kolibrios/programs/games/Dungeons/Dungeons.asm
Anton_K 8c98d2a737 Dungeons game: fix keyboard input handling
git-svn-id: svn://kolibrios.org@5492 a494cfbc-eb01-0410-851d-a64ba20cac60
2015-03-01 18:25:37 +00:00

995 lines
26 KiB
NASM

; Copyright (C) 2014 Anton_K
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 2 of the License, or
; (at your option) any later version.
;
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU General Public License
; along with this program. If not, see <http://www.gnu.org/licenses/>.
format binary as 'kex'
__DEBUG__ = 1 ; 0 - disable debug output / 1 - enable debug output
__DEBUG_LEVEL__ = DEBUG_FINE ; DEBUG_FINE - all debug messages / DEBUG_INFO - info and errors / DEBUG_ERR - only errors
DEBUG_FINE = 0
DEBUG_INFO = 1
DEBUG_ERR = 2
include '../../macros.inc'
purge mov, add, sub
; ================================= Header =================================== ;
MEOS_APP_START
store dword StartupPath at $ - 4
; ================================ Includes ================================== ;
include '../../debug-fdo.inc'
include '../../proc32.inc'
include '../../dll.inc'
include 'AKODE/AKODE.inc'
include 'datadef.inc'
; =============================== Entry point ================================ ;
CODE
DEBUGF DEBUG_INFO, 'Started\n'
mcall 68, 11 ; initialize heap
test eax, eax
jz .exit_fail_heap_init
stdcall dll.Load, @IMPORT ; load libraries
test eax, eax
jnz .exit_fail_load_libs
mcall 40, MAIN_EVENT_MASK ; used events
mcall 66, 1, 1 ; use scancodes
stdcall draw_window
mcall 9, ThreadInfoBuffer, -1 ; get real window size
mov eax, [ebx + process_information.client_box.width]
inc eax
mov [MainWindowWidth], eax
mov edx, [ebx + process_information.client_box.height]
inc edx
mov [MainWindowHeight], edx
DEBUGF DEBUG_FINE, 'Window width: %u\nWindow height: %u\n', eax, edx
mov ecx, eax
shl ecx, 2
imul ecx, edx ; ecx = width * 4 * height
sub edx, HUD_PANEL_HEIGHT
mov [WorldViewHeight], edx
if FSAA
shl eax, FSAA
shl edx, FSAA
end if
stdcall akode.init, eax, edx, FIELD_OF_VIEW, BLOCK_BASE_SIZE, BLOCK_HEIGHT
test eax, eax
jz .exit_fail_akode_init
stdcall akode.set_movement_speed, MOVEMENT_SPEED, 90
mcall 68, 12 ; alloc ecx bytes for image buffer
test eax, eax
jz .exit_fail_alloc
mov [ImageBufferPtr], eax
push eax
stdcall set_startup_path
stdcall load_hud_images
test eax, eax
jnz @f
DEBUGF DEBUG_ERR, 'Failed to load HUD images\n'
jmp .exit_fail_load_hud
@@:
cld
xor eax, eax
mov edi, PressedKeys
mov ecx, 128 * 2
rep stosd
mov edi, Inventory
mov ecx, INVENTORY_SIZE * 2
rep stosd
stdcall akode.set_callbacks, level_load_callback, action_callback
stdcall akode.load_level, levels.level1
if FULLSCREEN
stdcall hide_cursor
push eax
end if
stdcall main_loop
if FULLSCREEN
pop ecx
test ecx, ecx
jz @f
mcall 37, 6 ; delete cursor
@@:
end if
.exit_fail_load_hud:
stdcall free_hud_images
pop ecx
mcall 68, 13 ; free image buffer
jmp .exit
.exit_fail_heap_init:
DEBUGF DEBUG_ERR, 'Heap initialization failed\n'
jmp .exit
.exit_fail_load_libs:
DEBUGF DEBUG_ERR, 'Failed to load libraries\n'
jmp .exit
.exit_fail_akode_init:
DEBUGF DEBUG_ERR, 'AKODE initialization failed\n'
jmp .exit
.exit_fail_alloc:
DEBUGF DEBUG_ERR, 'Memory allocation for image buffer failed\n'
;jmp .exit
.exit:
stdcall akode.cleanup
DEBUGF DEBUG_INFO, 'Exiting\n'
xor eax, eax
dec eax
mcall ; kill this thread
; ============================================================================ ;
proc set_startup_path
cld
mov esi, StartupPath
mov ecx, esi
@@:
lodsb
test al, al
jnz @b
sub esi, 2
std
@@:
lodsb
cmp al, '/'
jne @b
mov [esi + 1], byte 0
mcall 30, 1 ; set current directory
ret
endp
; ============================================================================ ;
; ============================================================================ ;
; < eax = 0 - fail ;
; ============================================================================ ;
proc load_hud_images
mov ebx, [MainWindowWidth]
mov ecx, [MainWindowHeight]
xor edx, edx
stdcall akode.load_and_scale_image, LevelLoadingImageFile, ebx, ecx, edx
test eax, eax
jz .exit
mov [LevelLoadingImagePtr], eax
stdcall akode.load_and_scale_image, DeathImageFile, ebx, ecx, edx
test eax, eax
jz .exit
mov [DeathImagePtr], eax
stdcall akode.load_and_scale_image, EndImageFile, ebx, ecx, edx
test eax, eax
jz .exit
mov [EndImagePtr], eax
stdcall akode.load_and_scale_image, HudPanelImageFile, ebx, HUD_PANEL_HEIGHT, edx
test eax, eax
jz .exit
mov [HudPanelImagePtr], eax
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc free_hud_images
xor edx, edx
mov ebx, 13
mov ecx, [LevelLoadingImagePtr]
test ecx, ecx
jz @f
mcall 68 ; free
mov [LevelLoadingImagePtr], edx
@@:
mov ecx, [HudPanelImagePtr]
test ecx, ecx
jz @f
mcall 68
mov [HudPanelImagePtr], edx
@@:
mov ecx, [DeathImagePtr]
test ecx, ecx
jz @f
mcall 68
mov [DeathImagePtr], edx
@@:
mov ecx, [EndImagePtr]
test ecx, ecx
jz @f
mcall 68
mov [EndImagePtr], edx
@@:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
; < eax = cursor handle / 0 - fail ;
; ============================================================================ ;
proc hide_cursor
mcall 68, 12, 32 * 32 * 4
test eax, eax
jz .exit
mov edi, eax
xor ebx, ebx
shr ecx, 2
@@: mov [eax], ebx
add eax, 4
loop @b
mcall 37, 4, edi, 2 ; load cursor
mov ecx, eax
inc ebx
mcall 37 ; set cursor
xchg edi, ecx
mcall 68, 13
mov eax, edi
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc draw_image uses eax ebx ecx edx esi edi, image_ptr, x, y, width, height
mov ebx, [image_ptr]
mpack ecx, [width], [height]
mpack edx, [x], [y]
mov esi, 32
xor edi, edi
xchg edi, ebp
mcall 65
mov ebp, edi
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc draw_image_to_buffer uses eax ebx ecx edx esi edi, image_ptr, x, y, width, height
cld
mov esi, [image_ptr]
mov edi, [ImageBufferPtr]
mov ebx, [MainWindowWidth]
mov eax, [y]
mul ebx
add eax, [x]
lea edi, [edi + eax * 4]
sub ebx, [width]
shl ebx, 2
mov edx, [height]
@@:
mov ecx, [width]
rep movsd
add edi, ebx
sub edx, 1
jnz @b
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc draw_image_with_transparency_to_buffer uses eax ebx ecx edx esi edi, image_ptr, x, y, width, height
mov esi, [image_ptr]
mov edi, [ImageBufferPtr]
mov ebx, [MainWindowWidth]
mov eax, [y]
mul ebx
add eax, [x]
lea edi, [edi + eax * 4]
sub ebx, [width]
shl ebx, 2
mov edx, [height]
.y_draw_loop:
mov ecx, [width]
.x_draw_loop:
mov eax, [esi]
cmp eax, 0FF00FFh
je @f
mov [edi], eax
@@:
add esi, 4
add edi, 4
sub ecx, 1
jnz .x_draw_loop
add edi, ebx
sub edx, 1
jnz .y_draw_loop
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc draw_window
mcall 12, 1 ; start drawing
if FULLSCREEN
mov ebx, 0FFFFh
mov ecx, 0FFFFh
else
mcall 48, 4 ; eax - skin height
mpack ebx, MAIN_WINDOW_X, MAIN_WINDOW_WIDTH + 9
mpack ecx, MAIN_WINDOW_Y, MAIN_WINDOW_HEIGHT + 4
add ecx, eax
end if
mov edx, MAIN_WINDOW_STYLE
mov esi, MAIN_WINDOW_STYLE2
mov edi, MAIN_WINDOW_TITLE
xor eax, eax
mcall ; draw window
mcall 12, 2 ; end drawing
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc draw_world
mov ebx, [ImageBufferPtr]
;test ebx, ebx
;jz @f
stdcall akode.render
stdcall akode.get_image, ebx, FSAA
mpack ecx, [MainWindowWidth], [WorldViewHeight]
xor edx, edx
mov esi, 32
xor edi, edi
xchg edi, ebp
mcall 65
mov ebp, edi
;@@:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc draw_hud
mov eax, [HudPanelNeedsRedraw]
test eax, eax
jz .exit
xor eax, eax
mov [HudPanelNeedsRedraw], eax
stdcall draw_image_to_buffer, [HudPanelImagePtr], eax, [WorldViewHeight], [MainWindowWidth], HUD_PANEL_HEIGHT
mov esi, Inventory + 4
mov ebx, INVENTORY_Y
add ebx, [WorldViewHeight]
mov edx, 2
.y_inventory_loop:
mov eax, INVENTORY_X
mov ecx, INVENTORY_SIZE / 2
.x_inventory_loop:
mov edi, [esi]
add esi, 8
test edi, edi
jz @f
stdcall draw_image_with_transparency_to_buffer, edi, eax, ebx, OBJECT_IMAGE_WIDTH, OBJECT_IMAGE_HEIGHT
@@:
add eax, OBJECT_IMAGE_WIDTH + INVENTORY_PADDING_X
sub ecx, 1
jnz .x_inventory_loop
add ebx, OBJECT_IMAGE_HEIGHT + INVENTORY_PADDING_Y
sub edx, 1
jnz .y_inventory_loop
mpack ecx, [MainWindowWidth], HUD_PANEL_HEIGHT
mov edx, [WorldViewHeight]
mov ebx, [ImageBufferPtr]
mov eax, [MainWindowWidth]
imul eax, edx
lea ebx, [ebx + eax * 4]
mov esi, 32
xor edi, edi
xchg edi, ebp
mcall 65
mov ebp, edi
jmp draw_game_message
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc draw_game_message
mov esi, [GameMessage]
test esi, esi
jz .exit
mpack ebx, GAME_MESSAGE_X, GAME_MESSAGE_Y
add ebx, [WorldViewHeight]
mov ecx, GAME_MESSAGE_COLOR or (80h shl 24)
.draw_strings_loop:
mov edx, esi
@@:
mov al, [esi]
add esi, 1
test al, al
jz .draw_last_string
cmp al, 0Ah
jne @b
mov [esi - 1], byte 0
mcall 4
mov [esi - 1], byte 0Ah
add ebx, 10
jmp .draw_strings_loop
.draw_last_string:
mcall 4
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc main_loop
locals
frame_count dd 0
last_timestamp dd 0
endl
.main_loop:
mcall 26, 9 ; get timestamp
mov ebx, eax
sub ebx, [last_timestamp]
cmp ebx, 100
jb @f
mov [last_timestamp], eax
imul eax, [frame_count], 100
xor edx, edx
mov [frame_count], edx
div ebx ; eax - fps
DEBUGF DEBUG_FINE, 'FPS: %u\n', eax
@@:
mcall 11 ; check events
test eax, eax
jz .idle
dec eax
jz .redraw
dec eax
jz .key
dec eax
jz .button
sub eax, 3
jz .mouse
jmp .idle
.redraw:
stdcall draw_window
mov [HudPanelNeedsRedraw], 1
.idle:
mov eax, [GameStatus]
test eax, eax
jnz @f
stdcall akode.process
mov eax, [GameStatus]
test eax, eax
jnz @f
stdcall draw_hud
stdcall draw_world
add [frame_count], 1
jmp .main_loop
@@: cmp eax, GAME_STATUS.LEVEL_LOAD_FAILED
jne @f
jmp .exit
@@: cmp eax, GAME_STATUS.DEAD
jne @f
stdcall draw_image, [DeathImagePtr], 0, 0, [MainWindowWidth], [MainWindowHeight]
jmp .main_loop
@@: cmp eax, GAME_STATUS.END
jne @f
stdcall draw_image, [EndImagePtr], 0, 0, [MainWindowWidth], [MainWindowHeight]
