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
158 lines
3.6 KiB
PHP
158 lines
3.6 KiB
PHP
;---------------------------------------------------------------------
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actions_for_all_cell:
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;; DEBUGF 1, "actions_for_all\n"
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; set start coordinates
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mov ebx,LEVEL_MAP_SIZE_Y
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mov ecx,plan_level+(LEVEL_MAP_SIZE_Y*LEVEL_MAP_SIZE_X*4)-4
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;--------------------------------------
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.new_y:
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mov eax,LEVEL_MAP_SIZE_X
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;--------------------------------------
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.new_x:
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push eax ebx ecx
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mov [action_cell_x],eax
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mov [action_cell_y],ebx
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mov edx,[ecx]
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mov [current_cell_NPC],dh
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test dh,dh ; empty
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jz .end_processing_sell
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; mov ebp,ecx
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; sub ebp,plan_level
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; DEBUGF 1, "Y : %x X: %x cell: %x ebp: %x\n",ebx,eax,edx,ebp
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ror edx,16
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test dh,dh
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jnz .end_processing_sell
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test dl,dl
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jz .end_processing_sell
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; call processing_NPC_route
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; DEBUGF 1, "new cell: %x\n",edx
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cmp [current_cell_NPC],OBJECT_FINAL_MONSTER
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ja @f
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call processing_npc_action
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jmp .end_processing_sell
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;--------------------------------------
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@@:
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cmp [current_cell_NPC],OBJECT_PROTAGONIST
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jne @f
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call processing_protagonist_action
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jmp .end_processing_sell
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;--------------------------------------
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@@:
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cmp [current_cell_NPC],OBJECT_WHITE_BRICK
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jne .end_processing_sell
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call processing_white_brick
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;--------------------------------------
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.end_processing_sell:
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pop ecx ebx eax
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sub ecx,4
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dec eax
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jnz .new_x
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dec ebx
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jnz .new_y
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;; DEBUGF 1, "actions_for_all END\n"
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ret
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;---------------------------------------------------------------------
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action_stop:
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; DEBUGF 1, "action_stop\n"
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mov dx,0x0100
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rol edx,16
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mov [ecx],edx
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ret
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;---------------------------------------------------------------------
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object_death:
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mov dx,0x01
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shl edx,24
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mov [ecx],edx
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ret
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;---------------------------------------------------------------------
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save_route_to_current_position:
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ror eax,16
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mov ax,si
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rol eax,16
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rol edx,16
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mov ax,dx
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mov [ecx],eax ; new route for unit
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ret
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;---------------------------------------------------------------------
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save_new_and_clear_old_position:
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; DEBUGF 1, "save_new_and_clear_old_position\n"
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ror eax,16
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mov ax,si
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rol eax,16
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rol edx,16
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mov ah,dh
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mov [edi],eax ; new cell for unit
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and edx,0xff
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add edx,0x01000000 ; clear old cell and show
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mov [ecx],edx
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; copy object id
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mov eax,[ecx+LEVEL_MAP_SIZE_X*LEVEL_MAP_SIZE_Y*4]
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mov [edi+LEVEL_MAP_SIZE_X*LEVEL_MAP_SIZE_Y*4],eax
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xor eax,eax
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mov [ecx+LEVEL_MAP_SIZE_X*LEVEL_MAP_SIZE_Y*4],eax
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ret
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;---------------------------------------------------------------------
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harvest_of_death:
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xor eax,eax
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mov [death_of_protagonist],al
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mov [npc_alive],al
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mov esi,plan_level
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mov ecx,LEVEL_MAP_SIZE_X*LEVEL_MAP_SIZE_Y
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cld
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;--------------------------------------
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.loop:
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lodsd
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test ah,ah
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jz .counter
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cmp al,BASE_LAVA
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je .base_lava
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cmp al,BASE_WATER
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je .base_water
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cmp ah,OBJECT_FINAL_MONSTER
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ja .counter
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mov [npc_alive],1
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;--------------------------------------
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.counter:
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dec ecx
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jnz .loop
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ret
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;--------------------------------------
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.base_water:
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cmp ah,OBJECT_PROTAGONIST
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jne .kill_object
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;--------------------------------------
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.kill_protagonist:
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mov [death_of_protagonist],1
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jmp .kill_object
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;--------------------------------------
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.base_lava:
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cmp ah,OBJECT_PROTAGONIST
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je .kill_protagonist
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cmp ah,OBJECT_SKELETON
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ja .counter
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;--------------------------------------
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.kill_object:
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; DEBUGF 1, "kill_object\n"
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and eax,0x000000ff
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add eax,0x01000000
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mov [esi-4],eax
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xor eax,eax
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mov [esi-4-plan_level+objects_id],eax
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jmp .counter
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;---------------------------------------------------------------------
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