE FUNCTION CalcDelay! ()
'Make all arrays Dynamic
'$DYNAMIC
'User-Defined TYPEs
TYPE XYPoint
XCoor AS INTEGER
YCoor AS INTEGER
END TYPE
'Constants
CONST SPEEDCONST = 2500
CONST TRUE = -1
CONST FALSE = NOT TRUE
CONST HITSELF = 1
CONST BACKATTR = 0
CONST OBJECTCOLOR = 1
CONST WINDOWCOLOR = 14
CONST SUNATTR = 3
CONST SUNHAPPY = FALSE
CONST SUNSHOCK = TRUE
CONST RIGHTUP = 1
CONST LEFTUP = 2
CONST ARMSDOWN = 3
'Global Variables
DIM SHARED GorillaX(1 TO 2) 'Location of the two gorillas
DIM SHARED GorillaY(1 TO 2)
DIM SHARED LastBuilding
DIM SHARED pi#
DIM SHARED LBan&(x), RBan&(x), UBan&(x), DBan&(x) 'Graphical picture of banana
DIM SHARED GorD&(120) 'Graphical picture of Gorilla arms down
DIM SHARED GorL&(120) 'Gorilla left arm raised
DIM SHARED GorR&(120) 'Gorilla right arm raised
DIM SHARED gravity#
DIM SHARED Wind
'Screen Mode Variables
DIM SHARED ScrHeight
DIM SHARED ScrWidth
DIM SHARED Mode
DIM SHARED MaxCol
'Screen Color Variables
DIM SHARED ExplosionColor
DIM SHARED SunColor
DIM SHARED BackColor
DIM SHARED SunHit
DIM SHARED SunHt
DIM SHARED GHeight
DIM SHARED MachSpeed AS SINGLE
DEF FnRan (x) = INT(RND(1) * x) + 1
DEF SEG = 0 ' Set NumLock to ON
KeyFlags = PEEK(1047)
IF (KeyFlags AND 32) = 0 THEN
POKE 1047, KeyFlags OR 32
END IF
DEF SEG
GOSUB InitVars
Intro
GetInputs Name1$, Name2$, NumGames
GorillaIntro Name1$, Name2$
PlayGame Name1$, Name2$, NumGames
DEF SEG = 0 ' Restore NumLock state
POKE 1047, KeyFlags
DEF SEG
END
CGABanana:
'BananaLeft
DATA 327686, -252645316, 60
'BananaDown
DATA 196618, -1057030081, 49344
'BananaUp
DATA 196618, -1056980800, 63
'BananaRight
DATA 327686, 1010580720, 240
EGABanana:
'BananaLeft
DATA 458758,202116096,471604224,943208448,943208448,943208448,471604224,202116096,0
'BananaDown
DATA 262153, -2134835200, -2134802239, -2130771968, -2130738945,8323072, 8323199, 4063232, 4063294
'BananaUp
DATA 262153, 4063232, 4063294, 8323072, 8323199, -2130771968, -2130738945, -2134835200,-2134802239
'BananaRight
DATA 458758, -1061109760, -522133504, 1886416896, 1886416896, 1886416896,-522133504,-1061109760,0
InitVars:
pi# = 4 * ATN(1#)
'This is a clever way to pick the best graphics mode available
ON ERROR GOTO ScreenModeError
Mode = 9
SCREEN Mode
ON ERROR GOTO PaletteError
IF Mode = 9 THEN PALETTE 4, 0 'Check for 64K EGA
ON ERROR GOTO 0
MachSpeed = CalcDelay
IF Mode = 9 THEN
ScrWidth = 640
ScrHeight = 350
GHeight = 25
RESTORE EGABanana
REDIM LBan&(8), RBan&(8), UBan&(8), DBan&(8)
FOR i = 0 TO 8
READ LBan&(i)
NEXT i
FOR i = 0 TO 8
READ DBan&(i)
NEXT i
FOR i = 0 TO 8
READ UBan&(i)
NEXT i
FOR i = 0 TO 8
READ RBan&(i)
NEXT i
SunHt = 39
ELSE
ScrWidth = 320
ScrHeight = 200
GHeight = 12
RESTORE CGABanana
REDIM LBan&(2), RBan&(2), UBan&(2), DBan&(2)
REDIM GorL&(20), GorD&(20), GorR&(20)
FOR i = 0 TO 2
READ LBan&(i)
NEXT i
FOR i = 0 TO 2
READ DBan&(i)
NEXT i
FOR i = 0 TO 2
READ UBan&(i)
NEXT i
FOR i = 0 TO 2
READ RBan&(i)
NEXT i
MachSpeed = MachSpeed * 1.3
SunHt = 20
END IF
RETURN
ScreenModeError:
IF Mode = 1 THEN
CLS
LOCATE 10, 5
PRINT "Sorry, you must have CGA, EGA color, or VGA graphics to play GORILLA.BAS"
END
ELSE
Mode = 1
RESUME
END IF
PaletteError:
Mode = 1 '64K EGA cards will run in CGA mode.
RESUME NEXT
REM $STATIC
'CalcDelay:
' Checks speed of the machine.
FUNCTION CalcDelay!
s! = TIMER
DO
i! = i! + 1
LOOP UNTIL TIMER - s! >= .5
CalcDelay! = i!
END FUNCTION
' Center:
' Centers and prints a text string on a given row
' Parameters:
' Row - screen row number
' Text$ - text to be printed
'
SUB Center (Row, Text$)
Col = MaxCol \ 2
LOCATE Row, Col - (LEN(Text$) / 2 + .5)
PRINT Text$;
END SUB
' DoExplosion:
' Produces explosion when a shot is fired
' Parameters:
' X#, Y# - location of explosion
'
SUB DoExplosion (x#, y#)
PLAY "MBO0L32EFGEFDC"
Radius = ScrHeight / 50
IF Mode = 9 THEN Inc# = .5 ELSE Inc# = .41
FOR c# = 0 TO Radius STEP Inc#
CIRCLE (x#, y#), c#, ExplosionColor
NEXT c#
FOR c# = Radius TO 0 STEP (-1 * Inc#)
CIRCLE (x#, y#), c#, BACKATTR
FOR i = 1 TO 100
NEXT i
Rest .005
NEXT c#
END SUB
' DoShot:
' Controls banana shots by accepting player input and plotting
' shot angle
' Parameters:
' PlayerNum - Player
' x, y - Player's gorilla position
'
FUNCTION DoShot (PlayerNum, x, y)
'Input shot
IF PlayerNum = 1 THEN
LocateCol = 1
ELSE
IF Mode = 9 THEN
LocateCol = 66
ELSE
LocateCol = 26
END IF
END IF
LOCATE 2, LocateCol
PRINT "Angle:";
Angle# = GetNum#(2, LocateCol + 7)
LOCATE 3, LocateCol
PRINT "Velocity:";
Velocity = GetNum#(3, LocateCol + 10)
IF PlayerNum = 2 THEN
Angle# = 180 - Angle#
END IF
'Erase input
FOR i = 1 TO 4
LOCATE i, 1
PRINT SPACE$(30 \ (80 \ MaxCol));
LOCATE i, (50 \ (80 \ MaxCol))
PRINT SPACE$(30 \ (80 \ MaxCol));
NEXT
SunHit = FALSE
PlayerHit = PlotShot(x, y, Angle#, Velocity, PlayerNum)
IF PlayerHit = 0 THEN
DoShot = FALSE
ELSE
DoShot = TRUE
IF PlayerHit = PlayerNum THEN PlayerNum = 3 - PlayerNum
VictoryDance PlayerNum
END IF
END FUNCTION
' DoSun:
' Draws the sun at the top of the screen.
' Parameters:
' Mouth - If TRUE draws "O" mouth else draws a smile mouth.
'
SUB DoSun (Mouth)
'set position of sun
x = ScrWidth \ 2: y = Scl(25)
'clear old sun
LINE (x - Scl(22), y - Scl(18))-(x + Scl(22), y + Scl(18)), BACKATTR, BF
'draw new sun:
'body
CIRCLE (x, y), Scl(12), SUNATTR
PAINT (x, y), SUNATTR
'rays
LINE (x - Scl(20), y)-(x + Scl(20), y), SUNATTR
LINE (x, y - Scl(15))-(x, y + Scl(15)), SUNATTR
LINE (x - Scl(15), y - Scl(10))-(x + Scl(15), y + Scl(10)), SUNATTR
LINE (x - Scl(15), y + Scl(10))-(x + Scl(15), y - Scl(10)), SUNATTR
LINE (x - Scl(8), y - Scl(13))-(x + Scl(8), y + Scl(13)), SUNATTR
LINE (x - Scl(8), y + Scl(13))-(x + Scl(8), y - Scl(13)), SUNATTR
LINE (x - Scl(18), y - Scl(5))-(x + Scl(18), y + Scl(5)), SUNATTR
LINE (x - Scl(18), y + Scl(5))-(x + Scl(18), y - Scl(5)), SUNATTR
'mouth
IF Mouth THEN 'draw "o" mouth
CIRCLE (x, y + Scl(5)), Scl(2.9), 0
PAINT (x, y + Scl(5)), 0, 0
ELSE 'draw smile
CIRCLE (x, y), Scl(8), 0, (210 * pi# / 180), (330 * pi# / 180)
END IF
'eyes
CIRCLE (x - 3, y - 2), 1, 0
CIRCLE (x + 3, y - 2), 1, 0
PSET (x - 3, y - 2), 0
PSET (x + 3, y - 2), 0
END SUB
'DrawBan:
' Draws the banana
'Parameters:
' xc# - Horizontal Coordinate
' yc# - Vertical Coordinate
' r - rotation position (0-3). ( \_/ ) /-\
' bc - if TRUE then DrawBan draws the banana ELSE it erases the banana
SUB DrawBan (xc#, yc#, r, bc)
SELECT CASE r
CASE 0
IF bc THEN PUT (xc#, yc#), LBan&, PSET ELSE PUT (xc#, yc#), LBan&, XOR
CASE 1
IF bc THEN PUT (xc#, yc#), UBan&, PSET ELSE PUT (xc#, yc#), UBan&, XOR
CASE 2
IF bc THEN PUT (xc#, yc#), DBan&, PSET ELSE PUT (xc#, yc#), DBan&, XOR
CASE 3
IF bc THEN PUT (xc#, yc#), RBan&, PSET ELSE PUT (xc#, yc#), RBan&, XOR
END SELECT
END SUB
'DrawGorilla:
' Draws the Gorilla in either CGA or EGA mode
' and saves the graphics data in an array.
'Parameters:
' x - x coordinate of gorilla
' y - y coordinate of the gorilla
' arms - either Left up, Right up, or both down
SUB DrawGorilla (x, y, arms)
DIM i AS SINGLE ' Local index must be single precision
'draw head
LINE (x - Scl(4), y)-(x + Scl(2.9), y + Scl(6)), OBJECTCOLOR, BF
LINE (x - Scl(5), y + Scl(2))-(x + Scl(4), y + Scl(4)), OBJECTCOLOR, BF
'draw eyes/brow
LINE (x - Scl(3), y + Scl(2))-(x + Scl(2), y + Scl(2)), 0
'draw nose if ega
IF Mode = 9 THEN
FOR i = -2 TO -1
PSET (x + i, y + 4), 0
PSET (x + i + 3, y + 4), 0
NEXT i
END IF
'neck
LINE (x - Scl(3), y + Scl(7))-(x + Scl(2), y + Scl(7)), OBJECTCOLOR
'body
LINE (x - Scl(8), y + Scl(8))-(x + Scl(6.9), y + Scl(14)), OBJECTCOLOR, BF
LINE (x - Scl(6), y + Scl(15))-(x + Scl(4.9), y + Scl(20)), OBJECTCOLOR, BF
'legs
FOR i = 0 TO 4
CIRCLE (x + Scl(i), y + Scl(25)), Scl(10), OBJECTCOLOR, 3 * pi# / 4, 9 * pi# / 8
CIRCLE (x + Scl(-6) + Scl(i - .1), y + Scl(25)), Scl(10), OBJECTCOLOR, 15 * pi# / 8, pi# / 4
NEXT
'chest
CIRCLE (x - Scl(4.9), y + Scl(10)), Scl(4.9), 0, 3 * pi# / 2, 0
CIRCLE (x + Scl(4.9), y + Scl(10)), Scl(4.9), 0, pi#, 3 * pi# / 2
FOR i = -5 TO -1
SELECT CASE arms
CASE 1
'Right arm up
CIRCLE (x + Scl(i - .1), y + Scl(14)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(4)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorR&
CASE 2
'Left arm up
CIRCLE (x + Scl(i - .1), y + Scl(4)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(14)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorL&
CASE 3
'Both arms down
CIRCLE (x + Scl(i - .1), y + Scl(14)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(14)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorD&
END SELECT
NEXT i
END SUB
'ExplodeGorilla:
' Causes gorilla explosion when a direct hit occurs
'Parameters:
' X#, Y# - shot location
FUNCTION ExplodeGorilla (x#, y#)
YAdj = Scl(12)
XAdj = Scl(5)
SclX# = ScrWidth / 320
SclY# = ScrHeight / 200
IF x# < ScrWidth / 2 THEN PlayerHit = 1 ELSE PlayerHit = 2
PLAY "MBO0L16EFGEFDC"
FOR i = 1 TO 8 * SclX#
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + 7 * SclY# + YAdj), i, ExplosionColor, , , -1.57
LINE (GorillaX(PlayerHit) + 7 * SclX#, GorillaY(PlayerHit) + 9 * SclY# - i)-(GorillaX(PlayerHit), GorillaY(PlayerHit) + 9 * SclY# - i), ExplosionColor
NEXT i
FOR i = 1 TO 16 * SclX#
IF i < (8 * SclX#) THEN CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + 7 * SclY# + YAdj), (8 * SclX# + 1) - i, BACKATTR, , , -1.57
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + YAdj), i, i MOD 2 + 1, , , -1.57
NEXT i
FOR i = 24 * SclX# TO 1 STEP -1
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + YAdj), i, BACKATTR, , , -1.57
FOR Count = 1 TO 200
NEXT
NEXT i
ExplodeGorilla = PlayerHit
END FUNCTION
'GetInputs:
' Gets user inputs at beginning of game
'Parameters:
' Player1$, Player2$ - player names
' NumGames - number of games to play
SUB GetInputs (Player1$, Player2$, NumGames)
COLOR 7, 0
CLS
LOCATE 8, 15
LINE INPUT "Name of Player 1 (Default = 'Player 1'): "; Player1$
IF Player1$ = "" THEN
Player1$ = "Player 1"
ELSE
Player1$ = LEFT$(Player1$, 10)
END IF
LOCATE 10, 15
LINE INPUT "Name of Player 2 (Default = 'Player 2'): "; Player2$
IF Player2$ = "" THEN
Player2$ = "Player 2"
ELSE
Player2$ = LEFT$(Player2$, 10)
END IF
DO
LOCATE 12, 56: PRINT SPACE$(25);
LOCATE 12, 13
INPUT "Play to how many total points (Default = 3)"; game$
NumGames = VAL(LEFT$(game$, 2))
LOOP UNTIL NumGames > 0 AND LEN(game$) < 3 OR LEN(game$) = 0
IF NumGames = 0 THEN NumGames = 3
DO
LOCATE 14, 53: PRINT SPACE$(28);
LOCATE 14, 17
INPUT "Gravity in Meters/Sec (Earth = 9.8)"; grav$
gravity# = VAL(grav$)
LOOP UNTIL gravity# > 0 OR LEN(grav$) = 0
IF gravity# = 0 THEN gravity# = 9.8
END SUB
'GetNum:
' Gets valid numeric input from user
'Parameters:
' Row, Col - location to echo input
FUNCTION GetNum# (Row, Col)
Result$ = ""
Done = FALSE
WHILE INKEY$ <> "": WEND 'Clear keyboard buffer
DO WHILE NOT Done
LOCATE Row, Col
PRINT Result$; CHR$(95); " ";
Kbd$ = INKEY$
SELECT CASE Kbd$
CASE "0" TO "9"
Result$ = Result$ + Kbd$
CASE "."
IF INSTR(Result$, ".") = 0 THEN
Result$ = Result$ + Kbd$
END IF
CASE CHR$(13)
IF VAL(Result$) > 360 THEN
Result$ = ""
ELSE
Done = TRUE
END IF
CASE CHR$(8)
IF LEN(Result$) > 0 THEN
Result$ = LEFT$(Result$, LEN(Result$) - 1)
END IF
CASE ELSE
IF LEN(Kbd$) > 0 THEN
BEEP
END IF
END SELECT
LOOP
LOCATE Row, Col
PRINT Result$; " ";
GetNum# = VAL(Result$)
END FUNCTION
'GorillaIntro:
' Displays gorillas on screen for the first time
' allows the graphical data to be put into an array
'Parameters:
' Player1$, Player2$ - The names of the players
'
SUB GorillaIntro (Player1$, Player2$)
LOCATE 16, 34: PRINT "--------------"
LOCATE 18, 34: PRINT "V = View Intro"
LOCATE 19, 34: PRINT "P = Play Game"
LOCATE 21, 35: PRINT "Your Choice?"
DO WHILE Char$ = ""
Char$ = INKEY$
LOOP
IF Mode = 1 THEN
x = 125
y = 100
ELSE
x = 278
y = 175
END IF
SCREEN Mode
SetScreen
IF Mode = 1 THEN Center 5, "Please wait while gorillas are drawn."
VIEW PRINT 9 TO 24
IF Mode = 9 THEN PALETTE OBJECTCOLOR, BackColor
DrawGorilla x, y, ARMSDOWN
CLS 2
DrawGorilla x, y, LEFTUP
CLS 2
DrawGorilla x, y, RIGHTUP
CLS 2
VIEW PRINT 1 TO 25
IF Mode = 9 THEN PALETTE OBJECTCOLOR, 46
IF UCASE$(Char$) = "V" THEN
Center 2, "Q B A S I C G O R I L L A S"
Center 5, " STARRING: "
P$ = Player1$ + " AND " + Player2$
Center 7, P$
PUT (x - 13, y), GorD&, PSET
PUT (x + 47, y), GorD&, PSET
Rest 1
PUT (x - 13, y), GorL&, PSET
PUT (x + 47, y), GorR&, PSET
PLAY "t120o1l16b9n0baan0bn0bn0baaan0b9n0baan0b"
Rest .3
PUT (x - 13, y), GorR&, PSET
PUT (x + 47, y), GorL&, PSET
PLAY "o2l16e-9n0e-d-d-n0e-n0e-n0e-d-d-d-n0e-9n0e-d-d-n0e-"
Rest .3
PUT (x - 13, y), GorL&, PSET
PUT (x + 47, y), GorR&, PSET
PLAY "o2l16g-9n0g-een0g-n0g-n0g-eeen0g-9n0g-een0g-"
Rest .3
PUT (x - 13, y), GorR&, PSET
PUT (x + 47, y), GorL&, PSET
PLAY "o2l16b9n0baan0g-n0g-n0g-eeen0o1b9n0baan0b"
Rest .3
FOR i = 1 TO 4
PUT (x - 13, y), GorL&, PSET
PUT (x + 47, y), GorR&, PSET
PLAY "T160O0L32EFGEFDC"
Rest .1
PUT (x - 13, y), GorR&, PSET
PUT (x + 47, y), GorL&, PSET
PLAY "T160O0L32EFGEFDC"
Rest .1
NEXT
END IF
END SUB
'Intro:
' Displays game introduction
SUB Intro
SCREEN 0
WIDTH 80, 25
MaxCol = 80
COLOR 15, 0
CLS
Center 4, "Q B a s i c G O R I L L A S"
COLOR 7
Center 6, "Copyright (C) IBM Corporation 1991"
Center 8, "Your mission is to hit your opponent with the exploding"
Center 9, "banana by varying the angle and power of your throw, taking"
Center 10, "into account wind speed, gravity, and the city skyline."
Center 11, "The wind speed is shown by a directional arrow at the bottom"
Center 12, "of the playing field, its length relative to its strength."
Center 24, "Press any key to continue"
PLAY "MBT160O1L8CDEDCDL4ECC"
SparklePause
IF Mode = 1 THEN MaxCol = 40
END SUB
'MakeCityScape:
' Creates random skyline for game
'Parameters:
' BCoor() - a user-defined type array which stores the coordinates of
' the upper left corner of each building.
SUB MakeCityScape (BCoor() AS XYPoint)
x = 2
'Set the sloping trend of the city scape. NewHt is new building height
Slope = FnRan(6)
SELECT CASE Slope
CASE 1: NewHt = 15 'Upward slope
CASE 2: NewHt = 130 'Downward slope
CASE 3 TO 5: NewHt = 15 '"V" slope - most common
CASE 6: NewHt = 130 'Inverted "V" slope
END SELECT
IF Mode = 9 THEN
BottomLine = 335 'Bottom of building
HtInc = 10 'Increase value for new height
DefBWidth = 37 'Default building height
RandomHeight = 120 'Random height difference
WWidth = 3 'Window width
WHeight = 6 'Window height
WDifV = 15 'Counter for window spacing - vertical
WDifh = 10 'Counter for window spacing - horizontal
ELSE
BottomLine = 190
HtInc = 6
NewHt = NewHt * 20 \ 35 'Adjust for CGA
DefBWidth = 18
RandomHeight = 54
WWidth = 1
WHeight = 2
WDifV = 5
WDifh = 4
END IF
CurBuilding = 1
DO
SELECT CASE Slope
CASE 1
NewHt = NewHt + HtInc
CASE 2
NewHt = NewHt - HtInc
CASE 3 TO 5
IF x > ScrWidth \ 2 THEN
NewHt = NewHt - 2 * HtInc
ELSE
NewHt = NewHt + 2 * HtInc
END IF
CASE 4
IF x > ScrWidth \ 2 THEN
NewHt = NewHt + 2 * HtInc
ELSE
NewHt = NewHt - 2 * HtInc
END IF
END SELECT
'Set width of building and check to see if it would go off the screen
BWidth = FnRan(DefBWidth) + DefBWidth
IF x + BWidth > ScrWidth THEN BWidth = ScrWidth - x - 2
'Set height of building and check to see if it goes below screen
BHeight = FnRan(RandomHeight) + NewHt
IF BHeight < HtInc THEN BHeight = HtInc
'Check to see if Building is too high
IF BottomLine - BHeight <= MaxHeight + GHeight THEN BHeight = MaxHeight + GHeight - 5
'Set the coordinates of the building into the array
BCoor(CurBuilding).XCoor = x
BCoor(CurBuilding).YCoor = BottomLine - BHeight
IF Mode = 9 THEN BuildingColor = FnRan(3) + 4 ELSE BuildingColor = 2
'Draw the building, outline first, then filled
LINE (x - 1, BottomLine + 1)-(x + BWidth + 1, BottomLine - BHeight - 1), BACKGROUND, B
LINE (x, BottomLine)-(x + BWidth, BottomLine - BHeight), BuildingColor, BF
'Draw the windows
c = x + 3
DO
FOR i = BHeight - 3 TO 7 STEP -WDifV
IF Mode <> 9 THEN
WinColr = (FnRan(2) - 2) * -3
ELSEIF FnRan(4) = 1 THEN
WinColr = 8
ELSE
WinColr = WINDOWCOLOR
END IF
LINE (c, BottomLine - i)-(c + WWidth, BottomLine - i + WHeight), WinColr, BF
NEXT
c = c + WDifh
LOOP UNTIL c >= x + BWidth - 3
x = x + BWidth + 2
CurBuilding = CurBuilding + 1
LOOP UNTIL x > ScrWidth - HtInc
LastBuilding = CurBuilding - 1
'Set Wind speed
Wind = FnRan(10) - 5
IF FnRan(3) = 1 THEN
IF Wind > 0 THEN
Wind = Wind + FnRan(10)
ELSE
Wind = Wind - FnRan(10)
END IF
END IF
'Draw Wind speed arrow
IF Wind <> 0 THEN
WindLine = Wind * 3 * (ScrWidth \ 320)
LINE (ScrWidth \ 2, ScrHeight - 5)-(ScrWidth \ 2 + WindLine, ScrHeight - 5), ExplosionColor
IF Wind > 0 THEN ArrowDir = -2 ELSE ArrowDir = 2
LINE (ScrWidth / 2 + WindLine, ScrHeight - 5)-(ScrWidth / 2 + WindLine + ArrowDir, ScrHeight - 5 - 2), ExplosionColor
LINE (ScrWidth / 2 + WindLine, ScrHeight - 5)-(ScrWidth / 2 + WindLine + ArrowDir, ScrHeight - 5 + 2), ExplosionColor
END IF
END SUB
'PlaceGorillas:
' PUTs the Gorillas on top of the buildings. Must have drawn
' Gorillas first.
'Parameters:
' BCoor() - user-defined TYPE array which stores upper left coordinates
' of each building.
SUB PlaceGorillas (BCoor() AS XYPoint)
IF Mode = 9 THEN
XAdj = 14
YAdj = 30
ELSE
XAdj = 7
YAdj = 16
END IF
SclX# = ScrWidth / 320
SclY# = ScrHeight / 200
'Place gorillas on second or third building from edge
FOR i = 1 TO 2
IF i = 1 THEN BNum = FnRan(2) + 1 ELSE BNum = LastBuilding - FnRan(2)
BWidth = BCoor(BNum + 1).XCoor - BCoor(BNum).XCoor
GorillaX(i) = BCoor(BNum).XCoor + BWidth / 2 - XAdj
GorillaY(i) = BCoor(BNum).YCoor - YAdj
PUT (GorillaX(i), GorillaY(i)), GorD&, PSET
NEXT i
END SUB
'PlayGame:
' Main game play routine
'Parameters:
' Player1$, Player2$ - player names
' NumGames - number of games to play
SUB PlayGame (Player1$, Player2$, NumGames)
DIM BCoor(0 TO 30) AS XYPoint
DIM TotalWins(1 TO 2)
J = 1
FOR i = 1 TO NumGames
CLS
RANDOMIZE (TIMER)
CALL MakeCityScape(BCoor())
CALL PlaceGorillas(BCoor())
DoSun SUNHAPPY
Hit = FALSE
DO WHILE Hit = FALSE
J = 1 - J
LOCATE 1, 1
PRINT Player1$
LOCATE 1, (MaxCol - 1 - LEN(Player2$))
PRINT Player2$
Center 23, LTRIM$(STR$(TotalWins(1))) + ">Score<" + LTRIM$(STR$(TotalWins(2)))
Tosser = J + 1: Tossee = 3 - J
'Plot the shot. Hit is true if Gorilla gets hit.
Hit = DoShot(Tosser, GorillaX(Tosser), GorillaY(Tosser))
'Reset the sun, if it got hit
IF SunHit THEN DoSun SUNHAPPY
IF Hit = TRUE THEN CALL UpdateScores(TotalWins(), Tosser, Hit)
LOOP
SLEEP 1
NEXT i
SCREEN 0
WIDTH 80, 25
COLOR 7, 0
MaxCol = 80
CLS
Center 8, "GAME OVER!"
Center 10, "Score:"
LOCATE 11, 30: PRINT Player1$; TAB(50); TotalWins(1)
LOCATE 12, 30: PRINT Player2$; TAB(50); TotalWins(2)
Center 24, "Press any key to continue"
SparklePause
COLOR 7, 0
CLS
END SUB
'PlayGame:
' Plots banana shot across the screen
'Parameters:
' StartX, StartY - starting shot location
' Angle - shot angle
' Velocity - shot velocity
' PlayerNum - the banana thrower
FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)
Angle# = Angle# / 180 * pi# 'Convert degree angle to radians
Radius = Mode MOD 7
InitXVel# = COS(Angle#) * Velocity
InitYVel# = SIN(Angle#) * Velocity
oldx# = StartX
oldy# = StartY
'draw gorilla toss
IF PlayerNum = 1 THEN
PUT (StartX, StartY), GorL&, PSET
ELSE
PUT (StartX, StartY), GorR&, PSET
END IF
'throw sound
PLAY "MBo0L32A-L64CL16BL64A+"
Rest .1
'redraw gorilla
PUT (StartX, StartY), GorD&, PSET
adjust = Scl(4) 'For scaling CGA
xedge = Scl(9) * (2 - PlayerNum) 'Find leading edge of banana for check
Impact = FALSE
ShotInSun = FALSE
OnScreen = TRUE
PlayerHit = 0
NeedErase = FALSE
StartXPos = StartX
StartYPos = StartY - adjust - 3
IF PlayerNum = 2 THEN
StartXPos = StartXPos + Scl(25)
direction = Scl(4)
ELSE
direction = Scl(-4)
END IF
IF Velocity < 2 THEN 'Shot too slow - hit self
x# = StartX
y# = StartY
pointval = OBJECTCOLOR
END IF
DO WHILE (NOT Impact) AND OnScreen
Rest .02
'Erase old banana, if necessary
IF NeedErase THEN
NeedErase = FALSE
CALL DrawBan(oldx#, oldy#, oldrot, FALSE)
END IF
x# = StartXPos + (InitXVel# * t#) + (.5 * (Wind / 5) * t# ^ 2)
y# = StartYPos + ((-1 * (InitYVel# * t#)) + (.5 * gravity# * t# ^ 2)) * (ScrHeight / 350)
IF (x# >= ScrWidth - Scl(10)) OR (x# <= 3) OR (y# >= ScrHeight - 3) THEN
OnScreen = FALSE
END IF
IF OnScreen AND y# > 0 THEN
'check it
LookY = 0
LookX = Scl(8 * (2 - PlayerNum))
DO
pointval = POINT(x# + LookX, y# + LookY)
IF pointval = 0 THEN
Impact = FALSE
IF ShotInSun = TRUE THEN
IF ABS(ScrWidth \ 2 - x#) > Scl(20) OR y# > SunHt THEN ShotInSun = FALSE
END IF
ELSEIF pointval = SUNATTR AND y# < SunHt THEN
IF NOT SunHit THEN DoSun SUNSHOCK
SunHit = TRUE
ShotInSun = TRUE
ELSE
Impact = TRUE
END IF
LookX = LookX + direction
LookY = LookY + Scl(6)
LOOP UNTIL Impact OR LookX <> Scl(4)
IF NOT ShotInSun AND NOT Impact THEN
'plot it
rot = (t# * 10) MOD 4
CALL DrawBan(x#, y#, rot, TRUE)
NeedErase = TRUE
END IF
oldx# = x#
oldy# = y#
oldrot = rot
END IF
t# = t# + .1
LOOP
IF pointval <> OBJECTCOLOR AND Impact THEN
CALL DoExplosion(x# + adjust, y# + adjust)
ELSEIF pointval = OBJECTCOLOR THEN
PlayerHit = ExplodeGorilla(x#, y#)
END IF
PlotShot = PlayerHit
END FUNCTION
'Rest:
' pauses the program
SUB Rest (t#)
s# = TIMER
t2# = MachSpeed * t# / SPEEDCONST
DO
LOOP UNTIL TIMER - s# > t2#
END SUB
'Scl:
' Pass the number in to scaling for cga. If the number is a decimal, then we
' want to scale down for cga or scale up for ega. This allows a full range
' of numbers to be generated for scaling.
' (i.e. for 3 to get scaled to 1, pass in 2.9)
FUNCTION Scl (n!)
IF n! <> INT(n!) THEN
IF Mode = 1 THEN n! = n! - 1
END IF
IF Mode = 1 THEN
Scl = CINT(n! / 2 + .1)
ELSE
Scl = CINT(n!)
END IF
END FUNCTION
'SetScreen:
' Sets the appropriate color statements
SUB SetScreen
IF Mode = 9 THEN
ExplosionColor = 2
BackColor = 1
PALETTE 0, 1
PALETTE 1, 46
PALETTE 2, 44
PALETTE 3, 54
PALETTE 5, 7
PALETTE 6, 4
PALETTE 7, 3
PALETTE 9, 63 'Display Color
ELSE
ExplosionColor = 2
BackColor = 0
COLOR BackColor, 2
END IF
END SUB
'SparklePause:
' Creates flashing border for intro and game over screens
SUB SparklePause
COLOR 4, 0
A$ = "* * * * * * * * * * * * * * * * * "
WHILE INKEY$ <> "": WEND 'Clear keyboard buffer
WHILE INKEY$ = ""
FOR A = 1 TO 5
LOCATE 1, 1 'print horizontal sparkles
PRINT MID$(A$, A, 80);
LOCATE 22, 1
PRINT MID$(A$, 6 - A, 80);
FOR b = 2 TO 21 'Print Vertical sparkles
c = (A + b) MOD 5
IF c = 1 THEN
LOCATE b, 80
PRINT "*";
LOCATE 23 - b, 1
PRINT "*";
ELSE
LOCATE b, 80
PRINT " ";
LOCATE 23 - b, 1
PRINT " ";
END IF
NEXT b
NEXT A
WEND
END SUB
'UpdateScores:
' Updates players' scores
'Parameters:
' Record - players' scores
' PlayerNum - player
' Results - results of player's shot
SUB UpdateScores (Record(), PlayerNum, Results)
IF Results = HITSELF THEN
Record(ABS(PlayerNum - 3)) = Record(ABS(PlayerNum - 3)) + 1
ELSE
Record(PlayerNum) = Record(PlayerNum) + 1
END IF
END SUB
'VictoryDance:
' gorilla dances after he has eliminated his opponent
'Parameters:
' Player - which gorilla is dancing
SUB VictoryDance (Player)
FOR i# = 1 TO 4
PUT (GorillaX(Player), GorillaY(Player)), GorL&, PSET
PLAY "MFO0L32EFGEFDC"
Rest .2
PUT (GorillaX(Player), GorillaY(Player)), GorR&, PSET
PLAY "MFO0L32EFGEFDC"
Rest .2
NEXT
END SUB
Attachments
Code: Select all
' Q B a s i c G o r i l l a s
'
' Copyright (C) IBM Corporation 1991
'
' Your mission is to hit your opponent with the exploding banana
' by varying the angle and power of your throw, taking into account
' wind speed, gravity, and the city skyline.
'
' Speed of this game is determined by the constant SPEEDCONST. If the
' program is too slow or too fast adjust the "CONST SPEEDCONST = 500" line
' below. The larger the number the faster the game will go.
'
' To run this game, press Shift+F5.
'
' To exit QBasic, press Alt, F, X.
'
' To get help on a BASIC keyword, move the cursor to the keyword and press
' F1 or click the right mouse button.
'
'Set default data type to integer for faster game play
DEFINT A-Z
'Sub Declarations
DECLARE SUB DoSun (Mouth)
DECLARE SUB SetScreen ()
DECLARE SUB EndGame ()
DECLARE SUB Center (Row, Text$)
DECLARE SUB Intro ()
DECLARE SUB SparklePause ()
DECLARE SUB GetInputs (Player1$, Player2$, NumGames)
DECLARE SUB PlayGame (Player1$, Player2$, NumGames)
DECLARE SUB DoExplosion (x#, y#)
DECLARE SUB MakeCityScape (BCoor() AS ANY)
DECLARE SUB PlaceGorillas (BCoor() AS ANY)
DECLARE SUB UpdateScores (Record(), PlayerNum, Results)
DECLARE SUB DrawGorilla (x, y, arms)
DECLARE SUB GorillaIntro (Player1$, Player2$)
DECLARE SUB Rest (t#)
DECLARE SUB VictoryDance (Player)
DECLARE SUB ClearGorillas ()
DECLARE SUB DrawBan (xc#, yc#, r, bc)
DECLARE FUNCTION Scl (n!)
DECLARE FUNCTION GetNum# (Row, Col)
DECLARE FUNCTION DoShot (PlayerNum, x, y)
DECLARE FUNCTION ExplodeGorilla (x#, y#)
DECLARE FUNCTION Getn# (Row, Col)
DECLARE FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)
DECLARE FUNCTION CalcDelay! ()
'Make all arrays Dynamic
'$DYNAMIC
'User-Defined TYPEs
TYPE XYPoint
XCoor AS INTEGER
YCoor AS INTEGER
END TYPE
'Constants
CONST SPEEDCONST = 2500
CONST TRUE = -1
CONST FALSE = NOT TRUE
CONST HITSELF = 1
CONST BACKATTR = 0
CONST OBJECTCOLOR = 1
CONST WINDOWCOLOR = 14
CONST SUNATTR = 3
CONST SUNHAPPY = FALSE
CONST SUNSHOCK = TRUE
CONST RIGHTUP = 1
CONST LEFTUP = 2
CONST ARMSDOWN = 3
'Global Variables
DIM SHARED GorillaX(1 TO 2) 'Location of the two gorillas
DIM SHARED GorillaY(1 TO 2)
DIM SHARED LastBuilding
DIM SHARED pi#
DIM SHARED LBan&(x), RBan&(x), UBan&(x), DBan&(x) 'Graphical picture of banana
DIM SHARED GorD&(120) 'Graphical picture of Gorilla arms down
DIM SHARED GorL&(120) 'Gorilla left arm raised
DIM SHARED GorR&(120) 'Gorilla right arm raised
DIM SHARED gravity#
DIM SHARED Wind
'Screen Mode Variables
DIM SHARED ScrHeight
DIM SHARED ScrWidth
DIM SHARED Mode
DIM SHARED MaxCol
'Screen Color Variables
DIM SHARED ExplosionColor
DIM SHARED SunColor
DIM SHARED BackColor
DIM SHARED SunHit
DIM SHARED SunHt
DIM SHARED GHeight
DIM SHARED MachSpeed AS SINGLE
DEF FnRan (x) = INT(RND(1) * x) + 1
DEF SEG = 0 ' Set NumLock to ON
KeyFlags = PEEK(1047)
IF (KeyFlags AND 32) = 0 THEN
POKE 1047, KeyFlags OR 32
END IF
DEF SEG
GOSUB InitVars
Intro
GetInputs Name1$, Name2$, NumGames
GorillaIntro Name1$, Name2$
PlayGame Name1$, Name2$, NumGames
DEF SEG = 0 ' Restore NumLock state
POKE 1047, KeyFlags
DEF SEG
END
CGABanana:
'BananaLeft
DATA 327686, -252645316, 60
'BananaDown
DATA 196618, -1057030081, 49344
'BananaUp
DATA 196618, -1056980800, 63
'BananaRight
DATA 327686, 1010580720, 240
EGABanana:
'BananaLeft
DATA 458758,202116096,471604224,943208448,943208448,943208448,471604224,202116096,0
'BananaDown
DATA 262153, -2134835200, -2134802239, -2130771968, -2130738945,8323072, 8323199, 4063232, 4063294
'BananaUp
DATA 262153, 4063232, 4063294, 8323072, 8323199, -2130771968, -2130738945, -2134835200,-2134802239
'BananaRight
DATA 458758, -1061109760, -522133504, 1886416896, 1886416896, 1886416896,-522133504,-1061109760,0
InitVars:
pi# = 4 * ATN(1#)
'This is a clever way to pick the best graphics mode available
ON ERROR GOTO ScreenModeError
Mode = 9
SCREEN Mode
ON ERROR GOTO PaletteError
IF Mode = 9 THEN PALETTE 4, 0 'Check for 64K EGA
ON ERROR GOTO 0
MachSpeed = CalcDelay
IF Mode = 9 THEN
ScrWidth = 640
ScrHeight = 350
GHeight = 25
RESTORE EGABanana
REDIM LBan&(8), RBan&(8), UBan&(8), DBan&(8)
FOR i = 0 TO 8
READ LBan&(i)
NEXT i
FOR i = 0 TO 8
READ DBan&(i)
NEXT i
FOR i = 0 TO 8
READ UBan&(i)
NEXT i
FOR i = 0 TO 8
READ RBan&(i)
NEXT i
SunHt = 39
ELSE
ScrWidth = 320
ScrHeight = 200
GHeight = 12
RESTORE CGABanana
REDIM LBan&(2), RBan&(2), UBan&(2), DBan&(2)
REDIM GorL&(20), GorD&(20), GorR&(20)
FOR i = 0 TO 2
READ LBan&(i)
NEXT i
FOR i = 0 TO 2
READ DBan&(i)
NEXT i
FOR i = 0 TO 2
READ UBan&(i)
NEXT i
FOR i = 0 TO 2
READ RBan&(i)
NEXT i
MachSpeed = MachSpeed * 1.3
SunHt = 20
END IF
RETURN
ScreenModeError:
IF Mode = 1 THEN
CLS
LOCATE 10, 5
PRINT "Sorry, you must have CGA, EGA color, or VGA graphics to play GORILLA.BAS"
END
ELSE
Mode = 1
RESUME
END IF
PaletteError:
Mode = 1 '64K EGA cards will run in CGA mode.
RESUME NEXT
REM $STATIC
'CalcDelay:
' Checks speed of the machine.
FUNCTION CalcDelay!
s! = TIMER
DO
i! = i! + 1
LOOP UNTIL TIMER - s! >= .5
CalcDelay! = i!
END FUNCTION
' Center:
' Centers and prints a text string on a given row
' Parameters:
' Row - screen row number
' Text$ - text to be printed
'
SUB Center (Row, Text$)
Col = MaxCol \ 2
LOCATE Row, Col - (LEN(Text$) / 2 + .5)
PRINT Text$;
END SUB
' DoExplosion:
' Produces explosion when a shot is fired
' Parameters:
' X#, Y# - location of explosion
'
SUB DoExplosion (x#, y#)
PLAY "MBO0L32EFGEFDC"
Radius = ScrHeight / 50
IF Mode = 9 THEN Inc# = .5 ELSE Inc# = .41
FOR c# = 0 TO Radius STEP Inc#
CIRCLE (x#, y#), c#, ExplosionColor
NEXT c#
FOR c# = Radius TO 0 STEP (-1 * Inc#)
CIRCLE (x#, y#), c#, BACKATTR
FOR i = 1 TO 100
NEXT i
Rest .005
NEXT c#
END SUB
' DoShot:
' Controls banana shots by accepting player input and plotting
' shot angle
' Parameters:
' PlayerNum - Player
' x, y - Player's gorilla position
'
FUNCTION DoShot (PlayerNum, x, y)
'Input shot
IF PlayerNum = 1 THEN
LocateCol = 1
ELSE
IF Mode = 9 THEN
LocateCol = 66
ELSE
LocateCol = 26
END IF
END IF
LOCATE 2, LocateCol
PRINT "Angle:";
Angle# = GetNum#(2, LocateCol + 7)
LOCATE 3, LocateCol
PRINT "Velocity:";
Velocity = GetNum#(3, LocateCol + 10)
IF PlayerNum = 2 THEN
Angle# = 180 - Angle#
END IF
'Erase input
FOR i = 1 TO 4
LOCATE i, 1
PRINT SPACE$(30 \ (80 \ MaxCol));
LOCATE i, (50 \ (80 \ MaxCol))
PRINT SPACE$(30 \ (80 \ MaxCol));
NEXT
SunHit = FALSE
PlayerHit = PlotShot(x, y, Angle#, Velocity, PlayerNum)
IF PlayerHit = 0 THEN
DoShot = FALSE
ELSE
DoShot = TRUE
IF PlayerHit = PlayerNum THEN PlayerNum = 3 - PlayerNum
VictoryDance PlayerNum
END IF
END FUNCTION
' DoSun:
' Draws the sun at the top of the screen.
' Parameters:
' Mouth - If TRUE draws "O" mouth else draws a smile mouth.
'
SUB DoSun (Mouth)
'set position of sun
x = ScrWidth \ 2: y = Scl(25)
'clear old sun
LINE (x - Scl(22), y - Scl(18))-(x + Scl(22), y + Scl(18)), BACKATTR, BF
'draw new sun:
'body
CIRCLE (x, y), Scl(12), SUNATTR
PAINT (x, y), SUNATTR
'rays
LINE (x - Scl(20), y)-(x + Scl(20), y), SUNATTR
LINE (x, y - Scl(15))-(x, y + Scl(15)), SUNATTR
LINE (x - Scl(15), y - Scl(10))-(x + Scl(15), y + Scl(10)), SUNATTR
LINE (x - Scl(15), y + Scl(10))-(x + Scl(15), y - Scl(10)), SUNATTR
LINE (x - Scl(8), y - Scl(13))-(x + Scl(8), y + Scl(13)), SUNATTR
LINE (x - Scl(8), y + Scl(13))-(x + Scl(8), y - Scl(13)), SUNATTR
LINE (x - Scl(18), y - Scl(5))-(x + Scl(18), y + Scl(5)), SUNATTR
LINE (x - Scl(18), y + Scl(5))-(x + Scl(18), y - Scl(5)), SUNATTR
'mouth
IF Mouth THEN 'draw "o" mouth
CIRCLE (x, y + Scl(5)), Scl(2.9), 0
PAINT (x, y + Scl(5)), 0, 0
ELSE 'draw smile
CIRCLE (x, y), Scl(8), 0, (210 * pi# / 180), (330 * pi# / 180)
END IF
'eyes
CIRCLE (x - 3, y - 2), 1, 0
CIRCLE (x + 3, y - 2), 1, 0
PSET (x - 3, y - 2), 0
PSET (x + 3, y - 2), 0
END SUB
'DrawBan:
' Draws the banana
'Parameters:
' xc# - Horizontal Coordinate
' yc# - Vertical Coordinate
' r - rotation position (0-3). ( \_/ ) /-\
' bc - if TRUE then DrawBan draws the banana ELSE it erases the banana
SUB DrawBan (xc#, yc#, r, bc)
SELECT CASE r
CASE 0
IF bc THEN PUT (xc#, yc#), LBan&, PSET ELSE PUT (xc#, yc#), LBan&, XOR
CASE 1
IF bc THEN PUT (xc#, yc#), UBan&, PSET ELSE PUT (xc#, yc#), UBan&, XOR
CASE 2
IF bc THEN PUT (xc#, yc#), DBan&, PSET ELSE PUT (xc#, yc#), DBan&, XOR
CASE 3
IF bc THEN PUT (xc#, yc#), RBan&, PSET ELSE PUT (xc#, yc#), RBan&, XOR
END SELECT
END SUB
'DrawGorilla:
' Draws the Gorilla in either CGA or EGA mode
' and saves the graphics data in an array.
'Parameters:
' x - x coordinate of gorilla
' y - y coordinate of the gorilla
' arms - either Left up, Right up, or both down
SUB DrawGorilla (x, y, arms)
DIM i AS SINGLE ' Local index must be single precision
'draw head
LINE (x - Scl(4), y)-(x + Scl(2.9), y + Scl(6)), OBJECTCOLOR, BF
LINE (x - Scl(5), y + Scl(2))-(x + Scl(4), y + Scl(4)), OBJECTCOLOR, BF
'draw eyes/brow
LINE (x - Scl(3), y + Scl(2))-(x + Scl(2), y + Scl(2)), 0
'draw nose if ega
IF Mode = 9 THEN
FOR i = -2 TO -1
PSET (x + i, y + 4), 0
PSET (x + i + 3, y + 4), 0
NEXT i
END IF
'neck
LINE (x - Scl(3), y + Scl(7))-(x + Scl(2), y + Scl(7)), OBJECTCOLOR
'body
LINE (x - Scl(8), y + Scl(8))-(x + Scl(6.9), y + Scl(14)), OBJECTCOLOR, BF
LINE (x - Scl(6), y + Scl(15))-(x + Scl(4.9), y + Scl(20)), OBJECTCOLOR, BF
'legs
FOR i = 0 TO 4
CIRCLE (x + Scl(i), y + Scl(25)), Scl(10), OBJECTCOLOR, 3 * pi# / 4, 9 * pi# / 8
CIRCLE (x + Scl(-6) + Scl(i - .1), y + Scl(25)), Scl(10), OBJECTCOLOR, 15 * pi# / 8, pi# / 4
NEXT
'chest
CIRCLE (x - Scl(4.9), y + Scl(10)), Scl(4.9), 0, 3 * pi# / 2, 0
CIRCLE (x + Scl(4.9), y + Scl(10)), Scl(4.9), 0, pi#, 3 * pi# / 2
FOR i = -5 TO -1
SELECT CASE arms
CASE 1
'Right arm up
CIRCLE (x + Scl(i - .1), y + Scl(14)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(4)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorR&
CASE 2
'Left arm up
CIRCLE (x + Scl(i - .1), y + Scl(4)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(14)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorL&
CASE 3
'Both arms down
CIRCLE (x + Scl(i - .1), y + Scl(14)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(14)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorD&
END SELECT
NEXT i
END SUB
'ExplodeGorilla:
' Causes gorilla explosion when a direct hit occurs
'Parameters:
' X#, Y# - shot location
FUNCTION ExplodeGorilla (x#, y#)
YAdj = Scl(12)
XAdj = Scl(5)
SclX# = ScrWidth / 320
SclY# = ScrHeight / 200
IF x# < ScrWidth / 2 THEN PlayerHit = 1 ELSE PlayerHit = 2
PLAY "MBO0L16EFGEFDC"
FOR i = 1 TO 8 * SclX#
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + 7 * SclY# + YAdj), i, ExplosionColor, , , -1.57
LINE (GorillaX(PlayerHit) + 7 * SclX#, GorillaY(PlayerHit) + 9 * SclY# - i)-(GorillaX(PlayerHit), GorillaY(PlayerHit) + 9 * SclY# - i), ExplosionColor
NEXT i
FOR i = 1 TO 16 * SclX#
IF i < (8 * SclX#) THEN CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + 7 * SclY# + YAdj), (8 * SclX# + 1) - i, BACKATTR, , , -1.57
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + YAdj), i, i MOD 2 + 1, , , -1.57
NEXT i
FOR i = 24 * SclX# TO 1 STEP -1
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + YAdj), i, BACKATTR, , , -1.57
FOR Count = 1 TO 200
NEXT
NEXT i
ExplodeGorilla = PlayerHit
END FUNCTION
'GetInputs:
' Gets user inputs at beginning of game
'Parameters:
' Player1$, Player2$ - player names
' NumGames - number of games to play
SUB GetInputs (Player1$, Player2$, NumGames)
COLOR 7, 0
CLS
LOCATE 8, 15
LINE INPUT "Name of Player 1 (Default = 'Player 1'): "; Player1$
IF Player1$ = "" THEN
Player1$ = "Player 1"
ELSE
Player1$ = LEFT$(Player1$, 10)
END IF
LOCATE 10, 15
LINE INPUT "Name of Player 2 (Default = 'Player 2'): "; Player2$
IF Player2$ = "" THEN
Player2$ = "Player 2"
ELSE
Player2$ = LEFT$(Player2$, 10)
END IF
DO
LOCATE 12, 56: PRINT SPACE$(25);
LOCATE 12, 13
INPUT "Play to how many total points (Default = 3)"; game$
NumGames = VAL(LEFT$(game$, 2))
LOOP UNTIL NumGames > 0 AND LEN(game$) < 3 OR LEN(game$) = 0
IF NumGames = 0 THEN NumGames = 3
DO
LOCATE 14, 53: PRINT SPACE$(28);
LOCATE 14, 17
INPUT "Gravity in Meters/Sec (Earth = 9.8)"; grav$
gravity# = VAL(grav$)
LOOP UNTIL gravity# > 0 OR LEN(grav$) = 0
IF gravity# = 0 THEN gravity# = 9.8
END SUB
'GetNum:
' Gets valid numeric input from user
'Parameters:
' Row, Col - location to echo input
FUNCTION GetNum# (Row, Col)
Result$ = ""
Done = FALSE
WHILE INKEY$ <> "": WEND 'Clear keyboard buffer
DO WHILE NOT Done
LOCATE Row, Col
PRINT Result$; CHR$(95); " ";
Kbd$ = INKEY$
SELECT CASE Kbd$
CASE "0" TO "9"
Result$ = Result$ + Kbd$
CASE "."
IF INSTR(Result$, ".") = 0 THEN
Result$ = Result$ + Kbd$
END IF
CASE CHR$(13)
IF VAL(Result$) > 360 THEN
Result$ = ""
ELSE
Done = TRUE
END IF
CASE CHR$(8)
IF LEN(Result$) > 0 THEN
Result$ = LEFT$(Result$, LEN(Result$) - 1)
END IF
CASE ELSE
IF LEN(Kbd$) > 0 THEN
BEEP
END IF
END SELECT
LOOP
LOCATE Row, Col
PRINT Result$; " ";
GetNum# = VAL(Result$)
END FUNCTION
'GorillaIntro:
' Displays gorillas on screen for the first time
' allows the graphical data to be put into an array
'Parameters:
' Player1$, Player2$ - The names of the players
'
SUB GorillaIntro (Player1$, Player2$)
LOCATE 16, 34: PRINT "--------------"
LOCATE 18, 34: PRINT "V = View Intro"
LOCATE 19, 34: PRINT "P = Play Game"
LOCATE 21, 35: PRINT "Your Choice?"
DO WHILE Char$ = ""
Char$ = INKEY$
LOOP
IF Mode = 1 THEN
x = 125
y = 100
ELSE
x = 278
y = 175
END IF
SCREEN Mode
SetScreen
IF Mode = 1 THEN Center 5, "Please wait while gorillas are drawn."
VIEW PRINT 9 TO 24
IF Mode = 9 THEN PALETTE OBJECTCOLOR, BackColor
DrawGorilla x, y, ARMSDOWN
CLS 2
DrawGorilla x, y, LEFTUP
CLS 2
DrawGorilla x, y, RIGHTUP
CLS 2
VIEW PRINT 1 TO 25
IF Mode = 9 THEN PALETTE OBJECTCOLOR, 46
IF UCASE$(Char$) = "V" THEN
Center 2, "Q B A S I C G O R I L L A S"
Center 5, " STARRING: "
P$ = Player1$ + " AND " + Player2$
Center 7, P$
PUT (x - 13, y), GorD&, PSET
PUT (x + 47, y), GorD&, PSET
Rest 1
PUT (x - 13, y), GorL&, PSET
PUT (x + 47, y), GorR&, PSET
PLAY "t120o1l16b9n0baan0bn0bn0baaan0b9n0baan0b"
Rest .3
PUT (x - 13, y), GorR&, PSET
PUT (x + 47, y), GorL&, PSET
PLAY "o2l16e-9n0e-d-d-n0e-n0e-n0e-d-d-d-n0e-9n0e-d-d-n0e-"
Rest .3
PUT (x - 13, y), GorL&, PSET
PUT (x + 47, y), GorR&, PSET
PLAY "o2l16g-9n0g-een0g-n0g-n0g-eeen0g-9n0g-een0g-"
Rest .3
PUT (x - 13, y), GorR&, PSET
PUT (x + 47, y), GorL&, PSET
PLAY "o2l16b9n0baan0g-n0g-n0g-eeen0o1b9n0baan0b"
Rest .3
FOR i = 1 TO 4
PUT (x - 13, y), GorL&, PSET
PUT (x + 47, y), GorR&, PSET
PLAY "T160O0L32EFGEFDC"
Rest .1
PUT (x - 13, y), GorR&, PSET
PUT (x + 47, y), GorL&, PSET
PLAY "T160O0L32EFGEFDC"
Rest .1
NEXT
END IF
END SUB
'Intro:
' Displays game introduction
SUB Intro
SCREEN 0
WIDTH 80, 25
MaxCol = 80
COLOR 15, 0
CLS
Center 4, "Q B a s i c G O R I L L A S"
COLOR 7
Center 6, "Copyright (C) IBM Corporation 1991"
Center 8, "Your mission is to hit your opponent with the exploding"
Center 9, "banana by varying the angle and power of your throw, taking"
Center 10, "into account wind speed, gravity, and the city skyline."
Center 11, "The wind speed is shown by a directional arrow at the bottom"
Center 12, "of the playing field, its length relative to its strength."
Center 24, "Press any key to continue"
PLAY "MBT160O1L8CDEDCDL4ECC"
SparklePause
IF Mode = 1 THEN MaxCol = 40
END SUB
'MakeCityScape:
' Creates random skyline for game
'Parameters:
' BCoor() - a user-defined type array which stores the coordinates of
' the upper left corner of each building.
SUB MakeCityScape (BCoor() AS XYPoint)
x = 2
'Set the sloping trend of the city scape. NewHt is new building height
Slope = FnRan(6)
SELECT CASE Slope
CASE 1: NewHt = 15 'Upward slope
CASE 2: NewHt = 130 'Downward slope
CASE 3 TO 5: NewHt = 15 '"V" slope - most common
CASE 6: NewHt = 130 'Inverted "V" slope
END SELECT
IF Mode = 9 THEN
BottomLine = 335 'Bottom of building
HtInc = 10 'Increase value for new height
DefBWidth = 37 'Default building height
RandomHeight = 120 'Random height difference
WWidth = 3 'Window width
WHeight = 6 'Window height
WDifV = 15 'Counter for window spacing - vertical
WDifh = 10 'Counter for window spacing - horizontal
ELSE
BottomLine = 190
HtInc = 6
NewHt = NewHt * 20 \ 35 'Adjust for CGA
DefBWidth = 18
RandomHeight = 54
WWidth = 1
WHeight = 2
WDifV = 5
WDifh = 4
END IF
CurBuilding = 1
DO
SELECT CASE Slope
CASE 1
NewHt = NewHt + HtInc
CASE 2
NewHt = NewHt - HtInc
CASE 3 TO 5
IF x > ScrWidth \ 2 THEN
NewHt = NewHt - 2 * HtInc
ELSE
NewHt = NewHt + 2 * HtInc
END IF
CASE 4
IF x > ScrWidth \ 2 THEN
NewHt = NewHt + 2 * HtInc
ELSE
NewHt = NewHt - 2 * HtInc
END IF
END SELECT
'Set width of building and check to see if it would go off the screen
BWidth = FnRan(DefBWidth) + DefBWidth
IF x + BWidth > ScrWidth THEN BWidth = ScrWidth - x - 2
'Set height of building and check to see if it goes below screen
BHeight = FnRan(RandomHeight) + NewHt
IF BHeight < HtInc THEN BHeight = HtInc
'Check to see if Building is too high
IF BottomLine - BHeight <= MaxHeight + GHeight THEN BHeight = MaxHeight + GHeight - 5
'Set the coordinates of the building into the array
BCoor(CurBuilding).XCoor = x
BCoor(CurBuilding).YCoor = BottomLine - BHeight
IF Mode = 9 THEN BuildingColor = FnRan(3) + 4 ELSE BuildingColor = 2
'Draw the building, outline first, then filled
LINE (x - 1, BottomLine + 1)-(x + BWidth + 1, BottomLine - BHeight - 1), BACKGROUND, B
LINE (x, BottomLine)-(x + BWidth, BottomLine - BHeight), BuildingColor, BF
'Draw the windows
c = x + 3
DO
FOR i = BHeight - 3 TO 7 STEP -WDifV
IF Mode <> 9 THEN
WinColr = (FnRan(2) - 2) * -3
ELSEIF FnRan(4) = 1 THEN
WinColr = 8
ELSE
WinColr = WINDOWCOLOR
END IF
LINE (c, BottomLine - i)-(c + WWidth, BottomLine - i + WHeight), WinColr, BF
NEXT
c = c + WDifh
LOOP UNTIL c >= x + BWidth - 3
x = x + BWidth + 2
CurBuilding = CurBuilding + 1
LOOP UNTIL x > ScrWidth - HtInc
LastBuilding = CurBuilding - 1
'Set Wind speed
Wind = FnRan(10) - 5
IF FnRan(3) = 1 THEN
IF Wind > 0 THEN
Wind = Wind + FnRan(10)
ELSE
Wind = Wind - FnRan(10)
END IF
END IF
'Draw Wind speed arrow
IF Wind <> 0 THEN
WindLine = Wind * 3 * (ScrWidth \ 320)
LINE (ScrWidth \ 2, ScrHeight - 5)-(ScrWidth \ 2 + WindLine, ScrHeight - 5), ExplosionColor
IF Wind > 0 THEN ArrowDir = -2 ELSE ArrowDir = 2
LINE (ScrWidth / 2 + WindLine, ScrHeight - 5)-(ScrWidth / 2 + WindLine + ArrowDir, ScrHeight - 5 - 2), ExplosionColor
LINE (ScrWidth / 2 + WindLine, ScrHeight - 5)-(ScrWidth / 2 + WindLine + ArrowDir, ScrHeight - 5 + 2), ExplosionColor
END IF
END SUB
'PlaceGorillas:
' PUTs the Gorillas on top of the buildings. Must have drawn
' Gorillas first.
'Parameters:
' BCoor() - user-defined TYPE array which stores upper left coordinates
' of each building.
SUB PlaceGorillas (BCoor() AS XYPoint)
IF Mode = 9 THEN
XAdj = 14
YAdj = 30
ELSE
XAdj = 7
YAdj = 16
END IF
SclX# = ScrWidth / 320
SclY# = ScrHeight / 200
'Place gorillas on second or third building from edge
FOR i = 1 TO 2
IF i = 1 THEN BNum = FnRan(2) + 1 ELSE BNum = LastBuilding - FnRan(2)
BWidth = BCoor(BNum + 1).XCoor - BCoor(BNum).XCoor
GorillaX(i) = BCoor(BNum).XCoor + BWidth / 2 - XAdj
GorillaY(i) = BCoor(BNum).YCoor - YAdj
PUT (GorillaX(i), GorillaY(i)), GorD&, PSET
NEXT i
END SUB
'PlayGame:
' Main game play routine
'Parameters:
' Player1$, Player2$ - player names
' NumGames - number of games to play
SUB PlayGame (Player1$, Player2$, NumGames)
DIM BCoor(0 TO 30) AS XYPoint
DIM TotalWins(1 TO 2)
J = 1
FOR i = 1 TO NumGames
CLS
RANDOMIZE (TIMER)
CALL MakeCityScape(BCoor())
CALL PlaceGorillas(BCoor())
DoSun SUNHAPPY
Hit = FALSE
DO WHILE Hit = FALSE
J = 1 - J
LOCATE 1, 1
PRINT Player1$
LOCATE 1, (MaxCol - 1 - LEN(Player2$))
PRINT Player2$
Center 23, LTRIM$(STR$(TotalWins(1))) + ">Score<" + LTRIM$(STR$(TotalWins(2)))
Tosser = J + 1: Tossee = 3 - J
'Plot the shot. Hit is true if Gorilla gets hit.
Hit = DoShot(Tosser, GorillaX(Tosser), GorillaY(Tosser))
'Reset the sun, if it got hit
IF SunHit THEN DoSun SUNHAPPY
IF Hit = TRUE THEN CALL UpdateScores(TotalWins(), Tosser, Hit)
LOOP
SLEEP 1
NEXT i
SCREEN 0
WIDTH 80, 25
COLOR 7, 0
MaxCol = 80
CLS
Center 8, "GAME OVER!"
Center 10, "Score:"
LOCATE 11, 30: PRINT Player1$; TAB(50); TotalWins(1)
LOCATE 12, 30: PRINT Player2$; TAB(50); TotalWins(2)
Center 24, "Press any key to continue"
SparklePause
COLOR 7, 0
CLS
END SUB
'PlayGame:
' Plots banana shot across the screen
'Parameters:
' StartX, StartY - starting shot location
' Angle - shot angle
' Velocity - shot velocity
' PlayerNum - the banana thrower
FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)
Angle# = Angle# / 180 * pi# 'Convert degree angle to radians
Radius = Mode MOD 7
InitXVel# = COS(Angle#) * Velocity
InitYVel# = SIN(Angle#) * Velocity
oldx# = StartX
oldy# = StartY
'draw gorilla toss
IF PlayerNum = 1 THEN
PUT (StartX, StartY), GorL&, PSET
ELSE
PUT (StartX, StartY), GorR&, PSET
END IF
'throw sound
PLAY "MBo0L32A-L64CL16BL64A+"
Rest .1
'redraw gorilla
PUT (StartX, StartY), GorD&, PSET
adjust = Scl(4) 'For scaling CGA
xedge = Scl(9) * (2 - PlayerNum) 'Find leading edge of banana for check
Impact = FALSE
ShotInSun = FALSE
OnScreen = TRUE
PlayerHit = 0
NeedErase = FALSE
StartXPos = StartX
StartYPos = StartY - adjust - 3
IF PlayerNum = 2 THEN
StartXPos = StartXPos + Scl(25)
direction = Scl(4)
ELSE
direction = Scl(-4)
END IF
IF Velocity < 2 THEN 'Shot too slow - hit self
x# = StartX
y# = StartY
pointval = OBJECTCOLOR
END IF
DO WHILE (NOT Impact) AND OnScreen
Rest .02
'Erase old banana, if necessary
IF NeedErase THEN
NeedErase = FALSE
CALL DrawBan(oldx#, oldy#, oldrot, FALSE)
END IF
x# = StartXPos + (InitXVel# * t#) + (.5 * (Wind / 5) * t# ^ 2)
y# = StartYPos + ((-1 * (InitYVel# * t#)) + (.5 * gravity# * t# ^ 2)) * (ScrHeight / 350)
IF (x# >= ScrWidth - Scl(10)) OR (x# <= 3) OR (y# >= ScrHeight - 3) THEN
OnScreen = FALSE
END IF
IF OnScreen AND y# > 0 THEN
'check it
LookY = 0
LookX = Scl(8 * (2 - PlayerNum))
DO
pointval = POINT(x# + LookX, y# + LookY)
IF pointval = 0 THEN
Impact = FALSE
IF ShotInSun = TRUE THEN
IF ABS(ScrWidth \ 2 - x#) > Scl(20) OR y# > SunHt THEN ShotInSun = FALSE
END IF
ELSEIF pointval = SUNATTR AND y# < SunHt THEN
IF NOT SunHit THEN DoSun SUNSHOCK
SunHit = TRUE
ShotInSun = TRUE
ELSE
Impact = TRUE
END IF
LookX = LookX + direction
LookY = LookY + Scl(6)
LOOP UNTIL Impact OR LookX <> Scl(4)
IF NOT ShotInSun AND NOT Impact THEN
'plot it
rot = (t# * 10) MOD 4
CALL DrawBan(x#, y#, rot, TRUE)
NeedErase = TRUE
END IF
oldx# = x#
oldy# = y#
oldrot = rot
END IF
t# = t# + .1
LOOP
IF pointval <> OBJECTCOLOR AND Impact THEN
CALL DoExplosion(x# + adjust, y# + adjust)
ELSEIF pointval = OBJECTCOLOR THEN
PlayerHit = ExplodeGorilla(x#, y#)
END IF
PlotShot = PlayerHit
END FUNCTION
'Rest:
' pauses the program
SUB Rest (t#)
s# = TIMER
t2# = MachSpeed * t# / SPEEDCONST
DO
LOOP UNTIL TIMER - s# > t2#
END SUB
'Scl:
' Pass the number in to scaling for cga. If the number is a decimal, then we
' want to scale down for cga or scale up for ega. This allows a full range
' of numbers to be generated for scaling.
