mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-11-25 18:29:36 +03:00
9f84f1f1fd
git-svn-id: svn://kolibrios.org@1821 a494cfbc-eb01-0410-851d-a64ba20cac60
911 lines
19 KiB
NASM
911 lines
19 KiB
NASM
; C4
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; Copyright (c) 2002 Thomas Mathys
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; killer@vantage.ch
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;
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; This file is part of C4.
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;
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; C4 is free software; you can redistribute it and/or modify
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; it under the terms of the GNU General Public License as published by
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; the Free Software Foundation; either version 2 of the License, or
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; (at your option) any later version.
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;
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; C4 is distributed in the hope that it will be useful,
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; but WITHOUT ANY WARRANTY; without even the implied warranty of
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; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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; GNU General Public License for more details.
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;
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; You should have received a copy of the GNU General Public License
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; along with C4; if not, write to the Free Software
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; Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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bits 32
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%include 'mos.inc'
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section .text
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MOS_HEADER01 start,end
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;**********************************************************
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; magic numbers
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;**********************************************************
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; initial player types
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PL1TYPE_INIT equ 0
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PL2TYPE_INIT equ 4
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; window
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WND_WIDTH equ 259
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WND_HEIGHT equ 300
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WND_WORKCOLOR equ 0
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; button dimensions
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BUTTON_HEIGHT equ 12
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BUTTON_NEW_X equ 14
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BUTTON_NEW_Y equ 30
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BUTTON_NEW_WIDTH equ 56
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BUTTON_SPIN_WIDTH equ 8
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BUTTON_PL1DN_X equ 228
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BUTTON_PL1DN_Y equ 30
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BUTTON_PL1UP_X equ (BUTTON_PL1DN_X + BUTTON_SPIN_WIDTH + 1)
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BUTTON_PL1UP_Y equ BUTTON_PL1DN_Y
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BUTTON_PL2DN_X equ BUTTON_PL1DN_X
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BUTTON_PL2DN_Y equ (BUTTON_PL1DN_Y + 20)
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BUTTON_PL2UP_X equ (BUTTON_PL2DN_X + BUTTON_SPIN_WIDTH + 1)
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BUTTON_PL2UP_Y equ BUTTON_PL2DN_Y
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; label dimensions
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LABEL_PL1_X equ 90
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LABEL_PL1_Y equ (1 + BUTTON_PL1DN_Y + (BUTTON_HEIGHT-8)/2)
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LABEL_PL2_X equ LABEL_PL1_X
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LABEL_PL2_Y equ (1 + BUTTON_PL2DN_Y + (BUTTON_HEIGHT-8)/2)
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LABEL_PL1TYPE_X equ (LABEL_PL1_X + 10*6)
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LABEL_PL1TYPE_Y equ LABEL_PL1_Y
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LABEL_PL2TYPE_X equ LABEL_PL1TYPE_X
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LABEL_PL2TYPE_Y equ LABEL_PL2_Y
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LABEL_STATUS_X equ 14
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LABEL_STATUS_Y equ 279
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LABEL_STATUS_WIDTH equ 220
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LABEL_STATUS_HEIGHT equ 12
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; board and stones
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STONESIZE equ 32 ; stone height and width
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GRIDX equ 14 ; upper left corner
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GRIDY equ 70
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GRIDSPACING equ (STONESIZE + 1) ; space between lines
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GRIDHEIGHT equ (6*GRIDSPACING+1) ; total grid width and height
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GRIDWIDTH equ (7*GRIDSPACING+1)
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GRIDCOLOR equ MOS_RGB(128,128,128)
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; button id's
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BT_QUIT equ 1
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BT_NEW equ 2
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BT_PLAYER1DN equ 3
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BT_PLAYER1UP equ 4
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BT_PLAYER2DN equ 5
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BT_PLAYER2UP equ 6
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start:
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jmp main
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%include "pcx.inc"
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%include "windows.inc"
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%include "board.inc"
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%include "rng.inc"
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; %include "randomai.inc"
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%include "ai.inc"
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;**********************************************************
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; main program
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;**********************************************************
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main:
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call randomize
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call defineWindow
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call decrunchImages
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call newGame
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.msgpump:
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; wait for event
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mov ebx,1
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mov eax,MOS_SC_WAITEVENTTIMEOUT
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int 0x40
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; process events
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cmp eax,MOS_EVT_REDRAW
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je short .redraw
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cmp eax,MOS_EVT_KEY
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je short .key
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cmp eax,MOS_EVT_BUTTON
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je short .button
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call pollMouse
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call gameLoop
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jmp short .msgpump
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.redraw:
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call defineWindow
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jmp short .msgpump
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.key:
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call keyboardInput
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jmp short .msgpump
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.button:
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call handleButton
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jmp short .msgpump
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;**********************************************************
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; button handling function
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;**********************************************************
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handleButton:
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mov eax,MOS_SC_GETPRESSEDBUTTON ; get button id
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int 0x40
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cmp al,1 ; button pressed ?
