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|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; __ __ _______ __ _ _______ __ __ _______ __ _ ;;
;; | | | || _ || | | || || |_| || _ || | | | ;;
;; | |_| || |_| || |_| || ___|| || |_| || |_| | ;;
;; | || || || | __ | || || | ;;
;; | || || _ || || || || || _ | ;;
;; | _ || _ || | | || |_| || ||_|| || _ || | | | ;;
;; |__| |__||__| |__||_| |__||_______||_| |_||__| |__||_| |__| ;;
;; ;;
;; ;;
;; HANGMAN - An implementation of the Hang Man game in assembly (Emu8086) ;;
;; ;;
;; Copyright (C) 2011 Fabien LOISON ;;
;; Copyright (C) 2011 Mathilde BOUTIGNY ;;
;; Copyright (C) 2011 Vincent PEYROUSE ;;
;; Copyright (C) 2011 Germain CARRÉ ;;
;; Copyright (C) 2011 Matthis FRENAY ;;
;; ;;
;; HangMan is free software: you can redistribute it and/or modify ;;
;; it under the terms of the GNU General Public License as published by ;;
;; the Free Software Foundation, either version 3 of the License, or ;;
;; (at your option) any later version. ;;
;; ;;
;; This program is distributed in the hope that it will be useful, ;;
;; but WITHOUT ANY WARRANTY; without even the implied warranty of ;;
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ;;
;; GNU General Public License for more details. ;;
;; ;;
;; You should have received a copy of the GNU General Public License ;;
;; along with this program. If not, see <http://www.gnu.org/licenses/>. ;;
;; ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; Contains the game functions.
;;
;; Index:
;; _play(WORD) -- Play to hangman.
;; _game_init() -- Initializes the game.
;; _print_gibbet() -- Prints the gibbet with remaining lives.
;; _print_gword() -- Prints the guessed word (e.g. H _ _ _ _ _ N).
;; _print_tried_letters -- Prints the letters that the player have already
;; tried (e.g. A U I O W).
;; _print_score() -- Print the score (in competition mode).
;; _game_anima() -- Displays an animation when the player loose
;; or win.
;;
GAME_STATUS_LOOSE equ 0
GAME_STATUS_WIN equ 1
GAME_STATUS_ABORT equ 2
SCORE dw 0
PLAYER dw "UNNAMED "
;============================================================ _play(WORD) ====
;; Play to hangman.
;; Usage:
;; mov WORD, offset <word>
;; mov PLAYER, offset <playername>
;; call _play
;; Function args:
WORD dw 0 ;The adress of the word to guess.
;; Returns:
GAME_STATUS db 0 ;The game status (GAME_STATUS_LOOSE, GAME_STATUS_WIN,
;GAME_STATUS_ABORT).
_play:
;Backup registers
push ax
push bx
push cx
push dx
call _draw_ui
mov HELP_STR, offset game_help
call _print_help
call _game_init
mov GAME_STATUS, GAME_STATUS_LOOSE
play_main_loop:
call _clear_working
call _print_gword
call _print_tried_letters
call _print_gibbet
call _print_score
;Check if the play win
;For checking we search underscores in play_gword... It is not very
;pretty but it works...
play_check_win:
mov cl, play_word_len
mov bx, offset play_gword
play_check_win_loop:
cmp [bx], '_'
je play_check_win_end ;not won yet
inc bx
dec cl
cmp cl, 0
jne play_check_win_loop
;The player win !
mov GAME_STATUS, GAME_STATUS_WIN
jmp play_eog
play_check_win_end:
;Get a letter
call _input_letter
;Check fo special keys
cmp LETTER, KB_ENTER ;skip Enter
je play_main_loop
cmp LETTER, KB_BKSP ;skip Backspace
je play_main_loop
cmp LETTER, KB_ESC ;stop with Escape
je play_abort
;Check if the player have already tried this letter
mov cl, play_tried_len
mov bx, offset play_tried_letters
mov al, LETTER
play_ckeck_tried:
cmp [bx], al
je play_main_loop ;Letter already in the list -> play_main_loop
inc bx
dec cl
cmp cl, 0
jne play_ckeck_tried
;The letter is not in the list (play_tried_letters), so we add it
mov cl, play_tried_len
mov bx, offset play_tried_letters
mov al, LETTER
play_add_letter:
cmp [bx], ' ' ;Search a space
je play_add_letter_add
inc bx
dec cl
cmp cl, 0
jne play_add_letter
jmp play_add_letter_end ;Something is wrong... No more place !
play_add_letter_add:
mov [bx], al
play_add_letter_end:
;Check if the letter is in the word
mov cl, play_word_len
sub cl, 2
mov bx, offset play_word
inc bx
mov al, LETTER
play_check_word:
cmp [bx], al
je play_check_word_ok
inc bx
dec cl
cmp cl, 0
jne play_check_word
;The letter is not in the word
dec play_lives
mov SOUND, offset SND_GAME_BAD_LTTR
call _play_sound
jmp play_check_word_end
play_check_word_ok:
mov SOUND, offset SND_GAME_GOOD_LTTR
call _play_sound
play_check_word_end:
;Check the lives
cmp play_lives, 0
je play_eog ;Hanged x_x
jmp play_main_loop
play_eog:
call _game_anima
jmp play_end
play_abort:
mov GAME_STATUS, GAME_STATUS_ABORT
play_end:
;Restore registers
pop dx
pop cx
pop bx
pop ax
ret
;_play vars
play_word db "------------------------------"
play_word_len db 0
play_word_max_len equ 30
play_gword db "------------------------------"
play_tried_letters db "--------------------------"
play_tried_len equ 26
play_lives db 0
;Help
game_help db 0xDA,"A-Z",0xBF," Try a letter "
db " ",0xDA,"Esc",0xBF," End the game$"
;=========================================================== _game_init() ====
;; Initializes the game.
;; NOTE: Called by the _play() function.
;; Usage:
;; call _game_init
_game_init:
;Backup registers
push ax
push bx
push cx
push dx
;Put the length of WORD in play_word_len
mov ax, WORD
mov STRLEN_STR, ax
call _strlen
mov al, STRLEN_LEN
mov play_word_len, al
;Put the WORD in play_word
mov ax, WORD
mov MEMCPY_SRC, ax
mov MEMCPY_DEST, offset play_word
mov al, STRLEN_LEN
mov MEMCPY_LEN, al
call _memcpy
;Fill play_tried_letters with spaces
mov bx, offset play_tried_letters
mov cl, play_tried_len
game_init_sploop:
mov [bx], ' '
inc bx
dec cl
cmp cl, 0
jne game_init_sploop
;Init the play_lives to 10 (with gibbet) or 6 (without gibbet)
cmp OPTION_GIBBET, OPTION_GIBBET_ON
je game_init_lives_gibbet_on
mov play_lives, 6
jmp game_init_lives_gibbet_end
game_init_lives_gibbet_on:
mov play_lives, 10
game_init_lives_gibbet_end:
;Restore registers
pop dx
pop cx
pop bx
pop ax
ret
;======================================================== _print_gibbet() ====
;; Prints the gibbet with remaining lives.
;; Usage:
;; call _print_gibbet
_print_gibbet:
;Backup registers
push ax
push bx
push cx
push dx
;Calculate the address of the gibbet that fit with the remaining lives
mov ah, 0
mov al, GIBBET_WIDTH
mov bh, 0
mov bl, GIBBET_HEIGHT
mul bl
mov bx, 10
sub bl, play_lives
mul bl
mov bx, offset HANGMAN_LIVES_10
add bx, ax
;Print the gibbet
mov cl, GIBBET_HEIGHT
mov ah, 0x09
mov dx, bx
mov bx, GIBBET_WIDTH
mov POS_X, COLS - GIBBET_WIDTH - 2
mov POS_Y, (ROWS - GIBBET_HEIGHT) / 2 + (header_height - 1) / 2
print_gibbet_loop:
call _move_cursor
int 0x21 ;Print
add dx, bx
inc POS_Y
dec cl
cmp cl, 0
jne print_gibbet_loop
;Restore registers
pop dx
pop cx
pop bx
pop ax
ret
;========================================================= _print_gword() ====
;; Prints the guessed word (e.g. H _ _ _ _ _ N).
;; Usage:
;; call _print_gword
_print_gword:
;Backup registers
push ax
push bx
push cx
push dx
;Copy the word in play_gword
mov ax, WORD
mov MEMCPY_SRC, ax
mov MEMCPY_DEST, offset play_gword
mov al, STRLEN_LEN
mov MEMCPY_LEN, al
call _memcpy
;Make the string
mov cl, play_word_len
sub cl, 2
mov bx, offset play_gword
inc bx
print_gword_mkloop:
mov al, [bx]
mov ch, play_tried_len
push bx
mov bx, offset play_tried_letters
print_gword_mkloop1:
mov ah, [bx]
cmp ah, al
je print_gword_lil
dec ch
inc bx
cmp ch, 0
jne print_gword_mkloop1
print_gword_lnil: ;Letter Not In List
pop bx
mov [bx], '_'
jmp print_gword_mkloopend
print_gword_lil: ;Letter In List
pop bx
print_gword_mkloopend:
dec cl
inc bx
cmp cl, 0
jne print_gword_mkloop
;Print the word
mov POS_Y, ROWS / 2 + (header_height - 1) - 5
mov POS_X, COLS / 2 - GIBBET_WIDTH + 3
mov al, play_word_len
sub POS_X, al
mov bx, offset play_gword
mov cl, play_word_len
mov ah, 0x02
print_gword_prnloop:
call _move_cursor
mov dl, [bx]
int 0x21 ;print
inc bx
add POS_X, 2
dec cl
cmp cl, 0
jne print_gword_prnloop
;Restore registers
pop dx
pop cx
pop bx
pop ax
ret
;================================================= _print_tried_letters() ====
;; Print the letters that the player have already tried (e.g. A U I O W).
;; Usage:
;; call _print_tried_letters
_print_tried_letters:
;Backup registers
push ax
push bx
push cx
push dx
;Calculate the length of the string
mov cl, 0
mov bx, offset play_tried_letters
prn_tried_strlen:
cmp [bx], ' '
je prn_tried_strlen_end
inc bx
inc cl
jmp prn_tried_strlen
prn_tried_strlen_end:
;Calculate the cursor position
mov POS_Y, ROWS / 2 + (header_height - 1) - 2
mov POS_X, COLS / 2 - GIBBET_WIDTH + 3
sub POS_X, cl
;Print letters
cmp cl, 0
je prn_tried_end
mov bx, offset play_tried_letters
mov ah, 0x02
prnletters_loop:
call _move_cursor
mov dl, [bx]
int 0x21 ;print
inc bx
add POS_X, 2
dec cl
cmp cl, 0
jne prnletters_loop
prn_tried_end:
;Restore registers
pop dx
pop cx
pop bx
pop ax
ret
;========================================================= _print_score() ====
;; Print the score (in competition mode).
;; Usage:
;; call _print_tried_letters
_print_score:
;Backup registers
push ax
push bx
push cx
push dx
;Check if we are in competition mode
cmp MODE, MODE_COMPETITION
jnz prn_score_end
;Set the scorebar
mov ah, 0x07
mov al, 0 ; Clear
mov bh, COLOR_SCORE
mov ch, header_height + 1 ;y1
mov cl, 0 ;x1
mov dh, header_height + 1 ;y2
mov dl, COLS ;x2
int 0x10
;Paste the player name
mov MEMCPY_SRC, offset PLAYER
mov MEMCPY_DEST, offset prn_score_str
add MEMCPY_DEST, 2
mov MEMCPY_LEN, 8
call _memcpy
;Convert the score into string and paste it
mov ax, SCORE
mov I2S_INT, ax
call _inttostr
mov MEMCPY_SRC, offset I2S_STR
add MEMCPY_DEST, 11
mov MEMCPY_LEN, 4
call _memcpy
;Print the string
mov POS_X, 0
mov POS_Y, header_height + 1
call _move_cursor
mov ah, 0x09
mov dx, offset prn_score_str
int 0x21
prn_score_end:
;Restore registers
pop dx
pop cx
pop bx
pop ax
ret
;Data
prn_score_str db " ",0xC0,"12345678",0xD9," ",0xC0,"1234",0xD9,"$"
;========================================================== _game_anima() ====
;; Displays an animation when the player loose or win.
;; Usage:
;; call _game_anima
_game_anima:
;Backup registers
push ax
push bx
push cx
push dx
;Play a sound
cmp GAME_STATUS, GAME_STATUS_WIN
je game_anima_sndwin
mov SOUND, offset SND_GAME_DIE
jmp game_anima_sndend
game_anima_sndwin:
mov SOUND, offset SND_GAME_GG
game_anima_sndend:
call _play_sound
;Draw the ui
call _draw_ui
;Print the help message
mov HELP_STR, offset game_anima_help
call _print_help
;Flush the input buffer
mov ah, 0x0C
mov al, 0
int 0x21
;Print the word
mov cl, play_word_len
mov bx, offset play_word
mov POS_X, COLS/2
sub POS_X, cl
mov POS_Y, header_height + GIBBET_HEIGHT + 5
mov ah, 0x02
game_anima_pnrloop:
call _move_cursor
mov dl, [bx]
int 0x21 ;print
inc bx
add POS_X, 2
dec cl
cmp cl, 0
jne game_anima_pnrloop
;Loop until the player press any key
game_anima_loop0:
mov ch, 4
cmp GAME_STATUS, GAME_STATUS_WIN
je game_anima_win
mov dx, offset HANGMAN_GAMEOVER_00
jmp game_anima_loop1
game_anima_win:
mov dx, offset HANGMAN_GOODGAME_00
game_anima_loop1:
;Check for keystroke
mov ah, 0x01
int 0x16
jnz game_anima_end
;Print the animation (step 00)
mov cl, GIBBET_HEIGHT
mov ah, 0x09
mov POS_X, (COLS - GIBBET_WIDTH) / 2
mov POS_Y, header_height + 3
game_anima_prnloop00:
call _move_cursor
int 0x21 ;Print
inc POS_Y
dec cl
add dx, GIBBET_WIDTH
cmp cl, 0
jne game_anima_prnloop00
;Sleep
push cx
mov ah, 0x86
mov cx, 3
int 0x15
pop cx
dec ch
cmp ch, 0
je game_anima_loop0
jmp game_anima_loop1
game_anima_end:
;Check the char
mov ah, 0x00
int 0x16
cmp al, KB_ESC
jne game_anima_chrend
mov GAME_STATUS, GAME_STATUS_ABORT
game_anima_chrend:
;Restore registers
pop dx
pop cx
pop bx
pop ax
ret
;Help
game_anima_help db "Press any key to continue "
db " ",0xDA,"Esc",0xBF," End the game$"
|