kolibrios-fun/programs/games/snake/trunk/level.asm

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NASM
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;;===Level_mode================================================================================================================
Level_begin:
mov [score], 0
mov [action], 0
mov [number_of_free_dots], GRID_WIDTH*GRID_HEIGHT-3
invoke ini.get_str, cur_dir_path, aScore, aChampion_name, champion_name, 15, champion_name
invoke ini.get_int, cur_dir_path, aScore, aHiscore, 0
test eax, eax
jz @f
mov dword [hi_score], eax
@@:
mov esi, start_map
mov edi, field_map
mov ecx, GRID_WIDTH*GRID_HEIGHT/4
rep movsd
Level_body:
;;===Level_body========================================================================================================
mcall 26, 9
mov [time_before_waiting], eax
mov eax, [time_wait_limit]
mov [time_to_wait], eax
Redraw:
mcall 12,1
mcall 0,200*65536+WINDOW_WIDTH,326*65536+WINDOW_HEIGHT,[window_style], ,window_title
call Draw_decorations
call Draw_snake
call Draw_eat
call Draw_level_strings
mcall 12,2
Waiting:
mcall 26, 9
push eax
sub eax, [time_before_waiting]
pop [time_before_waiting]
cmp [time_to_wait], eax
jg @f
cmp [action], 0
jne Game_step
@@:
sub [time_to_wait], eax
mcall 23, [time_to_wait] ;
test al, al
jnz @f
cmp [action], 0
jne Game_step
mcall 26, 9
mov [time_before_waiting], eax
mov eax, [time_wait_limit]
mov [time_to_wait], eax
jmp Waiting
@@:
Message: ; ok, what an event?
dec al ; has the window been moved or resized?
jz Redraw ;
dec al ; was a key pressed?
jz Key ;
dec al ; was a button pressed?
jz Button ;
Key:
mcall 2 ; get keycode
cmp ah, 0x1B ; Escape
je First_menu
cmp ah, 0x20 ; Space
je Pause_mode
cmp ah, 0xB0 ; Left
je .left
cmp ah, 0xB1 ; Down
je .down
cmp ah, 0xB2 ; Up
je .up
cmp ah, 0xB3 ; Right
je .right
jmp Waiting ; jump to wait for another event
.left:
cmp [action], 0
jne @f
mov [time_to_wait], 0
@@:
mov [action], 1
mov [snake_napravlenie_next], 0
jmp Waiting
.down:
cmp [action], 0
jne @f
mov [time_to_wait], 0
@@:
mov [action], 1
mov [snake_napravlenie_next], 1
jmp Waiting
.up:
cmp [action], 0
jne @f
mov [time_to_wait], 0
@@:
mov [action], 1
mov [snake_napravlenie_next], 2
jmp Waiting
.right:
cmp [action], 0
jne @f
mov [time_to_wait], 0
@@:
mov [action], 1
mov [snake_napravlenie_next], 3
jmp Waiting
Button: ; <20><><EFBFBD><EFBFBD><E6A5A4><EFBFBD> <20><><EFBFBD><E0A0A1><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20>ணࠬ<E0AEA3><E0A0AC>
mcall 17 ; <20><EFBFBD><E3ADAA><EFBFBD> 17: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
shr eax, 8 ; ᤢ<><E1A4A2><EFBFBD><EFBFBD><EFBFBD><><E0A5A3><EFBFBD><EFBFBD> eax <20><> 8 <20><><EFBFBD> <20><><EFBFBD>, <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cmp eax, 1
je Exit ; <20><20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1 (<28><><EFBFBD>ࢨ஢<E0A2A8><E0AEA2><EFBFBD> <20><><EFBFBD><EFBFBD><E2A5AC> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ணࠬ<E0AEA3><E0A0AC>), <20><EFBFBD><EFBFBD><E1AAA0> 2 ᫥<><E1ABA5><EFBFBD><20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD>
jmp Waiting
Game_step:
cmp [snake_napravlenie], LEFT ; are we moving to left?
jz .left
cmp [snake_napravlenie], DOWN ; ... down?
jz .down
cmp [snake_napravlenie], UP ; ... up?
jz .up
jmp .right ; then right
.left:
cmp [snake_napravlenie_next], RIGHT ; next step is to right?
jz .with_rewerse
jmp .without_rewerse
.down:
cmp [snake_napravlenie_next], UP ; next step is to up?
jz .with_rewerse
jmp .without_rewerse
.up:
cmp [snake_napravlenie_next], DOWN ; next step is to bottom?
jz .with_rewerse
jmp .without_rewerse
.right:
cmp [snake_napravlenie_next], LEFT ; next step is to left?
jz .with_rewerse
jmp .without_rewerse
.with_rewerse:
call Set_reverse_napravlenie
call Reverse
.without_rewerse:
; mov [time_to_wait], 0
mov edx, snake_dots-2
add edx, [snake_length_x2]
cmp [snake_napravlenie_next], LEFT
je .to_left
cmp [snake_napravlenie_next], DOWN
je .to_down
cmp [snake_napravlenie_next], UP
je .to_up
cmp [snake_napravlenie_next], RIGHT
je .to_right
.to_left:
mov [snake_napravlenie], LEFT
mov ax, [edx]
dec al
cmp al, -1
jne @f
mov al, GRID_WIDTH-1
@@:
jmp Snake_move
.to_down:
mov [snake_napravlenie], DOWN
mov ax, [edx]
inc ah
cmp ah, GRID_HEIGHT
jne @f
mov ah, 0
@@:
jmp Snake_move
.to_up:
mov [snake_napravlenie], UP
mov ax, [edx]
dec ah
cmp ah, -1
jne @f
mov ah, GRID_HEIGHT-1
@@:
jmp Snake_move
.to_right:
mov [snake_napravlenie], RIGHT
mov ax, [edx]
inc al
cmp al, GRID_WIDTH
jne @f
mov al, 0
@@:
jmp Snake_move
;;---Level_body--------------------------------------------------------------------------------------------------------
;;---Level_mode----------------------------------------------------------------------------------------------------------------
;;===Some_functions============================================================================================================
Draw_snake:
;;===Draw_snake========================================================================================================
call Draw_head_prehead
mov edx, [snake_color]
mov esi, snake_dots-6
add esi, [snake_length_x2]
@@:
mov bx, [esi]
sub esi, 2
call Draw_square
cmp esi, snake_dots-2
jne @b
ret
;;---Draw_snake--------------------------------------------------------------------------------------------------------
Draw_head_prehead:
;;===Draw_head_prehead=================================================================================================
mov edx, [snake_head_color]
mov esi, snake_dots-2
add esi, [snake_length_x2]
mov bx, [esi]
call Draw_square
sub esi, 2
mov bx, [esi]
mov edx, [snake_color]
call Draw_square
ret
;;---Draw_head_prehead-------------------------------------------------------------------------------------------------
Draw_level_strings:
;;===Draw_level_strings================================================================================================
call Draw_menu_esc
call Draw_score_string
call Draw_score_number ; Draw score (number)
call Draw_hiscore_string
call Draw_hiscore_number
call Draw_champion_string
call Draw_champion_name
mcall 4,225*65536+BOTTOM_MIDDLE_STRINGS,[navigation_strings_color],string_pause_space ; Draw 'PAUSE - SPACE' string
ret
;;---Draw_level_strings------------------------------------------------------------------------------------------------
Reverse:
;;===Reverse===========================================================================================================
mov ecx, [snake_length_x2]
shr ecx, 2
mov esi, snake_dots
mov edi, snake_dots-2
add edi, [snake_length_x2]
@@:
mov ax, [edi]
xchg ax, [esi]
mov [edi], ax
dec cx
add esi, 2
sub edi, 2
test cx, cx
jnz @b
ret
;;---Reverse-----------------------------------------------------------------------------------------------------------
Draw_eat:
;;===Draw_eat==========================================================================================================
mov bx, word[eat]
mov edx, [eat_color]
call Draw_square
ret
;;---Draw_eat----------------------------------------------------------------------------------------------------------
Get_eat:
;;===Get_eat===========================================================================================================
;; in :
;;
;; out :
;; ax = coord's of the eat square (al=x, ah=y)
;;
mcall 26,9
; xor eax, esp
shl eax, 1
xor edx, edx
div word[number_of_free_dots]
mov ebx, field_map
.loop:
cmp byte[ebx], 0
jne @f
test dx, dx
jz .place_found
dec dx
@@:
inc ebx
jmp .loop
.place_found:
sub ebx, field_map
mov eax, ebx
mov bl, GRID_WIDTH
div bl
xchg al, ah
mov word[eat], ax
ret
;;---Get_eat-----------------------------------------------------------------------------------------------------------
Sdvig:
;;===Sdvig=============================================================================================================
mov esi, snake_dots+2
mov edi, snake_dots
mov ecx, [snake_length_x2]
shr ecx, 1
cld
rep movsw
ret
;;---Sdvig-------------------------------------------------------------------------------------------------------------
Set_reverse_napravlenie:
;;===Set_reverse_napravlenie===========================================================================================
mov eax, snake_dots
mov ebx, snake_dots+2
mov cl, [eax] ; The last dot x_coord
mov dl, [ebx] ; The pre_last dot x_coord
cmp cl, dl
je .X_ravny
cmp cl, 0
jne .skip2
cmp dl, 23
jne .Normal_y_ravny
mov [snake_napravlenie_next], 3
ret
.skip2:
cmp cl, 23
jne .Normal_y_ravny
cmp dl, 0
jne .Normal_y_ravny
mov [snake_napravlenie_next], 0
ret
.Normal_y_ravny:
cmp cl, dl
jg .Napravlenie_to_right
mov [snake_napravlenie_next], 0
ret
.Napravlenie_to_right:
mov [snake_napravlenie_next], 3
ret
.X_ravny:
inc eax
inc ebx
mov cl, [eax]
mov dl, [ebx]
cmp cl, 0
jne .skip3
cmp dl, 10
jne .Normal_x_ravny
mov [snake_napravlenie_next], 1
ret
.skip3:
cmp cl, 10
jne .Normal_x_ravny
cmp dl, 0
jne .Normal_x_ravny
mov [snake_napravlenie_next], 2
ret
.Normal_x_ravny:
cmp cl, dl ; !!!
jg .Napravlenie_to_down ; 0 1 2 ...
mov [snake_napravlenie_next], 2 ; 1
ret ; 2
; .
.Napravlenie_to_down: ; .
mov [snake_napravlenie_next], 1 ; .
ret
;;---Set_reverse_napravlenie-------------------------------------------------------------------------------------------
Snake_move:
;;===Snake_move========================================================================================================
;; in :
;; ax = coord's of new head
;; edx = snake_dots+[snake_length_x2]-2 (snake head)
;;
add edx, 2
mov [edx], ax
cmp ax, word[eat]
jne .eat_and_new_head_are_different
add [snake_length_x2], 2
add [score], SCORE_EAT
dec word[number_of_free_dots]
cmp word[number_of_free_dots], 0
je Game_over
mov ax, word[eat]
mov cl, 1
call Draw_on_map
call Draw_head_prehead
call Get_eat
call Draw_eat
jmp Keys_done
.eat_and_new_head_are_different:
mov ecx, snake_dots-4
add ecx, [snake_length_x2]
call Get_from_map
test bl, bl
jnz Game_over
mov cl, 1
call Draw_on_map
mov bx, word[snake_dots]
mov edx, [background_color]
call Draw_square
mov ax, word[snake_dots]
mov cl, 0
call Draw_on_map
call Sdvig
call Draw_head_prehead
Keys_done:
cmp [score], 0
je @f
dec [score]
call Draw_score_number
@@:
mcall 26, 9
mov [time_before_waiting], eax
mov eax, [time_wait_limit]
mov [time_to_wait], eax
jmp Waiting
;;---Snake_move--------------------------------------------------------------------------------------------------------
;;---Some_functions------------------------------------------------------------------------------------------------------------