2020-12-27 15:11:59 +03:00
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WND_COLOR equ 0x54000000
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use32
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org 0x0
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db 'MENUET01'
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dd 0x01
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dd START
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dd I_END
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dd 0x300000
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dd 0x27fff0
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dd 0x0
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dd 0x0
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include 'lang.inc'
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include '..\..\macros.inc' ; макросы облегчают жизнь ассемблерщиков!
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include 'ASCL.INC'
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include 'ASCGL.INC'
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gif_hash_offset = gif_hash_area
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COLOR_ORDER equ MENUETOS
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DELAY equ 2 ; Задержка перед переходом к следующему кадру в мсек
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START:
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;****************
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; Открываем фаил
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;****************
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openfile:
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; and [entered],0
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; mov ecx,499*3*4 ;at start
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xor ecx,ecx
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mov ecx,1
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; Convert gif to animation format
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giftoani workarea,Image,ecx
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bmptoimg bullet_bmp, img_bullet
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bmptoimg level_bmp, img_level
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bmptoimg kirpich, img_area
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bmptoimg kirpich2, img_area2
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bmptoimg kirpich3, img_area3
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bmptoimg lest_bmp, img_lestniza
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bmptoimg water1_bmp, img_water1
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bmptoimg water2_bmp, img_water2
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bmptoimg door1_bmp, img_door1
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bmptoimg door2_bmp, img_door2
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red:
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call timer
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call draw_window
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; call load_level
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; delay 200
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still:
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timeevent DELAY,no_event, red, key, button
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no_event:
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call draw_subimage
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jmp still
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key:
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; блока движения персонажа
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mov eax,2
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int 0x40
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cmp ah, 179 ; право 4
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je go_mov
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cmp ah, 176 ; лево 1
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je go_mov
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cmp ah, 178 ; верх 3
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je go_mov
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cmp ah, 177 ; низ 2
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je go_mov
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cmp ah, 120 ; низ 2
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je go_fire
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cmp ah, 122 ; низ 2
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je go_fire
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cmp ah, 239 ; низ 2
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je go_fire_left
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cmp ah, 231 ; низ 2
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je go_fire
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jmp no_mov ; if not left, right, up, down, then go NO MOV
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go_mov:
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;mov ebx, [v_mov2]
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mov [v_mov2], ah
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sub word [v_mov2], 175 ; отнимаем от кода клавиши 175 и остается 1,2,3 или 4 соответственно направления движения персонажа
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jmp no_mov ; if not left, right, up, down, then go NO MOV
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go_fire_left:
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xor eax,eax
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mov ah, 122
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call fire
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jmp no_mov
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go_fire:
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call fire
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no_mov:
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; конец блока движения персонажа
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jmp still
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button:
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mov eax, 17
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int 0x40
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cmp ah, 1
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jne still
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mcall -1
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; *********************************************
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; ******* ОПРЕДЕЛЕНИЕ И ОТРИСОВКА ОКНА *******
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; *********************************************
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draw_window:
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startwd
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xor eax, eax ; more optimized "mov eax, 0"
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mov ebx, 50*65536+522
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mov ecx, 50*65536+536
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mov edx, WND_COLOR
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mov edi, title
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int 0x40
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xor ecx,ecx
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call draw_subimage
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cmp [imgcount],1
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je .enddraw
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mov ecx,[img_index]
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call draw_subimage
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.enddraw:
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endwd
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ret
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;*******************************************
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; LABIRINT
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;*******************************************
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labirint:
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; вывод блоков лабиринта
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cycle:
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mov eax, [Lab]
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shl eax, 5 ; сдвиг регистра в право на 5 позиции все равно что умножили на 32
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mov [perem1], eax
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mov eax, [Lab]
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shr eax, 4 ; сдвиг регистра в лево
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shl eax, 5 ; сдвиг обратно (все равно что целочисленное делениена 256)
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mov [perem2], eax
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shl eax, 4 ; все равно что отнимаем от координат ненужный прирост -> У-256*X
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sbb dword [perem1], eax;
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mov ebx, [Lab]
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sbb ebx, 1
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mov eax,[Dangeon + ebx] ; берет байт из дангеон + смещение
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cmp ah, 1 ;
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je go_block
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cmp ah, 0 ;
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je back_block
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cmp ah, 12 ; закраска фона за алмазом
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je back_block
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cmp ah, 3 ;
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je boom_block
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cmp ah, 16 ;
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je door_block
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cmp ah, 2 ; закраска фона за алмазом
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je cool_block
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jmp end_block
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go_block:
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imgtoimg img_area,dword [perem1],dword [perem2],canvas
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jmp end_block
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cool_block:
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imgtoimg img_area3,dword [perem1],dword [perem2],canvas
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jmp end_block
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back_block:
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imgtoimg img_area2,dword [perem1],dword [perem2],canvas
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jmp end_block
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door_block:
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imgtoimg img_door1,dword [perem1],dword [perem2],canvas
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mov eax, [gold]
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cmp ax, 10 ; если собрано более 10 алмазов дверь открыта
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jna end_block
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imgtoimg img_door2,dword [perem1],dword [perem2],canvas
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jmp end_block
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boom_block:
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imgtoimg img_area,dword [perem1],dword [perem2],canvas
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mov ebp,18 ; кадр
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mov eax, dword [perem1]
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mov dword [X_anime], eax
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mov eax, dword [perem2]
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mov dword [Y_anime], eax
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call animashka
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mov ecx, [timer1] ;
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and ecx, 15
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cmp ecx, 0
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jne end_block
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mov ebx, [Lab]
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mov byte [Dangeon + ebx], 0 ; берет байт из дангеон + смещение
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end_block:
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add word [Lab],1
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mov eax, [Lab]
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cmp eax, 256 ; if eax == 0
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je cycle_end ; jump to cycle_end:
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jmp cycle ;
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cycle_end:
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mov eax, 0
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mov [Lab],eax
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ret ; END labirint
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;*******************************************
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; ЛЕСТНИЦА
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;*******************************************
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lestniza:
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; вывод блоков лабиринта
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cycle2:
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mov eax, [Lab]
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shl eax, 5 ; сдвиг регистра в право на 5 позиции все равно что умножили на 32
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mov [perem1], eax
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mov eax, [Lab]
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shr eax, 4 ; сдвиг регистра в лево
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shl eax, 5 ; сдвиг обратно (все равно что целочисленное делениена 256)
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mov [perem2], eax
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shl eax, 4 ; все равно что отнимаем от координат ненужный прирост -> У-256*X
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sbb dword [perem1], eax;
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mov ebx, [Lab]
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sbb ebx, 1
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mov eax,[Dangeon + ebx] ; берет байт из дангеон + смещение
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cmp ah, 8 ;
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je go_lestniza
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jmp end_lestniza
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go_lestniza:
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imgtoimg img_lestniza,dword [perem1],dword [perem2],canvas
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end_lestniza:
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add word [Lab],1
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mov eax, [Lab]
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cmp eax, 256 ; if eax == 0
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je cycle2_end ; jump to cycle_end:
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jmp cycle2 ;
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cycle2_end:
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mov eax, 0
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mov [Lab],eax
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ret ; END lestniza
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;*******************************************
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; ВОДА и АЛМАЗЫ
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;*******************************************
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water:
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; вывод воды лабиринта
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cycle3:
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mov eax, [Lab]
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shl eax, 5 ; сдвиг регистра в право на 5 позиции все равно что умножили на 32
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mov [perem1], eax
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mov eax, [Lab]
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shr eax, 4 ; сдвиг регистра в лево
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shl eax, 5 ; сдвиг обратно (все равно что целочисленное делениена 256)
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mov [perem2], eax
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shl eax, 4 ; все равно что отнимаем от координат ненужный прирост -> У-256*X
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sbb dword [perem1], eax;
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mov ebx, [Lab]
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sbb ebx, 1
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mov eax,[Dangeon + ebx] ; берет байт из дангеон + смещение
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cmp ah, 4 ;
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je go_water
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cmp ah, 12 ; рисование алмазов
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je go_almaz
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jmp end_water
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go_water:
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mov eax,0 ;
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mov eax, [timer1];
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and eax, 15
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cmp eax, 7 ;
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jb go_water2
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imgtoimg img_water1,dword [perem1],dword [perem2],canvas
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jmp end_water
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go_water2:
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imgtoimg img_water2,dword [perem1],dword [perem2],canvas
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jmp end_water
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go_almaz:
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mov eax,0 ;
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mov eax, [timer1];
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and eax, 31
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cmp eax, 10
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ja almaz2
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mov ebp,14 ; кадр
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mov eax, dword [perem1]
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mov dword [X_anime], eax
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mov eax, dword [perem2]
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mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
jmp end_water
|
|
|
|
|
|
|
|
|
|
almaz2:
|
|
|
|
|
cmp eax, 20
|
|
|
|
|
ja almaz3
|
|
|
|
|
|
|
|
|
|
mov ebp,15 ; кадр
|
|
|
|
|
mov eax, dword [perem1]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [perem2]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
jmp end_water
|
|
|
|
|
|
|
|
|
|
almaz3:
|
|
|
|
|
mov ebp,16 ; кадр
|
|
|
|
|
mov eax, dword [perem1]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [perem2]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
end_water:
|
|
|
|
|
|
|
|
|
|
add word [Lab],1
|
|
|
|
|
mov eax, [Lab]
|
|
|
|
|
|
|
|
|
|
cmp eax, 256 ; if eax == 0
|
|
|
|
|
je cycle3_end ; jump to cycle_end:
|
|
|
|
|
jmp cycle3 ;
|
|
|
|
|
|
|
|
|
|
cycle3_end:
|
|
|
|
|
|
|
|
|
|
mov eax, 0
|
|
|
|
|
mov [Lab],eax
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ret ; END water
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;*******************************************
|
|
|
|
|
; Выводим следующий кадр из списка картинок
|
|
|
|
|
;*******************************************
|
|
|
|
|
draw_subimage:
|
|
|
|
|
;aframetoimg Image,32, 32,canvas,0x00ffffff ; НЕВИДИМЫЙ, прозрачный ЦВЕТ ИЛИ НЕ РИСУЕМЫЙ
|
|
|
|
|
|
|
|
|
|
call labirint
|
|
|
|
|
call lestniza
|
|
|
|
|
call enemy_mas
|
|
|
|
|
call enemy_mov
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
mov ebx, [gold]
|
|
|
|
|
cmp bx, 5 ;увеличение скорости врагов если украл более 9
|
|
|
|
|
jna lov_velo
|
|
|
|
|
call enemy_mas
|
|
|
|
|
call enemy_mov
|
|
|
|
|
lov_velo:
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
mov ebx, [gold]
|
|
|
|
|
cmp bx, 9 ;увеличение скорости врагов если украл более 9
|
|
|
|
|
jna lov_velo2
|
|
|
|
|
call enemy_mas
|
|
|
|
|
call enemy_mov
|
|
|
|
|
lov_velo2:
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
; call enemy_mas
|
|
|
|
|
; call enemy_mov
|
|
|
|
|
call hiro
|
|
|
|
|
call hiro_mov
|
|
|
|
|
call water
|
|
|
|
|
|
|
|
|
|
call bullet_mov
|
|
|
|
|
call bullet_mov
|
|
|
|
|
call bullet_mov
|
|
|
|
|
call bullet_mas
|
|
|
|
|
call bullet_mov
|
|
|
|
|
call bullet_mov
|
|
|
|
|
call bullet_mov
|
|
|
|
|
call bullet_mas
|
|
|
|
|
call proverka_gold
|
|
|
|
|
call potop
|
|
|
|
|
|
|
|
|
|
setimg 6,20,canvas
|
|
|
|
|
|
|
|
|
|
call timer
|
|
|
|
|
call tablo
|
|
|
|
|
ret
|
|
|
|
|
|
|
|
|
|
;@@@@@@@@@@@@@@@@@@
|
|
|
|
|
animashka:
|
|
|
|
|
;!!!ВАЖНО перед вызовом процедуры должен быть установлен ebx[номер кадра] и x,y
|
|
|
|
|
|
|
|
|
|
mov edi,coords
|
|
|
|
|
mov esi, Image ; гиф анимашка в памяти
|
|
|
|
|
;
|
|
|
|
|
; mov ebp, dword [edi+8] ;ecx здесь конкретный номер выводимого кадра
|
|
|
|
|
; inc ebp ; увеличение кадра
|
|
|
|
|
; cmp ebp,3 ; максимальное количество кадров !!!!!!!
