RosettaCodeData/Task/2048/ARM-Assembly/2048.arm

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/* ARM assembly Raspberry PI */
/* program 2048.s */
/* REMARK 1 : this program use routines in a include file
see task Include a file language arm assembly
for the routine affichageMess conversion10
see at end of this program the instruction include */
/* for constantes see task include a file in arm assembly */
/************************************/
/* Constantes */
/************************************/
.include "../constantes.inc"
.equ STDIN, 0 @ Linux input console
.equ READ, 3 @ Linux syscall
.equ SIZE, 4
.equ TOTAL, 2048
.equ BUFFERSIZE, 80
.equ IOCTL, 0x36 @ Linux syscall
.equ SIGACTION, 0x43 @ Linux syscall
.equ SYSPOLL, 0xA8 @ Linux syscall
.equ TCGETS, 0x5401
.equ TCSETS, 0x5402
.equ ICANON, 2
.equ ECHO, 10
.equ POLLIN, 1
.equ SIGINT, 2 @ Issued if the user sends an interrupt signal (Ctrl + C)
.equ SIGQUIT, 3 @ Issued if the user sends a quit signal (Ctrl + D)
.equ SIGTERM, 15 @ Software termination signal (sent by kill by default)
.equ SIGTTOU, 22
/*******************************************/
/* Structures */
/********************************************/
/* structure termios see doc linux*/
.struct 0
term_c_iflag: @ input modes
.struct term_c_iflag + 4
term_c_oflag: @ output modes
.struct term_c_oflag + 4
term_c_cflag: @ control modes
.struct term_c_cflag + 4
term_c_lflag: @ local modes
.struct term_c_lflag + 4
term_c_cc: @ special characters
.struct term_c_cc + 20 @ see length if necessary
term_fin:
/* structure sigaction see doc linux */
.struct 0
sa_handler:
.struct sa_handler + 4
sa_mask:
.struct sa_mask + 4
sa_flags:
.struct sa_flags + 4
sa_sigaction:
.struct sa_sigaction + 4
sa_fin:
/* structure poll see doc linux */
.struct 0
poll_fd: @ File Descriptor
.struct poll_fd + 4
poll_events: @ events mask
.struct poll_events + 4
poll_revents: @ events returned
.struct poll_revents + 4
poll_fin:
/*********************************/
/* Initialized data */
/*********************************/
.data
szMessOK: .asciz "Bravo !! You win. \n"
szMessNotOK: .asciz "You lost !! \n"
szMessNewGame: .asciz "New game (y/n) ? \n"
szMessErreur: .asciz "Error detected.\n"
szCarriageReturn: .asciz "\n"
//szMessMovePos: .asciz "\033[00;00H"
szMess0: .asciz " "
szMess2: .asciz " 2 "
szMess4: .asciz " 4 "
szMess8: .asciz " 8 "
szMess16: .asciz " 16 "
szMess32: .asciz " 32 "
szMess64: .asciz " 64 "
szMess128: .asciz " 128 "
szMess256: .asciz " 256 "
szMess512: .asciz " 512 "
szMess1024: .asciz " 1024 "
szMess2048: .asciz " 2048 "
szClear1: .byte 0x1B
.byte 'c' @ other console clear
.byte 0
szLineH: .asciz "-----------------------------\n"
szLineV: .asciz "|"
szLineVT: .asciz "| | | | |\n"
.align 4
iGraine: .int 123456
/*********************************/
/* UnInitialized data */
/*********************************/
.bss
.align 4
sZoneConv: .skip 24
sBuffer: .skip BUFFERSIZE
iTbCase: .skip 4 * SIZE * SIZE
iEnd: .skip 4 @ 0 loop 1 = end loop
iTouche: .skip 4 @ value key pressed
stOldtio: .skip term_fin @ old terminal state
stCurtio: .skip term_fin @ current terminal state
stSigAction: .skip sa_fin @ area signal structure
stSigAction1: .skip sa_fin
stPoll1: .skip poll_fin @ area poll structure
stPoll2: .skip poll_fin
/*********************************/
/* code section */
/*********************************/
.text
.global main
main: @ entry of program
1: @ begin game loop
ldr r0,iAdrszClear1
bl affichageMess
bl razTable
2:
bl addDigit
cmp r0,#-1
beq 5f @ end game
bl displayGame
3:
bl readKey
cmp r0,#-1
beq 100f @ error or control-c
bl keyMove
cmp r0,#0
beq 3b @ no change -> loop
cmp r0,#2 @ last addition = 2048 ?
beq 4f
cmp r0,#-1 @ quit ?
bne 2b @ loop
b 10f
4: @ last addition = 2048
ldr r0,iAdrszMessOK
bl affichageMess
b 10f
5: @ display message no solution
ldr r0,iAdrszMessNotOK
bl affichageMess
10: @ display new game ?
ldr r0,iAdrszCarriageReturn
bl affichageMess
ldr r0,iAdrszMessNewGame
bl affichageMess
bl readKey
ldr r0,iAdriTouche
ldrb r0,[r0]
cmp r0,#'y'
beq 1b
cmp r0,#'Y'
beq 1b
100: @ standard end of the program
mov r0, #0 @ return code
mov r7, #EXIT @ request to exit program
svc #0 @ perform the system call
iAdrszCarriageReturn: .int szCarriageReturn
iAdrszMessNotOK: .int szMessNotOK
iAdrszMessOK: .int szMessOK
iAdrszMessNewGame: .int szMessNewGame
iAdrsZoneConv: .int sZoneConv
iAdrszClear1: .int szClear1
/******************************************************************/
/* raz table cases */
/******************************************************************/
razTable:
push {r0-r2,lr} @ save registers
ldr r1,iAdriTbCase
mov r0,#0
mov r2,#0
1:
str r0,[r1,r2,lsl #2]
add r2,r2,#1
cmp r2,#SIZE * SIZE
blt 1b
100:
pop {r0-r2,lr} @ restaur registers
bx lr @return
/******************************************************************/
/* key move */
/******************************************************************/
/* r0 contains key value */
keyMove:
push {r1,lr} @ save registers
cmp r0,#0x42 @ down arrow
bne 1f
bl moveDown
b 100f
1:
cmp r0,#0x41 @ high arrow
bne 2f
bl moveUp
b 100f
2:
cmp r0,#0x43 @ right arrow
bne 3f
bl moveRight
b 100f
3:
cmp r0,#0x44 @ left arrow
bne 4f
bl moveLeft
b 100f
4:
ldr r0,iAdriTouche
ldrb r0,[r0]
cmp r0,#'q' @ quit game
bne 5f
mov r0,#-1
b 100f
5:
cmp r0,#'Q' @ quit game
bne 100f
mov r0,#-1
b 100f
100:
pop {r1,lr} @ restaur registers
bx lr @return
/******************************************************************/
/* move left */
/******************************************************************/
/* r0 return -1 if ok */
moveLeft:
push {r1-r10,lr} @ save registers
ldr r1,iAdriTbCase
mov r0,#0 @ top move Ok
mov r2,#0 @ line indice
1:
mov r6,#0 @ counter empty case
mov r7,#0 @ first digit
mov r10,#0 @ last digit to add
mov r3,#0 @ column indice
2:
lsl r5,r2,#2 @ change this if size <> 4
add r5,r5,r3 @ compute table indice
ldr r4,[r1,r5,lsl #2]
cmp r4,#0
addeq r6,r6,#1 @ positions vides
beq 5f
cmp r6,#0
beq 3f @ no empty left case
mov r8,#0
str r8,[r1,r5,lsl #2] @ raz digit
sub r5,r5,r6
str r4,[r1,r5,lsl #2] @ and store to left empty position
mov r0,#1 @ move Ok
//sub r6,r6,#1
3:
cmp r7,#0 @ first digit
beq 4f
cmp r10,r4 @ prec digit have to add
beq 4f
sub r8,r5,#1 @ prec digit
ldr r9,[r1,r8,lsl #2]
cmp r4,r9 @ equal ?
