kolibrios-gitea/programs/games/c4/trunk/c4.asm
Yogev Ezra 9f84f1f1fd games/c4: fix NASM compilation warnings
git-svn-id: svn://kolibrios.org@1821 a494cfbc-eb01-0410-851d-a64ba20cac60
2011-01-31 11:57:23 +00:00

911 lines
19 KiB
NASM

; C4
; Copyright (c) 2002 Thomas Mathys
; killer@vantage.ch
;
; This file is part of C4.
;
; C4 is free software; you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation; either version 2 of the License, or
; (at your option) any later version.
;
; C4 is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU General Public License
; along with C4; if not, write to the Free Software
; Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
bits 32
%include 'mos.inc'
section .text
MOS_HEADER01 start,end
;**********************************************************
; magic numbers
;**********************************************************
; initial player types
PL1TYPE_INIT equ 0
PL2TYPE_INIT equ 4
; window
WND_WIDTH equ 259
WND_HEIGHT equ 300
WND_WORKCOLOR equ 0
; button dimensions
BUTTON_HEIGHT equ 12
BUTTON_NEW_X equ 14
BUTTON_NEW_Y equ 30
BUTTON_NEW_WIDTH equ 56
BUTTON_SPIN_WIDTH equ 8
BUTTON_PL1DN_X equ 228
BUTTON_PL1DN_Y equ 30
BUTTON_PL1UP_X equ (BUTTON_PL1DN_X + BUTTON_SPIN_WIDTH + 1)
BUTTON_PL1UP_Y equ BUTTON_PL1DN_Y
BUTTON_PL2DN_X equ BUTTON_PL1DN_X
BUTTON_PL2DN_Y equ (BUTTON_PL1DN_Y + 20)
BUTTON_PL2UP_X equ (BUTTON_PL2DN_X + BUTTON_SPIN_WIDTH + 1)
BUTTON_PL2UP_Y equ BUTTON_PL2DN_Y
; label dimensions
LABEL_PL1_X equ 90
LABEL_PL1_Y equ (1 + BUTTON_PL1DN_Y + (BUTTON_HEIGHT-8)/2)
LABEL_PL2_X equ LABEL_PL1_X
LABEL_PL2_Y equ (1 + BUTTON_PL2DN_Y + (BUTTON_HEIGHT-8)/2)
LABEL_PL1TYPE_X equ (LABEL_PL1_X + 10*6)
LABEL_PL1TYPE_Y equ LABEL_PL1_Y
LABEL_PL2TYPE_X equ LABEL_PL1TYPE_X
LABEL_PL2TYPE_Y equ LABEL_PL2_Y
LABEL_STATUS_X equ 14
LABEL_STATUS_Y equ 279
LABEL_STATUS_WIDTH equ 220
LABEL_STATUS_HEIGHT equ 12
; board and stones
STONESIZE equ 32 ; stone height and width
GRIDX equ 14 ; upper left corner
GRIDY equ 70
GRIDSPACING equ (STONESIZE + 1) ; space between lines
GRIDHEIGHT equ (6*GRIDSPACING+1) ; total grid width and height
GRIDWIDTH equ (7*GRIDSPACING+1)
GRIDCOLOR equ MOS_RGB(128,128,128)
; button id's
BT_QUIT equ 1
BT_NEW equ 2
BT_PLAYER1DN equ 3
BT_PLAYER1UP equ 4
BT_PLAYER2DN equ 5
BT_PLAYER2UP equ 6
start:
jmp main
%include "pcx.inc"
%include "windows.inc"
%include "board.inc"
%include "rng.inc"
; %include "randomai.inc"
%include "ai.inc"
;**********************************************************
; main program
;**********************************************************
main:
call randomize
call defineWindow
call decrunchImages
call newGame
.msgpump:
; wait for event
mov ebx,1
mov eax,MOS_SC_WAITEVENTTIMEOUT
int 0x40
; process events
cmp eax,MOS_EVT_REDRAW
je short .redraw
cmp eax,MOS_EVT_KEY
je short .key
cmp eax,MOS_EVT_BUTTON
je short .button
call pollMouse
call gameLoop
jmp short .msgpump
.redraw:
call defineWindow
jmp short .msgpump
.key:
call keyboardInput
jmp short .msgpump
.button:
call handleButton
jmp short .msgpump
;**********************************************************
; button handling function
;**********************************************************
handleButton:
mov eax,MOS_SC_GETPRESSEDBUTTON ; get button id
int 0x40
cmp al,1 ; button pressed ?
je short .bye ; nope -> nothing to do
cmp ah,BT_QUIT ; which button has been pressed ?
je short .quit
cmp ah,BT_NEW
je short .new
cmp ah,BT_PLAYER1DN
je short .player1dn
cmp ah,BT_PLAYER1UP
je short .player1up
cmp ah,BT_PLAYER2DN
je short .player2dn
cmp ah,BT_PLAYER2UP
je short .player2up
.bye:
ret
.quit:
MOS_EXIT
.new:
call newGame
ret
.player1dn:
mov eax,[player1_type] ; get current type
or eax,eax ; already zero ?
jz .bla
dec eax ; nope -> decrement
mov [player1_type],eax ; write back
mov edi,label_pl1type ; and update label
call updatePlayerType
.bla:
ret
.player1up:
mov eax,[player1_type] ; get current type
cmp eax,NPLAYERTYPES-1 ; already max ?
je .bla2
inc eax ; nope -> increment
mov [player1_type],eax ; write back
mov edi,label_pl1type ; update label
call updatePlayerType
.bla2:
ret
.player2dn:
mov eax,[player2_type] ; get current type
or eax,eax ; already zero ?
jz .bla3
dec eax ; nope -> decrement
mov [player2_type],eax ; write back
mov edi,label_pl2type ; and update label
call updatePlayerType
.bla3:
ret
.player2up:
mov eax,[player2_type]
cmp eax,NPLAYERTYPES-1
je .bla4
inc eax
mov [player2_type],eax
mov edi,label_pl2type
call updatePlayerType
.bla4:
ret
;**********************************************************
; window definition function
;**********************************************************
defineWindow:
MOS_STARTREDRAW
mov edi,window
call drawWindow
mov edi,buttons
mov ecx,NBUTTONS
call drawButtons
mov edi,labels
mov ecx,NLABELS
call drawLabels
xor eax,eax
call drawBoard
MOS_ENDREDRAW
ret
;**********************************************************
; updateStatusText
;
; input : esi = ptr to new string
; output : status bar is updated
; destroys : everything
;**********************************************************
updateStatusText:
; different text ?
cmp [statusbar + LABEL.caption],esi
je .bye ; nope -> bye
mov dword [statusbar + LABEL.caption],esi ; yeah -> save & redraw
; clear background
mov ebx,MOS_DWORD(LABEL_STATUS_X,LABEL_STATUS_WIDTH)
mov ecx,MOS_DWORD(LABEL_STATUS_Y,LABEL_STATUS_HEIGHT)
xor edx,edx
mov eax,MOS_SC_DRAWBAR
int 0x40
; redraw label
mov edi,statusbar
mov ecx,1
call drawLabels
.bye:
ret
;**********************************************************
; updatePlayerType
; update player type label
; input: eax = new type
; edi = address label structure to update
;**********************************************************
updatePlayerType:
mov ebx,PLAYERTYPELEN ; calculate type string address
mul ebx
add eax,playertypes
mov [edi + LABEL.caption],eax ; write address
mov ecx,1 ; and redraw label
call drawLabels
ret
;**********************************************************
; board drawing stuff
;**********************************************************
; drawBoard
; draw whole board
;
; input : eax nonzero = clear board background
drawBoard:
; clear background ?
