/*
**	PreScript:
**
**	The prescript normally resides in the Arashi resource fork as resource TEXT 2128. If
**	you modify the actual game source, it is often easier to clear that resource and make
**	modifications to the "Arashi Script" file. Arashi will use a file with that name, if
**	it can be found in the same folder with the application.
**
**	The actual script for the game levels can be found after the prescript and the default
**	game script can be found in TEXT resource 2129. The resource is used only if
**	"Arashi Script" can not be found. (This is unlike TEXT 2128, which is always loaded.)
**
**	Don't remove this comment or type anything before it.
*/

//	The following variables are for internal use:

		DEPTH			=		120

		iLevelNumber	=	0
		iLevelField		=	(iLevelNumber + 15) % 16 + 1 min 1 max 16
		iLevelColor		=	( (iLevelNumber+15) / 16) min 1 max 6 
		iLevelBonus		=	100 * int((iLevelNumber+15) / 16)
		iLevelStartBonus =	500 * int(iLevelNumber^1.5) - 500
		iLevelNext		=	iLevelNumber + 1

		iPlayerMaxMove		=	12
		iPlayerSuperZaps	=	1

		iShotSpeed		=		4
		iShotPower		=		4
		iShotColor[0]	=		1
		iShotColor[1]	=		0
		iShotColor[2]	=		6
		iShotColor[3]	=		4
		iShotColor[4]	=		5

		iFlipperPoints	=		150
		iFlipperCount	=		3
		iFlipperProb	=		700
		iFlipperSpeed	=		65536
		iFlipperRot		=		4
		iFlipperColor	=		2

		iTank[0].points	=		100
		iTank[0].count	=		0
		iTank[0].prob	=		600
		iTank[0].speed	=		65536
		iTank[0].color	=		6

		iTank[1].points	=		100
		iTank[1].count	=		0
		iTank[1].prob	=		600
		iTank[1].speed	=		65536
		iTank[1].color	=		4

		iTank[2].points	=		100
		iTank[2].count	=		0
		iTank[2].prob	=		600
		iTank[2].speed	=		65536
		iTank[2].color	=		0

		iFusePoints		=		500
		iFuseBullseye	=		750
		iFuseCount		=		0
		iFuseProb		=		600
		iFuseWarpP		=		2
		iFusePlayerPlus	=		40
		iFuseColor[0]	=		0
		iFuseColor[1]	=		5
		iFuseColor[2]	=		1
		iFuseColor[3]	=		4
		iFuseColor[4]	=		2

		iPulsarPoints	=		200
		iPulsarCount	=		0
		iPulsarProb		=		600
		iPulsarSpeed	=		32768
		iPulsarRot		=		5
		iPulsarColor	=		5
		iPulsarTime		=		20
		iPulsarPulsDepth=		DEPTH-DEPTH/5

		iSpikerPoints	=		50
		iSpikerProb		=		100
		iSpikerSpeed	=		65536
		iSpikerStart	=		DEPTH
		iSpikerTop		=		10
		iSpikerPlasma	=		1
		iSpikerPlSpeed	=		5*65536
		iSpikerPlPoints	=		200
		iSpikerSpikePoints=		1
		iSpikerColor[0]	=		3
		iSpikerColor[1]	=		0
		iSpikerColor[2]	=		5

		iBoredomCount	=		4
		iBoredProb		=		2000
		iEndTimer		=		60
		iAllowPracticeRestart	=		1
		iAllowArcadeRestart		=		1
		iShowSpikesMsg	=	0
		iDoomsday = 0
		
// These are the variables you are supposed to access:

	Level			=	iLevelNumber
	SubLevel		=	(Level+15) % 16
	ColorLevel		=	(Level-1) / 16	min 0
	
	iShotPower		=	ShotPower
	ShotPower		=	3

	//	Flippers:
	iFlipperProb	=	FlipperProb * 1000 min 0
	iFlipperCount	=	FlipperCount min 0
	iFlipperRot		=	FlipperRot min 0 max 100
	iFlipperSpeed	=	FlipperSpeed * 65536 min 1000

	iTank[0].prob	=	FlipTankProb * 1000 min 0
	iTank[0].count	=	FlipTankCount min 0
	iTank[0].speed	=	FlipTankSpeed * 65536 min 1000

	//	Spikers:
	iSpikerStart	=	SpikeStart min (DEPTH * 0.05) max DEPTH
	iSpikerTop		=	SpikeTop min (DEPTH * 0.05) max DEPTH
	iSpikerProb		=	(iSpikerTop < DEPTH) * SpikerProb * 100 min 0 max 200
	iSpikerSpeed	=	SpikerSpeed * 65536 min 10000

	//	Fuseballs
	iFuseCount		=	FuseCount
	iFuseProb		=	FuseProb * 1000 min 0
	iFuseWarpP		=	FuseWarpP * 10 min 0
	iFusePlayerPlus	=	FusePlayerPlus * 100 min 0

	iTank[1].prob	=	FuseTankProb * 1000 min 0
	iTank[1].count	=	FuseTankCount min 0
	iTank[1].speed	=	FuseTankSpeed * 65536 min 1000

	//	Pulsars
	iPulsarCount	=	PulsarCount
	iPulsarProb		=	PulsarProb * 1000 min 0
	iPulsarSpeed	=	PulsarSpeed * 65536 min 1000
	iPulsarRot		=	PulsarRot min 0 max 100
	iPulsarTime		=	PulsarTime

	iTank[2].prob	=	PulsarTankProb * 1000 min 0
	iTank[2].count	=	PulsarTankCount min 0
	iTank[2].speed	=	PulsarTankSpeed * 65536 min 1000

	//	Game difficulty:
	iBoredomCount	=	BoredomCount
	iBoredProb		=	BoredProb * 2000 min 0
	iEndTimer		=	EndTimer * 60 min 1
	iAllowPracticeRestart	=	AllowPracticeRestart - (Level > 95)
	iAllowArcadeRestart	=	AllowArcadeRestart - (Level > 95)
	iShowSpikesMsg	=	(Level > 3) - (Level > 8)
	iDoomsday = (Level > 96)
//	End of prescript.


/*
	Copyright:
	
		Arashi 1.1
		Copyright 1993, Project STORM Team

		This file is freely distributable,
		but the parser and compiler for
		it may only be used along with the
		Arashi game. For permission to use
		the compiler or parts of it for other
		things, please request permission from

						Juri Munkki
			internet:	jmunkki@hut.fi
			applelink:	sf0010
*/

FileScript=1	//	Reading from a file. (In case you are interested.)

level 1		//	Starting from level 1, use the following rules:

	AllowPracticeRestart	=	Level % 2
	AllowArcadeRestart	=	Level % 2

	FlipperProb		=	1 + SubLevel / 15
	FlipperCount	=	4 + SubLevel / 3 + Level / 8 - PulsarCount / 3 max 16
	FlipperRot		=	(4 + Level/1.5) ^ 0.7 max 12
	FlipperSpeed	= 	(1.0 + Level / 12) ^ 0.3

	SpikerProb		=	(0.5 + SubLevel / 32) * (SubLevel > 3)
	SpikeStart		=	DEPTH - ((SubLevel - 2) * DEPTH / 15 min 0)
	SpikeTop		=	DEPTH * 0.1
	SpikerSpeed		=	1 + Level / 40 max 2.5
	
	EndTimer		=	3.2 / Level max 1.5
	BoredomCount	=	2 + Level / 10 max 7
	BoredProb		=	1.0 + Level / 32

	FlipTankCount	=	(SubLevel - 1) ^ 0.7 - FuseTankCount / 2
	FlipTankSpeed	=	(1.0 + Level / 12) ^ 0.4
	FlipTankProb	=	0.3 + SubLevel / 20
	
level 11
	FuseCount		=	2
	FuseProb		=	0.5 + SubLevel / 15
	FuseWarpP		=	Level / 100 max 0.5
	FusePlayerPlus	=	Level / 40 max 0.9
	
level 16
	SpikeStart		=	DEPTH - ((SubLevel - 2) * DEPTH / 15 min 0)
	SpikerProb		=	(0.5 + SubLevel / 32) * (SubLevel > 1)
	
level 17
	FuseCount		=	0
	PulsarProb		=	0.7 + SubLevel / 20
	PulsarCount		=	4 + SubLevel / 5 + Level / 10 max 12
	PulsarRot		=	(4 + Level/2) ^ 0.6 max 11
	PulsarSpeed		=	(Level / 20) ^ 0.3
	PulsarTime		=	20 - Level / 20 min 5

level 19
	FuseCount		=	(Level / 3) ^ 0.7 max 6
	AllowArcadeRestart	=	(Level % 2) < 1

level 30
	AllowArcadeRestart	=	(Level % 2)
	
level 33
	FuseTankCount	=	SubLevel ^ 0.3 + 2 - PulsarTankCount / 2
	FuseTankSpeed	=	(1.0 + Level / 12) ^ 0.4
	FuseTankProb	=	0.3 + SubLevel / 20

level 35
	AllowArcadeRestart	=	(Level % 4) < 1
	
level 40
	PulsarTankCount	=	SubLevel ^ 0.3 + 2
	PulsarTankSpeed	=	(1.0 + Level / 12) ^ 0.4
	PulsarTankProb	=	0.3 + SubLevel / 20

level 47
	AllowArcadeRestart	=	(Level % 2)

level 51
	AllowArcadeRestart	=	(Level % 4) < 1
	
level 63
	AllowArcadeRestart	=	(Level % 2)
	
level 67
	AllowArcadeRestart	=	((Level-65) % 8) < 1
	
level 82
	AllowArcadeRestart	=	0
	
	
level 32000	//	We should never need to go past this point

/* Finally, some instructions on how to modify this file:


Here's a short grammar of the language. It should be pretty obvious for anyone
with a little background in grammars.

Items in braces can be repeated 

statement	->	level n
				variable = compare

compare		->	minmax { = minmax }
				minmax { > minmax }
				minmax { < minmax }

minmax		->	expr { min expr }
				expr { max expr }

expr		->	term { + term }
				term { - term }

term		->	power { * power }
				power { / power }
				power { % power }

power		->	factor { ^ factor }

factor		->	(compare)
				-factor
				factor
				+factor
				variable
				constant
				function1 factor
				function0


functions with no parameters: (function0)

		random

functions with one parameter: (function1)

		| 		(abs)
		sin
		cos
		int
		round

keywords:
		level


	*********************
	*	How it works	*
	*********************

The idea is that you define variables and that new lines in
the script will replace old lines. For a certain level, only
those definitions that appear before the next greater 'level'
statement will be used to define that level.

Order of evaluation is unspecified and there are no guarantees
that variables will have reasonable values unless they are
initialized. If a circular reference is encountered, an old
value of a looped variable will be used to get out of the loop.

For instance:

	a = b
	b = a + 1
	
If we evaluate a, we usually get 1 on the first round. This is
because most variables are initialized to 0. If we execute it
again, we get 2 etc. If, instead we evaluate b, we get 1, but
the value of a will be 0. I hope this is confusing enough so
that you will avoid circular references. Let's just say that
they are not very useful, but they do not cause problems.

The order of evaluation is on a "need to know basis". I guess
it's called intelligent recalculation in spreadsheet programs.
Let's look at it with a short example:

	a = 10
	b = a + 20
	c = 30
	d = b + a
	
If we then evaluate d, the system will try to evaluate b, notice
that b requires a to be defined, so it evaluates a and then b. It
then sees a again, but notices that it has been evaluated already
and uses the old value. c does not get evaluated at all.

Let's look at something more complicated:

	level 1
	
		b = a
		a = 1
		a = 2

	level 16
	
		a = 3

From levels 1 to 15, b will evaluate to 2, because that's the last
definition of a. From level 16, the value of b will be 3.

The definition a = 1 is not used at all, although it does get compiled
before the next line replaces it.

To actually define a game level, you have to define variables that of
interest to the game. These variables are introduced in a prescript
resource. Feel free to peek at that resource to see what variables are
available [during development, the prescript might be empty and the
Arashi Script file could contain everything].

Variables that are prefixed with an 'i' are by convention internal
variables. In the next part of the prescript, these variables are
connected with variables that you should use. For instance, we have
iFlipperCount and FlipperCount. You should use FlipperCount even though
iFlipperCount is really the variable that the game wants. This convention
allows us to scale or limit the values that can be set. For instance,
we should probably limit FlipperCount to a minimum of 0.

*/