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

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;;===HEADER====================================================================================================================
use32
org 0x0
db 'MENUET01'
dd 0x01,start,i_end,d_end,stacktop,0x0,cur_dir_path
;;---HEADER--------------------------------------------------------------------------------------------------------------------
include '../../../proc32.inc'
include '../../../macros.inc'
include '../../../system/launch/trunk/mem.inc'
include '../../../develop/libraries/libs-dev/.test/dll.inc'
include '../../../develop/libraries/box_lib/trunk/box_lib.mac'
;include '../../../system/board/trunk/debug.inc'
;;===Define_chapter============================================================================================================
GRID_WIDTH equ 28
GRID_HEIGHT equ 14
MIN_SQUARE_SIDE_LENGTH equ 9
SCORE_EAT equ 100
LEFT equ 0
DOWN equ 1
UP equ 2
RIGHT equ 3
struct LEVEL
field db GRID_WIDTH*GRID_HEIGHT dup (?)
snake_dots db 6 dup (?)
snake_direction dd ?
snake_direction_next dd ?
number_of_stones dd ?
ends
CLASSIC_MODE equ 0
LEVELS_MODE equ 1
CLASSIC_MODE_FIRST_LEVEL equ 0
LEVELS_MODE_FIRST_LEVEL equ 1
EAT_TO_END_LEVEL equ 12
PAUSE_BETWEEN_LEVELS equ 250
PAUSE_WHILE_DRAWING_SPLASH equ 4
CHAMPION_NAME_LENGTH equ 15
LAST_LEVEL_NUMBER equ 12
;;---Define_chapter------------------------------------------------------------------------------------------------------------
start:
stdcall dll.Load,@IMPORT
or eax, eax
jnz Exit
align 4
mov eax, cur_dir_path
@@:
cmp byte[eax], 0
jz @f
inc eax
jmp @b
@@:
mov dword[eax], '.ini'
invoke ini.get_int, cur_dir_path, aPreferences, aSpeed, 80
neg eax
add [time_wait_limit], eax
invoke ini.get_str, cur_dir_path, aPreferences, aTheme, aTheme_name, 31, aTheme_name
invoke ini.get_int, cur_dir_path, aTheme_name, aDecorations, 2
mov [decorations], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aBackground_color, 0x000000
or [background_color], eax
or [window_style], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aDecorations_color, 0xAAAA00
or [decorations_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aSnake_color, 0x1111ff
or [snake_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aSnake_head_color, 0x6B6Bff
or [snake_head_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aSnake_picture_color, 0x4488ff
or [snake_picture_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aVersion_picture_color, 0x55ff55
or [version_picture_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aPause_picture_color, 0x11ff11
or [pause_picture_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aGame_over_picture_color, 0xff1111
or [game_over_picture_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aYou_win_picture_color, 0xffff11
or [you_win_picture_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aEat_color, 0xffff11
or [eat_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aNavigation_strings_color, 0x80ff7777
or [navigation_strings_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aGame_over_strings_color, 0x80ff9900
or [game_over_strings_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aScore_string_color, 0x80ffffff
or [score_string_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aLevel_string_color, 0xffffff
or [level_string_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aHiscore_string_color, 0x80ffffff
or [hiscore_string_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aChampion_string_color, 0x80ffffff
or [champion_string_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aGame_over_hiscore_color, 0x80ffdd44
or [game_over_hiscore_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aScore_number_color, 0xffffff
or [score_number_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aLevel_number_color, 0xffffff
or [level_number_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aHiscore_number_color, 0x00ffffff
or [hiscore_number_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aChampion_name_color, 0x80ffffff
or [champion_name_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aEdit_box_selection_color, 0x00aa00
or [edit1.shift_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aButton_color, 0xDDDDDD
or [button_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aButton_text_color, 0x000000
or [button_text_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aStone_color, 0x5f8700
or [stone_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aSplash_background_color, 0xAAAA00
or [splash_background_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aSplash_level_number_color, 0x000000
or [splash_level_number_color], eax
invoke ini.get_color, cur_dir_path, aTheme_name, aSplash_level_string_color, 0x000000
or [splash_level_string_color], eax
invoke ini.get_int, cur_dir_path, aReserved, aSquare_side_length, 19
mov [square_side_length], eax
invoke ini.get_str, cur_dir_path, aReserved, aChampion_name_classic, champion_name_classic, CHAMPION_NAME_LENGTH, champion_name_classic
invoke ini.get_int, cur_dir_path, aReserved, aHiscore_classic, 777
or [hi_score_classic], eax
invoke ini.get_str, cur_dir_path, aReserved, aChampion_name_levels, champion_name_levels, CHAMPION_NAME_LENGTH, champion_name_levels
invoke ini.get_int, cur_dir_path, aReserved, aHiscore_levels, 777
or [hi_score_levels], eax
mov eax, [background_color]
mov [edit1.color], eax
mov [edit1.focus_border_color], eax
mov [edit1.blur_border_color], eax
mov eax, [game_over_hiscore_color]
mov [edit1.text_color], eax
mcall 37,4,cursor_data,2 ; load empty cursor (for "hiding" cursor while level_mode)
mov [cursor_handle], eax
call Set_geometry
include 'first_menu.asm' ; First menu body and functions
include 'level.asm' ; Level body and functions (game process)
include 'pause.asm' ; Pause body and functions
include 'game_over.asm' ; Game_over body and functions
;;===Some_functions============================================================================================================
Save_do_smth_else_and_exit:
;;===Save_do_smth_else_and_exit============================================================================================
mcall 37,6,[cursor_handle] ; delete cursor
invoke ini.set_int, cur_dir_path, aReserved, aSquare_side_length, [square_side_length]
mov edi, champion_name_classic
xor al, al
mov ecx, CHAMPION_NAME_LENGTH+1
cld
repne scasb
neg ecx
add ecx, CHAMPION_NAME_LENGTH
invoke ini.set_str, cur_dir_path, aReserved, aChampion_name_classic, champion_name_classic, ecx
invoke ini.set_int, cur_dir_path, aReserved, aHiscore_classic, [hi_score_classic]
mov edi, champion_name_levels
xor al, al
mov ecx, CHAMPION_NAME_LENGTH+1
cld
repne scasb
neg ecx
add ecx, CHAMPION_NAME_LENGTH
invoke ini.set_str, cur_dir_path, aReserved, aChampion_name_levels, champion_name_levels, ecx
invoke ini.set_int, cur_dir_path, aReserved, aHiscore_levels, [hi_score_levels]
;;---Save_do_smth_else_and_exit--------------------------------------------------------------------------------------------
Exit:
;;===Exit==================================================================================================================
or eax, -1
int 0x40
;;---Exit------------------------------------------------------------------------------------------------------------------
Set_geometry:
;;===Set_geometry==========================================================================================================
mov eax, [square_side_length]
inc eax ; space between squares
mov [g_s], eax
mov eax, [g_s]
shr eax, 1
mov ebx, eax
shr ebx, 1
add eax, ebx
mov [g_e], eax
mov eax, [g_s]
add eax, [g_e]
mov [gbxm1], eax
mov eax, [g_e]
add eax, 25
mov [gbym1], eax
mov edx, GRID_WIDTH
mov eax, [g_s]
mul dx
mov [gw_mul_gs], eax
mov edx, GRID_HEIGHT
mov eax, [g_s]
mul dx
mov [gh_mul_gs], eax
mov eax, [gbxm1]
add eax, [gw_mul_gs]
mov [gbxm1_plus_gw_mul_gs], eax
mov eax, [gbym1]
add eax, [gh_mul_gs]
mov [gbym1_plus_gh_mul_gs], eax
mov eax, [g_s]
shl eax, 16
add eax, [g_s]
mov [gs_shl16_gs], eax
mov eax, [gbxm1]
shl eax, 16
add eax, [gbxm1]
mov [gbxm1_shl16_gbxm1], eax
mov eax, [gbym1]
shl eax, 16
add eax, [gbym1]
mov [gbym1_shl16_gbym1], eax
mov eax, [gw_mul_gs]
add eax, [gbxm1]
add eax, [gbxm1]
add eax, 5*2 ; skin width
mov [window_width], eax
mcall 48,4 ; get skin header height
add eax, [gh_mul_gs]
add eax, [gbym1]
add eax, [g_e]
add eax, 30
add eax, 5 ; skin height (bottom part)
mov [window_height], eax
mcall 48, 5
mov dx, ax
shr eax, 16
sub dx, ax
cmp dx, word[window_width] ; does window fit to work area width?
jnl @f
dec [square_side_length]
jmp Set_geometry
@@:
mov cx, bx
shr ebx, 16
sub cx, bx
cmp cx, word[window_height] ; does window fit to work area height?
jnl @f
dec [square_side_length]
jmp Set_geometry
@@:
sub dx, word[window_width]
shr dx, 1
mov word[wp_x], dx
sub cx, word[window_height]
shr cx, 1
mov dx, cx
shr cx, 1
add cx, dx
mov word[wp_y], cx
mov [top_strings], 8
mov eax, [window_height]
sub eax, 50
mov [bottom_top_strings], eax
add eax, 6
mov [bottom_middle_strings], eax
add eax, 6
mov [bottom_bottom_strings], eax
sub eax, 4
mov [edit1.top], eax
mov eax, [g_s]
shl eax, 2
sub eax, 2
mov [button_width_short], eax
mov eax, [g_s]
shl eax, 3
add eax, [g_s]
sub eax, 2
mov [button_width_long], eax
mov eax, [g_s]
