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758 lines (592 loc) · 9.66 KB
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; include sceen output helper funtions
%include "screen.asm"
%include "loader.asm"
%define KEYB_LEN 24
extern printf
section .data
new_line: db 0xA
deviceP_file: db './input_device', 0
logo: db './start_screen', 0
lvl: db './lvl_map', 0
src0: db './src_code_blob', 0
world_file: db './world_res', 0
world_len: equ 6000
world_w: db 120
testb: db '1234', 0
timeval:
t_sec dd 0
t_usec dd 0
player: db '#####', 0
target: db '***', 0
fmtStr: db "Score: %d", 0xA, 0
start_str: db "Game Loader...", 0xA, "Type help for options.", 0xA, 0
start_str_len: equ $ - start_str
help_d: db "Controls: ", 0xA, "Paddle movement: w, e, r, u, i, o | try to hit the *'s", 0xA, "Type run to begin game", 0xA, "Type about for game info", 0xA, "Type exit to quit", 0xA, 0xA, 0
help_d_len: equ $ - help_d
about_d: db "The masochist is a timing based terminal game", 0xA, "written for linux in 32 bit asm", 0xA, 0xA, 0
about_d_len: equ $ - about_d
end_p: db "Press enter to restart game", 0xA, 0
end_p_len: equ $ - end_p
prompt: db "> ", 0
run_game: db "run", 0
help_p: db "help", 0
about_p: db "about", 0
exit_p: db "exit", 0
loading_g db "Loading game...", 0xA, 0
loading_g_len equ $ - loading_g
; Keys usr can press to move paddle
keys db 0x11, 0x12, 0x13, 0x16, 0x17, 0x18
p_pos db 4, 26, 47, 68, 89, 109
section .bss
screen: resb world_len
world: resb world_len
device_path: resb 256
buff: resb 32768
lvl_buff: resb 2048
playerX: resb 8
playerY: resb 8
score: resb 8
act_tar: resb 4
render_cyc: resb 4
spawn_cyc: resb 4
key_buf: resb 512
fd_in: resb 8
key_in: resb 8
key: resb 8
usr_in: resb 128
; REMINDER the six registers used to store arugments of Linux kernal
; sys calls are EBX, ECX, EDX, ESI, EDI, and EBP
; sys call refs on syscalls.kernelgrok.com
section .text
global main
; start game at menu
main:
call _clear_screen
call _load_device
call _new_line
mov ecx, start_str
mov edx, start_str_len
call _print_line
jmp restart_end
restart:
call _clear_screen
mov ecx, end_p
mov edx, end_p_len
call _print_line
; get user input
mov eax, 3
mov ebx, 0
mov ecx, usr_in
mov edx, 128
int 0x80
restart_end:
; run repeating menu dialog
.start_d:
mov eax, dword [score]
cmp eax, 0
je .pscore_end
.print_score:
mov eax, [score]
call _print_f
mov [score], dword 0
call _new_line
.pscore_end:
mov eax, 4
mov ebx, 1
mov ecx, prompt
mov edx, 2
int 0x80
; get user input
mov eax, 3
mov ebx, 0
mov ecx, usr_in
mov edx, 128
int 0x80
; see if user typed run
mov ecx, 3
mov esi, usr_in
mov edi, run_game
call _n_cmp
cmp eax, 0
je _start_game
; if user types help
mov ecx, 4
mov esi, usr_in
mov edi, help_p
call _n_cmp
cmp eax, 0
je .help
; if user types about
mov ecx, 5
mov esi, usr_in
mov edi, about_p
call _n_cmp
cmp eax, 0
je .about
; if user types exit
mov ecx, 4
mov esi, usr_in
mov edi, exit_p
call _n_cmp
cmp eax, 0
je _sys_exit
jmp .start_d
.help:
mov ecx, help_d
mov edx, help_d_len
call _print_line
jmp .start_d
.about:
mov ecx, about_d
mov edx, about_d_len
call _print_line
jmp .start_d
; Start game
_start_game:
mov [act_tar], byte 0
mov ecx, loading_g
mov edx, loading_g_len
call _print_line
; a tastfull pause to build suspense
mov eax, 1
mov ebx, 0
call _sleep
; scroll source code
call _scroll_src
mov [playerX], byte 4
mov [playerY], byte 45
; load resources
call _load_start_screen
call _load_world
call _load_lvl
call _open_input
jmp _game_loop
; put dd in eax
_print_f:
pusha
push ebp
mov ebp, esp
push eax
push dword fmtStr
call printf
add esp, 12
mov eax, 0
popa
ret
_open_input:
pusha
mov eax, 5
mov ebx, device_path
mov ecx, 4000
int 0x80
mov [key_in], eax
mov eax, 3
mov ebx, [key_in]
mov ecx, key_buf
mov edx, 32
int 0x80
mov eax, 0
mov ax, word [key_buf + 26]
mov [key], ax
popa
ret
_read_input:
pusha
mov eax, 3
mov ebx, [key_in]
mov ecx, key_buf
mov edx, 32
int 0x80
mov eax, 0
mov ax, word [key_buf + 26]
mov [key], ax
popa
ret
; MAIN GAME LOOP
_game_loop:
mov eax, 0
mov ebx, 5000000
call _sleep
mov eax, [render_cyc]
add [render_cyc], dword 1
cmp eax, 10
jne .do_keys
; Clear and render console game screen
.render:
mov [render_cyc], byte 0
call _new_line
mov ecx, 7
.clear_loop:
call _new_line
loop .clear_loop
mov eax, [score]
call _print_f
mov eax, [spawn_cyc]
add [spawn_cyc], dword 1
cmp eax, 5
jne .spawn_end
.spawn:
; spawn tagets
mov [spawn_cyc], byte 0
; get number 0 - 6 from lvl file
mov esi, lvl_buff
add esi, [act_tar]
mov eax, 0
mov al, byte [esi]
sub al, '0'
cmp al, 6
je .rest
cmp al, 9
je restart
; associate that number 0 - 6 with its corresponding collum
mov esi, p_pos
add esi, eax
mov eax, 0
mov al, byte [esi]
inc eax
; write target into world
mov edi, world
mov esi, target
add edi, 120
add edi, eax
movsb
.rest:
; increment active target
add [act_tar], byte 1
.spawn_end:
call _update_targets
call _render
.do_keys:
; read user input from /dev/input/event
call _read_input
; put key code into eax
mov eax, 0
mov ax, [key]
; Apply controls
; if ESC down exit game
cmp eax, 1
je _sys_exit
mov ebx, 0
mov bl, byte [keys]
cmp eax, ebx
je .key0
mov ebx, 0
mov bl, byte [keys + 1]
cmp eax, ebx
je .key1
mov ebx, 0
mov bl, byte [keys + 2]
cmp eax, ebx
je .key2
mov ebx, 0
mov bl, byte [keys + 3]
cmp eax, ebx
je .key3
mov ebx, 0
mov bl, byte [keys + 4]
cmp eax, ebx
je .key4
mov ebx, 0
mov bl, byte [keys + 5]
cmp eax, ebx
je .key5
jmp .end_key_eval
.key0:
mov al, byte [p_pos]
mov [playerX], al
jmp .end_key_eval
.key1:
mov al, byte [p_pos + 1]
mov [playerX], al
jmp .end_key_eval
.key2:
mov al, byte [p_pos + 2]
mov [playerX], al
jmp .end_key_eval
.key3:
mov al, byte [p_pos + 3]
mov [playerX], al
jmp .end_key_eval
.key4:
mov al, byte [p_pos + 4]
mov [playerX], al
jmp .end_key_eval
.key5:
mov al, byte [p_pos + 5]
mov [playerX], al
jmp .end_key_eval
.end_key_eval:
; Loop
jmp _game_loop
; put sec in eax, and usec in ebx
_sleep:
pusha
mov dword [t_sec], eax
mov dword [t_usec], ebx
mov eax, 0xA2
mov ebx, timeval
mov ecx, 0
int 0x80
popa
ret
_sys_exit:
mov eax, 1
mov ebx, 0
int 0x80
; load world from file
_load_world:
pusha
mov eax, 5
mov ebx, world_file
mov ecx, 0
int 0x80
mov [fd_in], eax
mov eax, 3
mov ebx, [fd_in]
mov ecx, world
mov edx, 6000
int 0x80
mov eax, 6
mov ebx, [fd_in]
int 0x80
popa
ret
_load_device:
pusha
mov eax, 5
mov ebx, deviceP_file
mov ecx, 0
int 0x80
mov [fd_in], eax
mov eax, 3
mov ebx, [fd_in]
mov ecx, device_path
mov edx, 256
int 0x80
mov eax, 6
mov ebx, [fd_in]
int 0x80
mov ecx, device_path
mov edx, 100
call _print_line
; get rid of new line
mov esi, device_path
mov ecx, 256
.loop:
cmp [esi], byte 0xA
jne .next
mov [esi], byte 0
jmp .end
.next:
inc esi
loop .loop
.end:
popa
ret
_load_lvl:
pusha
mov eax, 5
mov ebx, lvl
mov ecx, 0
int 0x80
mov [fd_in], eax
mov eax, 3
mov ebx, [fd_in]
mov ecx, lvl_buff
mov edx, 2048
int 0x80
mov eax, 6
mov ebx, [fd_in]
int 0x80
popa
ret
_scroll_src:
pusha
mov eax, 5
mov ebx, src0
mov ecx, 0
int 0x80
mov [fd_in], eax
mov eax, 3
mov ebx, [fd_in]
mov ecx, buff
mov edx, 32768
int 0x80
mov eax, 6
mov ebx, [fd_in]
int 0x80
; output src line by line
mov edi, buff
.loop:
mov eax, 4
mov ebx, 1
mov ecx, edi
mov edx, 1
int 0x80
add edi, 1
cmp [edi], byte 0
je .end
cmp [edi], byte 0xA
je .do_sleep
jmp .loop
.do_sleep:
mov eax, 0
mov ebx, 10000000
call _sleep
loop .loop
.end:
mov ecx, 10
.loop2:
call _new_line
loop .loop2
popa
ret
_load_start_screen:
pusha
mov eax, 5
mov ebx, logo
mov ecx, 0
int 0x80
mov [fd_in], eax
mov eax, 3
mov ebx, [fd_in]
mov ecx, screen
mov edx, 6000
int 0x80
mov eax, 6
mov ebx, [fd_in]
int 0x80
mov ecx, screen
mov edx, world_len
call _print_line
mov eax, 3
mov ebx, 0
call _sleep
popa
ret
; Output line feed
_new_line:
pusha
mov eax, 4
mov ebx, 1
mov ecx, new_line
mov edx, 1
int 0x80
popa
ret
; Clear screen
_clear_screen:
pusha
mov ecx, 256
.loop:
call _new_line
loop .loop
popa
ret
; Output String of n length
; n -> edx, addr of first char in ecx
_print_line:
pusha
mov eax, 4
mov ebx, 1
int 0x80
popa
ret
; copy n bytes n -> ecx | dest -> edi | src -> esi
_n_cpy:
pusha
.loop:
movsb
loop .loop
popa
ret
; n cmp -> compare strings | n-> ecx | str1 -> edi | str2 -> esi | returns 0 in eax if match
_n_cmp:
pusha
.loop:
mov al, [esi]
mov bl, [edi]
cmp al, bl
jne .end
inc edi
inc esi
loop .loop
popa
mov eax, 0
ret
.end:
popa
mov eax, 1
ret
_update_targets:
pusha
mov ecx, 5630
mov esi, world + 5630
.loop:
cmp [esi], byte '*'
jne .next
mov [esi], byte ' '
add esi, 120
mov [esi], byte '*'
sub esi, 120
.next:
dec esi
loop .loop
; clear * at bottom
mov ecx, 200
mov esi, world + 5640
.loop2:
cmp [esi], byte '*'
jne .next2
mov [esi], byte ' '
.next2:
inc esi
loop .loop2
popa
ret
; render screen
_render:
pusha
mov eax, [playerX]
mov eax, [playerY]
; copy world into screen buffer
mov edi, screen
mov esi, world
mov ecx, world_len
call _n_cpy
; copy player into world
mov edi, screen
mov eax, 0
mov edx, 0
mov al, [playerY]
mov dl, 120
mul dl
add edi, eax
add edi, [playerX]
; see if player is hitting a target if so add to score
pusha
add edi, 1
cmp [edi - 120], byte '*'
je .s_add
cmp [edi], byte '*'
je .s_add
jmp .s_end
.s_add:
add [score], dword 50
.s_end:
sub edi, 1
popa
; end score calc
mov esi, player
mov ecx, 3
pusha
.loop:
movsb
loop .loop
popa
; Print screen
mov ecx, screen
mov edx, world_len
call _print_line
popa
ret