levels.level1 akode.LevelHeader <level1.Width, level1.Height>, <8, 1>, AKODE_DIRECTION.SOUTH, 0FF00FFh, 000000h, BLOCK_BASE_SIZE * 5, 6, 1, level1.init, 0, level1.action
level1:
.Width = 24
.Height = 25
W equ level1.Wall
w equ level1.OtherWall
_ equ level1.PassableArea
. equ level1.OtherPassableArea
0 equ level1.NotPassableArea
% equ level1.WallWithCrazyWoodDoor
I equ level1.IronDoor
L equ level1.WallWithLever1
q equ level1.WallWithLever2
v equ level1.WallWithLever3
e equ level1.WallWithLever4
c equ level1.ColumnArea
o equ level1.OgreArea
P equ level1.PortalArea
.Grid:
dd W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W
dd W,_,_,W,W,_,_,W,_,W,_,W,_,_,_,_,W,W,W,W,W,W,W,W
dd W,_,_,W,W,_,_,W,_,W,_,W,_,_,_,_,_,_,_,_,_,_,_,W
dd W,_,_,_,_,_,_,W,_,W,_,W,_,_,_,_,_,_,_,_,_,_,_,W
dd W,W,W,_,_,W,W,W,_,W,L,W,_,_,_,W,W,W,_,_,_,W,W,W
dd W,_,_,_,_,_,_,W,_,_,_,W,_,_,_,W,0,W,_,_,_,W,0,W
dd W,_,W,_,W,_,_,W,_,W,W,W,W,W,_,W,c,_,_,_,_,_,c,W
dd W,_,W,_,W,_,_,W,_,W,W,W,W,W,_,W,_,_,_,c,_,_,_,W
dd W,W,W,_,W,W,W,W,%,W,W,W,W,W,_,W,_,_,W,0,W,_,_,W
dd W,_,W,_,W,_,_,_,_,_,_,_,W,W,_,W,_,_,W,W,W,_,_,W
dd W,_,W,W,W,_,_,_,_,_,_,_,I,_,_,W,_,_,_,_,_,_,_,W
dd W,_,_,_,W,_,_,_,_,_,_,_,W,W,W,W,W,W,W,W,W,%,W,W
dd W,_,_,_,W,W,W,W,q,v,e,W,W,_,_,_,_,_,_,_,_,_,_,W
dd W,_,_,_,_,_,_,_,_,_,_,_,W,_,W,W,W,W,W,W,W,W,W,W
dd W,_,_,_,W,_,_,_,_,_,_,_,W,o,W,_,_,_,_,_,_,_,_,W
dd W,_,_,_,W,W,W,W,W,W,W,W,W,0,W,w,w,w,_,_,_,_,_,W
dd W,_,_,_,W,_,_,_,_,_,_,w,_,_,w,w,w,w,w,w,w,w,w,w
dd W,_,_,_,_,_,_,_,_,_,_,w,_,_,w,.,.,.,.,.,.,.,.,w
dd W,_,_,_,_,_,_,_,_,_,_,w,_,_,w,.,.,w,w,.,w,w,.,w
dd W,_,_,_,_,_,_,_,_,_,_,w,_,_,_,.,.,w,.,.,.,w,.,w
dd W,_,_,_,_,_,_,_,_,_,_,w,_,_,_,.,.,.,.,P,.,.,.,w
dd W,_,_,_,_,_,_,_,_,_,_,w,_,_,_,.,.,w,.,.,.,w,.,w
dd W,_,_,_,_,_,_,_,_,_,_,w,_,_,w,.,.,w,w,.,w,w,.,w
dd W,_,_,_,_,_,_,_,_,_,_,w,_,_,w,.,.,.,.,.,.,.,.,w
dd W,W,W,W,W,W,W,W,W,W,W,w,w,w,w,w,w,w,w,w,w,w,w,w
restore W, w, _, ., 0, %, I, L, q, v, e, c, o, P
.Chest akode.Object textures.Chest, <13, 2>, 1, 0
.Column1 akode.Object textures.Column1, <16, 5>, 1, 0
.Column2 akode.Object textures.Column2, <19, 8>, 1, 0
.Column3 akode.Object textures.Column3, <22, 5>, 1, 0
.Ogre akode.Object textures.Ogre, <13, 15>, 1, 0
.Portal akode.Object textures.Portal, <19, 20>, 1, 1
.Column4TextureDescPtr dd textures.Column4
.Wall akode.GridCell <textures.GreenStone1, 0>, \
<textures.GreenStone1, 0>, \
<textures.GreenStone1, 0>, \
<textures.GreenStone1, 0>, \
<0, 0>, \
<0, 0>, \
0, 0
.OtherWall akode.GridCell <textures.GreenStone2, 0>, \
<textures.GreenStone2, 0>, \
<textures.GreenStone2, 0>, \
<textures.GreenStone2, 0>, \
<0, 0>, \
<0, 0>, \
0, 0
.WallWithCrazyWoodDoor akode.GridCell <textures.GreenStone1, textures.CrazyWoodDoor>, \
<textures.GreenStone1, textures.CrazyWoodDoor>, \
<textures.GreenStone1, textures.CrazyWoodDoor>, \
<textures.GreenStone1, textures.CrazyWoodDoor>, \
<0, 0>, \
<0, 0>, \
0, 0
.IronDoor akode.GridCell <textures.IronDoor, 0>, \
<textures.IronDoor, 0>, \
<textures.IronDoor, 0>, \
<textures.IronDoor, 0>, \
<0, 0>, \
<0, 0>, \
0, 0
.WallWithLever1 akode.GridCell <textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverDown>, \
<textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverUp>, \
<0, 0>, \
<0, 0>, \
0, 0
.WallWithLever2 akode.GridCell <textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverUp>, \
<textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverDown>, \
<0, 0>, \
<0, 0>, \
0, 0
.WallWithLever3 akode.GridCell <textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverUp>, \
<textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverDown>, \
<0, 0>, \
<0, 0>, \
0, 0
.WallWithLever4 akode.GridCell <textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverUp>, \
<textures.GreenStone1, 0>, \
<textures.GreenStone1, textures.RedLeverDown>, \
<0, 0>, \
<0, 0>, \
0, 0
.PassableArea akode.GridCell <0, 0>, \
<0, 0>, \
<0, 0>, \
<0, 0>, \
<textures.YellowStone1, 0>, \
<textures.YellowStone1, 0>, \
1, 0
.OtherPassableArea akode.GridCell <0, 0>, \
<0, 0>, \
<0, 0>, \
<0, 0>, \
<textures.RedStone1, 0>, \
<textures.RedStone1, 0>, \
1, 0
.NotPassableArea akode.GridCell <0, 0>, \
<0, 0>, \
<0, 0>, \
<0, 0>, \
<textures.YellowStone1, 0>, \
<textures.YellowStone1, 0>, \
0, 0
.ColumnArea akode.GridCell <0, 0>, \
<0, 0>, \
<0, 0>, \
<0, 0>, \
<textures.YellowStone1, 0>, \
<textures.YellowStone1, 0>, \
1, level1.columns
.OgreArea akode.GridCell <0, 0>, \
<0, 0>, \
<0, 0>, \
<0, 0>, \
<textures.YellowStone1, 0>, \
<textures.YellowStone1, 0>, \
1, level1.ogre
.PortalArea akode.GridCell <0, 0>, \
<0, 0>, \
<0, 0>, \
<0, 0>, \
<textures.PortalFloor, 0>, \
<textures.RedStone1, 0>, \
1, level1.portal
.CoinImagePtr dd 0
.Sun1ImagePtr dd 0
.Sun2ImagePtr dd 0
.Sun3ImagePtr dd 0
proc level1.init
stdcall load_object_image, .coin_file_path
mov [level1.CoinImagePtr], eax
stdcall load_object_image, .sun1_file_path
mov [level1.Sun1ImagePtr], eax
stdcall load_object_image, .sun2_file_path
mov [level1.Sun2ImagePtr], eax
stdcall load_object_image, .sun3_file_path
mov [level1.Sun3ImagePtr], eax
mov eax, .message
ret
.coin_file_path db 'Resources/Textures/Objects/Coin.png', 0
.sun1_file_path db 'Resources/Textures/Objects/Sun1.png', 0
.sun2_file_path db 'Resources/Textures/Objects/Sun2.png', 0
.sun3_file_path db 'Resources/Textures/Objects/Sun3.png', 0
.message langstr0 ru, < \
'ë - ¨áª ⥫ì ᮪஢¨é. ï£ ª ¦¨¢¥ ¯à¨¢¥« ¢ á ¢ ', 10, \
'«¥áãî ¯¥é¥àã, £¤¥, ¯® à á᪠§ ¬ ᥫï, ¯ àã á⮫¥â¨© ', 10, \
' § ¤, ®¤¨ ¯à ¢¨â¥«ì, á¯àïâ « á¢®î ª §ã. ¯¥é¥à¥ ¢ë ', 10, \
' 諨... ¤¢¥àì. ᨫ¨¥ - ¤¢¥àì ®âªàëâ ! ë ¢®è«¨ ¢ãâàì', 10, \
'¨ ¤¢¥àì á £à®å®â®¬ § å«®¯ã« áì. ®§¬®¦®, íâ® ¢ è è á', 10, \
' ©â¨ ¥á¬¥âë¥ ¡®£ âá⢠¨«¨ ¯®£¨¡ãâì... ' >
endp
proc level1.action uses ebx ecx edx, action, cell_x, cell_y
mov eax, [action]
mov ebx, [cell_x]
mov ecx, [cell_y]
mov edx, ecx
imul edx, level1.Width
add edx, ebx
lea edx, [level1.Grid + edx * 4]
cmp ax, ACTION.DO_SOMETHING
jne .check_next_action
cmp edx, level1.Grid + (7 * level1.Width + 8) * 4
jne @f
cmp dword [level1.Grid + (8 * level1.Width + 8) * 4], level1.WallWithCrazyWoodDoor
jne .exit_no_message
mov eax, .message_door1_closed
jmp .exit
.message_door1_closed langstr0 ru, < \
' ¯¥àâ®. ¤¢¥à¨ ¥â ¨ àã窨, ¨ § ¬®ç®© ᪢ ¦¨ë. ', 10, \
'¥à®ïâ®, £¤¥-â® ¤®«¦¥ ¡ëâì áªàëâë© ¬¥å ¨§¬... ' >
@@: cmp edx, level1.Grid + (10 * level1.Width + 21) * 4
jne @f
cmp dword [level1.Grid + (11 * level1.Width + 21) * 4], level1.WallWithCrazyWoodDoor
jne .exit_no_message
mov eax, .message_door3_closed
jmp .exit
.message_door3_closed langstr0 ru, < \
' ªãî ¤¢¥àì ¢ë 㦥 ¢¨¤¥«¨, ¨ ¢ ¯à®è«ë© à § ® â ª ', 10, \
'¯à®áâ® ¥ ®âªàë« áì. ' >
@@: cmp edx, level1.Grid + (5 * level1.Width + 10) * 4
jne @f
cmp dword [level1.Grid + (8 * level1.Width + 8) * 4], level1.WallWithCrazyWoodDoor
jne .exit_no_message
mov [level1.WallWithLever1.WallTexture4.DescPtr2], textures.RedLeverDown
mov dword [level1.Grid + (8 * level1.Width + 8) * 4], level1.PassableArea
mov eax, .message_door1_opens
jmp .exit
.message_door1_opens langstr0 ru, < \
'ë á«ëè¨â¥ §¢ãª «¥¡ñ¤ª¨ ¨ áªà¥¦¥â è¥áâ¥àñ®ª. ' >
@@: cmp edx, level1.Grid + (11 * level1.Width + 8) * 4
jne @f
mov eax, [level1.WallWithLever2.WallTexture2.DescPtr2]
mov ebx, [level1.WallWithLever2.WallTexture4.DescPtr2]
mov [level1.WallWithLever2.WallTexture2.DescPtr2], ebx
mov [level1.WallWithLever2.WallTexture4.DescPtr2], eax
jmp .3levers
@@: cmp edx, level1.Grid + (11 * level1.Width + 9) * 4
jne @f
mov eax, [level1.WallWithLever3.WallTexture2.DescPtr2]
mov ebx, [level1.WallWithLever3.WallTexture4.DescPtr2]
mov [level1.WallWithLever3.WallTexture2.DescPtr2], ebx
mov [level1.WallWithLever3.WallTexture4.DescPtr2], eax
jmp .3levers
@@: cmp edx, level1.Grid + (11 * level1.Width + 10) * 4
jne @f
mov eax, [level1.WallWithLever4.WallTexture2.DescPtr2]
mov ebx, [level1.WallWithLever4.WallTexture4.DescPtr2]
mov [level1.WallWithLever4.WallTexture2.DescPtr2], ebx
mov [level1.WallWithLever4.WallTexture4.DescPtr2], eax
jmp .3levers
@@: cmp edx, level1.Grid + (10 * level1.Width + 11) * 4
jne @f
cmp dword [level1.Grid + (10 * level1.Width + 12) * 4], level1.IronDoor
jne .exit_no_message
mov eax, .message_door2_closed
jmp .exit
@@: jmp .exit_no_message
.check_next_action:
cmp ax, AKODE_ACTION.CELL_ENTER
jne .exit_no_message
cmp edx, level1.Grid + (2 * level1.Width + 13) * 4
jne @f
cmp [level1.Chest.Visible], 1
jne .exit_no_message
stdcall add_object_to_inventory, 4, [level1.CoinImagePtr]
stdcall add_object_to_inventory, 1, [level1.Sun1ImagePtr]
stdcall add_object_to_inventory, 2, [level1.Sun2ImagePtr]
stdcall add_object_to_inventory, 3, [level1.Sun3ImagePtr]
mov [level1.Chest.Visible], 0
mov eax, .message_chest
jmp .exit
.message_chest langstr0 ru, < \
'ë 諨 áã¤ãª á ¡ à å«®¬: 1 §®«®â®© ¬®¥âª®© ¨ ', 10, \
'3-¬ï ¬®¥â ¬¨ á ¨§®¡à ¦¥¨¥¬ á®«æ ¢ à §ëå ä § å. ' >
@@: cmp edx, level1.Grid + (14 * level1.Width + 13) * 4
jne @f
cmp [level1.Ogre.Visible], 1
jne .exit_no_message
mov eax, .message_ogre
jmp .exit
.message_ogre langstr0 ru, < \
'- ⮩! 㤠íâ® âë? «ìè¥ å®¤ ¥â. ' >
@@:
.exit_no_message:
xor eax, eax
.exit:
ret
.3levers:
mov eax, [level1.WallWithLever2.WallTexture2.DescPtr2]
mov ebx, [level1.WallWithLever3.WallTexture2.DescPtr2]
mov ecx, [level1.WallWithLever4.WallTexture2.DescPtr2]
cmp eax, textures.RedLeverDown
jne @f
cmp ebx, textures.RedLeverUp
jne @f
cmp ecx, textures.RedLeverDown
jne @f
mov dword [level1.Grid + (10 * level1.Width + 12) * 4], level1.PassableArea
mov eax, .message_door2_opens
jmp .exit
@@:
mov eax, .message_3levers
jmp .exit
.message_3levers langstr0 ru, < \
'ë ¯¥à¥áâ ¢¨«¨ íâ®â àëç £ ¢ ¤à㣮¥ ¯®«®¦¥¨¥. ' >
.message_door2_closed langstr0 ru, < \
'®âì ¢ë ¨ ¯®«ë ᨫ, ® ᤢ¨ãâì íâã ¤¢¥àì å®âì ', 10, \
'¬¨««¨¬¥âà ã ¢ á ¥ ¯®«ã稫®áì. ' >
.message_door2_opens langstr0 ru, < \
'® ¢ á ¤®ñááï ¬¥â ««¨ç¥áª¨© áªà¥¦¥â. ' >
endp
proc level1.columns uses ebx ecx, action, cell_x, cell_y
mov eax, [action]
cmp ax, ACTION.DO_SOMETHING
jne @f
mov eax, .message_description
jmp .exit
.message_description langstr0 ru, < \
'¥à¥¤ ¢ ¬¨ á⮨⠥¢ë᮪ ï ª®«® á å®à®è® § ¬¥â®© ', 10, \
' ¤¯¨áìî. ®«® á⮨⠧¤¥áì  ¥ ¤«ï ¯®¤¤¥à¦ª¨ ', 10, \
'¯®â®«ª ... ' >
@@: cmp ax, ACTION.USE_OBJECT
jne .exit_no_message
shr eax, 16
mov ebx, eax
mov eax, [cell_x]
cmp eax, 16
jne @f
cmp ebx, 1
jne .exit_no_message
stdcall remove_object_from_inventory, 1
mov eax, [level1.Column4TextureDescPtr]
mov [level1.Column1.TextureDescPtr], eax
mov [level1.Column1.DisableShading], 1
mov eax, .message_activated
jmp .exit
@@: cmp eax, 19
jne @f
cmp ebx, 2
jne .exit_no_message
stdcall remove_object_from_inventory, 2
mov eax, [level1.Column4TextureDescPtr]
mov [level1.Column2.TextureDescPtr], eax
mov [level1.Column2.DisableShading], 1
mov eax, .message_activated
jmp .exit
@@: cmp eax, 22
jne @f
cmp ebx, 3
jne .exit_no_message
stdcall remove_object_from_inventory, 3
mov eax, [level1.Column4TextureDescPtr]
mov [level1.Column3.TextureDescPtr], eax
mov [level1.Column3.DisableShading], 1
mov eax, .message_activated
jmp .exit
@@:
.exit_no_message:
xor eax, eax
ret
.exit:
mov ecx, [level1.Column1.DisableShading]
and ecx, [level1.Column2.DisableShading]
and ecx, [level1.Column3.DisableShading]
jecxz @f
mov dword [level1.Grid + (11 * level1.Width + 21) * 4], level1.PassableArea
@@:
ret
.message_activated langstr0 ru, < \
'ë ¯®«®¦¨«¨ ¬®¥âã ª®«®ã ¨ ® ç « ᢥâ¨âìáï ', 10, \
'áâà ë¬ á¢¥â®¬. ' >
endp
proc level1.ogre action, cell_x, cell_y
mov eax, [action]
cmp ax, ACTION.DO_SOMETHING
jne @f
stdcall player_death
xor eax, eax
jmp .exit
@@: cmp ax, ACTION.USE_OBJECT
jne .exit_default
shr eax, 16
cmp eax, 4
jne .exit_default
mov dword [level1.Grid + (15 * level1.Width + 13) * 4], level1.PassableArea
mov [level1.Ogre.Visible], 0
stdcall remove_object_from_inventory, 4
mov eax, .message_ogre
jmp .exit
.exit_default:
xor eax, eax
dec eax
.exit:
ret
.message_ogre langstr0 ru, < \
'- ©! ®¥âª ! ã ¢¥à¨áì!!! ' >
endp
proc level1.portal action, cell_x, cell_y
mov eax, [action]
cmp ax, AKODE_ACTION.CELL_ENTER
jne @f
stdcall game_over
@@:
xor eax, eax
ret
endp