-
Notifications
You must be signed in to change notification settings - Fork 3
/
Copy pathInvader.asm
executable file
·632 lines (465 loc) · 11.3 KB
/
Invader.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
CODESEG
; ---------------------------------------------------------
; Printing the invaders marked as alive in the status array
; Starting at the location saved in memory
; Ben Raz
; ---------------------------------------------------------
proc PrintInvaders
push bp
mov bp, sp
;create local variables for line+row:
sub sp, 4
;line: bp - 2
;row: bp - 4
mov ax, [InvadersPrintStartLine]
mov [bp - 2], ax
xor bx, bx ;current invader #
mov cx, 3
@@printInvadersLine:
push cx
mov ax, [InvadersPrintStartRow]
mov [bp - 4], ax
mov cx, 8
@@printInvader:
push cx
push bx
cmp [byte ptr InvadersStatusArray + bx], 1
jne @@skipInvader
;Print invader:
push [word ptr InvaderFileHandle]
push InvaderLength
push InvaderHeight
push [word ptr bp - 2]
push [word ptr bp - 4]
push offset FileReadBuffer
call PrintBMP
@@skipInvader:
pop bx
inc bx
pop cx
add [word ptr bp - 4], 36 ;set location for next invader
loop @@printInvader
add [word ptr bp - 2], 20 ;Set location for next line
pop cx
loop @@printInvadersLine
add sp, 4
pop bp
ret
endp PrintInvaders
; ---------------------------------------------------------------------------------------------------
; Replacing every printed invader with black color (with a black frame around it, to handle movement)
; Ben Raz
; ---------------------------------------------------------------------------------------------------
proc ClearInvaders
push bp
mov bp, sp
;create local variables for line+row:
sub sp, 4
;line: bp - 2
;row: bp - 4
mov ax, [InvadersPrintStartLine]
mov [bp - 2], ax
xor bx, bx ;current invader #
mov cx, 3
@@printInvadersLine:
push cx
mov ax, [InvadersPrintStartRow]
mov [bp - 4], ax
mov cx, 8
@@printInvader:
push cx
push bx
cmp [byte ptr InvadersStatusArray + bx], 1
jne @@skipInvader
;clear invader:
push 30
push 24
mov ax, [bp - 2]
sub ax, 4
push ax
mov ax, [bp - 4]
sub ax, 4
push ax
push BlackColor
call PrintColor
@@skipInvader:
pop bx
inc bx
pop cx
add [word ptr bp - 4], 36 ;set location for next invader
loop @@printInvader
add [word ptr bp - 2], 20 ;Set location for next line
pop cx
loop @@printInvadersLine
add sp, 4
pop bp
ret
endp ClearInvaders
; --------------------------------------------------------
; Moving the invaders location by current location
; Going down after moving a full line, changing directions
; Ben Raz
; --------------------------------------------------------
proc UpdateInvadersLocation
cmp [byte ptr InvadersMovesToSideDone], 8
je @@reverseDirectionGoDown
inc [byte ptr InvadersMovesToSideDone]
cmp [byte ptr InvadersMoveRightBool], 1
je @@moveRight
;Left:
sub [word ptr InvadersPrintStartRow], 4
jmp @@procEnd
@@moveRight:
add [word ptr InvadersPrintStartRow], 4
jmp @@procEnd
@@reverseDirectionGoDown:
xor [byte ptr InvadersMoveRightBool], 1
mov [byte ptr InvadersMovesToSideDone], 0
add [word ptr InvadersPrintStartLine], 4
@@procEnd:
ret
endp UpdateInvadersLocation
; ---------------------------------------------------------------
; Updating invaders location once every 4 game loops
; When updated location is updated and invaders are printed again
; Ben Raz
; ---------------------------------------------------------------
proc CheckAndMoveInvaders
cmp [byte ptr InvadersLoopMoveCounter], 3
jne @@skipPrint
;Move:
call ClearInvaders
call PrintInvaders
call UpdateInvadersLocation
mov [byte ptr InvadersLoopMoveCounter], 0
jmp @@procEnd
@@skipPrint:
inc [byte ptr InvadersLoopMoveCounter]
@@procEnd:
ret
endp CheckAndMoveInvaders
; -------------------------------------------------
; Choosing a random invader to shoot
; If not found after a few tries, no shot performed
; Updating shot location, adding it to shots arrays
; Ben Raz
; -------------------------------------------------
proc InvadersRandomShot
push bp
mov bp, sp
;Check if max reached:
mov al, [InvadersShootingCurrentAmount]
cmp [InvadersShootingMaxAmount], al
je @@procEnd
;Shoot only after invaders movement:
cmp [byte ptr InvadersLoopMoveCounter], 3
jne @@procEnd
mov al, [InvadersShootingMaxAmount]
sub al, 2
cmp al, [InvadersShootingCurrentAmount]
ja @@shootRandomly
;Shoot or not, randomly:
;Chance of 3/4 to shoot
push 4
call Random
cmp ax, 0
je @@procEnd
@@shootRandomly:
sub sp, 2 ;create local variable counting fails
;address: bp - 2
mov [word ptr bp - 2], 0
@@getRandomInvader:
;Get a random invader
push 24
call Random
mov si, ax
;Check if invader 'alive':
cmp [byte ptr InvadersStatusArray + si], 0
jne @@setShootingLocation
inc [word ptr bp - 2]
cmp [word ptr bp - 2], 4
jne @@getRandomInvader
add sp, 2 ;clear local variable
jmp @@procEnd
@@setShootingLocation:
add sp, 2 ;clear local variable
mov bl, 8
div bl
;al = lines, ah = rows
push ax
mov dx, [InvadersPrintStartLine]
add dx, 15 ;set to buttom of first invader
;set correct line:
xor ah, ah
mov bl, 20
mul bl
add dx, ax
mov bl, [InvadersShootingCurrentAmount]
xor bh, bh
shl bx, 1
mov [InvadersShootingLineLocations + bx], dx
pop ax
shr ax, 8 ;rows # in al
mov bl, 35
mul bl
add ax, 10 ;set to middle of invader
add ax, [InvadersPrintStartRow]
mov bl, [InvadersShootingCurrentAmount]
xor bh, bh
shl bx, 1
mov [InvadersShootingRowLocations + bx], ax
inc [byte ptr InvadersShootingCurrentAmount]
@@procEnd:
pop bp
ret
endp InvadersRandomShot
; -------------------------------------------------------
; Moving invaders' shots down, checking if reached bottom
; If reached bottom, shot is removed
; Ben Raz
; -------------------------------------------------------
proc UpdateInvadersShots
cmp [byte ptr InvadersShootingCurrentAmount], 0
je @@procEnd
xor ch, ch
mov cl, [InvadersShootingCurrentAmount]
xor di, di
@@moveShooting:
add [word ptr InvadersShootingLineLocations + di], 10
add di, 2
loop @@moveShooting
;Check if oldest shot reached the bottom:
cmp [word ptr InvadersShootingLineLocations], StatsAreaBorderLine - 12
jb @@procEnd
;Remove shot:
mov [word ptr InvadersShootingLineLocations], 0
mov [word ptr InvadersShootingRowLocations], 0
;If it's the only shot, no need to move others in array:
cmp [byte ptr InvadersShootingCurrentAmount], 1
je @@decShootingsAmount
cld
mov ax, ds
mov es, ax
mov si, offset InvadersShootingLineLocations
mov di, si
add si, 2
mov cx, 9
rep movsw
mov si, offset InvadersShootingRowLocations
mov di, si
add si, 2
mov cx, 9
rep movsw
@@decShootingsAmount:
dec [byte ptr InvadersShootingCurrentAmount]
@@procEnd:
ret
endp UpdateInvadersShots
; --------------------------------------------------------------------
; Reading invaders' shots status, and printing them by saved locations
; Ben Raz
; --------------------------------------------------------------------
proc PrintInvadersShots
cmp [byte ptr InvadersShootingCurrentAmount], 0
je @@procEnd
xor si, si
xor ch, ch
mov cl, [InvadersShootingCurrentAmount]
@@printShooting:
push cx
push si
push ShootingLength
push ShootingHeight
push [word ptr InvadersShootingLineLocations + si]
push [word ptr InvadersShootingRowLocations + si]
push BlueColor
call PrintColor
pop si
add si, 2
pop cx
loop @@printShooting
@@procEnd:
ret
endp PrintInvadersShots
; --------------------------------------------------
; Replacing printed invaders' shots with black color
; (before printing at updated locations)
; Ben Raz
; --------------------------------------------------
proc ClearInvadersShots
xor si, si
xor ch, ch
mov cl, [InvadersShootingCurrentAmount]
cmp cx, 0
jne @@clearShot
ret
@@clearShot:
push cx
push si
push ShootingLength
push ShootingHeight
push [InvadersShootingLineLocations + si]
push [InvadersShootingRowLocations + si]
push BlackColor
call PrintColor
pop si
add si, 2
pop cx
loop @@clearShot
ret
endp ClearInvadersShots
; ------------------------------------------------
; Checks if an invader was hi by player's shot
; If true, invader is marked as 'dead' and removed
; Ben Raz
; ------------------------------------------------
proc CheckAndKillInvader
;Check if invader killed:
;Check above:
mov ah, 0Dh
mov dx, [PlayerShootingLineLocation]
dec dx
mov cx, [PlayerShootingRowLocation]
mov bh, 0
int 10h
cmp al, GreenColor
je @@killInvader
;Check below:
mov ah, 0Dh
mov dx, [PlayerShootingLineLocation]
add dx, 4
mov cx, [PlayerShootingRowLocation]
mov bh, 0
int 10h
cmp al, GreenColor
je @@killInvader
mov ah, 0Dh
mov dx, [PlayerShootingLineLocation]
sub dx, 3
mov cx, [PlayerShootingRowLocation]
mov bh, 0
int 10h
cmp al, GreenColor
je @@killInvader
;Check from left
mov ah, 0Dh
mov dx, [PlayerShootingLineLocation]
mov cx, [PlayerShootingRowLocation]
dec cx
mov bh, 0
int 10h
cmp al, GreenColor
je @@killInvader
;Check from right
mov ah, 0Dh
mov dx, [PlayerShootingLineLocation]
mov cx, [PlayerShootingRowLocation]
add cx, 2
mov bh, 0
int 10h
cmp al, GreenColor
je @@killInvader
jmp @@procEnd
@@killInvader:
;set cursor to top left
xor bh, bh
xor dx, dx
mov ah, 2
int 10h
mov ax, [PlayerShootingLineLocation]
sub ax, [InvadersPrintStartLine]
cmp ax, 22
jb @@killedInLine0
cmp ax, 0FFE0h
ja @@killedInLine0
cmp ax, 42
jb @@killedInLine1
push 2
jmp @@checkKilledRow
@@killedInLine0:
push 0
jmp @@checkKilledRow
@@killedInLine1:
push 1
@@checkKilledRow:
cmp [byte ptr DebugBool], 1
jne @@skipLineDebugPrint
; Print hit debug info (if used debug flag):
mov ah, 2
xor bh, bh
xor dx, dx
int 10h
mov dl, 'L'
int 21h
pop dx
push dx
add dl, 30h
mov ah, 2
int 21h
@@skipLineDebugPrint:
mov ax, [PlayerShootingRowLocation]
sub ax, [InvadersPrintStartRow]
add ax, 2
;In some rare cases startRow is bigger than shootingRow, check:
cmp ax, 0FFE0h
jb @@setForRowFind
xor cx, cx
jmp @@rowFound
@@setForRowFind:
xor cx, cx ;row counter
mov dx, 28
@@checkRow:
cmp ax, dx
jb @@rowFound
add dx, 36
inc cx
jmp @@checkRow
@@rowFound:
cmp [byte ptr DebugBool], 1
jne @@skipRowDebugPrint
mov ah, 2
mov dl, 'R'
int 21h
mov dx, cx
add dl, 30h
int 21h
@@skipRowDebugPrint:
pop bx
;bx holding line, cx holding row
shl bx, 3 ;multiply by 8
add bx, cx
push bx
mov [byte ptr InvadersStatusArray + bx], 0
dec [byte ptr InvadersLeftAmount]
mov [byte ptr PlayerShootingExists], 0
mov [word ptr PlayerShootingLineLocation], 0
mov [word ptr PlayerShootingRowLocation], 0
;Increase and update score:
inc [byte ptr Score]
call UpdateScoreStat
pop ax
;clear killed invader print
mov bl, 8
div bl
push ax
xor ah, ah
mov bl, 20
mul bl
mov dx, ax
add dx, [InvadersPrintStartLine]
sub dx, 4
pop ax
shr ax, 8
mov bl, 36
mul bl
add ax, [InvadersPrintStartRow]
sub ax, 4
push 36
push 24
push dx
push ax
push BlackColor
call PrintColor
@@procEnd:
ret
endp CheckAndKillInvader