or eax,eax
jz .noclear
mov ebx,MOS_DWORD(GRIDX,GRIDWIDTH)
mov ecx,MOS_DWORD(GRIDY,GRIDHEIGHT)
mov edx,WND_WORKCOLOR
mov eax,MOS_SC_DRAWBAR
int 0x40
.noclear:
call drawGrid
call drawStones
ret
drawGrid:
; vertical lines
mov ebx,MOS_DWORD(GRIDX,GRIDX)
mov ecx,MOS_DWORD(GRIDY,GRIDY+GRIDHEIGHT-1)
mov edx,GRIDCOLOR
mov eax,MOS_SC_DRAWLINE
mov esi,8
.vlines:
int 0x40
add ebx,MOS_DWORD(GRIDSPACING,GRIDSPACING)
dec esi
jnz .vlines
; horizontal lines
mov ebx,MOS_DWORD(GRIDX,GRIDX+GRIDWIDTH-1)
mov ecx,MOS_DWORD(GRIDY,GRIDY)
mov esi,7
.hlines:
int 0x40
add ecx,MOS_DWORD(GRIDSPACING,GRIDSPACING)
dec esi
jnz .hlines
ret
drawStones:
mov ebx,6
.col:
mov ecx,7
.row:
call drawStone
loop .row
dec ebx
jnz .col
ret
; ecx = column (1..7)
; ebx = row (1..6)
drawStone:
pushad
; see which image to draw.
; the image offset is stored in ebp
mov eax,BWIDTH ; calculate address
mul ebx
add eax,ecx
mov eax,[board+eax*4] ; get stone ?
cmp eax,EMPTY ; empty field -> nothing to do
je .bye
mov ebp,redstone ; assume red stone
cmp eax,PLAYER1 ; red ?
je .stoneok ; yeah -> continue
mov ebp,bluestone ; nope -> use blue stone
.stoneok:
; calculate image position (edx)
mov eax,GRIDSPACING
dec ecx
mul ecx
add eax,GRIDX + 1
shl eax,16
mov ecx,eax
mov eax,GRIDSPACING
dec ebx
mul ebx
add eax,GRIDY + 1
mov cx,ax
mov edx,ecx
; put image (position is already in edx)
mov ebx,ebp ; image address
mov ecx,MOS_DWORD(STONESIZE,STONESIZE) ; image dimensions
mov eax,MOS_SC_PUTIMAGE
int 0x40
.bye:
popad
ret
decrunchImages:
mov esi,redpcx ; red stone
mov edi,redstone
mov ebx,REDPCXSIZE
call loadPCX
mov esi,bluepcx ; blue stone
mov edi,bluestone
mov ebx,BLUEPCXSIZE
call loadPCX
ret
resetInput:
mov dword [playerinput],0 ; no player input
mov dword [mouseinput],0
ret
;**********************************************************
; newGame
; set up everything for a game
;
; input : nothing
; output : nothing
; destroys : everything
;**********************************************************
newGame:
call boardReset ; reset and redraw board
mov eax,1
call drawBoard
call resetInput ; reset input
mov dword [gameover],0 ; game is running
ret
;**********************************************************
; pollMouse
; mouse polling routine
;
; input : nothing
; output : playerinput will be updated, if
; the player clicked on a valid
; field
; destroys : everything
;**********************************************************
pollMouse:
mov ebx,2
mov eax,MOS_SC_GETMOUSEPOSITION
int 0x40
and eax,1
jz .mousenotpressed
.mousepressed:
mov dword [mouseinput],0
call isActiveApp
or al,al
jz .notactive1
call getMouseCol
mov [mouseinput],eax
.notactive1:
ret
.mousenotpressed:
call isActiveApp
or al,al
jz .notactive2
call getMouseCol
cmp eax,[mouseinput]
jne .nonewinput
cmp dword [playerinput],0
jne .nonewinput
mov [playerinput],eax
.nonewinput:
.notactive2:
mov dword [mouseinput],0
ret
;**********************************************************
; getMouseCol
; calculate in which column the mouse is. or so.
;
; input : nothing
; output : eax = 0 -> mouse outside board
; eax = 1..7 -> column
; destroys : everything
;**********************************************************
getMouseCol:
mov ebx,1 ; get mouse position, window relative
mov eax,MOS_SC_GETMOUSEPOSITION
int 0x40
movzx ebx,ax ; y clipping
cmp ebx,GRIDY
jl .outside
cmp ebx,GRIDY + GRIDHEIGHT - 1
jg .outside
shr eax,16 ; calculate column from x coordinate
sub eax,GRIDX
js .outside ; negative -> outside of board (left)
cdq ; !
mov ebx,GRIDSPACING
div ebx
cmp eax,BWIDTH-3 ; right outside of board ?
jg .outside ; yes -> bye
inc eax ; xform into range [1,7]
ret
.outside:
xor eax,eax
ret
;**********************************************************
; isActiveApp
; check wether we're the active application
;
; input : nothing
; output : al nonzero -> we are the active app
; destroys : everything
;**********************************************************
isActiveApp:
%define PROCINFO (ebp-MOS_PROCESSINFO_size)
enter MOS_PROCESSINFO_size,0
; get process information
mov eax,MOS_SC_GETPROCESSINFO
lea ebx,[ebp-MOS_PROCESSINFO_size]
mov ecx,-1
int 0x40
; set al to 1 if we are the active application
cmp ax,[PROCINFO+MOS_PROCESSINFO.windowStackPos]
sete al
leave
ret
%undef PROCINFO
;**********************************************************
; keyboardInput
; keyboard input handler, called from main loop
;
; input : nothing
; output : playerinput is updated
; destroys : everything
;**********************************************************
keyboardInput:
mov eax,MOS_SC_GETKEY ; get key
int 0x40
or al,al ; key available ?
jnz .bye ; no -> bye
cmp dword [playerinput],0 ; unprocessed input available ?
jne .bye ; yes -> bye
sub ah,'1' ; valid key ?
cmp ah,BWIDTH-3
ja .bye ; treat as unsigned : keys below '1' will
; be greater too =)
mov al,ah ; save input
and eax,255
inc eax
mov [playerinput],eax
.bye:
ret
;**********************************************************
; gameLoop
; game logic code or however you wish to call it.
; actually this is not a loop, but is called from
; the main loop
;**********************************************************
gameLoop:
; if the game is over, return
cmp dword [gameover],0
je .gamerunning
ret
.gamerunning:
call updatePlayerStatusText
; get move
call getMoveForCurrentPlayer
or eax,eax
jnz .moveok
ret ; no move available -> bye
.moveok:
; make move and update board graphics
mov ebx,[currentplayer] ; ebx = current player, eax contains already move
call boardMakeMove
call drawStones
; check wether game is over (either by a win or because the board is full)
mov eax,[currentplayer] ; win for current player ?
call boardIsWin
or eax,eax
jz .nowin ; no -> continue
mov esi,player1wins ; yes -> display message...
cmp dword [currentplayer],PLAYER1
je .blubb
mov esi,player2wins
.blubb:
call updateStatusText
mov dword [gameover],1 ; ...and end game
ret
.nowin:
BOARDISFULL ; board full, but no win ?
jnz .notfull ; no -> continue
mov esi,itisadraw ; yes -> display message...
call updateStatusText
mov dword [gameover],1 ; ...and end game
ret
.notfull:
; switch players and return to main loop
BOARDSWITCHPLAYERS
ret
;**********************************************************
; getMoveForCurrentPlayer
; returns the move made by the current player
; (either cpu or human)
;
; input : nothing
; output : eax = 0 -> no move made. this is
; usually the case for human players,
; when no valid input is available.
; else eax = move number
;**********************************************************
getMoveForCurrentPlayer:
; get type of current player
mov eax,[player1_type]
cmp dword [currentplayer],PLAYER1
je .ok
mov eax,[player2_type]
.ok:
; get move for human/cpu player
or eax,eax
jnz .cpu
.human:
mov eax,[playerinput] ; get input
or eax,eax ; input available ?
jz .nomove ; no -> return no move available
call resetInput ; !
BOARDISVALIDMOVE eax ; valid move `?
jz .nomove ; no -> return no move available
ret ; valid move available -> return it (eax)
.cpu:
call dword [aicode] ; call ai machine. cpu level is already in eax
ret
.nomove:
xor eax,eax
ret
;**********************************************************
; update status bar : which player's turn it is
;**********************************************************
updatePlayerStatusText:
cmp dword [currentplayer],PLAYER2
je .player2
mov esi,player1hmnprmpt
cmp dword [player1_type],0
je .statustextok
mov esi,player1cpuprmpt
jmp short .statustextok
.player2:
mov esi,player2hmnprmpt
cmp dword [player2_type],0
je .statustextok
mov esi,player2cpuprmpt
.statustextok:
call updateStatusText
ret
;**********************************************************
; initialized data
;**********************************************************
section .data
;
; window definition
;
windowtitle db "C4 0.1",0
window:
istruc WND
at WND.xposandsize, dd MOS_DWORD(0,WND_WIDTH)
at WND.yposandsize, dd MOS_DWORD(0,WND_HEIGHT)
at WND.workcolor, dd 0x03000000 | WND_WORKCOLOR
at WND.grabcolor, dd 0
at WND.framecolor, dd 0
at WND.caption, dd windowtitle
at WND.captioncolor, dd 0
at WND.flags, dd WND_CENTER | WND_DEFAULT_GRABCOLOR | WND_DEFAULT_FRAMECOLOR | WND_DEFAULT_CAPTIONCOLOR
iend
;
; button table
;
buttons:
istruc BUTTON ; new
at BUTTON.xposandsize
dd MOS_DWORD(BUTTON_NEW_X,BUTTON_NEW_WIDTH)
dd MOS_DWORD(BUTTON_NEW_Y,BUTTON_HEIGHT)
dd BT_NEW
dd BUTTON_COLOR_WORK
iend
istruc BUTTON ; player 1 down
at BUTTON.xposandsize
dd MOS_DWORD(BUTTON_PL1DN_X,BUTTON_SPIN_WIDTH)
dd MOS_DWORD(BUTTON_PL1DN_Y,BUTTON_HEIGHT)
dd BT_PLAYER1DN
dd BUTTON_COLOR_WORK
iend
istruc BUTTON ; player 1 up
at BUTTON.xposandsize
dd MOS_DWORD(BUTTON_PL1UP_X,BUTTON_SPIN_WIDTH)
dd MOS_DWORD(BUTTON_PL1UP_Y,BUTTON_HEIGHT)
dd BT_PLAYER1UP
dd BUTTON_COLOR_WORK
iend
istruc BUTTON ; player 2 down
at BUTTON.xposandsize
dd MOS_DWORD(BUTTON_PL2DN_X,BUTTON_SPIN_WIDTH)
dd MOS_DWORD(BUTTON_PL2DN_Y,BUTTON_HEIGHT)
dd BT_PLAYER2DN
dd BUTTON_COLOR_WORK
iend
istruc BUTTON ; player 2 up
at BUTTON.xposandsize
dd MOS_DWORD(BUTTON_PL2UP_X,BUTTON_SPIN_WIDTH)
dd MOS_DWORD(BUTTON_PL2UP_Y,BUTTON_HEIGHT)
dd BT_PLAYER2UP
dd BUTTON_COLOR_WORK
iend
NBUTTONS equ (($-buttons)/BUTTON_size)
;
; label table
;
newgame db "New game",0
down db "<",0
up db ">",0
pl1 db "Player 1:",0
pl2 db "Player 2:",0
playertypes:
db "Human ",0
PLAYERTYPELEN equ ($ - playertypes)
db "CPU level 1 ",0
db "CPU level 2 ",0
db "CPU level 3 ",0
db "CPU level 4 ",0
db "CPU level 5 ",0
db "CPU level 6 ",0
db "CPU level 7 ",0
db "CPU level 8 ",0
NPLAYERTYPES equ (($-playertypes)/PLAYERTYPELEN)
labels:
istruc LABEL ; new
at LABEL.position
dd MOS_DWORD(BUTTON_NEW_X+4,1+BUTTON_NEW_Y+(BUTTON_HEIGHT-8)/2)
dd newgame
dd LABEL_COLOR_WORKBUTTON
dd LABEL_BGCOLOR_TRANSPARENT
iend
istruc LABEL ; player 1 down
at LABEL.position
dd MOS_DWORD(BUTTON_PL1DN_X+(BUTTON_SPIN_WIDTH-4)/2,1+BUTTON_PL1DN_Y+(BUTTON_HEIGHT-8)/2)
dd down
dd LABEL_COLOR_WORKBUTTON
dd LABEL_BGCOLOR_TRANSPARENT
iend
istruc LABEL ; player 1 up
at LABEL.position
dd MOS_DWORD(1+BUTTON_PL1UP_X+(BUTTON_SPIN_WIDTH-4)/2,1+BUTTON_PL1UP_Y+(BUTTON_HEIGHT-8)/2)
dd up
dd LABEL_COLOR_WORKBUTTON
dd LABEL_BGCOLOR_TRANSPARENT
iend
istruc LABEL ; player 2 down
at LABEL.position
dd MOS_DWORD(BUTTON_PL2DN_X+(BUTTON_SPIN_WIDTH-4)/2,1+BUTTON_PL2DN_Y+(BUTTON_HEIGHT-8)/2)
dd down
dd LABEL_COLOR_WORKBUTTON
dd LABEL_BGCOLOR_TRANSPARENT
iend
istruc LABEL ; player 2 up
at LABEL.position
dd MOS_DWORD(1+BUTTON_PL2UP_X+(BUTTON_SPIN_WIDTH-4)/2,1+BUTTON_PL2UP_Y+(BUTTON_HEIGHT-8)/2)
dd up
dd LABEL_COLOR_WORKBUTTON
dd LABEL_BGCOLOR_TRANSPARENT
iend
istruc LABEL ; player 1
at LABEL.position
dd MOS_DWORD(LABEL_PL1_X,LABEL_PL1_Y)
dd pl1
dd MOS_RGB(255,255,255)
dd LABEL_BGCOLOR_TRANSPARENT
iend
istruc LABEL ; player 2
at LABEL.position
dd MOS_DWORD(LABEL_PL2_X,LABEL_PL2_Y)
dd pl2
dd MOS_RGB(255,255,255)
dd LABEL_BGCOLOR_TRANSPARENT
iend
statusbar: ; status bar
istruc LABEL
at LABEL.position
dd MOS_DWORD(LABEL_STATUS_X,LABEL_STATUS_Y)
dd 0
dd MOS_RGB(255,255,255)
dd LABEL_BGCOLOR_TRANSPARENT
iend
label_pl1type:
istruc LABEL
at LABEL.position
dd MOS_DWORD(LABEL_PL1TYPE_X,LABEL_PL1TYPE_Y)
dd playertypes+PL1TYPE_INIT*PLAYERTYPELEN
dd MOS_RGB(255,255,255)
dd MOS_RGB(0,0,0)
iend
label_pl2type:
istruc LABEL
at LABEL.position
dd MOS_DWORD(LABEL_PL2TYPE_X,LABEL_PL2TYPE_Y)
dd playertypes+PL2TYPE_INIT*PLAYERTYPELEN
dd MOS_RGB(255,255,255)
dd MOS_RGB(0,0,0)
iend
NLABELS equ (($-labels)/LABEL_size)
; player types
player1_type dd PL1TYPE_INIT
player2_type dd PL2TYPE_INIT
; status messages
player1hmnprmpt db "Make your move, player 1.",0
player2hmnprmpt db "Make your move, player 2.",0
player1cpuprmpt db "Player 1 is thinking, please wait...",0
player2cpuprmpt db "Player 2 is thinking, please wait...",0
itisadraw db "It's a draw.",0
player1wins db "Player 1 wins.",0
player2wins db "Player 2 wins.",0
; pointer to ai player. future releases C4 might
; or might not support different ai players =)
aicode dd aiGetMove
; button images
redpcx: incbin "red.pcx"
REDPCXSIZE equ ($ - redpcx)
bluepcx: incbin "blue.pcx"
BLUEPCXSIZE equ ($ - bluepcx)
;**********************************************************
; uninitialized data
;**********************************************************
section .bss
; player input
; 0 : no input available
; 1..7 : column to drop stone into
playerinput resd 1
mouseinput resd 1
gameover resd 1
redstone resb STONESIZE*STONESIZE*3
bluestone resb STONESIZE*STONESIZE*3
end: