kolibrios-gitea/programs/games/tanks/trunk/tanks.asm

1256 lines
24 KiB
NASM
Raw Normal View History

;*************************************************************
;*GAME TANKS CRETED BY ANDREY IGNATYEV AKA ANDREW_PROGRAMMER *
;*********************/8/2005*********************************
; version: 1.15
; last update: 19/08/2011
; changed by: Marat Zakiyanov aka Mario79, aka Mario
; changes: 1) Checking for "rolled up" window
; 2) Code optimization
; 3) Clearing source
;---------------------------------------------------------------------
;Lipatov Kirill aka Leency /07/2011
;dunkaist /07/2011
;v1.1
;----------------------------------------------------------
use32
org 0x0
db 'MENUET01'
dd 0x1
dd START
dd I_END
dd 0x4000+640*400*3+50*20*20*3+512+640+1+24*20*20*3+1
dd 0x4000
dd 0x0
dd 0x0
;----------------------------------------------------------
include 'lang.inc'
include '../../../macros.inc'
;----------------------------------------------------------
START:
mcall 40,111b
;----------------------------------------------------------
;---------load all sprites from arrays to memory-----------
;----------------------------------------------------------
and [number_sprite],0
xor eax,eax
nextfile:
mov ebx,[spisok+4*eax]
mov ecx,50
mov esi,ebx
add esi,2
mov edi,0x4000+(640*400*3)+(50*20*20*3)+10
rep movsb ;copy palitra to memory
mov esi,ebx
add esi,52
xor ecx,ecx
mov cl,byte [ebx]
mov edi,0x4000+(640*400*3)+(50*20*20*3)+512
push eax
call unpakin
pop eax
mov ecx,20*20
mov esi,0x4000+(640*400*3)+(50*20*20*3)+512
mov edi,[number_sprite]
imul edi,3*20*20
add edi,0x4000+(640*400*3)
unp:
xor ebx,ebx
mov bl,byte[esi]
lea ebx,[ebx+ebx*2]
add ebx,0x4000+(640*400*3)+(50*20*20*3)+10
mov edx,[ebx]
mov [edi],edx
add esi,1
add edi,3
dec ecx
jnz unp
inc [number_sprite]
inc eax
cmp [number_sprite],26 ;total number of pictures equal 26
jne nextfile
;----------------------------------------------------------
;------rotate sprites of tanks to pi/2---------------------
;----------------------------------------------------------
mov [sp_pos],0x4000+(640*400*3)+18*20*20*3
and [num_blocks],0
next_block_rotate:
mov [number_sprite],0
next_sprite_rotate:
mov [x],19
and [y],0
rotate_90:
mov ebx,[number_sprite]
mov esi,[y]
imul esi,60
imul ebx,1200
add esi,ebx ;esi=number_sprite*1200+y*60
add esi,dword [sp_pos]
mov edi,0x4000+(640*400*3)+(50*20*20*3)
mov ecx,15
rep movsd
mov edi,[number_sprite]
imul edi,1200
add edi,dword [sp_pos]
add edi,8*20*20*3
mov ebx,[x]
lea ebx,[ebx+2*ebx]
add edi,ebx
mov esi,0x4000+(640*400*3)+(50*20*20*3)
mov ecx,20*3
vertical:
xor eax,eax
mov al,byte[esi+2]
mov [edi+2],al
xor eax,eax
mov ax,word[esi]
mov [edi],ax
add edi,60
add esi,3
sub ecx,3
jnz vertical
dec [x]
inc [y]
cmp [x],-1
jne rotate_90
inc [number_sprite]
cmp [number_sprite],9
jne next_sprite_rotate
add [sp_pos],8*20*20*3
inc [num_blocks]
cmp [num_blocks],3
jne next_block_rotate
;---------------------------------------------------------
restart_level:
call drawwin
;Start game(demo scen)
mov [y],18
@1:
mov [x],30
@2:
mov esi,[x]
mov edi,[y]
imul esi,20*3
imul edi,20*(640*3)
add edi,esi
add edi,0x4000
mov esi,0x4000+(640*400*3)+1200
mov [counter],20
mov eax,esi
mov ebx,edi
@3:
mov esi,eax
mov edi,ebx
mov ecx,15
rep movsd
add eax,20*3
add ebx,640*3
dec [counter]
jnz @3
dec [x]
jnz @2
dec [y]
jnz @1
;draw script ******TANKS*******
mov eax,54
@11:
mov esi,5
mov edi,80
xor ebx,ebx
xor edx,edx
mov bl,byte[TANKS_script+2*eax] ;dx
mov dl,byte[TANKS_script+2*eax+1] ;dy
imul ebx,20
imul edx,20
add esi,ebx
add edi,edx
lea esi,[esi+2*esi]
lea edi,[edi+2*edi]
imul edi,640
add edi,esi
add edi,0x4000
mov esi,0x4000+(640*400*3)
mov ebx,esi
mov edx,edi
mov [counter],20
@22:
mov esi,ebx
mov edi,edx
mov ecx,15
rep movsd
add ebx,20*3
add edx,640*3
dec [counter]
jnz @22
dec eax
cmp eax,-1
jne @11
mcall 7,0x4000,<640,400>,<0,20>
call menu
;----------------------------
new_level:
call paint_area ;drawwin
mov [SpriteInfo+72+8],dword 100 ;Xo
mov [SpriteInfo+72+36],dword 100 ;Yo
mov edx,[number_level]
call load_level
;--------------------------
and [strike_action],0
and [bazas],0
and [y],0
mov eax,8
next_y:
and [x],0
next_x:
mov esi,[y]
shl esi,5
add esi,[x]
add esi,0x4000+(640*400*3)+(50*20*20*3)+512
xor ebx,ebx
mov bl,byte[esi]
cmp bl,7
jne no_baza
mov ecx,[x]
mov edx,[y]
inc ecx
inc [bazas]
add eax,4
imul ecx,20
imul edx,20
mov [SpriteInfo+9*eax+0],dword 3
mov [SpriteInfo+9*eax+4],dword 1
mov [SpriteInfo+9*eax+8],dword ecx
mov [SpriteInfo+9*eax+12],dword edx
mov [SpriteInfo+9*eax+16],dword 5
mov [SpriteInfo+9*eax+28],dword -5
mov edx,eax
shr edx,2
mov [LifesTanks+edx],byte 3 ;three lifes
mov [PulyTanks+edx],byte 1 ;can draw animation of "puly"
no_baza:
inc [x]
cmp [x],32
jne next_x
inc [y]
cmp [y],20
jne next_y
mov [LifesPlayer],3*4
and [score],0
;----------------------------------------------------------
;--------------------main loop-----------------------------
;----------------------------------------------------------
maincycle:
;save fon
mov eax,23*4
SaveFonForSprites:
mov ebx,[SpriteInfo+9*eax+4]
test ebx,ebx ;if ebx<>0 then can save
jz NoSaveFon
mov esi,[SpriteInfo+9*eax+8] ;cordinat x
mov edi,[SpriteInfo+9*eax+12] ;cordinat y
mov edx,eax
shr edx,2
call SaveFon
NoSaveFon:
sub eax,4
cmp eax,-4
jne SaveFonForSprites
;put sprites
mov eax,23*4
PutSprites:
mov ebx,[SpriteInfo+9*eax+4]
test ebx,ebx
jz NoPutSprite
and ebx,10000b
test ebx,ebx ;move to transparent shablon?
jnz NoPutSprite
mov esi,[SpriteInfo+9*eax+8] ;x
mov edi,[SpriteInfo+9*eax+12] ;y
mov edx,[SpriteInfo+9*eax+0] ;number sprite in sprites table
shl edx,2
add edx,[SpriteInfo+9*eax+24] ;edx=4*NumSprites+phas
call PutSprite
NoPutSprite:
sub eax,4
cmp eax,-4
jne PutSprites
;put image
call clock
mov ebx,[time]
sub ebx,[time_frame_old]
cmp ebx,5
jl NoPutScreen
mov ebx,[time]
mov [time_frame_old],ebx
mcall 7,0x4000,<640,400>,<0,20>
NoPutScreen:
;put fon
mov eax,23*4
PutFonForSprites:
mov ebx,[SpriteInfo+9*eax+4]
test ebx,ebx
jz NoPutFon
mov esi,[SpriteInfo+9*eax+8]
mov edi,[SpriteInfo+9*eax+12]
mov edx,eax
shr edx,2
call PutFon
NoPutFon:
sub eax,4
cmp eax,-4
jne PutFonForSprites
;change phas(if need)
mov eax,23*4
ChangePhasSprites:
push eax
call clock
pop eax
mov ebx,[SpriteInfo+9*eax+16] ;time of animation
mov ecx,[SpriteInfo+9*eax+20] ;time of last frame
mov edx,[time]
sub edx,ecx
cmp edx,ebx
jl no_change_phas
mov ebx,[time]
mov [SpriteInfo+9*eax+20],ebx ;save new time
;------------------------------
mov esi,[SpriteInfo+9*eax+8]
mov edi,[SpriteInfo+9*eax+12]
mov ecx,[SpriteInfo+9*eax+28]
mov edx,[SpriteInfo+9*eax+32]
add esi,ecx ;x=x+dx
add edi,edx ;y=y+dy
mov [SpriteInfo+9*eax+8],dword esi
mov [SpriteInfo+9*eax+12],dword edi
;-------------------------------
mov edx,[SpriteInfo+9*eax+24] ;phas
add edx,1
cmp edx,4
jne no_limit_phas
xor edx,edx
mov [SpriteInfo+9*eax+24],dword edx
mov [SpriteInfo+9*eax+4],dword edx
jmp no_change_phas
no_limit_phas:
mov [SpriteInfo+9*eax+24],dword edx
no_change_phas:
sub eax,4
cmp eax,-4
jne ChangePhasSprites
;-------------------------------------------------
;----------------keys-----------------------------
;-------------------------------------------------
call pause_cicle
mcall 23,3
cmp eax,1
je .redraw
cmp eax,2
je .key
cmp eax,3
je .button
jmp action
.button:
mcall -1
.redraw:
call drawwin
jmp action
.key:
keypressed:
cmp eax,2
jne action
and [_dx],0
and [_dy],0
mcall 2
shr eax,8
;---------
cmp eax,32
jne key2
cmp [strike_action],0
jne action
mov [SpriteInfo+36+4],dword 1 ;can draw sprite "puly"
mov [strike_action],1 ;sprite is active
mov eax,[SpriteInfo+72+8]
mov ebx,[SpriteInfo+72+12]
mov ecx,[SpriteInfo+72+28]
mov edx,[SpriteInfo+72+32]
add eax,ecx
add ebx,edx
mov [SpriteInfo+36+8],dword eax
mov [SpriteInfo+36+12],dword ebx
jmp action
key2:
cmp eax,176
jne key3
mov [SpriteInfo+8*9+0],dword 8
mov [SpriteInfo+8*9+4],dword 1
mov [SpriteInfo+8*9+28],dword -5
mov [SpriteInfo+8*9+32],dword 0
mov [_dx],0
mov [_dy],10
cmp [strike_action],0
jne action
mov [SpriteInfo+36+28],dword -5
mov [SpriteInfo+36+32],dword 0
jmp action
key3:
cmp eax,179
jne key4
mov [SpriteInfo+8*9+0],dword 4
mov [SpriteInfo+8*9+4],dword 1
mov [SpriteInfo+8*9+28],dword 5
mov [SpriteInfo+8*9+32],dword 0
mov [_dx],15
mov [_dy],10
cmp [strike_action],0
jne action
mov [SpriteInfo+36+28],dword 5
mov [SpriteInfo+36+32],dword 0
jmp action
key4:
cmp eax,178
jne key5
mov [SpriteInfo+8*9+0],dword 2
mov [SpriteInfo+8*9+4],dword 1
mov [SpriteInfo+8*9+28],dword 0
mov [SpriteInfo+8*9+32],dword -5
mov [_dx],10
mov [_dy],1
cmp [strike_action],0
jne action
mov [SpriteInfo+36+28],dword 0
mov [SpriteInfo+36+32],dword -5
jmp action
key5:
cmp eax,177
jne key6
mov [SpriteInfo+8*9+0],dword 6
mov [SpriteInfo+8*9+4],dword 1
mov [SpriteInfo+8*9+28],dword 0
mov [SpriteInfo+8*9+32],dword 5
mov [_dy],15
mov [_dx],10
cmp [strike_action],0
jne action
mov [SpriteInfo+36+28],dword 0
mov [SpriteInfo+36+32],dword 5
jmp action
key6:
cmp eax,27
jne action
mcall -1
action:
mov [SpriteInfo+72+4],dword 1
mov [SpriteInfo+72+16],dword 5 ;usal speed of tank
mov esi,[SpriteInfo+8*9+8] ;cordinat x of sprite
mov edi,[SpriteInfo+8*9+12] ;cordinat y of sprite
mov ecx,[SpriteInfo+72+28]
mov edx,[SpriteInfo+72+32]
add ecx,[_dx]
add edx,[_dy]
add esi,ecx ;x=x+_dx+dx
add edi,edx ;y=y+_dy+dy
call map_x_y
cmp ecx,6
jne no_woter
mov [SpriteInfo+72+16],dword 7 ;in water tank slow move
no_woter:
cmp ecx,4
jne no_palma
mov [SpriteInfo+72+4],dword 10000b ;if bit 4 than transparent sprite
no_palma:
cmp ecx,8
jne no_derevo
mov [SpriteInfo+72+4],dword 10000b
no_derevo:
test edx,edx
jnz ani
mov [SpriteInfo+8*9+28],dword 0
mov [SpriteInfo+8*9+32],dword 0
;-------------------------------------------------
ani:
mov eax,[strike_action]
test eax,eax
jz no_anim_strike
mov esi,[SpriteInfo+36+8]
mov edi,[SpriteInfo+36+12]
mov ecx,[SpriteInfo+36+28]
mov edx,[SpriteInfo+36+32]
add esi,ecx
add edi,edx
call map_x_y
cmp cl,0
jne no_stena
mov [ebx],byte 2 ;trava
jmp bum
no_stena:
cmp cl,1
jne no_brony
jmp bum
no_brony:
cmp cl,7
jne anim_action_puly
sub [bazas],1
mov [ebx],byte 2 ;trava
bum:
mov esi,[SpriteInfo+36+8]
mov edi,[SpriteInfo+36+12]
mov [SpriteInfo+4],dword 1
mov [SpriteInfo+8],dword esi
mov [SpriteInfo+12],dword edi
mov [SpriteInfo+36+4],dword 0
mov [end_bum],1
jmp no_anim_strike
anim_action_puly:
mov [SpriteInfo+36+4],dword 1
no_anim_strike:
;-------------------------------------------------
;<3B><EFBFBD><E0AEA2><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><E2A8A2><EFBFBD><EFBFBD><EFBFBD>
mov esi,[SpriteInfo+4*9+8]
mov edi,[SpriteInfo+4*9+12]
mov [x],esi ;<3B><><EFBFBD><EFBFBD><E0A4A8><EFBFBD><EFBFBD> x <20>
mov [y],edi ;<3B><><EFBFBD><EFBFBD><E0A4A8><EFBFBD><EFBFBD> y <20>
mov eax,3*4
bum_tank:
mov ebx,eax
shr ebx,2
xor ecx,ecx
mov cl,byte [LifesTanks+ebx]
cmp ecx,0
jz no_strike
mov esi,[SpriteInfo+9*eax+8] ;x
mov edi,[SpriteInfo+9*eax+12] ;y
sub esi,[x]
sub edi,[y]
cmp esi,5
ja no_strike
cmp edi,5
ja no_strike
add [score],5
cmp [score],20
jl no_bonus
add [LifesPlayer],4
and [score],0
no_bonus:
dec ecx;,1
mov [LifesTanks+ebx],cl ;life=life-1
mov esi,[x]
mov edi,[y]
mov [SpriteInfo+4],dword 1
mov [SpriteInfo+8],dword esi
mov [SpriteInfo+12],dword edi
mov [SpriteInfo+36+4],dword 0
mov [end_bum],1
no_strike:
add eax,4
cmp eax,10*4
jne bum_tank
;-------------------------------------------------
xor eax,eax
mov al,[end_bum]
test eax,eax
jz no_end_strike
mov eax,[SpriteInfo+24]
cmp eax,3
jne no_end_strike
and [strike_action],0
and [end_bum],0
mov edx,[number_level]
mov ecx,15
call load_level
no_end_strike:
;----------------------------
;<3B><EFBFBD><E0AEA2>塞,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><E2A8A2><EFBFBD><EFBFBD> <09> <20><><EFBFBD>
mov eax,3*4
mov esi,[SpriteInfo+72+8]
mov edi,[SpriteInfo+72+12]
mov [x],esi
mov [y],edi
strike_to_player:
mov ebx,eax
add ebx,28
mov esi,[SpriteInfo+9*ebx+8]
mov edi,[SpriteInfo+9*ebx+12]
sub esi,[x]
sub edi,[y]
cmp esi,5
ja no_strike_to_player
cmp edi,5
ja no_strike_to_player
mov esi,[x]
mov edi,[y]
mov [SpriteInfo+9*ebx+4],dword 0
add ebx,28
mov [SpriteInfo+9*ebx+4],dword 1
mov [SpriteInfo+9*ebx+8],dword esi
mov [SpriteInfo+9*ebx+12],dword edi
sub [LifesPlayer],1
cmp [LifesPlayer],0
jne no_game_over
call end_game
jmp restart_level
no_game_over:
no_strike_to_player:
add eax,4
cmp eax,10*4
jne strike_to_player
;----------------------------
xor eax,eax
mov al,[bazas]
test eax,eax
jnz no_end_level
call you_won
inc [number_level]
cmp [number_level],25
jne no_end_game
mov eax,-1
mcall
no_end_game:
jmp new_level
no_end_level:
;-------------------------------------------------
;------------ logic of tanks----------------------
;-------------------------------------------------
mov eax,12
next_bad_tank:
mov ebx,eax
shr ebx,2
xor ecx,ecx
mov cl,byte[LifesTanks+ebx]
test ecx,ecx
jz no_action_bad_tank
mov ebx,[SpriteInfo+9*eax+4]
test ebx,ebx
jnz no_action_bad_tank
;---------------------
mov esi,[SpriteInfo+9*eax+8]
mov edi,[SpriteInfo+9*eax+12]
mov [x],esi
mov [y],edi
mov ecx,[SpriteInfo+9*eax+28]
mov edx,[SpriteInfo+9*eax+32]
;ᬮ<><20><><EFBFBD> <20><><EFBFBD><EFBFBD><><E2A0AD>-<2D><><EFBFBD><EFBFBD><E2A8A2><EFBFBD><EFBFBD>
cmp ecx,0
ja more_null_x
lea ecx,[ecx+2*ecx]
jmp test_y
more_null_x:
shl ecx,2
add ecx,15
test_y:
cmp edx,0
ja more_null_y
lea edx,[edx+2*edx]
jmp add_numbers
more_null_y:
shl edx,2
add edx,15
add_numbers:
;--------------------
add esi,ecx
add edi,edx
call map_x_y
cmp ecx,4
jne no_palma_p
mov [SpriteInfo+9*eax+4],dword 10000b
no_palma_p:
cmp ecx,8
jne no_derevo_p
mov [SpriteInfo+9*eax+4],dword 10000b
no_derevo_p:
;<3B><09><> <20><><EFBFBD><EFBFBD><><E2A0AD> <20><EFBFBD><E0A5AF><EFBFBD><EFBFBD>,<2C><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;<3B><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
test edx,edx
jnz lab1
;<3B><EFBFBD><E0AEA2>塞 - <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><> <20> <20><EFBFBD>(3 <09><><EFBFBD><EFBFBD><E0A2AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
and [tupik],0
mov esi,[x]
mov edi,[y]
add esi,(20+15)
add edi,10
call map_x_y
test edx,edx
jnz direct1
inc [tupik]
direct1:
mov esi,[x]
mov edi,[y]
add esi,10
add edi,(20+15)
call map_x_y
test edx,edx
jnz direct2
inc [tupik]
direct2:
mov esi,[x]
mov edi,[y]
add esi,-15
add edi,10
call map_x_y
test edx,edx
jnz direct3
inc [tupik]
direct3:
mov esi,[x]
mov edi,[y]
add esi,10
add edi,-15
call map_x_y
test edx,edx
jnz direct4
inc [tupik]
direct4:
cmp [tupik],3
je no_move0
;------------------
;strategy1
mov esi,[x]
mov edi,[y]
add esi,(20+15)
add edi,10
call map_x_y
test edx,edx
jnz no_strategy1
mov esi,[x]
mov edi,[y]
add esi,10
add edi,-15
call map_x_y
jnz no_strategy1
jmp no_move3 ;going to left
no_strategy1:
;------------------
mov esi,[x]
mov edi,[y]
add esi,-15
add edi,10
call map_x_y
test edx,edx
jnz no_strategy2
mov esi,[x]
mov edi,[y]
add esi,10
add edi,-15
call map_x_y
test edx,edx
jnz no_strategy2
jmp no_move2
no_strategy2:
;------------------
mov esi,[x]
mov edi,[y]
add edi,(20+15)
add esi,10
call map_x_y
test edx,edx
jnz no_strategy3
mov esi,[x]
mov edi,[y]
add esi,-15
add edi,10
call map_x_y
test edx,edx
jnz no_strategy3
jmp no_move1
no_strategy3:
;-------------------------------------------------
no_move0:
mov esi,[x] ; x
mov edi,[y] ; y
add edi,-15 ; (y-20) up
add esi,10
call map_x_y
test edx,edx
jz no_move1
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><><E1A2AE><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> up
mov [SpriteInfo+9*eax+0],dword 3
mov [SpriteInfo+9*eax+28],dword 0
mov [SpriteInfo+9*eax+32],dword -5
jmp lab1
no_move1:
mov esi,[x]
mov edi,[y]
add esi,(20+15) ;x+20
add edi,10
call map_x_y
test edx,edx
jz no_move2
;right
mov [SpriteInfo+9*eax+0],dword 5
mov [SpriteInfo+9*eax+28],dword 5
mov [SpriteInfo+9*eax+32],dword 0
jmp lab1
no_move2:
mov esi,[x]
mov edi,[y]
add esi,10 ;x-20
add edi,(20+15)
call map_x_y
test edx,edx
jz no_move3
;down
mov [SpriteInfo+9*eax+0],dword 7
mov [SpriteInfo+9*eax+28],dword 0
mov [SpriteInfo+9*eax+32],dword 5
jmp lab1
no_move3:
mov esi,[x]
mov edi,[y]
add edi,10 ;y+20
add esi,-15
call map_x_y
test edx,edx
jz no_move4
;<3B><><EFBFBD><EFBFBD><EFBFBD><><E1A2AE><EFBFBD><EFBFBD><EFBFBD>-<2D><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> left
mov [SpriteInfo+9*eax+0],dword 9
mov [SpriteInfo+9*eax+28],dword -5
mov [SpriteInfo+9*eax+32],dword 0
jmp lab1
no_move4:
mov [SpriteInfo+9*eax+28],dword 0
mov [SpriteInfo+9*eax+32],dword 0
lab1:
mov edx,dword[SpriteInfo+9*eax+4]
test edx,edx
jnz no_action_bad_tank
mov [SpriteInfo+9*eax+4],dword 1
no_action_bad_tank:
add eax,4
cmp eax,10*4
jne next_bad_tank
;-------------------------------------------------
mov eax,12
next_puly:
mov edx,eax
shr edx,2
xor ecx,ecx
mov cl,byte[PulyTanks+edx]
test ecx,ecx ;can change course of puly?
jz no_change_course
xor ecx,ecx
mov cl,byte[LifesTanks+edx]
test ecx,ecx ;is tank not destroed?
jz no_draw_s
mov ecx,[SpriteInfo+9*eax+24] ;tank's phas of animation
test ecx,ecx ;phas=0?
jnz no_change_course
mov esi,[SpriteInfo+9*eax+8]
mov edi,[SpriteInfo+9*eax+12]
mov ecx,[SpriteInfo+9*eax+28]
mov edx,[SpriteInfo+9*eax+32]
mov ebx,eax
add ebx,28
mov [SpriteInfo+9*ebx+0],dword 1
mov [SpriteInfo+9*ebx+4],dword 1
mov [SpriteInfo+9*ebx+28],dword ecx
mov [SpriteInfo+9*ebx+32],dword edx
mov [SpriteInfo+9*ebx+16],dword 3
mov [SpriteInfo+9*ebx+8],dword esi
mov [SpriteInfo+9*ebx+12],dword edi
mov ebx,eax
shr ebx,2
mov [PulyTanks+ebx],byte 0
jmp no_draw_s
;-------------------
no_change_course:
mov ebx,eax
add ebx,28
mov ecx,[SpriteInfo+9*ebx+24]
test ecx,ecx
jnz no_draw_s
mov esi,[SpriteInfo+9*ebx+8]
mov edi,[SpriteInfo+9*ebx+12]
mov ecx,[SpriteInfo+9*ebx+28]
mov edx,[SpriteInfo+9*ebx+32]
call map_x_y
cmp ecx,1
je bumm
cmp ecx,0
je strike_to_wall
jmp no_bumm
strike_to_wall:
mov [ebx],byte 2
bumm:
;-------------------
mov ebx,eax
add ebx,28
mov [SpriteInfo+9*ebx+28],dword 0
mov [SpriteInfo+9*ebx+32],dword 0
mov esi,[SpriteInfo+9*ebx+8]
mov edi,[SpriteInfo+9*ebx+12]
add ebx,28
mov [SpriteInfo+9*ebx+4],dword 1
mov [SpriteInfo+9*ebx+8],dword esi
mov [SpriteInfo+9*ebx+12],dword edi
mov [SpriteInfo+9*ebx+16],dword 3
mov [SpriteInfo+9*ebx+28],dword 0
mov [SpriteInfo+9*ebx+32],dword 0
mov ebx,eax
shr ebx,2
mov [PulyTanks+ebx],byte 1
mov edx,[number_level]
mov ecx,15
push eax
call load_level
pop eax
jnp no_draw_s
;-------------------
no_bumm:
mov ebx,eax
add ebx,28
mov [SpriteInfo+9*ebx+4],dword 1 ;can draw sprite of puly
no_draw_s:
add eax,4
cmp eax,10*4
jne next_puly
;-------------------------------------------------
;-------------end of tanks logic------------------
;-------------------------------------------------
xor edx,edx
mcall 13,<190,192>,<5,7>
mcall 4,<190,5>,0x1ded00,Level,5
mcall ,<260,5>,0x3558ff,Lifes,
mcall ,<330,5>,0xf93500,Score,
mov ecx,[number_level]
; inc ecx //leency
mcall 47,3*65536,,<225,5>,0x1ded00
xor ecx,ecx
mov cl,[LifesPlayer]
shr ecx,2
mcall ,,,<295,5>,0x3558ff
xor ecx,ecx
mov cl,byte[score]
mcall ,,<365,5>,0xf93500
jmp maincycle
;----------------------------------------------------------
;-----------------end of main cycle------------------------
;----------------------------------------------------------
pause_cicle:
pusha
.start:
mcall 9,procinfo,-1
mov eax,[procinfo+70] ;status of window
test eax,100b
jne @f
popa
ret
@@:
mcall 10
dec eax
jz .redraw
dec eax
jz .key
dec eax
jnz .start
.button:
mcall -1
.key:
mcall 2
jmp .start
.redraw:
call drawwin
jmp .start
;---------------------------------------------------------
;draw sprite in video memory
PutSprite:
push eax
mov ebx,esi
mov eax,edi
lea ebx,[ebx+2*ebx]
lea eax,[eax+2*eax]
imul eax,640
add eax,0x4000
add eax,ebx
mov [counter],20
mov esi,edx
imul esi,1200
add esi,0x4000+(640*400*3)+10*1200
mov ebx,esi
mov edi,eax
draw:
mov esi,ebx
mov edi,eax
mov ecx,20
;--------------------
rep_movsb:
xor edx,edx
mov edx,[esi]
and edx,0xffffff
test edx,edx ;0 is transparent color
jz transparent_color
mov [edi],dx
shr edx,16
mov [edi+2],dl
transparent_color:
add esi,3
add edi,3
sub ecx,1
jnz rep_movsb
;--------------------
add eax,640*3
add ebx,20*3
dec [counter]
jnz draw
pop eax
ret
;----------------------------------------------------------
SaveFon:
push eax
lea esi,[esi+2*esi]
lea edi,[edi+2*edi]
imul edi,640
add esi,edi
add esi,0x4000
mov edi,edx
imul edi,1200
add edi,0x4000+(640*400*3)+(50*20*20*3)+512+641
mov [counter],20
mov eax,esi
mov ebx,edi
save_to:
mov esi,eax
mov edi,ebx
mov ecx,15
rep movsd
add eax,640*3
add ebx,20*3
dec [counter]
jnz save_to
pop eax
ret
;----------------------------------------------------------
PutFon:
push eax
lea esi,[esi+2*esi]
lea edi,[edi+2*edi]
imul edi,640
add edi,esi
add edi,0x4000
mov esi,edx
imul esi,1200
add esi,0x4000+(640*400*3)+(50*20*20*3)+512+641
mov [counter],20
mov eax,esi
mov ebx,edi
put_to:
mov esi,eax
mov edi,ebx
mov ecx,15
rep movsd
add eax,20*3
add ebx,640*3
dec [counter]
jnz put_to
pop eax
ret
;----------------------------------------------------------
;get time in 1/100 sec
clock:
mcall 26,9
mov [time],eax
ret
;----------------------------------------------------------
;-----------------load level to memory---------------------
;----------------------------------------------------------
load_level:
cmp ecx,15
je no_load_level
mov eax,edx
mov ebx,[levels+4*eax]
mov esi,ebx
add esi,2
xor ecx,ecx
xor eax,eax
mov cl,byte[ebx]
mov al,byte[ebx+1]
add ecx,eax
mov edi,0x4000+(640*400*3)+(50*20*20*3)+512
call unpakin
no_load_level:
and [y],0
c_y:
and [x],0
c_x:
mov eax,[x]
mov ebx,[y]
shl ebx,5
add eax,ebx
add eax,0x4000+(640*400*3)+(50*20*20*3)+512
mov ecx,eax
xor eax,eax
mov al,byte [ecx]
imul eax,1200
add eax,0x4000+(640*400*3)
mov ebx,[x]
imul ebx,20*3
mov ecx,[y]
imul ecx,20*3*640
add ebx,ecx
add ebx,0x4000
mov esi,eax
mov edi,ebx
;----------------------------
mov edx,20
next_line:
mov esi,eax
mov edi,ebx
mov ecx,15
rep movsd
add eax,20*3
add ebx,(640*3)
dec edx
jnz next_line
;----------------------------
inc [x]
cmp [x],32
jne c_x
inc [y]
cmp [y],20
jne c_y
ret
;----------------------------------------------------------
map_x_y:
push eax
mov ecx,20
mov eax,esi
cdq
idiv ecx
mov esi,eax
mov eax,edi
cdq
idiv ecx
mov edi,eax
;------------------
mov ebx,edi
shl ebx,5
add ebx,esi
add ebx,0x4000+(640*400*3)+(50*20*20*3)+512
xor ecx,ecx
mov cl,byte[ebx]
cmp cl,0
je false_draw
cmp cl,1
je false_draw
cmp cl,3
je false_draw
cmp cl,7
je false_draw
mov edx,1
jmp lab2
false_draw:
xor edx,edx
lab2:
pop eax
ret
;----------------------------------------------------------
you_won:
mcall 13,<1,640>,<20,400>,0xc6e9
mcall 4,<255,190>,0xffffff,won1,29
mcall ,<255,200>,,won2,
mcall ,<255,210>,,won3,
mcall 5,400
ret
;----------------------------------------------------------
end_game:
xor edx,edx
mcall 13,<0,640>,<20,400>
mcall 4,<280,200>,0xffffff,game_over,9
mcall 5,350
ret
;----------------------------------------------------------
drawwin:
mcall 12,1
;<3B><><EFBFBD><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><E5AEA4><EFBFBD><EFBFBD><><E6A2A5>
mcall 0,100*65536+649,50*65536+446,(0x74000000+0xffffff),,name
mcall 9,procinfo,-1
mov eax,[procinfo+70] ;status of window
test eax,100b
jne @f
call paint_area
@@:
mcall 12,2
ret
;----------------------------------------------------------
paint_area:
xor edx,edx
mcall 13,0*65536+640,0*65536+20
ret
;----------------------------------------------------------
menu:
cycle_menu:
mcall 13,<238,141>,<229,20>,0xed16
mcall 4,<255,235>,0xff0200,start_menu,11
mcall 47,3*65536,[number_level],<345,235>,0xff0200
mcall 4,<465,5>,0x888888,description,25
still:
mcall 10
dec eax
jz .redraw
dec eax
jz .key
; jmp .button
;.button:
mcall -1
.redraw:
pop eax
jmp restart_level
.key:
mcall 2
shr eax,8
cmp eax,32
je start_game
cmp eax,13
je start_game
cmp eax,176
jne no_left
dec [number_level]
and [number_level],15
jmp cycle_menu
no_left:
cmp eax,179
jne no_right
inc [number_level]
and [number_level],15
jmp cycle_menu
no_right:
cmp eax,27
jne cycle_menu
mov eax,-1
mcall
start_game:
ret
;----------------------------------------------------------
;--------------unpak pix engin-----------------------------
;----------------------------------------------------------
unpakin:
NextLitlColor:
xor edx,edx
mov dl,byte[esi]
xor eax,eax
xor ebx,ebx
mov al,dl
mov bl,al
shr al,4
and al,0xf
mov [LitlCounter],al
and bl,0xf
mov [LitlColor],bl
xor eax,eax
;----------------------
mov al,[LitlColor]
beg:
mov [edi],al
add edi,1
add [LitlCounter],-1
cmp [LitlCounter],-1
jne beg
inc esi
dec ecx
jnz NextLitlColor
ret
;----------------------------------------------------------
include 'data.inc'
;----------------------------------------------------------
procinfo:
rb 1024
;----------------------------------------------------------
I_END: