mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-11-28 11:43:09 +03:00
7cadd5ef29
1) two demo level 2) screen for "game stage", "game over" and "game win" 3) NOSO boot parameter to start without sound and sound files git-svn-id: svn://kolibrios.org@5292 a494cfbc-eb01-0410-851d-a64ba20cac60
342 lines
9.7 KiB
NASM
342 lines
9.7 KiB
NASM
;*****************************************************************************
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; Rusty Earth - for Kolibri OS
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; Copyright (c) 2014, Marat Zakiyanov aka Mario79, aka Mario
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; All rights reserved.
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;
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; Redistribution and use in source and binary forms, with or without
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; modification, are permitted provided that the following conditions are met:
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; * Redistributions of source code must retain the above copyright
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; notice, this list of conditions and the following disclaimer.
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; * Redistributions in binary form must reproduce the above copyright
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; notice, this list of conditions and the following disclaimer in the
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; documentation and/or other materials provided with the distribution.
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; * Neither the name of the <organization> nor the
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; names of its contributors may be used to endorse or promote products
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; derived from this software without specific prior written permission.
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;
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; THIS SOFTWARE IS PROVIDED BY Marat Zakiyanov ''AS IS'' AND ANY
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; EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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; WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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; DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
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; DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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; (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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; ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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; (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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; SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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;*****************************************************************************
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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 IM_END
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dd I_END
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dd stacktop
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dd bootparam
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dd path
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;-----------------------------------------------------------------------------
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include 'lang.inc'
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include '../../macros.inc'
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include '../../proc32.inc'
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;define __DEBUG__ 1
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;define __DEBUG_LEVEL__ 1
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;include '../../debug-fdo.inc'
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include '../../develop/libraries/box_lib/load_lib.mac'
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;include '../../develop/libraries/box_lib/trunk/box_lib.mac'
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@use_library
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;---------------------------------------------------------------------
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FONT_SIZE_X = 32
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FONT_REAL_SIZE_X = 32
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FONT_SIZE_Y = 32
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;---------------------------------------------------------------------
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LEVEL_MAP_SIZE_X = 10
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LEVEL_MAP_SIZE_Y = 10
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SPRITE_SIZE_X = 64
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SPRITE_SIZE_Y = 64
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;-----------------------------------------------------------------------------
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ROUTE_UP = 1
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ROUTE_DOWN = 2
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ROUTE_LEFT = 3
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ROUTE_RIGHT = 4
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;-----------------------------------------------------------------------------
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OBJECT_DEATH = 1
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OBJECT_SKELETON = 2
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OBJECT_IFRIT = 3
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OBJECT_BARRET = 4
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OBJECT_FINAL_MONSTER = 14 ; 0Eh
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OBJECT_PROTAGONIST = 15 ; 0Fh
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OBJECT_RED_BRICK = 16 ; 10h
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OBJECT_WHITE_BRICK = 17 ; 11h
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RED_BRICK_CRASH_1 = 0x80
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RED_BRICK_CRASH_2 = 0x81
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;-----------------------------------------------------------------------------
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BASE_SMALL_ROCK = 0
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BASE_GRASS = 1
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BASE_LAVA = 2
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BASE_WATER = 3
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;-----------------------------------------------------------------------------
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TARGET_RANGE = 3
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;-----------------------------------------------------------------------------
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START:
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mcall 68,11
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mcall 66,1,1
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mcall 40,0x7 ;27
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;--------------------------------------
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load_libraries l_libs_start,end_l_libs
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test eax,eax
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jnz button.exit
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;--------------------------------------
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; unpack deflate
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mov eax,[unpack_DeflateUnpack2]
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mov [deflate_unpack],eax
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;--------------------------------------
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call load_and_convert_all_icons
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cmp [bootparam],dword 'NOSO'
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je menu_still
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call load_all_sound_files
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mov eax,[background_music]
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mov [wav_for_test],eax
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mov ebx,eax
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add ebx,1024
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mov [wav_for_test_end],ebx
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call test_wav_file
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mov [music_flag],1
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mcall 51,1,snd_background_music_thread_start,snd_background_music_thread_stack
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mov [sounds_flag],1
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mcall 51,1,snd_kick_action_thread_start,snd_kick_action_thread_stack
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;---------------------------------------------------------------------
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menu_still:
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jmp main_menu_start
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;---------------------------------------------------------------------
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show_game_stage:
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mov esi,map_level_game_stage
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call map_level_to_plan_level
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call draw_window
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mov eax,[level_counter]
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inc eax
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mov ebx,stage_text.1
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call decimal_string_2
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mov edx,stage_text
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mov ebx,SPRITE_SIZE_X*3 shl 16 + SPRITE_SIZE_Y*5
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call draw_font
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mcall 5,300
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ret
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;---------------------------------------------------------------------
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show_game_win:
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mov esi,map_level_game_stage
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call map_level_to_plan_level
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call draw_window
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mov edx,game_win_text
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mov ebx,SPRITE_SIZE_X*2 shl 16 + SPRITE_SIZE_Y*5
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call draw_font
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mcall 5,1000
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ret
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;---------------------------------------------------------------------
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death_of_protagonist_show:
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mov esi,map_level_game_over
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call map_level_to_plan_level
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call draw_window
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mov edx,protagonist_death_text
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mov ebx,SPRITE_SIZE_X*2 shl 16 + SPRITE_SIZE_Y*5
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call draw_font
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mcall 5,500
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jmp main_menu_start
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;---------------------------------------------------------------------
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start_level_0:
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xor eax,eax
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mov [level_counter],eax
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;---------------------------------------------------------------------
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start_level:
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mov esi,[level_counter]
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shl esi,2
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mov esi,[esi+map_level_pointer]
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test esi,esi
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jnz @f
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call show_game_win
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jmp main_menu_start
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;--------------------------------------
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@@:
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call show_game_stage
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mov eax,[stone_kick_sound]
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mov [sounds_sample],eax
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; xor eax,eax
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; mov [level_counter],eax
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mov [death_of_protagonist],0
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mov [protagonist_route],2
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mov [protagonist_position.x],4
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mov [protagonist_position.y],4
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mov esi,[level_counter]
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shl esi,2
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mov esi,[esi+map_level_pointer]
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; mov esi,map_level_0
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call map_level_to_plan_level
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call generate_objects_id
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call copy_plan_level_to_plan_level_old
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;---------------------------------------------------------------------
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red:
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call draw_window
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;---------------------------------------------------------------------
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still:
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; mcall 10
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mcall 23,1
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cmp eax,1
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je red
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cmp eax,2
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je key
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cmp eax,3
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je button
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call actions_for_all_cell
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call show_tiles
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call harvest_of_death
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call show_tiles_one_iteration
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cmp [death_of_protagonist],1
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je death_of_protagonist_show
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cmp [npc_alive],0
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jne @f
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inc byte [level_counter]
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jmp start_level
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;--------------------------------------
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@@:
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mov eax,[protagonist_position.y]
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imul eax,LEVEL_MAP_SIZE_X*4
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mov ebx,[protagonist_position.x]
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shl ebx,2
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add eax,ebx
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add eax,plan_level
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mov eax,[eax]
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cmp ah,OBJECT_PROTAGONIST
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jne death_of_protagonist_show
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jmp still
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;---------------------------------------------------------------------
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button:
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mcall 17
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cmp ah,1
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jne still
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;--------------------------------------
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.exit:
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mov eax,[N_error]
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; DEBUGF 1, "N_error: %d\n",eax
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test eax,eax
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jz @f
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mcall 51,1,thread_start,thread_stack
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;--------------------------------------
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@@:
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mov [music_flag],2
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mov [sounds_flag],2
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mcall -1
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;---------------------------------------------------------------------
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draw_window:
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mcall 12,1
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mcall 48,4
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mov ecx,100 shl 16 + 644
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add cx,ax
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mcall 0,<100,649>,,0x74AABBCC,,title
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; mcall 13,<0,640>,<0,640>,0xff0000
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mov [draw_all_level],1
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; call show_tiles
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call show_tiles_one_iteration
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mov [draw_all_level],0
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; mcall 4,<3,8>,0,message,message.size
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mcall 12,2
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ret
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;---------------------------------------------------------------------
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; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10-<2D><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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; <20>室:
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; AX - <20><>
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; EBX - <20><><EFBFBD><EFBFBD><EFBFBD> <20><>ப<EFBFBD>
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; <20><>室:
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; <20><>ப<EFBFBD> ᮤ<>ন<EFBFBD> <20><>, <20><><EFBFBD><EFBFBD><EFBFBD> <20>⬥祭 <20><><EFBFBD><EFBFBD><EFBFBD> 0
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;------------------------------------------------------------------------------
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decimal_string_2:
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push eax ebx ecx edx
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xor ecx,ecx
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mov [ebx],byte '0'
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inc ebx
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;--------------------------------------
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.p3:
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xor edx,edx
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push ebx
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mov ebx,10
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div ebx
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pop ebx
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add edx,48
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push edx
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inc ecx
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cmp ax,0
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jne .p3
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cmp ecx,1
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jbe .p4
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mov ecx,2
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dec ebx
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;--------------------------------------
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.p4:
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pop edx
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mov [ebx],dl
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inc ebx
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loop .p4
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pop edx ecx ebx eax
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ret
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;------------------------------------------------------------------------------
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;---------------------------------------------------------------------
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memory_free_error:
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mov [N_error],3
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jmp button.exit
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;---------------------------------------------------------------------
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memory_get_error:
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mov [N_error],4
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jmp button.exit
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;-----------------------------------------------------------------------------
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include 'key.inc'
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include 'show_tiles.inc'
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include 'show_base.inc'
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include 'show_object.inc'
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include 'load.inc'
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include 'icon_convert.inc'
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include 'error_window.inc'
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include 'actions.inc'
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include 'actions_npc.inc'
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include 'actions_protagonist.inc'
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include 'actions_white_bricks.inc'
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include 'random.inc'
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include 'snd_api.inc'
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include 'sound.inc'
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include 'menu.inc'
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include 'font.inc'
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;---------------------------------------------------------------------
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if lang eq ru
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include 'localization_rus.inc'
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else
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include 'localization_eng.inc'
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end if
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;---------------------------------------------------------------------
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include 'i_data.inc'
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include 'levels.inc'
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;---------------------------------------------------------------------
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IM_END:
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;---------------------------------------------------------------------
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;include_debug_strings
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;---------------------------------------------------------------------
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include 'u_data.inc'
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;---------------------------------------------------------------------
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I_END:
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