kolibrios-fun/programs/games/snake/trunk/game_over.asm
Ivan Baravy 41ce17015f snake: correct rolled_up window state handling
git-svn-id: svn://kolibrios.org@2061 a494cfbc-eb01-0410-851d-a64ba20cac60
2011-08-18 17:30:58 +00:00

199 lines
5.7 KiB
NASM

;;===Game_over_mode============================================================================================================
Game_over:
cmp [play_mode], LEVELS_MODE
jne @f
dec [lives]
jz @f
call Draw_splash
jmp Level_begin
@@:
mov byte[window_title+5], 0
mcall 71,1,window_title
mcall 66,1,0 ; set ascii mode for keyboard
call Show_cursor
mov ebx, [score]
cmp [play_mode], CLASSIC_MODE
jne @f
cmp ebx, [hi_score_classic]
jng .redraw
mov [is_new_record], 1
jmp .done
@@:
cmp ebx, [hi_score_levels]
jng .redraw
mov [is_new_record], 1
jmp .done
.done:
mcall 40,100111b ; set events: standart + mouse
.redraw:
call Set_geometry
mcall 12,1
mcall 0, , ,[window_style], ,window_title
test [proc_info.wnd_state], 0x04 ; is rolled up?
jnz @f
call Draw_decorations
call Draw_game_over_picture
call Draw_game_over_strings ; edit_box is here
mcall 12,2
@@:
.still:
mcall 10 ; wait for event
; 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
.mouse: ; mouse event received
invoke edit_box.mouse, edit1
jmp .still
.key: ; a key was pressed
mcall 2 ; get keycode
cmp [is_new_record], 1
je .key.is_record
cmp ah, 0x1B ; Escape - go to menu
jne .still
jmp First_menu
.key.is_record:
cmp ah, 0x0D ; Enter
jnz @f
call Score_and_name_store
jmp First_menu
@@:
invoke edit_box.key, edit1
jmp .still
.button: ; a button was pressed
mcall 17 ; get button number
shr eax, 8 ; we should do it to get the real button code
cmp eax, 1
je Save_do_smth_else_and_exit
jmp .still
;;---Game_over_mode------------------------------------------------------------------------------------------------------------
;;===Some_functions============================================================================================================
Draw_game_over_picture:
;;===Draw_game_over_picture================================================================================================
cmp [is_new_record], 1
je @f
mov ax, 1*0x100+26
mov cx, 1*0x100+13
mov edx, [game_over_picture_color]
mov esi, picture_game_over
jmp .done
@@:
mov ax, 1*0x100+26
mov cx, 1*0x100+12
mov edx, [you_win_picture_color]
mov esi, picture_you_win
.done:
call Draw_picture
ret
;;---Draw_game_over_picture------------------------------------------------------------------------------------------------
Draw_game_over_strings:
;;===Draw_game_over_strings================================================================================================
cmp [is_new_record], 1
jnz @f
mov ebx, [window_width]
shr ebx, 1
sub ebx, string_congratulations.size*3+6*6
shl ebx, 16
add ebx, [bottom_top_strings]
mcall 4, ,[game_over_strings_color],string_congratulations
mov ebx, [window_width]
shr ebx, 1
sub ebx, string_enter_your_name.size*3+6*6
shl ebx, 16
add ebx, [bottom_bottom_strings]
mcall , , ,string_enter_your_name
mov ebx, [window_width]
shr ebx, 1
sub ebx, string_apply_name_enter.size*3
shl ebx, 16
add ebx, [top_strings]
mcall , ,[navigation_strings_color],string_apply_name_enter
mov edx, [window_width]
shr edx, 1
add edx, string_congratulations.size*3-6*6-1
shl edx, 16
add edx, dword[bottom_top_strings]
mcall 47,0x00070000,[score], ,[game_over_hiscore_color]
mov ebx, [window_width]
shr ebx, 1
add ebx, string_enter_your_name.size*3-6*6-3
mov [edit1.left], ebx
invoke edit_box.draw, edit1
ret
@@:
call Draw_menu_esc
ret
;;---Draw_game_over_strings------------------------------------------------------------------------------------------------
Score_and_name_store:
;;===Name_store============================================================================================================
mov esi, hed
cmp [play_mode], CLASSIC_MODE
jne @f
mov edi, champion_name_classic
jmp .done
@@:
mov edi, champion_name_levels
.done:
mov ecx, CHAMPION_NAME_LENGTH
rep movsb
mov eax, [score]
cmp [play_mode], CLASSIC_MODE
jne @f
mov [hi_score_classic], eax
jmp .done2
@@:
mov [hi_score_levels], eax
.done2:
ret
;;---Name_store------------------------------------------------------------------------------------------------------------
;;---Some_functions------------------------------------------------------------------------------------------------------------