sub eax, 2
mov [button_height], eax
mov bl, 0x10
mov cl, 0x08
mov al, byte[g_s]
mul bl
mov bx, ax
add bx, word[gbxm1]
inc bx
mov al, byte[g_s]
mul cl
mov cx, ax
add cx, word[gbym1]
inc cx
mov [button_x_left], ebx
mov [button_y_top], ecx
add ebx, [g_s]
add ebx, [g_s]
add ebx, [g_s]
add ebx, [g_s]
add ebx, [g_s]
mov [button_x_right], ebx
add ecx, [g_s]
add ecx, [g_s]
mov [button_y_middle], ecx
add ecx, [g_s]
add ecx, [g_s]
mov [button_y_bottom], ecx
ret
;;---Set_geometry------------------------------------------------------------------------------------------------------
Increase_geometry:
;;===Increase_geometry=================================================================================================
inc [square_side_length]
call Set_geometry
mcall 67,[wp_x],[wp_y],[window_width],[window_height]
ret
;;---Increase_geometry-------------------------------------------------------------------------------------------------
Decrease_geometry:
;;===Decrease_geometry=================================================================================================
cmp [square_side_length], MIN_SQUARE_SIDE_LENGTH
je @f
dec [square_side_length]
call Set_geometry
mcall 67,[wp_x],[wp_y],[window_width],[window_height]
@@:
ret
;;---Decrease_geometry-------------------------------------------------------------------------------------------------
Draw_decorations:
;;===Draw_decorations==================================================================================================
mov al, byte[decorations]
dec al
jz grid_lines
dec al
jz grid_lines_with_ends
dec al
jz grid_lines_with_corners
dec al
jz grid_dots
dec al
jz borders_lines
dec al
jz borders_lines_with_corners
dec al
jz borders_dots
dec al
jz corners_dots
dec al
jz corners_inner
dec al
jz corners_outer
dec al
jz corners_crosses
ret
grid_lines:
mov eax, 38
;mov ebx, (GRID_BEGIN_X-1)*65536+(GRID_BEGIN_X-1)
mov ebx, [gbxm1_shl16_gbxm1]
;mov ecx, (GRID_BEGIN_Y-1)*65536+(GRID_BEGIN_Y-1+GRID_HEIGHT*GRID_STEP)
mov ecx, [gbym1_shl16_gbym1]
add ecx, [gh_mul_gs]
mov edx, [decorations_color]
mov esi, GRID_WIDTH
add esi, 1
@@:
mcall
add ebx, [gs_shl16_gs]
dec esi
jnz @b
;mov ebx, (GRID_BEGIN_X-1)*65536+(GRID_BEGIN_X-1+GRID_WIDTH*GRID_STEP)
mov ebx, [gbxm1_shl16_gbxm1]
add ebx, [gw_mul_gs]
mov ecx, [gbym1_shl16_gbym1]
mov esi, GRID_HEIGHT
add esi, 1
@@:
mcall
add ecx, [gs_shl16_gs]
dec esi
jnz @b
ret
grid_lines_with_ends:
mov eax, 38
mov ebx, [gbxm1_shl16_gbxm1]
mov ecx, [gbym1]
sub ecx, [g_e]
shl ecx, 16
add ecx, [gbym1_plus_gh_mul_gs]
add ecx, [g_e]
mov edx, [decorations_color]
mov esi, GRID_WIDTH
add esi, 1
@@:
mcall
add ebx, [gs_shl16_gs]
dec esi
jnz @b
mov ebx, [gbxm1]
sub ebx, [g_e]
shl ebx, 16
add ebx, [gbxm1_plus_gw_mul_gs]
add ebx, [g_e]
mov ecx, [gbym1_shl16_gbym1]
mov esi, GRID_HEIGHT
add esi, 1
@@:
mcall
add ecx, [gs_shl16_gs]
dec esi
jnz @b
ret
grid_lines_with_corners:
call grid_lines
call corners_outer
ret
grid_dots:
mov eax, 1
mov ebx, [gbxm1]
mov ecx, [gbym1]
mov edx, [decorations_color]
@@:
mcall
add ebx, [g_s]
cmp ebx, [gbxm1_plus_gw_mul_gs]
jng @b
add ecx, [g_s]
cmp ecx, [gbym1_plus_gh_mul_gs]
jg @f
mov ebx, [gbxm1]
jmp @b
@@:
ret
borders_lines:
mov eax, 38
mov ebx, [gbxm1_shl16_gbxm1]
mov ecx, [gbym1_shl16_gbym1]
add ecx, [gh_mul_gs]
mov edx, [decorations_color]
mcall
mov ebx, [gbxm1_plus_gw_mul_gs]
shl ebx, 16
add ebx, [gbxm1_plus_gw_mul_gs]
mcall
mov ebx, [gbxm1_shl16_gbxm1]
add ebx, [gw_mul_gs]
mov ecx, [gbym1_shl16_gbym1]
mcall
mov ecx, [gbym1_plus_gh_mul_gs]
shl ecx, 16
add ecx, [gbym1_plus_gh_mul_gs]
mcall
ret
borders_lines_with_corners:
call borders_lines
call corners_outer
ret
borders_dots:
mov eax, 1
mov ebx, [gbxm1]
mov ecx, [gbym1]
mov edx, [decorations_color]
@@:
mcall
add ebx, [g_s]
cmp ebx, [gbxm1_plus_gw_mul_gs]
jng @b
mov ebx, [gbxm1]
mov ecx, [gbym1_plus_gh_mul_gs]
@@:
mcall
add ebx, [g_s]
cmp ebx, [gbxm1_plus_gw_mul_gs]
jng @b
mov ebx, [gbxm1]
mov ecx, [gbym1]
@@:
mcall
add ecx, [g_s]
cmp ecx, [gbym1_plus_gh_mul_gs]
jng @b
mov ebx, [gbxm1_plus_gw_mul_gs]
mov ecx, [gbym1]
@@:
mcall
add ecx, [g_s]
cmp ecx, [gbym1_plus_gh_mul_gs]
jng @b
ret
corners_dots:
mov eax, 13
mov ebx, [gbxm1]
dec ebx
shl ebx, 16
add ebx, 2
mov ecx, [gbym1]
dec ecx
shl ecx, 16
add ecx, 2
mov edx, [decorations_color]
mcall
mov ebx, [gbxm1_plus_gw_mul_gs]
shl ebx, 16
add ebx, 2
mcall
mov ebx, [gbxm1]
dec ebx
shl ebx, 16
add ebx, 2
mov ecx, [gbym1_plus_gh_mul_gs]
shl ecx, 16
add ecx, 2
mcall
mov ebx, [gbxm1_plus_gw_mul_gs]
shl ebx, 16
add ebx, 2
mcall
ret
corners_inner:
mov eax, 38
mov ebx, [gbxm1_shl16_gbxm1]
add ebx, [g_e]
mov ecx, [gbym1_shl16_gbym1]
mov edx, [decorations_color]
mcall
mov ecx, [gbym1_plus_gh_mul_gs]
shl ecx, 16
add ecx, [gbym1_plus_gh_mul_gs]
mcall
mov ebx, [gbxm1_plus_gw_mul_gs]
sub ebx, [g_e]
shl ebx, 16
add ebx, [gbxm1_plus_gw_mul_gs]
mcall
mov ecx, [gbym1_shl16_gbym1]
mcall
mov ebx, [gbxm1_shl16_gbxm1]
mov ecx, [gbym1_shl16_gbym1]
add ecx, [g_e]
mcall
mov ebx, [gbxm1_plus_gw_mul_gs]
shl ebx, 16
add ebx, [gbxm1_plus_gw_mul_gs]
mcall
mov ecx, [gbym1_plus_gh_mul_gs]
sub ecx, [g_e]
shl ecx, 16
add ecx, [gbym1_plus_gh_mul_gs]
mcall
mov ebx, [gbxm1_shl16_gbxm1]
mcall
ret
corners_outer:
mov eax, 38
mov ebx, [gbxm1_shl16_gbxm1]
sub ebx, [g_e]
mov ecx, [gbym1_shl16_gbym1]
mov edx, [decorations_color]
mcall
mov ecx, [gbym1_plus_gh_mul_gs]
shl ecx, 16
add ecx, [gbym1_plus_gh_mul_gs]
mcall
mov ebx, [gbxm1_plus_gw_mul_gs]
shl ebx, 16
add ebx, [gbxm1_plus_gw_mul_gs]
add ebx, [g_e]
mcall
mov ecx, [gbym1_shl16_gbym1]
mcall
mov ebx, [gbxm1_shl16_gbxm1]
mov ecx, [gbym1_shl16_gbym1]
sub ecx, [g_e]
mcall
mov ebx, [gbxm1_plus_gw_mul_gs]
shl ebx, 16
add ebx, [gbxm1_plus_gw_mul_gs]
mcall
mov ecx, [gbym1_plus_gh_mul_gs]
shl ecx, 16
add ecx, [gbym1_plus_gh_mul_gs]
add ecx, [g_e]
mcall
mov ebx, [gbxm1_shl16_gbxm1]
mcall
ret
corners_crosses:
call corners_inner
call corners_outer
ret
;;---Draw_decorations--------------------------------------------------------------------------------------------------
Draw_square:
;;===Draw_square=======================================================================================================
;; bl - x_coord
;; bh - y_coord
;; edx - color
push eax ebx ecx edx
mov cl, bh
mov al, byte[g_s]
mul bl
mov bx, ax
add bx, word[gbxm1]
inc bx
shl ebx, 16
add ebx, [g_s]
dec ebx
mov al, byte[g_s]
mul cl
mov cx, ax
add cx, word[gbym1]
inc cx
shl ecx, 16
add ecx, [g_s]
dec ecx
mcall 13
pop edx ecx ebx eax
ret
;;---Draw_square-------------------------------------------------------------------------------------------------------
Draw_menu_esc:
;;===Draw_menu_esc=====================================================================================================
mov ebx, [window_width]
shr ebx, 1
sub ebx, string_menu_esc.size*3+6
shl ebx, 16
add ebx, dword[top_strings]
mcall 4, ,[navigation_strings_color],string_menu_esc
ret
;;---Draw_menu_esc-----------------------------------------------------------------------------------------------------
Draw_score_string:
;;===Draw_score_string=================================================================================================
mov ebx, [window_width]
shr ebx, 3
sub ebx, 5
shl ebx, 16
add ebx, dword[bottom_top_strings]
mcall 4, ,[score_string_color],string_score
ret
;;---Draw_score_string-------------------------------------------------------------------------------------------------
Draw_score_number:
;;===Draw_score_number=================================================================================================
mov edx, [window_width]
shr edx, 3
sub edx, 5+1
add edx, string_score.size*6
shl edx, 16
add edx, dword[bottom_top_strings]
mcall 47,0x00070000,[score], ,[score_number_color],[background_color]
ret
;;---Draw_score_number-------------------------------------------------------------------------------------------------
Draw_hiscore_string:
;;===Draw_hiscore_string===============================================================================================
mov ebx, [window_width]
shr ebx, 3
neg ebx
add ebx, [window_width]
sub ebx, string_hi_score.size*6+7*6+5
shl ebx, 16
add ebx, dword[bottom_top_strings]
mcall 4, ,[hiscore_string_color],string_hi_score
ret
;;---Draw_hiscore_string-----------------------------------------------------------------------------------------------
Draw_hiscore_number:
;;===Draw_hiscore_number===================================================================================================
mov edx, [window_width]
shr edx, 3
neg edx
add edx, [window_width]
sub edx, 7*6+6
shl edx, 16
add edx, dword[bottom_top_strings]
cmp [play_mode], CLASSIC_MODE
jne @f
mov ecx, [hi_score_classic]
jmp .done
@@:
mov ecx, [hi_score_levels]
.done:
mcall 47,0x00070000, , ,[hiscore_number_color]
ret
;;---Draw_hiscore_number---------------------------------------------------------------------------------------------------
Draw_champion_string:
;;===Draw_champion_string==================================================================================================
mov ebx, [window_width]
shr ebx, 3
neg ebx
add ebx, [window_width]
sub ebx, string_champion.size*6+7*6+5
shl ebx, 16
add ebx, dword[bottom_bottom_strings]
mcall 4, ,[champion_string_color],string_champion
ret
;;---Draw_champion_string----------------------------------------------------------------------------------------------