|
|
|
|
|
; jna ok_fr ; если выводимы кадр меньше максимального количества кадров
|
|
|
|
|
;!!!!!!!!! mov ebp,2 ;обнуление кадра
|
|
|
|
|
|
|
|
|
|
ok_fr:
|
|
|
|
|
mov dword [edi+8], ebp ;номер выводимого кадра
|
|
|
|
|
loo:
|
|
|
|
|
cmp ebp,0 ; если кадр нулевой то сразу на вывод ?
|
|
|
|
|
je setpic
|
|
|
|
|
movzx eax,word [esi+4] ; если нет то увеличиваем х у ?
|
|
|
|
|
movzx ebx,word [esi+6]
|
|
|
|
|
mul ebx ;dword [esi+4] умножает ebx на eax и результат в eax edx
|
|
|
|
|
mov ebx,3 ; количество кадров ???
|
|
|
|
|
mul ebx
|
|
|
|
|
add eax,8
|
|
|
|
|
add esi,eax
|
|
|
|
|
dec ebp
|
|
|
|
|
jmp loo
|
|
|
|
|
setpic:
|
|
|
|
|
|
|
|
|
|
pushad
|
|
|
|
|
; aframetoimg esi,dword [edi], dword [edi+4],canvas,0x00ffffff ; НЕВИДИМЫЙ, прозрачный ЦВЕТ ИЛИ НЕ РИСУЕМЫЙ
|
|
|
|
|
; aframetoimg esi,32, 32,canvas,0x00ffffff ; НЕВИДИМЫЙ, прозрачный ЦВЕТ ИЛИ НЕ РИСУЕМЫЙ
|
|
|
|
|
aframetoimg esi,dword [X_anime],dword [Y_anime],canvas,0x00ffffff ; НЕВИДИМЫЙ, прозрачный ЦВЕТ ИЛИ НЕ РИСУЕМЫЙ
|
|
|
|
|
;call enemy_mas
|
|
|
|
|
popad
|
|
|
|
|
ret
|
|
|
|
|
;@@@@@@@@@@@@@@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;-------------- TIMER --------------
|
|
|
|
|
timer:
|
|
|
|
|
mov eax,0 ;
|
|
|
|
|
mov eax,[timer1] ;
|
|
|
|
|
add eax, 1;
|
|
|
|
|
mov [timer1], eax
|
|
|
|
|
|
|
|
|
|
cmp eax, 64 ; таймер от 0 до 64
|
|
|
|
|
je nul_timer
|
|
|
|
|
jmp timer_dalee
|
|
|
|
|
nul_timer :
|
|
|
|
|
mov [timer1], 0
|
|
|
|
|
timer_dalee:
|
|
|
|
|
ret
|
|
|
|
|
;-------------- TIMER --------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;*******************************************
|
|
|
|
|
; ENEMY
|
|
|
|
|
;*******************************************
|
|
|
|
|
|
|
|
|
|
enemy_mas: ; вывод ENEmy ENEMYYYYYYYYYYYYYYY ENEMYYYYYYYYYYYYYY !!!
|
|
|
|
|
|
|
|
|
|
mov word [Lab2], 0 ; все делать в WORD один элемент в массиве +2 следующий враг соотвтетственно 6*2= + 12
|
|
|
|
|
|
|
|
|
|
cycle4:
|
|
|
|
|
|
|
|
|
|
mov ebx, 0
|
|
|
|
|
mov ecx, 0
|
|
|
|
|
mov edx, 0
|
|
|
|
|
mov esi, 0
|
|
|
|
|
|
|
|
|
|
mov word bx, [Lab2]
|
|
|
|
|
mov word ax,[Enemy+bx] ; берет байт из Enemy + смещение
|
|
|
|
|
|
|
|
|
|
cmp ax, 1 ; обычный враг номер 1
|
|
|
|
|
je go_enemy
|
|
|
|
|
|
|
|
|
|
jmp end_enemy
|
|
|
|
|
go_enemy:
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word ax, [Enemy + bx]
|
|
|
|
|
mov word [X_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; Y кооридината данного врага
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [Y_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; положение в массиве данного врага
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [lab_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; направление движения данного врага
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [mov_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; enemy LIFE
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [life_enemy], ax
|
|
|
|
|
|
|
|
|
|
cmp ax, 499; ; замороженные враги
|
|
|
|
|
ja enemy_dalee
|
|
|
|
|
mov ebp,2 ; кадр
|
|
|
|
|
mov eax, dword [X_enemy]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Y_enemy]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
jmp enemy_bmp_end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
enemy_dalee:
|
|
|
|
|
xor eax,eax ;
|
|
|
|
|
mov eax, [X_enemy] ;
|
|
|
|
|
and eax, 15
|
|
|
|
|
cmp ax, 7;
|
|
|
|
|
ja enemy_1
|
|
|
|
|
|
|
|
|
|
jmp enemy_2
|
|
|
|
|
|
|
|
|
|
enemy_1:
|
|
|
|
|
|
|
|
|
|
mov ebp,0 ; кадр
|
|
|
|
|
mov eax, dword [X_enemy]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Y_enemy]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
|
|
|
|
|
jmp enemy_bmp_end
|
|
|
|
|
|
|
|
|
|
enemy_2:
|
|
|
|
|
mov ebp,1 ; кадр
|
|
|
|
|
mov eax, dword [X_enemy]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Y_enemy]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
enemy_bmp_end:
|
|
|
|
|
|
|
|
|
|
end_enemy:
|
|
|
|
|
|
|
|
|
|
mov eax, 0
|
|
|
|
|
mov word ax, [Lab2]
|
|
|
|
|
|
|
|
|
|
cmp ax, 96 ; if eax == 0
|
|
|
|
|
je cycle4_end ; jump to cycle_end:
|
|
|
|
|
|
|
|
|
|
add word [Lab2],12
|
|
|
|
|
|
|
|
|
|
jmp cycle4 ;
|
|
|
|
|
|
|
|
|
|
cycle4_end:
|
|
|
|
|
|
|
|
|
|
ret ; END eNEMYYYYYYYYYYYYYYY ENEMYYYYYYYYYYYYYY !!!