bne 4f
mov r10,r4 @ save digit
add r4,r4,r9 @ yes -> add
str r4,[r1,r8,lsl #2]
cmp r4,#TOTAL
moveq r0,#2
beq 100f
mov r4,#0
str r4,[r1,r5,lsl #2]
add r6,r6,#1 @ empty case + 1
mov r0,#1 @ move Ok
4:
add r7,r7,#1 @ no first digit
5: @ and loop
add r3,r3,#1
cmp r3,#SIZE
blt 2b
add r2,r2,#1
cmp r2,#SIZE
blt 1b
100:
pop {r1-r12,lr}
bx lr @ return
/******************************************************************/
/* move right */
/******************************************************************/
/* r0 return -1 if ok */
moveRight:
push {r1-r5,lr} @ save registers
ldr r1,iAdriTbCase
mov r0,#0
mov r2,#0
1:
mov r6,#0
mov r7,#0
mov r10,#0
mov r3,#SIZE-1
2:
lsl r5,r2,#2 @ change this if size <> 4
add r5,r5,r3
ldr r4,[r1,r5,lsl #2]
cmp r4,#0
addeq r6,r6,#1 @ positions vides
beq 5f
cmp r6,#0
beq 3f @ no empty right case
mov r0,#0
str r0,[r1,r5,lsl #2] @ raz digit
add r5,r5,r6
str r4,[r1,r5,lsl #2] @ and store to right empty position
mov r0,#1
3:
cmp r7,#0 @ first digit
beq 4f
add r8,r5,#1 @ next digit
ldr r9,[r1,r8,lsl #2]
cmp r4,r9 @ equal ?
bne 4f
cmp r10,r4
beq 4f
mov r10,r4
add r4,r4,r9 @ yes -> add
str r4,[r1,r8,lsl #2]
cmp r4,#TOTAL
moveq r0,#2
beq 100f
mov r4,#0
str r4,[r1,r5,lsl #2]
add r6,r6,#1 @ empty case + 1
mov r0,#1
4:
add r7,r7,#1 @ no first digit
5: @ and loop
sub r3,r3,#1
cmp r3,#0
bge 2b
add r2,r2,#1
cmp r2,#SIZE
blt 1b
100:
pop {r1-r5,lr}
bx lr @ return
/******************************************************************/
/* move down */
/******************************************************************/
/* r0 return -1 if ok */
moveDown:
push {r1-r5,lr} @ save registers
ldr r1,iAdriTbCase
mov r0,#0
mov r3,#0
1:
mov r6,#0
mov r7,#0
mov r10,#0
mov r2,#SIZE-1
2:
lsl r5,r2,#2 @ change this if size <> 4
add r5,r5,r3
ldr r4,[r1,r5,lsl #2]
cmp r4,#0
addeq r6,r6,#1 @ positions vides
beq 5f
cmp r6,#0
beq 3f @ no empty right case
mov r0,#0
str r0,[r1,r5,lsl #2] @ raz digit
lsl r0,r6,#2
add r5,r5,r0
str r4,[r1,r5,lsl #2] @ and store to right empty position
mov r0,#1
3:
cmp r7,#0 @ first digit
beq 4f
add r8,r5,#SIZE @ down digit
ldr r9,[r1,r8,lsl #2]
cmp r4,r9 @ equal ?
bne 4f
cmp r10,r4
beq 4f
mov r10,r4
add r4,r4,r9 @ yes -> add
str r4,[r1,r8,lsl #2]
cmp r4,#TOTAL
moveq r0,#2
beq 100f
mov r4,#0
str r4,[r1,r5,lsl #2]
add r6,r6,#1 @ empty case + 1
mov r0,#1
4:
add r7,r7,#1 @ no first digit
5: @ and loop
sub r2,r2,#1
cmp r2,#0
bge 2b
add r3,r3,#1
cmp r3,#SIZE
blt 1b
100:
pop {r1-r5,lr}
bx lr @ return
/******************************************************************/
/* move up */
/******************************************************************/
/* r0 return -1 if ok */
moveUp:
push {r1-r5,lr} @ save registers
ldr r1,iAdriTbCase
mov r0,#0
mov r3,#0
1:
mov r6,#0
mov r7,#0
mov r10,#0
mov r2,#0
2:
lsl r5,r2,#2 @ change this if size <> 4
add r5,r5,r3
ldr r4,[r1,r5,lsl #2]
cmp r4,#0
addeq r6,r6,#1 @ positions vides
beq 5f
cmp r6,#0
beq 3f @ no empty right case
mov r0,#0
str r0,[r1,r5,lsl #2] @ raz digit
lsl r0,r6,#2
sub r5,r5,r0
str r4,[r1,r5,lsl #2] @ and store to right empty position
mov r0,#1
3:
cmp r7,#0 @ first digit
beq 4f
sub r8,r5,#SIZE @ up digit
ldr r9,[r1,r8,lsl #2]
cmp r4,r9 @ equal ?
bne 4f
cmp r10,r4
beq 4f
mov r10,r4
add r4,r4,r9 @ yes -> add
str r4,[r1,r8,lsl #2]
cmp r4,#TOTAL
moveq r0,#2
beq 100f
mov r4,#0
str r4,[r1,r5,lsl #2]
add r6,r6,#1 @ empty case + 1
mov r0,#1
4:
add r7,r7,#1 @ no first digit
5: @ and loop
add r2,r2,#1
cmp r2,#SIZE
blt 2b
add r3,r3,#1
cmp r3,#SIZE
blt 1b
100:
pop {r1-r5,lr}
bx lr @ return
/******************************************************************/
/* add new digit on game */
/******************************************************************/
/* r0 return -1 if ok */
addDigit:
push {r1-r5,lr} @ save registers
sub sp,#4 * SIZE*SIZE
mov fp,sp
mov r0,#100
bl genereraleas
cmp r0,#10
movlt r5,#4
movge r5,#2
ldr r1,iAdriTbCase
mov r3,#0
mov r4,#0
1:
ldr r2,[r1,r3,lsl #2]
cmp r2,#0
bne 2f
str r3,[fp,r4,lsl #2]
add r4,r4,#1
2:
add r3,r3,#1
cmp r3,#SIZE*SIZE
blt 1b
cmp r4,#0 @ no empty case
moveq r0,#-1
beq 100f
cmp r4,#1
bne 3f
ldr r2,[fp] @ one case
str r5,[r1,r2,lsl #2]
mov r0,#0
b 100f
3: @ multiple case
sub r0,r4,#1
bl genereraleas
ldr r2,[fp,r0,lsl #2]
str r5,[r1,r2,lsl #2]
mov r0,#0
100:
add sp,#4* (SIZE*SIZE) @ stack alignement
pop {r1-r5,lr}
bx lr @ return
iAdriTbCase: .int iTbCase
/******************************************************************/
/* display game */
/******************************************************************/
displayGame:
push {r1-r3,lr} @ save registers
ldr r0,iAdrszClear1
bl affichageMess
ldr r0,iAdrszLineH
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
ldr r1,iAdriTbCase
mov r2,#0
1:
ldr r0,[r1,r2,lsl #2]
bl digitString
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
add r2,r2,#1
cmp r2,#SIZE
blt 1b
ldr r0,iAdrszCarriageReturn
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineH
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
2:
ldr r0,[r1,r2,lsl #2]
bl digitString
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
add r2,r2,#1
cmp r2,#SIZE*2
blt 2b
ldr r0,iAdrszCarriageReturn
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineH
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
3:
ldr r0,[r1,r2,lsl #2]
bl digitString
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
add r2,r2,#1
cmp r2,#SIZE*3
blt 3b
ldr r0,iAdrszCarriageReturn
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineH
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
4:
ldr r0,[r1,r2,lsl #2]
bl digitString
bl affichageMess
ldr r0,iAdrszLineV
bl affichageMess
add r2,r2,#1
cmp r2,#SIZE*4
blt 4b
ldr r0,iAdrszCarriageReturn
bl affichageMess
ldr r0,iAdrszLineVT
bl affichageMess
ldr r0,iAdrszLineH
bl affichageMess
100:
pop {r1-r3,lr}
bx lr @ return
iAdrszLineH: .int szLineH
iAdrszLineV: .int szLineV
iAdrszLineVT: .int szLineVT
//iAdrszMessMovePos: .int szMessMovePos
/******************************************************************/
/* digits string */
/******************************************************************/
/* r0 contains number */
/* r0 return address string */
digitString:
push {r1,lr} @ save registers
cmp r0,#0
bne 1f
ldr r0,iAdrszMess0
b 100f
1:
cmp r0,#2
bne 2f
ldr r0,iAdrszMess2
b 100f
2:
cmp r0,#4
bne 3f
ldr r0,iAdrszMess4
b 100f
3:
cmp r0,#8
bne 4f
ldr r0,iAdrszMess8
b 100f
4:
cmp r0,#16
bne 5f
ldr r0,iAdrszMess16
b 100f
5:
cmp r0,#32
bne 6f
ldr r0,iAdrszMess32
b 100f
6:
cmp r0,#64
bne 7f
ldr r0,iAdrszMess64
b 100f
7:
cmp r0,#128
bne 8f
ldr r0,iAdrszMess128
b 100f
8:
cmp r0,#256
bne 9f
ldr r0,iAdrszMess256
b 100f
9:
cmp r0,#512
bne 10f
ldr r0,iAdrszMess512
b 100f
10:
cmp r0,#1024
bne 11f
ldr r0,iAdrszMess1024
b 100f
11:
cmp r0,#2048
bne 12f
ldr r0,iAdrszMess2048
b 100f
12:
ldr r1,iAdrszMessErreur @ error message
bl displayError
100:
pop {r1,lr}
bx lr @ return
iAdrszMess0: .int szMess0
iAdrszMess2: .int szMess2
iAdrszMess4: .int szMess4
iAdrszMess8: .int szMess8
iAdrszMess16: .int szMess16
iAdrszMess32: .int szMess32
iAdrszMess64: .int szMess64
iAdrszMess128: .int szMess128
iAdrszMess256: .int szMess256
iAdrszMess512: .int szMess512
iAdrszMess1024: .int szMess1024
iAdrszMess2048: .int szMess2048
//iAdrsBuffer: .int sBuffer
/***************************************************/
/* Generation random number */
/***************************************************/
/* r0 contains limit */
genereraleas:
push {r1-r4,lr} @ save registers
ldr r4,iAdriGraine
ldr r2,[r4]
ldr r3,iNbDep1
mul r2,r3,r2
ldr r3,iNbDep2
add r2,r2,r3
str r2,[r4] @ maj de la graine pour l appel suivant
cmp r0,#0
beq 100f
add r1,r0,#1 @ divisor
mov r0,r2 @ dividende
bl division
mov r0,r3 @ résult = remainder
100: @ end function
pop {r1-r4,lr} @ restaur registers
bx lr @ return
/*****************************************************/
iAdriGraine: .int iGraine
iNbDep1: .int 0x343FD
iNbDep2: .int 0x269EC3
/***************************************************/
/* read touch */
/***************************************************/
readKey:
push {r1-r7,lr}
mov r5,#0
ldr r1,iAdriTouche @ buffer address
str r5,[r1] @ raz 4 bytes iTouche
/* read terminal state */
mov r0,#STDIN @ input console
mov r1,#TCGETS
ldr r2,iAdrstOldtio
mov r7, #IOCTL @ call system Linux
svc #0
cmp r0,#0 @ error ?
beq 1f
ldr r1,iAdrszMessErreur @ error message
bl displayError
mov r0,#-1
b 100f
1:
adr r0,sighandler @ adresse routine traitement signal
ldr r1,iAdrstSigAction @ adresse structure sigaction
str r0,[r1,#sa_handler] @ maj handler
mov r0,#SIGINT @ signal type
ldr r1,iAdrstSigAction
mov r2,#0 @ NULL
mov r7, #SIGACTION @ call system
svc #0
cmp r0,#0 @ error ?
bne 97f
mov r0,#SIGQUIT
ldr r1,iAdrstSigAction
mov r2,#0 @ NULL
mov r7, #SIGACTION @ call system
svc #0
cmp r0,#0 @ error ?
bne 97f
mov r0,#SIGTERM
ldr r1,iAdrstSigAction
mov r2,#0 @ NULL
mov r7, #SIGACTION @ appel systeme
svc #0
cmp r0,#0
bne 97f
@
adr r0,iSIG_IGN @ address signal ignore function
ldr r1,iAdrstSigAction1
str r0,[r1,#sa_handler]
mov r0,#SIGTTOU @invalidate other process signal
ldr r1,iAdrstSigAction1
mov r2,#0 @ NULL
mov r7,#SIGACTION @ call system
svc #0
cmp r0,#0
bne 97f
@
/* read terminal current state */
mov r0,#STDIN
mov r1,#TCGETS
ldr r2,iAdrstCurtio @ address current termio
mov r7,#IOCTL @ call systeme
svc #0
cmp r0,#0 @ error ?
bne 97f
mov r2,#ICANON | ECHO @ no key pressed echo on display
mvn r2,r2 @ and one key
ldr r1,iAdrstCurtio
ldr r3,[r1,#term_c_lflag]
and r3,r2 @ add flags
str r3,[r1,#term_c_lflag] @ and store
mov r0,#STDIN @ maj terminal current state
mov r1,#TCSETS
ldr r2,iAdrstCurtio
mov r7, #IOCTL @ call system
svc #0
cmp r0,#0
bne 97f
@
2: @ loop waiting key
ldr r0,iAdriEnd @ if signal ctrl-c -> end
ldr r0,[r0]
cmp r0,#0
movne r5,#-1
bne 98f
ldr r0,iAdrstPoll1 @ address structure poll
mov r1,#STDIN
str r1,[r0,#poll_fd] @ maj FD
mov r1,#POLLIN @ action code
str r1,[r0,#poll_events]
mov r1,#1 @ items number structure poll
mov r2,#0 @ timeout = 0
mov r7,#SYSPOLL @ call system POLL
svc #0
cmp r0,#0 @ key pressed ?
ble 2b @ no key pressed -> loop
@ read key
mov r0,#STDIN @ File Descriptor
ldr r1,iAdriTouche @ buffer address
mov r2,#BUFFERSIZE @ buffer size
mov r7,#READ @ read key
svc #0
cmp r0,#0 @ error ?
bgt 98f
97: @ error detected
ldr r1,iAdrszMessErreur @ error message
bl displayError
mov r5,#-1
98: @ end then restaur begin state terminal
mov r0,#STDIN
mov r1,#TCSETS
ldr r2,iAdrstOldtio
mov r7,#IOCTL @ call system
svc #0
cmp r0,#0
beq 99f @ restaur ok
ldr r1,iAdrszMessErreur @ error message
bl displayError
mov r0,#-1
b 100f
99:
cmp r5,#0 @ no error or control-c ?
ldreq r2,iAdriTouche @ key address
ldreqb r0,[r2,#2] @ return key byte
movne r0,r5 @ or error
100:
pop {r1-r7, lr}
bx lr
iSIG_IGN: .int 1
iAdriEnd: .int iEnd
iAdrstPoll1: .int stPoll1
iAdriTouche: .int iTouche
iAdrstOldtio: .int stOldtio
iAdrstCurtio: .int stCurtio
iAdrstSigAction: .int stSigAction
iAdrstSigAction1: .int stSigAction1
iAdrszMessErreur : .int szMessErreur
/******************************************************************/
/* traitement du signal */
/******************************************************************/
sighandler:
push {r0,r1}
ldr r0,iAdriEnd
mov r1,#1 @ maj zone end
str r1,[r0]
pop {r0,r1}
bx lr
/***************************************************/
/* ROUTINES INCLUDE */
/***************************************************/
.include "../affichage.inc"