' (i.e. for 3 to get scaled to 1, pass in 2.9)
FUNCTION Scl (n!)
IF n! <> INT(n!) THEN
IF Mode = 1 THEN n! = n! - 1
END IF
IF Mode = 1 THEN
Scl = CINT(n! / 2 + .1)
ELSE
Scl = CINT(n!)
END IF
END FUNCTION
'SetScreen:
' Sets the appropriate color statements
SUB SetScreen
IF Mode = 9 THEN
ExplosionColor = 2
BackColor = 1
PALETTE 0, 1
PALETTE 1, 46
PALETTE 2, 44
PALETTE 3, 54
PALETTE 5, 7
PALETTE 6, 4
PALETTE 7, 3
PALETTE 9, 63 'Display Color
ELSE
ExplosionColor = 2
BackColor = 0
COLOR BackColor, 2
END IF
END SUB
'SparklePause:
' Creates flashing border for intro and game over screens
SUB SparklePause
COLOR 4, 0
A$ = "* * * * * * * * * * * * * * * * * "
WHILE INKEY$ <> "": WEND 'Clear keyboard buffer
WHILE INKEY$ = ""
FOR A = 1 TO 5
LOCATE 1, 1 'print horizontal sparkles
PRINT MID$(A$, A, 80);
LOCATE 22, 1
PRINT MID$(A$, 6 - A, 80);
FOR b = 2 TO 21 'Print Vertical sparkles
c = (A + b) MOD 5
IF c = 1 THEN
LOCATE b, 80
PRINT "*";
LOCATE 23 - b, 1
PRINT "*";
ELSE
LOCATE b, 80
PRINT " ";
LOCATE 23 - b, 1
PRINT " ";
END IF
NEXT b
NEXT A
WEND
END SUB
'UpdateScores:
' Updates players' scores
'Parameters:
' Record - players' scores
' PlayerNum - player
' Results - results of player's shot
SUB UpdateScores (Record(), PlayerNum, Results)
IF Results = HITSELF THEN
Record(ABS(PlayerNum - 3)) = Record(ABS(PlayerNum - 3)) + 1
ELSE
Record(PlayerNum) = Record(PlayerNum) + 1
END IF
END SUB
'VictoryDance:
' gorilla dances after he has eliminated his opponent
'Parameters:
' Player - which gorilla is dancing
SUB VictoryDance (Player)
FOR i# = 1 TO 4
PUT (GorillaX(Player), GorillaY(Player)), GorL&, PSET
PLAY "MFO0L32EFGEFDC"
Rest .2
PUT (GorillaX(Player), GorillaY(Player)), GorR&, PSET
PLAY "MFO0L32EFGEFDC"
Rest .2
NEXT
END SUB
Attachments
Code: Select all
DO EDIFICIOS
@ 0,650 IMAGE SOL PICTURE "SOL.JPG" WIDTH 50 HEIGHT 50 STRETCH
DO GORILA
Code: Select all
DO EDIFICIOS
@ 0,650 IMAGE SOL PICTURE "SOL.JPG" WIDTH 50 HEIGHT 50 STRETCH
DO GORILA
Attachments
Attachments
Code: Select all
SqlConnect( blah, blah, blah)
SqlInsert(<table>)
SqlField(<name>,<value>)
SqlField(<name>,<value>)
SqlField(<name>,<value>)
SqlExec()
Code: Select all
WAIT WINDOW 'Processing...' NOWAIT
WITH OBJECT SQL():New()
:Connect(_MYSQL_SERVER_, _MYSQL_USER_, _MYSQL_PASSWORD_, _MYSQL_DATABASE_)
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Exec("DROP TABLE IF EXISTS hmgtest")
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Exec("CREATE TABLE hmgtest (id BIGINT UNSIGNED AUTO_INCREMENT PRIMARY KEY, code INT UNSIGNED UNIQUE, description CHAR(128), location CHAR(128), stock BIGINT UNSIGNED )")
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Disconnect()
END WITH
WAIT CLEAR
Code: Select all
WAIT WINDOW 'Processing...' NOWAIT
WITH OBJECT SQL():New()
:Connect(_MYSQL_SERVER_, _MYSQL_USER_, _MYSQL_PASSWORD_, _MYSQL_DATABASE_)
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Insert('hmgtest')
:Field('code' , nCode )
:Field('description' , cDescription )
:Field('location' , cLocation )
:Field('stock' , nStock )
:Exec()
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Disconnect()
ENDWITH
WAIT CLEAR
Code: Select all
/*
* 'HMG EasySQL' a Simple HMG library To Handle MySql/MariaDB 'Things'
*
* *** EXPERIMENTAL CODE ***
*
* Copyright 2024 Roberto Lopez <mail.box.hmg@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this software; see the file COPYING.txt. If not, write to
* the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
* Boston, MA 02111-1307 USA (or visit the web site https://www.gnu.org/).
*
* As a special exception, the Harbour Project gives permission for
* additional uses of the text contained in its release of Harbour.
*
* The exception is that, if you link the Harbour libraries with other
* files to produce an executable, this does not by itself cause the
* resulting executable to be covered by the GNU General Public License.
* Your use of that executable is in no way restricted on account of
* linking the Harbour library code into it.
*
* This exception does not however invalidate any other reasons why
* the executable file might be covered by the GNU General Public License.
*
* This exception applies only to the code released by the Harbour
* Project under the name Harbour. If you copy code from other
* Harbour Project or Free Software Foundation releases into a copy of
* Harbour, as the General Public License permits, the exception does
* not apply to the code that you add in this way. To avoid misleading
* anyone as to the status of such modified files, you must delete
* this exception notice from them.
*
* If you write modifications of your own for Harbour, it is your choice
* whether to permit this exception to apply to your modifications.
* If you do not wish that, delete this exception notice.
*
*/
#include 'hmg.ch'
#include 'common.ch'
#xcommand TRY => BEGIN SEQUENCE WITH { |e| break( e ) }
#xcommand CATCH [<!oErr!>] => RECOVER [USING <oErr>] <-oErr->
#xcommand FINALLY => ALWAYS
#include "lib.sql.ch"
#include "hbclass.ch"
#include "common.ch"
REQUEST SDDMY, SQLMIX
*--------------------------------------------------------------------------------------*
CLASS SQL
*--------------------------------------------------------------------------------------*
// data:
DATA cCommandBuffer
DATA cCommandWhere
DATA nConnHandle
DATA lError
DATA cErrorDesc
// Methods:
METHOD New()
METHOD Connect(cServer, cUser, cPassword, cDatabase)
METHOD Use(cCommand,cWorkArea)
METHOD Disconnect()
METHOD Close(cWorkArea)
METHOD Delete(cTable,cWhere)
METHOD AffectedRows()
METHOD StartTransaction()
METHOD Commit()
METHOD Rollback()
METHOD Exec()
METHOD Insert(cTable)
METHOD Update(cTable,cWhere)
METHOD Field(cField,xExpression,lRaw)
ENDCLASS
*--------------------------------------------------------------------------------------*
METHOD Close(cWorkArea) CLASS SQL
*--------------------------------------------------------------------------------------*
CLOSE &cWorkArea
RETURN NIL
*--------------------------------------------------------------------------------------*
METHOD New() CLASS SQL
*--------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::nConnHandle := 0
::lError := .F.
::cErrorDesc := ''
RETURN Self
*--------------------------------------------------------------------------------------*
METHOD Connect(cServer, cUser, cPassword, cDatabase) CLASS SQL
*--------------------------------------------------------------------------------------*
::nConnHandle := RDDINFO(RDDI_CONNECT, {"MYSQL", cServer, cUser, cPassword, cDatabase }, "SQLMIX" )
IF VALTYPE(::nConnHandle) <> 'N'
::nConnHandle := 0
ENDIF
IF ::nConnHandle == 0
::lError := .T.
::cErrorDesc := 'Connection Error!'
ENDIF
RETURN ::nConnHandle
*--------------------------------------------------------------------------------------*
METHOD Disconnect() CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL nRetVal
nRetVal := RDDINFO( RDDI_DISCONNECT,,,::nConnHandle )
IF valtype(nRetVal) <> 'N'
nRetVal := 0
ENDIF
RETURN nRetVal
*--------------------------------------------------------------------------------------*
METHOD Use(cCommand, cWorkArea) CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL oError
TRY
DBUSEAREA( .T.,"SQLMIX", cCommand, cWorkArea,,,,::nConnHandle )
::lError := .F.
CATCH oError
::lError := .T.
::cErrorDesc := oError:Description
END
RETURN
*--------------------------------------------------------------------------------------*
METHOD Field(cField,xExpression,lRaw) CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL cExpression
DEFAULT lRaw TO .F.
IF VALTYPE(xExpression) = 'D'
cExpression := STRZERO(YEAR(xExpression),4) + '-' + STRZERO(MONTH(xExpression),2) + '-' + STRZERO(DAY(xExpression),2)
ELSEIF VALTYPE(xExpression) = 'C'
cExpression := alltrim(xExpression)
ELSEIF VALTYPE(xExpression) = 'N'
cExpression := alltrim(str(xExpression))
ELSEIF VALTYPE(xExpression) = 'L'
IF xExpression
cExpression := '1'
ELSE
cExpression := '0'
ENDIF
ELSE
::lError := .T.
::cErrorDesc := 'SqlField: Expression Type Error!'
RETURN
ENDIF
IF "'" $ cExpression
cExpression := StrTran(cExpression, "'" , "´")
ENDIF
IF lRaw
::cCommandBuffer += cField + " = " + cExpression + ' ' + ','
ELSE
::cCommandBuffer += cField + " = " + "'" + cExpression + "'" + ','
ENDIF
RETURN
*--------------------------------------------------------------------------------------*
METHOD Insert(cTable) CLASS SQL
*--------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "INSERT INTO " + cTable + " SET "
RETURN
*------------------------------------------------------------------------------------------*
METHOD Delete(cTable,cWhere) CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "DELETE FROM " + cTable + " WHERE " + cWhere
::Exec()
RETURN
*----------------------------------------------------------------------------------------------
METHOD AffectedRows() CLASS SQL
*----------------------------------------------------------------------------------------------
LOCAL nRetVal
nRetVal := RDDINFO( RDDI_AFFECTEDROWS,,,::nConnHandle )
IF valtype(nRetVal) <> 'N'
nRetVal := 0
ENDIF
RETURN nRetVal
*------------------------------------------------------------------------------------------*
METHOD StartTransaction() CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "START TRANSACTION"
::Exec()
RETURN
*------------------------------------------------------------------------------------------*
METHOD Commit() CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "COMMIT"
::Exec()
RETURN
*------------------------------------------------------------------------------------------*
METHOD Rollback() CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "ROLLBACK"
::Exec()
RETURN
*------------------------------------------------------------------------------------------*
METHOD Update(cTable,cWhere) CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := cWhere
::cCommandBuffer += "UPDATE " + cTable + " SET "
RETURN
*--------------------------------------------------------------------------------------*
METHOD Exec(cCommand) CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL cRDD
cRDD := RDDSETDEFAULT()
RDDSETDEFAULT("SQLMIX")
IF ValType(cCommand) = 'U'
IF Right( ::cCommandBuffer , 1 ) == ','
::cCommandBuffer := LEFT( ::cCommandBuffer , LEN(::cCommandBuffer) - 1 )
ENDIF
IF .NOT. Empty(::cCommandWhere)
::cCommandBuffer += 'WHERE ' + ::cCommandWhere
ENDIF
::lError := .NOT. RDDINFO( RDDI_EXECUTE, ::cCommandBuffer , , ::nConnHandle )
HB_MEMOWRIT( 'trace.log' , ::cCommandBuffer , .f. )
ELSE
HB_MEMOWRIT( 'trace.log' , cCommand , .f. )
::lError := .NOT. RDDINFO( RDDI_EXECUTE, cCommand, , ::nConnHandle )
ENDIF
IF ValType(::lError) <> 'L'
::lError := .T.
ENDIF
IF ::lError
::cErrorDesc := rddinfo(RDDI_ERROR,,,::nConnHandle )
else
::cErrorDesc := ''
ENDIF
::cCommandBuffer := ''
RDDSETDEFAULT(cRDD)
RETURN
Code: Select all
#define RDDI_CONNECT 1001
#define RDDI_DISCONNECT 1002
#define RDDI_EXECUTE 1003
#define RDDI_ERROR 1004
#define RDDI_ERRORNO 1005
#define RDDI_NEWID 1006
#define RDDI_AFFECTEDROWS 1007
#define RDDI_QUERY 1008
Code: Select all
SqlConnect( blah, blah, blah)
SqlInsert(<table>)
SqlField(<name>,<value>)
SqlField(<name>,<value>)
SqlField(<name>,<value>)
SqlExec()
Code: Select all
WAIT WINDOW 'Processing...' NOWAIT
WITH OBJECT SQL():New()
:Connect(_MYSQL_SERVER_, _MYSQL_USER_, _MYSQL_PASSWORD_, _MYSQL_DATABASE_)
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Exec("DROP TABLE IF EXISTS hmgtest")
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Exec("CREATE TABLE hmgtest (id BIGINT UNSIGNED AUTO_INCREMENT PRIMARY KEY, code INT UNSIGNED UNIQUE, description CHAR(128), location CHAR(128), stock BIGINT UNSIGNED )")
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Disconnect()
END WITH
WAIT CLEAR
Code: Select all
WAIT WINDOW 'Processing...' NOWAIT
WITH OBJECT SQL():New()
:Connect(_MYSQL_SERVER_, _MYSQL_USER_, _MYSQL_PASSWORD_, _MYSQL_DATABASE_)
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Insert('hmgtest')
:Field('code' , nCode )
:Field('description' , cDescription )
:Field('location' , cLocation )
:Field('stock' , nStock )
:Exec()
IF :lError
WAIT CLEAR
MsgStop(:cErrorDesc)
RETURN
ENDIF
:Disconnect()
ENDWITH
WAIT CLEAR
Code: Select all
/*
* 'HMG EasySQL' a Simple HMG library To Handle MySql/MariaDB 'Things'
*
* *** EXPERIMENTAL CODE ***
*
* Copyright 2024 Roberto Lopez <mail.box.hmg@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this software; see the file COPYING.txt. If not, write to
* the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
* Boston, MA 02111-1307 USA (or visit the web site https://www.gnu.org/).
*
* As a special exception, the Harbour Project gives permission for
* additional uses of the text contained in its release of Harbour.
*
* The exception is that, if you link the Harbour libraries with other
* files to produce an executable, this does not by itself cause the
* resulting executable to be covered by the GNU General Public License.
* Your use of that executable is in no way restricted on account of
* linking the Harbour library code into it.
*
* This exception does not however invalidate any other reasons why
* the executable file might be covered by the GNU General Public License.
*
* This exception applies only to the code released by the Harbour
* Project under the name Harbour. If you copy code from other
* Harbour Project or Free Software Foundation releases into a copy of
* Harbour, as the General Public License permits, the exception does
* not apply to the code that you add in this way. To avoid misleading
* anyone as to the status of such modified files, you must delete
* this exception notice from them.
*
* If you write modifications of your own for Harbour, it is your choice
* whether to permit this exception to apply to your modifications.
* If you do not wish that, delete this exception notice.
*
*/
#include 'hmg.ch'
#include 'common.ch'
#xcommand TRY => BEGIN SEQUENCE WITH { |e| break( e ) }
#xcommand CATCH [<!oErr!>] => RECOVER [USING <oErr>] <-oErr->
#xcommand FINALLY => ALWAYS
#include "lib.sql.ch"
#include "hbclass.ch"
#include "common.ch"
REQUEST SDDMY, SQLMIX
*--------------------------------------------------------------------------------------*
CLASS SQL
*--------------------------------------------------------------------------------------*
// data:
DATA cCommandBuffer
DATA cCommandWhere
DATA nConnHandle
DATA lError
DATA cErrorDesc
// Methods:
METHOD New()
METHOD Connect(cServer, cUser, cPassword, cDatabase)
METHOD Use(cCommand,cWorkArea)
METHOD Disconnect()
METHOD Close(cWorkArea)
METHOD Delete(cTable,cWhere)
METHOD AffectedRows()
METHOD StartTransaction()
METHOD Commit()
METHOD Rollback()
METHOD Exec()
METHOD Insert(cTable)
METHOD Update(cTable,cWhere)
METHOD Field(cField,xExpression,lRaw)
ENDCLASS
*--------------------------------------------------------------------------------------*
METHOD Close(cWorkArea) CLASS SQL
*--------------------------------------------------------------------------------------*
CLOSE &cWorkArea
RETURN NIL
*--------------------------------------------------------------------------------------*
METHOD New() CLASS SQL
*--------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::nConnHandle := 0
::lError := .F.
::cErrorDesc := ''
RETURN Self
*--------------------------------------------------------------------------------------*
METHOD Connect(cServer, cUser, cPassword, cDatabase) CLASS SQL
*--------------------------------------------------------------------------------------*
::nConnHandle := RDDINFO(RDDI_CONNECT, {"MYSQL", cServer, cUser, cPassword, cDatabase }, "SQLMIX" )
IF VALTYPE(::nConnHandle) <> 'N'
::nConnHandle := 0
ENDIF
IF ::nConnHandle == 0
::lError := .T.
::cErrorDesc := 'Connection Error!'
ENDIF
RETURN ::nConnHandle
*--------------------------------------------------------------------------------------*
METHOD Disconnect() CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL nRetVal
nRetVal := RDDINFO( RDDI_DISCONNECT,,,::nConnHandle )
IF valtype(nRetVal) <> 'N'
nRetVal := 0
ENDIF
RETURN nRetVal
*--------------------------------------------------------------------------------------*
METHOD Use(cCommand, cWorkArea) CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL oError
TRY
DBUSEAREA( .T.,"SQLMIX", cCommand, cWorkArea,,,,::nConnHandle )
::lError := .F.
CATCH oError
::lError := .T.
::cErrorDesc := oError:Description
END
RETURN
*--------------------------------------------------------------------------------------*
METHOD Field(cField,xExpression,lRaw) CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL cExpression
DEFAULT lRaw TO .F.
IF VALTYPE(xExpression) = 'D'
cExpression := STRZERO(YEAR(xExpression),4) + '-' + STRZERO(MONTH(xExpression),2) + '-' + STRZERO(DAY(xExpression),2)
ELSEIF VALTYPE(xExpression) = 'C'
cExpression := alltrim(xExpression)
ELSEIF VALTYPE(xExpression) = 'N'
cExpression := alltrim(str(xExpression))
ELSEIF VALTYPE(xExpression) = 'L'
IF xExpression
cExpression := '1'
ELSE
cExpression := '0'
ENDIF
ELSE
::lError := .T.
::cErrorDesc := 'SqlField: Expression Type Error!'
RETURN
ENDIF
IF "'" $ cExpression
cExpression := StrTran(cExpression, "'" , "´")
ENDIF
IF lRaw
::cCommandBuffer += cField + " = " + cExpression + ' ' + ','
ELSE
::cCommandBuffer += cField + " = " + "'" + cExpression + "'" + ','
ENDIF
RETURN
*--------------------------------------------------------------------------------------*
METHOD Insert(cTable) CLASS SQL
*--------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "INSERT INTO " + cTable + " SET "
RETURN
*------------------------------------------------------------------------------------------*
METHOD Delete(cTable,cWhere) CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "DELETE FROM " + cTable + " WHERE " + cWhere
::Exec()
RETURN
*----------------------------------------------------------------------------------------------
METHOD AffectedRows() CLASS SQL
*----------------------------------------------------------------------------------------------
LOCAL nRetVal
nRetVal := RDDINFO( RDDI_AFFECTEDROWS,,,::nConnHandle )
IF valtype(nRetVal) <> 'N'
nRetVal := 0
ENDIF
RETURN nRetVal
*------------------------------------------------------------------------------------------*
METHOD StartTransaction() CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "START TRANSACTION"
::Exec()
RETURN
*------------------------------------------------------------------------------------------*
METHOD Commit() CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "COMMIT"
::Exec()
RETURN
*------------------------------------------------------------------------------------------*
METHOD Rollback() CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := ''
::cCommandBuffer += "ROLLBACK"
::Exec()
RETURN
*------------------------------------------------------------------------------------------*
METHOD Update(cTable,cWhere) CLASS SQL
*------------------------------------------------------------------------------------------*
::cCommandBuffer := ''
::cCommandWhere := cWhere
::cCommandBuffer += "UPDATE " + cTable + " SET "
RETURN
*--------------------------------------------------------------------------------------*
METHOD Exec(cCommand) CLASS SQL
*--------------------------------------------------------------------------------------*
LOCAL cRDD
cRDD := RDDSETDEFAULT()
RDDSETDEFAULT("SQLMIX")
IF ValType(cCommand) = 'U'
IF Right( ::cCommandBuffer , 1 ) == ','
::cCommandBuffer := LEFT( ::cCommandBuffer , LEN(::cCommandBuffer) - 1 )
ENDIF
IF .NOT. Empty(::cCommandWhere)
::cCommandBuffer += 'WHERE ' + ::cCommandWhere
ENDIF
::lError := .NOT. RDDINFO( RDDI_EXECUTE, ::cCommandBuffer , , ::nConnHandle )
HB_MEMOWRIT( 'trace.log' , ::cCommandBuffer , .f. )
ELSE
HB_MEMOWRIT( 'trace.log' , cCommand , .f. )
::lError := .NOT. RDDINFO( RDDI_EXECUTE, cCommand, , ::nConnHandle )
ENDIF
IF ValType(::lError) <> 'L'
::lError := .T.
ENDIF
IF ::lError
::cErrorDesc := rddinfo(RDDI_ERROR,,,::nConnHandle )
else
::cErrorDesc := ''
ENDIF
::cCommandBuffer := ''
RDDSETDEFAULT(cRDD)
RETURN
Code: Select all
#define RDDI_CONNECT 1001
#define RDDI_DISCONNECT 1002
#define RDDI_EXECUTE 1003
#define RDDI_ERROR 1004
#define RDDI_ERRORNO 1005
#define RDDI_NEWID 1006
#define RDDI_AFFECTEDROWS 1007
#define RDDI_QUERY 1008