-
Notifications
You must be signed in to change notification settings - Fork 2
/
Source.asm
968 lines (828 loc) · 24.8 KB
/
Source.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
INCLUDE irvine32.inc
INCLUDE macros.inc
INCLUDELIB winmm.lib
PlaySound PROTO, pszSound:PTR BYTE, hmod:DWORD, fdwSound:DWORD
.data
watermelon1 BYTE " :i::::. ", 0
watermelon2 BYTE " .XDjvrrrjKbL ", 0
watermelon3 BYTE " :BJ::iriiii:uR. ", 0
watermelon4 BYTE " BL:rriirir:UKIR ", 0
watermelon5 BYTE " BriiiiiiriirisQ ", 0
watermelon6 BYTE " rBri:i:iiiiivB. ", 0
watermelon7 BYTE " :XSKUUjLL5dP. ", 0
watermelon8 BYTE " :Y5XLr:. ", 0
watermelon9 BYTE "-------------------", 0
bell1 BYTE " id7LX. ", 0
bell2 BYTE " 7Zr::7Z1 ", 0
bell3 BYTE " .d: Q: ", 0
bell4 BYTE " Z:: .Q ", 0
bell5 BYTE " :D:....:.. :Mi ", 0
bell6 BYTE " .Q..irr::rii..Bi ", 0
bell7 BYTE " d1QBBB: QBBQsg. ", 0
bell8 BYTE " ....iv7Y.:.. ", 0
bell9 BYTE "-------------------", 0
WTF1 BYTE " .B. .BB. .B. ", 0
WTF2 BYTE " BBB.BBBB.BBB ", 0
WTF3 BYTE " BBBBBMBBBBBBBB ", 0
WTF4 BYTE " BQBBBBBBQBQBBiU ", 0
WTF5 BYTE " .BBBMQgRRBQBU ", 0
WTF6 BYTE " IBBQQBBBrU ", 0
WTF7 BYTE " dBBBuU ", 0
WTF8 BYTE " OOO ", 0
WTF9 BYTE "-------------------", 0
banana1 BYTE " r: ", 0
banana2 BYTE " MEi ", 0
banana3 BYTE " QBBB ", 0
banana4 BYTE " 7BQBv ", 0
banana5 BYTE " 5BgBq ", 0
banana6 BYTE " 5BQQB1 ", 0
banana7 BYTE " vUBRBBB ", 0
banana8 BYTE " i5qIJJr. ", 0
banana9 BYTE "-------------------", 0
apple1 BYTE " dKPDdQr ", 0
apple2 BYTE " DAMN ", 0
apple3 BYTE " iBQEDdqqIUSSBr ", 0
apple4 BYTE " BBUI2I1225P IB ", 0
apple5 BYTE " iBXUIUI2UUq.B7 ", 0
apple6 BYTE " iBXUIUI2UUq.B7 ", 0
apple7 BYTE " 2BDqPDD1IKBQ ", 0
apple8 BYTE " rRMds5MZQX ", 0
apple9 BYTE "-------------------", 0
wohoo1 BYTE " ", 0
wohoo2 BYTE " .Bb::5. ", 0
wohoo3 BYTE " .Bg::q. ", 0
wohoo4 BYTE " VBqBV ", 0
wohoo5 BYTE " VpV ", 0
wohoo6 BYTE " ", 0
wohoo7 BYTE " pp ", 0
wohoo8 BYTE " ", 0
wohoo9 BYTE "-------------------", 0
huh1 BYTE " BBB5D ", 0
huh2 BYTE " .qv BQi ", 0
huh3 BYTE " v uBQ ", 0
huh4 BYTE " uBX ", 0
huh5 BYTE " UYB ", 0
huh6 BYTE " UU ", 0
huh7 BYTE " ", 0
huh8 BYTE " 7i ", 0
huh9 BYTE "-------------------", 0
seven1 BYTE " ", 0
seven2 BYTE " JBBBBQQ BBBBBMBr ", 0
seven3 BYTE " 7Bi QDM EBi BgR ", 0
seven4 BYTE " 2PPI Z2R7 ", 0
seven5 BYTE " .Bd2XD :BK2bd ", 0
seven6 BYTE " dB525BE BMS2SB: ", 0
seven7 BYTE " :BBQQB: 7BBBBM ", 0
seven8 BYTE " ... ... ", 0
seven9 BYTE "-------------------", 0
star1 BYTE " ", 0
star2 BYTE " 7 ", 0
star3 BYTE " 7777 ", 0
star4 BYTE " 777777777777 ", 0
star5 BYTE " 77777777 ", 0
star6 BYTE " 77777777 ", 0
star7 BYTE " 777 777 ", 0
star8 BYTE " ", 0
star9 BYTE "-------------------", 0
again1 BYTE " ..... ", 0
again2 BYTE " LBBBBBB:.B ", 0
again3 BYTE " BBr jBBB ", 0
again4 BYTE " QB rQBBB ", 0
again5 BYTE " Bj . ", 0
again6 BYTE " BB Q7 ", 0
again7 BYTE " BBv JBB ", 0
again8 BYTE " 7BBBBBQ7 ", 0
again9 BYTE "------------------ ", 0
mario1 BYTE " :sv: .iii:. ",0
mario2 BYTE " :..K .:.r7PZbqPUv. ",0
mario3 BYTE " Br Bu riXY:2. YZbdMQBBgv ",0
mario4 BYTE " B7 BX E.r iU YdSKKbbggBB5. ",0
mario5 BYTE " B. Bd .irZg55i:..iIDKK5KXPqbbgQBU ",0
mario6 BYTE " vSLB7 Q5 7YL :BBBBBRMQBQBBBQMPKISXPKPqPPEEBQi ",0
mario7 BYTE " r7LQr :B. QQs7Dbi7 SBBQRgBBBXPS5jPBBBBBZDgddPPqbbRBs ",0
mario8 BYTE " 7SXBL Kv rB:BvUBr. B7 vBBBBBBR:::.UQPuIDBg2dRQgqPPddRBv ",0
mario9 BYTE " Br:sR57QB:QLvrs7...Bu 7S. : : .. .i:rrvPBZEdgZQQPY. ",0
mario10 BYTE " iB: .ir::.. . :Lsi .s: . iBZR ... 5BBQBBBBBBBQr ",0
mario11 BYTE " .Br .....:.:..7L: .. ...:.. Ugb: ...:EQMMBg7ir7PBBi ",0
mario12 BYTE " .B:..:::::..IR .:.......::rr..ii7BB...:MBQBS..:.. v. ",0
mario13 BYTE " JB ::::::: Bi vr:::irvPBBBBBBBBg::...DBU:i7:..r ",0
mario14 BYTE " B7.:::::..jB i rBBBQBBBBBBBBQ7i...:.:... .::.:r: ",0
mario15 BYTE " r::....:::.v 7YLi .r7JrLvr::.. .::::.j2ri::: ",0
mario16 BYTE " .............: .Yi :rS . . .:rrvsUJ7iMBBBB. ",0
mario17 BYTE " ......... :2J.uR. iSR7 ::iivs2KDggEEdDbEMMPi ",0
mario18 BYTE " .....r2SU2uJUqI isdBBQgPXdMPPXqSX5X5S5PS27. ",0
mario19 BYTE " .::r7L7Yd7 .UMBQQ57:isSbQXSSqSKKXIXI5IPEQBBSr ",0
mario20 BYTE " ::iiriru7 :EQEKIPv .EEXbPPXPPDgDbEqqSKKZQBBBEi ",0
mario21 BYTE " .:...iIBSIgqUIu2UP22SEgQ5I5PZgDggQBBRBgdPMQq7i.::. .. ",0
mario22 BYTE " .QBQBBBBXU21I1UuU1qbDPKUI5X5KqEEgMBX .gBBq ..:ri ",0
mario23 BYTE " rBQBBjvUUI121212121UUIIS5X5X5KqZB :b .. ",0
mario24 BYTE " :1qJII5I525III525IX5XSKXqKPPDPQP . .. : ",0
mario25 BYTE " P121U1U121U12UI2IU52S5XqqqdPBd . ",0
you_lose1 BYTE " ", 0
you_lose2 BYTE " ████ ████ ███████████ ████ ████ ", 0
you_lose3 BYTE " ████ ████ ███████████████ ████ ████ ", 0
you_lose4 BYTE " ████ ████ ████ ████ ████ ████ ", 0
you_lose5 BYTE " ████ ████ ████ ████ ████ ████ ", 0
you_lose6 BYTE " ████████ ████ ████ ████ ████ ", 0
you_lose7 BYTE " ████ ████ ████ ████ ████ ", 0
you_lose8 BYTE " ████ ████ ████ ████ ████ ", 0
you_lose9 BYTE " ████ ███████████████ ████████████ ", 0
you_lose10 BYTE " ████ ███████████ ██████████ ", 0
you_lose11 BYTE " ", 0
you_lose12 BYTE " ████ ███████████ ██████████ ████████████", 0
you_lose13 BYTE " ████ ███████████████ ██████████████ ████████████", 0
you_lose14 BYTE " ████ ████ ████ ████ ████ ", 0
you_lose15 BYTE " ████ ████ ████ ██████ ████ █ ", 0
you_lose16 BYTE " ████ ████ ████ ██████ ██████████ ", 0
you_lose17 BYTE " ████ ████ ████ ██████ ████ █ ", 0
you_lose18 BYTE " ████ ████ ████ ████ ████ ", 0
you_lose19 BYTE " ████████████ ███████████████ ██████████████ ████████████", 0
you_lose20 BYTE " ████████████ ███████████ ██████████ ████████████", 0
watermelon DWORD OFFSET watermelon1, OFFSET watermelon2, OFFSET watermelon3, OFFSET watermelon4, OFFSET watermelon5, OFFSET watermelon6, OFFSET watermelon7, OFFSET watermelon8, OFFSET watermelon9
