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/programs/games/sq_game/trunk/MACROS.INC
0,0 → 1,269
; new application structure
macro meos_app_start
{
use32
org 0x0
 
db 'MENUET01'
dd 0x01
dd __start
dd __end
dd __memory
dd __stack
 
if used __params & ~defined __params
dd __params
else
dd 0x0
end if
 
dd 0x0
}
MEOS_APP_START fix meos_app_start
 
macro code
{
__start:
}
CODE fix code
 
macro data
{
__data:
}
DATA fix data
 
macro udata
{
if used __params & ~defined __params
__params:
db 0
__end:
rb 255
else
__end:
end if
__udata:
}
UDATA fix udata
 
macro meos_app_end
{
align 32
rb 2048
__stack:
__memory:
}
MEOS_APP_END fix meos_app_end
 
 
; macro for defining multiline text data
struc mstr [sstring]
{
forward
local ssize
virtual at 0
db sstring
ssize = $
end virtual
dd ssize
db sstring
common
dd -1
}
 
 
; strings
macro sz name,[data] { ; from MFAR [mike.dld]
common
if used name
label name
end if
forward
if used name
db data
end if
common
if used name
.size = $-name
end if
}
 
macro lsz name,[lng,data] { ; from MFAR [mike.dld]
common
if used name
label name
end if
forward
if (used name)&(lang eq lng)
db data
end if
common
if used name
.size = $-name
end if
}
 
 
 
; easy system call macro
macro mpack dest, hsrc, lsrc
{
if (hsrc eqtype 0) & (lsrc eqtype 0)
mov dest, (hsrc) shl 16 + lsrc
else
if (hsrc eqtype 0) & (~lsrc eqtype 0)
mov dest, (hsrc) shl 16
add dest, lsrc
else
mov dest, hsrc
shl dest, 16
add dest, lsrc
end if
end if
}
 
macro __mov reg,a,b { ; mike.dld
if (~a eq)&(~b eq)
mpack reg,a,b
else if (~a eq)&(b eq)
mov reg,a
end if
}
 
macro mcall a,b,c,d,e,f { ; mike.dld
__mov eax,a
__mov ebx,b
__mov ecx,c
__mov edx,d
__mov esi,e
__mov edi,f
int 0x40
}
 
 
 
; optimize the code for size
__regs fix <eax,ebx,ecx,edx,esi,edi,ebp,esp>
 
macro add arg1,arg2
{
if (arg2 eqtype 0)
if (arg2) = 1
inc arg1
else
add arg1,arg2
end if
else
add arg1,arg2
end if
}
 
macro sub arg1,arg2
{
if (arg2 eqtype 0)
if (arg2) = 1
dec arg1
else
sub arg1,arg2
end if
else
sub arg1,arg2
end if
}
 
macro mov arg1,arg2
{
if (arg1 in __regs) & ((arg2 eqtype 0) | (arg2 eqtype '0'))
if (arg2) = 0
xor arg1,arg1
else if (arg2) = 1
xor arg1,arg1
inc arg1
else if (arg2) = -1
or arg1,-1
else if (arg2) > -128 & (arg2) < 128
push arg2
pop arg1
else
mov arg1,arg2
end if
else
mov arg1,arg2
end if
}
 
 
macro struct name
{
virtual at 0
name name
sizeof.#name = $ - name
end virtual
}
 
; structures used in MeOS
struc process_information
{
.cpu_usage dd ? ; +0
.window_stack_position dw ? ; +4
.window_stack_value dw ? ; +6
.not_used1 dw ? ; +8
.process_name rb 12 ; +10
.memory_start dd ? ; +22
.used_memory dd ? ; +26
.PID dd ? ; +30
.x_start dd ? ; +34
.y_start dd ? ; +38
.x_size dd ? ; +42
.y_size dd ? ; +46
.slot_state dw ? ; +50
dw ? ; +52 - reserved
.client_left dd ? ; +54
.client_top dd ? ; +58
.client_width dd ? ; +62
.client_height dd ? ; +66
.wnd_state db ? ; +70
rb (1024-71)
}
struct process_information
 
struc system_colors
{
.frame dd ?
.grab dd ?
.grab_button dd ?
.grab_button_text dd ?
.grab_text dd ?
.work dd ?
.work_button dd ?
.work_button_text dd ?
.work_text dd ?
.work_graph dd ?
}
struct system_colors
 
 
; constants
 
; events
EV_IDLE = 0
EV_TIMER = 0
EV_REDRAW = 1
EV_KEY = 2
EV_BUTTON = 3
EV_EXIT = 4
EV_BACKGROUND = 5
EV_MOUSE = 6
EV_IPC = 7
EV_STACK = 8
 
; event mask bits for function 40
EVM_REDRAW = 1b
EVM_KEY = 10b
EVM_BUTTON = 100b
EVM_EXIT = 1000b
EVM_BACKGROUND = 10000b
EVM_MOUSE = 100000b
EVM_IPC = 1000000b
EVM_STACK = 10000000b
/programs/games/sq_game/trunk/SQ_GAME.ASM
0,0 → 1,246
; SQ_game for MenuetOS
; Author: Alexei Ershov aka ealex
; E-mail: e-al[at]yandex[dot]ru
; Fidonet: 2:469/335.38
; slightly optimized by diamond
; english translation by diamond (two strings in end of source)
 
 
BtnSize equ 32 ; à §¬¥à ª­®¯ª¨
BtnSpace equ 10 ; ¯à®¬¥¦ã⮪ ¬¥¦¤ã ª­®¯ª ¬¨
NofBtn equ 4 ; à §¬¥à ¯®«ï (3-15)
Color1 equ 0xcc0000
Color2 equ 0x00cc00
 
FieldSize = (BtnSize+BtnSpace)*NofBtn + BtnSpace*3
center = FieldSize / 2
 
 
use32 ; ¢ª«îç¨âì 32-¡¨â­ë© ०¨¬  áᥬ¡«¥à 
org 0x0 ;  ¤à¥á æ¨ï á ­ã«ï
 
db 'MENUET01' ; 8-¡ ©â­ë© ¨¤¥­â¨ä¨ª â®à MenuetOS
dd 0x01 ; ¢¥àá¨ï § £®«®¢ª  (¢á¥£¤  1)
dd START ;  ¤à¥á ¯¥à¢®© ª®¬ ­¤ë
dd I_END ; à §¬¥à ¯à®£à ¬¬ë
dd 0x1000 ; ª®«¨ç¥á⢮ ¯ ¬ïâ¨
dd 0x1000 ;  ¤à¥á ¢¥à設ë áâíª 
dd 0x0 ;  ¤à¥á ¡ãä¥à  ¤«ï ¯ à ¬¥â஢ (­¥ ¨á¯®«ì§ã¥âáï)
dd 0x0 ; § à¥§¥à¢¨à®¢ ­®
 
include 'lang.inc'
include 'MACROS.INC' ; ¬ ªà®áë ®¡«¥£ç îâ ¦¨§­ì  áᥬ¡«¥à騪®¢!
 
 
START:
call Game_Init
red:
call Draw_Window
 
still:
mcall 10 ; äã­ªæ¨ï 10 - ¦¤ âì ᮡëâ¨ï
dec eax
jz red
dec eax
jnz button
 
key: ; ­ ¦ â  ª« ¢¨è  ­  ª« ¢¨ âãà¥
mov al, 2
int 0x40
jmp still
;---------------------------------------------------------------------
 
button:
mov al, 17 ; 17 - ¯®«ãç¨âì ¨¤¥­â¨ä¨ª â®à ­ ¦ â®© ª­®¯ª¨
int 0x40
cmp ah, 1 ; ¥á«¨ ­ ¦ â  ª­®¯ª  á ­®¬¥à®¬ 1, ¢ë室¨¬
je .exit
 
cmp ah, 2 ; ¥á«¨ ­ ¦ â  ª­®¯ª  2, ­ ç¨­ ¥¬ ­®¢ãî ¨£àã
je START
 
;  ¦  ª­®¯ª  ­  ¯®«¥
inc dword [moves] ; 㢥«¨ç¨¢ ¥¬ ç¨á«® 室®¢
 
shr eax, 8 ; ¢ eax ¨¤¥­â¨ä¨ª â®à ­ ¦ â®© ª­®¯ª¨
 
mov dh, NofBtn
div dh ; al = ax(­®¬¥à ª­®¯ª¨) / NofBtn
; ah = ®áâ â®ª (á¬. à¨áã­®ª)
mov ebx, eax ; á®åà ­¨¬ ç áâ­®¥ ¨ ®áâ â®ª ¢ ebx
 
; al\ah 0 1 2 3
; +-+ +-+ +-+ +-+
; 1 |4| |5| |6| |7|
; +-+ +-+ +-+ +-+
 
; +-+ +-+ +-+ +-+
; 2 |8| |9| |10 |11
; +-+ +-+ +-+ +-+
 
; +-+ +-+ +-+ +-+
; 3 |12 |13 |14 |15
; +-+ +-+ +-+ +-+
 
; +-+ +-+ +-+ +-+
; 4 |16 |17 |18 |19
; +-+ +-+ +-+ +-+
 
; Œ¥­ï¥¬ 梥â á⮫¡¨ª 
shr eax, 8 ; eax = ah
mov edi, field
add edi, eax ; edi 㪠§¢ë¥â ­  ¯¥à¢ãî ª­®¯ªã ¨ ¨áª®¬®¬ áâ«¡æ¥
mov ecx, NofBtn
@@:
not byte[edi] ; ¬¥­ï¥¬ 梥⠢® ¢á¥¬ á⮫¡¨ª¥
dec ecx
add edi, NofBtn
test ecx, ecx
jnz @r
 
; Œ¥­ï¥¬ 梥â áâப¨
mov eax, ebx ; ¢®ááâ ­ ¢«¨¢ ¥¬ eax
dec eax
mov dl, NofBtn
mul dl ; ax = al * NofBtn
mov edi, field
add edi, eax ; edi 㪠§¢ë¥â ­  ¯¥à¢ãî ª­®¯ªã ¢ ¨áª®¬®© áâப¥
mov ecx, NofBtn
@@:
not byte [edi] ; ¬¥­ï¥¬ 梥⠢® ¢á¥© áâப¥
dec ecx
inc edi
test ecx, ecx
jnz @r
; –¢¥â ­ ¦ â®© ª­®¯ª¨ ¬¥­ï«áï 2 à §  (ª®£¤  ®¡à ¡ â뢠«¨ áâப㠨 á⮫¡¥æ),
; â.¥. ®áâ «áï ¯¥à¢®­ ç «­ë¬
; Œ¥­ï¥¬ 梥⠭ ¦ â®© ª­®¯ª¨
shr ebx, 8 ; ebx = ®áâ â®ª (ah ­  à¨áã­ª¥)
not byte [field+eax+ebx]
jmp red
 
 
 
.exit:
mcall -1 ; ¨­ ç¥ ª®­¥æ ¯à®£à ¬¬ë
 
 
;----------------------------------------------------------------------------
; Draw_Window
;----------------------------------------------------------------------------
Draw_Window:
 
mcall 12, 1
mcall 0, 200*65536+FieldSize,\
200*65536+FieldSize+20+20+20,\
0x03AABBCC, 0x805080D0, 0x005080D0
mcall 4, 8*65536+8, 0x10DDEEFF, header, header_e - header
 
mcall 8, BtnSpace*2*65536 + 83,\
(FieldSize+BtnSpace+20)*65536+ 15, 2
mcall 4, (BtnSpace*2+3)*65536+(BtnSize+BtnSpace)*NofBtn+BtnSpace*4+20+4,\
0x10DDEEFF, strNew, strNew_e - strNew
mcall 4, (center - 25) * 65536 + 30, 0, strMovs, strMovs_e - strMovs
mcall 47, 4*65536+1, moves, (center + 2 ) * 65536 + 30, 0
 
 
 
mov ecx, (20+20+BtnSpace-BtnSize)*65536+BtnSize
mov edx, NofBtn ; ¨¤¥­â¨ä¨ª â®à ¯¥à¢®© ª­®¯ª¨ ­  ¯®«¥
; ᬠà¨áã­®ª
 
buttons: ; à¨á㥬 ª­®¯®çª¨
mov eax, edx
mov dh, NofBtn
div dh ; al = ax / dh, ah - ®áâ â®ª
mov dh, 0
test ah, ah ; ¥á«¨ ah = 0, ­ ç¨­ ¥¬ ­®¢ë© àï¤
jnz @f
add ecx, (BtnSize+BtnSpace)*65536
mov ebx, BtnSpace*2*65536+BtnSize
@@:
mov esi, Color1 ; ¡ ©â ¯®  ¤à¥áã
cmp byte [field-NofBtn+edx], 0 ; field-NofBtn+­®¬¥à_ª­®¯ª¨
jz @f ; £®¢®à¨â ® ¥¥ 梥â¥
mov esi, Color2
@@:
mcall 8,
add ebx, (BtnSize+BtnSpace)*65536
inc edx ; ¯¥à¥å®¤¨¬ ª á«¥¤ãî饩 ª­®¯ª¥
cmp edx, NofBtn*(NofBtn+1)
jb buttons
 
mcall 12, 2 ; äã­ªæ¨ï 12: á®®¡é¨âì Ž‘ ®¡ ®âà¨á®¢ª¥ ®ª­ 
 
ret
 
;----------------------------------------------------------------------------
; Game_Init
;----------------------------------------------------------------------------
Game_Init:
and [moves], 0 ; ®¡­ã«¨¬ ª®«¨ç¥á⢮ 室®¢
 
call random ; ¢ eax á«ãç ©­®¥ ç¨á«®
mov ecx, NofBtn * NofBtn ; ¢ ecx ª®«-¢® ª­®¯®ª ­  ¯®«¥
mov bh, 0 ; ¤«ï ª ¦¤®© ª­®¯ª¨ ¡ã¤¥¬ ¡à âì
; 1 ¡¨â ¨§ eax, bh - ᪮«ìª®
button_init: ; ¡¨â 㦥 ¨á¯®«ì§®¢ «¨
shr eax, 1 ; ¬« ¤è¨© ¡¨â ¯®¯ ¤ ¥â ¢ ä« £ CF
; ¢ § ¢¨á¨¬®á⨠®â ¥£® §­ ç¥­¨ï
; ¢ bl § ¯¨á뢠¥âáï -1 ¨«¨ 0
sbb bl, bl
mov [field + ecx - 1], bl
 
inc bh
cmp bh, 32 ; ¥á«¨ ¨á¯®«ì§®¢ ­ë ¢á¥ 32 ¡¨â  ¨§ eax
jb @f ; ­ ® ¯®«ãç¨âì ­®¢®¥ á«ãç ©­®¥ ç¨á«®
call random
mov bh, 0
@@:
loop button_init
 
ret
 
;----------------------------------------------------------------------------
; random - ¢§ïâ  ¨§ â¥âà¨á 
;----------------------------------------------------------------------------
random: mov eax,[generator]
add eax,-43ab45b5h
ror eax,1
xor eax,32c4324fh
ror eax,1
mov [generator],eax
; --- IVAN ---
mov eax,26
mov ebx,9
int 0x40
xor eax,0xdeadbeef
add eax,[generator]
; --- IVAN ---
ret
 
;============================================================================
 
field db NofBtn * NofBtn dup(0)
moves dd 0
generator dd 0
 
if lang eq ru
header db 'Game'
header_e:
strMovs db '•Ž„' ; '•Ž„'
strMovs_e:
strNew db '®¢ ï ¨£à ' ; '®¢ ï ¨£à '
strNew_e:
else
header db 'Game'
header_e:
strMovs db 'MOVE'
strMovs_e:
strNew db ' New game'
strNew_e:
end if
 
 
 
I_END: ; ¬¥âª  ª®­æ  ¯à®£à ¬¬ë
/programs/games/sq_game/trunk/build_en.bat
0,0 → 1,4
@echo lang fix en >lang.inc
@fasm sq_game.asm sq_game
@erase lang.inc
@pause
/programs/games/sq_game/trunk/build_ru.bat
0,0 → 1,4
@echo lang fix ru >lang.inc
@fasm sq_game.asm sq_game
@erase lang.inc
@pause
/programs/games/sq_game/trunk
Property changes:
Added: tsvn:logminsize
+5
\ No newline at end of property
/programs/games/sq_game/.
Property changes:
Added: tsvn:logminsize
+5
\ No newline at end of property