|
|
|
|
|
|
|
|
|
|
;$$$$$$$$$$$$$$$$$$$$$$$$$$
|
|
|
|
|
; ENEMY MOV
|
|
|
|
|
;$$$$$$$$$$$$$$$$$$$$$$$$$$
|
|
|
|
|
enemy_mov:
|
|
|
|
|
mov word [Lab2], 0 ; все делать в WORD один элемент в массиве +2 следующий враг соотвтетственно 6*2= + 12
|
|
|
|
|
|
|
|
|
|
cycle5:
|
|
|
|
|
|
|
|
|
|
mov ebx, 0
|
|
|
|
|
mov ecx, 0
|
|
|
|
|
mov edx, 0
|
|
|
|
|
mov esi, 0
|
|
|
|
|
|
|
|
|
|
mov word bx, [Lab2]
|
|
|
|
|
mov word ax,[Enemy+bx] ; берет байт из Enemy + смещение
|
|
|
|
|
|
|
|
|
|
cmp ax, 1 ; обычный враг номер 1
|
|
|
|
|
je go_mov_enemy
|
|
|
|
|
|
|
|
|
|
jmp end_mov_enemy
|
|
|
|
|
go_mov_enemy:
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word ax, [Enemy + bx]
|
|
|
|
|
mov word [X_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; Y кооридината данного врага
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [Y_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; положение в массиве данного врага
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [lab_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; направление движения данного врага
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [mov_enemy], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; enemy LIFE
|
|
|
|
|
mov word ax, [Enemy + ebx]
|
|
|
|
|
mov word [life_enemy], ax
|
|
|
|
|
|
|
|
|
|
cmp ax, 499; ; замороженные враги
|
|
|
|
|
ja dalee_enemy_mov
|
|
|
|
|
add ax, 1
|
|
|
|
|
|
|
|
|
|
mov word [Enemy + ebx], ax
|
|
|
|
|
|
|
|
|
|
jmp end_mov_enemy
|
|
|
|
|
|
|
|
|
|
dalee_enemy_mov:
|
|
|
|
|
; блок поедания героя
|
|
|
|
|
mov ax, [Xpl]
|
|
|
|
|
add ax, 23
|
|
|
|
|
cmp ax, [X_enemy]
|
|
|
|
|
jna ne_em
|
|
|
|
|
sbb ax, 45
|
|
|
|
|
cmp ax, [X_enemy]
|
|
|
|
|
ja ne_em
|
|
|
|
|
mov ax, [Ypl]
|
|
|
|
|
add ax, 23
|
|
|
|
|
cmp ax, [Y_enemy]
|
|
|
|
|
jna ne_em
|
|
|
|
|
sbb ax, 45
|
|
|
|
|
cmp ax, [Y_enemy]
|
|
|
|
|
ja ne_em
|
|
|
|
|
call load_level ; DEAD HIRO
|
|
|
|
|
delay 150
|
|
|
|
|
|
|
|
|
|
ne_em:
|
|
|
|
|
;Блок попадания 1 пули
|
|
|
|
|
|
|
|
|
|
mov word bx, 0
|
|
|
|
|
mov word ax,[Bullet + ebx]
|
|
|
|
|
cmp ax, 0
|
|
|
|
|
je no_bullet
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; [Xpl]
|
|
|
|
|
mov word cx, [Bullet + ebx]
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; [Ypl]
|
|
|
|
|
mov word dx, [Bullet + ebx]
|
|
|
|
|
|
|
|
|
|
cmp dx, [Y_enemy]
|
|
|
|
|
jna no_bullet
|
|
|
|
|
sbb dx, 32
|
|
|
|
|
cmp dx, [Y_enemy]
|
|
|
|
|
ja no_bullet
|
|
|
|
|
cmp cx, [X_enemy]
|
|
|
|
|
jna no_bullet
|
|
|
|
|
sbb cx, 32
|
|
|
|
|
cmp cx, [X_enemy]
|
|
|
|
|
ja no_bullet
|
|
|
|
|
mov word bx, [Lab2]
|
|
|
|
|
add word bx, 10 ; enemy LIFE
|
|
|
|
|
mov word [Enemy + ebx],0
|
|
|
|
|
|
|
|
|
|
mov byte [Bullet], 0 ;
|
|
|
|
|
|
|
|
|
|
no_bullet:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;БЛОК ПРИРОСТА ДВИЖЕНИЯ ВРАГОВ
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
cmp ax, 1 ; left ;
|
|
|
|
|
jne next_2 ;
|
|
|
|
|
sbb word [X_enemy], 1 ;
|
|
|
|
|
mov word ax, [X_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
;
|
|
|
|
|
next_2: ;
|
|
|
|
|
cmp ax, 2 ; down ;
|
|
|
|
|
jne next_3 ;
|
|
|
|
|
add word [Y_enemy], 1 ;
|
|
|
|
|
mov word ax, [Y_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 4 ; Y кооридината данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
;
|
|
|
|
|
next_3: ;
|
|
|
|
|
cmp ax, 3 ; up ;
|
|
|
|
|
jne next_4 ;
|
|
|
|
|
sbb word [Y_enemy], 1 ;
|
|
|
|
|
mov word ax, [Y_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 4 ; Y кооридината данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
;
|
|
|
|
|
next_4: ;
|
|
|
|
|
cmp ax, 4 ; right ;
|
|
|
|
|
jne next_end
|
|
|
|
|
|
|
|
|
|
;Гравитационная заплатка лечит трабл - когда враг двигается слева на право то пролетает один пустой блок
|
|
|
|
|
mov word bx, [X_enemy] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ebx, 31 ; X в позиции напротив блока
|
|
|
|
|
cmp bx, 0 ;
|
|
|
|
|
jne n4_dalee ;
|
|
|
|
|
mov bx,[lab_enemy]
|
|
|
|
|
add bx,16
|
|
|
|
|
mov ax, [Dangeon + bx]
|
|
|
|
|
and eax,15
|
|
|
|
|
cmp word ax, 0
|
|
|
|
|
je next_end
|
|
|
|
|
cmp word ax, 4
|
|
|
|
|
je next_end
|
|
|
|
|
;конец заплатки
|
|
|
|
|
|
|
|
|
|
n4_dalee:
|
|
|
|
|
;
|
|
|
|
|
add word [X_enemy], 1 ;
|
|
|
|
|
mov word ax, [X_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
;
|
|
|
|
|
next_end:
|
|
|
|
|
;END БЛОК ПРИРОСТА ДВИЖЕНИЯ ВРАГ
|
|
|
|
|
|
|
|
|
|
;
|
|
|
|
|
|
|
|
|
|
; Рандомный выбор на леснице
|
|
|
|
|
mov word bx, [X_enemy] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ebx, 31 ; X в позиции напротив блока
|
|
|
|
|
cmp bx, 0 ;
|
|
|
|
|
jne end_les ;
|
|
|
|
|
mov word bx, [Y_enemy] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ebx, 31 ; X в позиции напротив блока
|
|
|
|
|
cmp bx, 0 ;
|
|
|
|
|
jne end_les ;
|
|
|
|
|
|
|
|
|
|
random 300, eax
|
|
|
|
|
|
|
|
|
|
cmp eax, 150
|
|
|
|
|
ja les2
|
|
|
|
|
jmp end_up_or_down
|
|
|
|
|
les2:
|
|
|
|
|
|
|
|
|
|
mov eax, [Ypl]
|
|
|
|
|
cmp eax, [Y_enemy]
|
|
|
|
|
jna bolee
|
|
|
|
|
mov word [mov_enemy],2 ; вниз
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
jmp end_les
|
|
|
|
|
|
|
|
|
|
bolee:
|
|
|
|
|
mov word [mov_enemy],3 ; up
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
jmp end_les
|
|
|
|
|
|
|
|
|
|
end_up_or_down:
|
|
|
|
|
|
|
|
|
|
random 300, eax
|
|
|
|
|
cmp eax, 150
|
|
|
|
|
ja les22
|
|
|
|
|
jmp end_les
|
|
|
|
|
les22:
|
|
|
|
|
|
|
|
|
|
mov eax, [Xpl]
|
|
|
|
|
cmp eax, [X_enemy]
|
|
|
|
|
jna bolee2
|
|
|
|
|
mov word [mov_enemy],4 ; вниз
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
jmp end_les
|
|
|
|
|
|
|
|
|
|
bolee2:
|
|
|
|
|
mov word [mov_enemy],1 ; up
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
|
|
|
|
|
end_les:
|
|
|
|
|
; end Рандомный выбор на леснице
|
|
|
|
|
|
|
|
|
|
;Гравитация
|
|
|
|
|
mov word bx, [X_enemy] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ebx, 31 ; X в позиции напротив блока
|
|
|
|
|
cmp bx, 0 ;
|
|
|
|
|
jne end_grava ;
|
|
|
|
|
|
|
|
|
|
mov bx,[lab_enemy]
|
|
|
|
|
add bx,16
|
|
|
|
|
mov ax, [Dangeon + bx]
|
|
|
|
|
|
|
|
|
|
and eax,15
|
|
|
|
|
cmp word ax, 0
|
|
|
|
|
je grava
|
|
|
|
|
cmp word ax, 4
|
|
|
|
|
je grava
|
|
|
|
|
jmp end_grava
|
|
|
|
|
grava:
|
|
|
|
|
mov word [mov_enemy], 2 ; padenie ВРАГА
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
|
|
|
|
|
end_grava:
|
|
|
|
|
;конец гравитации
|
|
|
|
|
|
|
|
|
|
;блок расчета положения врага в лабиринте
|
|
|
|
|
mov eax, 0 ;
|
|
|
|
|
mov eax, [Y_enemy] ;
|
|
|
|
|
shr eax, 5 ;
|
|
|
|
|
shl eax, 4 ;
|
|
|
|
|
mov ebx, 0 ;
|
|
|
|
|
mov ebx, [X_enemy] ;
|
|
|
|
|
shr ebx, 5 ;
|
|
|
|
|
add eax, ebx ;
|
|
|
|
|
mov [lab_enemy], eax ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 6 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
;блок расчета положения врага в лабиринте
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;БЛОК ЗПАПРЕТА ДВижения
|
|
|
|
|
mov word bx, [Y_enemy] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and bx, 31 ; Y в позиции напротив блока
