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tic_tac_toe.asm
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org 100h
;
; Initialise
;
; Set video mode
mov AL, 03h
mov AH, 0
int 10h
; Set cursor position
mov DH, 1
mov DL, 1
mov BH, 0
mov AH, 2
int 10h
; Set attribute to white foreground, black background
mov BL, 0Fh
;
; ----------
;
game_loop:
; Main loop body
call print_grid
call print_current_player
call print_message
call get_input
call set_chosen_position
call check_victory
; Check if any player has won (player_has_won variable will be 1)
cmp player_has_won, 1
je player_won
; Switching current player
cmp current_player, 0 ; 0 if X, 1 if O
je is_x_gl
; is_o_gl:
mov current_player, 0
jmp game_loop
is_x_gl:
mov current_player, 1
jmp game_loop
; Sets the correct attribute and prints the character
print_char PROC
mov AH, 09h ; Set interrupt to print
mov CX, 1 ; So that the character is only printed once
; Set the correct attribute
cmp AL, "X"
je is_x_pc
cmp AL, "O"
je is_o_pc
; is something other than X or O
; Set attribute to white foreground, black background
mov BL, 0Fh
jmp print_char_interrupt
is_x_pc:
mov BL, 09h ; 9h is the light blue attribute
jmp print_char_interrupt
is_o_pc:
mov BL, 0Ch ; Ch is the light red attribute
print_char_interrupt:
int 10h
inc DL ; Incrementing the cursor position horizontally
mov AH, 2h ; Set interrupt to set cursor position
int 10h
ret
print_char ENDP
carriage_return PROC
inc DH ; Incrementing the cursor position vertically
mov DL, 1 ; Resetting horizontal cursor position
mov AH, 2h ; Set interrupt to set cursor position
int 10h
ret
carriage_return ENDP
; Prints the grid to the screen
print_grid PROC
; Set video mode to clear screen
mov AL, 03h
mov AH, 0
int 10h
; reset cursor position
mov DL, 1
mov DH, 1
mov AH, 2h ; Set interrupt to set cursor position
int 10h
; Row 1
mov AL, pos[0]
call print_char
mov AL, '|'
call print_char
mov AL, pos[1]
call print_char
mov AL, '|'
call print_char
mov AL, pos[2]
call print_char
call carriage_return
; Row 2
mov AL, '-'
call print_char
mov AL, '+'
call print_char
mov AL, '-'
call print_char
mov AL, '+'
call print_char
mov AL, '-'
call print_char
call carriage_return
; Row 3
mov AL, pos[3]
call print_char
mov AL, '|'
call print_char
mov AL, pos[4]
call print_char
mov AL, '|'
call print_char
mov AL, pos[5]
call print_char
call carriage_return
; Row 4
mov AL, '-'
call print_char
mov AL, '+'
call print_char
mov AL, '-'
call print_char
mov AL, '+'
call print_char
mov AL, '-'
call print_char
call carriage_return
; Row 5
mov AL, pos[6]
call print_char
mov AL, '|'
call print_char
mov AL, pos[7]
call print_char
mov AL, '|'
call print_char
mov AL, pos[8]
call print_char
call carriage_return
call carriage_return
ret
print_grid ENDP
; Print X or O with styling depending on turn
print_current_player PROC
mov AH, 09h
cmp current_player, 0 ; 0 if X, 1 if O
je is_x
; is O
mov AL, "O"
mov BL, 0Ch ; C is the light red colour attribute
jmp end_pcp
is_x:
mov AL, "X"
mov BL, 09h ; 9 is the light blue colour attribute
end_pcp:
int 10h
inc DL ; Incrementing the cursor position horizontally
mov AH, 2h ; Set interrupt to set cursor position
int 10h
ret
print_current_player ENDP
print_message PROC
; BL will be used to as the index into the string
mov BX, 0
text_loop:
mov AH, 0Ah ; Write character without attribute
mov AL, message[BX]
cmp AL, "$" ; Check for sentinel
je end_text_loop ; End if sentinel is found
int 10h
inc BX
inc DL ; Incrementing the cursor position horizontally
mov AH, 2h ; Set interrupt to set cursor position
int 10h
jmp text_loop
end_text_loop:
call carriage_return
ret
print_message ENDP
get_input PROC
mov AH, 1 ; DOS interrupt to get character from keyboard
int 21h
; AL will contain the inputted character
ret
get_input ENDP
set_chosen_position PROC
; AL will contain the inputted value
; But we must subtract 31h to convert the ASCII input into a numerical value between 1 and 9, (31h and not 30h to account for 0-index)
; (assuming that the inputted value was between 1 and 9)
SUB AL, 31h
mov BL, AL ; Because we must use BX to index pos
mov BH, 0
cmp current_player, 0
je is_x_scp
; is_O
mov pos[BX], "O"
jmp end_scp
is_x_scp:
mov pos[BX], "X"
end_scp:
ret
set_chosen_position ENDP
check_victory PROC
; First, we load the current player's letter (X or O) into AL.
; Then, for each row, column or diagonal to check, compare each of the 3 positions with AL.
; If all the comparisons are true, then we have a winner. This will be based on the current player since, if player X plays and
; a victory condition is found, it must have been X
; If the first position is a space " ", abort immediately since the line can't be a victory condition
; First, load AL with X or O depending on current turn
cmp current_player, 0
je is_x_cv
; is_o_cv
mov AL, "O"
jmp continue_check_victory
is_x_cv:
mov AL, "X"
continue_check_victory:
; Row 1, 2, 3
cmp pos[0], " "
je continue_456 ; Check for " " empty position
cmp AL, pos[0]
jne continue_456
cmp AL, pos[1]
jne continue_456
cmp AL, pos[2]
jne continue_456
jmp victory
; Row 4, 5, 6
continue_456:
cmp pos[3], " "
je continue_789 ; Check for " " empty position
cmp AL, pos[3]
jne continue_789
cmp AL, pos[4]
jne continue_789
cmp AL, pos[5]
jne continue_789
jmp victory
; Row 7, 8, 9
continue_789:
cmp pos[6], " "
je continue_147 ; Check for " " empty position
cmp AL, pos[6]
jne continue_147
cmp AL, pos[7]
jne continue_147
cmp AL, pos[8]
jne continue_147
jmp victory
; Column 1, 4, 7
continue_147:
cmp pos[0], " "
je continue_258 ; Check for " " empty position
cmp AL, pos[0]
jne continue_258
cmp AL, pos[3]
jne continue_258
cmp AL, pos[6]
jne continue_258
jmp victory
; Column 2, 5, 8
continue_258:
cmp pos[1], " "
je continue_369 ; Check for " " empty position
cmp AL, pos[1]
jne continue_369
cmp AL, pos[4]
jne continue_369
cmp AL, pos[7]
jne continue_369
jmp victory
; Column 3, 6, 9
continue_369:
cmp pos[2], " "
je continue_159 ; Check for " " empty position
cmp AL, pos[2]
jne continue_159
cmp AL, pos[5]
jne continue_159
cmp AL, pos[8]
jne continue_159
jmp victory
; Diagonal 1, 5, 9
continue_159:
cmp pos[0], " "
je continue_357 ; Check for " " empty position
cmp AL, pos[0]
jne continue_357
cmp AL, pos[4]
jne continue_357
cmp AL, pos[8]
jne continue_357
jmp victory
; Diagonal 3, 5, 7
continue_357:
cmp pos[2], " "
je no_victory ; Check for " " empty position
cmp AL, pos[2]
jne no_victory
cmp AL, pos[4]
jne no_victory
cmp AL, pos[6]
jne no_victory
jmp victory
victory:
mov player_has_won, 1
no_victory:
ret
check_victory ENDP
print_victory_message PROC
; BL will be used to as the index into the string
mov BX, 0
victory_text_loop:
mov AH, 0Ah ; Write character without attribute
mov AL, victory_message[BX]
cmp AL, "$" ; Check for sentinel
je end_victory_text_loop ; End if sentinel is found
int 10h
inc BX
inc DL ; Incrementing the cursor position horizontally
mov AH, 2h ; Set interrupt to set cursor position
int 10h
jmp victory_text_loop
end_victory_text_loop:
call carriage_return
ret
print_victory_message ENDP
player_won:
call print_grid
call print_current_player
call print_victory_message
end_program:
ret
; 20H is the space character, duplicate 20H 9 times (for 9 positions)
pos DB 9 DUP(20H) ; Array for the 9 grid positions
message DB ", choose position$" ; $ is the terminating character (sentinel character)
current_player DB 0 ; 0 for X and 1 for O
player_has_won DB 0 ; 0 if a player has not yet won, 1 if otherwise
victory_message DB " has won!$" ; $ is the terminating character (sentinel character)