kolibrios/programs/games/pipes/pipes.asm

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;
; pipes kolibri
; v1.42
; 2006 by Mario Birkner
;
; l.mod. 29.01.19
;
; Compile with FASM
;
format binary as ""
bgcolor equ 0x0074744A ;thx
fgcolor equ 0x00E7C750 ;to
fg2color equ 0x00E0B0A0 ;colorref
fg3color equ 0x007F7F55
btcolor equ 0x005B6200
include '..\..\macros.inc'
include 'lang.inc'
use32
org 0x0
db 'MENUET01' ; 8 byte id
dd 0x01 ; header version
dd START ; start of code
dd I_END ; size of image
dd 0x100000 ; memory for app
dd 0x7fff0 ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
START: ; start of execution
jmp red
still:
mcall 10 ; wait here for event
cmp eax,1 ; redraw request ?
je red
cmp eax,2 ; key in buffer ?
je key
cmp eax,3 ; button in buffer ?
je button
jmp still
red: ; redraw
call draw_window
call draw_board
call draw_message
jmp still
key: ; key
mcall 2 ; just read it and ignore
jmp still
button: ; button
call get_input
jmp still
get_input:
pusha
mcall 17 ; get id
cmp ah,1 ; button id=1 ?
jne .noclose
mcall -1 ; close this program
.noclose:
cmp ah,4
jne .moderate
mov [diffic],1
jmp .enddiffic
.moderate:
cmp ah,3
jne .easy
mov [diffic],3
jmp .enddiffic
.easy:
cmp ah,2
jne .board
mov [diffic],5
.enddiffic:
mov [score],0
mov [speed],40
mov [level],1
mov [stat],0
mov [time],0
call draw_window
call scramble_board
call draw_board
call countdown
call wassermarsch
jmp .getno
.board:
cmp [stat],2
jge .getno
shr eax,8 ; -> 24bit id
cmp eax,10
jle .getno
cmp eax,150
jg .getno
sub eax,10
mov edi,eax
add edi,map
cmp [edi], byte 1
jg .nogerade
xor byte [edi], 1
call draw_board
jmp .getno
.nogerade:
cmp [edi], byte 6
jge .getno
cmp [edi], byte 5
jne .rota
sub byte [edi],4
.rota:
inc byte [edi]
call draw_board
.getno:
popa
ret
;//// end of event detection
get_direction: ;Setzt Richtungs-Konstanten
pusha ;IN:
mov eax,[esp+28] ;eax - Richtung IN
mov ebx,[esp+16] ;ebx - Teilchen (Map-Wert)
cmp ebx,0 ;OUT:
jne .no0 ;eax - Richtung OUT
cmp eax,14
jne .o0
jmp .setout
.o0:
cmp eax,-14
jne .col
jmp .setout
.no0:
cmp ebx,1
jne .no1
cmp eax,1
jne .o1
jmp .setout
.o1:
cmp eax,-1
jne .col
jmp .setout
.no1:
cmp ebx,2
jne .no2
cmp eax,14
jne .o2
sub eax,13
jmp .setout
.o2:
cmp eax,-1
jne .col
sub eax,13
jmp .setout
.no2:
cmp ebx,3
jne .no3
cmp eax,-14
jne .o3
add eax,15
jmp .setout
.o3:
cmp eax,-1
jne .col
add eax,15
jmp .setout
.no3:
cmp ebx,4
jne .no4
cmp eax,-14
jne .o4
add eax,13
jmp .setout
.o4:
cmp eax,1
jne .col
add eax,13
jmp .setout
.no4:
cmp ebx,5
jne .no5
cmp eax,14
jne .o5
sub eax,15
jmp .setout
.o5:
cmp eax,1
jne .col
sub eax,15
jmp .setout
.no5:
cmp ebx,6
jne .no6
jmp .setout
.no6:
cmp ebx,7
jne .no7
mov eax,14
jmp .setout
.no7:
cmp ebx,8
jne .no8
cmp eax,14
jne .col
mov [stat],1
jmp .setout
.no8:
cmp ebx,16 ; cross 2x
jne .col
add [score],10 ; + 10 bonus points
jmp .setout
.col:
xor eax,eax
.setout:
xor ebx,ebx
mov [esp+28],eax
mov [esp+16],ebx
popa
ret
countdown:
pusha
xor eax,eax
mov al,[diffic]
imul eax,10
mov [time],eax
.udown:
call show_score
mov ecx,10
.down:
mov eax,5
mov ebx,10
mcall
mov eax,11
mcall
cmp eax,1
jne .nored
call draw_window
call draw_board
jmp .nothing
.nored:
cmp eax,3
jne .nothing
call get_input
.nothing:
cmp [stat],0 ;bugfix 210806
jnz .exitsub ;bugfix 210806
dec ecx
jnz .down
dec [time]
jnz .udown
.exitsub: ;bugfix 210806
popa
ret
wassermarsch:
pusha
.restart:
mov esi,map+16 ;start position
mov eax, 14 ;start-richtung
.findway:
movzx ebx, byte [esi]
call get_direction
test eax,eax
jz .collision
push eax
xor eax,eax
mov al,6
sub al,[diffic]
add [score],eax ;points/item = 6 - difficulty
mov ecx,dword [speed]
add byte [esi],10
.down:
mcall 5, 2
mcall 11
cmp eax,1
jne .nored
call draw_window
.nored:
cmp eax,3
jne .noevnt
call get_input
.noevnt:
dec ecx
jnz .down
pop eax
add esi,eax
call draw_board
call show_score
jmp .findway
.collision:
cmp [stat],1
jne .loose
call draw_message
mcall 5, 500
mov [stat],0
inc [level]
cmp [speed],6 ;waterflowdelay < 6 ?
jle .skipsub
sub [speed],2
.skipsub:
call draw_window
call scramble_board
call draw_board
call countdown
jmp .restart
.loose:
mov [stat],2
call draw_message
popa
ret
show_score:
pusha
mov esi,fg2color
mov edi,bgcolor
or esi,0x50000000
mcall 47, 0x20000, [time], <60,395>
mov ebx,0x50000
mov ecx,[score]
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if lang eq et_EE
add edx,88 shl 16
else
add edx,80 shl 16
end if
mcall
mov ebx,0x20000
mov ecx,[level]
add edx,104 shl 16
mcall
popa
ret
scramble_board:
pusha
mov edi,map+16 ;startpunkt
mov eax,7 ;wieder-
stosb ;herstellen
mov ebx, 0x00000007 ;modul m max-wert
.loop_through:
mov esi,edi
lodsb
cmp eax, 9
je .skip
inc eax
xor edx, edx
div ebx ;modulo -> edx
mov eax, edx
cmp eax,6
jne .skip
dec [half]
movzx eax, byte [half]
jnz .skip
mov [half], byte 7
.skip:
stosb
cmp edi,map+125 ;endpunkt erhalten
jge .exit
jmp .loop_through
.exit:
mov eax,8
stosb
popa
ret
gen_image:
pusha
xor ebx,ebx ;default: kein wasser
movzx eax,byte [map] ;erstes byte der map lesen (position)
inc byte [map] ;position inkrementieren
add eax,map ;zur position die map-adresse addieren
movzx esi,byte [eax]
cmp esi,10
jl .nowater
sub esi,10 ;map-werte+10 sind mit wasser gefuellt
mov ebx,1
cmp esi,16
jne .nowater
sub esi,10
.nowater:
imul esi,3072 ;mapwert * 32*32*3 = image-adresse
add esi,images
mov edi,0x10000
mov ecx,32*32*3
.gendd: ;RGB-Image im Speicher generieren
mov eax,dword [esi] ;byte aus imagemap lesen
shl eax,8
shr eax,8
cmp ebx,0
jz .nowcolor
mov ebx,eax
cmp ebx,0x00B0B4B0
jne .nog1
jmp .wcolor
.nog1:
cmp ebx,0x00A0A4A0
jne .nog2
jmp .wcolor
.nog2:
cmp ebx,0x00909490
jne .nog3
jmp .wcolor
.nog3:
cmp ebx,0x00808480
jne .nog4
jmp .wcolor
.nog4:
cmp ebx,0x00707470
jne .nowcolor
jmp .wcolor
.wcolor:
add eax,0x40
.nowcolor:
add esi,3
stosd
dec edi
loop .gendd
popa
ret
; *********************************************
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_message:
pusha
cmp [stat],0
je .nomessage
mcall 13,<146,200>,<190,40>,0
add ebx,2 shl 16 - 4
add ecx,2 shl 16 - 4
mov edx,fgcolor
mcall
cmp [stat],3
jne .stat1
mov ecx,btcolor
or ecx,0xB0000000
mcall 4, <159,202>,,lbl_new_game
jmp .nomessage
.stat1:
cmp [stat],1
je .winmessage
mov ecx,btcolor OR 0xB0000000
mcall 4, <170,196>, , lbl_gameover
add ebx,8 shl 16 +17
mov edx,lbl_yscore
mcall
mov esi,ecx ;color
mov edx,ebx ;pos
add edx,90 shl 16
mov ebx,0x50000 ;type
mov ecx,[score] ;inp
mov eax,47
mcall
jmp .nomessage
.winmessage:
mov ecx,btcolor
or ecx,0xB0000000
mcall 4, <124,194>, , lbl_win
add ebx,17
add edx,lbl_win2-lbl_win
mcall
.nomessage:
popa
ret
draw_board:
pusha
mov ebx,15*65536+32
mov ecx,50*65536+32
mov edx,15*65536+50 ;Spielfeldposition
mov esi,10 ;Spielfeldgroesse Y
.vloop:
mov edi,14 ;Spielfeldgroesse X
.hloop:
call gen_image
push edx
mov eax,8
movsx edx, byte [map]
add edx,9 ;button-id = map-pos + 10;gen_image inkrements
add edx,0x80000000 ;first delete previous button
mcall
sub edx,0x30000000 ;first delete previous button
mcall
pop edx
push ebx
push ecx
mcall 7, 0x10000, <32,32>
pop ecx
pop ebx
add edx,33 shl 16
add ebx,33 shl 16
dec edi
jnz .hloop
sub edx,14*(33 shl 16) ;Spielfeldgroesse X
sub ebx,14*(33 shl 16)
add edx,33
add ecx,33 shl 16
dec esi
jnz .vloop
mov [map], byte 1 ;Map-Position zuruecksetzen
popa
ret
draw_window:
pusha
mcall 12,1
mov edx,bgcolor
or edx,0x14000000
mcall 0,<100,492>,<100,422>,,,lbl_title
mcall 8,<100,72>,<28,16>,2,btcolor
add ebx,80 shl 16
inc edx
mcall
add ebx,80 shl 16
inc edx
mcall
mov eax,4
mov ebx,20 shl 16 +29
mov ecx,fgcolor
or ecx,0xB0000000
mov edx,lbl_toolbar
mcall
or ecx,0x00000000
mov ebx,18 shl 16 +395
mov edx,lbl_score
mcall
mov ebx,360 shl 16 +405
mov ecx,fg3color
mov edx,lbl_copy
mcall
mcall 12,2
popa
ret
;=================================================
; DATA - LABELS
;=================================================
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if lang eq et_EE
lbl_title db 'Torud',0
lbl_gameover db 'M ä n g L ä b i !',0
lbl_new_game db 'Alusta enne uut mängu',0
lbl_win db ' T u b l i ! ',0
lbl_win2 db ' Lähme edasi! ',0
lbl_yscore db 'Sinu tulemus:',0
lbl_toolbar db 'Uus mäng: Lihtne Keskmine Raske',0
lbl_score db ' Aeg: Tulemus: Tase:',0
else
lbl_title db 'Pipes',0
lbl_gameover db 'G a m e O v e r !',0
lbl_new_game db 'Start a new game first',0
lbl_win db ' G r e a t ! ',0
lbl_win2 db " Let's keep going! ",0
lbl_yscore db 'Your Score:',0
lbl_toolbar db 'New Game: Easy Normal Hard',0
lbl_score db 'Time: Score: Level:',0
end if
lbl_copy db '2006, Mario Birkner',0
;=================================================
; DATA - VARS
;=================================================
stat db 3 ;0=gameplay 1=won 2-lost 3=stopped
speed db 0
time dd 0
diffic db 0 ;1=hard 3=moderate 5=easy 8=dedicated to Wildwest - try it out!
score dd 0
level dd 1
half db 1 ;reduces the random-crosses
;=================================================
; DATA - RES
;=================================================
map: ;14*10 blocks + position
db 1 ;<- act. position
db 9,9,9,9,9,9,9,9,9,9,9,9,9,9
db 9,7,1,3,2,0,1,1,0,3,4,4,3,9
db 9,5,0,2,2,1,3,0,3,1,1,6,4,9
db 9,4,0,4,6,0,3,3,2,6,0,1,2,9
db 9,3,0,1,2,4,6,4,5,1,2,4,1,9
db 9,5,3,2,6,3,2,1,2,1,2,6,0,9
db 9,4,0,2,3,0,4,1,2,3,2,3,4,9
db 9,2,0,4,5,6,3,1,3,0,4,1,0,9
db 9,1,0,3,5,4,2,2,4,1,6,0,8,9
db 9,9,9,9,9,9,9,9,9,9,9,9,9,9
images:
file 'pipes.raw'
I_END: