[Chapter Sixteen][Previous]
[Art of Assembly][Randall
Hyde]
Art of Assembly: Chapter Sixteen
- 16.8.5 - The "MADVENTURE" Game
16.8.5 The "MADVENTURE" Game
Computer games are a perfect example of programs that often use pattern
matching. One class of computer games in general, the adventure game, is
a perfect example of games that use pattern matching. An adventure style
game excepts English-like commands from the user, parses these commands,
and acts upon them. In this section we will develop an adventure game shell.
That is, it will be a reasonably functional adventure style game, capable
of accepting and processing user commands. All you need do is supply a story
line and a few additional details to develop a fully functioning adventure
class game.
An adventure game usually consists of some sort of maze through which the
player moves. The program processes commands like go north or go right to
move the player through the maze. Each move can deposit the player in a
new room of the game. Generally, each room or area contains objects the
player can interact with. This could be reward objects such as items of
value or it could be an antagonistic object like a monster or enemy player.
Usually, an adventure game is a puzzle of some sort. The player finds clues
and picks up useful object in one part of the maze to solve problems in
other parts of the maze. For example, a player could pick up a key in one
room that opens a chest in another; then the player could find an object
in the chest that is useful elsewhere in the maze. The purpose of the game
is to solve all the interlocking puzzles and maximize one's score (however
that is done). This text will not dwell upon the subtleties of game design;
that is a subject for a different text. Instead, we'll look at the tools
and data structures required to implement the game design.
The Madventure game's use of pattern matching is quite different from the
previous examples appearing in this chapter. In the examples up to this
point, the matching routines specifically checked the validity of an input
string; Madventure does not do this. Instead, it uses the pattern matching
routines to simply determine if certain key words appear on a line input
by the user. The program handles the actual parsing (determining if the
command is syntactically correct). To understand how the Madventure game
does this, it would help if we took a look at how to play the Madventure
game.
The Madventure prompts the user to enter a command. Unlike the original
adventure game that required commands like "GO NORTH" (with no
other characters other than spaces as part of the command), Madventure allows
you to write whole sentences and then it attempts to pick out the key words
from those sentences. For example, Madventure accepts the "GO NORTH"
command; however, it also accepts commands like "North is the direction
I want to go" and "I want to go in the north direction."
Madventure doesn't really care as long as it can find "GO" and
"NORTH" somewhere on the command line. This is a little more flexible
that the original Adventure game structure. Of course, this scheme isn't
infallible, it will treat commands like "I absolutely, positively,
do NOT want to go anywhere near the north direction" as a "GO
NORTH" command. Oh well, the user almost always types just "GO
NORTH" anyway.
A Madventure command usually consists of a noun keyword and a verb keyword.
The Madventure recognizes six verbs and fourteen nouns. The verbs are
verbs
go | get | drop | inventory | quit | help
The nouns are
nouns
north | south | east | west | lime | beer | card |
sign | program | homework | money | form | coupon
Obviously, Madventure does not allow all combinations of verbs and nouns.
Indeed, the following patterns are the only legal ones:
LegalCmds
go direction | get item | drop item | inventory |
quit | help
direction
north | south | east | west
item
lime | beer | card | sign | program | homework |
money | form | coupon
However, the pattern does not enforce this grammar. It just locates a noun
and a verb on the line and, if found, sets the noun
and verb
variables to appropriate values to denote the keywords it finds. By letting
the main program handle the parsing, the program is somewhat more flexible.
There are two main patterns in the Madventure program: NounPat
and VerbPat
. These patterns match words (nouns or verbs) using
a regular expression like the following:
(ARB* ` ` |
) word (` ` | EOS)
This regular expression matches a word that appears at the beginning of
a sentence, at the end of a sentence, anywhere in the middle of a sentence,
or a sentence consisting of a single word. Madventure uses a macro (MatchNoun
or MatchVerb
) to create an expression for each noun and verb
in the above expression.
To get an idea of how Madvent processes words, consider the following VerbPat
pattern:
VerbPat pattern {sl_match2, MatchGo}
MatchVerb MatchGO, MatchGet, "GO", 1
MatchVerb MatchGet, MatchDrop, "GET", 2
MatchVerb MatchDrop, MatchInv, "DROP", 3
MatchVerb MatchInv, MatchQuit, "INVENTORY", 4
MatchVerb MatchQuit, MatchHelp, "QUIT", 5
MatchVerb MatchHelp, 0, "HELP", 6
The MatchVerb
macro expects four parameters. The first is an
arbitrary pattern name; the second is a link to the next pattern in the
list; the third is the string to match, and the fourth is a number that
the matching routines will store into the verb
variable if
that string matches (by default, the verb
variable contains
zero). It is very easy to add new verbs to this list. For example, if you
wanted to allow "run" and "walk" as synonyms for the
"go" verb, you would just add two patterns to this list:
VerbPat pattern {sl_match2, MatchGo}
MatchVerb MatchGO, MatchGet, "GO", 1
MatchVerb MatchGet, MatchDrop, "GET", 2
MatchVerb MatchDrop, MatchInv, "DROP", 3
MatchVerb MatchInv, MatchQuit, "INVENTORY", 4
MatchVerb MatchQuit, MatchHelp, "QUIT", 5
MatchVerb MatchHelp, MatchRun, "HELP", 6
MatchVerb MatchRun, MatchWalk, "RUN", 1
MatchVerb MatchWalk, 0, "WALK", 1
There are only two things to consider when adding new verbs: first, don't
forget that the next field of the last verb should contain zero; second,
the current version of Madventure only allows up to seven verbs. If you
want to add more you will need to make a slight modification to the main
program (more on that, later). Of course, if you only want to create synonyms,
as we've done here, you simply reuse existing verb values so there is no
need to modify the main program.
When you call the match
routine and pass it the address of
the VerbPat
pattern, it scans through the input string looking
for the first verb. If it finds that verb ("GO") it sets the verb
variable to the corresponding verb value at the end of the pattern. If match
cannot find the first verb, it tries the second. If that fails, it tries
the third, and so on. If match
cannot find any of the verbs
in the input string, it does not modify the verb
variable (which
contains zero). If there are two or more of the above verbs on the input
line, match will locate the first verb in the verb list above. This may
not be the first verb appearing on the line. For example, if you say "Let's
get the money and go north" the match routine will match the "go"
verb, not the "get" verb. By the same token, the NounPat
pattern would match the north noun, not the money noun. So this command
would be identical to "GO NORTH."
The MatchNoun is almost identical to the MatchVerb macro; there is, however,
one difference - the MatchNoun macro has an extra parameter which is the
name of the data structure representing the given object (if there is one).
Basically, all the nouns (in this version of Madventure) except NORTH, SOUTH,
EAST, and WEST have some sort of data structure associated with them.
The maze in Madventure consists of nine rooms defined by the data structure:
Room struct
north word ?
south word ?
west word ?
east word ?
ItemList word MaxWeight dup (?)
Description word ?
Room ends
The north
, south
, west
, and east
fields contain near pointers to other rooms. The program uses the CurRoom
variable to keep track of the player's current position in the maze. When
the player issues a "GO" command of some sort, Madventure copies
the appropriate value from the north
, south
, west
,
or east
field to the CurRoom
variable, effectively
changing the room the user is in. If one of these pointers is NULL, then
the user cannot move in that direction.
The direction pointers are independent of one another. If you issue the
command "GO NORTH" and then issue the command "GO SOUTH"
upon arriving in the new room, there is no guarantee that you will wind
up in the original room. The south
field of the second room
may not point at the room that led you there. Indeed, there are several
cases in the Madventure game where this occurs.
The ItemList
array contains a list of near pointers to objects
that could be in the room. In the current version of this game, the objects
are all the nouns except north, south, east, and west. The player can carry
these objects from room to room (indeed, that is the major purpose of this
game). Up to MaxWeight
objects can appear in the room (MaxWeight
is an assembly time constant that is currently four; so there are a maximum
of four items in any one given room). If an entry in the ItemList
is non-NULL, then it is a pointer to an Item
object. There
may be zero to MaxWeight
objects in a room.
The Description
field contains a pointer to a zero terminated
string that describes the room. The program prints this string each time
through the command loop to keep the player oriented.
The second major data type in Madventure is the Item
structure.
This structure takes the form:
Item struct
Value word ?
Weight word ?
Key word ?
ShortDesc word ?
LongDesc word ?
WinDesc word ?
Item ends
The Value
field contains an integer value awarded to the player
when the player drops this object in the appropriate room. This is how the
user scores points.
The Weight
field usually contains one or two and determines
how much this object "weighs." The user can only carry around
MaxWeight
units of weight at any one given time. Each time
the user picks up an object, the weight of that object is added to the user's
total weight. When the user drops an object, Madventure subtracts the object's
weight from the total.
The Key
field contains a pointer to a room associated with
the object. When the user drops the object in the Key
room,
the user is awarded the points in the Value
field and the object
disappears from the game. If the user drops the object in some other room,
the object stays in that room until the user picks it up again.
The ShortDesc
, LongDesc
, and WinDesc
fields contain pointers to zero terminated strings. Madventure prints the
ShortDesc
string in response to an INVENTORY command. It prints
the LongDesc
string when describing a room's contents. It prints
the WinDesc
string when the user drops the object in its Key
room and the object disappears from the game.
The Madventure main program is deceptively simple. Most of the logic is
hidden in the pattern matching routines and in the parsing routine. We've
already discussed the pattern matching code; the only important thing to
remember is that it initializes the noun and verb variables with a value
uniquely identifying each noun and verb. The main program's logic uses these
two values as an index into a two dimensional table that takes the following
form:
Madventure Noun/Verb Table | No
Verb | GO | GET | DROP | Inventory | Quit | Help |
---|
No Noun | - | - | - | - | Inventory | Quit | Help |
North | - | Do North | - | - | - | - | - |
South | - | Do
South | - | - | - | - | - |
East | - | Do East | - | - | - | - | - |
West | - | Do West | - | - | - | - | - |
Lime | - | - | Get
Item | Drop Item | - | - | - |
Beer | - | - | Get Item | Drop
Item | - | - | - |
Card | - | - | Get Item | Drop Item | - | - | - |
Sign | - | - | Get Item | Drop Item | - | - | - |
Program | - | - | Get
Item | Drop Item | - | - | - |
Homework | - | - | Get Item | Drop
Item | - | - | - |
Money | - | - | Get Item | Drop Item | - | - | - |
Form | - | - | Get Item | Drop Item | - | - | - |
Coupon | - | - | Get
Item | Drop Item | - | - | - |
The empty entries in this table correspond to illegal commands. The other
entries are addresses of code within the main program that handles the given
command.
To add more nouns (objects) to the game, you need only extend the NounPat
pattern and add additional rows to the table (of course, you may need to
add code to handle the new objects if they are not easily handled by the
routines above). To add new verbs you need only extended the VerbPat pattern
and add new columns to this table.
Other than the goodies mentioned above, the rest of the program utilizes
techniques appearing throughout this and previous chapters. The only real
surprising thing about this program is that you can implement a fairly complex
program with so few lines of code. But such is the advantage of using pattern
matching techniques in your assembly language programs.
; MADVENT.ASM
;
; This is a "shell" of an adventure game that you can use to create
; your own adventure style games.
.xlist
.286
include stdlib.a
includelib stdlib.lib
matchfuncs
.list
dseg segment para public 'data'
; Equates:
NULL equ 0
MaxWeight equ 4 ;Max weight user can carry at one time.
; The "ROOM" data structure defines a room, or area, where a player can
; go. The NORTH, SOUTH, EAST, and WEST fields contain the address of
; the rooms to the north, south, east, and west of the room. The game
; transfers control to the room whose address appears in these fields
; when the player supplies a GO NORTH, GO SOUTH, etc., command.
;
; The ITEMLIST field contains a list of pointers to objects appearing
; in this room. In this game, the user can pick up and drop these
; objects (if there are any present).
;
; The DESCRIPTION field contains a (near) address of a short description
; of the current room/area.
Room struct
north word ? ;Near pointers to other structures where
south word ? ; we will wind up on the GO NORTH, GO SOUTH,
west word ? ; etc., commands.
east word ?
ItemList word MaxWeight dup (?)
Description word ? ;Description of room.
Room ends
; The ITEM data structure describes the objects that may appear
; within a room (in the ITEMLIST above). The VALUE field contains
; the number of points this object is worth if the user drops it
; off in the proper room (i.e, solves the puzzle). The WEIGHT
; field provides the weight of this object. The user can only
; carry four units of weight at a time. This field is usually
; one, but may be more for larger objects. The KEY field is the
; address of the room where this object must be dropped to solve
; the problem. The SHORTDESC field is a pointer to a string that
; the program prints when the user executes an INVENTORY command.
; LONGDESC is a pointer to a string the program prints when des-
; cribing the contents of a room. The WINDESC field is a pointer
; to a string that the program prints when the user solves the
; appropriate puzzle.
Item struct
Value word ?
Weight word ?
Key word ?
ShortDesc word ?
LongDesc word ?
WinDesc word ?
Item ends
; State variables for the player:
CurRoom word Room1 ;Room the player is in.
ItemsOnHand word MaxWeight dup (?) ;Items the player carries.
CurWeight word 0 ;Weight of items carried.
CurScore word 15 ;Player's current score.
TotalCounter word 9 ;Items left to place.
Noun word 0 ;Current noun value.
Verb word 0 ;Current verb value.
NounPtr word 0 ;Ptr to current noun item.
; Input buffer for commands
InputLine byte 128 dup (?)
; The following macros generate a pattern which will match a single word
; which appears anywhere on a line. In particular, they match a word
; at the beginning of a line, somewhere in the middle of the line, or
; at the end of a line. This program defines a word as any sequence
; of character surrounded by spaces or the beginning or end of a line.
;
; MatchNoun/Verb matches lines defined by the regular expression:
;
; (ARB* ' ' | e) string (' ' | EOS)
MatchNoun macro Name, next, WordString, ItemVal, ItemPtr
local WS1, WS2, WS3, WS4
local WS5, WS6, WordStr
Name Pattern {sl_match2, WS1, next}
WS1 Pattern {MatchStr, WordStr, WS2, WS5}
WS2 Pattern {arb,0,0,WS3}
WS3 Pattern {Matchchar, ' ',0, WS4}
WS4 Pattern {MatchStr, WordStr, 0, WS5}
WS5 Pattern {SetNoun,ItemVal,0,WS6}
WS6 Pattern {SetPtr, ItemPtr,0,MatchEOS}
WordStr byte WordString
byte 0
endm
MatchVerb macro Name, next, WordString, ItemVal
local WS1, WS2, WS3, WS4
local WS5, WordStr
Name Pattern {sl_match2, WS1, next}
WS1 Pattern {MatchStr, WordStr, WS2, WS5}
WS2 Pattern {arb,0,0,WS3}
WS3 Pattern {Matchchar, ' ',0, WS4}
WS4 Pattern {MatchStr, WordStr, 0, WS5}
WS5 Pattern {SetVerb,ItemVal,0,MatchEOS}
WordStr byte WordString
byte 0
endm
; Generic patterns which most of the patterns use:
MatchEOS Pattern {EOS,0,MatchSpc}
MatchSpc Pattern {MatchChar,' '}
; Here are the list of nouns allowed in this program.
NounPat pattern {sl_match2, MatchNorth}
MatchNoun MatchNorth, MatchSouth, "NORTH", 1, 0
MatchNoun MatchSouth, MatchEast, "SOUTH", 2, 0
MatchNoun MatchEast, MatchWest, "EAST", 3, 0
MatchNoun MatchWest, MatchLime, "WEST", 4, 0
MatchNoun MatchLime, MatchBeer, "LIME", 5, Item3
MatchNoun MatchBeer, MatchCard, "BEER", 6, Item9
MatchNoun MatchCard, MatchSign, "CARD", 7, Item2
MatchNoun MatchSign, MatchPgm, "SIGN", 8, Item1
MatchNoun MatchPgm, MatchHW, "PROGRAM", 9, Item7
MatchNoun MatchHW, MatchMoney, "HOMEWORK", 10, Item4
MatchNoun MatchMoney, MatchForm, "MONEY", 11, Item5
MatchNoun MatchForm, MatchCoupon, "FORM", 12, Item6
MatchNoun MatchCoupon, 0, "COUPON", 13, Item8
; Here is the list of allowable verbs.
VerbPat pattern {sl_match2, MatchGo}
MatchVerb MatchGO, MatchGet, "GO", 1
MatchVerb MatchGet, MatchDrop, "GET", 2
MatchVerb MatchDrop, MatchInv, "DROP", 3
MatchVerb MatchInv, MatchQuit, "INVENTORY", 4
MatchVerb MatchQuit, MatchHelp, "QUIT", 5
MatchVerb MatchHelp, 0, "HELP", 6
; Data structures for the "maze".
Room1 room {Room1, Room5, Room4, Room2,
{Item1,0,0,0},
Room1Desc}
Room1Desc byte "at the Commons",0
Item1 item {10,2,Room3,GS1,GS2,GS3}
GS1 byte "a big sign",0
GS2 byte "a big sign made of styrofoam with funny "
byte "letters on it.",0
GS3 byte "The ETA PI Fraternity thanks you for return"
byte "ing their sign, they",cr,lf
byte "make you an honorary life member, as long as "
byte "you continue to pay",cr,lf
byte "your $30 monthly dues, that is.",0
Room2 room {NULL, Room5, Room1, Room3,
{Item2,0,0,0},
Room2Desc}
Room2Desc byte 'at the "C" on the hill above campus',0
Item2 item {10,1,Room1,LC1,LC2,LC3}
LC1 byte "a lunch card",0
LC2 byte "a lunch card which someone must have "
byte "accidentally dropped here.", 0
LC3 byte "You get a big meal at the Commons cafeteria"
byte cr,lf
byte "It would be a good idea to go visit the "
byte "student health center",cr,lf
byte "at this time.",0
Room3 room {NULL, Room6, Room2, Room2,
{Item3,0,0,0},
Room3Desc}
Room3Desc byte "at ETA PI Frat House",0
Item3 item {10,2,Room2,BL1,BL2,BL3}
BL1 byte "a bag of lime",0
BL2 byte "a bag of baseball field lime which someone "
byte "is obviously saving for",cr,lf
byte "a special occasion.",0
BL3 byte "You spread the lime out forming a big '++' "
byte "after the 'C'",cr,lf
byte "Your friends in Computer Science hold you "
byte "in total awe.",0
Room4 room {Room1, Room7, Room7, Room5,
{Item4,0,0,0},
Room4Desc}
Room4Desc byte "in Dr. John Smith's Office",0
Item4 item {10,1,Room7,HW1,HW2,HW3}
HW1 byte "a homework assignment",0
HW2 byte "a homework assignment which appears to "
byte "to contain assembly language",0
HW3 byte "The grader notes that your homework "
byte "assignment looks quite",cr,lf
byte "similar to someone else's assignment "
byte "in the class and reports you",cr,lf
byte "to the instructor.",0
Room5 room {Room1, Room9, Room7, Room2,
{Item5,0,0,0},
Room5Desc}
Room5Desc byte "in the computer lab",0
Item5 item {10,1,Room9,M1,M2,M3}
M1 byte "some money",0
M2 byte "several dollars in an envelope in the "
byte "trashcan",0
M3 byte "The waitress thanks you for your "
byte "generous tip and gets you",cr,lf
byte "another pitcher of beer. "
byte "Then she asks for your ID.",cr,lf
byte "You are at least 21 aren't you?",0
Room6 room {Room3, Room9, Room5, NULL,
{Item6,0,0,0},
Room6Desc}
Room6Desc byte "at the campus book store",0
Item6 item {10,1,Room8,AD1,AD2,AD3}
AD1 byte "an add/drop/change form",0
AD2 byte "an add/drop/change form filled out for "
byte "assembly to get a letter grade",0
AD3 byte "You got the form in just in time. "
byte "It would have been a shame to",cr,lf
byte "have had to retake assembly because "
byte "you didn't realize you needed to ",cr,lf
byte "get a letter grade in the course.",0
Room7 room {Room1, Room7, Room4, Room8,
{Item7,0,0,0},
Room7Desc}
Room7Desc byte "in the assembly lecture",0
Item7 item {10,1,Room5,AP1,AP2,AP3}
AP1 byte "an assembly language program",0
AP2 byte "an assembly language program due in "
byte "the assemblylanguage class.",0
AP3 byte "The sample program the instructor gave "
byte "you provided all the information",cr,lf
byte "you needed to complete your assignment. "
byte "You finish your work and",cr,lf
byte "head to the local pub to celebrate."
byte cr,lf,0
Room8 room {Room5, Room6, Room7, Room9,
{Item8,0,0,0},
Room8Desc}
Room8Desc byte "at the Registrar's office",0
Item8 item {10,1,Room6,C1,C2,C3}
C1 byte "a coupon",0
C2 byte "a coupon good for a free text book",0
C3 byte 'You get a free copy of "Cliff Notes for '
byte 'The Art of Assembly',cr,lf
byte 'Language Programming" Alas, it does not '
byte "provide all the",cr,lf
byte "information you need for the class, so you "
byte "sell it back during",cr,lf
byte "the book buy-back period.",0
Room9 room {Room6, Room9, Room8, Room3,
{Item9,0,0,0},
Room9Desc}
Room9Desc byte "at The Pub",0
Item9 item {10,2,Room4,B1,B2,B3}
B1 byte "a pitcher of beer",0
B2 byte "an ice cold pitcher of imported beer",0
B3 byte "Dr. Smith thanks you profusely for your "
byte "good taste in brews.",cr,lf
byte "He then invites you to the pub for a "
byte "round of pool and",cr,lf
byte "some heavy duty hob-nobbing, "
byte "CS Department style.",0
dseg ends
cseg segment para public 'code'
assume ds:dseg
; SetNoun- Copies the value in SI (the matchparm parameter) to the
; NOUN variable.
SetNoun proc far
push ds
mov ax, dseg
mov ds, ax
mov Noun, si
mov ax, di
stc
pop ds
ret
SetNoun endp
; SetVerb- Copies the value in SI (the matchparm parameter) to the
; VERB variable.
SetVerb proc far
push ds
mov ax, dseg
mov ds, ax
mov Verb, si
mov ax, di
stc
pop ds
ret
SetVerb endp
; SetPtr- Copies the value in SI (the matchparm parameter) to the
; NOUNPTR variable.
SetPtr proc far
push ds
mov ax, dseg
mov ds, ax
mov NounPtr, si
mov ax, di
stc
pop ds
ret
SetPtr endp
; CheckPresence-
; BX points at an item. DI points at an item list. This
; routine checks to see if that item is present in the
; item list. Returns Carry set if item was found,
; clear if not found.
CheckPresence proc
; MaxWeight is an assembly-time adjustable constant that determines
; how many objects the user can carry, or can be in a room, at one
; time. The following repeat macro emits "MaxWeight" compare and
; branch sequences to test each item pointed at by DS:DI.
ItemCnt = 0
repeat MaxWeight
cmp bx, [di+ItemCnt]
je GotIt
ItemCnt = ItemCnt+2
endm
clc
ret
GotIt: stc
ret
CheckPresence endp
; RemoveItem- BX contains a pointer to an item. DI contains a pointer
; to an item list which contains that item. This routine
; searches the item list and removes that item from the
; list. To remove an item from the list, we need only
; store a zero (NULL) over the top of its pointer entry
; in the list.
RemoveItem proc
; Once again, we use the repeat macro to automatically generate a chain
; of compare, branch, and remove code sequences for each possible item
; in the list.
ItemCnt = 0
repeat MaxWeight
local NotThisOne
cmp bx, [di+ItemCnt]
jne NotThisOne
mov word ptr [di+ItemCnt], NULL
ret
NotThisOne:
ItemCnt = ItemCnt+2
endm
ret
RemoveItem endp
; InsertItem- BX contains a pointer to an item, DI contains a pointer to
; and item list. This routine searches through the list for
; the first empty spot and copies the value in BX to that point.
; It returns the carry set if it succeeds. It returns the
; carry clear if there are no empty spots available.
InsertItem proc
ItemCnt = 0
repeat MaxWeight
local NotThisOne
cmp word ptr [di+ItemCnt], 0
jne NotThisOne
mov [di+ItemCnt], bx
stc
ret
NotThisOne:
ItemCnt = ItemCnt+2
endm
clc
ret
InsertItem endp
; LongDesc- Long description of an item.
; DI points at an item - print the long description of it.
LongDesc proc
push di
test di, di
jz NoDescription
mov di, [di].item.LongDesc
puts
putcr
NoDescription: pop di
ret
LongDesc endp
; ShortDesc- Print the short description of an object.
; DI points at an item (possibly NULL). Print the short description for it.
ShortDesc proc
push di
test di, di
jz NoDescription
mov di, [di].item.ShortDesc
puts
putcr
NoDescription: pop di
ret
ShortDesc endp
; Describe: "CurRoom" points at the current room. Describe it and its
; contents.
Describe proc
push es
push bx
push di
mov di, ds
mov es, di
mov bx, CurRoom
mov di, [bx].room.Description
print
byte "You are currently ",0
puts
putcr
print
byte "Here you find the following:",cr,lf,0
; For each possible item in the room, print out the long description
; of that item. The repeat macro generates a code sequence for each
; possible item that could be in this room.
ItemCnt = 0
repeat MaxWeight
mov di, [bx].room.ItemList[ItemCnt]
call LongDesc
ItemCnt = ItemCnt+2
endm
pop di
pop bx
pop es
ret
Describe endp
; Here is the main program, that actually plays the game.
Main proc
mov ax, dseg
mov ds, ax
mov es, ax
meminit
print
byte cr,lf,lf,lf,lf,lf
byte "Welcome to ",'"MADVENTURE"',cr,lf
byte 'If you need help, type the command "HELP"'
byte cr,lf,0
RoomLoop: dec CurScore ;One point for each move.
jnz NotOverYet
; If they made too many moves without dropping anything properly, boot them
; out of the game.
print
byte "WHOA! You lost! You get to join the legions of "
byte "the totally lame",cr,lf
byte 'who have failed at "MADVENTURE"',cr,lf,0
jmp Quit
; Okay, tell 'em where they are and get a new command from them.
NotOverYet: putcr
call Describe
print
byte cr,lf
byte "Command: ",0
lesi InputLine
gets
strupr ;Ignore case by converting to U.C.
; Okay, process the command. Note that we don't actually check to see
; if there is a properly formed sentence. Instead, we just look to see
; if any important keywords are on the line. If they are, the pattern
; matching routines load the appropriate values into the noun and verb
; variables (nouns: north=1, south=2, east=3, west=4, lime=5, beer=6,
; card=7, sign=8, program=9, homework=10, money=11, form=12, coupon=13;
; verbs: go=1, get=2, drop=3, inventory=4, quit=5, help=6).
;
; This code uses the noun and verb variables as indexes into a two
; dimensional array whose elements contain the address of the code
; to process the given command. If a given command does not make
; any sense (e.g., "go coupon") the entry in the table points at the
; bad command code.
mov Noun, 0
mov Verb, 0
mov NounPtr, 0
ldxi VerbPat
xor cx, cx
match
lesi InputLine
ldxi NounPat
xor cx, cx
match
; Okay, index into the command table and jump to the appropriate
; handler. Note that we will cheat and use a 14x8 array. There
; are really only seven verbs, not eight. But using eight makes
; things easier since it is easier to multiply by eight than seven.
mov si, CurRoom ;The commands expect this here.
mov bx, Noun
shl bx, 3 ;Multiply by eight.
add bx, Verb
shl bx, 1 ;Multiply by two - word table.
jmp cseg:jmptbl[bx]
; The following table contains the noun x verb cross product.
; The verb values (in each row) are the following:
;
; NONE GO GET DROP INVNTRY QUIT HELP unused
; 0 1 2 3 4 5 6 7
;
; There is one row for each noun (plus row zero, corresponding to no
; noun found on line).
jmptbl word Bad ;No noun, no verb
word Bad ;No noun, GO
word Bad ;No noun, GET
word Bad ;No noun, DROP
word DoInventory ;No noun, INVENTORY
word QuitGame ;No noun, QUIT
word DoHelp ;No noun, HELP
word Bad ;N/A
NorthCmds word Bad, GoNorth, Bad, Bad, Bad, Bad, Bad, Bad
SouthCmds word Bad, GoSouth, Bad, Bad, Bad, Bad, Bad, Bad
EastCmds word Bad, GoEast, Bad, Bad, Bad, Bad, Bad, Bad
WestCmds word Bad, GoWest, Bad, Bad, Bad, Bad, Bad, Bad
LimeCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
BeerCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
CardCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
SignCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
ProgramCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
HomeworkCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
MoneyCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
FormCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
CouponCmds word Bad, Bad, GetItem, DropItem, Bad, Bad, Bad, Bad
; If the user enters a command we don't know how to process, print an
; appropriate error message down here.
Bad: printf
byte "I'm sorry, I don't understand how to '%s'\n",0
dword InputLine
jmp NotOverYet
; Handle the movement commands here.
; Movements are easy, all we've got to do is fetch the NORTH, SOUTH,
; EAST, or WEST pointer from the current room's data structure and
; set the current room to that address. The only catch is that some
; moves are not legal. Such moves have a NULL (zero) in the direction
; field. A quick check for this case handles illegal moves.
GoNorth: mov si, [si].room.North
jmp MoveMe
GoSouth: mov si, [si].room.South
jmp MoveMe
GoEast: mov si, [si].room.East
jmp MoveMe
GoWest: mov si, [si].room.West
MoveMe: test si, si ;See if move allowed.
jnz SetCurRoom
printf
byte "Sorry, you cannot go in this direction."
byte cr, lf, 0
jmp RoomLoop
SetCurRoom: mov CurRoom, si ;Move to new room.
jmp RoomLoop
; Handle the GetItem command down here. At this time the user
; has entered GET and some noun that the player can pick up.
; First, we will make sure that item is in this room.
; Then we will check to make sure that picking up this object
; won't overload the player. If these two conditions are met,
; we'll transfer the object from the room to the player.
GetItem: mov bx, NounPtr ;Ptr to item user wants.
mov si, CurRoom
lea di, [si].room.ItemList ;Ptr to item list in di.
call CheckPresence ;See if in room.
jc GotTheItem
printf
byte "Sorry, that item is not available here."
byte cr, lf, 0
jmp RoomLoop
; Okay, see if picking up this object will overload the player.
GotTheItem: mov ax, [bx].Item.Weight
add ax, CurWeight
cmp ax, MaxWeight
jbe WeightOkay
printf
byte "Sorry, you are already carrying too many items "
byte "to safely carry\nthat object\n",0
jmp RoomLoop
; Okay, everything's cool, transfer the object from the room to the user.
WeightOkay: mov CurWeight, ax ;Save new weight.
call RemoveItem ;Remove item from room.
lea di, ItemsOnHand ;Ptr to player's list.
call InsertItem
jmp RoomLoop
; Handle dropped objects down here.
DropItem: lea di, ItemsOnHand ;See if the user has
mov bx, NounPtr ; this item on hand.
call CheckPresence
jc CanDropIt1
printf
byte "You are not currently holding that item\n",0
jmp RoomLoop
; Okay, let's see if this is the magic room where this item is
; supposed to be dropped. If so, award the user some points for
; properly figuring this out.
CanDropIt1: mov ax, [bx].item.key
cmp ax, CurRoom
jne JustDropIt
; Okay, success! Print the winning message for this object.
mov di, [bx].item.WinDesc
puts
putcr
; Award the user some points.
mov ax, [bx].item.value
add CurScore, ax
; Since the user dropped it, they can carry more things now.
mov ax, [bx].item.Weight
sub CurWeight, ax
; Okay, take this from the user's list.
lea di, ItemsOnHand
call RemoveItem
; Keep track of how may objects the user has successfully dropped.
; When this counter hits zero, the game is over.
dec TotalCounter
jnz RoomLoop
printf
byte "Well, you've found where everything goes "
byte "and your score is %d.\n"
byte "You might want to play again and see if "
byte "you can get a better score.\n",0
dword CurScore
jmp Quit
; If this isn't the room where this object belongs, just drop the thing
; off. If this object won't fit in this room, ignore the drop command.
JustDropIt: mov di, CurRoom
lea di, [di].room.ItemList
call InsertItem
jc DroppedItem
printf
byte "There is insufficient room to leave "
byte "that item here.\n",0
jmp RoomLoop
; If they can drop it, do so. Don't forget we've just unburdened the
; user so we need to deduct the weight of this object from what the
; user is currently carrying.
DroppedItem: lea di, ItemsOnHand
call RemoveItem
mov ax, [bx].item.Weight
sub CurWeight, ax
jmp RoomLoop
; If the user enters the INVENTORY command, print out the objects on hand
DoInventory: printf
byte "You currently have the following items in your "
byte "possession:",cr,lf,0
mov di, ItemsOnHand[0]
call ShortDesc
mov di, ItemsOnHand[2]
call ShortDesc
mov di, ItemsOnHand[4]
call ShortDesc
mov di, ItemsOnHand[6]
call ShortDesc
printf
byte "\nCurrent score: %d\n"
byte "Carrying ability: %d/4\n\n",0
dword CurScore,CurWeight
inc CurScore ;This command is free.
jmp RoomLoop
; If the user requests help, provide it here.
DoHelp: printf
byte "List of commands:",cr,lf,lf
byte "GO {NORTH, EAST, WEST, SOUTH}",cr,lf
byte "{GET, DROP} {LIME, BEER, CARD, SIGN, PROGRAM, "
byte "HOMEWORK, MONEY, FORM, COUPON}",cr,lf
byte "SHOW INVENTORY",cr,lf
byte "QUIT GAME",cr,lf
byte "HELP ME",cr,lf,lf
byte "Each command costs you one point.",cr,lf
byte "You accumulate points by picking up objects and "
byte "dropping them in their",cr,lf
byte " appropriate locations.",cr,lf
byte "If you drop an item in its proper location, it "
byte "disappears from the game.",cr,lf
byte "The game is over if your score drops to zero or "
byte "you properly place",cr,lf
byte " all items.",cr,lf
byte 0
jmp RoomLoop
; If they quit prematurely, let 'em know what a wimp they are!
QuitGame: printf
byte "So long, your score is %d and there are "
byte "still %d objects unplaced\n",0
dword CurScore, TotalCounter
Quit: ExitPgm ;DOS macro to quit program.
Main endp
cseg ends
sseg segment para stack 'stack'
stk db 1024 dup ("stack ")
sseg ends
zzzzzzseg segment para public 'zzzzzz'
LastBytes db 16 dup (?)
zzzzzzseg ends
end Main
- 16.8.5 - The "MADVENTURE"
Game
Art of Assembly: Chapter Sixteen - 29 SEP 1996
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Hyde]