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kolibrios/programs/games/hunter/trunk/hunter.asm
heavyiron 4daae89053 *kernel - fixes in 15.2 by Mario79 and 67 by mike.dld
updated sysfunc.txt
*programs 
         new icons and logo for CPUID and ICON
         added new version of @ICON and ICONMNGR
         fixes in iconedit and calendar from DedOK
         new algoritm of fill background in pic4
         all apps (fasm-writen only) rewriten to use common macros.inc for easy recompile in fastcall mode (there is a bug in https; run need rewrite to use common macros.inc)
         small fixes in build_all.bat script
         

git-svn-id: svn://kolibrios.org@485 a494cfbc-eb01-0410-851d-a64ba20cac60
2007-05-10 13:48:35 +00:00

671 lines
12 KiB
NASM

;
; Hunter. Version 1.1.
; The game application for MeOS game compo 05.03.2005 - 12.03.2005
;
; Author: Trans
; Date: 07.03.2005 - 08.03.2005
; Modification: 08.05.2007
; Compiler: FASM
; Target: MenuetOS game
;
include '..\..\..\macros.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 end_memory ;0x180000 ; memory for app
dd start_stack ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
START: ; start of execution
mov eax,40
mov ebx,00100111b
mcall
mov eax,26
mov ebx,9
mcall
mov [second_count],eax
call init_object
call draw_window
still:
; mov eax,23 ; wait here for event
; mov ebx,10
; mcall
mov eax,05
mov ebx,5
mcall
mov eax,11
mcall
push eax
mov eax,26
mov ebx,9
mcall
mov ebx,eax
sub eax,[second_count]
cmp ax,100
jb still_continue_00
inc dword [time_count]
mov [second_count],ebx
xor edx,edx
mov eax,ebx
mov ebx,30
div ebx
cmp dl,0
jnz still_loc_01
call change_objects_speed
still_loc_01:
xor eax,eax
mov esi,forward_list
mov ecx,4
still_loc_00:
cmp eax,dword [esi]
jnz still_continue_00
add esi,4
loop still_loc_00
; call set_current_objects_list
call init_object
still_continue_00:
pop eax
call movie_objects
cmp eax,1 ; redraw request ?
je red
cmp eax,2 ; key in buffer ?
je key
cmp eax,3 ; button in buffer ?
je button
cmp eax,6 ; mouse ?
je mouse
call draw_frame
jmp still
red: ; redraw
call draw_window
jmp still
key: ; key
mov eax,2 ; just read it and ignore
mcall
cmp al,0
jnz still
cmp byte [menu_flag],0
jnz still
cmp ah,' '
jnz key_loc_00
inc byte [pause_flag]
call draw_frame
call pause_game
key_loc_00:
jmp still
button: ; button
mov eax,17 ; get id
mcall
cmp ah,1 ; button id=1 ?
jne noclose
inc byte [game_over_flag]
call game_over_draw
mov eax,-1 ; close this program
mcall
noclose:
jmp still
mouse: ; mouse
mov eax,37 ; get coordinate
xor ebx,ebx
inc ebx
mcall
cmp ax,20
jae mouse_loc_00
mov ax,20
mouse_loc_00:
sub ax,20
shr ax,1
ror eax,16
shr ax,1
push ax
ror eax,16
mov dword [mouse_coord],eax
pop ax
cmp ax,110
ja mouse_loc_03
mov byte [gun_angle],0
jmp mouse_loc_05
mouse_loc_03:
cmp ax,210
ja mouse_loc_04
mov byte [gun_angle],1
jmp mouse_loc_05
mouse_loc_04:
mov byte [gun_angle],2
mouse_loc_05:
mov eax,37
xor ebx,ebx
mov bl,2
mcall
cmp ax,1
jnz not_left_button
call left_button_down
not_left_button:
call draw_frame
jmp still
; *********************************************
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_window:
mov eax,12 ; function 12:tell os about windowdraw
mov ebx,1 ; 1, start of draw
mcall
; DRAW WINDOW
mov eax,0 ; function 0 : define and draw window
mov ebx,100*65536+640 ; [x start] *65536 + [x size]
mov ecx,100*65536+420 ; [y start] *65536 + [y size]
mov edx,0x13ffffff ; color of work area RRGGBB,8->color gl
mov edi,title ; WINDOW LABEL
mcall
call draw_frame
mov eax,12 ; function 12:tell os about windowdraw
mov ebx,2 ; 2, end of draw
mcall
ret
;-------------Subprograms------------------------
;
; In:
; Out:
draw_frame:
cmp byte [menu_flag],0
jz df_loc_00
call draw_menu
retn
df_loc_00:
call draw_backside
mov esi,buf_oblako
mov eax,0*65536+0
call draw_pict
mov eax,190*65536+23
call draw_pict_scale_div_2
mov esi,buf_sun
mov eax,256*65536+0
call draw_pict
mov esi,buf_rock
mov eax,47*65536+83
call draw_pict_scale_div_2
mov eax,0*65536+70
call draw_pict
call draw_objects
mov esi,buf_kust02
mov eax,256*65536+127
call draw_pict
mov esi,buf_kust01
mov eax,0*65536+127
call draw_pict
mov esi,buf_time
mov eax,5*65536+180
call draw_pict
mov esi,buf_shots
mov eax,200*65536+180
call draw_pict
mov esi,buf_lives
mov eax,5*65536+5
call draw_pict
mov eax,56*65536+3
call draw_lives
call draw_promakh
; call draw_hole
cmp byte [gun_angle],0
jnz df_loc_01
mov esi,buf_gun02
mov eax,120*65536+151
call draw_pict
cmp byte [fire_flag],0
jz df_loc_03
mov esi,buf_fire02
mov eax,108*65536+131
call draw_pict
dec byte [fire_flag]
jmp df_loc_03
df_loc_01:
cmp byte [gun_angle],2
jnz df_loc_02
mov esi,buf_gun01
mov eax,140*65536+151
call draw_pict
cmp byte [fire_flag],0
jz df_loc_03
mov esi,buf_fire01
mov eax,167*65536+128
call draw_pict
dec byte [fire_flag]
jmp df_loc_03
df_loc_02:
mov esi,buf_gun00
mov eax,140*65536+144
call draw_pict
cmp byte [fire_flag],0
jz df_loc_03
mov esi,buf_fire00
mov eax,135*65536+124
call draw_pict
dec byte [fire_flag]
df_loc_03:
; mov esi,buf_star
; mov eax,300*65536+180
; call draw_pict
mov esi,buf_score
mov eax,120*65536+5
call draw_pict
mov eax,260*65536+180
mov ebx,[shots_count]
call number_print
mov eax,175*65536+3
mov ebx,[score_count]
call number_print
mov eax,60*65536+180
mov ebx,[time_count]
call number_print
call draw_mushka
cmp byte [pause_flag],0
jz df_loc_04
mov esi,buf_pause
mov eax,90*65536+80
call draw_pict
df_loc_04:
cmp byte [game_over_flag],0
jz df_loc_05
mov esi,buf_gameover
mov eax,[game_over_coord]
call draw_pict
df_loc_05:
call buffer_scale_on_2
; call smooth_filter
mov eax,07
mov ebx,buffer02
mov ecx,640*65536+400
mov edx,0*65536+20
mcall
retn
;
; In:
; Out:
draw_menu:
call clear_buffer
mov esi,buf_start
mov eax,60*65536+50
call draw_pict
mov esi,buf_exit
mov eax,86*65536+120
call draw_pict
call draw_mushka
call buffer_scale_on_2
mov eax,07
mov ebx,buffer02
mov ecx,640*65536+400
mov edx,0*65536+20
mcall
retn
;
; In:
; Out:
pause_game:
mov eax,40
mov ebx,00000111b
mcall
pause_game_00:
mov eax,10 ; wait here for event
mcall
cmp eax,1 ; redraw request ?
je pg_red
cmp eax,2 ; key in buffer ?
je pg_key
cmp eax,3 ; button in buffer ?
je pg_button
jmp pause_game_00
pg_red: ; redraw
call draw_window
jmp pause_game_00
pg_key: ; key
mov eax,2 ; just read it and ignore
mcall
cmp al,0
jnz pause_game_00
cmp ah,' '
jnz pgk_loc_00
dec byte [pause_flag]
call draw_frame
mov eax,40
mov ebx,00100111b
mcall
retn
pgk_loc_00:
jmp pause_game_00
pg_button: ; button
mov eax,17 ; get id
mcall
cmp ah,1 ; button id=1 ?
jne pg_noclose
mov eax,-1 ; close this program
mcall
pg_noclose:
jmp pause_game
retn
;
; In:
; Out:
left_button_down:
cmp byte [menu_flag],0
jz lbd_loc_00
call check_menu
retn
lbd_loc_00:
inc dword [shots_count]
inc byte [fire_flag]
; mov eax,[mouse_coord]
; mov [current_hole],eax
call check_kill_object
cmp byte [promakh_count],5
jnz lbd_loc_01
mov byte [promakh_count],0
dec byte [lives_count]
jnz lbd_loc_01
call draw_frame
mov byte [game_over_flag],1
call game_over_draw
dec byte [game_over_flag]
inc byte [menu_flag]
lbd_loc_01:
retn
;
; In:
; Out:
check_menu:
push eax
mov eax,[mouse_coord]
cmp ax,50
jb cm_loc_00
cmp ax,90
ja cm_loc_00
shr eax,16
cmp ax,60
jb cm_loc_00
cmp ax,260
ja cm_loc_00
dec byte [menu_flag]
xor eax,eax
mov [score_count],eax
mov [shots_count],eax
mov [time_count],eax
mov [current_hole],eax
mov [current_hole+4],eax
mov [gun_angle],al
mov [stars_count],al
mov [promakh_count],al
mov byte [lives_count],3
; call set_current_objects_list
call init_object
pop eax
retn
cm_loc_00:
mov eax,[mouse_coord]
cmp ax,120
jb cm_loc_01
cmp ax,160
ja cm_loc_01
shr eax,16
cmp ax,86
jb cm_loc_01
cmp ax,234
ja cm_loc_01
mov eax,-1
mcall
cm_loc_01:
pop eax
retn
;
;
;
game_over_draw:
pusha
mov dword [game_over_coord],42*65536+0
mov ecx,15
god_loc_00:
push ecx
call draw_frame
add word [game_over_coord],5
mov eax,05
mov ebx,3
mcall
pop ecx
loop god_loc_00
; mov eax,7
mov edx,0*65536+20
mov ebx,buffer02
mov ecx,3
god_loc_01:
push ecx
mov eax,7
mov ecx,640*65536+400
mcall
push ebx
mov eax,05
mov ebx,5
mcall
pop ebx
sub ebx,640*3*5
pop ecx
loop god_loc_01
mov ecx,4
god_loc_02:
push ecx
mov eax,7
mov ecx,640*65536+400
mcall
push ebx
mov eax,5
mov ebx,5
mcall
pop ebx
add ebx,640*3*5
pop ecx
loop god_loc_02
mov eax,5
mov ebx,200
mcall
popa
retn
include 'picture.inc'
include 'math.inc'
include 'object.inc'
;----------------Data----------------------------
mouse_coord dd 144*65536+84
pause_flag db 0 ; 0/1 - active/pause
menu_flag db 1 ; 0/1 - game/menu
lives_count db 3
stars_count db 0 ; 3 Stars = 1 Heart
shots_count dd 0
time_count dd 0
score_count dd 0
second_count dd 0
game_over_coord dd 0
gun_angle db 0 ; 0/1/2 - left/vertical/right
game_over_flag db 0 ; 0/1 - continuing/end game
promakh_count db 0
fire_flag db 0 ; 0/1 - no fire/fire from gun
current_hole dd 0,0,0,0,0,0
forward_list db 0,0,0,0,0,0,0,0
back_list db 0,0,0,0,0,0,0,0
present_objects_list:
dd buf_glass, buf_net, buf_glaz, buf_plane00
dd buf_heart02, buf_plane01, buf_net, buf_glaz
title db 'HUNTER 1.2 Trans, 2005',0
buf_start:
include 'inc\start.inc'
buf_exit:
include 'inc\exit.inc'
buf_gameover:
include 'inc\gameover.inc'
buf_pause:
include 'inc\pause.inc'
buf_gun00:
include 'inc\gun00.inc'
buf_gun01:
include 'inc\gun01.inc'
buf_gun02:
include 'inc\gun02.inc'
buf_heart:
include 'inc\heart.inc'
buf_star:
include 'inc\star.inc'
buf_lives:
include 'inc\lives.inc'
buf_score:
include 'inc\score.inc'
buf_shots:
include 'inc\shots.inc'
buf_time:
include 'inc\time.inc'
buf_numbers:
;include 'inc\numbers.inc'
buf_num0:
include 'inc\num0.inc'
buf_num1:
include 'inc\num1.inc'
buf_num2:
include 'inc\num2.inc'
buf_num3:
include 'inc\num3.inc'
buf_num4:
include 'inc\num4.inc'
buf_num5:
include 'inc\num5.inc'
buf_num6:
include 'inc\num6.inc'
buf_num7:
include 'inc\num7.inc'
buf_num8:
include 'inc\num8.inc'
buf_num9:
include 'inc\num9.inc'
buf_plus:
include 'inc\plus.inc'
buf_minus:
include 'inc\minus.inc'
buf_sun:
include 'inc\sun.inc'
buf_oblako:
include 'inc\oblako.inc'
buf_mushka:
include 'inc\mushka.inc'
buf_kust01:
include 'inc\kust01.inc'
buf_kust02:
include 'inc\kust02.inc'
buf_glass:
include 'inc\glass.inc'
buf_glaz:
include 'inc\glaz.inc'
buf_net:
include 'inc\net.inc'
buf_plane00:
include 'inc\plane00.inc'
buf_plane01:
include 'inc\plane01.inc'
buf_heart02:
include 'inc\heart02.inc'
buf_rock:
include 'inc\rock.inc'
buf_fire00:
include 'inc\fire00.inc'
buf_fire01:
include 'inc\fire01.inc'
buf_fire02:
include 'inc\fire02.inc'
buf_hole:
include 'inc\hole.inc'
I_END:
end_stack:
org $+1000h
start_stack:
org $+64 ; For stack protect
movieng_objects:
; For one object - 16 bytes structure:
; dd ; +00 Pointer to object OR 0 - if empty structure
; dd ; +04 Current object coordinate X*65536+Y
; db ; +08 Speed - Maximum 16 (???)
; db ; +09 Amplitude
; db ; +0A Direction 0/1 - right/left
; db ; +0B Object Cost
; dd ; +0C Reserve
;
org $+16*16
buffer00:
org $+320*201*3
buffer01:
org $+100*201*3
buffer02:
org $+640*401*3
org $+640*40*3
end_memory: