📄 game.asm
字号:
ret
ManyBrick_setMap endp
;接受用户输入,并转化为内部数据,有的立即响应,如:ESC退出
processUserInput proc
push ax
push bx
push cx
mov ah,1
int 16h
jz just_ignore
cmp game.ga_state,GS_OVER
jnz no_need_to_restart
jmp restart_the_game
no_need_to_restart:
mov ah,0
int 16h
cmp ah,KEY_ESC
jnz gameCont
;quit the game
jmp main_quit
gameCont:
cmp ah,KEY_PAUSE
jz away_for_a_while
cmp ah,KEY_QUICKLY
jz go_quickly
cmp ah,KEY_SLOW_DOWN
jz go_slow_down
cmp ah,KEY_LEFT
jz set_dir_left
cmp ah,KEY_RIGHT
jz set_dir_right
cmp ah,KEY_DOWN
jz set_dir_down
cmp ah,KEY_TURN
jz set_dir_turn
cmp ah,KEY_CHANG_MODE
jz set_mode
cmp ah,KEY_ROLATE
jnz just_ignore
set_dir_rolate:
mov dir,DIR_ROTATE
jmp just_ignore
set_dir_left:
mov dir,DIR_LEFT
jmp just_ignore
set_dir_right:
mov dir,DIR_RIGHT
jmp just_ignore
set_dir_turn:
mov dir,DIR_TURN
jmp just_ignore
set_mode:
inc mode
mov ax,mode
mov cx,3
call AXModCX
mov mode,cx
call showMode
jmp just_ignore
go_slow_down:
dec challenge
jmp adjustLevelDelt_adjust
go_quickly:
inc challenge
adjustLevelDelt_adjust:
and challenge,0fh
call showadjustLevelDelt
jmp just_ignore
away_for_a_while:
mov game.ga_state,GS_PAUSED
call doGamePaused
jmp just_ignore
set_dir_down:
mov dir,DIR_DOWN_COMPLETE
just_ignore:
pop cx
pop bx
pop ax
ret
processUserInput endp
;判断方块下一步是否能继续,不能则转updateGameState
Brick_goNext proc
push ax
push bx
push cx
push dx
push di
push si
mov si,dir
;shl si,1
mov bx,curMB
xor ax,ax
down_complete_agian:
mov cx,(ManyBrick ptr [bx]).mb_bCnt
lea di,(ManyBrick ptr [bx]).mb_sBrick
Brick_goNext_again:
;jc Brick_goNext_can
mov dl,(Brick ptr [di]).b_sPos.pos_bX
mov dh,(Brick ptr [di]).b_sPos.pos_bY
jmp cs:Brick_tryTable[si]
Brick_tryRight:
inc dl
jmp Brick_checkLegal
Brick_tryLeft:
dec dl
jmp Brick_checkLegal
Brick_tryDown:
inc dh
jmp Brick_checkLegal
Brick_tryTrun:
neg dl
jmp Brick_checkLegal
Brick_tryRotate:
xchg dl,dh
neg dh
Brick_checkLegal:
add dl,(ManyBrick ptr [bx]).mb_sPos.pos_bX
add dh,(ManyBrick ptr [bx]).mb_sPos.pos_bY
call isPosLeagel
js do_more_work
cmp dh,0
js go_next_check_again
;now 0<=dl<GM_WIDTH,0<=dh<GM_HEIGHT
call isPosNotEmpty
jne do_more_work
go_next_check_again:
add di,size Brick
loop Brick_goNext_again
cmp (ManyBrick ptr [bx]).mb_bCnt,1
jne more_than_one_brick
call drawMap
jmp clear_pre_brick_over
more_than_one_brick:
call ManyBrick_clearCur
clear_pre_brick_over:
jmp cs:Brick_goTable[si]
Brick_goRight_can:
inc (ManyBrick ptr [bx]).mb_sPos.pos_bX
jmp Brick_goNext_over
Brick_goLeft_can:
dec (ManyBrick ptr [bx]).mb_sPos.pos_bX
jmp Brick_goNext_over
Brick_goDown_can:
inc (ManyBrick ptr [bx]).mb_sPos.pos_bY
jmp Brick_goNext_over
Brick_goTrun_can:
call Brick_turn
jmp Brick_goNext_over
Brick_goRotate_can:
call Brick_rotate
jmp Brick_goNext_over
do_more_work:
;ignor the left or right or down_complete lead to death
cmp dir,DIR_DOWN
jne ring_up_and_ignore
call updateGameState
jmp Brick_goNext_over
ring_up_and_ignore:
mov ax,1
Brick_goNext_over:
cmp ax,0
jne Brick_go_over
cmp dir,DIR_DOWN_COMPLETE
je down_complete_agian
Brick_go_over:
pop si
pop di
pop dx
pop cx
pop bx
pop ax
ret
Brick_tryTable dw Brick_tryRight , Brick_tryLeft , Brick_tryDown , Brick_tryRotate , Brick_tryDown , Brick_tryTrun
Brick_GoTable dw Brick_goRight_can , Brick_goLeft_can , Brick_goDown_can , Brick_goRotate_can , Brick_goDown_can , Brick_goTrun_can
Brick_goNext endp
;在方块不能继续下落时,转到此,判断游戏结束,检查满行,产生新块等。
updateGameState proc
call isGameOver
cmp game.ga_state,GS_RUNNING
jne game_is_not_running
call lastBattle
call MB_gernicNext
call drawNextBrick
game_is_not_running:
ret
updateGameState endp
;旋转较为麻烦,单独成子程序
Brick_rotate proc
push bx
push cx
push di
push ax
mov bx,curMB
mov cx,(ManyBrick ptr [bx]).mb_bCnt
lea di,(ManyBrick ptr [bx]).mb_sBrick
Brick_rotate_again:
sub cx,1
jc Brick_rotate_over
;rotate it
neg (Brick ptr [di]).b_sPos.pos_bX
mov al,(Brick ptr [di]).b_sPos.pos_bY
xchg al,(Brick ptr [di]).b_sPos.pos_bX
mov (Brick ptr [di]).b_sPos.pos_bY,al
add di,size Brick
jmp Brick_rotate_again
Brick_rotate_over:
pop ax
pop di
pop cx
pop bx
ret
Brick_rotate endp
;同旋转,水平翻转也独立成子程序
Brick_turn proc
push bx
push cx
push di
push ax
mov bx,curMB
mov cx,(ManyBrick ptr [bx]).mb_bCnt
lea di,(ManyBrick ptr [bx]).mb_sBrick
Brick_turn_again:
sub cx,1
jc Brick_turn_over
;turn it
neg (Brick ptr [di]).b_sPos.pos_bX
add di,size Brick
jmp Brick_turn_again
Brick_turn_over:
pop ax
pop di
pop cx
pop bx
ret
Brick_turn endp
;随机生成下一个方块
MB_gernicNext proc
push ax
push bx
push cx
push si
push di
lea cx,mbArray
mov di,cx
mov ax,1
sub ax,nextNO
jnz cur_will_be_zero
add cx,size ManyBrick
jmp set_next_cur_over
cur_will_be_zero:
add di,size ManyBrick
set_next_cur_over:
mov curMB,cx
mov nextNO,ax
mov nextMB,di
;di----ManyBrick *
assignBase X_START,Y_START
call getRand
and al,07h ;ensure the brick's color is <=8 and >=1
jnz brick_color_ok
inc al
brick_color_ok:
or al,8
mov (ManyBrick ptr [di]).mb_bColor,al
mov (ManyBrick ptr [di]).mb_bCnt ,4
lea bx,(ManyBrick ptr [di]).mb_bCnt
;si---Brick *
lea si,(ManyBrick ptr [di]).mb_sBrick
call getRand
;now di is use for other
mov di,ax
call getProperIndex
shl di,1
jmp MB_gernicNext_jmpTable[di]
MBM_gernicNext_Style_0:
assignPos -1,0
assignPos 0,0
assignPos 1,0
assignPos 2,0
jmp MBM_gernicNext_over
MBM_gernicNext_Style_1:
assignPos 0,0
assignPos 1,0
assignPos 0,-1
assignPos 1,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_2:
assignPos -1,0
assignPos 0,0
assignPos 1,0
assignPos 0,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_3:
assignPos -1,0
assignPos 0,0
assignPos 0,-1
assignPos 1,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_4:
assignPos 0,0
assignPos 0,-1
assignPos 0,-2
assignPos 1,0
jmp MBM_gernicNext_over
MBM_gernicNext_Style_5:
mov (ManyBrick ptr [bx]).mb_bCnt,1
assignPos 0,0
jmp MBM_gernicNext_over
MBM_gernicNext_Style_6:
mov (ManyBrick ptr [bx]).mb_bCnt,2
assignPos 0,0
assignPos 0,1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_7:
mov (ManyBrick ptr [bx]).mb_bCnt,3
assignPos 0,0
assignPos -1,0
assignPos 1,0
jmp MBM_gernicNext_over
MBM_gernicNext_Style_8:
mov (ManyBrick ptr [bx]).mb_bCnt,3
assignPos 0,0
assignPos -1,0
assignPos 0,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_9:
mov (ManyBrick ptr [bx]).mb_bCnt,2
assignPos 0,0
assignPos 1,-1
jmp MBM_gernicNext_over
;the next styles but style_F may more difficult
MBM_gernicNext_Style_A:
mov (ManyBrick ptr [bx]).mb_bCnt,3
assignPos 0,0
assignPos -1,0
assignPos 1,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_B:
mov (ManyBrick ptr [bx]).mb_bCnt,3
assignPos -1,0
assignPos 1,0
assignPos 0,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_C:
mov (ManyBrick ptr [bx]).mb_bCnt,3
assignPos 0,0
assignPos -1,1
assignPos 1,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_D:
mov (ManyBrick ptr [bx]).mb_bCnt,4
assignPos 0,0
assignPos -1,0
assignPos -1,-1
assignPos 1,-1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_E:
mov (ManyBrick ptr [bx]).mb_bCnt,4
assignPos 0,-1
assignPos -1,0
assignPos 1,0
assignPos 0,1
jmp MBM_gernicNext_over
MBM_gernicNext_Style_F:
mov (ManyBrick ptr [bx]).mb_bCnt,1
MBM_gernicNext_over:
pop di
pop si
pop cx
pop bx
pop ax
ret
;跳转表
MB_gernicNext_jmpTable dw MBM_gernicNext_Style_0,MBM_gernicNext_Style_1,MBM_gernicNext_Style_2,MBM_gernicNext_Style_3,\
MBM_gernicNext_Style_4,MBM_gernicNext_Style_5,MBM_gernicNext_Style_6,MBM_gernicNext_Style_7,\
MBM_gernicNext_Style_8,MBM_gernicNext_Style_9,MBM_gernicNext_Style_A,MBM_gernicNext_Style_B,\
MBM_gernicNext_Style_C,MBM_gernicNext_Style_D,MBM_gernicNext_Style_E,MBM_gernicNext_Style_F
MB_gernicNext endp
;根据当前关数,选择下一个方块的类型
;关数越高,类型越简单^_^
;in: di--the random number
;out: 0<=di <=0fh
getProperIndex proc
push ax
push dx
push cx
mov dx,level
add dx,challenge
cmp dx,1
jbe style_less_16
cmp dx,4
jbe style_less_13
mov cx,10
jmp set_style_out
style_less_16:
mov cx,16
jmp set_style_out
style_less_13:
mov cx,13
set_style_out:
xor dx,dx
mov ax,di
div cx
mov di,dx
pop cx
pop dx
pop ax
ret
getProperIndex endp
;显示当前正下落的方块s
ManyBrick_drawSelf proc
push ax
mov al,CHAR_BRICK
call ManyBrick_drawCur
pop ax
ret
ManyBrick_drawSelf endp
;用空格清除当前下落方块
ManyBrick_clearCur proc
push ax
push cx
push di
mov al,CHAR_CLEAR
mov di,curMB
mov cl,(ManyBrick ptr [di]).mb_bColor
mov (ManyBrick ptr [di]).mb_bColor,COLOR_CLEAR
call ManyBrick_drawCur
mov (ManyBrick ptr [di]).mb_bColor,cl
pop di
pop cx
pop ax
ret
ManyBrick_clearCur endp
;显示当前正下落的方块s,方块形状(字符)al可变,用于擦除与显示
;in: ManyBrick *curBrick
; al--the char
ManyBrick_drawCur proc
push cx
push si
push dx
push di
push bx
mov di,curMB
mov cx,(ManyBrick ptr [di]).mb_bCnt
lea si,(ManyBrick ptr [di]).mb_sBrick
drawCur_again:
mov dh,(Brick ptr [si]).b_sPos.pos_bY
add dh,(ManyBrick ptr [di]).mb_sPos.pos_bY
cmp dh,0
js ManyBrick_drawCur_ignore
mov dl,(Brick ptr [si]).b_sPos.pos_bX
add dl,(ManyBrick ptr [di]).mb_sPos.pos_bX
mov bl,(ManyBrick ptr [di]).mb_bColor
call drawBrick
ManyBrick_drawCur_ignore:
add si,size Brick
loop drawCur_again
pop bx
pop di
pop dx
pop si
pop cx
ret
ManyBrick_drawCur endp
;显示游戏区域边框
;in: dh--y ,dl--x; al---char; bl---color
moreBeautiful proc
mov bl,Y_BOUND_COLOR
mov dh,-1
mov cx,GM_HEIGHT+2
draw_yBound_again:
mov dl,-1
mov al,Y_LBOUND_CHAR
call drawBrick
mov dl,GM_WIDTH
mov al,Y_RBOUND_CHAR
call drawBrick
inc dh
loop draw_yBound_again
mov bl,X_BOUND_COLOR
mov cx,GM_WIDTH
mov dl,0
draw_xBound_again:
mov dh,-1
mov al,X_UBOUND_CHAR
call drawBrick
mov dh,GM_HEIGHT
mov al,X_DBOUND_CHAR
call drawBrick
inc dl
loop draw_xBound_again
;显示版本信息
mov si,offset gameNameStr
mov dl,X_GAME_NAME
mov dh,Y_GAME_NAME
mov cx,8
call showStr
ret
moreBeautiful endp
;判断(dl,dh)是否在游戏区域内,注意未判断dl是否小于0
;in: dl--x, dh--y
isPosLeagel proc
push ax
cmp dl,0
js isPosLeagel_return
mov al,GM_WIDTH-1
cmp al,dl
js isPosLeagel_return
;cmp dh,0
;js isPosLeagel_return
mov al,GM_HEIGHT-1
cmp al,dh
isPosLeagel_return:
pop ax
ret
isPosLeagel endp
;在(dl,dh)处以bl颜色显示一个al
;in: dl--x, dh--y; al---char; bl---color
drawBrick proc
push dx
push bx
push cx
push ax
;设置输出位置为(dl,dh)
add dl,GM_LEFT
add dh,GM_TOP
mov ah,02h
xor bh,bh
int 10h
pop ax
push ax
;在当前位置输出字符al
mov ah,09h
mov cx,1
int 10h
pop ax
pop cx
pop bx
pop dx
ret
drawBrick endp
;在(dl,dh)处显示字符串(首地址si,长度cx,颜色默认)
;in: si--str buf; cx--char count; dl--x,dh--y >>start pos
showStr proc
push ax
push bx
mov bl,COLOR_TITTLE
cld
show_str_again:
lodsb
call drawBrick
inc dl
loop show_str_again
pop bx
pop ax
ret
showStr endp
;延时,期间还出理键盘输入
delay proc
push cx
mov cx,05fffh
delay_again:
call processUserInput
loop delay_again
pop cx
ret
delay endp
;用线性同余法得到一个随机数
;out: ax & seed ---the randomize number
getRand proc
;seed=(seed*217+25111)%31111,此公式常量测试所得,也许并不理想
push dx
push cx
mov ax,217
xor dx,dx
mul seed
add ax,25111
adc dx,0
mov cx,31111
div cx
mov seed,dx
mov ax,dx
pop cx
pop dx
ret
getRand endp
GameCode ends
;数据段
MainData segment
;两个方块s,一个用于当前下落的,一个用于下一个要下落的
mbArray ManyBrick <>,<>
;分别指向当前与下一个要下落的方块s的指针,能据nextNO交替变换
curMB dw ? ;ManyBrick*
nextMB dw ? ;ManyBrick*
nextNO dw 0
dir dw 2
game GameApp <>
challenge dw 0
seed dw ?
levelFPS dw 023h,020h,1eh,01dh,01ch,01bh,01ah,010h,\
0fh ,0eh ,0dh,0ch,0bh,0ah,09h,01h; 0-15
level dw 0
levelScore db -1,15,29,42,54,65,75,84,92,99,105,111,116,120,124;15 counts
levelScoreLast db 130
mode dw 0
;diedBrickColorSame db 0
;showBackground db 1
judgeTable dw badJob,normalJob,goodJob
judgeCnt dw 41,16,27
scoreStr db 'SCORE:';6 chars
levelStr db 'LEVEL:';6 chars
levelDeltStr db 'LevelDelt:';10 chars
modeStr db 'ColorMode:'; 10 chars
gameOverStr db ' Game come to end! Press any key to replay.';45 chars
gamePausedStr db 'Game is sleeping! Press any key to wake it up.';46 chars
gameNameStr db 'CNBv0.13'; 8 chars
gameFinishedStr db 'Congratulations,you of genius can get a signature from ZW!';58 chars
badJob db 'Poor score,but sad not.You are not alone!';41
normalJob db 'Yeah,you normal!';16
goodJob db 'Smart you the same failure.';27
usageStr db 27,'mov left |',27,'mov right |',24,'rotate ',25,'down quickly |','END:turn horizontally'
usageStrCNT dw $-usageStr
usageStrEx db 'ESC:quit |Del:pause |F3:increase the LevelDelt |F2:be contrary to F3'
usageStrExCNT dw $-usageStrEx
linkToCoderStr db 'F1 :chang color mode | Any question please QQ to <307831078>.'
linkToCoderCNT dw $-linkToCoderStr
MainData ends
;堆栈
StackSpase segment stack 'stack'
db 100h dup(?)
stackPoint label byte
StackSpase ends
end
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