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kolibrios/programs/games/gomoku/trunk/gomoku.asm
Marat Zakiyanov (Mario79) b9e4d76e02 GOMOKU - inactive window does not receive mouse events
git-svn-id: svn://kolibrios.org@3950 a494cfbc-eb01-0410-851d-a64ba20cac60
2013-09-29 17:54:52 +00:00

742 lines
11 KiB
NASM
Raw Blame History

;http://sources.ru/pascal/gamestxt/go-moku.zip
N equ 19 ; Size of the board
use32
org 0x0
db 'MENUET01'
dd 0x1
dd START
dd I_END
dd (I_END+200+13*N*N) and not 3
dd (I_END+200+13*N*N) and not 3
dd 0x0,0x0
include '../../../macros.inc'
include 'lang.inc'
AttackFactor dw 1 ; Importance of attack (1..16)
START:
mcall 40,0x80000027
mcall 3
mov [rsx1],ax
shr eax,16
mov [rsx2],ax
redraw_all:
mcall 9,proc_info,-1
test [proc_info.wnd_state], 0x04 ; is rolled_up?
jz @f
mcall 0,100*65536+(16*N+12),,0x34FFFFFF,,title
jmp still
@@:
mcall 12,1
mcall 48,4
xchg eax,ecx
add ecx,100*65536+(16*N+26)
mcall 0,100*65536+(16*N+12),,0x34FFFFFF,,title
mcall 38,2*65536+(16*N),20*65536+20,0x00a0a0a0;000000
mov edi,N
@@: add ecx,16*65536+16
mcall
dec edi
jnz @b
push cx
mov ecx,20*65536
pop cx
mcall ,1*65536+1
mov edi,N
@@: add ebx,16*65536+16
mcall
dec edi
jnz @b
mcall 8,3*65536+40,3*65536+12,2,0xFFFFFF
mcall ,50*65536+40,,3,
mcall 4,7*65536+5,0x80000000,txt_buttons
mcall 12,2
draw_pole:
; mcall 48,4
; xchg eax,ecx
; add ecx,100*65536+(16*N+26)
; mcall 0,100*65536+(16*N+12),,0x74FFFFFF,,title
mov esi,Board
mov edi,N*N-N
mov ebp,N
mov ebx,(1+5)*65536+(21+5-1)
call print_board
bt [flags],0
jnc @f
mcall 4,100*65536+6,0x800000ff,txt_go
@@: bt [flags],3
jnc @f
mcall 4,100*65536+6,0x800000ff,txt_tie
jmp still
@@:
bt [flags],2
jnc still
ret
still:
mcall 10
dec al
jz redraw_all
dec al
jz key
dec al
jz button
sub al,3
jz mouse
jmp still
key:
mcall 2
btr [flags],2
cmp ah,97
jne @f
.auto: bts [flags],2
jmp mouse.auto
@@: cmp ah,110
je button.new_game
jmp still
button:
mcall 17
cmp ah,1
jne @f
mcall -1
@@: cmp ah,2
jne key.auto
.new_game:
mov [TotalLines],2 * 2 * (N * (N - 4) + (N - 4) * (N - 4))
mov [WinningLine],0x0
mov [X],(N + 1)/2
mov [Y],(N + 1)/2
mov [flags],0
mov edi,Board
mov ecx,(13*N*N/4)+1
xor eax,eax
cld
@@: stosd
loop @b
jmp redraw_all
print_board:
cmp byte [esi],0 ;<3B><><EFBFBD><EFBFBD><EFBFBD>
je .null
cmp byte [esi],1 ;X
je .one
cmp byte [esi],2 ;O
je .two
bts [flags],4
cmp byte [esi],3 ;<3B> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
je .one
jmp .two ;0 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
.end:
inc esi
dec ebp
jnz print_board
test edi,edi
jz @f
sub edi,N
mov ebp,N
add ebx,-N*16*65536+16
jmp print_board
@@: ret
.one:
mov ecx,0xd04ba010
bt [flags],4
jnc @f
mov ecx,0xd0ff0000
btr [flags],4
@@: push edi
mcall 4,,,txt_x,,0xffffff
pop edi
.null:
add ebx,16*65536;+16
jmp .end
.two:
mov ecx,0xd000459a
bt [flags],4
jnc @f
mov ecx,0xd0ff0000
btr [flags],4
@@: push edi
mcall 4,,,txt_o,,0xffffff
pop edi
jmp .null
draw_one_symbol:
movzx eax,[X]
mov ebx,16
mul ebx
shl eax,16
add eax,(1+5)*65536;
mov ax,[Y]
mov ecx,16
mul cx
add ax,(21+5-1)
xchg eax,ebx
movzx eax,[Y]
push ebx
mov ebx,N
mul bx
mov bx,[X]
add ax,bx
pop ebx
mov esi,Board
add esi,eax
mov edi,0
mov ebp,1
call print_board
ret
mouse:
bt [flags],5
jc still
mcall 37,2
test eax,eax
jz still
mcall 37,1
mov dx,ax
shr eax,16
cmp dx,20
jbe still
cmp dx,(16*N+20)
jge still
cmp ax,1
jbe still
cmp ax,(16*N)
jge still
bt [flags],0
jc still
bt [flags],3
jc still
sub ax,1
push dx
xor edx,edx
mov cx,16
div cx
pop dx
mov [X],ax
push ax
sub dx,20
mov ax,dx
xor dx,dx
div cx
mov [Y],ax
xor dx,dx
mov cx,N
mul cx
pop dx
add ax,dx
cmp ax,N*N
jge still
mov esi,Board
cmp byte [esi+eax],0
jne still
.auto: bt [flags],0
jc .end
bt [flags],3
jc .end
btr [flags],1 ;0 - 室 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
bt [flags],2
jnc @f
call FindMove
@@: call MakeMove
call draw_one_symbol
bt [flags],0
jc .end
bts [flags],1 ;1 - 室 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> cpu
call FindMove
call MakeMove
call draw_one_symbol
.end: bt [flags],0
jnc @f
call BlinkRow
btr [flags],2
@@:; mcall 12,1
bt [flags],3
jc @f
bt [flags],2
jnc @f
call draw_pole
jmp .auto
@@: jmp draw_pole
winline: dw 1,0, 1,1, 1,-1, 0,1 ;X,Y
BlinkRow:
movzx ecx,[WinningLine]
mov eax,[winline+(ecx-1)*4]
push ax ;Dx
shr eax,16
push ax ;Dy
movzx eax,[Y]
mov si,N
mul si
add ax,[X]
mov cl,[Board+eax]
@@: movzx eax,[Y]
add ax,[esp]
mov [Y],ax
test eax,eax
jz .ret
cmp eax,N-1
jg .ret
movzx ebx,[X]
add bx,[esp+2]
mov [X],bx
test ebx,ebx
jz .ret
cmp ebx,N-1
jg .ret
mov si,N
mul si
add ax,bx
cmp byte [Board+eax],cl
je @b
.ret: mov edi,5
mov esi,N
@@: movzx eax,[Y]
sub ax,[esp]
mov [Y],ax
mul si
movzx ebx,[X]
sub bx,[esp+2]
mov [X],bx
add ax,bx
cmp byte [Board+eax],cl
jne .1
add byte [Board+eax],2
.1: dec edi
jnz @b
add esp,4
ret
Max dw ?
FindMove:
mov [Max],0
mov [X],((N+1) / 2)
mov [Y],((N+1) / 2)
movzx eax,[Y]
mov ah,N
mul ah
add ax,[X]
cmp byte [Board+eax],0
jne @f
mov [Max],4
@@: xor ecx,ecx
.loop:
cmp byte [Board+ecx],0
jne .check_loop
movzx eax, word [Value+ecx*2]
bt [flags],1
jc @f
movzx eax, word [Value+(N*N+ecx)*2]
@@:
mov ebx,16
add bx,[AttackFactor]
mul bx
shr eax,4 ;div 16
mov bx,[Value+2*(N*N+ecx)]
bt [flags],1
jc @f
mov bx,[Value+2*(ecx)]
@@:
add bx,ax
mov eax,4
call random
add bx,ax
cmp bx,[Max]
jbe .check_loop
mov [Max],bx
xor edx,edx
mov eax,ecx
mov ebx,N
div ebx
mov [X],dx
mov [Y],ax
.check_loop:
inc ecx
cmp ecx,N*N
jb .loop
ret
MakeMove:
xor eax,eax
mov esi,N
.1: movzx ecx,[X] ;ecx=X1, eax=K, edx=Y1
inc cl
movzx edx,[Y]
inc dl
sub cl,al
xor edi,edi
test ecx,ecx
jz .1_
cmp ecx,N-4
jg .1_
dec cl
dec dl
push eax edx
mov eax,edx
mul esi
add eax,ecx
call .Add
bt [flags],0
jnc .11
cmp [WinningLine],0x0
jne .11
mov [WinningLine],1
.11: mov eax,[esp];edx
mul esi
add eax,ecx
push eax
mov eax,[esp+4];edx
mul esi
add eax,edi
add eax,ecx
mov ebx,eax
pop eax
call .Update
inc edi
cmp edi,4
jbe .11
pop edx eax
.1_: inc eax
cmp eax,4
jbe .1
xor eax,eax
.2: movzx ecx,[X]
inc cl
movzx edx,[Y]
inc dl
xor edi,edi
sub cl,al
sub dl,al
test ecx,ecx
jz .2_
cmp ecx,N-4
jg .2_
test edx,edx
jz .2_
cmp edx,N-4
jg .2_
dec cl
dec dl
push eax edx
mov eax,edx
mul esi
add eax,ecx
add eax,1*N*N
call .Add
bt [flags],0
jnc .21
cmp [WinningLine],0x0
jne .21
mov [WinningLine],2
.21: mov eax,[esp];edx
mul esi
add eax,ecx
add eax,1*N*N
push eax
mov eax,[esp+4];edx
add eax,edi
mul esi
add eax,edi
add eax,ecx
mov ebx,eax
pop eax
call .Update
inc edi
cmp edi,4
jbe .21
pop edx eax
.2_: inc eax
cmp eax,4
jbe .2
xor eax,eax
.3: movzx ecx,[X]
inc cl
movzx edx,[Y]
inc dl
xor edi,edi
add cl,al
sub dl,al
cmp ecx,5
jb .3_
cmp ecx,N
jg .3_
test edx,edx
jz .3_
cmp edx,N-4
jg .3_
dec cl
dec dl
push eax edx
mov eax,edx
mul esi
add eax,ecx
add eax,3*N*N
call .Add
bt [flags],0
jnc .31
cmp [WinningLine],0
jne .31
mov [WinningLine],3
.31: mov eax,[esp];edx
mul esi
add eax,ecx
add eax,3*N*N
push eax
mov eax,[esp+4];edx
add eax,edi
mul esi
add eax,ecx
sub eax,edi
mov ebx,eax
pop eax
call .Update
inc edi
cmp edi,4
jbe .31
pop edx eax
.3_: inc eax
cmp eax,4
jbe .3
xor eax,eax
.4: movzx ecx,[X]
inc cl
movzx edx,[Y]
inc dl
xor edi,edi
sub dl,al
test edx,edx
jz .4_
cmp edx,N-4
jg .4_
dec cl
dec dl
push eax edx
mov eax,edx
mul esi
add eax,ecx
add eax,2*N*N
call .Add
bt [flags],0
jnc .41
cmp [WinningLine],0
jne .41
mov [WinningLine],4
.41: mov eax,[esp];edx
mul esi
add eax,ecx
add eax,2*N*N
push eax
mov eax,[esp+4];edx
add eax,edi
mul esi
add eax,ecx
mov ebx,eax
pop eax
call .Update
inc edi
cmp edi,4
jbe .41
pop edx eax
.4_: inc eax
cmp eax,4
jbe .4
movzx eax,[Y]
mul esi
add ax,[X]
bt [flags],1
jc @f
mov byte [Board+eax],1
jmp .end
@@:
mov byte [Board+eax],2
.end: cmp [TotalLines],0
jne @f
bts [flags],3
@@:
ret
.Add:
bt [flags],1
jnc .Add_player
inc byte [Line+eax]
cmp byte [Line+eax],1
jne @f
dec [TotalLines]
@@: cmp byte [Line+eax],5
jb @f
bts [flags],0 ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
@@:
ret
.Add_player:
inc byte [Line+eax+4*N*N]
cmp byte [Line+eax+4*N*N],1
jne @f
dec [TotalLines]
@@: cmp byte [Line+eax+4*N*N],5
jb @f
bts [flags],0 ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
@@:
ret
.Update:
;eax <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><E0A0AC><EFBFBD>, ebx <20><><EFBFBD>
push edi
bt [flags],1
jnc .Update_player
cmp byte [Line+eax+4*N*N],0
jne .else_cpu
push eax
movzx edi, byte [Line+eax]
mov ax, word [edi*2+2+Weight]
sub ax, word [edi*2+Weight]
add [Value+ebx*2],ax
pop eax
jmp .Update_end
.else_cpu:
cmp byte [Line+eax],1
jne .Update_end
push eax
movzx edi, byte [Line+eax+4*N*N]
mov ax, word [edi*2+2+Weight]
sub [Value+ebx*2+N*N*2],ax
pop eax
jmp .Update_end
.Update_player:
cmp byte [Line+eax],0
jne .else_player
push eax
movzx edi, byte [Line+eax+4*N*N]
mov ax, word [edi*2+2+Weight]
mov di, word [edi*2+Weight]
sub ax,di
add [Value+ebx*2+2*N*N],ax
pop eax
jmp .Update_end
.else_player:
cmp byte [Line+eax+4*N*N],1
jne .Update_end
push eax
movzx edi, byte [Line+eax]
mov ax, word [edi*2+2+Weight]
sub [Value+ebx*2],ax
pop eax
.Update_end:
pop edi
ret
align 4
rsx1 dw ?;0x4321
rsx2 dw ?;0x1234
random: ; <20><> ASCL
push ecx ebx edi edx
mov cx,ax
mov ax,[rsx1]
mov bx,[rsx2]
mov si,ax
mov di,bx
mov dl,ah
mov ah,al
mov al,bh
mov bh,bl
xor bl,bl
rcr dl,1
rcr ax,1
rcr bx,1
add bx,di
adc ax,si
add bx,0x62e9
adc ax,0x3619
mov [rsx1],bx
mov [rsx2],ax
xor dx,dx
cmp ax,0
je nodiv
cmp cx,0
je nodiv
div cx
nodiv:
mov ax,dx
pop edx edi ebx ecx
and eax,0000ffffh
ret
txt_x db 'X',0
txt_o db 'O',0
if lang eq ru
title db '<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>',0
txt_buttons db '<27><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>',0
txt_go db '<27><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>',0
txt_tie db '<27><><EFBFBD><><E5AEA4>',0
else
title db 'Gomoku',0
txt_go db 'Game over',0
txt_tie db 'Tie game',0
txt_buttons db 'New Auto',0
endf
Weight dw 0,0,4,20,100,500,0
WinningLine db 0
TotalLines dw 0
X dw 0
Y dw 0
flags rw 1
;<3B><><EFBFBD> 0: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
;1: 0-室 <20><><EFBFBD>, 1-<2D><><EFBFBD>
;2: autoplay
;3: 室<> <20><><EFBFBD><EFBFBD><EFBFBD><E0AFA0>
;4: <20> print_board - <20><EFBFBD><EBA4A5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 梥⮬ 5-<2D><> <20> <20><><EFBFBD> <20><><EFBFBD>
proc_info process_information ; it should be after I_END, but i'm afraid of lines 11-12. dunkaist
I_END:
align 16
Board rb N*N
Value rw N*N*2 ;<3B><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD>
Line rb 4*N*N*2