kolibrios-fun/programs/games/rstearth/rstearth.asm
Marat Zakiyanov (Mario79) 7cadd5ef29 Rusty Earth
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
2014-12-30 01:18:21 +00:00

342 lines
9.7 KiB
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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
;-----------------------------------------------------------------------------
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: