dbg" start" : digit ( n -- ) [ key 0 lit ] + draw-char ; : meep 2000 5 -80 slide ; : meeeep 2000 16 -50 slide ; : moop 1600 5 80 slide ; : boom 40 noise ; : click 2000 3 boop 4000 3 boop ; 0 const IN-PROGRESS 1 const CANCEL 2 const WON 3 const LOST 4 const QUIT IN-PROGRESS bvar, game-state : leave CANCEL game-state b! ; : enter IN-PROGRESS game-state b! ; : in-progress? game-state b@ IN-PROGRESS = ; : cancelled? game-state b@ CANCEL = ; : uncancel cancelled? if enter then ; ( minesweeper board model ) dbg" minesweeper board model" 30 const maxw 12 const maxh array board maxw maxh * allot 20 var, boardw 12 var, boardh 30 var, minecount 0xffff var, dirty-rows : dirty! ( -- ) 0xffff dirty-rows ! ; ( mark both the current row and the row above, to ensure all borders are redrawn ) : dirty-row! ( y -- ) 1 swap << dup 1 >> | dirty-rows @ | dirty-rows ! ; : dirty-row? ( y -- f ) 1 swap << dirty-rows @ & ; : draw-complete 0 dirty-rows ! ; : board-lim boardw @ boardh @ * board + ; : square-at ( x y -- p ) boardw @ * + board + ; : square-pos ( p -- x y ) board - boardw @ /mod swap ; : valid-pos? ( x y -- f ) dup 0 >= swap boardh @ < and swap dup 0 >= swap boardw @ < and and ; 0x80 const FMINE 0x40 const FREVEALED 0x20 const FFLAG 0x0F const NEIGHBOUR-MASK : place-mine ( x y -- f ) square-at dup b@ FMINE & not if FMINE swap b! 0 then not ; : rand-mine ( -- ) begin rand boardw @ % rand boardh @ % place-mine until ; : iterboard board board-lim for ; : iterrows board board-lim boardw @ for+ ; : lastrow? ( p -- f ) board-lim boardw @ - >= ; : reset-board iterboard each 0 i b! next ; : populate-board minecount @ times each rand-mine next ; : mine? ( p -- f ) b@ FMINE & ; : flag? ( p -- f ) b@ FFLAG & ; : revealed? ( p -- f ) b@ FREVEALED & ; : squarecount ( p -- c ) b@ NEIGHBOUR-MASK & ; : 8-neighbours ( x y -- ) >arg >arg (( over 1- over 1- yield2 over 1- over yield2 over 1- over 1+ yield2 over over 1- yield2 over over 1+ yield2 over 1+ over 1- yield2 over 1+ over yield2 -arg -arg swap 1+ swap 1+ yield2 )) ; : neighbours ( p -- ) square-pos 8-neighbours (( each i j valid-pos? if i j square-at map then next )) ; : count-neighbours ( p cp -- n ) >r neighbours 0 each i r@ execute if 1+ then next rdrop ; : analyze-square ( p -- n ) ' mine? count-neighbours ; : analyze-board iterboard each i analyze-square i b!| next ; : count-surrounding-flags ( p -- n ) ' flag? count-neighbours ; : init-board ( -- ) reset-board populate-board analyze-board ; : lose LOST game-state b! iterboard each FREVEALED i b!| next ; : reveal ( p -- ) dup flag? not if dup mine? if lose then FREVEALED swap b!| else drop then ; var autoreveal-count ( autoreveal: Happens row-at-a-time in optimized machine code. ar-check-dir: a strip of squares is checked for visibly empty neighbours against its corresponding square in a given direction, specified with BX. autoreveal-count is incremented whenever a new square is revealed. The strips are carefully constructed so as to not step over the edge of the board. This is _not_ a Forth word, it's called with CALL by the words below. autoreveal-row-above: check the nw, n, and ne squares with ar-check-dir. autoreveal-row-horiz: check the w and e squares with ar-check-dir. autoreveal-row-below: check the sw, s, and se squares with ar-check-dir. autoreveal-fast: iterates over the rows of the board and checks each row against itself and the strips above and below. If anything new is autorevealed in the current row, we check the previous row again. ) L: ar-check-dir ( in: DI - row to reveal BX - offset of row to check CH - 0, CL - count of squares to check out: DI, BX, CX - preserved trampled: AX, DX ) MOV AX DS MOV ES AX MOV AL FREVEALED # ( AL - byte value of visibly empty square ) ( DI is now row to check, BX+DI is row to reveal ) MOV DH CL ADD DI BX NEG BX DEC BX ( DI will be one past the square that was checked when SCASB returns ) 0 :> JCXZ 2 @> ( end of row, exit ) REPNZ SCASB ( search for visibly empty square ) JNZ 1 @> ( none found, exit ) MOV DL @[ BX+DI] TEST DL AL JNZ 0 <@ ( already revealed, keep searching ) OR DL AL AND DL FFLAG ~ # MOV @[ BX+DI] DL INC @[ autoreveal-count @] JMP 0 <@ 1 <: 2 <: ( revert DI, BX and CX to previous value ) MOV CL DH SUB DI CX INC BX ADD DI BX NEG BX RET :asm autoreveal-row-above ( p -- ) POP DI MOV CX @[ boardw @] MOV BX CX NEG BX ( directly above ) CALL ar-check-dir L: autoreveal-left-right DEC CX INC BX ( to the right ) CALL ar-check-dir DEC BX DEC BX INC DI ( to the left ) CALL ar-check-dir NEXT :asm autoreveal-row-horiz ( p -- ) POP DI MOV CX @[ boardw @] XOR BX BX ( on the current square ) JMP autoreveal-left-right :asm autoreveal-row-below ( p -- ) POP DI MOV CX @[ boardw @] MOV BX CX ( directly below ) CALL ar-check-dir JMP autoreveal-left-right : autoreveal-fast iterrows each 0 autoreveal-count ! i autoreveal-row-horiz i board > if i autoreveal-row-above then i lastrow? not if i autoreveal-row-below then i board > autoreveal-count @ and if ( backtrack ) i then next ; : won? ( -- f ) 1 iterboard each i b@ FMINE FREVEALED | & not if not break then next ; : check-win ( -- ) in-progress? if won? if WON game-state b! then then ; : reveal-unflagged-neighbours? ( p -- ) dup count-surrounding-flags over squarecount = if click neighbours each i reveal next else drop then ; : reveal-at square-at dup revealed? if reveal-unflagged-neighbours? else reveal click then autoreveal-fast check-win ; : flag-noise ( p -- ) b@ FFLAG & if moop else meep then ; : flag-at square-at dup revealed? not if FFLAG swap dup flag-noise b!^ else drop then ; ( theming ) dbg" theming" array countcolors white b, lblue b, lgreen b, red b, blue b, brown b, cyan b, black b, gray b, var theme : colvar theme @ + b@ ; : col-bg 0 colvar bg! ; : col-flag 1 colvar fg! ; : col-mine 2 colvar fg! ; : col-block 3 colvar fg! ; : col-grid 4 colvar fg! ; : col-curs 5 colvar fg! ; : col-count ( c -- ) countcolors + b@ dup 0 colvar = if drop col-grid else fg! then ; { :timm deftheme CREATE >t >t >t >t >t >t DOES} theme !save ; ( cursor grid block mine flag bg ) blue white black magenta red lgray deftheme win31 white yellow black lmagenta yellow red deftheme hotdog yellow lgray cyan lmagenta yellow blue deftheme borland magenta lgray magenta magenta magenta cyan deftheme cga4 win31 ( minesweeper board drawing ) dbg" board drawing" : draw-neighbour-count ( b -- ) NEIGHBOUR-MASK & dup col-count dup if digit else drop [ key lit ] draw-char then ; : draw-flag ( -- ) col-flag 0x0d draw-char ; : draw-mine ( -- ) col-mine 0xec draw-char ; : draw-block ( -- ) col-block 0xb1 draw-char ; : draw-revealed ( b -- ) dup FMINE & if draw-mine drop else draw-neighbour-count then ; : draw-hidden ( b -- ) FFLAG & if draw-flag else draw-block then ; : draw-square ( p -- ) b@ dup FREVEALED & if draw-revealed else draw-hidden then col-grid ; : boardx ( -- x ) pagew boardw @ 2* 1+ - 2/ ; : boardy ( -- y ) pageh boardh @ 2* 1+ - 2/ ; : boardx! ( -- ) boardx textx! ; : boardy! ( -- ) boardy texty! ; : next-row ( -- ) nextline boardx! ; : draw-border ( end mid -- ) boardw @ times each .- i if dup execute then next drop execute next-row ; : draw-board-top tl ' tr ' dT draw-border ; : draw-board-bottom bl ' br ' uT draw-border ; : draw-rowborder rT ' lT ' .+ draw-border ; : draw-row ( p -- ) .| boardw @ times each dup draw-square 1+ .| next drop next-row ; : draw-board ( -- ) 0 boxstyle! col-grid col-bg boardx! boardy! draw-board-top iterrows each i dirty-row? not if i draw-row i lastrow? not if draw-rowborder then else next-row i lastrow? not if next-row then then next draw-board-bottom draw-complete ; ( general-purpose drawing ) dbg" general-purpose drawing" : clear [ key lit ] fill-page ; : emptych? ( ch -- f ) dup 32 = swap 0 = or ; : drawdot? ( st -- f ) dup b@ emptych? swap 1+ b@ emptych? or not ; : dot 7 draw-char ; : sp 32 draw-char ; : spacer ( st -- ) sp drawdot? if dot else sp then sp ; : draw-spaced-text ( st -- ) pchars each i b@ draw-char i spacer next ; ( menu subsystem ) dbg" menu" 2 cells const menu-optsize var current-menu : menu-options current-menu @ cell + 1+ ; : menu-size current-menu @ cell + b@ ; : init-menu current-menu @ @ execute ; : menu-option ( iopt -- p ) menu-optsize * menu-options + ; 0 var, menu-selected : menu-activate menu-selected @ menu-option cell + @ execute ; : menu-selected! ( i -- ) dup 0 >= over menu-size < and if menu-selected ! else drop then ; : menu-selected+! ( di -- ) menu-selected @ + menu-selected! ; : draw-selection ( iopt -- ) menu-selected @ = if draw-mine else sp then sp ; : draw-option ( iopt -- ) white fg! menu-option @ draw-text ; : draw-menu 30 9 textxy! textx 0 menu-size for each i draw-selection i draw-option nextline dup textx! next ; : await-menu wait-key key>scan dup %esc = if leave then dup %up = if -1 menu-selected+! then dup %down = if 1 menu-selected+! then %enter = if menu-activate init-menu then ; : run-menu enter init-menu begin draw-menu await-menu in-progress? not until uncancel ; { :timm defmenu ( itemcount cpinit -- ) CREATE target current-menu !t w>t dup >t menu-optsize * ALLOT DOES} menu-selected @ >r current-menu @ >r current-menu ! 0 menu-selected! run-menu rot !t cell + !t ; } ( minesweeper game UI ) dbg" game ui" 0 bvar, cursx 0 bvar, cursy : draw-cursor ( -- ) 1 boxstyle! col-curs cursx b@ 2* boardx + textx! cursy b@ 2* boardy + texty! textx tl .- tr nextline textx! textx .| dup 2 + textx! .| nextline textx! bl .- br ; : move-cursor ( dx dy -- ) cursy b@ dup dirty-row! + swap cursx b@ + swap 2dup valid-pos? if cursy b! cursx b! else drop drop then cursy b@ dirty-row! ; : curs@ cursx b@ cursy b@ ; 0x21 const %f : await-command wait-key key>scan dup %esc = if leave dirty! then dup %left = if -1 0 move-cursor then dup %right = if 1 0 move-cursor then dup %up = if 0 -1 move-cursor then dup %down = if 0 1 move-cursor then dup %f = if curs@ flag-at cursy b@ dirty-row! then dup %enter = swap %space = or if curs@ reveal-at dirty! then ; : popupbox ( h -- ) 20 8 textxy! 0 hstyle! 1 vstyle! 39 swap filled draw-box ; : result-message ( st x -- ) 5 popupbox ( x ) 10 textxy! draw-spaced-text wait-key drop ; : beat 10 sleep-csec ; : fanfare meep beat moop beat meep beat moop beat meep beat meep beat meeeep ; : display-result game-state b@ dup WON = if fanfare green bg! lcyan fg! s" YOU WON" 26 result-message then LOST = if boom red bg! yellow fg! s" YOU LOST" 25 result-message then ; 2 :noname blue bg! lgray fg! 4 popupbox ; defmenu quitmenu ' leave s" Return to game" 0 defitem :noname QUIT game-state b! ; s" Quit to title" 1 defitem : confirm-quit cancelled? if quitmenu col-bg clear then ; : draw-game draw-board draw-cursor ; : play enter col-bg clear dirty! begin draw-game await-command confirm-quit in-progress? not until dirty! draw-board display-result enter ; : start init-board boardw @ 2/ cursx b! boardh @ 2/ cursy b! play ; ( title menu ) dbg" title" array title-text t", SWINE MEEPER" 5 :noname col-bg clear ; defmenu theme-menu ' win31 s" 3.11 for Worksties" 0 defitem ' hotdog s" Pork Sausage Stand" 1 defitem ' borland s" Boarland Turbohog" 2 defitem ' cga4 s" Sowlo Jazz" 3 defitem ' leave s" Done" 4 defitem 20 12 30 minecount ! boardh ! boardw ! : config-game ( boardw boardh minecount -- ) minecount !save boardh !save boardw !save leave ; 3 :noname red bg! clear ; defmenu difficulty-menu :noname 10 10 10 config-game ; s" Easy ( 10x10, 10 truffles )" 0 defitem :noname 20 12 30 config-game ; s" Moderate ( 20x12, 30 truffles )" 1 defitem :noname 30 12 60 config-game ; s" Hard ( 30x12, 60 truffles )" 2 defitem : draw-title blue bg! yellow fg! clear 17 3 textxy! title-text draw-spaced-text ; import embed.jrt array instructiontext { s" swine.txt" embed } : instructions lgray bg! blue fg! clear 2 1 textxy! instructiontext dup embed-data swap @ for each i b@ dup 32 >= if draw-char else 10 = if 2 texty 1+ textxy! then then next wait-key drop ; 5 ' draw-title defmenu title-menu ' start s" Start Game" 0 defitem ' instructions s" Instructions" 1 defitem ' difficulty-menu s" Difficulty" 2 defitem ' theme-menu s" Themes" 3 defitem ' leave s" Quit" 4 defitem ' main :chain textmode reseed! hidecursor title-menu textmode ; dbg" saving" { s" swine.com" writecom }