JKPOOL3D - Jim Kobbe's Pool Game in 3D  version 2.0

Copyright 1990 Jim Kobbe 

All rights reserved 

Compuserve 71641,2123


DESCRIPTION:

This program simulates a pool table with a standard rack of 15 numbered 
balls and a cue ball. The player can manipulate a cue stick on the 
screen to aim and shoot at balls on the table. The rules for the game 
of eight-ball are implemented, to some extent, and the program will 
take turns shooting at the balls when the player misses or makes an 
illegal shot. 


ACKNOWLEDGEMENTS:

This program was written by Jim Kobbe using Borland Turbo C version 
2.0 by Borland International, 1800 Green Hills Road, Scotts Valley, 
CA, USA 95066-0001 and concepts from  TAB book #3059, HIGH-PERFORMANCE 
GRAPHICS IN C, by Lee Adams, published by TAB BOOKS Inc., P.O. Box 
40, Blue Ridge Summit, PA, USA 17214-9989. JKPool3D version 2.0 is ported 
from Turbo C to Turbo C++.  

SUBTLE PLEA FOR MONEY:

You may make copies of the file, JKPOOL3D.ARC, and give them to your 
friends. Do not distribute the program in any other form or charge 
any money. You may register your copy of the program and receive the 
next update release by sending $10.00 to:


   Jim Kobbe 

   JKPOOL3D ver 2.0

   102-6B Bellgrove Drive

   Mahwah, NJ, USA 07430


Source code is available for an additional $75.00. 



So much for the mumbo-jumbo. Now for the fun stuff!


HOW TO PLAY THE GAME:

Type "POOL" at the DOS prompt. DOS will load POOL.EXE and the game 
will begin. You will see a drawing of a pool table complete with balls, 
pockets, a cue stick, a status line showing some information and the 
words "Position cue ball and press ENTER." You may move the cue ball 
anywhere behind the "kitchen line" with the arrow keys. Then press 
the ENTER key.


The status line:


Player: The status line shows whose turn it is . You are "Man" and
the program is "Machine". 
Warning: Machine is a pretty good shooter. 


Shoot for: The status line shows whether the current shooter is shooting 
for STRIPES (nine-ball through fifteen-ball), SOLIDS (one through 
seven), or OPEN (not decided yet). 

Ball: Before shooting, you must "call your shot". That is, you must 
specify a ball and a pocket into which you will make the called ball. 
You may change the called ball by pressing "+" or "-". The cue stick 
will aim at the called ball. You may then adjust the aim by pressing 
the right or left arrow key. Pressing the left arrow causes the cue 
stick to aim one degree to the right. This may seem backward at first, 
but feels natural after a while since you aim a real cue stick by 
moving the rear of the stick in a similar manner. Pressing the CONTROL 
key and an arrow key adjusts the aim by one tenth of one degree. Pressing 
the "4" or "6" key adjusts the aim by ten degrees.


Speed: This is how hard you are going to shoot the cue ball. It is 
adjustable in powers of two from one to 256 by pressing the up and 
down arrows. 


Pocket: This is the pocket you intend to shoot the called ball into. 
The status line only indicates "Side" or "Corner", but the actual 
pocket is indicated on the drawing with a white "X" in the pocket.


Once you have called the ball and pocket and adjusted the aim and 
speed, press the ENTER key to shoot the cue ball. Watch the screen 
as the balls move on the drawing. Any balls that fall in the pockets 
will move off the table. If you make your called shot you will have 
another turn to shoot, indicated by "Man" under "Player" in the 
status line. Otherwise, the program ("Machine") will take a turn. 


Press the "F1" key anytime during the aiming process to get a list 
of key functions on the screen.


Player 2 currently knows how to make straight shots as well as bank 
shots and kick shots. Future releases will be able to make combinations 
shots. The current version has a couple of bugs in the rules which 
will be fixed in future releases. Player 2 not consider the possibility 
of scratching when choosing shots. This too will be fixed. Other suggestions 
are welcome by mail or through Compuserve address 71641,2123. 


Enjoy!         -JK

Release notes: 

Version 2.0:
 - Ported to Turbo C++ (Some improvements in ball motion may be noticed)
 - Machine will not shoot at balls behind the kitchen line after a scratch
 - Sight line added to assist in aiming the cue ball (Thanks Roland)




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