mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-11-28 19:53:12 +03:00
630234432f
git-svn-id: svn://kolibrios.org@109 a494cfbc-eb01-0410-851d-a64ba20cac60
318 lines
6.6 KiB
PHP
318 lines
6.6 KiB
PHP
; 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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%ifndef _BOARD_INC
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%define _BOARD_INC
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;**********************************************************
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; magic numbers
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;**********************************************************
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EMPTY equ 0
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PLAYER1 equ 1
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PLAYER2 equ 2
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; board dimensions (+2 for border)
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BWIDTH equ 9
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BHEIGHT equ 8
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;**********************************************************
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; uninitialized data
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;**********************************************************
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section .bss
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board resd BHEIGHT*BWIDTH ; the board
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free resd BWIDTH ; # of free fields for each column
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totalfree resd 1 ; total # of free fields
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currentplayer resd 1 ; player to make next move
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lastmove resd 1 ; last move done on the board
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; (0 if no last move available)
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;**********************************************************
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; code
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;**********************************************************
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section .text
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;**********************************************************
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; boardReset
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; reset board for new game
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;
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; input : nothing
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; output : nothing
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; destroys : nothing
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;**********************************************************
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boardReset:
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pushfd
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pushad
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; clear all fields
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mov edi,board
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mov ecx,BHEIGHT * BWIDTH
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mov eax,EMPTY
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rep stosd
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; init free array
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mov edi,free
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mov ecx,BWIDTH
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mov eax,BHEIGHT - 2
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rep stosd
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mov dword [totalfree],(BWIDTH-2)*(BHEIGHT-2)
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mov dword [currentplayer],PLAYER1
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mov dword [lastmove],0
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popad
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popfd
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ret
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;**********************************************************
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; BOARDISVALIDMOVE
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; checks wether a move is valid
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;
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; input : 32 bit register containing a move
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; number (1..7)
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; output : zero flag set -> move is invalid
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; zero flag clear -> move is valid
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; destroys : nothing
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;**********************************************************
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%macro BOARDISVALIDMOVE 1
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cmp dword [free+%1*4],0
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%endmacro
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;**********************************************************
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; boardMakeMove
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; make a move
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;
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; input : eax = move number (1..7)
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; ebx = PLAYER1/PLAYER2
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; output : nothing
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; destroys : edi, flags
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;**********************************************************
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boardMakeMove:
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mov edi,[free+eax*4] ; place stone
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imul edi,BWIDTH
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add edi,eax
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mov [board+edi*4],ebx
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dec dword [free+eax*4] ; one stone more in this column
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dec dword [totalfree] ; one stone more on the board
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mov [lastmove],eax ; store move for undo
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ret
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;**********************************************************
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; boardUndoMove
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; undo a move
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;
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; input : eax = move number to undo (1..7)
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; output : move is undone
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; destroys : edi, flags
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;**********************************************************
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boardUndoMove:
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inc dword [free+eax*4] ; one stone less in this column
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inc dword [totalfree] ; one stone less on the board
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mov dword [lastmove],0 ; no last move available
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mov edi,[free+eax*4] ; remove stone from board
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imul edi,BWIDTH
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add edi,eax
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mov dword [board+edi*4],EMPTY
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ret
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;**********************************************************
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; BOARDSWITCHPLAYERS
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; switch current player
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;
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; input : nothing
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; output : current player is switched
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; destroys : flags
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;**********************************************************
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%macro BOARDSWITCHPLAYERS 0
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xor dword [currentplayer],(PLAYER1 ^ PLAYER2)
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%endmacro
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;**********************************************************
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; BOARDGETOTHERPLAYER
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; get other player =)
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;
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; input : 32 bit register or variable
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; output : player changed
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; destroys : flags
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;**********************************************************
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%macro BOARDGETOTHERPLAYER 1
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xor %1,(PLAYER1 ^ PLAYER2)
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%endmacro
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;**********************************************************
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; BOARDISFULL
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; check wether board is full
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;
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; input : nothing
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; output : zero flag set -> board is full
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; zero flag clear -> board isn't full
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;**********************************************************
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%macro BOARDISFULL 0
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cmp dword [totalfree],0
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%endmacro
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;**********************************************************
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; boardIsWin
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; check wether the current board state is a win for the
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; given player
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;
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; input : eax = player
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; output : eax = nonzero -> win for player
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; destroys : everything
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;**********************************************************
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boardIsWin:
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; check wether last move is available
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cmp dword [lastmove],0
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jne .lastmoveok
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xor eax,eax
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ret
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.lastmoveok:
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; calculate the address of the most recently placed stone (edi)
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mov edi,[lastmove]
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mov esi,[free + edi*4]
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inc esi
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imul esi,BWIDTH
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add edi,esi
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shl edi,2
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add edi,board
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; check vertically
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xor ecx,ecx ; reset counter
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mov esi,edi ; start at last stone
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.vertical:
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cmp [esi],eax ; loop as long the stone [esi] belongs to player
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jne .verticalend
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add esi,BWIDTH*4 ; move to next stone
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inc ecx ; one stone more in row
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jmp short .vertical
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.verticalend:
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cmp ecx,4 ; 4 or more stones ?
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jl .nope1 ; nope -> continue
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mov eax,1 ; yeah -> tell caller =)
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ret
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.nope1:
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; check horizontally
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xor ecx,ecx
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mov esi,edi
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.horizontal1: ; left
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cmp [esi],eax
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jne .horizontalend1
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sub esi,4
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inc ecx
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jmp short .horizontal1
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.horizontalend1:
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lea esi,[edi+4] ; right
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.horizontal2:
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cmp [esi],eax
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jne .horizontalend2
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add esi,4
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inc ecx
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jmp short .horizontal2
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.horizontalend2:
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cmp ecx,4
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jl .nope2
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mov eax,1
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ret
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.nope2:
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; diagonally forward
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xor ecx,ecx
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mov esi,edi
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.forward1:
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cmp [esi],eax
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jne .forwardend1
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sub esi,(1+BWIDTH)*4
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inc ecx
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jmp short .forward1
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.forwardend1:
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lea esi,[edi+(1+BWIDTH)*4]
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.forward2:
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cmp [esi],eax
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jne .forwardend2
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add esi,(1+BWIDTH)*4
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inc ecx
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jmp short .forward2
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.forwardend2:
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cmp ecx,4
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jl .nope3
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mov eax,1
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ret
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.nope3:
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; diagonally backward
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xor ecx,ecx
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mov esi,edi
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.backward1:
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cmp [esi],eax
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jne .backwardend1
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add esi,(1-BWIDTH)*4
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inc ecx
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jmp short .backward1
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.backwardend1:
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lea esi,[edi+(BWIDTH-1)*4]
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.backward2:
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cmp [esi],eax
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jne .backwardend2
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add esi,(BWIDTH-1)*4
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inc ecx
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jmp short .backward2
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.backwardend2:
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cmp ecx,4
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jl .nope4
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mov eax,1
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ret
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.nope4:
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; no win for this player
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xor eax,eax
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ret
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%endif |