kolibrios-gitea/programs/games/tetris/trunk/tetris.asm
Kirill Lipatov (Leency) ea6d3129b1 tetris: "НОВАЯ" sentered
git-svn-id: svn://kolibrios.org@2679 a494cfbc-eb01-0410-851d-a64ba20cac60
2012-05-25 10:52:13 +00:00

876 lines
22 KiB
NASM
Raw Blame History

; Date : 1st April 2001
; TETRIS for MENUET
; Author : Paolo Minazzi (email paolo.minazzi@inwind.it)
;
; -Note-
; 1. This program requires a PENTIUM or higher because uses the RDTSC
; instrucion for get a random number.
; 2. You must use NASM to compile. Compiling is OK with NASM 0.98, I
; don't know what happen with other versions.
; 3. You must use the arrow key to move and rotate a block.
; 4. In the near future there will be a new version of TETRIS. This is
; only the beginning.
;
; Thanks to Ville, the author of this wonderful OS !
; Join with us to code !
;
;
; Changelog:
; 30.12.2007 - cleaning keybuffer before reading an key - Gluk
; 09.11.2005 - fix for work under MeosDebug & better random - Andrey Halyavin
; 23.09.2005 - fixed bug, when 011111111111111-like sequence interpreted
; as _11111111111111 in check_full_line - Sergey Kuzmin aka Wildwest
; 18.09.2005 - added 'Pause' button and made appropriate code and interface redesign
; BTW, you can MOVE and ROTATE block during Pause ;) - Sergey Kuzmin aka Wildwest
; 03.11.2003 - added new blocks & random - Ivan Poddubny
; 31.10.2001 - rdtsc replaced - quickcode <quickcode@mail.ru>
; 28.06.2001 - fasm port & framed blocks - Ville Turjanmaa
;
;
LEN_X equ 19 ;width of table
LEN_Y equ 29 ; height of table
BORDER_LEFT equ 1
BORDER_RIGHT equ 1
BORDER_TOP equ 1
BORDER_BOTTOM equ 1
ADOBE_SIZE equ 12
X_LOCATION equ 30 ; distance to table from left side
Y_LOCATION equ 50 ; distance to table from header
UP_KEY equ 130+48
DOWN_KEY equ 129+48
LEFT_KEY equ 128+48
RIGHT_KEY equ 131+48
;BACKGROUND equ 03000080h
_MAXBLOCKS_ = 7*4
use32
org 0x0
db 'MENUET01' ; 8 byte id
dd 0x01 ; header version
dd START ; program start
dd I_END ; program image size
dd I_END+1024 ; reguired amount of memory
dd I_END+1024 ; esp
dd 0x0,0x0 ; I_PARAM, I_ICON
include 'lang.inc'
include '../../../macros.inc'
START: ; start of execution
; -- quickcode - start
mov eax,3
int 0x40
mov cl,16
ror eax,cl ; to make seconds more significant
mov [generator],eax
call random
; -- quickcode - end
call clear_table_tetris
call new_block
call draw_window ; at first, draw the window
still:
xor edx,edx
call draw_block
attesa:
mov eax,11 ; get event
int 0x40
cmp eax,1 ; redraw request ?
jz red
cmp eax,2 ; key in buffer ?
jnz check_button
jmp key
check_button:
cmp eax,3 ; button in buffer ?
jnz scendi
jmp button
red: ; redraw
call draw_window
jmp still
scendi:
;///////////////////////////////////////////////// Wildwest
cmp dword [pauses], 0
je ok
jne not_ok
not_ok:
inc dword [current_block_y]
dec dword [current_block_y]
call check_crash
jne block_crash
jmp draw
ok:
;/////////////////////////////////////////////////
inc dword [current_block_y]
call check_crash
jne block_crash
draw: movzx edx,byte [current_block_color]
call draw_block
mov eax,5
movzx ebx,byte [delay]
int 0x40
mov [force_down], 1
jmp still
block_crash: dec dword [current_block_y]
movzx edx,byte [current_block_color]
call draw_block
call fix_block
call check_full_line
call draw_table
call new_block
inc dword [score]
call write_score
call check_crash
jz adr400
aspetta: mov eax,10
int 0x40
cmp eax,1
jne adr10000
call draw_window
adr10000: cmp eax,3
jne aspetta
new_game: mov eax,17
int 0x40
cmp ah,1
jnz adr401
jmp end_program
adr401:
;///////////////////////////////////////////////////// Wildwest
mov dword [pauses], 0
;////////////////////////////////////////////////////
mov dword [score],0
call clear_table_tetris
call new_block
call draw_window
adr400: movzx edx,byte [current_block_color]
call draw_block
mov eax,5
movzx ebx,byte [delay]
int 0x40
jmp still
key: mov eax,2 ; Gluk
int 0x40
cmp eax,1
jne getkeyi
mov ah,dh
jmp adr32
getkeyi: mov dh,ah ; Gluk
jmp key
adr32: cmp ah,LEFT_KEY
jne adr_30
dec dword [current_block_x]
call check_crash
jz adr4000
inc dword [current_block_x]
adr4000: jmp scendi
adr_30: cmp ah,RIGHT_KEY
jne adr_31
inc dword [current_block_x]
call check_crash
jz adr3000
dec dword [current_block_x]
adr3000: jmp scendi
adr_31: cmp ah,UP_KEY
jne adr51
mov edx,[current_block_pointer]
mov edx,[edx+16]
mov esi,[current_block_pointer]
mov [current_block_pointer],edx
call check_crash
jz adr50
mov [current_block_pointer],esi
adr50: jmp scendi
adr51: cmp ah,DOWN_KEY
jne adr61
cmp [force_down], 1
jne scendi
mov byte [delay],5 ;!!! 2
adr52: jmp scendi
adr61: cmp ah,' '
jne adr62
cmp [force_down], 1
jne scendi
mov byte [delay],5 ;!!! 2
adr62: jmp scendi
button: ; button
mov eax,17
int 0x40
cmp ah,1 ; button id=1 ?
jz end_program
cmp ah,2
jz go_new_game
cmp ah,3 ; button id=3 ? ///Wildwest's 'Pause' button
jz pause_program
jmp still
end_program:
or eax,-1 ; close this program
int 0x40
go_new_game:
jmp new_game
;//////////////////////////////////////////////////// Wildwest
pause_program:
cmp dword [pauses], 0
je incr
mov dword [pauses], 0
jmp still
incr:
mov dword [pauses], 1
jmp still
;////////////////////////////////////////////////////
; *********************************************
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_window:
mov eax,48
mov ebx,3
mov ecx,sc
mov edx,sizeof.system_colors
int 0x40
mov eax,12 ; function 12:tell os about windowdraw
mov ebx,1 ; 1, start of draw
int 0x40
; DRAW WINDOW
xor eax,eax ; function 0 : define and draw window
mov ebx,320*65536+(LEN_X-BORDER_LEFT-BORDER_RIGHT)*ADOBE_SIZE+X_LOCATION*2
mov ecx,25*65536+ (LEN_Y-BORDER_TOP-BORDER_BOTTOM)*ADOBE_SIZE+Y_LOCATION+30
mov edx,[sc.work] ; color of work area RRGGBB
or edx,0x13000000
mov edi,title ; WINDOW LABEL
int 0x40
mov eax,8
mov ebx,30*65536+100
mov ecx,378*65536+18
mov edx,2
mov esi,[sc.work_button]
int 0x40
;/////////////////////////////////////////////// Wildwest's 'Pause' button
;mov eax,8
mov ebx,132*65536+102
mov ecx,378*65536+18
mov edx,3
mov esi,[sc.work_button];
int 0x40
mov eax,4 ; function 4 : write text to window
mov ebx,164*65536+384 ; [x start] *65536 + [y start]
mov ecx,[sc.work_button_text] ; color of text RRGGBB
or ecx,0x90000000
mov edx,labe ; pointer to text
int 0x40
;///////////////////////////////////////////////
;mov eax,4
mov ebx,49*65536+384
mov edx,game_finished
int 0x40
call draw_table
movzx edx,byte [current_block_color]
call draw_block
cld
mov ebx,38*65536+35 ; draw info text with function 4
mov ecx,[sc.work_text] ; color
or ecx,0x90000000
mov edx,text
mov eax,4
int 0x40
call write_score
mov eax,12 ; function 12:tell os about windowdraw
mov ebx,2 ; 2, end of draw
int 0x40
ret
;-------------------------------------------------------------
; CHECK CRASH
; output Z flag => OK
; NZ flag => NO
;-------------------------------------------------------------
check_crash: mov ebx,[current_block_pointer]
mov edx,[current_block_y]
imul edx,LEN_X
add edx,[current_block_x] ;find the offset in tetris_t
add edx,table_tetris
mov ecx,4
xor ax,ax
adr_1: cmp byte [ebx],1
jne adr_2
add al,[edx]
adc ah,0
adr_2: inc ebx
inc edx
cmp byte [ebx],1
jne adr_3
add al,[edx]
adc ah,0
adr_3: inc ebx
inc edx
cmp byte [ebx],1
jne adr_4
add al,[edx]
adc ah,0
adr_4: inc ebx
inc edx
cmp byte [ebx],1
jne adr_5
add al,[edx]
adc ah,0
adr_5: inc ebx
add edx,LEN_X-3
loop adr_1
or ax,ax
ret
;-------------------------------------------------------------
;NEW BLOCK
;-------------------------------------------------------------
new_block: mov dword [current_block_y],1
mov dword [current_block_x],7
mov [force_down], 0 ; allow fast falling _after_ first game step
call random
and al,7
setz ah
add al,ah
mov [current_block_color],al
call random
;and eax,15
; ---- Ivan ----
and eax,0xff
@@:
cmp eax,_MAXBLOCKS_
jl @f
add eax,-(_MAXBLOCKS_)
jmp @b
@@:
; ---- Ivan ----
mov edx,[block_table+eax*4]
mov [current_block_pointer],edx
mov byte [delay],22 ;19 ;!!! 15
ret
;-------------------------------------------------------------
; FIX BLOCK
;-------------------------------------------------------------
fix_block: mov ebx,[current_block_pointer]
mov edx,[current_block_y]
imul edx,LEN_X
add edx,[current_block_x] ;find the offset in tetris_t
add edx,table_tetris
mov ecx,4
mov al,[current_block_color]
adr_21: cmp byte [ebx],1
jne adr_22
mov [edx],al
adr_22: inc ebx
inc edx
cmp byte [ebx],1
jne adr_23
mov [edx],al
adr_23: inc ebx
inc edx
cmp byte [ebx],1
jne adr_24
mov [edx],al
adr_24: inc ebx
inc edx
cmp byte [ebx],1
jne adr_25
mov [edx],al
adr_25: inc ebx
add edx,LEN_X-3
loop adr_21
ret
;--------------------------------------------------------------
; DRAW_TABLE
;--------------------------------------------------------------
draw_table: mov esi,table_tetris+LEN_X*BORDER_TOP+BORDER_LEFT
mov ebx,X_LOCATION*65536+ADOBE_SIZE
mov ecx,Y_LOCATION*65536+ADOBE_SIZE
mov edi,LEN_Y-BORDER_TOP-BORDER_BOTTOM
y_draw: push edi
mov edi,LEN_X-BORDER_LEFT-BORDER_RIGHT
x_draw: push edi
; pusha
; mov eax,5
; mov ebx,10
; int 0x40
; popa
mov eax,13
movzx edx,byte [esi]
mov edx,[color_table+edx*4]
int 0x40
call draw_frames
inc esi
add ebx,65536*ADOBE_SIZE
pop edi
dec edi
jnz x_draw
add esi,BORDER_LEFT+BORDER_RIGHT
mov ebx,X_LOCATION*65536+ADOBE_SIZE
add ecx,65536*ADOBE_SIZE
pop edi
dec edi
jnz y_draw
ret
;--------------------------------------------------------------
;DRAW BLOCK
;
; ebx=x [0..LEN_X-1]
; ecx=y [0..LEN_Y-1]
; edi=pointer block
;--------------------------------------------------------------
draw_block:
mov eax,13
mov edx,[color_table+edx*4]
mov ebx,[current_block_x]
mov ecx,[current_block_y]
mov edi,[current_block_pointer]
sub ebx,BORDER_LEFT
imul ebx,ADOBE_SIZE
add ebx,X_LOCATION
shl ebx,16
mov bx,ADOBE_SIZE
sub ecx,BORDER_TOP
imul ecx,ADOBE_SIZE
add ecx,Y_LOCATION
shl ecx,16
mov cx,ADOBE_SIZE
mov dword [TMP_1],4
adr_122: mov dword [TMP_0],4
adr_121: cmp byte [edi],0
je adr_120
int 040h
call draw_frames
adr_120: inc edi
add ebx,ADOBE_SIZE*65536
dec dword [TMP_0]
jnz adr_121
sub ebx,4*ADOBE_SIZE*65536
add ecx,ADOBE_SIZE*65536
dec dword [TMP_1]
jnz adr_122
ret
draw_frames:
cmp edx,0
jne df1
ret
df1:
pusha
mov bx,1
add edx,0x282828
mov eax,13
int 0x40
popa
pusha
mov cx,1
add edx,0x282828
mov eax,13
int 0x40
popa
pusha
push ebx
sub bx,1
add [esp+2],bx
pop ebx
mov bx,1
shr edx,1
and edx,0x7f7f7f
mov eax,13
int 0x40
popa
pusha
push ecx
sub cx,1
add [esp+2],cx
pop ecx
mov cx,1
shr edx,1
and edx,0x7f7f7f
mov eax,13
int 0x40
popa
ret
;--------------------------------------------------------------
clear_table_tetris:
cld
mov al,1
mov edi,table_tetris
mov ecx,LEN_X*BORDER_TOP
rep stosb
mov edx,LEN_Y-BORDER_TOP-BORDER_BOTTOM
adr300: mov cl,BORDER_LEFT
rep stosb
dec ax ;AL=0
mov cl,LEN_X-BORDER_LEFT-BORDER_RIGHT
rep stosb
inc ax ;AL=1
mov cl,BORDER_RIGHT
rep stosb
dec dx
jne adr300
mov ecx,LEN_X*BORDER_BOTTOM
rep stosb
ret
;--------------------------------------------------------------
;edx = pointer
;ebx = contatore
check_full_line:
std
mov al,0
mov edx,table_tetris+LEN_X*(LEN_Y-BORDER_BOTTOM)-1
mov ebx,(LEN_Y-BORDER_TOP-BORDER_BOTTOM-1)*LEN_X
adr_5000: mov edi,edx
mov ecx,LEN_X-BORDER_LEFT-BORDER_RIGHT+1;Wildwest's fix for bug
;(was LEN_X-BORDER_LEFT-BORDER_RIGHT)
repne scasb
jz no_full_line
lea esi,[edx-LEN_X]
mov edi,edx
mov ecx,ebx
rep movsb
sub edi,BORDER_RIGHT
mov ecx,LEN_X-BORDER_LEFT-BORDER_RIGHT
rep stosb
add dword [score],50
jmp adr_5000
no_full_line: sub edx,LEN_X
sub ebx,LEN_X
jnz adr_5000
ret
;--------------------------------------------------------------
random: mov eax,[generator]
add eax,-43ab45b5h
ror eax,1
xor eax,32c4324fh
ror eax,1
mov [generator],eax
; --- IVAN ---
push ebx
mov eax,26
mov ebx,9
int 0x40
pop ebx
xor eax,0xdeadbeef
add eax,[generator]
; --- IVAN ---
mov [generator],eax ; Halyavin
ret
;--------------------------------------------------------------
number_to_str: mov edi,end_number_str-1
mov ecx,9;size_of_number_str
mov ebx,10
cld
new_digit: xor edx,edx
div ebx
add dl,'0'
mov [edi],dl
dec edi
loop new_digit
ret
;--------------------------------------------------------------
write_score:
mov eax,[score]
call number_to_str
mov ebx,90*65536+35 ; draw info text with function 4
mov ecx,[sc.work_text] ; color
or ecx,0x50000000
mov edx,number_str
