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447 lines (312 loc) · 7.79 KB
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Copy pathtictactoe.asm
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447 lines (312 loc) · 7.79 KB
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section .bss
key resb 1
garbage resb 1 ; trash from stdin (\n)
section .data
new_line db 10
nl_size equ $-new_line
game_draw db "_|_|_", 10
db "_|_|_", 10
db "_|_|_", 10, 0
gd_size equ $-game_draw
win_flag db 0
player db "0", 0
p_size equ $-player
game_over_message db "FIM DE JOGO AMIGOS", 10, 0
gom_size equ $-game_over_message
game_start_message db "JOGO DA VELHA"
gsm_size equ $-game_start_message
player_message db "JOGADOR ", 0
pm_size equ $-player_message
overlap_message db "POSICAO OCUPADA, ESCOLHA OUTRA", 10, 0
om_size equ $-overlap_message
win_message db " GANHOU!", 10, 0
wm_size equ $-win_message
type_message db "ENTRE COM UMA POSICAO NO TABULEIRO: ", 0
tm_size equ $-type_message
clear_screen_ASCII_escape db 27,"[H",27,"[2J" ; <ESC> [H <ESC> [2J
cs_size equ $-clear_screen_ASCII_escape
section .text
global _start
_start:
nop
main_loop:
call clear_screen
mov rsi, game_start_message
mov rdx, gsm_size
call print
mov rsi, new_line
mov rdx, nl_size
call print
mov rsi, player_message
mov rdx, pm_size
call print
mov rsi, player
mov rdx, p_size
call print
mov rsi, new_line
mov rdx, nl_size
call print
mov rsi, game_draw
mov rdx, gd_size
call print
mov rsi, new_line
mov rdx, nl_size
call print
request_input:
mov rsi, type_message
mov rdx, tm_size
call print
.repeat_read:
call read_keyboard ; Vamos ler a posição que o usuário vai passar
cmp rax, 0
je .repeat_read
mov al, [key]
sub al, 48 ; 48 equivale a "0" em ASCII, eu faço essa subtração porque eu quero converter ASCII para inteiro
call update_draw
call check
cmp byte[win_flag], 1
je game_over
call change_player
jmp main_loop
change_player:
xor byte[player], 1 ; Tipo um xor swap :)
ret
print:
mov rax, 1
mov rdi, 1
syscall
ret
read_keyboard:
mov rax, 0
mov rdi, 0
mov rsi, key
mov rdx, 1
syscall
cmp byte[key], 0x0A
jz read_end
mov rdi, 0
mov rsi, garbage
mov rdx, 1
flush_loop:
mov rax, 0
syscall
cmp byte[garbage], 0x0A
jz read_end
jmp flush_loop
read_end:
ret
clear_screen:
mov rsi, clear_screen_ASCII_escape
mov rdx, cs_size
call print
ret
update_draw:
cmp rax, 1
je first_pos
cmp rax, 2
je second_pos
cmp rax, 3
je third_pos
cmp rax, 4
je fourth_pos
cmp rax, 5
je fifith_pos
cmp rax, 6
je sixth_pos
cmp rax, 7
je seventh_pos
cmp rax, 8
je eighth_pos
cmp rax, 9
je nineth_pos
jmp end_update
first_pos:
mov rax, 0
jmp continue_update
second_pos:
mov rax, 2
jmp continue_update
third_pos:
mov rax, 4
jmp continue_update
fourth_pos:
mov rax, 6
jmp continue_update
fifith_pos:
mov rax, 8
jmp continue_update
sixth_pos:
mov rax, 10
jmp continue_update
seventh_pos:
mov rax, 12
jmp continue_update
eighth_pos:
mov rax, 14
jmp continue_update
nineth_pos:
mov rax, 16
jmp continue_update
continue_update:
lea rbx, [game_draw + rax]
mov al, [rbx]
cmp al, "_"
jne request_again
mov rsi, player
cmp byte[rsi], "0"
je draw_x
cmp byte[rsi], "1"
je draw_o
draw_x:
mov cl, "x"
jmp update
draw_o:
mov cl, "o"
jmp update
update:
mov [rbx], cl
end_update:
ret
request_again:
mov rsi, overlap_message
mov rdx, om_size
call print
jmp request_input
check:
call check_line
ret
check_line:
mov rcx, 0
check_line_loop:
cmp rcx, 0
je first_line
cmp rcx, 1
je second_line
cmp rcx, 2
je third_line
call check_column
ret
first_line:
mov rsi, 0
jmp do_check_line
second_line:
mov rsi, 6
jmp do_check_line
third_line:
mov rsi, 12
jmp do_check_line
do_check_line:
inc rcx
lea rbx, [game_draw + rsi]
mov al, [ebx]
cmp al, "_"
je check_line_loop
add rsi, 2
lea rbx, [game_draw + rsi]
cmp al, [rbx]
jne check_line_loop
add rsi, 2
lea rbx, [game_draw + rsi]
cmp al, [rbx]
jne check_line_loop
mov byte[win_flag], 1
ret
check_column:
mov rcx, 0
check_colum_loop:
cmp rcx, 0
je first_column
cmp rcx, 1
je second_column
cmp rcx, 2
je third_column
call check_diagonal
ret
first_column:
mov rsi, 0
jmp do_check_column
second_column:
mov rsi, 2
jmp do_check_column
third_column:
mov rsi, 4
jmp do_check_column
do_check_column:
inc rcx
lea rbx, [game_draw + rsi]
mov al, [rbx]
cmp al, "_"
je check_colum_loop
add rsi, 6
lea rbx, [game_draw + rsi]
cmp al, [rbx]
jne check_colum_loop
add rsi, 6
lea rbx, [game_draw + rsi]
cmp al, [rbx]
jne check_colum_loop
mov byte[win_flag], 1
ret
check_diagonal:
mov rcx, 0
check_diagonal_loop:
cmp rcx, 0
je first_diagonal
cmp rcx, 1
je second_diagonal
ret
first_diagonal:
mov rsi, 0
mov rdx, 8 ; tamanho do pulo que vamos dar para o meio da diagonal
jmp do_check_diagonal
second_diagonal:
mov rsi, 4
mov rdx, 4
jmp do_check_diagonal
do_check_diagonal:
inc rcx
lea rbx, [game_draw + rsi]
mov al, [rbx]
cmp al, "_"
je check_diagonal_loop
add rsi, rdx
lea rbx, [game_draw + rsi]
cmp al, [rbx]
jne check_diagonal_loop
add rsi, rdx
lea rbx, [game_draw + rsi]
cmp al, [rbx]
jne check_diagonal_loop
mov byte[win_flag], 1
ret
game_over:
call clear_screen
mov rsi, game_start_message
mov rdx, gsm_size
call print
mov rsi, new_line
mov rdx, nl_size
call print
mov rsi, game_draw
mov rdx, gd_size
call print
mov rsi, new_line
mov rdx, nl_size
call print
mov rsi, game_over_message
mov rdx, gom_size
call print
mov rsi, player_message
mov rdx, pm_size
call print
mov rsi, player
mov rdx, p_size
call print
mov rsi, win_message
mov rdx, wm_size
call print
jmp fim
fim:
mov rax, 60
mov rdi, 0
syscall