|
|
|
|
|
cmp bx, 0 ;
|
|
|
|
|
jne end_zapret ;
|
|
|
|
|
mov word ax, [X_enemy] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ax, 31 ; X в позиции напротив блока
|
|
|
|
|
cmp ax, 0 ;
|
|
|
|
|
jne end_zapret ;
|
|
|
|
|
|
|
|
|
|
mov word ax, [mov_enemy] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
|
|
|
|
|
cmp ax, 0
|
|
|
|
|
jne duma1
|
|
|
|
|
; Рандомный выбор движения
|
|
|
|
|
mov eax, [timer1]
|
|
|
|
|
and eax, 3
|
|
|
|
|
cmp eax, 0
|
|
|
|
|
jne dalee_duma1
|
|
|
|
|
add eax, 4
|
|
|
|
|
dalee_duma1:
|
|
|
|
|
|
|
|
|
|
mov word [mov_enemy], ax ;
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
duma1:
|
|
|
|
|
cmp ax, 4
|
|
|
|
|
jne duma2 ; прверка справа
|
|
|
|
|
mov bx,[lab_enemy]
|
|
|
|
|
add bx,1
|
|
|
|
|
mov ax, [Dangeon + bx]
|
|
|
|
|
and eax,3
|
|
|
|
|
cmp ax, 0
|
|
|
|
|
jne duma_stop
|
|
|
|
|
jmp duma_end
|
|
|
|
|
|
|
|
|
|
duma2:
|
|
|
|
|
cmp ax, 1
|
|
|
|
|
jne duma3 ; слева
|
|
|
|
|
mov bx,[lab_enemy]
|
|
|
|
|
sbb bx,1
|
|
|
|
|
mov ax, [Dangeon + bx]
|
|
|
|
|
and eax,3
|
|
|
|
|
cmp ax, 0
|
|
|
|
|
jne duma_stop
|
|
|
|
|
jmp duma_end
|
|
|
|
|
|
|
|
|
|
duma3:
|
|
|
|
|
cmp ax, 2
|
|
|
|
|
jne duma4 ; снизу
|
|
|
|
|
mov bx,[lab_enemy]
|
|
|
|
|
add bx,16
|
|
|
|
|
mov ax, [Dangeon + bx]
|
|
|
|
|
and eax,3
|
|
|
|
|
cmp ax, 0
|
|
|
|
|
jne duma_stop
|
|
|
|
|
jmp duma_end
|
|
|
|
|
|
|
|
|
|
duma4:
|
|
|
|
|
cmp ax, 3
|
|
|
|
|
jne duma_stop ; сверху
|
|
|
|
|
|
|
|
|
|
mov bx,[lab_enemy] ; если кирпич над головой
|
|
|
|
|
sbb bx,16
|
|
|
|
|
mov ax, [Dangeon + bx]
|
|
|
|
|
and eax,3
|
|
|
|
|
cmp ax, 0 ; если кирпич над головой
|
|
|
|
|
jne duma_stop
|
|
|
|
|
|
|
|
|
|
mov bx,[lab_enemy] ; если враг не на леснице
|
|
|
|
|
mov ax, [Dangeon + bx]
|
|
|
|
|
and eax,15
|
|
|
|
|
cmp ax, 8
|
|
|
|
|
jne duma_stop
|
|
|
|
|
|
|
|
|
|
jmp duma_end
|
|
|
|
|
|
|
|
|
|
duma_stop:
|
|
|
|
|
|
|
|
|
|
mov word [mov_enemy], 0 ; ОСТАНОВКА ВРАГА
|
|
|
|
|
mov word ax, [mov_enemy] ;
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
|
|
|
|
|
duma_end:
|
|
|
|
|
|
|
|
|
|
end_zapret:
|
|
|
|
|
;конец запрета
|
|
|
|
|
|
|
|
|
|
end_mov_enemy:
|
|
|
|
|
|
|
|
|
|
mov eax, 0
|
|
|
|
|
mov word ax, [Lab2]
|
|
|
|
|
|
|
|
|
|
cmp ax, 96 ; if eax == 0
|
|
|
|
|
je cycle5_end ; jump to cycle_end:
|
|
|
|
|
|
|
|
|
|
add word [Lab2],12
|
|
|
|
|
|
|
|
|
|
jmp cycle5 ;
|
|
|
|
|
|
|
|
|
|
cycle5_end:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ret
|
|
|
|
|
|
|
|
|
|
;*****************************
|
|
|
|
|
; HIRO
|
|
|
|
|
;*****************************
|
|
|
|
|
|
|
|
|
|
hiro:
|
|
|
|
|
|
|
|
|
|
mov ecx, [v_fire] ;стрельба
|
|
|
|
|
cmp ecx, 0
|
|
|
|
|
je next_anima
|
|
|
|
|
cmp ecx, 1
|
|
|
|
|
je wprawo
|
|
|
|
|
mov ebp,12 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
mov ecx, [timer1] ;стрельба
|
|
|
|
|
and ecx, 15
|
|
|
|
|
cmp ecx, 0
|
|
|
|
|
jne end_hiro
|
|
|
|
|
mov dword [v_fire], 0
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
wprawo:
|
|
|
|
|
mov ebp,11 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
mov ecx, [timer1] ;стрельба
|
|
|
|
|
and ecx, 15
|
|
|
|
|
cmp ecx, 0
|
|
|
|
|
jne end_hiro
|
|
|
|
|
mov dword [v_fire], 0
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
;стрельба
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_anima:
|
|
|
|
|
mov eax, [v_mov]
|
|
|
|
|
cmp eax, 1
|
|
|
|
|
jne next_r
|
|
|
|
|
mov eax,0 ;
|
|
|
|
|
mov eax, [Xpl];
|
|
|
|
|
and eax, 15
|
|
|
|
|
cmp eax, 7 ;
|
|
|
|
|
ja next_l1
|
|
|
|
|
|
|
|
|
|
mov ebp,3 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_l1:
|
|
|
|
|
mov ebp,5 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
pusha
|
|
|
|
|
mcall 55, eax, , , Music_mov ; звук выстрела
|
|
|
|
|
popa
|
|
|
|
|
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_r:
|
|
|
|
|
cmp eax, 4
|
|
|
|
|
jne next_d
|
|
|
|
|
|
|
|
|
|
mov eax,0 ;
|
|
|
|
|
mov eax, [Xpl];
|
|
|
|
|
and eax, 15
|
|
|
|
|
cmp eax, 7 ;
|
|
|
|
|
ja next_d1
|
|
|
|
|
|
|
|
|
|
mov ebp,4 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
|
|
|
|
|
pusha
|
|
|
|
|
mcall 55, eax, , , Music_mov ; звук выстрела
|
|
|
|
|
popa
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_d1:
|
|
|
|
|
mov ebp,6 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_d:
|
|
|
|
|
cmp eax, 2
|
|
|
|
|
jne next_u
|
|
|
|
|
mov ebp,13 ; кадр
|
|
|
|
|
mov eax, [temp2]
|
|
|
|
|
cmp eax, 8
|
|
|
|
|
jne padaem
|
|
|
|
|
mov ebp,10 ; кадр
|
|
|
|
|
padaem:
|
|
|
|
|
mov eax, [temp5]
|
|
|
|
|
cmp eax, 8
|
|
|
|
|
jne padaem2
|
|
|
|
|
mov ebp,10 ; кадр
|
|
|
|
|
padaem2:
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_u:
|
|
|
|
|
cmp eax, 3
|
|
|
|
|
jne next_s
|
|
|
|
|
mov eax,0 ;
|
|
|
|
|
mov eax, [Ypl];
|
|
|
|
|
and eax, 15
|
|
|
|
|
cmp eax, 7 ;
|
|
|
|
|
ja next_u1
|
|
|
|
|
|
|
|
|
|
mov ebp,10 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_u1:
|
|
|
|
|
mov ebp,9 ; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
next_s:
|
|
|
|
|
cmp eax, 0
|
|
|
|
|
jne next_s
|
|
|
|
|
mov ebp,17; кадр
|
|
|
|
|
mov eax, dword [Xpl]
|
|
|
|
|
mov dword [X_anime], eax
|
|
|
|
|
mov eax, dword [Ypl]
|
|
|
|
|
mov dword [Y_anime], eax
|
|
|
|
|
call animashka
|
|
|
|
|
jmp end_hiro
|
|
|
|
|
|
|
|
|
|
end_hiro:
|
|
|
|
|
|
|
|
|
|
ret ; END Hiro
|
|
|
|
|
;**************
|
|
|
|
|
; end HIRO
|
|
|
|
|
;**************
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;****************
|
|
|
|
|
; Hiro MOV
|
|
|
|
|
;****************
|
|
|
|
|
hiro_mov:
|
|
|
|
|
|
|
|
|
|
;ПРЕГРАД
|
|
|
|
|
|
|
|
|
|
; вычисление соседних блоков
|
|
|
|
|
mov ebx, [hiro_lab]
|
|
|
|
|
sbb ebx,2
|
|
|
|
|
mov eax,[Dangeon + bx] ; up
|
|
|
|
|
mov [temp1], ah ; temp4
|
|
|
|
|
;
|
|
|
|
|
add ebx,1 ; left hiro right
|
|
|
|
|
mov eax,[Dangeon + bx] ; temp1 temp2 temp3
|
|
|
|
|
mov [temp2], ah ;
|
|
|
|
|
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
; Сбор алмазов
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
mov ecx, [Ypl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ecx, 31 ; Y в позиции напротив блока
|
|
|
|
|
|
|
|
|
|
mov edx, [Xpl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and edx, 31 ; Y в позиции напротив блока
|
|
|
|
|
or edx,ecx ; Мы четко спозиционированы по Х и У
|
|
|
|
|
cmp edx, 0
|
|
|
|
|
jne no_almaz
|
|
|
|
|
|
|
|
|
|
cmp ah, 12
|
|
|
|
|
jne no_almaz
|
|
|
|
|
xor cx, cx
|
|
|
|
|
add ebx,1 ; ЗАПЛАТКА !!! без нее почемуто обнуляет не алмазы а соседние блоки
|
|
|
|
|
mov [Dangeon + bx], ch
|
|
|
|
|
sbb ebx, 1 ; ЗАПЛАТКА !!!
|
|
|
|
|
mov ecx, [gold]
|
|
|
|
|
add ecx, 1
|
|
|
|
|
mov [gold], ecx
|
|
|
|
|
pusha
|
|
|
|
|
mcall 55, eax, , , Music_almaz ; звук Almaz
|
|
|
|
|
popa
|
|
|
|
|
no_almaz:
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
; Сбор алмазов
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
; down
|
|
|
|
|
add ebx,1 ; temp5
|
|
|
|
|
mov eax,[Dangeon + bx] ;
|
|
|
|
|
mov [temp3], ah
|
|
|
|
|
|
|
|
|
|
sbb ebx,17 ; !!!!!!!!!!!!
|
|
|
|
|
mov eax,[Dangeon + bx] ; при отсутствии библиотеки MACROS.INC ebx=17 , при ее присутствии ebx=16
|
|
|
|
|
mov [temp4], ah
|
|
|
|
|
|
|
|
|
|
add ebx,32 ;
|
|
|
|
|
mov eax,[Dangeon + bx] ;
|
|
|
|
|
mov [temp5], ah
|
|
|
|
|
; вычисление соседних блоков
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;разрешение на движение
|
|
|
|
|
mov eax,0 ;
|
|
|
|
|
mov eax,[v_mov2] ;
|
|
|
|
|
and eax,7
|
|
|
|
|
and eax,2
|
|
|
|
|
cmp eax, 2
|
|
|
|
|
je smena
|
|
|
|
|
|
|
|
|
|
mov ebx, [Ypl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ebx, 31 ; Y в позиции напротив блока
|
|
|
|
|
cmp ebx, 0 ;
|
|
|
|
|
jne end_tamgna ;
|
|
|
|
|
smena:
|
|
|
|
|
|
|
|
|
|
mov eax,0 ;
|
|
|
|
|
mov eax,[v_mov2] ;
|
|
|
|
|
and eax,7
|
|
|
|
|
and eax,2
|
|
|
|
|
cmp eax, 0
|
|
|
|
|
je smena2
|
|
|
|
|
|
|
|
|
|
mov ebx, [Xpl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ebx, 31 ; X в позиции напротив блока
|
|
|
|
|
cmp ebx, 0 ;
|
|
|
|
|
jne end_tamgna ;
|
|
|
|
|
|
|
|
|
|
smena2:
|
|
|
|
|
mov eax, [v_mov2]
|
|
|
|
|
and eax, 7
|
|
|
|
|
mov [v_mov], eax
|
|
|
|
|
end_tamgna:
|
|
|
|
|
;разрешение на движение
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;УПИРАНИЕ В ПРЕГРАДУ
|
|
|
|
|
mov ebx, [Ypl] ;
|
|
|
|
|
and ebx, 31 ; Y в позиции напротив блока
|
|
|
|
|
cmp ebx, 0 ;
|
|
|
|
|
jne end_stop ;
|
|
|
|
|
mov eax, [Xpl] ; без макроса этого блока не было он был внутри блока упираний
|
|
|
|
|
and eax, 31 ; X в позиции напротив блока
|
|
|
|
|
cmp eax, 0 ;
|
|
|
|
|
jne end_stop ;
|
|
|
|
|
mov eax, [v_mov]
|
|
|
|
|
|
|
|
|
|
cmp eax, 2
|
|
|
|
|
je stop_d
|
|
|
|
|
jmp stop_u
|
|
|
|
|
|
|
|
|
|
stop_d:
|
|
|
|
|
mov ebx, [temp5]
|
|
|
|
|
;заплатка 2 равно 1 если бетон то это как кирпич, иначе герой проходит сквозь бетон
|
|
|
|
|
|
|
|
|
|
cmp ebx, 2
|
|
|
|
|
jne no_zaplat1
|
|
|
|
|
|
|
|
|
|
sbb ebx,1
|
|
|
|
|
|
|
|
|
|
no_zaplat1:
|
|
|
|
|
|
|
|
|
|
and ebx,3
|
|
|
|
|
or eax, ebx
|
|
|
|
|
|
|
|
|
|
cmp eax, 2
|
|
|
|
|
je end_stop
|
|
|
|
|
mov ebx, 0
|
|
|
|
|
mov [v_mov], ebx
|
|
|
|
|
|
|
|
|
|
stop_u:
|
|
|
|
|
cmp eax, 3
|
|
|
|
|
jne stop_l
|
|
|
|
|
|
|
|
|
|
mov ebx, [temp4]
|
|
|
|
|
and ebx,3
|
|
|
|
|
and eax, ebx
|
|
|
|
|
|
|
|
|
|
; mov ebx, [Ypl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
; and ebx, 31 ; Y в позиции напротив блока
|
|
|
|
|
; cmp ebx, 0 ;
|
|
|
|
|
; jne end_stop ;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
cmp eax, 0
|
|
|
|
|
je end_stop
|
|
|
|
|
mov ebx, 0
|
|
|
|
|
mov [v_mov], ebx
|
|
|
|
|
|
|
|
|
|
stop_l:
|
|
|
|
|
cmp eax, 1
|
|
|
|
|
jne stop_r
|
|
|
|
|
|
|
|
|
|
mov ebx, [temp1]
|
|
|
|
|
and ebx,3
|
|
|
|
|
|
|
|
|
|
; mov eax, [Xpl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
; and eax, 31 ; Y в позиции напротив блока
|
|
|
|
|
; cmp eax, 0 ;
|
|
|
|
|
; jne end_stop ;
|
|
|
|
|
|
|
|
|
|
cmp ebx, 0
|
|
|
|
|
je end_stop
|
|
|
|
|
mov ebx, 0
|
|
|
|
|
mov [v_mov], ebx
|
|
|
|
|
|
|
|
|
|
stop_r:
|
|
|
|
|
cmp eax, 4
|
|
|
|
|
jne end_stop
|
|
|
|
|
|
|
|
|
|
mov ebx, [temp3]
|
|
|
|
|
and ebx,3
|
|
|
|
|
|
|
|
|
|
cmp ebx, 0
|
|
|
|
|
je end_stop
|
|
|
|
|
mov ebx, 0
|
|
|
|
|
mov [v_mov], ebx
|
|
|
|
|
|
|
|
|
|
end_stop:
|
|
|
|
|
;ПРЕГРАДЫ
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;GRAVITACION
|
|
|
|
|
mov ebx, [Ypl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and ebx, 31 ; Y в позиции напротив блока
|
|
|
|
|
|
|
|
|
|
mov eax, [Xpl] ; Это условие позволяет добежать до позиции напротив блока
|
|
|
|
|
and eax, 31 ; Y в позиции напротив блока
|
|
|
|
|
or eax,ebx ; Мы четко спозиционированы по Х и У
|
|
|
|
|
cmp eax, 0
|
|
|
|
|
jne end_grav
|
|
|
|
|
|
|
|
|
|
mov ebx, [temp2] ;
|
|
|
|
|
cmp ebx, 0 ; запрет на прыжки вверх
|
|
|
|
|
jne end_grav ;
|
|
|
|
|
mov ebx, [v_mov] ;
|
|
|
|
|
cmp ebx, 3 ;
|
|
|
|
|
jne dalee_gra ;
|
|
|
|
|
mov ebx, 0 ;
|
|
|
|
|
mov [v_mov],ebx ;
|
|
|
|
|
mov ebx, 0 ;
|
|
|
|
|
mov [v_mov2],ebx ;
|
|
|
|
|
|
|
|
|
|
dalee_gra:
|
|
|
|
|
add eax, [temp5] ;
|
|
|
|
|
cmp eax, 0 ; падение в пустоту
|
|
|
|
|
jne dalee_g ;
|
|
|
|
|
mov eax, 2 ;
|
|
|
|
|
mov [v_mov],eax ;
|
|
|
|
|
mov eax, 0 ;
|
|
|
|
|
mov [v_mov2],eax ;
|
|
|
|
|
|
|
|
|
|
dalee_g:
|
|
|
|
|
cmp eax, 4 ;
|
|
|
|
|
jne dalee_g2 ; падение в воду
|
|
|
|
|
mov eax, 2 ;
|
|
|
|
|
mov [v_mov],eax ;
|
|
|
|
|
mov eax, 0 ;
|
|
|
|
|
mov [v_mov2],eax ;
|
|
|
|
|
|
|
|
|
|
dalee_g2:
|
|
|
|
|
cmp eax, 12 ;
|
|
|
|
|
jne end_grav ; падение на алмаз
|
|
|
|
|
mov eax, 2 ;
|
|
|
|
|
mov [v_mov],eax ;
|
|
|
|
|
mov eax, 0 ;
|
|
|
|
|
mov [v_mov2],eax ;
|
|
|
|
|
|
|
|
|
|
end_grav:
|
|
|
|
|
;end GRAVITACION
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
; ПРИРОСТ КООРДИНАТ ГЕРОЯ
|
|
|
|
|
mov eax,0 ;
|
|
|
|
|
mov eax,[v_mov] ;
|
|
|
|
|
cmp eax, 2 ;
|
|
|
|
|
je h_down ;
|
|
|
|
|
jmp proverka2 ;
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
h_down: ;
|
|
|
|
|
mov ebx, [Ypl] ;
|
|
|
|
|
add ebx, 2 ; 3
|
|
|
|
|
mov [Ypl], ebx ; 1 4
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
;
|
|
|
|
|
proverka2: ;
|
|
|
|
|
cmp eax, 3 ; ;
|
|
|
|
|
je h_up ; PRIROST X Y
|
|
|
|
|
jmp proverka3 ;
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
h_up: ;
|
|
|
|
|
mov ebx, [Ypl] ;
|
|
|
|
|
sbb ebx, 2 ;
|
|
|
|
|
mov [Ypl], ebx ;
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
;
|
|
|
|
|
proverka3: ;
|
|
|
|
|
cmp eax, 1 ; ;
|
|
|
|
|
je h_left ;
|
|
|
|
|
jmp proverka4 ;
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
h_left: ;
|
|
|
|
|
mov ebx, [Xpl] ;
|
|
|
|
|
sbb ebx, 2 ;
|
|
|
|
|
mov [Xpl], ebx ;
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
;
|
|
|
|
|
proverka4: ;
|
|
|
|
|
cmp eax, 4 ;
|
|
|
|
|
je h_right ;
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
jmp hiro_mov_end ;
|
|
|
|
|
h_right: ;
|
|
|
|
|
mov ebx, [Xpl] ;
|
|
|
|
|
add ebx, 2 ;
|
|
|
|
|
mov [Xpl], ebx ;
|
|
|
|
|
jmp hiro_mov_end ;прирост
|
|
|
|
|
; ПРИРОСТ КООРДИНАТ ГЕРОЯ
|
|
|
|
|
|
|
|
|
|
hiro_mov_end:
|
|
|
|
|
|
|
|
|
|
; вычисляем положение героя в лабиринте
|
|
|
|
|
mov eax, 0 ;
|
|
|
|
|
mov dword eax, [Ypl] ;
|
|
|
|
|
shr eax, 5 ;
|
|
|
|
|
shl eax, 4 ;
|
|
|
|
|
mov ebx, 0 ;
|
|
|
|
|
mov dword ebx, [Xpl] ;
|
|
|
|
|
shr ebx, 5 ;
|
|
|
|
|
add eax, ebx ;
|
|
|
|
|
mov [hiro_lab], eax ;
|
|
|
|
|
; вычисляем положение героя в лабиринте
|
|
|
|
|
ret
|
|
|
|
|
;****************
|
|
|
|
|
; end Hiro mov
|
|
|
|
|
;****************
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;*******************************************
|
|
|
|
|
; BULLET
|
|
|
|
|
;*******************************************
|
|
|
|
|
bullet_mas:
|
|
|
|
|
mov word [Lab3], 0 ; все делать в WORD один элемент в массиве +2 следующий враг соотвтетственно 6*2= + 12
|
|
|
|
|
cycle7:
|
|
|
|
|
mov word bx, [Lab3]
|
|
|
|
|
mov word ax, [Bullet+bx] ; берет байт из Enemy + смещение
|
|
|
|
|
|
|
|
|
|
cmp ax, 1 ; bullet ok
|
|
|
|
|
je go_bullet
|
|
|
|
|
|
|
|
|
|
jmp end_bullet
|
|
|
|
|
go_bullet:
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word ax, [Bullet + bx]
|
|
|
|
|
