From 0889c59d68e6ff55619a6244005680d3f86d0965 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jos=C3=A9=20Carlos=20Cuevas?= Date: Sun, 7 Jun 2020 17:47:54 +0200 Subject: [PATCH] Now we check the mines in drawing the map --- mine.asm | 143 ++++++++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 131 insertions(+), 12 deletions(-) diff --git a/mine.asm b/mine.asm index 356c257..53a3c9d 100644 --- a/mine.asm +++ b/mine.asm @@ -10,6 +10,8 @@ stack $3000 COLUMNS = 8 LINES = 8 +FIELDX = 02h +FIELDY = 02h ;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Code @@ -25,12 +27,65 @@ start: pop es ;ES now points to mode 13h screen segment mov ax, DataSeg mov ds, ax ;DS now points to our data segment - ; Test draw a box - mov cx, 00h ;Y is 0 - mov ax, 00h ;X is 0 - mov bx, covercell - call drawbox ;Draw a box with this data - jmp mainloop + call createminefield ;Initialize the map with mines + call drawfield ;Draw the map + jmp mainloop ;Main event and game loop + + +; Draw the field +drawfield: + mov cx, 00h + mov ax, 00h + call getbmp + ; mov bx, covercell +drawfieldloop: + push cx + push ax + add cx, FIELDY ; Make sure we get the field displaced correctly + add ax, FIELDX + call drawbox + pop ax + pop cx + inc cx + call getbmp + cmp cx, 0Ah + jne drawfieldloop + mov cx, 0'h + inc ax + call getbmp + cmp ax, 0Ah + jne drawfieldloop + ret +getbmp: + mov bx, map ; Store the base of the map in BX + push ax ; Don't mangle AX + mov ax, COLUMNS ; How many columns an AX + mul cx ; So we now multiply CX (Y coord) by COLUMNS + add bx, cx ; Add it to the pointer + pop ax ; Recover AX (X coord) + add bx, ax ; Add the X coord to BX, now we can read + cmp bx, 0009h ; There's a mine + jne nomine + mov bx, minebmp ; Point to the mine bitmap + ret +nomine: + mov bx, covercell ; Point to the covered cell + ret + +;Random subroutines here +initseed: + mov ah, 02Ch ;Select Get System Time function + int 021h ;Call DOS + add cx, dx ;Add the seconds and milliseconds to add more randomness + mov word [seed], cx ;In CX we have our new seed + ret + +random: + mov ax, 25173 ;LCG multiplier + mul word [seed] ;DX:AX = LCG multiplier * seed + add ax, 13849 ;Add LCG increment value + mov word [seed], ax ;Update seed, AX has the random number now + ret ;This is thought to pick up from the registers the address of what we need to draw ;Draw it, and return. The params are: @@ -40,14 +95,12 @@ start: drawbox: push ax ;Save the X value for later mov ax, cx ;Prepare for multiplications - mov cl, 8 - mul cl ;This routine maintains the 8x8 positions - mov cx, 320 ; - mul cl ;And now we count whole lines for the address + mov dx, 0A00h + mul dx mov cx, ax ;Retrieve the line into CX pop ax ;Retrieve the X value into AX register - mov dl, 8 - mul dl ;We multiply the X value too for the 8x8 + mov dx, 08h + mul dx ;We multiply the X value too for the 8x8 add cx, ax ;Now we've put in AX the pointer value mov si, cx ;Set SI to the correct address we'll draw mov cx, 00 @@ -73,7 +126,44 @@ jumplinedraw: mov dx, 00h add si, 313 ;Jump a whole line jmp continuecomp ;Continue the routine + +;This function populates the minefield with mines +createminefield: + call initseed ;Make sure we have a good seed + mov dx, 00h ;DX will be our pointer + mov bx, [map] ;BX our base pointer +cmfloop: + push dx ;Save our counters before generating random number + push bx + call random ;This leaves a random num in AX + pop bx + pop dx + cmp al, 0F0h ;Compare if it's greater than 240 + jg putmine +continuecreateminefield: + inc bx + inc dx + cmp dx, COLUMNS * LINES ; Check we have done the whole map + jne cmfloop + cmp byte [minecount], 10 ; Check we've put all mines! + jne createminefield +finishcreateminefield: + ret ; All is ok + +putmine: + cmp byte [minecount], 10 + je finishcreateminefield + cmp word [bx], 00009h ;Check memory for placed mine + je continuecreateminefield + mov word [bx], 00009h + inc byte [minecount] + jmp continuecreateminefield +;This routine checks the map and puts numbers down given the +;amount of +;calculateminenumbers: +; mov bx, [map] +; mov dx, 00h mainloop: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; @@ -169,6 +259,8 @@ segment DataSeg use16 lastkeypressed: db 0 +seed: dw 0 +minecount: db 0 ;Game map. First 8 bytes are for the cell status ;the last 8 bytes are for the cell contents. ; @@ -184,3 +276,30 @@ covercell: db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h + +emptycell: db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h + db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh + db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh + db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh + db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh + db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh + db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh + db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh + +minebmp: db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h + db 14h, 10h, 17h, 10h, 17h, 17h, 10h, 0fh + db 14h, 17h, 10h, 10h, 10h, 10h, 17h, 0fh + db 14h, 17h, 10h, 10h, 0fh, 10h, 10h, 0fh + db 14h, 10h, 10h, 10h, 10h, 10h, 17h, 0fh + db 14h, 17h, 10h, 10h, 10h, 10h, 17h, 0fh + db 14h, 10h, 17h, 17h, 10h, 17h, 10h, 0fh + db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh + +flagbmp: db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh + db 0fh, 17h, 17h, 04h, 10h, 17h, 17h, 14h + db 0fh, 17h, 04h, 04h, 10h, 17h, 17h, 14h + db 0fh, 04h, 04h, 04h, 10h, 17h, 17h, 14h + db 0fh, 17h, 17h, 17h, 10h, 17h, 17h, 14h + db 0fh, 17h, 17h, 17h, 10h, 17h, 17h, 14h + db 0fh, 17h, 10h, 10h, 10h, 10h, 10h, 14h + db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h