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je short .bye ; nope -> nothing to do
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cmp ah,BT_QUIT ; which button has been pressed ?
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je short .quit
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cmp ah,BT_NEW
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je short .new
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cmp ah,BT_PLAYER1DN
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je short .player1dn
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cmp ah,BT_PLAYER1UP
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je short .player1up
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cmp ah,BT_PLAYER2DN
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je short .player2dn
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cmp ah,BT_PLAYER2UP
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je short .player2up
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.bye:
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ret
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.quit:
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MOS_EXIT
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.new:
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call newGame
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ret
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.player1dn:
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mov eax,[player1_type] ; get current type
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or eax,eax ; already zero ?
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jz .bla
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dec eax ; nope -> decrement
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mov [player1_type],eax ; write back
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mov edi,label_pl1type ; and update label
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call updatePlayerType
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.bla:
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ret
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.player1up:
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mov eax,[player1_type] ; get current type
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cmp eax,NPLAYERTYPES-1 ; already max ?
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je .bla2
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inc eax ; nope -> increment
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mov [player1_type],eax ; write back
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mov edi,label_pl1type ; update label
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call updatePlayerType
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.bla2:
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ret
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.player2dn:
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mov eax,[player2_type] ; get current type
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or eax,eax ; already zero ?
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jz .bla3
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dec eax ; nope -> decrement
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mov [player2_type],eax ; write back
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mov edi,label_pl2type ; and update label
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call updatePlayerType
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.bla3:
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ret
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.player2up:
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mov eax,[player2_type]
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cmp eax,NPLAYERTYPES-1
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je .bla4
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inc eax
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mov [player2_type],eax
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mov edi,label_pl2type
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call updatePlayerType
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.bla4:
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ret
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;**********************************************************
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; window definition function
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;**********************************************************
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defineWindow:
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MOS_STARTREDRAW
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mov edi,window
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call drawWindow
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mov edi,buttons
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mov ecx,NBUTTONS
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call drawButtons
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mov edi,labels
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mov ecx,NLABELS
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call drawLabels
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xor eax,eax
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call drawBoard
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MOS_ENDREDRAW
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ret
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;**********************************************************
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; updateStatusText
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;
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; input : esi = ptr to new string
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; output : status bar is updated
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; destroys : everything
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;**********************************************************
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updateStatusText:
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; different text ?
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cmp [statusbar + LABEL.caption],esi
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je .bye ; nope -> bye
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mov dword [statusbar + LABEL.caption],esi ; yeah -> save & redraw
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; clear background
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mov ebx,MOS_DWORD(LABEL_STATUS_X,LABEL_STATUS_WIDTH)
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mov ecx,MOS_DWORD(LABEL_STATUS_Y,LABEL_STATUS_HEIGHT)
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xor edx,edx
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mov eax,MOS_SC_DRAWBAR
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int 0x40
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; redraw label
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mov edi,statusbar
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mov ecx,1
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call drawLabels
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.bye:
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ret
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;**********************************************************
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; updatePlayerType
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; update player type label
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; input: eax = new type
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; edi = address label structure to update
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;**********************************************************
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updatePlayerType:
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mov ebx,PLAYERTYPELEN ; calculate type string address
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mul ebx
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add eax,playertypes
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mov [edi + LABEL.caption],eax ; write address
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mov ecx,1 ; and redraw label
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call drawLabels
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ret
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;**********************************************************
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; board drawing stuff
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;**********************************************************
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; drawBoard
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; draw whole board
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;
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; input : eax nonzero = clear board background
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drawBoard:
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; clear background ?
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or eax,eax
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jz .noclear
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mov ebx,MOS_DWORD(GRIDX,GRIDWIDTH)
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mov ecx,MOS_DWORD(GRIDY,GRIDHEIGHT)
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mov edx,WND_WORKCOLOR
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mov eax,MOS_SC_DRAWBAR
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int 0x40
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.noclear:
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call drawGrid
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call drawStones
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ret
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drawGrid:
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; vertical lines
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mov ebx,MOS_DWORD(GRIDX,GRIDX)
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mov ecx,MOS_DWORD(GRIDY,GRIDY+GRIDHEIGHT-1)
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mov edx,GRIDCOLOR
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mov eax,MOS_SC_DRAWLINE
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mov esi,8
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.vlines:
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int 0x40
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add ebx,MOS_DWORD(GRIDSPACING,GRIDSPACING)
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dec esi
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jnz .vlines
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; horizontal lines
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mov ebx,MOS_DWORD(GRIDX,GRIDX+GRIDWIDTH-1)
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mov ecx,MOS_DWORD(GRIDY,GRIDY)
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mov esi,7
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.hlines:
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int 0x40
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add ecx,MOS_DWORD(GRIDSPACING,GRIDSPACING)
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dec esi
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jnz .hlines
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ret
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drawStones:
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mov ebx,6
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.col:
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mov ecx,7
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.row:
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call drawStone
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loop .row
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dec ebx
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jnz .col
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ret
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; ecx = column (1..7)
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; ebx = row (1..6)
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drawStone:
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pushad
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; see which image to draw.
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; the image offset is stored in ebp
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mov eax,BWIDTH ; calculate address
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mul ebx
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add eax,ecx
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mov eax,[board+eax*4] ; get stone ?
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cmp eax,EMPTY ; empty field -> nothing to do
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je .bye
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mov ebp,redstone ; assume red stone
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cmp eax,PLAYER1 ; red ?
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je .stoneok ; yeah -> continue
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mov ebp,bluestone ; nope -> use blue stone
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.stoneok:
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; calculate image position (edx)
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mov eax,GRIDSPACING
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dec ecx
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mul ecx
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add eax,GRIDX + 1
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shl eax,16
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mov ecx,eax
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mov eax,GRIDSPACING
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dec ebx
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mul ebx
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add eax,GRIDY + 1
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mov cx,ax
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mov edx,ecx
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; put image (position is already in edx)
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mov ebx,ebp ; image address
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mov ecx,MOS_DWORD(STONESIZE,STONESIZE) ; image dimensions
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mov eax,MOS_SC_PUTIMAGE
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int 0x40
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.bye:
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popad
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ret
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decrunchImages:
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mov esi,redpcx ; red stone
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mov edi,redstone
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mov ebx,REDPCXSIZE
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call loadPCX
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mov esi,bluepcx ; blue stone
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mov edi,bluestone
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mov ebx,BLUEPCXSIZE
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call loadPCX
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ret
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resetInput:
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mov dword [playerinput],0 ; no player input
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mov dword [mouseinput],0
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ret
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;**********************************************************
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; newGame
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; set up everything for a game
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;
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; input : nothing
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; output : nothing
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; destroys : everything
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;**********************************************************
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newGame:
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call boardReset ; reset and redraw board
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mov eax,1
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call drawBoard
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call resetInput ; reset input
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mov dword [gameover],0 ; game is running
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ret
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;**********************************************************
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; pollMouse
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; mouse polling routine
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;
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; input : nothing
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; output : playerinput will be updated, if
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; the player clicked on a valid
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; field
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; destroys : everything
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;**********************************************************
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pollMouse:
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mov ebx,2
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mov eax,MOS_SC_GETMOUSEPOSITION
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int 0x40
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and eax,1
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jz .mousenotpressed
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.mousepressed:
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mov dword [mouseinput],0
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call isActiveApp
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or al,al
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jz .notactive1
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call getMouseCol
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mov [mouseinput],eax
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.notactive1:
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ret
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.mousenotpressed:
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call isActiveApp
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or al,al
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jz .notactive2
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call getMouseCol
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cmp eax,[mouseinput]
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jne .nonewinput
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cmp dword [playerinput],0
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jne .nonewinput
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mov [playerinput],eax
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.nonewinput:
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.notactive2:
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mov dword [mouseinput],0
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ret
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;**********************************************************
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; getMouseCol
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; calculate in which column the mouse is. or so.
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;
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; input : nothing
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; output : eax = 0 -> mouse outside board
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; eax = 1..7 -> column
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; destroys : everything
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;**********************************************************
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getMouseCol:
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mov ebx,1 ; get mouse position, window relative
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mov eax,MOS_SC_GETMOUSEPOSITION
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int 0x40
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movzx ebx,ax ; y clipping
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cmp ebx,GRIDY
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jl .outside
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cmp ebx,GRIDY + GRIDHEIGHT - 1
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jg .outside
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shr eax,16 ; calculate column from x coordinate
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sub eax,GRIDX
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js .outside ; negative -> outside of board (left)
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cdq ; !
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mov ebx,GRIDSPACING
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div ebx
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cmp eax,BWIDTH-3 ; right outside of board ?
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jg .outside ; yes -> bye
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inc eax ; xform into range [1,7]
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ret
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.outside:
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xor eax,eax
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ret
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;**********************************************************
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; isActiveApp
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; check wether we're the active application
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;
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; input : nothing
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; output : al nonzero -> we are the active app
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; destroys : everything
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;**********************************************************
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isActiveApp:
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%define PROCINFO (ebp-MOS_PROCESSINFO_size)
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enter MOS_PROCESSINFO_size,0
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; get process information
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mov eax,MOS_SC_GETPROCESSINFO
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lea ebx,[ebp-MOS_PROCESSINFO_size]
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mov ecx,-1
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int 0x40
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; set al to 1 if we are the active application
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cmp ax,[PROCINFO+MOS_PROCESSINFO.windowStackPos]
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sete al
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leave
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ret
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%undef PROCINFO
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;**********************************************************
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; keyboardInput
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; keyboard input handler, called from main loop
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;
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; input : nothing
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; output : playerinput is updated
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; destroys : everything
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;**********************************************************
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keyboardInput:
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mov eax,MOS_SC_GETKEY ; get key
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int 0x40
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or al,al ; key available ?
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jnz .bye ; no -> bye
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cmp dword [playerinput],0 ; unprocessed input available ?
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jne .bye ; yes -> bye
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sub ah,'1' ; valid key ?
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cmp ah,BWIDTH-3
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ja .bye ; treat as unsigned : keys below '1' will
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; be greater too =)
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mov al,ah ; save input
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and eax,255
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inc eax
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mov [playerinput],eax
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.bye:
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ret
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;**********************************************************
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; gameLoop
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; game logic code or however you wish to call it.
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; actually this is not a loop, but is called from
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; the main loop
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;**********************************************************
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gameLoop:
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; if the game is over, return
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cmp dword [gameover],0
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je .gamerunning
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ret
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.gamerunning:
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call updatePlayerStatusText
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; get move
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call getMoveForCurrentPlayer
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or eax,eax
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jnz .moveok
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ret ; no move available -> bye
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.moveok:
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; make move and update board graphics
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mov ebx,[currentplayer] ; ebx = current player, eax contains already move
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call boardMakeMove
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call drawStones
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|
|
|
; 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:
|