kolibrios/programs/games/rstearth/rstearth.asm
Marat Zakiyanov (Mario79) 752781e5a1 Rusty Earth
1) eleven demo levels
2) two new bases SAND and SNOW
3) fix for credits text

git-svn-id: svn://kolibrios.org@5317 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-31 04:29:10 +00:00

344 lines
9.7 KiB
NASM
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;*****************************************************************************
; Rusty Earth - for Kolibri OS
; Copyright (c) 2014, Marat Zakiyanov aka Mario79, aka Mario
; All rights reserved.
;
; Redistribution and use in source and binary forms, with or without
; modification, are permitted provided that the following conditions are met:
; * Redistributions of source code must retain the above copyright
; notice, this list of conditions and the following disclaimer.
; * Redistributions in binary form must reproduce the above copyright
; notice, this list of conditions and the following disclaimer in the
; documentation and/or other materials provided with the distribution.
; * Neither the name of the <organization> nor the
; names of its contributors may be used to endorse or promote products
; derived from this software without specific prior written permission.
;
; THIS SOFTWARE IS PROVIDED BY Marat Zakiyanov ''AS IS'' AND ANY
; EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
; WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
; DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
; DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
; (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
; ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
; (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
; SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
;*****************************************************************************
use32
org 0x0
db 'MENUET01'
dd 0x01
dd START
dd IM_END
dd I_END
dd stacktop
dd bootparam
dd path
;-----------------------------------------------------------------------------
include 'lang.inc'
include '../../macros.inc'
include '../../proc32.inc'
;define __DEBUG__ 1
;define __DEBUG_LEVEL__ 1
;include '../../debug-fdo.inc'
include '../../develop/libraries/box_lib/load_lib.mac'
;include '../../develop/libraries/box_lib/trunk/box_lib.mac'
@use_library
;---------------------------------------------------------------------
FONT_SIZE_X = 32
FONT_REAL_SIZE_X = 32
FONT_SIZE_Y = 32
;---------------------------------------------------------------------
LEVEL_MAP_SIZE_X = 10
LEVEL_MAP_SIZE_Y = 10
SPRITE_SIZE_X = 64
SPRITE_SIZE_Y = 64
;-----------------------------------------------------------------------------
ROUTE_UP = 1
ROUTE_DOWN = 2
ROUTE_LEFT = 3
ROUTE_RIGHT = 4
;-----------------------------------------------------------------------------
OBJECT_DEATH = 1
OBJECT_SKELETON = 2
OBJECT_IFRIT = 3
OBJECT_BARRET = 4
OBJECT_FINAL_MONSTER = 14 ; 0Eh
OBJECT_PROTAGONIST = 15 ; 0Fh
OBJECT_RED_BRICK = 16 ; 10h
OBJECT_WHITE_BRICK = 17 ; 11h
RED_BRICK_CRASH_1 = 0x80
RED_BRICK_CRASH_2 = 0x81
;-----------------------------------------------------------------------------
BASE_SMALL_ROCK = 0
BASE_GRASS = 1
BASE_LAVA = 2
BASE_WATER = 3
BASE_SAND = 4
BASE_SNOW = 5
;-----------------------------------------------------------------------------
TARGET_RANGE = 3
;-----------------------------------------------------------------------------
START:
mcall 68,11
mcall 66,1,1
mcall 40,0x7 ;27
;--------------------------------------
load_libraries l_libs_start,end_l_libs
test eax,eax
jnz button.exit
;--------------------------------------
; unpack deflate
mov eax,[unpack_DeflateUnpack2]
mov [deflate_unpack],eax
;--------------------------------------
call load_and_convert_all_icons
cmp [bootparam],dword 'NOSO'
je menu_still
call load_all_sound_files
mov eax,[background_music]
mov [wav_for_test],eax
mov ebx,eax
add ebx,1024
mov [wav_for_test_end],ebx
call test_wav_file
mov [music_flag],1
mcall 51,1,snd_background_music_thread_start,snd_background_music_thread_stack
mov [sounds_flag],1
mcall 51,1,snd_kick_action_thread_start,snd_kick_action_thread_stack
;---------------------------------------------------------------------
menu_still:
jmp main_menu_start
;---------------------------------------------------------------------
show_game_stage:
mov esi,map_level_game_stage
call map_level_to_plan_level
call draw_window
mov eax,[level_counter]
inc eax
mov ebx,stage_text.1
call decimal_string_2
mov edx,stage_text
mov ebx,SPRITE_SIZE_X*3 shl 16 + SPRITE_SIZE_Y*5
call draw_font
mcall 5,300
ret
;---------------------------------------------------------------------
show_game_win:
mov esi,map_level_game_stage
call map_level_to_plan_level
call draw_window
mov edx,game_win_text
mov ebx,SPRITE_SIZE_X*2 shl 16 + SPRITE_SIZE_Y*5
call draw_font
mcall 5,1000
ret
;---------------------------------------------------------------------
death_of_protagonist_show:
mov esi,map_level_game_over
call map_level_to_plan_level
call draw_window
mov edx,protagonist_death_text
mov ebx,SPRITE_SIZE_X*2 shl 16 + SPRITE_SIZE_Y*5
call draw_font
mcall 5,500
jmp main_menu_start
;---------------------------------------------------------------------
start_level_0:
xor eax,eax
mov [level_counter],eax
;---------------------------------------------------------------------
start_level:
mov esi,[level_counter]
shl esi,2
mov esi,[esi+map_level_pointer]
test esi,esi
jnz @f
call show_game_win
jmp main_menu_start
;--------------------------------------
@@:
call show_game_stage
mov eax,[stone_kick_sound]
mov [sounds_sample],eax
; xor eax,eax
; mov [level_counter],eax
mov [death_of_protagonist],0
mov [protagonist_route],2
mov [protagonist_position.x],4
mov [protagonist_position.y],4
mov esi,[level_counter]
shl esi,2
mov esi,[esi+map_level_pointer]
; mov esi,map_level_0
call map_level_to_plan_level
call generate_objects_id
call copy_plan_level_to_plan_level_old
;---------------------------------------------------------------------
red:
call draw_window
;---------------------------------------------------------------------
still:
; mcall 10
mcall 23,1
cmp eax,1
je red
cmp eax,2
je key
cmp eax,3
je button
call actions_for_all_cell
call show_tiles
call harvest_of_death
call show_tiles_one_iteration
cmp [death_of_protagonist],1
je death_of_protagonist_show
cmp [npc_alive],0
jne @f
inc byte [level_counter]
jmp start_level
;--------------------------------------
@@:
mov eax,[protagonist_position.y]
imul eax,LEVEL_MAP_SIZE_X*4
mov ebx,[protagonist_position.x]
shl ebx,2
add eax,ebx
add eax,plan_level
mov eax,[eax]
cmp ah,OBJECT_PROTAGONIST
jne death_of_protagonist_show
jmp still
;---------------------------------------------------------------------
button:
mcall 17
cmp ah,1
jne still
;--------------------------------------
.exit:
mov eax,[N_error]
; DEBUGF 1, "N_error: %d\n",eax
test eax,eax
jz @f
mcall 51,1,thread_start,thread_stack
;--------------------------------------
@@:
mov [music_flag],2
mov [sounds_flag],2
mcall -1
;---------------------------------------------------------------------
draw_window:
mcall 12,1
mcall 48,4
mov ecx,100 shl 16 + 644
add cx,ax
mcall 0,<100,649>,,0x74AABBCC,,title
; mcall 13,<0,640>,<0,640>,0xff0000
mov [draw_all_level],1
; call show_tiles
call show_tiles_one_iteration
mov [draw_all_level],0
; mcall 4,<3,8>,0,message,message.size
mcall 12,2
ret
;---------------------------------------------------------------------
; <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>
; <20>室:
; AX - <20><>
; EBX - <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
; <20><>室:
; <20><><EFBFBD><><EFBFBD> <20><>᫮, <20><><EFBFBD><EFBFBD><EFBFBD> <20>⬥祭 <20><><EFBFBD><EFBFBD><EFBFBD> 0
;------------------------------------------------------------------------------
decimal_string_2:
push eax ebx ecx edx
xor ecx,ecx
mov [ebx],byte '0'
inc ebx
;--------------------------------------
.p3:
xor edx,edx
push ebx
mov ebx,10
div ebx
pop ebx
add edx,48
push edx
inc ecx
cmp ax,0
jne .p3
cmp ecx,1
jbe .p4
mov ecx,2
dec ebx
;--------------------------------------
.p4:
pop edx
mov [ebx],dl
inc ebx
loop .p4
pop edx ecx ebx eax
ret
;------------------------------------------------------------------------------
;---------------------------------------------------------------------
memory_free_error:
mov [N_error],3
jmp button.exit
;---------------------------------------------------------------------
memory_get_error:
mov [N_error],4
jmp button.exit
;-----------------------------------------------------------------------------
include 'key.inc'
include 'show_tiles.inc'
include 'show_base.inc'
include 'show_object.inc'
include 'load.inc'
include 'icon_convert.inc'
include 'error_window.inc'
include 'actions.inc'
include 'actions_npc.inc'
include 'actions_protagonist.inc'
include 'actions_white_bricks.inc'
include 'random.inc'
include 'snd_api.inc'
include 'sound.inc'
include 'menu.inc'
include 'font.inc'
;---------------------------------------------------------------------
if lang eq ru
include 'localization_rus.inc'
else
include 'localization_eng.inc'
end if
;---------------------------------------------------------------------
include 'i_data.inc'
include 'levels.inc'
;---------------------------------------------------------------------
IM_END:
;---------------------------------------------------------------------
;include_debug_strings
;---------------------------------------------------------------------
include 'u_data.inc'
;---------------------------------------------------------------------
I_END: