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1990-09-23
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343 lines
_____________________________________
__M_______I_______N_______E_______S__
© Copyright 1990
by
Gary W. Milliorn
Mines is a program where you try to traverse a minefield. In the
field are some number of mines, but you won't know where they are located.
Instead, when you move to an area that does not contain a mine, Mines will
reveal the quantity of mines immediately surrounding it, from 0 to 8.
By applying logic, and occasionally a little luck, you can safely
determine where the mines are located and can avoid stepping on them.
Mines has the following features:
* Automatically adapts to WorkBench colors and font heights.
* Selectable minefield size, up to 30w x 20h.
* Selectable number of mines.
* 3D-effect tiles.
* CLI and WorkBench parameters.
* Automatically saves setups and games in-progress.
* Sound effects.
* Cumulative scores.
* The usual lot of suspects, er, programmable options.
---------
COPYRIGHT
---------
This program is © Copyright 1990, by Gary W. Milliorn. It may be
freely redistributed as long as the copyright notice remains intact, and
documentation remains together with the program. This program is NOT
public domain; no fee may be charged for it other than a reasonable
duplication fee.
There is no charge for this program, unless you feel it is worth
anything. Mostly, just drop me a note on bix ("gmill") or in the mail if
you like it or otherwise.
--------------
STARTING MINES
--------------
Mines may be started from the CLI or from WorkBench. There are
options available in both modes; these are discussed later.
Once started, Mines reads in settings from the file
"S:.MineScores", if possible. After that, it processes CLI or WorkBench
arguments or tooltypes. It then opens the window of appropriate size on
the WorkBench screen (it may decide to reduce the size if the system's
font is too large to handle).
Once Mines is started, you can begin to play by selecting
"New Game" from the menu. Mines will draw in the minefield as a series
of cross-hatched, raised shadow squares, which I call "cells". It then
places the Start cell int the upper left-hand corner, and the End cell in
the lower right-hand corner.
To make a move, use the mouse to click on a cell. You can only
click on cells next to the Start cell, or next to other cells you have
seen. In other words, you have to "walk" across the mine field. When
you click on a cell you have not seen before, Mines will reveal the
contents, which could be any of:
a Mine - Boom! you lose.
an empty square - no mines at all are nearby, it is safe to move
in any direction.
a numbered square - there are 1 to 8 mines around this cell.
Examples:
[1][1][1]
[1][*][1] - the center cell was a mine, you just lost!
[1][1][1]
[ ][ ][ ]
[ ][ ][ ] - the center cell has no mines nearby, so it is blank.
[ ][ ][ ]
[*][ ][ ]
[ ][1][ ] - the center cell has one mine nearby, so a '1' is
[ ][ ][ ] drawn in the center.
[*][ ][*]
[ ][5][*] - the center cell has five mines nearby, so a '5' is
[*][*][ ] drawn in the center.
[*][*][*]
[*][8][*] - the center cell has eight mines nearby, so an '8' is
[*][*][*] drawn in the center. Bonus question: why won't you
ever see this during a game?
---------------------
MARKING THE MINEFIELD
---------------------
It is sometimes necessary to perform trial moves to figure out
where the mines are located. In other words, "if there's a mine here and
this cell is ok, then there would have to be another mine over here,
which is impossible, so the mine must be here ... <CLICK> Great! Ok,
next I'll...".
Situations like these sometimes occur while playing, and to help
you, Mines allows you to place "markers" on any cell, even ones that you
couldn't ordinarily step on.
To place a marker, hold down either SHIFT key, and click on the
desired cell. Each time you do this on one cell, Mines will add the next
marker in sequence, as follows:
Unseen Cell
|
V
Mine Mark -- i.e., you think there's a mine here.
|
V
'ok' Mark -- i.e., you think there isn't a mine here.
|
V
Unseen Cell
Marked cells differ from ones you have stepped on in that they
retain their raised appearance.
When the game is over, win or lose, if you have enabled the
"Show Results" option, Mines will highlight any incorrect guesses you
have made. It is possible to make a bad guess and still win -- that's
the nature of the game.
-------------------
WORKBENCH ARGUMENTS
-------------------
The Mines tool may be started from the WorkBench. A minimum of
8K is recommended for the stack, and the following tool-type arguments
are supported:
AUTOCOLOR=OFF -- if "ON", Mines will try to select the colors
AUTOCOLOR=ON it needs (white, black, grey, and one of red
green or blue). If you have non-default
colors, Mines will still obtain the colors
needed to obtain the 3D appearance if some
approximation to those colors exists.
If the results are truly horrible, disable
the option and Mines will use some defaults,
or you can program it yourself with the
COLOR* arguments.
By default, Mines picks its colors from the
WorkBench color map.
AUTOSAVE=OFF -- if "ON", Mines will save settings and any
AUTOSAVE=ON unfinished games in the file "S:.MineScores"
when the menu "Quit" is selected, or if the
window is closed.
If OFF, Mines will never write to your disk.
By default, games and game settings are saved.
COLOR_BLACK=n -- Set the color index for black to number 'n'.
COLOR_BACKGROUND=n -- Set the color index for the background to
number 'n'.
COLOR_RED=n -- Set the color index for red (or the highlighting
color) to number 'n'.
COLOR_WHITE=n -- Set the color index for white to number 'n'.
SIZE=W'x'H -- Set the mine field size to W by H, measured in
SIZE=20x30 terms of cells. Example: the default size
string would be "10x10". The maximum width is
30 and the maximum height is 20 cells. The
minimum width and height is 4 cells.
SOUND=OFF -- if "ON", Mines will use sound effects as
SOUND=ON needed.
-------------
CLI ARGUMENTS
-------------
Mines may also be started from the CLI. As before, at least 8K
of stack is recommended. The CLI arguments supported are:
Mines [-c0 n] [-cb n] [-cr n] [-cw n] [-dnsv] [-wW'x'H]
-c0 n -- Sets the color index for the background to number 'n'.
-cb n -- Sets the color index for black to number 'n'.
-cr n -- Sets the color index for red (or the highlighting
color) to number 'n'.
-cw n -- Sets the color index for white to number 'n'.
-d -- disables the automatic color code. Set this if you
have trouble or if you use any of the '-c*' options.
Enabled on startup.
-n -- disables writing scores and saved games to the disk.
Enabled on startup.
-s -- disables sound effects. Enabled on startup.
-wW'x'H -- Sets the mine field size to W by H, measured in
terms of cells. For example, the default size string
would be "10x10".
-----
MENUS
-----
Mines
About -- brings up my logo, and then a standard information
box about the program. The logo goes away auto-
matically after a few seconds, or you can click on
it.
Help -- brings up an "animated" help window which should,
hopefully, explain how to play the game. It's much
easier to show how to play than to explain it.
New Game -- starts a new game, using the current size and
quantity of mines. When a game begins, the
number of mines cannot be changed, and the
window cannot be resized.
Resign Game -- quit the current game. Clears the board and
allows you to change the size or mine count,
if desired.
Scores -- shows your current count of wins, losses, and
performance in the message area.
Quit -- quits Mines. If a game is in progress, and saved
games are allowed, it is written to the save file.
Other parameters, such as Sound, Size, number of
mines, etc. are also saved.
Options
Auto-Advance -- if checked, when you step on a mine that has no
neighbors, Mines automatically reveals the unseen
cells immediately nearby (since it is obviously
safe to move there).
If the new cells revealed are also safe, Mines
advances across the board, showing safe mines
until all are seen.
This option speeds up the game by eliminating
some of the drudgery, but if you're a learner,
it may appear confusing -- consider disabling
it initially.
Show Results -- if checked, when you finish a game, win or lose,
Mines will reveal the contents of the mine field.
If you marked a cell as having a mine or as being
'ok', and this was not true, Mines X's the cell
and counts the number of wrong guesses.
Wrong guesses do not affect your scores.
Sound -- if checked, Mines will use sound effects as
appropriate.
Save Setup -- if checked, Mines will save the game setup and any
unfinished game when the game is quit or closed.
Mine Count...-- when this item is selected, Mines brings up a
window which allows you to enter the number of
mines you want in the mine field.
You may enter any number from 0 to 80% of the
total number of cells in the mine field.
-------------
OTHER PROGRAMS
--------------
Currently available on a BBS near you:
ImageLab -- an IFF image processing program.
WellTrix -- classic Tetris (tm) -style program played in a well.
Coming soon:
Assistant -- programmer's assistant.
Mines 3.0 -- with an Arexx port to play automatically.
WellTrix II -- ???
_______________________________________________________________________________
T H E E N D
Written, Produced and Directed
by
Gary W. Milliorn
_____________________________________
__M_______I_______N_______E_______S__
© Copyright 1990, Valan Inc.
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