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Function.inc
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; Version 3
.Data
LevelUpCheck MACRO
.IF( UserLevelUpFlag == 1)
INC UserCurrLevel
CopyFrom UserLevelUpFlag, 0
.ENDIF
.IF( CompLevelUpFlag == 1)
INC CompCurrLevel
CopyFrom CompLevelUpFlag, 0
.ENDIF
ENDM
CanBuildCallBack DWORD 0
KeyHandler MACRO
PUSHA
MOV EAX, 0
Call ReadKey
.IF( AL == 'Q' || AL == 'q' )
;BuildUserSoldierA
TakeMoney 1, UserCurrLevel, CanBuildCallBack
.IF( CanBuildCallBack == 1 )
BuildSoldierBufferTime 0, 1
.ENDIF
.ELSEIF( AL == 'W' || AL == 'w')
;BuildUserSoldierB
TakeMoney 2, UserCurrLevel, CanBuildCallBack
.IF( CanBuildCallBack == 1 )
BuildSoldierBufferTime 0, 2
.ENDIF
.ELSEIF( AL == 'E' || AL == 'e')
;BuildUserSoldierC
TakeMoney 3, UserCurrLevel, CanBuildCallBack
.IF( CanBuildCallBack == 1 )
BuildSoldierBufferTime 0, 3
.ENDIF
.ELSEIF( AL == 'I' || AL == 'i')
BuildCompSoldierA
;BuildSoldierBufferTime 1, 1
.ELSEIF( AL == 'O' || AL == 'o')
BuildCompSoldierB
;BuildSoldierBufferTime 1, 2
.ELSEIF( AL == 'P' || AL == 'p')
BuildCompSoldierC
;BuildSoldierBufferTime 1, 3
.ELSEIF( AL == 'Z' || AL == 'z')
.IF( UserCurrLevel < 3)
.IF( UserCurrLevel == 1 )
.IF( UserMoney > 1000)
CopyFrom UserLevelUpFlag, 1
.ELSE
CopyFrom EnoughTimer, 1
SettingColor Gray
Key_Z
DefaultColor
.ENDIF
.ELSEIF( UserCurrLevel == 2 )
.IF( UserMoney > 3000)
CopyFrom UserLevelUpFlag, 1
.ELSE
CopyFrom EnoughTimer, 1
SettingColor Gray
Key_Z
DefaultColor
.ENDIF
.ELSEIF( UserCurrLevel == 3 )
.IF( UserMoney > 5000 )
CopyFrom UserLevelUpFlag, 1
.ELSE
CopyFrom EnoughTimer, 1
SettingColor Black
Key_Z
DefaultColor
.ENDIF
.ENDIF
.ENDIF
.ELSEIF( AL == 'X' || AL == 'x')
.IF( CompCurrLevel < 3)
CopyFrom CompLevelUpFlag, 1
.ENDIF
.ENDIF
POPA
ENDM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; ;;;;
;;;; Dialog ;;;;
;;;; ;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.Data
Dialog_Example_1 DB "Greetings , warrior ! ",0
Dialog_Example_2 DB "Thank you for accepting this task to protect Atlantis.",0
Dialog_Example_3 DB "Now,",0
Dialog_Example_4 DB "We are attacked by those who long for treasure of Atlantis.",0
Dialog_Example_5 DB "Please fight with us side by side and bring the victory.",0
Introduce MACRO
DrawCastle 0, 0
DrawCastle 1, 103
Dialog Dialog_Example_1
Dialog Dialog_Example_2
Dialog Dialog_Example_3
Dialog Dialog_Example_4
Dialog Dialog_Example_5
ENDM
Dialog MACRO String
PUSHAD
WriteSAtCenter 60, 23, String
AnyKeyToContinue
SettingColor Black
WriteSAtCenter 60, 23, String
DefaultColor
Translate 0,0
POPAD
ENDM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; ;;;;
;;;; Moving ;;;;
;;;; ;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.Data
MOVE MACRO Object, ID, AddX, AddY
ObjectOffset ID
.IF Object[EBX].League == 0
INC Object[EBX].X
.ELSE
DEC Object[EBX].X
.ENDIF
AddBy Object[EBX].Y, AddY
ENDM
MoveOnSoldiers EQU <CALL MoveingSoldiers>
CurrentID DWORD ?
CollisionCurrID DWORD ?
WaitCheckCurrID DWORD ?
.Code
MoveingSoldiers PROC
LoopTimes 0
MUS:
ObjectOffset ECX
CopyFrom CurrentID, ECX
.IF UserSoldiers[EBX].Alive == 1
CastleAttackCheck UserSoldiers, CurrentID
.IF( UserSoldiers[EBX].AttackTo == -1 )
.IF ( UserSoldiers[EBX].WaitFor == -1 )
MOVE UserSoldiers, CurrentID, 1, 0
.ENDIF
UserWaitStackCheck CurrentID
CollisionCheck CurrentID
.ELSEIF( UserSoldiers[EBX].AttackTo != -1 )
CopyFrom UserAttackSoldier, CurrentID
CopyFrom UserAttackTarget, UserSoldiers[EBX].AttackTo
.IF UserAttackTimer == 0
CopyFrom UserAttackTimer, 1
.ENDIF
.ENDIF
.ENDIF
NextInc 8, MUS
LoopTimes 0
MCS:
ObjectOffset ECX
CopyFrom CurrentID, ECX
;WaitStackCheck 1, ECX
.IF CompSoldiers[EBX].Alive == 1
CastleAttackCheck CompSoldiers, CurrentID
.IF(CompSoldiers[EBX].AttackTo == -1)
.IF( CompSoldiers[EBX].WaitFor == -1 )
MOVE CompSoldiers, ECX, -1, 0
.ENDIF
CopyFrom WaitCheckCurrID, ECX
CompWaitStackCheck WaitCheckCurrID
.ELSEIF (CompSoldiers[EBX].AttackTo != -1)
CopyFrom CompAttackSoldier, ECX
CopyFrom CompAttackTarget, CompSoldiers[EBX].AttackTo
.IF CompAttackTimer == 0
CopyFrom CompAttackTimer, 1
.ENDIF
.ENDIF
;CollisionCheck
.ENDIF
NextInc 8, MCS
RET
MoveingSoldiers ENDP