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Ignore whitespace Rev 3491 → Rev 3490

/programs/games/c4/trunk/makefile
File deleted
/programs/games/c4/trunk/c4.asm
21,9 → 21,7
bits 32
%include 'mos.inc'
section .text
%include 'lang.inc' ;fedesco
 
 
MOS_HEADER01 start,end
 
 
46,11 → 44,7
 
BUTTON_NEW_X equ 14
BUTTON_NEW_Y equ 30
%if lang = 'it'
BUTTON_NEW_WIDTH equ 56 + 28
%else
BUTTON_NEW_WIDTH equ 56
%endif
BUTTON_NEW_WIDTH equ 56
 
BUTTON_SPIN_WIDTH equ 8
BUTTON_PL1DN_X equ 228
64,19 → 58,11
BUTTON_PL2UP_Y equ BUTTON_PL2DN_Y
 
; label dimensions
%if lang = 'it'
LABEL_PL1_X equ 90 + 10
%else
LABEL_PL1_X equ 90
%endif
LABEL_PL1_X equ 90
LABEL_PL1_Y equ (1 + BUTTON_PL1DN_Y + (BUTTON_HEIGHT-8)/2)
LABEL_PL2_X equ LABEL_PL1_X
LABEL_PL2_Y equ (1 + BUTTON_PL2DN_Y + (BUTTON_HEIGHT-8)/2)
%if lang = 'it'
LABEL_PL1TYPE_X equ (LABEL_PL1_X + 10*6 - 4)
%else
LABEL_PL1TYPE_X equ (LABEL_PL1_X + 10*6)
%endif
LABEL_PL1TYPE_X equ (LABEL_PL1_X + 10*6)
LABEL_PL1TYPE_Y equ LABEL_PL1_Y
LABEL_PL2TYPE_X equ LABEL_PL1TYPE_X
LABEL_PL2TYPE_Y equ LABEL_PL2_Y
180,7 → 166,7
je short .player2dn
cmp ah,BT_PLAYER2UP
je short .player2up
.bye:
.bye:
ret
.quit:
MOS_EXIT
249,7 → 235,7
 
xor eax,eax
call drawBoard
 
MOS_ENDREDRAW
ret
 
275,18 → 261,18
xor edx,edx
mov eax,MOS_SC_DRAWBAR
int 0x40
 
; redraw label
mov edi,statusbar
mov ecx,1
call drawLabels
.bye:
call drawLabels
.bye:
ret
 
 
 
;**********************************************************
; updatePlayerType
;**********************************************************
; updatePlayerType
; update player type label
; input: eax = new type
; edi = address label structure to update
328,7 → 314,7
 
 
drawGrid:
 
; vertical lines
mov ebx,MOS_DWORD(GRIDX,GRIDX)
mov ecx,MOS_DWORD(GRIDY,GRIDY+GRIDHEIGHT-1)
340,7 → 326,7
add ebx,MOS_DWORD(GRIDSPACING,GRIDSPACING)
dec esi
jnz .vlines
 
; horizontal lines
mov ebx,MOS_DWORD(GRIDX,GRIDX+GRIDWIDTH-1)
mov ecx,MOS_DWORD(GRIDY,GRIDY)
350,10 → 336,10
add ecx,MOS_DWORD(GRIDSPACING,GRIDSPACING)
dec esi
jnz .hlines
 
ret
 
 
drawStones:
mov ebx,6
.col:
364,9 → 350,9
dec ebx
jnz .col
ret
 
 
 
; ecx = column (1..7)
; ebx = row (1..6)
drawStone:
397,10 → 383,10
dec ebx
mul ebx
add eax,GRIDY + 1
mov cx,ax
mov cx,ax
mov edx,ecx
 
; put image (position is already in edx)
; put image (position is already in edx)
mov ebx,ebp ; image address
mov ecx,MOS_DWORD(STONESIZE,STONESIZE) ; image dimensions
mov eax,MOS_SC_PUTIMAGE
442,8 → 428,8
;**********************************************************
newGame:
call boardReset ; reset and redraw board
mov eax,1
call drawBoard
mov eax,1
call drawBoard
call resetInput ; reset input
mov dword [gameover],0 ; game is running
ret
521,7 → 507,7
div ebx
cmp eax,BWIDTH-3 ; right outside of board ?
jg .outside ; yes -> bye
 
inc eax ; xform into range [1,7]
ret
.outside:
543,7 → 529,7
%define PROCINFO (ebp-MOS_PROCESSINFO_size)
 
enter MOS_PROCESSINFO_size,0
 
; get process information
mov eax,MOS_SC_GETPROCESSINFO
lea ebx,[ebp-MOS_PROCESSINFO_size]
553,10 → 539,10
; set al to 1 if we are the active application
cmp ax,[PROCINFO+MOS_PROCESSINFO.windowStackPos]
sete al
 
leave
ret
%undef PROCINFO
%undef PROCINFO
 
 
 
570,7 → 556,7
;**********************************************************
keyboardInput:
mov eax,MOS_SC_GETKEY ; get key
int 0x40
int 0x40
or al,al ; key available ?
jnz .bye ; no -> bye
cmp dword [playerinput],0 ; unprocessed input available ?
586,7 → 572,7
inc eax
mov [playerinput],eax
 
.bye:
.bye:
ret
 
 
689,7 → 675,7
 
 
;**********************************************************
; update status bar : which player's turn it is
; update status bar : which player's turn it is
;**********************************************************
updatePlayerStatusText:
cmp dword [currentplayer],PLAYER2
777,50 → 763,28
;
; label table
;
%if lang = 'it'
newgame db "Nuova partita",0
%else
newgame db "New game",0
%endif
 
newgame db "New game",0
down db "<",0
up db ">",0
%if lang = 'it'
pl1 db "Giocatore 1:",0
pl2 db "Giocatore 2:",0
%else
pl1 db "Player 1:",0
pl2 db "Player 2:",0
%endif
pl1 db "Player 1:",0
pl2 db "Player 2:",0
 
%if lang = 'it'
playertypes:
db "Umano",0
PLAYERTYPELEN equ ($ - playertypes)
db "CPU 1 ",0
db "CPU 2 ",0
db "CPU 3 ",0
db "CPU 4 ",0
db "CPU 5 ",0
db "CPU 6 ",0
db "CPU 7 ",0
db "CPU 8 ",0
%else
playertypes:
db "Human ",0
PLAYERTYPELEN equ ($ - playertypes)
db "CPU level 1 ",0
db "CPU level 2 ",0
db "CPU level 3 ",0
db "CPU level 4 ",0
db "CPU level 5 ",0
db "CPU level 6 ",0
db "CPU level 7 ",0
db "CPU level 8 ",0
%endif
 
playertypes:
db "Human ",0
PLAYERTYPELEN equ ($ - playertypes)
db "CPU level 1 ",0
db "CPU level 2 ",0
db "CPU level 3 ",0
db "CPU level 4 ",0
db "CPU level 5 ",0
db "CPU level 6 ",0
db "CPU level 7 ",0
db "CPU level 8 ",0
NPLAYERTYPES equ (($-playertypes)/PLAYERTYPELEN)
 
 
labels:
istruc LABEL ; new
at LABEL.position
882,11 → 846,7
label_pl1type:
istruc LABEL
at LABEL.position
%if lang = 'it'
dd MOS_DWORD(LABEL_PL1TYPE_X + 18,LABEL_PL1TYPE_Y)
%else
dd MOS_DWORD(LABEL_PL1TYPE_X,LABEL_PL1TYPE_Y)
%endif
dd MOS_DWORD(LABEL_PL1TYPE_X,LABEL_PL1TYPE_Y)
dd playertypes+PL1TYPE_INIT*PLAYERTYPELEN
dd MOS_RGB(255,255,255)
dd MOS_RGB(0,0,0)
894,11 → 854,7
label_pl2type:
istruc LABEL
at LABEL.position
%if lang = 'it'
dd MOS_DWORD(LABEL_PL2TYPE_X + 18,LABEL_PL2TYPE_Y)
%else
dd MOS_DWORD(LABEL_PL2TYPE_X,LABEL_PL2TYPE_Y)
%endif
dd MOS_DWORD(LABEL_PL2TYPE_X,LABEL_PL2TYPE_Y)
dd playertypes+PL2TYPE_INIT*PLAYERTYPELEN
dd MOS_RGB(255,255,255)
dd MOS_RGB(0,0,0)
912,23 → 868,13
 
 
; status messages
%if lang = 'it'
player1hmnprmpt db "Turno del giocatore 1",0
player2hmnprmpt db "Turno del giocatore 2",0
player1cpuprmpt db "Attendi, giocatore 1 sta pensando...",0
player2cpuprmpt db "Attendi, giocatore 2 sta pensando...",0
itisadraw db "Pareggio",0
player1wins db "Vince giocatore 1",0
player2wins db "Vince Giocatore 2",0
%else
player1hmnprmpt db "Make your move, player 1.",0
player2hmnprmpt db "Make your move, player 2.",0
player1cpuprmpt db "Player 1 is thinking, please wait...",0
player2cpuprmpt db "Player 2 is thinking, please wait...",0
itisadraw db "It's a draw.",0
player1wins db "Player 1 wins.",0
player2wins db "Player 2 wins.",0
%endif
player1hmnprmpt db "Make your move, player 1.",0
player2hmnprmpt db "Make your move, player 2.",0
player1cpuprmpt db "Player 1 is thinking, please wait...",0
player2cpuprmpt db "Player 2 is thinking, please wait...",0
itisadraw db "It's a draw.",0
player1wins db "Player 1 wins.",0
player2wins db "Player 2 wins.",0
 
 
; pointer to ai player. future releases C4 might