Draw_champion_name:
;;===Draw_champion_name================================================================================================
mov ebx, [window_width]
shr ebx, 3
neg ebx
add ebx, [window_width]
sub ebx, CHAMPION_NAME_LENGTH/2*6+7*6+6 ; there is no difference between length of champion names for other play_modes
add ebx, CHAMPION_NAME_LENGTH/2*6
shl ebx, 16
add ebx, dword[bottom_bottom_strings]
cmp [play_mode], CLASSIC_MODE
jne @f
mov edx, champion_name_classic
jmp .done
@@:
mov edx, champion_name_levels
.done:
mcall 4, ,[champion_name_color],
ret
;;---Draw_champion_name------------------------------------------------------------------------------------------------
Draw_picture:
;;===Draw_picture======================================================================================================
;; in :
;; ax = number of left square *0x100+ picture width (in squares)
;; cx = number of top square *0x100+ picture height (in squares)
;; edx = picture color
;; esi = pointer to picture data
;;
add al, ah
add cl, ch
mov bh, ch
.draw:
mov bl, ah
.loop:
cmp byte[esi], 0
jz @f
push eax ebx ecx esi
call Draw_square
pop esi ecx ebx eax
@@:
inc esi
inc bl
cmp bl, al
jne .loop
inc bh
cmp bh, cl
jne .draw
ret
;;---Draw_picture------------------------------------------------------------------------------------------------------
Draw_on_map:
;;===Draw_on_map=======================================================================================================
;; in :
;; al = x coord
;; ah = y coord
;; cl = value to draw
;;
push eax ebx edx
and eax, 0x0000ffff
xor bx, bx
mov bl, al
shr ax, 8
mov dx, GRID_WIDTH
mul dx
add ax, bx
mov edx, field_map
add edx, eax
mov [edx], cl
pop edx ebx eax
ret
;;---Draw_on_map-----------------------------------------------------------------------------------------------------------
Get_from_map:
;;===Get_from_map==========================================================================================================
;; in :
;; al = x coord
;; ah = y coord
;; out :
;; bl = value on map
;;
push eax
and eax, 0x0000ffff
xor bx, bx
mov bl, al
shr ax, 8
mov dx, GRID_WIDTH
mul dx
add ax, bx
mov edi, field_map
add edi, eax
mov bl, [edi]
pop eax
ret
;;---Get_from_map-----------------------------------------------------------------------------------------------------------
Load_level:
;;===Load_level=============================================================================================================
;; in :
;; cur_level_number = level number to load
;;
mov eax, [cur_level_number]
mov edx, stage_00
@@:
test al, al
jz @f
add edx, 410
dec al
jmp @b
@@:
mov [cur_level], edx
mov esi, edx
add esi, LEVEL.field
mov edi, field_map
mov ecx, GRID_WIDTH*GRID_HEIGHT/4
rep movsd
mov esi, edx
add esi, LEVEL.snake_dots
mov edi, snake_dots
mov ecx, 3
rep movsw
mov esi, edx
add esi, LEVEL.snake_direction
mov eax, [esi]
mov [snake_direction], eax
mov esi, edx
add esi, LEVEL.snake_direction_next
mov eax, [esi]
mov [snake_direction_next], eax
mov esi, edx
add esi, LEVEL.number_of_stones
mov eax, [esi]
mov [number_of_free_dots], GRID_WIDTH*GRID_HEIGHT-3
sub [number_of_free_dots], eax
mov ax, word[snake_dots]
mov cl, 1
call Draw_on_map
mov ax, word[snake_dots+2]
mov cl, 1
call Draw_on_map
mov ax, word[snake_dots+4]
mov cl, 1
call Draw_on_map
mov [action], 0
mov [snake_length_x2], 6
ret
;;---Load_level-------------------------------------------------------------------------------------------------------------
Draw_stones:
;;===Draw_stones============================================================================================================
mov ax, 0*0x100+GRID_WIDTH
mov cx, 0*0x100+GRID_HEIGHT
mov edx, [stone_color]
mov esi, [cur_level]
add esi, LEVEL.field
call Draw_picture
ret
;;---Draw_stones------------------------------------------------------------------------------------------------------------
Hide_cursor:
;;===Hide_cursor===========================================================================================================
mcall 37,5,[cursor_handle]
ret
;;---Show_cursor-----------------------------------------------------------------------------------------------------------
Show_cursor:
;;===Hide_cursor===========================================================================================================
mcall 37,5,0
ret
;;---Show_cursor-----------------------------------------------------------------------------------------------------------
;;---Some_functions-------------------------------------------------------------------------------------------------------------
;;===Variables==================================================================================================================
window_title db 'Snake',0
window_style dd 0x34000000
time_before_waiting dd 0x0
time_to_wait dd 0x0
time_wait_limit dd 101
play_mode dd 0x0
square_side_length dd 19
gbxm1 dd 30
gbym1 dd 30
szZ string_score ,'SCORE : '
szZ string_hi_score ,'HI-SCORE : '
;szZ string_player ,'PLAYER :'
szZ string_champion ,'CHAMPION : '
szZ string_level ,'LEVEL : '
;szZ string_hi_level ,'HI-LEVEL :'
szZ string_pause_space ,'PAUSE - ',0x27,'SPACE',0x27
szZ string_resume_space ,'RESUME - ',0x27,'SPACE',0x27
szZ string_menu_esc ,'MENU - ',0x27,'ESC',0x27
szZ string_apply_name_enter ,'APPLY NAME - ',0x27,'ENTER',0x27
szZ press_to_start ,'PRESS ',0x27,'ENTER',0x27,' TO START'
szZ press_esc_to_exit ,'PRESS ',0x27,'ESC',0x27,' TO EXIT'
;press_F2_to_options db 'PRESS ',0x27,'F2',0x27,' TO OPTIONS',0
szZ string_congratulations ,' Congratulations!!! New hi-score is : '
szZ string_enter_your_name ,'You are the champion! Enter your name : '
szZ string_button_play ,'PLAY'
szZ string_button_exit ,'EXIT'
szZ string_button_inc ,'+INC+'
szZ string_button_dec ,'-dec-'
szZ string_button_pm_classic,'CLASSIC mode'
szZ string_button_pm_levels ,'LEVELS mode'
is_new_record dd 0
action dd 0
picture_first_menu_snake db 1,1,1,1,0,1,0,0,1,0,0,1,1,0,0,1,0,0,1,0,1,1,1,1,\
1,0,0,0,0,1,1,0,1,0,1,0,0,1,0,1,0,1,0,0,1,0,0,1,\
1,1,1,1,0,1,0,1,1,0,1,0,0,1,0,1,1,0,0,0,1,1,1,1,\
0,0,0,1,0,1,0,1,1,0,1,1,1,1,0,1,0,1,0,0,1,0,0,0,\
1,1,1,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,1,1,1,1
picture_first_menu_version db 1,1,1,1,0,0,0,1,1,1,1,\
1,0,0,1,0,0,0,1,0,0,0,\
1,0,0,1,0,0,0,1,1,1,1,\
1,0,0,1,0,0,0,0,0,0,1,\
1,1,1,1,0,1,0,1,1,1,1
picture_pause db 1,1,1,0,0,0,1,1,0,0,1,0,0,1,0,1,1,1,1,0,1,1,1,1,\
1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,0,0,1,0,0,0,\
1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,0,0,1,0,0,0,\
1,1,1,0,0,1,1,1,1,0,1,0,0,1,0,1,1,1,1,0,1,1,1,1,\
1,0,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,1,0,1,0,0,0,\
1,0,0,0,0,1,0,0,1,0,0,1,1,0,0,1,1,1,1,0,1,1,1,1
picture_game_over db 0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,1,0,0,1,0,0,1,1,1,0,0,1,0,0,0,1,0,1,1,1,1,0,0,0,0,\
1,0,0,0,0,0,1,0,0,0,1,0,1,1,0,1,1,0,1,0,0,0,0,0,0,0,\
1,0,0,1,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,1,1,0,0,0,0,0,\
1,0,0,0,1,0,1,1,1,1,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,\
0,1,1,1,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,1,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,1,0,1,1,1,1,0,\
0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,\
0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,0,0,1,0,0,0,1,\
0,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,1,1,1,1,0,\
0,0,0,0,0,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,0,1,0,0,0,1
picture_you_win db 1,0,0,0,1,0,0,1,1,1,0,0,1,0,0,0,1,\
1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,\
0,1,0,1,0,0,1,0,0,0,1,0,1,0,0,0,1,\
0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,\
0,0,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,1,0,0,0,1,0,0,1,0,0,1,0,0,0,1,0,\
0,1,0,1,0,1,0,0,1,0,0,1,1,0,0,1,0,\
0,1,0,1,0,1,0,0,1,0,0,1,0,1,0,1,0,\
0,1,0,1,0,1,0,0,1,0,0,1,0,0,1,1,0,\
0,0,1,0,1,0,0,0,1,0,0,1,0,0,0,1,0
picture_level db 1,0,0,0,0,1,1,1,1,0,1,0,0,1,0,1,1,1,1,0,1,0,0,0,\
1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,1,0,0,0,0,1,0,0,0,\
1,0,0,0,0,1,1,1,0,0,1,0,0,1,0,1,1,1,0,0,1,0,0,0,\
1,0,0,0,0,1,0,0,0,0,1,0,1,0,0,1,0,0,0,0,1,0,0,0,\
1,1,1,1,0,1,1,1,1,0,1,1,0,0,0,1,1,1,1,0,1,1,1,1
digits_font db 1,1,1,1,\
1,0,0,1,\
1,0,0,1,\
1,0,0,1,\
1,1,1,1,\
\
0,0,1,0,\
0,1,1,0,\
0,0,1,0,\
0,0,1,0,\
0,0,1,0,\
\
1,1,1,1,\
0,0,0,1,\
1,1,1,1,\
1,0,0,0,\
1,1,1,1,\
\
1,1,1,1,\
0,0,0,1,\
0,1,1,1,\
0,0,0,1,\
1,1,1,1,\
\
1,0,0,1,\
1,0,0,1,\
1,1,1,1,\
0,0,0,1,\
0,0,0,1,\
\
1,1,1,1,\
1,0,0,0,\
1,1,1,1,\
0,0,0,1,\
1,1,1,1,\
\
1,1,1,1,\
1,0,0,0,\
1,1,1,1,\
1,0,0,1,\
1,1,1,1,\
\
1,1,1,1,\
0,0,0,1,\
0,0,0,1,\
0,0,0,1,\
0,0,0,1,\
\
1,1,1,1,\
1,0,0,1,\
1,1,1,1,\
1,0,0,1,\
1,1,1,1,\
\
1,1,1,1,\
1,0,0,1,\
1,1,1,1,\
0,0,0,1,\
1,1,1,1
stage_00:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 3,3, 4,3, 5,3
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 0
stage_01:
.field db 2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,\
2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2
.snake_dots db 3,3, 4,3, 5,3
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 36
stage_02:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,0,0,0,\
0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,\
0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,\
0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,\
0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,\
0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,\
0,0,0,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 7,5, 8,5, 9,5
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 40
stage_03:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,2,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,2,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 23,0, 22,0, 21,0
.snake_direction dd LEFT
.snake_direction_next dd LEFT
.number_of_stones dd 44
stage_04:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,\
0,0,0,2,0,0,0,0,0,0,2,0,0,0,0,0,0,2,0,0,0,0,0,0,2,0,0,0,\
0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,\
0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,\
0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,\
0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,\
0,0,0,2,0,0,0,0,0,0,2,0,0,0,0,0,0,2,0,0,0,0,0,0,2,0,0,0,\
0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 19,6, 19,7, 19,8
.snake_napravlenie dd DOWN
.snake_napravlenie_next dd DOWN
.number_of_stones dd 40
stage_05:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,\
0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,\
0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 0,0, 0,1, 1,1
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 112
stage_06:
.field db 0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,\
0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,\
0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,\
0,0,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,\
0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0
.snake_dots db 0,0, 0,1, 1,1
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 128
stage_07:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,2,2,2,2,2,2,2,2,2,2,0,2,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,2,2,2,2,2,2,2,2,2,2,2,2,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,\
0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 8,1, 9,1, 10,1
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 83
stage_08:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,\
0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,2,0,2,0,0,2,0,0,2,0,0,0,0,0,2,0,2,0,0,0,0,\
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,\
0,0,0,0,2,2,2,2,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,2,0,0,0,\
0,0,0,0,0,2,2,2,0,0,2,0,0,0,0,0,2,0,0,0,0,0,2,0,2,0,0,0,\
0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,\
0,0,0,2,0,0,0,0,2,2,0,0,0,0,0,0,0,2,2,2,0,0,2,0,0,0,0,0,\
0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 0,0, 1,0, 2,0
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 40
stage_09:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,1,1,1,1,0,1,0,0,1,0,0,1,1,0,0,1,0,0,1,0,1,1,1,1,0,0,\
0,0,1,0,0,0,0,1,1,0,1,0,1,0,0,1,0,1,0,1,0,0,1,0,0,0,0,0,\
0,0,1,1,1,1,0,1,0,1,1,0,0,0,0,1,0,1,1,0,0,0,1,1,1,0,0,0,\
0,0,0,0,0,1,0,1,0,1,1,0,0,1,1,1,0,1,0,1,0,0,1,0,0,0,0,0,\
0,0,1,1,1,1,0,1,0,0,1,0,0,0,0,1,0,1,0,0,1,0,1,1,1,1,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 12,6, 12,7, 12,8
.snake_direction dd DOWN
.snake_direction_next dd DOWN
.number_of_stones dd 59
stage_10:
.field db 2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,\
2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0,2,2,2,0
.snake_dots db 3,2, 3,3, 4,3
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 231
stage_11:
.field db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,2,2,2,0,0,0,0,0,2,2,2,0,0,0,0,0,2,2,2,0,0,0,0,\
0,0,0,0,2,2,0,2,2,0,0,0,2,2,0,2,2,0,0,0,2,2,0,2,2,0,0,0,\
0,0,0,2,2,0,0,0,2,2,0,2,2,0,0,0,2,2,0,2,2,0,0,0,2,2,0,0,\
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,\
0,0,0,2,2,0,0,0,2,2,0,2,2,0,0,0,2,2,0,2,2,0,0,0,2,2,0,0,\
0,0,0,0,2,2,0,2,2,0,0,0,2,2,0,2,2,0,0,0,2,2,0,2,2,0,0,0,\
0,0,0,0,0,2,2,2,0,0,0,0,0,2,2,2,0,0,0,0,0,2,2,2,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.snake_dots db 3,12, 4,12, 5,12
.snake_direction dd RIGHT
.snake_direction_next dd RIGHT
.number_of_stones dd 69
stage_12:
.field db 0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,\
0,2,2,0,2,2,2,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,2,0,0,2,0,2,\
0,2,0,0,2,0,2,2,2,2,0,2,2,0,0,2,2,2,0,0,0,0,0,0,0,2,2,2,\
0,2,2,0,0,0,0,2,0,2,0,0,0,0,0,2,0,2,0,0,0,0,0,0,0,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,\
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,0,\
0,2,0,2,0,0,2,2,0,0,0,0,2,2,0,0,2,0,2,0,0,2,2,0,0,0,2,2,\
0,2,2,2,0,0,2,0,0,0,0,0,2,0,0,0,2,2,2,0,0,2,0,0,0,0,0,2,\
0,0,0,0,0,0,2,2,0,0,0,0,2,2,0,0,0,0,0,0,0,2,2,0,0,0,2,2,\
0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\
0,0,0,2,0,2,0,0,2,0,2,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,\
2,2,0,2,2,2,0,0,0,0,0,0,0,2,2,0,2,0,2,0,0,2,0,0,0,0,0,0,\
0,2,0,0,0,0,2,2,2,0,0,0,0,0,2,0,2,2,2,0,0,2,2,0,2,0,2,0,\
2,2,0,0,0,0,2,0,2,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,2,2,2,0
.snake_dots db 27,0, 26,0, 25,0
.snake_direction dd LEFT
.snake_direction_next dd LEFT
.number_of_stones dd 110
background_color dd 0x000000
decorations_color dd 0x00000000
snake_color dd 0x000000
snake_head_color dd 0x000000
snake_picture_color dd 0x000000
version_picture_color dd 0x000000
pause_picture_color dd 0x000000
game_over_picture_color dd 0x000000
you_win_picture_color dd 0x000000
eat_color dd 0x000000
navigation_strings_color dd 0x80000000
game_over_strings_color dd 0x80000000
score_string_color dd 0x80000000
hiscore_string_color dd 0x80000000
champion_string_color dd 0x80000000
game_over_hiscore_color dd 0x80000000
score_number_color dd 0x40000000
hiscore_number_color dd 0x00000000
champion_name_color dd 0x80000000
button_color dd 0x000000
button_text_color dd 0x80000000
stone_color dd 0x000000
splash_background_color dd 0x000000
splash_level_string_color dd 0x000000
splash_level_number_color dd 0x000000
level_string_color dd 0x80000000
level_number_color dd 0x00000000
align 4
@IMPORT:
library \
libini , 'libini.obj' ,\
box_lib , 'box_lib.obj'
import libini,\
ini.get_str , 'ini_get_str' ,\
ini.get_int , 'ini_get_int' ,\
ini.set_str , 'ini_set_str' ,\
ini.set_int , 'ini_set_int' ,\
ini.get_color , 'ini_get_color'
import box_lib,\
edit_box.draw , 'edit_box' ,\
edit_box.key , 'edit_box_key' ,\
edit_box.mouse , 'edit_box_mouse'
bFirstDraw db 0
aPreferences db 'Preferences',0
aSpeed db 'Speed',0
aTheme db 'Theme',0
aTheme_name db 32 dup (0)
aDecorations db 'Decorations',0
aBackground_color db 'Background_color',0
aDecorations_color db 'Decorations_color',0
aSnake_color db 'Snake_color',0
aSnake_head_color db 'Snake_head_color',0
aSnake_picture_color db 'Snake_picture_color',0
aVersion_picture_color db 'Version_picture_color',0
aPause_picture_color db 'Pause_picture_color',0
aGame_over_picture_color db 'Game_over_picture_color',0
aYou_win_picture_color db 'You_win_picture_color',0
aEat_color db 'Eat_color',0
aNavigation_strings_color db 'Navigation_string_color',0
aGame_over_strings_color db 'Game_over_string_color',0
aScore_string_color db 'Score_string_color',0
aHiscore_string_color db 'Hiscore_string_color',0
aChampion_string_color db 'Champion_string_color',0
aGame_over_hiscore_color db 'Game_over_hiscore_color',0
aScore_number_color db 'Score_number_color',0
aHiscore_number_color db 'Hiscore_number_color',0
aChampion_name_color db 'Champion_name_color',0
aEdit_box_selection_color db 'Edit_box_selection_color',0
aButton_color db 'Button_color',0
aButton_text_color db 'Button_text_color',0
aStone_color db 'Stone_color',0
aSplash_background_color db 'Splash_background_color',0
aSplash_level_string_color db 'Splash_level_string_color',0
aSplash_level_number_color db 'Splash_level_number_color',0
aLevel_string_color db 'Level_string_color',0
aLevel_number_color db 'Level_number_color',0
aReserved db 'Reserved',0
aSquare_side_length db 'Square_side_length',0
aHiscore_classic db 'Hiscore_classic',0
aChampion_name_classic db 'Champion_name_classic',0
aHiscore_levels db 'Hiscore_levels',0
aChampion_name_levels db 'Champion_name_levels',0
edit1 edit_box 65,397,0x0,0x000000,0x000000,0x000000,0x000000,0x80000000,15,hed,mouse_dd,ed_focus,hed_end-hed-1,hed_end-hed-1
hed db '',0
;;---Variables-------------------------------------------------------------------------------------------------------------
i_end:
hed_end:
rb 256
mouse_dd rd 1
cur_level rd 1
cur_level_number rd 1
hi_level rd 1
score rd 1
hi_score_classic rd 1
hi_score_levels rd 1
champion_name_classic rb CHAMPION_NAME_LENGTH
champion_name_levels rb CHAMPION_NAME_LENGTH
snake_dots rb GRID_WIDTH*GRID_HEIGHT*2+3 ; +3 bytes for faster dword copying
snake_direction rd 1
snake_direction_next rd 1
snake_length_x2 rd 1
decorations rd 1
number_of_free_dots rd 1
eat rw 1
g_s rd 1
g_e rd 1
window_width rd 1
window_height rd 1
wp_x rd 1
wp_y rd 1
gw_mul_gs rd 1
gh_mul_gs rd 1
gbxm1_plus_gw_mul_gs rd 1
gbym1_plus_gh_mul_gs rd 1
gs_shl16_gs rd 1
gbxm1_shl16_gbxm1 rd 1
gbym1_shl16_gbym1 rd 1
bottom_top_strings rd 1
bottom_middle_strings rd 1
bottom_bottom_strings rd 1
top_strings rd 1
button_x_left rd 1
button_x_right rd 1
button_y_top rd 1
button_y_middle rd 1
button_y_bottom rd 1
button_width_short rd 1
button_width_long rd 1
button_height rd 1
cursor_data rb 32*32*4
cursor_handle rd 1
cur_dir_path rb 4096
@PARAMS rb 4096
field_map rb GRID_WIDTH*GRID_HEIGHT*2
rb 4096
stacktop:
d_end: