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    {
    PROGRAM NAME : STUPID ALIEN INVADERS FROM ORKNEY (Revision 2)

    AUTHOR       : SCOTT TUNSTALL B.Sc

    CREATION     : JUNE 1996
    DATE

    	       ALL OFFENSIVE CRAP & EXPLETIVES REMOVED

    			"Kojak's on the case!"

    ----------------------------------------------------------------------

    NOTE: THE PCX AND IMAGE FILES THAT THIS GAME USES ARE ATTACHED TO
    THE BOTTOM OF THIS PROGRAM, IN XX3402 FORMAT!!!

    EXTRACT THE FILE IMAGES.ZIP USING XX3402, THEN COMPILE THIS FILE
    AND UNZIP THE IMAGES INTO THE ** SAME DIRECTORY ** AS THE EXECUTABLE!!!!

    THEN RUN, OF COURSE!!!

    DISCLAIMER
    ----------

    If this crashes on you, try FORMAT C: and re-install (THAT WAS A JOKE)
    No, instead try unzipping the image files first and compiling with
    TP6 or better.

    And don't run this on a P90, see the game flash by, and blame me. Try
    and slow it down yourself you geek! :)

    REQUIREMENTS
    ------------

    NEWGRAPH unit, from June 96 GRAPHICS.SWG - heading "Improved Graphics
    Routines". Author : Me!

    Turbo Pascal 6 or better running TPX.EXE (You may have to change "switches")
    386 (Or better) processor
    500K memory
    A sense of humour
    Penchant for sheep

    GAME INFO
    ---------

    Z 	     = Move Ship left
    X 	     = Move Ship Right
    SPACE 	     = Fire Missile
    CTRL-ALT-DEL = Mercy :)

    Included in this game is:

    	 o Dave Norrie (P90 man)

    	 o Fish (Alright Alan Henderson? :) )

    	 o Aliens who don't fire back (makes game more fun)

    	 o Orvilles!!!! I HATED THAT DUCK WHEN HE WAS ON TELLY
    	   SO THIS IS MY REVENGE!!! ;)

    	 o Sheep

    Thanks to Dave Jack for his "inspirational" advice!

    PARAMETERS -> PROGRAM

    -speech       If you have a speech synthesiser then use this switch.
    	      Surely EVERYONE must have access to a speech synthesiser
    	      program somehow, they come with soundblasters and you can
    	      get em off the 'Net easy! I use TRAN.EXE anyway.

    -nofilth      No effect - there aren't any rude words in this game. If you
    	      want the hardcore, uncut all singing all dancing :)
    	      version, send �4000 used notes in Sterling to:

    		       Kojak Van Damme
    		       Somewhere in Dunfermline
    		       Fife
    		       Don't tell the missus

    -nocrap       Skips the "Lieutenant Kojak Van Damme" bit at the start.
    	      If you want to cut the crap and get straight to the title
    	      proper, then pass this parameter!

    -realstupid   Makes the aliens sitting ducks!! :)
    	      They don't move AT ALL!

    IF YOU LOVE SHEEP
    -----------------

    If any of you lot out there are emotionally attached to sheep then this
    game could offend you. Instead, try something like "meeting women". You
    can participate in this pastime by attending pubs, nightclubs or even
    in the street of your village! If you are a woman and love sheep then
    well...

    }

    Program YaAlienBasts;

    Uses Crt, Dos,NewGraph; { NEWGRAPH was posted to the SWAG, it's
    			  in the June 96 GRAPHICS.SWG - author:
    			  Scott Tunstall }

    {$m 4096,0,327680}

    Const SPEECH_SYNTHESISER = 'TRAN.EXE';           { Change if you have
                                                       a better one }

    Type AlienRec = Record

         AlienType    : byte;   { 0 = Dead, 1 = A Orville, 2 = Normal Alien }
         AlienDying   : byte;

         AlienX       : integer;
         AlienY       : integer;
    End;

    {
    My KOJAKVGA unit (which wasn't placed in the SWAG despite it being
    ultra cool) gets rid of this seg: offs crap, but as y'all are using
    NEWGRAPH (maybe :) )
    }

    Var     Title1Seg,
            Title1Ofs,
            Title2Seg,
            Title2Ofs : word;

            LutherPal,
    	Title1Pal,
            Title2Pal          : PaletteType;

            PlayFieldSeg,
    	PlayFieldOfs       : word;

            PlayerPtr,
            MissilePtr,
            FishPtr,
            NorriePtr,
            SheepImg,
            ItsTuckMsg,
            WantAP90Msg,
    	LoveOberMsg        : pointer;

            AlienPtr, OrvillePtr,
            DeadAlienPtr,
    	AbuseMsg           : Array[0..1] of Pointer;

            SaySpeech,
            ShowCrap,
            ShowFilth,
            AngelWords,
            AliensMove,
            LaserOn,
            NorrieOn,
            FishOn,
            SheepOn,
            GameOver,
            NextLevel          : boolean; { Before you say it, I know it's
                                            a waste of RAM OK? }
            Alien:
            Array[1..8, 1..6] of AlienRec;

            AnimFrame,
            AnimDelay,
    	AnimLatch,
            AlienCount         : byte;
            AliensPauseVar,
            AlienDirection,
            NorrieTime,
            SheepMessage,
            SheepMessageTime   : byte;

    	PlayerX,
    	LaserX,
    	LaserY             : integer;

    	FishX,
    	SheepX             : integer;

    { If these switches give you errors in Tp6, compile with Turbo 7 or
    remove some of 'em! }

    {$r-,q-,v-,s-,x+}

    Procedure GetSwitches;
    Var Count: byte;
    Begin
         SaySpeech   :=False;                 { Defaults }
         ShowCrap    :=True;
         ShowFilth   :=True;		  { No filth in this game }
         AngelWords  :=True;
         AliensMove  :=True;

         If ParamCount = 0 Then exit;

         For Count:=1 to ParamCount do
    	 Begin
    	 If ParamStr(Count) = '-speech' Then
    	    SaySpeech:=True
    	 Else
    	     If ParamStr(Count) = '-nocrap' Then
    		ShowCrap:=False
    	     Else
    		 If ParamStr(Count) = '-nofilth' Then
    		    ShowFilth:=False
    		 Else
    		     If ParamStr(Count) = '-noangelwords' Then
    			AngelWords:=False
    		     Else
    			 If ParamStr(Count) ='-realstupid' Then
    			    AliensMove:=False;

         End;

    End;

    {
    Load In Title pages, sprites, Messages etc.
    }

    Procedure LoadGraphics;
    Begin
         Bitmap(Title1Seg, Title1Ofs);
         SetSourceBitmapAddr(Title1Seg, Title1Ofs);
         LoadPCX('TITLEPGE.PCX',Title1Pal);
         Bitmap(Title2Seg, Title2Ofs);
         SetSourceBitmapAddr(Title2Seg, Title2Ofs);
         LoadPCX('2NDTITLE.PCX',Title2Pal);

         LoadShape('PLAYER.IMG'   , PlayerPtr);
         LoadShape('MISSILE.IMG'  , MissilePtr);
         LoadShape('ALIEN1.IMG'   , AlienPtr[0]);
         LoadShape('ALIEN2.IMG'   , AlienPtr[1]);
         LoadShape('ORVILLE1.IMG' , OrvillePtr[0]);
         LoadShape('ORVILLE2.IMG' , OrvillePtr[1]);
         LoadShape('DEADGUY1.IMG' , DeadAlienPtr[0]);
         LoadShape('DEADDUCK.IMG' , DeadAlienPtr[1]);
         LoadShape('FISH.IMG'     , FishPtr);
         LoadShape('NORRIE.IMG'   , NorriePtr);
         LoadShape('SHEEP.IMG'    , SheepImg);

         LoadShape('ITS_TUCK.IMG' , ItsTuckMsg);
         LoadShape('WANTP90.IMG'  , WantAP90Msg);
         LoadShape('LOVEOBER.IMG' , LoveOberMsg);

         Bitmap(PlayfieldSeg, PlayFieldOfs);
         SetSourceBitmapAddr(PlayFieldSeg, PlayFieldOfs);
         CCls(0);
    End;

    Procedure InitObjects;
    Var Across, Down: byte;

    Begin
         PlayerX:=160;
         LaserOn:=False;

         SheepOn:=False;
         FishOn:=False;
         NorrieOn:=False;

         GameOver:=False;
         NextLevel:=False;

         AlienCount:=48;
         AliensPauseVar:=AlienCount;

         AnimFrame:=0;
         AnimDelay:=AlienCount DIV 6;

         AnimLatch:=AnimDelay;

         AlienDirection:=1;

         For Across:=1 to 8 do
             With Alien[Across,1] do
             Begin
    	      AlienType:=1;

                  AlienDying:=0;
    	      AlienX:=((Across-1) * 18) ;
                  AlienY:=40;
             End;

         For Down:=2 to 6 do
             For Across:=1 to 8 do
             With Alien[Across,Down] do
             Begin
                  AlienType:=2;
                  AlienDying:=0;
                  AlienX:=((Across-1) * 18) ;
                  AlienY:=40+((Down-1) * 18);
             End;
    End;

    Procedure DrawObjects;
    Begin
         If NorrieOn Then
    	Begin
    	Blit(40,160,NorriePtr^);         { Draw Dave Norrie }
            If NorrieTime < 128 Then         { Display WANT A P90 ? }
               Blit(16,144,WantAP90Msg^)
            Else
                Blit(16,144,ItsTuckMsg^);    { Announce Norries Arrival ! }
         End;

         {
         Draw Fish! Alan Henderson come on down!
         }

         If FishOn Then
            ClipBlit(FishX,20,FishPtr^)
         Else
             If SheepOn Then
                Begin
                ClipBlit(SheepX,20,SheepImg^);              { Draw Sheep }
                If SheepMessage = 1 Then                    { Display .. }
                   ClipBlock(SheepX-40,0,LoveOberMsg^);     { I LOVE OBER }
                End;
    End;

    { Taito made a killing from Space Invaders.

      It's quite simple to program, actually!

    }

    Procedure DrawAliens;
    Var Across, Down: byte;

    Begin
         For Across:=1 to 8 do
             For Down:=1 to 6 do
             With Alien[Across,Down] do
             Begin
             If AlienType <>0 Then
                Begin
                If (AlienDying = 0) Then
                   Begin
                        Case AlienType Of
                        1 : Blit(AlienX,AlienY,OrvillePtr[AnimFrame]^);
                        2 : Blit(AlienX,AlienY,AlienPtr[AnimFrame]^);
                        End;
                   End
                Else

                    {
                      Draw Alien with Halo!

                      }

                    Begin
                         Case AlienType Of
                         1 : ClipBlit(AlienX, AlienY, DeadAlienPtr[1]^);
                         2 : ClipBlit(AlienX, AlienY, DeadAlienPtr[0]^);
                         End;
                    End;

                End;
             End;
    End;

    {
    Even tho there is only 1 command in here it helps make the
    code more 'modular'
    }

    Procedure DrawLaser;
    Begin
         Blit(LaserX, LaserY, MissilePtr^);
    End;

    Procedure DrawPlayer;
    Begin
         Blit(PlayerX, 192, PlayerPtr^);
    end;

    {
    All non-essential objects are updated, i.e. Sheep/Fish/Norrie
    }

    Procedure UpdateCharacters;
    Begin
         If NorrieOn Then
            Begin
    	Dec(NorrieTime);
    	If NorrieTime=0 Then NorrieOn:=False;
            End
         Else
             If Random(500)=1 Then
                Begin
                NorrieOn:=True;
                NorrieTime:=200;
             End;

         If FishOn Then
            Begin
            Inc(FishX,1);           { Move fish right }
    	If FishX >320 Then
               FishOn:=False;
            End
         Else
             If Not SheepOn Then
                Begin
                If Random(20)=10 Then
                   Begin
                   FishOn:=True;
                   FishX:=-12;
    	    End;
             End;

         {
         When SheepMessage = 2 that means it's already been displayed
         }

         If SheepOn Then
            Begin
            If SheepMessage<>1 Then
               Begin
               Dec(SheepX,1);
               If SheepX < -12 Then
                  SheepOn:=False
               Else
                   If (SheepMessage <>2) And (SheepX < 164) Then
                      Begin
    		  SheepMessage:=1;
                      SheepMessageTime:=50;
                   End;
               End
            Else
                if SheepMessage = 1 Then
                   Begin
                   Dec(SheepMessageTime);
                   If SheepMessageTime = 0 Then
                      SheepMessage:=2;
                End;
    	End

         Else
             If Not FishOn Then
                Begin
    	    If Random(20)=10 Then
                   Begin
                   SheepOn:=True;
                   SheepMessage:=0;
                   SheepX:=320;
                End;
             End;

    End;

    Function UpdateAliensPos(IncX, IncY: integer) : boolean;
    Var Across, Down : byte;
        IsGameOver   : boolean;

    Begin
         IsGameOver:=False;
         For Down:=1 to 6 do
             For Across:=1 to 8 do
    	     With Alien[Across,Down] do
                 Begin
                 If (AlienType <> 0) And (AlienDying = 0) Then
                    Begin
                    Inc(AlienX, IncX);
                    Inc(AlienY, IncY);
                    If AlienY >= 192 Then
                       IsGameOver:=True;
                    End;
                 End;

         UpdateAliensPos:=IsGameOver;
    End;

    {
    The procedure name gives a small hint as to what it actually does.
    (Unlike some software eh Geoff? :) :) :) )

    I couldn't be bothered giving it a name like:

      "Move Aliens about until they hit the bottom of the screen
      Or get shot to pieces" :)
    }

    Procedure UpdateAliens;

    Var ChangeDirectionNow: boolean;
        Across, Down,Sway: byte;
        NewX, NewY : integer;

    Begin

         Dec(AnimDelay);
         If AnimDelay = 0 Then
            Begin
            If AliensPauseVar > 6 Then
               AnimDelay:=(AliensPauseVar DIV 6)+2
            Else
                AnimDelay:=1;

            If AliensMove Then
               Begin
               AnimFrame:=AnimFrame XOR 1;

    { SOMEBODY ** PLEASE ** ADD SOME .WAV PLAYING CODE !! (And a WAV!) }

    	   Sound(AnimFrame * 40);                  { 20 }
               Delay(25);
               NoSound;

            End;

            ChangeDirectionNow:=False;

            For Down:=1 to 6 do
                For Across:=1 to 8 do
                With Alien[Across,Down] do
                Begin
                If (AlienType<> 0) And (AlienDying = 0) Then
                   Begin

    { Sorry about the extreme nesting, but as I said I didn't intend this
      code to be examined... I've already spent ages removing the
      expletives from my code !!! >-| }

                   If AliensMove Then
                      Begin

                      If AlienDirection = 0 Then
                         Begin
    		     NewX:=integer (AlienX) - 4;
                         If NewX <= -1 Then
                            Begin
                            ChangeDirectionNow:=True;
                            Across:=8;
                            Down:=6;
                            End;
                         End
                      Else
                          Begin
                          NewX:=integer (AlienX) + 4;
    		      If NewX >= 304 Then
    			 Begin
                             ChangeDirectionNow:=True;
                             Across:=8;
                             Down:=6;
    			 End;
                          End;

    {
    If any aliens have made it to the edge of the screen
    obviously a change of direction is required.
    And of course to move the aliens down one row.
    }

                      End;

                   End
                Else

                    { Alien with halo }

                    If AlienType <>0 Then
                    Begin
                    If AlienDying = 1 Then
                       begin
                       Dec(AlienY,2);

                       {
                       Make alien sway about as he flies to heaven!
                       }

                       Sway:=Random(50) AND 3;
                       Case Sway Of
                       0: Dec(AlienX,2);
                       2: Inc(AlienX,2);
                       End;

                       {
                       If alien has reached Nirvana then update
                       dead alien counter
    		   }

                       If AlienY <= 4 Then
                          Begin
    		      AlienType:=0;
                          Dec(AlienCount);
                          If AlienCount=0 Then
                              NextLevel:=True;
                          end;
                       end
                    end;

                End;

                If AliensMove Then
                Begin
                     If ChangeDirectionNow Then
                        Begin
                        AlienDirection:=AlienDirection XOR 1;
                        GameOver:=UpdateAliensPos(0,16);
                        End
                     Else
                         Begin
                         If AlienDirection = 0 Then
                            UpdateAliensPos(-4,0)
                         Else
                             UpdateAliensPos(4,0);
                         End;
                End;

         End;
    End;

    {
    This is the laser to alien collision detection routine.
    Tis groovy! (As you chaps can guess, modesty was never my
    weak point)
    }

    Procedure UpDateLaser;
    Var DistX, Disty: integer;
        Across, Down: byte;
    Begin
         Dec(LaserY,4);
         If LaserY <=20 Then
    	Begin
    	LaserOn:=False;
    	Exit;
         End;

         { Hit any aliens ? }

         For Down:=1 to 6 do
    	 For Across:=1 to 8 do
    	 With Alien[Across,Down] do
    	      Begin
    	      If (AlienType<> 0) And (AlienDying = 0) Then
    		 Begin

    		 DistX:=Abs(AlienX - LaserX);
    		 DistY:=Abs(AlienY - LaserY);

    		 If (DistX < 8) And (DistY < 6) Then
    		    Begin
    		    LaserOn:=False;
    		    Dec(AliensPauseVar);
    		    AlienDying:=1;

    {
    You know, you could add some code to play .VOC/WAV files here,
    such as Aargh, ieeee etc. For more sound FX ideas, check out
    those old "Commando" magazines, where the enemy dies in various
    awful ways... "Mein leben, I never knew there was a rather large
    machine gun round das corner" :)
    }

    		    Sound(80);
    		    Delay(10);
    		    NoSound;

    		    Down:=6;
    		    Across:=8;
    		 End;
    	      End;
    	 End;
    End;

    Procedure UpDatePlayer;
    Begin
         If Keypressed Then
    	Begin
    	Case upcase(ReadKey) Of
    	'Z' : If PlayerX > 0 Then Dec(PlayerX,2);
    	'X' : If PlayerX < 304 Then Inc(PlayerX,2);
    	' ' : If Not LaserOn Then
    		 Begin
    		 LaserX:=PlayerX+3;
    		 LaserY:=184;
    		 LaserOn:=True;
    	      End;
    	End;

    	Mem[$40:$1a]:=Mem[$40:$1c];             { Flush key buffer }
         End;
    End;

    {
    Change SPEECH_SYNTHESISER constant at top if you have a better
    speech synthesis program on the go.

    I use a SoundBlaster Pro myself, but unfortunately I can't get
    Speech Synthesis on the go (without CT-VOICE.DRV anyway)
    }

    procedure CallTran(WhatToSay: String);
    Var F: Text;

    Begin
         Assign(F,'INFILE.TXT');
         ReWrite(F);
         Writeln(F,WhatToSay);
         Close(F);
         Delay(1000);
         exec(SPEECH_SYNTHESISER, '-v INFILE.TXT');
    End;

    {
    My tribute to DOOM 2 !
    }

    Procedure Disclaimer;
    Var COunt: byte;
        CurrDir: string[80];
    Begin
         TextMode(CO80);
         TextColor(YELLOW);
         TextBackground(BLACK);
         ClrScr;

         TextBackGround(BLUE);

         GotoXY(1,1);
         For Count:=1 to 10 do
    	 Write('        ');

         GotoXY(1,1);
         Write('STUPID INVADERS FROM ');
         TextColor(LIGHTRED);
         Write('O**NEY II ');
         TextColor(YELLOW);
         Write('(C) 1996 ');
         TextColor(WHITE);
         Write('SCOTT TUNSTALL. ');
         TextColor(YELLOW);
         Write('Version 1.2.9.(b)');

         GotoXY(1,4);
         TextColor(LightGray);
         TextBackground(BLACK);

         For Count:=1 to 10 do
             Write('========');

         Writeln('THIS GAME IS ALKYWARE. IF YOU USE IT, SEND BEER TO ME. OR WOMEN..');
         Writeln('DISTRIBUTE FREELY AMONGST YOUR WORST ENEMIES, GIRLS WHO HAVE GIVEN YOU THE');
         Writeln('ELBOW FOR AN UGLIER BLOKE (Oh hi Susie!) AND THOSE MATES WHO WON''T BUY A');
         Writeln('ROUND IN THE PUB.');

         For Count:=1 to 10 do
    	 Write('========');

         Writeln;
         Writeln('<Press any key>');

         ReadKey;

         ClrScr;
         TextColor(LightGray);
         Writeln('CONTROLS :');
         Writeln;
         Writeln('Z     = Move Wellwood raider rocket Left');
         Writeln('X     = Move Rocket Right');
         Writeln('SPACE = Fire abuse missile :)');
         Writeln('Q     = Quit the game');
         Writeln('CTRL + ALT + DEL = Best thing ever ! :)');
         Writeln;
         Writeln;
         TextColor(RED + BLINK);
         Writeln('PRESS ANY KEY TO BEGIN THIS CRAP !!!!');

         if SaySpeech And ShowFilth Then
            begin
            CallTran('DONT PLAY THIS CRAP');
         end;

         Readkey;
    End;

    Procedure ShowTitleScreens;
    Var ExitTitles: boolean;
        Count: word;
    Begin
         InitVGAMode;
         ExitTitles:=False;
         While Keypressed do
               ReadKey;

         Repeat
               SetAllPalette(Title1Pal);
               ShowBitmap(Title1Seg,Title1Ofs);
               For Count:=1 to 1000 do
                   begin
    	       If Keypressed Then
                      begin
                      exittitles:=true;
                      Count:=1000;
                      end;
                   delay(10);
                   end;

               if exittitles = false Then
                  Begin
                  SetAllPalette(Title2Pal);
    	      ShowBitmap(Title2Seg, Title2Ofs);
                  For Count:=1 to 500 do
                      begin
                      If Keypressed Then
                         begin
                         exittitles:=true;
                         Count:=500;
                      end;
                      delay(10);
                  end;
               end;
         Until exittitles;
    end;

    Begin
         LoadGraphics;
         GetSwitches;                       { Any params passed ? }

    {
      Has anyone ever told you I look like Jean Claude Van Damme? :)
      (I wish! Then my woman problems would be solved :) )
    }

         If ShowCrap Then                   { You can skip it by using the -nocrap
    					  switch }
    	Begin
    	Disclaimer;
    	InitVGAMode;
    	SetSourceBitmapAddr($a000,0);
    	LoadPCX('LUTHER.PCX',LutherPal);
    	SetAllPalette(LutherPal);
    	Delay(3000);
         End;

         Repeat
               ShowTitleScreens;

    { It's not bad spelling, it's phonetics ya eejit! :) }

               If SaySpeech Then
                  CallTran('GET REDY TO DIE, HEWMAN SCUM');

               InitVGAMode;                  { back to normal colours }
               SetSourceBitmapAddr(PlayFieldSeg, PlayFieldOfs);

    	   InitObjects;
               Repeat
                     Cls;
    		 DrawAliens;
                     DrawObjects;

                     If LaserOn Then
    		    DrawLaser;

                     DrawPlayer;
                     ShowBitmap(PlayFieldSeg, PlayFieldOfs);

                     UpdateCharacters;

                     UpdateAliens;

    		 If LaserOn Then
                        UpdateLaser;       { This is the collision detection routine }

                     UpdatePlayer;

                     Delay(1);

               Until GameOver OR NextLevel;       { NextLevel ? Is there one!!! }

               If GameOver = True Then
                  CallTran('HA HA HA YOU LOST!');

         Until false;

    End.

    {

    CUT ALL OF THE THE FOLLOWING BINARY CODE OUT
    DO NOT SEPERATE THE BLOCKS, JUST SAVE IT ALL AS ONE FILE!!!

    SAVE CUT TEXT AS IMAGES.XX

    USE XX3402 TO DECODE THIS FILE INTO IMAGES.ZIP
    UNZIP IMAGES.ZIP TO THE SAME DIRECTORY AS THE GAME EXE FILE!!!!!
    }

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    ***** END OF BLOCK 5 *****

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