kolibrios/programs/games/15/trunk/15.ASM

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NASM
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;
; The famous game 15
; Author: Lloyd, coded by Ivushkin Andrey
; Compile with FASM
;
include 'lang.inc'
include '..\..\..\macros.inc' ; decreases program size (not required)
StatusColor equ 0x00ffffff
StatusColor2 equ 0x00dc1e14
BgdColor equ 0x14aabbcc
; Main window dimensions
XXwindow equ 200 shl 16+276
YYwindow equ 200 shl 16+300
; Status bar
XYstatus equ 35 shl 16+283
XXbar equ 35 shl 16+136
YYbar equ 280 shl 16+15
; Buttons
BtnTop equ 28
BtnLeft equ 13
BtnSize equ 60
BtnColor equ 0xafbb55
BtnColor2 equ 0x0228c314
NumColor equ 0x10000000
; Number shifting for nice look
NumShift equ 23 shl 16+23
NumShift2 equ 4 shl 16
; Shuffle button
XXSh equ 202 shl 16+60
YYSh equ 280 shl 16+12
XYShText equ 212 shl 16+283
; Conf button
XXCnf equ 13 shl 16+13
YYCnf equ 280 shl 16+12
XYCnfText equ 18 shl 16+283
; Position of the 'hole'
null equ (curconf+16)
; Amount of moves to perform shuffle
SH_CYCLES equ 400
; (Amount of tasks)-1
CONF_COUNT equ 2
use32
org 0x0
db 'MENUET01'
dd 0x01
dd START
dd I_END
dd 0x2000 ; 8 Kb
dd 0x2000
dd 0x0
dd 0x0
START:
mov [cptr],CONF_COUNT ; number of task
mov eax,3
mcall
mov cl,16
ror eax,cl
mov [generator],eax ; random generator from Tetris
init:
mov ecx,17
movzx eax,[cptr]
inc eax
cmp eax,CONF_COUNT
jna init_ok
xor eax,eax ; cycling 0..CONF_COUNT
init_ok:
mov [cptr],al
mov esi,eax
shl esi,4
add esi,conf
add esi,eax
add al,0x31
mov [txtTitle+17],al ;task number to program title
mov [task],esi
mov edi,curconf
rep movsb ; initial configuration
mov [sts],4
jmp red
SHUF:
call shuffle ; immediate shuffle
red: ; window redraw
call draw_window
still: ; MAIN PROGRAM CYCLE
mov eax,10 ; wait for event
mcall
cmp eax,1 ; redraw? -
je red ; goto red
cmp eax,2 ; key pressed? -
je key ; goto key
cmp eax,3 ; button pressed? -
je button ; goto button
jmp still ; no more events to process
key: ; Key pressed
mov eax,2
mcall
shr eax,8
cmp eax,32 ; <Space> = Shuffle
je SHUF
cmp eax,13 ; <Enter> = Choose task
je init
cmp eax,176
jl still
sub eax,176
cmp eax,3
ja still
movzx eax,byte [eax+correct] ; 'delta' value from correct[]
jmp m_check
button: ; Button pressed
mov eax,17
mcall
shr eax,8
sub eax,2
cmp eax,-1 ; id == 1 (closeme)?
jne noclose
mcall
noclose:
jl SHUF ; Shuffle (id=0) pressed
cmp eax,18
je init ; Conf button pressed
sub al,byte [null]
mov edi,correct
mov ecx,4
repne scasb ; checking for valid move-part 1
jne fail
m_check:
cmp byte[sts],4 ; puzzle completed, blocking buttons
ja still
call move_check ; checking for valid move-part 2
jnc fail
inc [move_count]
call draw_moves
fail:
jmp still ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E9A0A5><EFBFBD>
; *******************************
; ******* WINDOW DRAWING *******
; *******************************
draw_window:
mcall 12, 1 ; begin draw
mcall 0, XXwindow, YYwindow, BgdColor,, txtTitle ; CREATING WINDOW
mov eax,8 ; SHUFFLE BUTTON
mov ebx,XXSh
mov ecx,YYSh
xor edx,edx
mov esi,BtnColor
mcall
mov ebx,XXCnf ; CONF BUTTON
mov ecx,YYCnf
mov edx,20
;mov esi,BtnColor
mcall
mov ebx, XYShText ; SHUFFLE TEXT
mov ecx, StatusColor
mov edx,txtSh
mov esi,lenSh-txtSh
mov eax,4
mcall
mov ebx, XYCnfText ; CONF TEXT
mov edx,lenVictory-1
mov esi,1
mcall
mov ecx, 16 ; FIELD BUTTONS
dbut:
call draw_button
loop dbut
call draw_moves
mcall 12, 2 ; end of drawing
ret
; *********************************************
; ******* DRAWING A FIELD BUTTON **************
; *********************************************
; ECX - button number
draw_button:
pusha
dec ecx
; calculating button dimensions
mov edi, ecx
lea edx,[ecx+2]
mov ebx,ecx
and ebx,11b
shr ecx,2
imul ebx,BtnSize+3
add ebx,BtnLeft
shl ebx,16
add ebx,BtnSize
imul ecx,BtnSize+3
add ecx,BtnTop
shl ecx,16
add ecx,BtnSize
movzx eax,byte [null]
cmp eax,edi
jne no_hole
pusha
inc ebx
inc ecx
mov edx,BgdColor
mov eax,13 ; clearing - 'hole'
mcall
popa
or edx,0x80000000 ; and removing button under it
no_hole:
mov al,byte[edi+curconf]
mov esi,[task]
cmp al,byte[edi+esi]
je highlight
mov esi,BtnColor
jmp s_rbutton
highlight:
mov esi,BtnColor2
s_rbutton:
mov eax,8 ; set/remove button
mcall
movzx eax,byte [null]
cmp eax,edi
je no_text ; no digits - that's hole
mov edx,ebx
shr ecx,16
mov dx,cx
add edx,NumShift
mov ebx,0x20000
movzx ecx,byte [edi+curconf]
cmp ecx,9
ja two_num
add edx,NumShift2 ; shift to center digits
sub ebx,0x10000
two_num:
mov esi,NumColor
mov eax,47
mcall
no_text:
popa
ret
; *********************************************
; ******* DRAWING STATUS LINE *****************
; *********************************************
draw_moves:
mov eax, 13 ; clear area
mov ebx, XXbar
mov ecx, YYbar
mov edx, BgdColor
mcall
mov eax, 4
mov ebx, XYstatus
mov ecx, StatusColor
cmp ax, [sts]
jl report_victory
jne report_moves
mov edx,txtCnf ; prompt to choose configuration
mov esi,lenCnf-txtCnf
jmp e_dm
report_moves:
mov edx,txtMoves ; how many moves done
mov esi,lenMoves-txtMoves
mov eax,4
mcall
mov esi,ecx
mov edx,ebx
add edx, 40 shl 16
mov ebx,0x030000
movzx ecx, byte[move_count]
mov eax,47
jmp e_dm
report_victory: ; puzzle completed
mov ecx,StatusColor2
mov edx,txtVictory
mov esi,lenVictory-txtVictory
e_dm:
mcall
ret
; *********************************************
; ********* SHUFFLE ***************************
; *********************************************
shuffle:
xor eax,eax
mov [sts],ax
mov [move_count],ax ; reset moves to 0
mov [sh_off],al
mov eax, [generator]
mov ecx,SH_CYCLES
sh_cycle:
sub eax,0x43ab45b5 ; next random number
ror eax,1
xor eax,0x32c4324f
ror eax,1
mov [generator],eax
push eax
and eax,11b ; direction 0..3
movzx eax,byte [eax+correct]
call move_check
pop eax
jnc sh_cycle ; if fails then retry
loop sh_cycle
inc byte[sh_off] ; shuffling complete
ret
; *********************************************
; ********* MOVE VALIDITY CHECK ***************
; *********************************************
; AL - 'DELTA' DIRECTION
move_check:
pusha
mov ah,byte [null]
mov bx,ax
cmp bh,3
ja no_top
cmp al,-4 ; top of field
je no_move
no_top:
cmp bh,12
jb no_bottom
cmp al,4 ; bottom of field
je no_move
no_bottom:
and bh,11b
cmp bh,0
jnz no_left
cmp al,-1 ; left of field
je no_move
no_left:
cmp bh,11b
jnz ok
cmp al,1 ; right of field
je no_move
ok:
mov bx,ax
add bh,bl ; bh-new hole
mov byte [null],bh
movzx ecx,ah
mov al,byte[ecx+curconf]
movzx edx,bh
mov bl,byte[edx+curconf] ; swapping button & hole
mov byte[ecx+curconf],bl
mov byte[edx+curconf],al
cmp byte[sh_off],0 ; if shuffle in progress,
jz no_win ; then no redraw
; drawing button & hole
inc ecx
call draw_button
movzx ecx,bh
inc ecx
call draw_button
; testing if task completed
mov esi,[task]
mov edi,curconf
mov ecx,16
repe cmpsb
cmp ecx,0
jne no_win
mov word[sts],6 ; puzzle done. Victory!
no_win:
popa
stc
ret
no_move:
popa
clc
ret
; this is deprecated debug routine
;ud:
; ud2
; These are data used by program
correct db 1,-4,4,-1
conf db 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,0,15
db 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,0
db 1,2,3,4,12,13,14,5,11,0,15,6,10,9,8,7,9
txtMoves:
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if lang eq ru_RU
db '<27><><EFBFBD><EFBFBD><EFBFBD>:'
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else if lang eq it_IT
db 'Movimenti:'
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else if lang eq de_DE
db 'Bewegungen:'
else
db 'Moves:'
end if
lenMoves:
txtSh:
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if lang eq ru_RU
db '<27><><EFBFBD><E1AEA2>'
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else if lang eq it_IT
db 'Mischia'
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else if lang eq de_DE
db 'Mischen'
else
db 'Shuffle'
end if
lenSh:
txtCnf:
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if lang eq ru_RU
db '<27><EFBFBD><EBA1A5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>->'
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else if lang eq it_IT
db 'Seleziona un compito, poi premi->'
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else if lang eq de_DE
db 'Waehle eine Aufgabe, dann clicke au->'
else
db 'Select task, then press ->'
end if
lenCnf:
txtTitle: ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if lang eq ru_RU
db '<27><><EFBFBD><EFBFBD> 15 - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> X', 0
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else if lang eq it_IT
db 'Gioco del quindici - partita X', 0
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else if lang eq de_DE
db '15-Puzzle - Spiel X', 0
else
db 'Game 15 - puzzle X', 0
end if
txtVictory:
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if lang eq ru_RU
db '<27><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>! <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>->'
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else if lang eq it_IT
db 'Gioco completato! Premi ->'
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else if lang eq de_DE
db 'Spiel beendet! Druecken sie auf ->'
else
db 'Puzzle completed! Press->'
end if
lenVictory:
arrow equ lenVictory-2
I_END: ; <20><><EFBFBD><EFBFBD><EFBFBD> <20>ணࠬ<E0AEA3><E0A0AC>
;null db ?
move_count dw ?
cptr db ?
sts dw ?
sh_off db ?
task dd ?
generator dd ?
curconf: