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windetection.asm
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@CODE
;---------------------------------------------------------------------------------;
;INPUT: R0 color to check
check_win: PUSH R1
; Check rows
LOAD R1 R0
LOAD R0 0
BRS check_win_row
CMP R0 1
BEQ do_win
LOAD R0 1
BRS check_win_row
CMP R0 1
BEQ do_win
LOAD R0 2
BRS check_win_row
CMP R0 1
BEQ do_win
; Check cols
LOAD R0 0
BRS check_win_col
CMP R0 1
BEQ do_win
LOAD R0 1
BRS check_win_col
CMP R0 1
BEQ do_win
LOAD R0 2
BRS check_win_col
CMP R0 1
BEQ do_win
; Check diagnals
BRS check_win_diag1
CMP R0 1
BEQ do_win
BRS check_win_diag2
CMP R0 1
BEQ do_win
check_win_r: PULL R1
RTS
;---------------------------------------------------------------------------------;
;INPUT: R1 color who has won.
do_win: CMP R1 2
BEQ machine_win
CMP R1 0
BEQ player_win
BRA check_win_r ; do_win only gets called from check_win via conditional branch...
;---------------------------------------------------------------------------------;
; INPUT: R0 = y
; R1 = color
; OUTPUT: R0 = 1 if color has won.
check_win_row: PUSH R1
PUSH R2
PUSH R3
LOAD R3 GB
ADD R3 GRID
PUSH R3
LOAD R2 R0
MULS R2 3
ADD R2 0
LOAD R0 [[SP]+R2]
LOAD R3 0 ; R3 = color counter
LOAD R4 0 ; R4 = empty counter
CMP R0 R1
BNE check_win_row_check_empty1
ADD R3 1
BRA check_win_row_color2
check_win_row_check_empty1: CMP R0 1
BNE check_win_row_color2
ADD R4 1
check_win_row_color2: ADD R2 1
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_row_check_empty2
ADD R3 1
BRA check_win_row_color3
check_win_row_check_empty2: CMP R0 1
BNE check_win_row_color3
ADD R4 1
check_win_row_color3: ADD R2 1
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_row_check_empty3
ADD R3 1
BRA check_win_row_count_colors
check_win_row_check_empty3: CMP R0 1
BNE check_win_row_count_colors
ADD R4 1
check_win_row_count_colors: LOAD R0 0
CMP R3 3
BNE check_win_row_r
LOAD R0 1
check_win_row_r: ADD SP 1
PULL R3
PULL R2
PULL R1
RTS
;---------------------------------------------------------------------------------;
; INPUT: R0 = x
; R1 = color
; OUTPUT: R0 = 1 if the color has won.
check_win_col: PUSH R1
PUSH R2
PUSH R3
LOAD R3 GB
ADD R3 GRID
PUSH R3
LOAD R2 R0
LOAD R0 [[SP]+R2]
LOAD R3 0 ; R3 = color counter
LOAD R4 0 ; R4 = empty counter
CMP R0 R1
BNE check_win_col_check_empty1
ADD R3 1
BRA check_win_col_color2
check_win_col_check_empty1: CMP R0 1
BNE check_win_col_color2
ADD R4 1
check_win_col_color2: ADD R2 3
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_col_check_empty2
ADD R3 1
BRA check_win_col_color3
check_win_col_check_empty2: CMP R0 1
BNE check_win_col_color3
ADD R4 1
check_win_col_color3: ADD R2 3
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_col_check_empty3
ADD R3 1
BRA check_win_col_count_colors
check_win_col_check_empty3: CMP R0 1
BNE check_win_col_count_colors
ADD R4 1
check_win_col_count_colors: LOAD R0 0
CMP R3 3
BNE check_win_col_r
LOAD R0 1
check_win_col_r: ADD SP 1
PULL R3
PULL R2
PULL R1
RTS
;---------------------------------------------------------------------------------;
; INPUT: R1 = color
; OUTPUT: R0 = 1 if the color has won.
check_win_diag1: PUSH R1
PUSH R2
PUSH R3
LOAD R3 GB
ADD R3 GRID
PUSH R3
LOAD R2 0
LOAD R0 [[SP]+R2]
LOAD R3 0 ; R3 = color counter
LOAD R4 0 ; R4 = empty counter
CMP R0 R1
BNE check_win_diag1_check_empty1
ADD R3 1
BRA check_win_diag1_color2
check_win_diag1_check_empty1: CMP R0 1
BNE check_win_diag1_color2
ADD R4 1
check_win_diag1_color2: ADD R2 4
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_diag1_check_empty2
ADD R3 1
BRA check_win_diag1_color3
check_win_diag1_check_empty2: CMP R0 1
BNE check_win_diag1_color3
ADD R4 1
check_win_diag1_color3: ADD R2 4
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_diag1_check_empty3
ADD R3 1
BRA check_win_diag1_count_colors
check_win_diag1_check_empty3: CMP R0 1
BNE check_win_diag1_count_colors
ADD R4 1
check_win_diag1_count_colors: LOAD R0 0
CMP R3 3
BNE check_win_diag1_r
LOAD R0 1
check_win_diag1_r: ADD SP 1
PULL R3
PULL R2
PULL R1
RTS
;---------------------------------------------------------------------------------;
; INPUT: R1 = color
; OUTPUT: R0 = 1 if the color wins.
check_win_diag2: PUSH R1
PUSH R2
PUSH R3
LOAD R3 GB
ADD R3 GRID
PUSH R3
LOAD R2 2
LOAD R0 [[SP]+R2]
LOAD R3 0 ; R3 = color counter
LOAD R4 0 ; R4 = empty counter
CMP R0 R1
BNE check_win_diag2_check_empty1
ADD R3 1
BRA check_win_diag2_color2
check_win_diag2_check_empty1: CMP R0 1
BNE check_win_diag2_color2
ADD R4 1
check_win_diag2_color2: ADD R2 2
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_diag2_check_empty2
ADD R3 1
BRA check_win_diag2_color3
check_win_diag2_check_empty2: CMP R0 1
BNE check_win_diag2_color3
ADD R4 1
check_win_diag2_color3: ADD R2 2
LOAD R0 [[SP]+R2]
CMP R0 R1
BNE check_win_diag2_check_empty3
ADD R3 1
BRA check_win_diag2_count_colors
check_win_diag2_check_empty3: CMP R0 1
BNE check_win_diag2_count_colors
ADD R4 1
check_win_diag2_count_colors: LOAD R0 0
CMP R3 3
BNE check_win_diag2_r
LOAD R0 1
check_win_diag2_r: ADD SP 1
PULL R3
PULL R2
PULL R1
RTS
;---------------------------------------------------------------------------------;
check_tie: PUSH R0
PUSH R1 ; R1 = for counter
PUSH R2 ; R2 = pointer to grid
PUSH R3 ; R3 = amount of empty squares
LOAD R1 0 ; for counter = 0
LOAD R3 0
LOAD R2 GB ; Store pointer to grid in R2
ADD R2 GRID
check_tie_for: LOAD R0 [R2+R1] ; Load color present in the grid in R0
CMP R0 1 ; If the color is not background we skip to the end of the for loop.
BNE check_tie_for_skip
ADD R3 1 ; Color is background, so add one to counter.
check_tie_for_skip: ADD R1 1 ; increment for counter by 1.
CMP R1 8
BLE check_tie_for
CMP R3 0
BEQ tie
check_tie_r: PULL R3
PULL R2
PULL R1
PULL R0
RTS
;---------------------------------------------------------------------------------;
machine_win: LOAD R0 -1
STOR R0 [GB+DSP_DEC]
LOAD R0 3
LOAD R1 2
BRS move_to_pos
machine_win_while: BRS update_display
LOAD R0 ' y'
STOR R0 [GB+DSP_ASCII]
LOAD R0 'ou'
STOR R0 [GB+DSP_ASCII_1]
LOAD R0 ' '
STOR R0 [GB+DSP_ASCII_2]
LOAD R0 10000
BRS sleep_i
LOAD R0 ' l'
STOR R0 [GB+DSP_ASCII]
LOAD R0 'os'
STOR R0 [GB+DSP_ASCII_1]
LOAD R0 'e '
STOR R0 [GB+DSP_ASCII_2]
LOAD R0 10000
BRS sleep_i
BRS poll_inputs
LOAD R0 [GB+INPUTSTATE]
AND R0 %010
CMP R0 %010
BNE machine_win_while
BRA reset
;---------------------------------------------------------------------------------;
player_win: LOAD R0 -1
STOR R0 [GB+DSP_DEC]
LOAD R0 3
LOAD R1 2
BRS move_to_pos
player_win_while: BRS update_display
LOAD R0 'i '
STOR R0 [GB+DSP_ASCII]
LOAD R0 'lo'
STOR R0 [GB+DSP_ASCII_1]
LOAD R0 'se'
STOR R0 [GB+DSP_ASCII_2]
BRS poll_inputs
LOAD R0 [GB+INPUTSTATE]
AND R0 %010
CMP R0 %010
BNE player_win_while
BRA reset
;---------------------------------------------------------------------------------;
tie: LOAD R0 -1
STOR R0 [GB+DSP_DEC]
LOAD R0 3
LOAD R1 2
BRS move_to_pos
tie_while: BRS update_display
LOAD R0 ' t'
STOR R0 [GB+DSP_ASCII]
LOAD R0 'ie'
STOR R0 [GB+DSP_ASCII_1]
LOAD R0 'd '
STOR R0 [GB+DSP_ASCII_2]
BRS poll_inputs
LOAD R0 [GB+INPUTSTATE]
AND R0 %010
CMP R0 %010
BNE tie_while
BRA reset
@END