mov word [X_bul], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word ax, [Bullet + bx]
|
|
|
|
|
mov word [Y_bul], ax
|
|
|
|
|
|
|
|
|
|
imgtoimg img_bullet, dword [X_bul], dword [Y_bul],canvas
|
|
|
|
|
end_bullet:
|
|
|
|
|
|
|
|
|
|
mov eax, 0
|
|
|
|
|
mov word ax, [Lab3]
|
|
|
|
|
|
|
|
|
|
cmp ax, 36 ; if eax == 0
|
|
|
|
|
je cycle7_end ; jump to cycle_end:
|
|
|
|
|
|
|
|
|
|
add word [Lab3],12
|
|
|
|
|
|
|
|
|
|
jmp cycle7 ;
|
|
|
|
|
|
|
|
|
|
cycle7_end:
|
|
|
|
|
ret ; end BULLET
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;*******************************************
|
|
|
|
|
; BULLET MOV
|
|
|
|
|
;*******************************************
|
|
|
|
|
bullet_mov:
|
|
|
|
|
mov word [Lab3], 0 ; все делать в WORD один элемент в массиве +2 следующий враг соотвтетственно 6*2= + 12
|
|
|
|
|
|
|
|
|
|
cycle8:
|
|
|
|
|
mov word bx, [Lab3]
|
|
|
|
|
mov word ax, [Bullet+bx] ; берет байт из Enemy + смещение
|
|
|
|
|
|
|
|
|
|
cmp ax, 1 ; bullet ok
|
|
|
|
|
je go_bullet_mov
|
|
|
|
|
|
|
|
|
|
jmp end_bullet_mov
|
|
|
|
|
go_bullet_mov:
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word ax, [Bullet + bx]
|
|
|
|
|
mov word [X_bul], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word ax, [Bullet + bx]
|
|
|
|
|
mov word [Y_bul], ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ;
|
|
|
|
|
mov word ax, [Bullet + bx]
|
|
|
|
|
mov word [mov_bullet], ax
|
|
|
|
|
|
|
|
|
|
cmp ax, 1
|
|
|
|
|
jne bul_muv_left
|
|
|
|
|
mov word ax, [X_bul]
|
|
|
|
|
sbb ax, 2
|
|
|
|
|
mov word bx, [Lab3]
|
|
|
|
|
add word bx, 2
|
|
|
|
|
mov word [Bullet + bx], ax
|
|
|
|
|
|
|
|
|
|
jmp end_bullet_mov
|
|
|
|
|
bul_muv_left:
|
|
|
|
|
mov word ax, [X_bul]
|
|
|
|
|
add ax, 2
|
|
|
|
|
mov word bx, [Lab3]
|
|
|
|
|
add word bx, 2
|
|
|
|
|
mov word [Bullet + bx], ax
|
|
|
|
|
|
|
|
|
|
end_bullet_mov:
|
|
|
|
|
|
|
|
|
|
; вычисляем положение BULLET в лабиринте
|
|
|
|
|
mov eax, 0 ;
|
|
|
|
|
mov eax, [Y_bul] ;
|
|
|
|
|
shr eax, 5 ;
|
|
|
|
|
shl eax, 4 ;
|
|
|
|
|
mov ebx, 0 ;
|
|
|
|
|
mov ebx, [X_bul] ;
|
|
|
|
|
shr ebx, 5 ;
|
|
|
|
|
add eax, ebx ;
|
|
|
|
|
mov [lab_bullet], ax ;
|
|
|
|
|
; вычисляем положение BULLET в лабиринте
|
|
|
|
|
|
|
|
|
|
mov word bx,[lab_bullet]
|
|
|
|
|
mov dx, [Dangeon + bx]
|
|
|
|
|
and edx,3
|
|
|
|
|
cmp dx, 0
|
|
|
|
|
je letit_dalee
|
|
|
|
|
|
|
|
|
|
cmp dx, 2
|
|
|
|
|
je beton
|
|
|
|
|
mov byte [Dangeon + bx], 3 ; РАЗРУШЕНИЕ КИРПИЧЕЙ
|
|
|
|
|
beton:
|
|
|
|
|
mov bx, [Lab3]
|
|
|
|
|
mov byte [Bullet + ebx], 0 ; берет байт из Enemy + смещение
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
letit_dalee:
|
|
|
|
|
mov eax, 0
|
|
|
|
|
mov word ax, [Lab3]
|
|
|
|
|
|
|
|
|
|
cmp ax, 36 ; if eax == 0
|
|
|
|
|
je cycle8_end ; jump to cycle_end:
|
|
|
|
|
|
|
|
|
|
add word [Lab3],12
|
|
|
|
|
|
|
|
|
|
jmp cycle8 ;
|
|
|
|
|
|
|
|
|
|
cycle8_end:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ret ; end BULLET
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
; TABLO TABLO TABLO TABLO TABLO TABLO
|
|
|
|
|
;*****************************************
|
|
|
|
|
tablo:
|
|
|
|
|
; WIWOD CIFR
|
|
|
|
|
;; mov eax, 13
|
|
|
|
|
; mov ebx, 140*65536 + 18
|
|
|
|
|
; mov ecx, 10*65536 + 8
|
|
|
|
|
; mov edx, 0x00ffffff
|
|
|
|
|
; int 0x40
|
|
|
|
|
; outcount [numer_level],140,10,0x224466,3*65536
|
|
|
|
|
|
|
|
|
|
; WIWOD CIFR
|
|
|
|
|
; mov eax, 13
|
|
|
|
|
; mov ebx, 160*65536 + 18
|
|
|
|
|
; mov ecx, 10*65536 + 8
|
|
|
|
|
; mov edx, 0x00ffffff
|
|
|
|
|
; int 0x40
|
|
|
|
|
; outcount [delta_level],160,10,0x224466,3*65536
|
|
|
|
|
|
|
|
|
|
; WIWOD CIFR
|
|
|
|
|
; mov eax, 13
|
|
|
|
|
; mov ebx, 180*65536 + 18
|
|
|
|
|
; mov ecx, 10*65536 + 8
|
|
|
|
|
; mov edx, 0x00ffffff
|
|
|
|
|
; int 0x40
|
|
|
|
|
; outcount [delta_level_end],180,10,0x224466,3*65536
|
|
|
|
|
|
|
|
|
|
ret
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
fire:
|
|
|
|
|
sbb ah, 121
|
|
|
|
|
mov [v_fire], ah
|
|
|
|
|
|
|
|
|
|
mov word bx, 0
|
|
|
|
|
mov cx, [Bullet + ebx]
|
|
|
|
|
cmp cx, 0
|
|
|
|
|
jne end_fire
|
|
|
|
|
pusha
|
|
|
|
|
mcall 55, eax, , , Music_bah ; звук выстрела
|
|
|
|
|
popa
|
|
|
|
|
|
|
|
|
|
mov byte [Bullet + ebx], 1
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov ax, [Xpl]
|
|
|
|
|
add ax, 8
|
|
|
|
|
mov word [Bullet + ebx],ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov ax, [Ypl]
|
|
|
|
|
add ax, 16
|
|
|
|
|
mov word [Bullet + ebx],ax
|
|
|
|
|
|
|
|
|
|
add word bx, 2 ;
|
|
|
|
|
mov ax,[v_fire]
|
|
|
|
|
mov word [Bullet + ebx],ax
|
|
|
|
|
|
|
|
|
|
end_fire:
|
|
|
|
|
ret
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;------------------------Загрузка уровней---------------------------------------
|
|
|
|
|
load_level:
|
|
|
|
|
imgtoimg img_level,32,32,canvas
|
|
|
|
|
setimg 6,20,canvas
|
|
|
|
|
|
|
|
|
|
xor eax,eax
|
|
|
|
|
xor ebx,ebx
|
|
|
|
|
xor edx,edx
|
|
|
|
|
xor ecx,ecx
|
|
|
|
|
mov dword [Bullet], eax
|
|
|
|
|
mov dword [Bullet+2], eax
|
|
|
|
|
mov dword [Bullet+4], eax
|
|
|
|
|
mov dword [Bullet+6], eax
|
|
|
|
|
mov dword [Bullet+8], eax
|
|
|
|
|
mov dword [Bullet+10], eax
|
|
|
|
|
mov byte [Lab], 1
|
|
|
|
|
mov [lab_bullet], eax
|
|
|
|
|
mov [mov_bullet], eax
|
|
|
|
|
mov [X_bul], eax
|
|
|
|
|
mov [Y_bul], eax
|
|
|
|
|
mov [gold], eax
|
|
|
|
|
mov dword [Xpl], 32
|
|
|
|
|
mov dword [Ypl], 448
|
|
|
|
|
mov dword [hiro_lab],0 ; проекция героя в лабиринт
|
|
|
|
|
mov dword [v_mov], 0
|
|
|
|
|
mov dword [v_mov2], 0
|
|
|
|
|
mov dword [v_fire], 0
|
|
|
|
|
|
|
|
|
|
xor eax,eax
|
|
|
|
|
mov eax, [numer_level]
|
|
|
|
|
shl eax, 8
|
|
|
|
|
mov dword [delta_level], eax
|
|
|
|
|
add eax, 256
|
|
|
|
|
mov dword [delta_level_end], eax
|
|
|
|
|
|
|
|
|
|
cycleL:
|
|
|
|
|
|
|
|
|
|
xor ebx, ebx
|
|
|
|
|
mov ebx, [Lab]
|
|
|
|
|
add ebx, [delta_level]
|
|
|
|
|
mov ax,[Dangeon2 + ebx] ; берет байт из дангеон + смещение
|
|
|
|
|
|
|
|
|
|
sbb ebx, [delta_level]
|
|
|
|
|
mov [Dangeon + ebx], ax ; берет байт из дангеон + смещение
|
|
|
|
|
add word [Lab],1
|
|
|
|
|
mov eax, [Lab]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
cmp eax, [delta_level_end] ; if eax == 0
|
|
|
|
|
je cycleL_end ; jump to cycle_end:
|
|
|
|
|
jmp cycleL ;
|
|
|
|
|
cycleL_end:
|
|
|
|
|
|
|
|
|
|
mov eax, 0
|
|
|
|
|
mov [Lab],eax
|
|
|
|
|
|
|
|
|
|
call enemy_plaz
|
|
|
|
|
|
|
|
|
|
ret
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
;************************************
|
|
|
|
|
;GOLD
|
|
|
|
|
proverka_gold:
|
|
|
|
|
mov eax, [gold]
|
|
|
|
|
cmp ax, 10
|
|
|
|
|
jna net_deneg
|
|
|
|
|
mov eax, [temp2] ; добежать до двери
|
|
|
|
|
cmp ax, 16
|
|
|
|
|
jne net_deneg
|
|
|
|
|
mov ax, [numer_level] ; увеличение левела
|
|
|
|
|
|
|
|
|
|
add ax, 1
|
|
|
|
|
mov [numer_level], ax
|
|
|
|
|
mov [demon_kolvo], ax ;
|
|
|
|
|
|
|
|
|
|
call load_level
|
|
|
|
|
delay 100
|
|
|
|
|
|
|
|
|
|
net_deneg:
|
|
|
|
|
ret
|
|
|
|
|
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
; УТОП
|
|
|
|
|
potop:
|
|
|
|
|
mov eax, [temp2] ; добежать до двери
|
|
|
|
|
cmp ax, 4
|
|
|
|
|
jne jiwoy
|
|
|
|
|
mov dword [gold], 0 ; увеличение левела
|
|
|
|
|
|
|
|
|
|
call load_level
|
|
|
|
|
delay 100
|
|
|
|
|
jiwoy:
|
|
|
|
|
ret
|
|
|
|
|
|
|
|
|
|
;************************************
|
|
|
|
|
;положение врагов на новом уровне
|
|
|
|
|
enemy_plaz:
|
|
|
|
|
mov word [Lab2], 0 ; все делать в WORD один элемент в массиве +2 следующий враг соотвтетственно 6*2= + 12
|
|
|
|
|
mov ax, [demon_kolvo]
|
|
|
|
|
mov [demon], ax
|
|
|
|
|
|
|
|
|
|
cycle55:
|
|
|
|
|
mov ebx, 0
|
|
|
|
|
mov ecx, 0
|
|
|
|
|
mov edx, 0
|
|
|
|
|
mov esi, 0
|
|
|
|
|
|
|
|
|
|
mov cx, [demon]
|
|
|
|
|
cmp cx, 0
|
|
|
|
|
je end_demon
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
mov word [Enemy + bx], 1 ;
|
|
|
|
|
sbb cx, 1
|
|
|
|
|
mov [demon], cx
|
|
|
|
|
end_demon:
|
|
|
|
|
|
|
|
|
|
random 14, eax
|
|
|
|
|
add eax, 1
|
|
|
|
|
shl eax,5
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 2 ; X кооридината данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
;
|
|
|
|
|
random 12, eax
|
|
|
|
|
add eax, 1
|
|
|
|
|
shl eax,5
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 4 ; Y кооридината данного врага
|
|
|
|
|
mov word [Enemy + bx], ax ;
|
|
|
|
|
|
|
|
|
|
mov word bx, [Lab2] ;
|
|
|
|
|
add word bx, 8 ; направление движения
|
|
|
|
|
mov word [Enemy + bx], 0 ;
|
|
|
|
|
add word bx, 2 ; жизнь
|
|
|
|
|
mov word [Enemy + bx], 500 ;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
mov eax, 0
|
|
|
|
|
mov word ax, [Lab2]
|
|
|
|
|
|
|
|
|
|
cmp ax, 96 ; if eax == 0
|
|
|
|
|
je cycle55_end ; jump to cycle_end:
|
|
|
|
|
|
|
|
|
|
add word [Lab2],12
|
|
|
|
|
|
|
|
|
|
jmp cycle55 ;
|
|
|
|
|
|
|
|
|
|
cycle55_end:
|
|
|
|
|
|
|
|
|
|
ret
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
I_END: ; конец программы
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
|
Xpl: dd 32 ; координаты героя
|
|
|
|
|
Ypl: dd 448
|
|
|
|
|
hiro_lab: dd 0 ; проекция героя в лабиринт
|
|
|
|
|
numer_level: dd 0
|
|
|
|
|
delta_level: dd 0
|
|
|
|
|
delta_level_end: dd 256
|
|
|
|
|
demon: dd 0
|
|
|
|
|
demon_kolvo: dd 1
|
|
|
|
|
|
|
|
|
|
gold: dd 0
|
|
|
|
|
|
|
|
|
|
X_enemy: dd 0
|
|
|
|
|
Y_enemy: dd 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
X_bul: dd 0
|
|
|
|
|
Y_bul: dd 0
|
|
|
|
|
|
|
|
|
|
X_anime: dd 0
|
|
|
|
|
Y_anime: dd 0
|
|
|
|
|
|
|
|
|
|
mov_bullet: dw 0
|
|
|
|
|
lab_bullet: dw 0
|
|
|
|
|
mov_enemy: dw 0
|
|
|
|
|
lab_enemy: dw 0
|
|
|
|
|
life_enemy: dw 0
|
|
|
|
|
|
|
|
|
|
anime : dd 0 ; переменная для анимации героя и пр
|
|
|
|
|
anime2 : dd 0 ; переменная для анимации героя и пр
|
|
|
|
|
|
|
|
|
|
temp1: dd 0
|
|
|
|
|
temp2: dd 0
|
|
|
|
|
temp3: dd 0
|
|
|
|
|
temp4: dd 0
|
|
|
|
|
temp5: dd 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
v_mov: dd 0 ; направления движения персонажа
|
|
|
|
|
v_mov2: dd 0 ; направления движения персонажа
|
|
|
|
|
v_fire: dd 0 ; направления движения персонажа
|
|
|
|
|
Lab: dd 0
|
|
|
|
|
Lab2: dw 0
|
|
|
|
|
Lab3: dw 0
|
|
|
|
|
perem1: dd 0
|
|
|
|
|
perem2: dd 0
|
|
|
|
|
|
|
|
|
|
timer1 dd 0 ; таймер используемый для анимации воды, врагов --- бегает от 0 до 10
|
|
|
|
|
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
;1 обычная стена, 2 непробиваемая, 4 вода, 8 лесница, 12 алмаз, 0 пустота 16 - exit
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
Dangeon:
|
|
|
|
|
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
|
|
|
|
|
db 2,1,1,1,1,1,1,0,12,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,12,12,0,0,0,8,1,8,1,1,1,0,0,2
|
|
|
|
|
db 2,8,1,1,1,1,1,8,1,8,0,0,0,0,0,2
|
|
|
|
|
db 2,8,0,0,0,0,0,8,1,8,2,4,4,2,0,2
|
|
|
|
|
db 2,8,2,4,4,4,2,8,1,8,2,2,2,2,0,2
|
|
|
|
|
db 2,0,2,2,2,2,2,8,1,8,0,0,0,0,0,2
|
|
|
|
|
db 2,0,1,0,0,0,0,8,1,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,1,1,8,1,1,1,0,0,0,0,0,0,8,2
|
|
|
|
|
db 2,12,1,1,8,0,12,0,1,8,1,1,8,1,1,2
|
|
|
|
|
db 2,0,0,0,8,8,1,8,0,8,0,0,0,0,0,2
|
|
|
|
|
db 2,12,1,8,1,8,1,1,8,1,1,1,1,1,1,2
|
|
|
|
|
db 2,0,1,8,12,12,0,0,0,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,1,1,1,1,1,8,1,1,1,0,0,0,0,2
|
|
|
|
|
db 2,0,0,0,12,0,0,8,0,0,0,16,0,12,12,2
|
|
|
|
|
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
|
|
|
|
|
|
|
|
|
|
Dangeon2:
|
|
|
|
|
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
|
|
|
|
|
db 2,1,1,0,1,1,1,0,12,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,12,12,0,0,0,8,1,8,1,1,1,0,0,2
|
|
|
|
|
db 2,8,1,1,1,1,1,8,1,8,0,0,0,0,0,2
|
|
|
|
|
db 2,8,0,0,0,0,0,8,1,8,2,4,4,2,0,2 ;0
|
|
|
|
|
db 2,8,2,4,4,4,2,8,1,8,2,2,2,2,0,2
|
|
|
|
|
db 2,0,2,2,2,2,2,8,1,8,0,0,0,0,0,2
|
|
|
|
|
db 2,0,1,0,0,0,0,8,1,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,1,1,8,1,1,1,0,0,0,0,0,0,8,2
|
|
|
|
|
db 2,12,1,1,8,0,12,0,1,8,1,1,8,1,1,2
|
|
|
|
|
db 2,0,0,0,8,8,1,8,0,8,0,0,0,0,0,2
|
|
|
|
|
db 2,12,1,8,1,8,1,1,8,1,1,1,1,1,1,2
|
|
|
|
|
db 2,0,1,8,12,12,0,0,0,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,1,1,1,1,1,8,1,1,1,0,0,0,0,2
|
|
|
|
|
db 2,0,0,0,12,0,0,8,0,0,0,16,0,12,12,2
|
|
|
|
|
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,0,0,16,0,0,0,2
|
|
|
|
|
db 2,12,1,8,1,0,0,0,0,0,0,1,8,0,0,2
|
|
|
|
|
db 2,0,1,8,1,0,0,0,0,0,0,1,0,8,0,2 ;1
|
|
|
|
|
db 2,12,1,8,1,1,0,0,0,0,1,1,0,8,0,2
|
|
|
|
|
db 2,0,1,8,1,0,12,12,12,12,0,1,8,8,0,2
|
|
|
|
|
db 2,12,1,8,1,0,1,1,1,1,0,1,8,0,0,2
|
|
|
|
|
db 2,0,1,8,0,0,0,0,0,0,0,0,8,0,0,2
|
|
|
|
|
db 2,0,1,1,1,1,8,1,8,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,0,0,12,0,8,0,8,0,0,0,12,0,8,2
|
|
|
|
|
db 2,0,1,1,1,1,1,0,1,8,1,1,8,1,1,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,8,1,0,8,0,0,2
|
|
|
|
|
db 2,0,1,1,1,1,1,8,1,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,0,12,0,0,0,8,0,0,12,0,0,0,8,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,12,0,12,0,0,0,2
|
|
|
|
|
db 2,0,0,0,0,0,0,8,1,1,1,1,1,1,0,2 ;2
|
|
|
|
|
db 2,0,8,0,12,12,0,8,0,0,0,0,0,2,4,2
|
|
|
|
|
db 2,0,8,1,1,1,1,0,0,0,0,0,0,2,2,2
|
|
|
|
|
db 2,0,8,0,0,0,0,12,1,1,1,1,0,0,0,2
|
|
|
|
|
db 2,0,8,1,0,1,0,12,0,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,8,0,1,1,12,12,0,0,0,8,1,1,1,2
|
|
|
|
|
db 2,0,8,0,12,0,0,12,0,0,0,8,0,12,0,2
|
|
|
|
|
db 2,0,8,0,0,0,8,1,8,0,0,1,8,1,8,2
|
|
|
|
|
db 2,0,8,0,0,8,1,1,1,8,0,0,8,0,8,2
|
|
|
|
|
db 2,0,1,1,1,1,1,1,1,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,16,0,0,0,0,0,8,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,0,0,0,0,12,0,0,0,0,0,0,16,0,0,2
|
|
|
|
|
db 2,0,8,1,1,1,1,1,1,1,1,1,1,1,0,2
|
|
|
|
|
db 2,0,8,0,0,0,0,0,12,0,0,0,0,0,0,2
|
|
|
|
|
db 2,0,8,0,0,0,0,1,8,1,0,0,0,0,0,2
|
|
|
|
|
db 2,0,8,0,0,0,1,1,8,1,1,0,0,0,0,2
|
|
|
|
|
db 2,0,8,0,12,1,1,1,8,1,1,1,12,0,0,2
|
|
|
|
|
db 2,0,8,0,1,1,12,1,8,1,12,1,1,0,0,2
|
|
|
|
|
db 2,0,0,1,1,1,1,1,8,1,1,1,1,0,0,2 ;3
|
|
|
|
|
db 2,0,1,0,0,0,0,0,8,1,0,0,0,1,0,2
|
|
|
|
|
db 2,0,1,0,1,1,1,1,8,1,1,1,0,1,0,2
|
|
|
|
|
db 2,0,1,1,12,1,12,1,8,1,1,1,0,1,0,2
|
|
|
|
|
db 2,0,1,1,1,1,1,1,8,1,1,1,0,1,0,2
|
|
|
|
|
db 2,0,1,1,12,1,12,1,8,1,1,1,12,1,0,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,8,0,0,0,0,0,0,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,0,12,0,0,0,0,0,0,0,0,0,16,0,0,2
|
|
|
|
|
db 2,0,1,8,1,1,1,1,1,1,8,1,1,1,8,2
|
|
|
|
|
db 2,0,0,8,0,0,0,0,0,0,8,0,0,0,8,2
|
|
|
|
|
db 2,0,1,1,1,1,1,8,1,1,1,1,1,1,0,2
|
|
|
|
|
db 2,0,0,12,0,0,12,8,0,0,12,0,0,0,0,2
|
|
|
|
|
db 2,12,1,1,1,8,1,1,1,1,8,1,1,1,8,2
|
|
|
|
|
db 2,0,0,0,0,8,0,0,0,0,8,0,0,0,8,2
|
|
|
|
|
db 2,8,1,1,1,1,1,1,8,1,1,1,1,1,0,2 ;4
|
|
|
|
|
db 2,8,0,0,0,12,0,0,8,0,0,12,0,0,0,2
|
|
|
|
|
db 2,0,1,8,1,1,1,1,1,1,1,1,8,1,0,2
|
|
|
|
|
db 2,0,0,8,12,0,0,0,0,12,0,0,8,0,0,2
|
|
|
|
|
db 2,8,1,1,1,1,1,1,8,1,1,1,1,1,8,2
|
|
|
|
|
db 2,8,12,0,0,0,0,0,0,0,0,0,0,12,8,2
|
|
|
|
|
db 2,8,2,4,4,4,4,4,4,4,4,4,4,2,8,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,8,1,8,12,8,1,8,1,8,1,8,1,8,1,2
|
|
|
|
|
db 2,8,2,8,1,8,1,8,1,8,1,8,12,8,12,2
|
|
|
|
|
db 2,8,1,8,1,8,2,8,12,8,1,8,1,8,1,2
|
|
|
|
|
db 2,8,12,8,0,8,0,8,0,8,0,8,0,8,0,2
|
|
|
|
|
db 2,1,8,1,1,1,1,1,8,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,8,0,0,0,0,0,8,0,0,12,0,0,8,2
|
|
|
|
|
db 2,0,8,12,0,2,12,0,8,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,1,1,8,1,1,1,8,0,0,0,0,0,8,2 ;5
|
|
|
|
|
db 2,0,1,0,8,0,0,0,8,0,0,12,0,0,8,2
|
|
|
|
|
db 2,0,1,0,8,0,0,0,8,1,1,1,1,1,8,2
|
|
|
|
|
db 2,0,1,12,8,0,0,2,8,0,0,0,0,0,8,2
|
|
|
|
|
db 2,8,1,1,1,1,8,1,1,1,1,8,1,1,1,2
|
|
|
|
|
db 2,8,0,0,0,0,8,2,0,0,2,8,0,0,0,2
|
|
|
|
|
db 2,0,8,0,12,8,8,2,4,4,2,8,0,0,16,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,0,8,0,8,0,8,0,8,0,0,8,0,8,16,2
|
|
|
|
|
db 2,1,8,1,8,1,8,1,8,1,1,8,1,8,1,2
|
|
|
|
|
db 2,0,8,0,8,0,8,0,8,8,0,8,0,8,0,2
|
|
|
|
|
db 2,1,1,8,1,1,1,1,1,8,1,1,8,1,1,2
|
|
|
|
|
db 2,0,0,8,8,0,12,8,0,8,8,12,8,8,0,2
|
|
|
|
|
db 2,1,1,1,8,1,1,8,1,1,8,1,1,8,1,2
|
|
|
|
|
db 2,0,8,0,8,0,12,8,0,0,8,0,12,8,0,2 ;6
|
|
|
|
|
db 2,1,8,1,1,1,1,1,8,1,1,1,1,1,1,2
|
|
|
|
|
db 2,0,8,0,12,8,0,0,8,12,0,8,0,0,0,2
|
|
|
|
|
db 2,1,8,1,1,8,1,1,8,1,1,8,1,1,1,2
|
|
|
|
|
db 2,0,0,8,0,8,8,0,8,8,0,8,8,0,0,2
|
|
|
|
|
db 2,1,1,8,1,1,8,1,1,8,1,1,8,1,1,2
|
|
|
|
|
db 2,0,0,8,12,0,8,0,12,8,0,12,8,12,12,2
|
|
|
|
|
db 2,8,8,1,1,1,1,1,1,1,1,1,1,1,1,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,0,12,0,12,0,12,12,0,12,0,12,0,0,0,2
|
|
|
|
|
db 2,1,1,1,8,1,1,1,1,1,1,8,1,1,1,2
|
|
|
|
|
db 2,0,0,0,8,0,0,12,0,0,0,8,0,0,0,2
|
|
|
|
|
db 2,1,1,1,1,1,1,1,8,1,1,1,1,1,1,2
|
|
|
|
|
db 2,0,0,0,12,0,0,0,8,12,0,0,0,0,0,2
|
|
|
|
|
db 2,1,1,1,8,1,1,1,1,1,1,8,1,1,1,2
|
|
|
|
|
db 2,0,0,0,8,0,0,0,0,0,0,8,0,0,0,2 ; 7
|
|
|
|
|
db 2,1,1,1,1,1,1,1,1,1,1,1,1,8,1,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,0,0,0,0,8,0,2
|
|
|
|
|
db 2,1,1,1,1,1,1,8,1,1,1,1,1,8,1,2
|
|
|
|
|
db 2,0,0,0,0,0,0,8,0,0,0,0,0,8,0,2
|
|
|
|
|
db 2,1,1,8,1,8,1,1,8,1,8,1,1,1,1,2
|
|
|
|
|
db 2,0,0,8,0,8,12,0,8,0,8,12,0,0,16,2
|
|
|
|
|
db 2,8,1,1,1,1,1,1,1,1,1,1,1,1,1,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,0,0,12,0,0,0,0,0,0,0,0,0,16,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,8,0,8,0,12,0,0,8,0,8,0,0,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,0,8,12,0,0,8,0,0,8,0,0,0,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,0,0,0,0,0,0,0,8,0,0,0,12,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,8,0,0,0,8,12,0,0,8,0,8,12,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,0,8,0,0,0,0,12,8,0,12,8,0,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,0,8,0,8,12,0,0,8,12,0,8,12,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
|
|
|
db 2,0,0,16,0,0,0,0,0,16,0,0,0,16,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,8,8,8,8,8,12,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,8,8,8,12,8,8,8,8,8,8,8,8,0,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,12,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,8,8,8,8,8,12,8,8,8,8,8,12,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,8,0,8,8,8,8,8,12,8,0,12,8,8,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,0,8,8,8,8,12,0,0,8,12,0,8,12,0,2
|
|
|
|
|
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
|
|
|
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
Bullet: dw 0,0,0,0,0,0
|
|
|
|
|
dw 0,0,0,0,0,0
|
|
|
|
|
dw 0,0,0,0,0,0
|
|
|
|
|
dw 0,0,0,0,0,0
|
|
|
|
|
;-------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Enemy: dw 1,448,128,0,0,500 ;враги класс,Х,У,положение в лабиринте,направление движения,жизнь
|
|
|
|
|
dw 0,32,32,0,0,0
|
|
|
|
|
dw 0,64,32,0,0,0
|
|
|
|
|
dw 0,416,32,0,0,0
|
|
|
|
|
dw 0,256,256,0,0,0
|
|
|
|
|
dw 0,256,224,0,0,0
|
|
|
|
|
dw 0,320,192,0,0,0
|
|
|
|
|
dw 0,32,256,0,0,0
|
|
|
|
|
dw 0,448,448,0,0,0
|
|
|
|
|
|
|
|
|
|
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
|
|
|
|
|
|
bullet_bmp:
|
|
|
|
|
file 'bullet.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
level_bmp:
|
|
|
|
|
file 'level2.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
kirpich:
|
|
|
|
|
file 'kirpich.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
kirpich3:
|
|
|
|
|
file 'kirpich2.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
kirpich2:
|
|
|
|
|
file 'oldkirpich.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
lest_bmp:
|
|
|
|
|
file 'lestnica.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
water1_bmp:
|
|
|
|
|
file 'water1.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
water2_bmp:
|
|
|
|
|
file 'water2.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
door1_bmp:
|
|
|
|
|
file 'door1.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
door2_bmp:
|
|
|
|
|
file 'door2.bmp'
|
|
|
|
|
rb 1
|
|
|
|
|
|
|
|
|
|
title db 'Dungeon (z/x - shoot)',0
|
|
|
|
|
|
|
|
|
|
img_level:
|
|
|
|
|
rb 448*448*3+8
|
|
|
|
|
|
|
|
|
|
;img_ded1:
|
|
|
|
|
;rb 448*448*3+8
|
|
|
|
|
|
|
|
|
|
img_area:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_area2:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_area3:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_bullet:
|
|
|
|
|
rb 4*8*3+8
|
|
|
|
|
|
|
|
|
|
img_lestniza:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_water1:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_water2:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_door1:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_door2:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_enemy1:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
img_enemy2:
|
|
|
|
|
rb 32*32*3+8
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Music_bah:
|
|
|
|
|
db 0x0f, 0x09, 0
|
|
|
|
|
|
|
|
|
|
Music_mov:
|
|
|
|
|
db 0x00, 0x00, 0
|
|
|
|
|
|
|
|
|
|
Music_almaz:
|
|
|
|
|
db 0x09, 0x03, 0
|
|
|
|
|
|
|
|
|
|
entered rd 1
|
|
|
|
|
|
|
|
|
|
imgcount rd 1 ; кол-во всего кадров в анимации
|
|
|
|
|
img_index rd 1 ; номер текущего кадра
|
|
|
|
|
|
|
|
|
|
;hashtable rd 4096 ; рабочая область для РеадГИФ процедуры
|
|
|
|
|
workarea:
|
|
|
|
|
file 'aniall.gif'
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;temp rb 0x100000 ; место для ГИФ фаила
|
|
|
|
|
rb 10
|
|
|
|
|
|
|
|
|
|
canvas:
|
|
|
|
|
xs dd 512
|
|
|
|
|
ys dd 512
|
|
|
|
|
rb 512*512*3
|
|
|
|
|
|
|
|
|
|
gif_hash_area:
|
|
|
|
|
rd 4096+1
|
|
|
|
|
|
|
|
|
|
coords:
|
|
|
|
|
rd 2
|
|
|
|
|
|
|
|
|
|
Image:
|