bell DWORD OFFSET bell1, OFFSET bell2, OFFSET bell3, OFFSET bell4, OFFSET bell5, OFFSET bell6, OFFSET bell7, OFFSET bell8, OFFSET bell9
WTF DWORD OFFSET WTF1, OFFSET WTF2, OFFSET WTF3, OFFSET WTF4, OFFSET WTF5, OFFSET WTF6, OFFSET WTF7, OFFSET WTF8, OFFSET WTF9
banana DWORD OFFSET banana1, OFFSET banana2, OFFSET banana3, OFFSET banana4, OFFSET banana5, OFFSET banana6, OFFSET banana7, OFFSET banana8, OFFSET banana9
apple DWORD OFFSET apple1,OFFSET apple2, OFFSET apple3, OFFSET apple4, OFFSET apple5, OFFSET apple6, OFFSET apple7, OFFSET apple8, OFFSET apple9
wohoo DWORD OFFSET wohoo1, OFFSET wohoo2, OFFSET wohoo3, OFFSET wohoo4, OFFSET wohoo5, OFFSET wohoo6, OFFSET wohoo7,OFFSET wohoo8, OFFSET wohoo9
huh DWORD OFFSET huh1, OFFSET huh2, OFFSET huh3, OFFSET huh4, OFFSET huh5, OFFSET huh6, OFFSET huh7, OFFSET huh8, OFFSET huh9
seven DWORD OFFSET seven1, OFFSET seven2, OFFSET seven3, OFFSET seven4, OFFSET seven5, OFFSET seven6, OFFSET seven7, OFFSET seven8, OFFSET seven9
star DWORD OFFSET star1, OFFSET star2, OFFSET star3, OFFSET star4, OFFSET star5, OFFSET star6, OFFSET star7, OFFSET star8, OFFSET star9
mario_1 DWORD OFFSET mario1, OFFSET mario2, OFFSET mario3, OFFSET mario4, OFFSET mario5, OFFSET mario6, OFFSET mario7,OFFSET mario8;
mario_2 DWORD OFFSET mario9,OFFSET mario10, OFFSET mario11,OFFSET mario12,OFFSET mario13,OFFSET mario14,OFFSET mario15,OFFSET mario16;
mario_3 DWORD OFFSET mario17,OFFSET mario18,OFFSET mario19,OFFSET mario20, OFFSET mario21,OFFSET mario22,OFFSET mario23,OFFSET mario24,OFFSET mario25;
again DWORD OFFSET again1, OFFSET again2, OFFSET again3, OFFSET again4, OFFSET again5, OFFSET again6, OFFSET again7, OFFSET again8, OFFSET again9
;you_lose DWORD OFFSET you_lose1,OFFSET you_lose2, OFFSET you_lose3, OFFSET you_lose4, OFFSET you_lose5, OFFSET you_lose6, OFFSET you_lose7, OFFSET you_lose8 , OFFSET you_lose9, OFFSET you_lose10, OFFSET you_lose11, OFFSET you_lose12, OFFSET you_lose13, OFFSET you_lose14,OFFSET you_lose15, OFFSET you_lose16, OFFSET you_lose17, OFFSET you_lose18, OFFSET you_lose19, OFFSET you_lose20;
you_lose_1 DWORD OFFSET you_lose1,OFFSET you_lose2, OFFSET you_lose3, OFFSET you_lose4, OFFSET you_lose5, OFFSET you_lose6, OFFSET you_lose7, OFFSET you_lose8 , OFFSET you_lose9, OFFSET you_lose10;
you_lose_2 DWORD OFFSET you_lose11, OFFSET you_lose12, OFFSET you_lose13, OFFSET you_lose14,OFFSET you_lose15, OFFSET you_lose16, OFFSET you_lose17, OFFSET you_lose18, OFFSET you_lose19, OFFSET you_lose20;
cnt DWORD 0
count DWORD 0
random_num DWORD 0; 總共跑幾次
now_block DWORD 20
time_interval DWORD 0
; INFO: 本區為下注邏輯所要用到的變數(written by PR)
player_token DWORD 100 ; 玩家代幣數量(初始為100)
pt BYTE "YOUR TOKENS: ", 0
gi1 BYTE "watermelon (x2) ", 0
gi2 BYTE "banana (x2) ", 0
gi3 BYTE "star (x4) ", 0
gi4 BYTE "apple (x4) ", 0
gi5 BYTE "bell (x6) ", 0
gi6 BYTE "diamond (x8) ", 0
gi7 BYTE "double7 (x10) ", 0
info1 BYTE "Success!", 0 ; 投注成功訊息
info2 BYTE "Error! You don't have enough token.", 0 ; 投注失敗訊息
gambling_item DWORD OFFSET pt, OFFSET gi1, OFFSET gi2, OFFSET gi3, OFFSET gi4, OFFSET gi5, OFFSET gi6, OFFSET gi7
gambling_odds DWORD 2, 2, 4, 4, 6, 8, 10 ; 賠率(按照上面字串順序)
gambling_token DWORD 0, 0, 0, 0, 0, 0, 0 ; 玩家下注量(按照上面字串順序)
result_pos DWORD 0
pos DWORD 0
money DWORD 0
tmp_pos DWORD 0 ; 交換數值用的
select_index DWORD 0 ;選哪個
letter_Bet byte "Enter Bet amount here!!", 0AH,0DH,0
letter_Leave byte "Enter BackSpace to leave or space to bet!!", 0AH,0DH,0
Beting dword 0; 下注金額
round BYTE "Through this round, The money you have has left : ", 0
bet_music BYTE "bet.wav", 0
slot_music BYTE "slot.wav", 0
jackpot_music BYTE "jackpot.wav", 0
;--- 結束 ---
;---以下為鈺修用到的東西--
again_text BYTE "Do you wanna keep going (Y/N)??",0dh,0ah,0
end_flag BYTE 1 ;1為繼續玩/0為不玩了
end_text BYTE "Thanks for your playing!!!!",0dh,0ah,0
;---結束---
.code ;
;-----------------------------------------
Interface PROC
;-----------------------------------------
push ecx
;第一排水果區
call horizon_edge
mov count, 0
mov ecx, 9
line1:
call vertical_edge
mov esi, OFFSET watermelon
mov eax, 0
call paint_block
mov esi, OFFSET bell
mov eax, 1
call paint_block
mov esi, OFFSET WTF
mov eax, 2
call paint_block
mov esi, OFFSET banana
mov eax, 3
call paint_block
mov esi, OFFSET apple
mov eax, 4
call paint_block
mov esi, OFFSET banana
mov eax, 5
call paint_block
mov esi, OFFSET watermelon
mov eax, 6
call paint_block
call Crlf
add count, 4
dec ecx
cmp ecx, 0
jne line1
next_line2:
;第二排水果+空格
mov cnt, 0 ;mario_1
mov count, 0
mov ecx, 9
line2:
call vertical_edge
mov esi, OFFSET banana
mov eax, 19
call paint_block
push ecx
;=================
mov esi, OFFSET mario_1
add esi, cnt
mov edx, [esi]
call WriteString
add cnt, 4
;=================
pop ecx
call vertical_edge
mov esi, OFFSET star
mov eax, 7
call paint_block
call Crlf
add count, 4
loop line2
;第三排水果+空格
mov cnt, 0 ;mario_2
mov count, 0
mov ecx, 9
line3:
call vertical_edge
mov esi, OFFSET star
mov eax, 18
call paint_block
push ecx
;=================
mov esi, OFFSET mario_2
add esi, cnt
mov edx, [esi]
call WriteString
add cnt, 4
;=================
pop ecx
call vertical_edge
mov esi, OFFSET apple
mov eax, 8
call paint_block
call Crlf
add count, 4
loop line3
;第四排水果+空格
mov cnt, 0 ;mario_3
mov count, 0
mov ecx, 8
line4:
call vertical_edge
mov esi, OFFSET star
mov eax, 17
call paint_block
push ecx
;=================
mov esi, OFFSET mario_3
add esi, cnt
mov edx, [esi]
call WriteString
add cnt, 4
;=================
pop ecx
call vertical_edge
mov esi, OFFSET again
mov eax, 9
call paint_block
call Crlf
add count, 4
loop line4
call horizon_edge
;第五行水果
mov count, 0
mov ecx, 9
line5:
call vertical_edge
mov esi, OFFSET watermelon
mov eax, 16
call paint_block
mov esi, OFFSET WTF
mov eax, 15
call paint_block
mov esi, OFFSET apple
mov eax, 14
call paint_block
mov esi, OFFSET seven
mov eax, 13
call paint_block
mov esi, OFFSET banana
mov eax, 12
call paint_block
mov esi, OFFSET bell
mov eax, 11
call paint_block
mov esi, OFFSET watermelon
mov eax, 10
call paint_block
call Crlf
add count, 4
loop line5
pop ecx
ret
Interface ENDP
;-----------------------------------------
vertical_edge PROC
;-----------------------------------------
push eax
mov al, "|"
call WriteChar
pop eax
ret
vertical_edge ENDP
;-----------------------------------------
horizon_edge PROC
;-----------------------------------------
push eax
mov ecx, 141
Hor:
mov al, "-"
call WriteChar
loop Hor
call Crlf
pop eax
ret
horizon_edge ENDP
;-----------------------------------------
default_draw PROC
;-----------------------------------------
add esi, count
mov edx, [esi]
call WriteString
call vertical_edge
ret
default_draw ENDP
;-----------------------------------------
color_draw PROC
;-----------------------------------------
mov eax, white + (red * 16)
call setTextcolor
call default_draw
mov eax, white + (black * 16)
call setTextColor
ret
color_draw ENDP
;-----------------------------------------
paint_block PROC
;-----------------------------------------
.IF now_block == eax
call color_draw
.ELSE
call default_draw
.ENDIF
ret
paint_block ENDP
;-----------------------------------------
paint_select PROC
;-----------------------------------------
.IF select_index == eax
call color_draw
.ELSE
call default_draw
.ENDIF
ret
paint_select ENDP
;-----------------------------------------
play PROC
;-----------------------------------------
push eax
push ecx
mov time_interval, 100
call Randomize
mov eax, 50
call RandomRange
add eax, 20 ;總共要轉幾格
mov random_num, eax
mov eax, random_num
call RandomRange
inc eax
mov now_block, eax ;現在轉到的位置
mov ecx, random_num
rotate:
mov dl,0
mov dh,0
call gotoxy ;刷新螢幕畫面
.IF now_block <= 0
add now_block, 19
.ELSE
dec now_block
.ENDIF
call Interface ;畫介面
push ecx
INVOKE PlaySound, NULL, NULL, 20001h ;暫停上一首音樂
INVOKE PlaySound, OFFSET slot_music, NULL, 20001h ;播放音樂
pop ecx
.IF ecx <= 5
push ecx
add time_interval, 200
Invoke sleep, time_interval
pop ecx
.ELSE
push ecx
Invoke sleep, time_interval
pop ecx
.ENDIF
push ecx
call SetConsoleVibilityFalse
pop ecx
loop rotate
push ecx
INVOKE PlaySound, NULL, NULL, 20001h ;暫停音樂
INVOKE PlaySound, OFFSET jackpot_music, NULL, 20001h ;播放音樂
pop ecx
.IF now_block == 9
call play
.ENDIF
pop ecx
pop eax
ret
play ENDP
;-----------------------------------------
bet PROC USES eax ecx edx esi
; INFO: 玩家下注function
; REQUIRE: pos(位置 0,4,8,...,24), money(金額)
; RETURN: (none)
;-----------------------------------------
mov esi, pos
mov ecx, player_token
add ecx, gambling_token[esi]
mov eax, money ; 附註:eax的值在此函式全程都會為"欲投注代幣"
.IF ecx >= eax ; 如果玩家代幣 + 已投注代幣 >= 欲投注代幣
mov ecx, gambling_token[esi]
.IF ecx >= eax ; 如果玩家投注變少或不變(已投注代幣 >= 欲投注代幣)
sub ecx, eax ; 計算出差額
add ecx, player_token ; 把錢加回給玩家
mov player_token, ecx
.ELSE
sub ecx, eax ; 計算出差額
add player_token, ecx ; 加扣差額
.ENDIF
mov gambling_token[esi], eax
mov edx, OFFSET info1
call WriteString
call crlf
.ELSE ; 投注不成立
mov edx, OFFSET info2
call WriteString
call crlf
.ENDIF
mov tmp_pos, 0 ; 字串位址先存到tmp_pos
mov esi, OFFSET gambling_item ; token 位址
mov edx, [esi]
call WriteString ; 印出玩家token字串
add esi, 4
mov eax, player_token
call WriteInt ; 印出玩家token數量
call crlf
mov ecx, 7
L1:
mov edx, [esi]
call WriteString
add esi, 4
push esi ; 暫存
mov esi, tmp_pos
mov eax, gambling_token[esi]
call WriteInt
add esi, 4
mov tmp_pos, esi ; 存回去
pop esi
call Crlf
loop L1
ret
bet ENDP
;-----------------------------------------
result PROC
; INFO: 玩家下注function
; REQUIRE: pos(位置 0,4,8,...,24)
; RETURN: (none)
;-----------------------------------------
.IF (now_block == 0)
mov result_pos, 0
.ENDIF
.IF (now_block == 6)
mov result_pos, 0
.ENDIF
.IF (now_block == 10)
mov result_pos, 0
.ENDIF
.IF (now_block == 16)
mov result_pos, 0
.ENDIF
.IF (now_block == 3)
mov result_pos, 4
.ENDIF
.IF (now_block == 5)
mov result_pos, 4
.ENDIF
.IF (now_block == 12)
mov result_pos, 4
.ENDIF
.IF (now_block == 19)
mov result_pos, 4
.ENDIF
.IF (now_block == 7)
mov result_pos, 8
.ENDIF
.IF (now_block == 17)
mov result_pos, 8
.ENDIF
.IF (now_block == 18)
mov result_pos, 8
.ENDIF
.IF (now_block == 4)
mov result_pos, 12
.ENDIF
.IF (now_block == 8)
mov result_pos, 12
.ENDIF
.IF (now_block == 14)
mov result_pos, 12
.ENDIF
.IF (now_block == 1)
mov result_pos, 16
.ENDIF
.IF (now_block == 11)
mov result_pos, 16
.ENDIF
.IF (now_block == 2)
mov result_pos, 20
.ENDIF
.IF (now_block == 15)
mov result_pos, 20
.ENDIF
.IF now_block == 13
mov result_pos, 24
.ENDIF
mov esi, result_pos
mov eax, gambling_odds[esi]
mov ebx, gambling_token[esi]
mul ebx
add player_token, eax
mov esi, 0
mov ecx, 7
l1:
mov gambling_token[esi], 0
add esi, 4
loop l1
ret
result ENDP
;-----------------------------------------
KeyIn Proc
;輸入方向鍵
;-----------------------------------------
push eax
push ecx
push edx
push esi
mov count,0
head:
call clrscr
mov select_index,0
mov ecx, 8
nline0:
call Crlf
loop nline0
mov ecx, 8
p0:
call select_phase_print
loop p0
wait_L:
mov count ,0
mov eax, 0
invoke getkeystate, VK_LEFT
cmp ah,00FFh
je left
wait_R:
mov eax, 0
invoke getkeystate, VK_RIGHT
cmp ah, 00FFh
je right
wait_B:
mov eax, 0
invoke getkeystate, VK_Back
cmp ah, 00FFh
je back
wait_S:
mov eax, 0
invoke getkeystate, VK_SPACE
cmp ah, 00FFh
je space
jmp wait_L
left:
.IF select_index>0
dec select_index
.ENDIF
mov eax, 1
mov dl,0
mov dh,0
call gotoxy ;刷新螢幕畫面
mov ecx, 8
nline1:
call Crlf
loop nline1
mov ecx, 8
p1:
call select_phase_print
loop p1
call crlf
mov edx,offset letter_Leave
call writestring
call waitmsg
jmp wait_L
right:
.IF select_index<6
inc select_index
.ENDIF
mov eax, 2
mov dl,0
mov dh,0
call gotoxy ;刷新螢幕畫面
mov ecx, 8
nline2:
call Crlf
loop nline2
mov ecx, 8
p2:
call select_phase_print
loop p2
call crlf
mov edx,offset letter_Leave
call writestring
call waitmsg
jmp wait_L
space:
mov eax, 5
;call WriteHex
call clrscr
call crlf
call crlf
mov dl,0
mov dh,0
call Bet_phase_print
;call waitmsg
jmp head
back:
call clrscr
pop esi
pop edx
pop ecx
pop eax
ret
KeyIn ENDP
;-----------------------------------------
;-----------------------------------------
select_phase_print Proc
;選擇要投殺小
;-----------------------------------------
push eax
push ecx
call Crlf
call vertical_edge;
mov esi, OFFSET watermelon
mov eax, 0
call paint_select
mov esi, OFFSET banana
mov eax, 1
call paint_select
mov esi, OFFSET star
mov eax, 2
call paint_select
mov esi, OFFSET apple
mov eax, 3
call paint_select
mov esi, OFFSET bell
mov eax, 4
call paint_select
mov esi, OFFSET wtf
mov eax, 5
call paint_select
mov esi, OFFSET seven
mov eax, 6
call paint_select
add count,4
pop ecx
pop eax
ret
select_phase_print ENDP
;-----------------------------------------
Bet_phase_print Proc
;選擇要投多少
;-----------------------------------------
PUSHFD
push ecx
mov ecx ,9
L1:
call crlf
loop L1
pop ecx
mov dl,0
mov dh,0
mov edx,offset letter_Bet
call writestring
mov eax , 0
call readint
mov Beting, eax
mov eax,select_index
mov ebx,4
mul ebx
mov pos, eax ; 模擬鈺修傳值進來(4: 傳入陣列第2個位置)
mov eax, Beting
mov money, eax ; 模擬鈺修傳值進來
call bet
call waitmsg
POPFD
ret
Bet_phase_print ENDP
;-------------------------------------------
;-------------------------------------------
End_game PROC
call clrscr
push eax
push ecx
.IF (player_token == 0)
mov esi, OFFSET you_lose_1
mov ecx, 10
temp1:
mov edx, [esi]
call writestring
call crlf
add esi, 4
loop temp1
mov esi, OFFSET you_lose_2
mov ecx, 10
temp2:
mov edx, [esi]
call writestring
call crlf
add esi, 4
loop temp2
.ELSE
mov edx, OFFSET round
call writestring
mov eax, player_token
call writeint
.ENDIF
pop ecx
pop eax
ret
End_game ENDP
;-------------------------------------------
ask_again PROC
mov end_flag, 1
mov eax,0
mov edx ,OFFSET again_text
call crlf
call WriteString
call ReadChar
call ReadChar
cmp eax, 12654
je replay
ret
replay:
mov end_flag, 0
ret
ask_again ENDP
main PROC
start:
INVOKE PlaySound, NULL, NULL, 20001h ;暫停上一首音樂
INVOKE PlaySound, OFFSET bet_music, NULL, 20009h ;播放音樂
call KeyIn
call SetConsoleVibilityFalse
call play
call result
call End_game
.IF (player_token == 0)
jmp finish
.ENDIF
call ask_again
.IF(end_flag == 0)
mov edx,OFFSET end_text
call clrscr
call WriteString
call WaitMsg
jmp finish
.ENDIF
loop start
finish:
mov eax, 0 ;字變黑 為了美觀
call setTextColor
Invoke ExitProcess, 0
main ENDP
end main