forked from KolibriOS/kolibrios
16091ddd9e
@panel: to match K0581 distro: SYSMETER -> GMON @numcalc: moved to the appropriate place in repository HeEd: added english variant NetSendC, NetSendS: added english variant + optimization pic4: changes in set background + optimization tetris, @rcher, board, sysxtree, vrr: new versions from K0581 distro bgitest: fixed small error + ability to set language via lang.inc c4: small correction in label height to match K0581 distro git-svn-id: svn://kolibrios.org@131 a494cfbc-eb01-0410-851d-a64ba20cac60
911 lines
19 KiB
NASM
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:
|