@@:
jmp .main_loop
.key:
stdcall get_key
test eax, eax
jz .idle
cmp eax, 001h ; Esc
je .exit
cmp eax, 039h ; Space
je .space_pressed
cmp eax, 002h ; 1
jb @f
cmp eax, 00Bh ; 0
ja @f
; 0..9 pressed
sub eax, 002h
mov eax, dword [Inventory + eax * 8]
test eax, eax
jz @f
shl eax, 16
push eax
stdcall check_key, 02Ah ; left Shift
test eax, eax
jnz .shift_pressed
stdcall check_key, 036h ; right Shift
test eax, eax
jnz .shift_pressed
pop eax
or eax, ACTION.USE_OBJECT
stdcall akode.action, eax
jmp @f
.shift_pressed:
pop eax
or eax, ACTION.LOOK_AT_OBJECT
stdcall akode.action, eax
jmp @f
.space_pressed:
stdcall check_key, 02Ah ; left Shift
test eax, eax
jnz .shift_pressed2
stdcall check_key, 036h ; right Shift
test eax, eax
jnz .shift_pressed2
stdcall akode.action, ACTION.DO_SOMETHING
jmp @f
.shift_pressed2:
stdcall akode.action, ACTION.LOOK_AROUND
@@:
xor esi, esi
dec esi
stdcall check_key, 0E048h ; ^
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.NORTH
jmp .set_moving_direction
@@: stdcall check_key, 0E050h ; v
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.SOUTH
jmp .set_moving_direction
@@: stdcall check_key, 011h ; W
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.NORTH
jmp .set_moving_direction
@@: stdcall check_key, 01Fh ; S
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.SOUTH
;jmp .set_moving_direction
@@:
.set_moving_direction:
test esi, esi
js @f
stdcall akode.start_moving, esi
jmp .turn
@@:
stdcall akode.stop_moving
.turn:
xor esi, esi
dec esi
stdcall check_key, 0E04Bh ; <-
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.WEST
jmp .set_turning_direction
@@: stdcall check_key, 0E04Dh ; ->
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.EAST
jmp .set_turning_direction
@@: stdcall check_key, 01Eh ; A
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.WEST
jmp .set_turning_direction
@@: stdcall check_key, 020h ; D
test eax, eax
jz @f
mov esi, AKODE_DIRECTION.EAST
;jmp .set_turning_direction
@@:
.set_turning_direction:
test esi, esi
js @f
stdcall akode.start_turning, esi
jmp .key
@@:
stdcall akode.stop_turning
jmp .key
.mouse:
jmp .idle
.button:
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
; < eax = key scancode (1 byte) ;
; ============================================================================ ;
macro wait_for_scancode
{
local .wait
.wait:
mcall 2
test al, al
jnz .wait
shr eax, 8
}
; ============================================================================ ;
; < eax = key scancode / 0 - no keys ;
; ============================================================================ ;
proc get_key
mcall 2 ; get key scancode
test al, al
jz @f
xor eax, eax
jmp .exit
@@:
shr eax, 8
cmp eax, 0E1h
jne @f
wait_for_scancode
wait_for_scancode
xor eax, eax
jmp .exit
@@:
xor ebx, ebx
mov ecx, eax
cmp eax, 0E0h
jne @f
wait_for_scancode
mov ecx, eax
or eax, 0E000h
mov ebx, 128
@@:
test ecx, 80h
jnz .key_up
; key down
add ebx, ecx
lea ebx, [PressedKeys + ebx * 4]
mov edx, [ebx]
test edx, edx
jz @f
xor eax, eax
jmp .exit
@@:
inc edx
mov [ebx], edx
jmp .exit
.key_up:
and ecx, 7Fh
add ebx, ecx
xor edx, edx
mov [PressedKeys + ebx * 4], edx
.exit:
;DEBUGF DEBUG_FINE, 'get_key: %x\n', eax:4
ret
endp
; ============================================================================ ;
; ============================================================================ ;
; < eax = 1 - key pressed / 0 - not pressed ;
; ============================================================================ ;
proc check_key scancode
mov eax, [scancode]
mov ecx, eax
shr eax, 8
and ecx, 7Fh
xor ebx, ebx
cmp eax, 0E0h
jne @f
mov ebx, 128
@@:
add ebx, ecx
mov eax, [PressedKeys + ebx * 4]
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc level_load_callback uses eax ebx ecx, load_action, action_result
mov eax, [load_action]
mov ebx, [action_result]
xor ecx, ecx
cmp eax, AKODE_LEVEL_LOAD.START
jne @f
stdcall draw_image, [LevelLoadingImagePtr], ecx, ecx, [MainWindowWidth], [MainWindowHeight]
cmp ebx, -1
je .level_load_failed
mov [GameMessage], ebx
inc ecx
mov [HudPanelNeedsRedraw], ecx
jmp .exit
@@: cmp eax, AKODE_LEVEL_LOAD.END
jne @f
DEBUGF DEBUG_INFO, 'Level load result: %u\n', ebx
test ebx, ebx
jnz .exit
.level_load_failed:
DEBUGF DEBUG_ERR, 'Failed to load level\n'
mov [GameStatus], GAME_STATUS.LEVEL_LOAD_FAILED
;jmp .exit
@@:
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc action_callback action, cell_x, cell_y, action_result
m2m [GameMessage], [action_result]
mov [HudPanelNeedsRedraw], 1
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc add_object_to_inventory uses eax ecx edi, object_id, object_image_ptr
mov edi, Inventory
mov ecx, INVENTORY_SIZE
.inventory_loop:
mov eax, [edi]
test eax, eax
jnz @f
mov eax, [object_id]
mov [edi], eax
mov eax, [object_image_ptr]
mov [edi + 4], eax
mov [HudPanelNeedsRedraw], ecx
jmp .exit
@@:
add edi, 8
sub ecx, 1
jnz .inventory_loop
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc remove_object_from_inventory uses eax ecx esi, object_id
mov eax, [object_id]
mov esi, Inventory
mov ecx, INVENTORY_SIZE
.inventory_loop:
cmp [esi], eax
jne @f
xor eax, eax
mov [esi], eax
mov [esi + 4], eax
mov [HudPanelNeedsRedraw], ecx
jmp .exit
@@:
add esi, 8
sub ecx, 1
jnz .inventory_loop
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
; < eax = pointer to image data / 0 - fail ;
; ============================================================================ ;
proc load_object_image image_path_ptr
stdcall akode.load_and_scale_image, [image_path_ptr], OBJECT_IMAGE_WIDTH, OBJECT_IMAGE_HEIGHT, 0
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc free_object_image uses eax ebx ecx, image_ptr
mov ecx, [image_ptr]
test ecx, ecx
jz .exit
mcall 68, 13
.exit:
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc player_death
mov [GameStatus], GAME_STATUS.DEAD
ret
endp
; ============================================================================ ;
; ============================================================================ ;
proc game_over
mov [GameStatus], GAME_STATUS.END
ret
endp
; ============================================================================ ;
; ============================ Initialized data ============================== ;
DATA
include 'data.inc'
; for debug-fdo
include_debug_strings
align 4
@IMPORT:
include 'import.inc'
; =========================== Uninitialized data ============================= ;
UDATA
include 'udata.inc'
; ================================= The End ================================== ;
MEOS_APP_END