mov esi,[size_of_number_str]
mov edi,[sc.work]
mov eax,4
int 0x40
ret
; DATA AREA
;--------------------------------------------------------------
;DEFINITION BLOCKS
;--------------------------------------------------------------
t_block_0: db 0,0,0,0
db 1,1,1,0
db 0,1,0,0
db 0,0,0,0
dd t_block_3
t_block_1: db 0,1,0,0
db 1,1,0,0
db 0,1,0,0
db 0,0,0,0
dd t_block_0
t_block_2: db 0,1,0,0
db 1,1,1,0
db 0,0,0,0
db 0,0,0,0
dd t_block_1
t_block_3 db 0,1,0,0
db 0,1,1,0
db 0,1,0,0
db 0,0,0,0
dd t_block_2
;--------------------------------------------------------------
i_block_0: db 0,1,0,0
db 0,1,0,0
db 0,1,0,0
db 0,1,0,0
dd i_block_1
i_block_1: db 0,0,0,0
db 1,1,1,1
db 0,0,0,0
db 0,0,0,0
dd i_block_0
;--------------------------------------------------------------
q_block_0: db 0,1,1,0
db 0,1,1,0
db 0,0,0,0
db 0,0,0,0
dd q_block_0
;--------------------------------------------------------------
s_block_0:
db 0,0,0,0
db 0,1,1,0
db 1,1,0,0
db 0,0,0,0
dd s_block_1
s_block_1: db 1,0,0,0
db 1,1,0,0
db 0,1,0,0
db 0,0,0,0
dd s_block_0
;--------------------------------------------------------------
l_block_0: db 0,0,0,0
db 1,1,1,0
db 1,0,0,0
db 0,0,0,0
dd l_block_3
l_block_1: db 1,1,0,0
db 0,1,0,0
db 0,1,0,0
db 0,0,0,0
dd l_block_0
l_block_2: db 0,0,1,0
db 1,1,1,0
db 0,0,0,0
db 0,0,0,0
dd l_block_1
l_block_3: db 0,1,0,0
db 0,1,0,0
db 0,1,1,0
db 0,0,0,0
dd l_block_2
;-----------------------------------------------
g_block_0:
db 0,1,0,0
db 0,1,0,0
db 1,1,0,0
db 0,0,0,0
dd g_block_1
g_block_1:
db 0,0,0,0
db 1,1,1,0
db 0,0,1,0
db 0,0,0,0
dd g_block_2
g_block_2:
db 0,1,1,0
db 0,1,0,0
db 0,1,0,0
db 0,0,0,0
dd g_block_3
g_block_3:
db 1,0,0,0
db 1,1,1,0
db 0,0,0,0
db 0,0,0,0
dd g_block_0
;-----------------------------------
k_block_0:
db 0,0,0,0
db 1,1,0,0
db 0,1,1,0
db 0,0,0,0
dd k_block_1
k_block_1:
db 0,1,0,0
db 1,1,0,0
db 1,0,0,0
db 0,0,0,0
dd k_block_0
;-----------------------------------
color_table: dd 00000000h ;black 0
dd 00cccccch ;white 1
dd 00cc0000h ;red 2
dd 0000cc00h ;green 3
dd 000000cch ;blue 4
dd 00cccc00h ;yellow 5
dd 0000cccch ;cyan 6
dd 00cc00cch ;pink 7
block_table:
dd t_block_0 ; t
dd t_block_1
dd t_block_2
dd t_block_3
dd i_block_0 ; i
dd i_block_1
dd i_block_0
dd i_block_1
dd q_block_0 ; q
dd q_block_0
dd q_block_0
dd q_block_0
dd s_block_0 ; s
dd s_block_1
dd s_block_0
dd s_block_1
dd l_block_0 ; l
dd l_block_1
dd l_block_2
dd l_block_3
dd g_block_0 ; g
dd g_block_1
dd g_block_2
dd g_block_3
dd k_block_0 ; k
dd k_block_1
dd k_block_0
dd k_block_1
if lang eq ru
title db '<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1.61 - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>',0
labe db '<27><><EFBFBD><EFBFBD><EFBFBD>',0
text db '<27>窨:',0
game_finished: db ' <20><><EFBFBD><EFBFBD><EFBFBD>',0
else
title db 'TETRIS 1.61 - ARROWS & SPACE',0
labe db 'PAUSE',0
text db 'Score:',0
game_finished: db 'NEW GAME',0
end if
pauses dd 0 ;/// Wildwest
parallel dd 1
score: dd 0
TMP_0: dd 0
TMP_1: dd 0
generator: dd 0
current_block_x: dd 0
current_block_y: dd 0
current_block_pointer: dd 0
current_block_color: db 0
number_str: db 0,0,0,0,0,0,0,0,0
end_number_str:
size_of_number_str dd 9
delay: db 40
force_down dd 1
sc system_colors
table_tetris:
I_END: