kodiak/kodiak.tal

599 lines
22 KiB
Tal
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( kodiak.tal )
( BUG )
( * face-down card sometimes appears in waste when dealing )
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( TODO )
( * decide if stack can be put down on column )
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( * grabbing an "empty space" sometimes produces a "weird king" )
( * restart game button )
( * music? )
( * save game file? )
( - new loop bounds may be sketchy, GTH vs LTH )
|00 @System [ &vect $2 &expansion $2 &title $2 &metadata $2 &r $2 &g $2 &b $2 ]
|10 @Console [ &vect $2 &r $1 &exec $2 &mode $1 &dead $1 &exit $1 &w $1 ]
|20 @Screen [ &vect $2 &w $2 &h $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &px $1 &sprite $1 ]
|80 @Controller [ &vect $2 &button $1 &key $1 &fn $1 ]
|90 @Mouse [ &vect $2 &x $2 &y $2 &state $1 &pad $3 &scrollx $2 &scrolly $2 ]
|a0 @File1 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
|b0 @File2 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
|c0 @DateTime [ &y $2 &m $1 &d $1 &hr $1 &min $1 &sec $1 &dow $1 &doy $2 &isdst $1 ]
( 1 byte per card )
( #01 ace ... #0d king )
( #00 club #10 diamond #20 spade #30 heart )
( #00 face up, #40 face down )
( #00 normal #80 held )
( examples: )
( - #00 no card )
( - #01 ace of clubs )
( - #1a ten of diamonds )
( - #24 four of spades )
( - #3d king of hearts )
( - #6c queen of hearts, face down )
( - #93 three of diamonds, held )
( zero page - currently using 232 of 256 bytes )
|0000
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@stock $34 ( draw pile - 52 bytes, 24 bytes at start )
@waste $18 ( face up pile - 24 bytes )
@foundation $4 ( one per suit - 4 bytes, 4x1 )
@tableau $85 ( the main board - 133 bytes, 7x19 )
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@held $2 ( first and last card in held stack )
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@dragging [ $1 ( are we dragging? )
&x $2 ( x-coord for start of drag )
&y $2 ] ( y-coord for start of drag )
@prev [ &button $1 ( previous button press )
&mouse-state $1 ( previous mouse state )
&mouse-x $2 ( previous x-coordinate )
&mouse-y $2 ] ( previous y-coordinate )
|0100
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( colors: gold, white, red, black )
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#bd82 .System/r DEO2
#8d12 .System/g DEO2
#4d12 .System/b DEO2
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( 256x192 )
#0100 .Screen/w DEO2
#00c0 .Screen/h DEO2
init-rng-from-datetime
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init-stock
.waste #18 initialize
.foundation #04 initialize
.tableau #85 initialize
.held #0d initialize
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.dragging #05 initialize
.prev #06 initialize
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shuffle-stock
deal-tableau
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( for now, we'll deal the first 3 cards to the waste for testing )
( TODO: implement deal-waste )
#17 LDZ #bf AND .waste #00 ADD STZ #0017 STZ
#16 LDZ #bf AND .waste #01 ADD STZ #0016 STZ
#15 LDZ #bf AND .waste #02 ADD STZ #0015 STZ
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draw
;on-mouse .Mouse/vect DEO2
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;on-key .Controller/vect DEO2
BRK
@dump-byte ( byte^ -- )
DUP #04 SFT ,&hex JSR #0f AND ,&hex JMP
&hex #30 ADD DUP #39 GTH #27 MUL ADD .Console/w DEO
JMP2r
@dump-mem ( start^ size^ -> )
OVR ADD SWP ( lim^ start^ )
LDZk dump-byte INC ( lim^ start+1^ )
&loop GTHk ?&ok POP2 #0a .Console/w DEO JMP2r ( lim^ pos^ )
&ok #20 .Console/w DEO LDZk dump-byte INC !&loop ( lim^ pos+1^ )
@dump-state ( -> )
,&count LDR2 INC2 ,&count STR2
LIT "d .Console/w DEO
LIT "u .Console/w DEO
LIT "m .Console/w DEO
LIT "p .Console/w DEO
#20 .Console/w DEO
LIT2 [ &count $2 ]
SWP dump-byte dump-byte
#0a .Console/w DEO
.stock #18 dump-mem
.stock #18 ADD #1c dump-mem
#0a .Console/w DEO
.waste #18 dump-mem
#0a .Console/w DEO
.foundation #04 dump-mem
#0a .Console/w DEO
.tableau
DUP #13 dump-mem #13 ADD
DUP #13 dump-mem #13 ADD
DUP #13 dump-mem #13 ADD
DUP #13 dump-mem #13 ADD
DUP #13 dump-mem #13 ADD
DUP #13 dump-mem #13 ADD
#13 dump-mem
#0a .Console/w DEO
.held #02 dump-mem
.dragging #05 dump-mem
.prev #06 dump-mem
LIT "- .Console/w DEOk DEOk DEOk DEOk DEO
#0a .Console/w DEO
JMP2r
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@draw ( -> )
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draw-background
draw-stock
draw-waste
draw-foundation
draw-tableau
!draw-curr-mouse
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@initialize ( start^ count^ -> )
OVR ADD SWP STH2 #00 ( 0^ [lim=start+count^ start^] )
&loop DUP STHkr STZ INCr GTHkr STHr ?&loop ( 0^ [lim^ pos^] )
POP POP2r JMP2r ( )
@init-stock ( -> )
LITr -stock #8000 #4e41
&outer DUP2
&inner DUP STHkr STZ INC INCr GTHk ?&inner
POP2 #1010 ADD2 GTH2k ?&outer
POP2 POP2 POPr JMP2r
@shuffle-stock ( -> )
.stock #33 OVR ADD SWP ( last^ start^ )
&loop ( last^ pos^ )
SUBk INC #00 SWP ( last^ pos^ n=last-pos+1* )
random SWP2 ( last^ pos^ r* n* )
DIV2k MUL2 SUB2 NIP ( last^ pos^ i=r%n^ )
OVR ADD LDZk ,&c STR ( last^ pos^ alt=pos+i^ ; c<-alt )
STH LDZk STHr STZ STH ( last^ [pos^] ; alt<-pos )
LIT [ &c $1 ] STHkr STZ ( last^ [pos^] ; pos<-c )
STHr INC GTHk ?&loop ( last^ pos+1^ )
POP2 JMP2r ( )
@deal-tableau ( -> )
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top-stock LIT2r -tableau 00 ( top^ [tab^ 0^] )
&loop STH2kr deal-column ( top2^ [tab^ c^] )
LIT2r 1301 ADD2r ( top2^ [tab+19^ c+1^] )
STHkr #07 LTH ?&loop ( top2^ [tab+19^ c+1^] )
POP2r POP JMP2r ( )
@deal-column ( src^ dst^ count^ -> src2^ )
#00 SWP SUB STH SWP ( dst^ src^ [-count^] )
&loop STHkr ?&ok !&done ( d^ s^ [-c^] )
&ok DUP2 LDZ SWP STZ ( d^ s^ [-c^] ; d<-s|64 )
#00 OVR STZ ( d^ s^ [-c^] ; s<-0 )
#01 SUB SWP INC SWP ( d+1^ s-1^ [-c^] )
INCr !&loop ( d+1^ s-1^ [-c+1^] )
&done POPr SWP ( s^ d^)
OVR LDZ #bf AND SWP STZ ( s^ ; d<-s )
#00 OVR STZ ( s^ ; s<-0 )
#01 SUB JMP2r ( s-1^ )
@draw-stock ( -> )
.stock LDZk #00 EQU ?&empty ( stock^ )
#0008 ,&y STR2 ( ; y0<-8 )
#34 OVR ADD SWP LITr 01 ( stock+52 stock^ [n^] )
&loop LDZk DUP ?&ok !&done ( lim^ zp^ c^ [n^] )
&ok ( lim^ zp^ c^ [n^] )
#0008 .Screen/x DEO2 ( lim^ zp^ c^ [n^] ; x<-8 )
LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ zp^ c^ [n^] ; y<- )
draw-c STHkr ?&skip ( lim^ zp^ [n^] ; draw c )
,&y LDR2 #0001 SUB2 ,&y STR2 ( lim^ zp^ [n^] ; y<-y-1 )
&skip INC INCr LITr 07 ANDr GTHk ?&loop ( lim^ zp+1^ [(n+1)%8] )
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&done POP POP2 POPr JMP2r ( )
&empty POP #0008 DUP2 ( 8* 8* )
.Screen/x DEO2 .Screen/y DEO2 ( ; x<-8, y<-8 )
#00 maybe-draw-c JMP2r ( )
@draw-waste ( -> )
#001c ,&x STR2 ( ; x0<-28 )
.waste #18 OVR ADD SWP ( waste+24^ waste^ )
&loop LDZk DUP ?&ok !&done ( lim^ zp^ c^ )
&ok ( lim^ zp^ c^ )
#0008 .Screen/y DEO2 ( lim^ zp^ c^ ; y<-8 )
LIT2 [ &x $2 ] .Screen/x DEO2 ( lim^ zp^ c^ ; x<- )
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DUP #80 AND ?&done ( lim^ zp^ c^ )
draw-c ( lim^ zp^ ; draw c )
,&x LDR2 #0008 ADD2 ,&x STR2 ( lim^ zp^ ; x<-x+8 )
INC GTHk ?&loop ( lim^ zp+1^ )
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&done POP POP2 JMP2r ( )
( TODO: handle held cards in foundation by drawing one lower, or blank if ace held )
@draw-foundation ( -> )
#0030 ,&y STR2 ( ; y0<-48 )
.foundation #04 OVR ADD SWP ( lim^ zp^ )
&loop ( lim^ zp^ )
#0008 .Screen/x DEO2 ( lim^ zp^ ; x<-8 )
LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ zp^ ; y<- )
LDZk maybe-draw-c ( lim^ zp^ ; draw )
,&y LDR2 #0020 ADD2 ,&y STR2 ( lim^ zp^ ; y<-y+32 )
INC GTHk ?&loop ( lim^ zp+1^ )
POP2 JMP2r ( )
@draw-tableau
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#0700 &loop DUP draw-column INC GTHk ?&loop POP2 JMP2r
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@column-x ( idx^ -> x* )
#00 SWP #0018 MUL2 #0030 ADD2 JMP2r
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@column-y ( col^ -> y* )
bot-column DUP #13 find-top SWP SUB
#00 SWP #0008 MUL2 #0024 ADD2 JMP2r
@draw-column ( idx^ -> )
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DUP column-x ,&x STR2 ( idx^ ; x<-32+24*idx )
#0024 ,&y STR2 ( idx^ ; y<-32 )
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bot-column DUP #13 ADD SWP ( lim=pos+19^ pos^ )
&loop ( lim^ pos^ )
LDZk DUP ?&ok !&done ( lim^ pos^ c^ )
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&ok LIT2 [ &x $2 ] .Screen/x DEO2 ( lim^ pos^ c^ ; s/x<-x )
LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ pos^ c^ ; s/y<-y )
DUP #80 AND ?&done ( lim^ pos^ c^ )
draw-c INC ( lim^ pos+1^ )
,&y LDR2 #0008 ADD2 ,&y STR2 ( lim^ pos+1^ )
GTHk ?&loop ( lim^ pos+1^ )
&done POP POP2 JMP2r ( )
@maybe-draw-c
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DUP ?{ POP !draw-spot-down } !draw-c
( assumes x/y already set )
@draw-c ( card^ -> )
DUP #40 LTH ?&norm
DUP #80 LTH ?&down
DUP #c0 LTH ?&held
POP !draw-mask-down
&norm adjust-c !draw-face-up
&down POP !draw-face-down
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&held #3f AND adjust-c !draw-mask-up
( we map from our sparse, logical card format )
( to the dense, tile position card location )
( clubs: #01 -> #27 ... #0d -> #33 )
( diamonds: #11 -> #1a ... #1d -> #26 )
( spades: #21 -> #00 ... #2d -> #0c )
( hearts: #31 -> #0d ... #3d -> #19 )
@adjust-c ( card^ -> idx* )
#00 SWP
DUP #21 LTH ?&lt
DUP #31 LTH #03 MUL ADD #24 SUB JMP2r
&lt DUP #11 LTH #1d MUL ADD #09 ADD JMP2r
@on-mouse ( -> brk )
on-move
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on-click-down
( on-click-up )
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.Mouse/state DEI .prev/mouse-state STZ
BRK
@on-move ( -> )
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.Mouse/x DEI2 .prev/mouse-x LDZ2 NEQ2 ?draw-mouse
.Mouse/y DEI2 .prev/mouse-y LDZ2 NEQ2 ?draw-mouse
JMP2r
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@draw-mouse ( -> )
#00 .Screen/auto DEO
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clear-prev-hold clear-prev-mouse
draw-curr-hold !draw-curr-mouse
@clear-prev-hold ( -> )
.dragging LDZ ?{ JMP2r } ( )
#12 .Screen/auto DEO ( ; draw 2 tiles, increment x )
;blank .Screen/addr DEO2 ( ; erase )
.dragging/x LDZ2 .prev/mouse-x LDZ2 ADD2 STH2 ( [x*] )
.dragging/y LDZ2 .prev/mouse-y LDZ2 ADD2 STH2 ( [x* y*] )
.held LDZ2 #02 ADD SWP ( last+2^ first^ [x* y*] )
&loop LTHk ?&done ( last+2^ pos^ [x* y*] )
STH2kr .Screen/y DEO2 ( last+2^ pos^ [x* y*] ; s/y<-y )
OVR2r STH2r .Screen/x DEO2 ( last+2^ pos^ [x* y*] ; s/x<-x )
#41 .Screen/sprite DEO ( last+2^ pos^ [x* y*] ; erase )
INC LIT2r 0008 ADD2r !&loop ( last+2^ pos+1^ [x* y+8*] )
&done POP2 POP2r POP2r JMP2r ( )
@curr-drag-x ( -> x* )
.Mouse/x DEI2 .dragging/x LDZ2 ADD2 JMP2r
@curr-drag-y ( -> x* )
.Mouse/y DEI2 .dragging/y LDZ2 ADD2 JMP2r
@draw-curr-hold ( -> )
.dragging LDZ ?{ JMP2r }
set-fg
curr-drag-x STH2 ( [x*] )
curr-drag-y STH2 ( [x* y*] )
.held LDZ2 SWP ( last^ first^ [x* y*] )
&loop LTHk ?&done ( last^ pos^ [x* y*] )
STH2kr .Screen/y DEO2 ( last^ pos^ [x* y*] ; s/y<-y )
OVR2r STH2r .Screen/x DEO2 ( last^ pos^ [x* y*] ; s/x<-x )
LDZk draw-c ( last^ pos^ [x* y*] ; draw )
INC LIT2r 0008 ADD2r !&loop ( last^ pos+1^ [x* y+8*] )
&done POP2 POP2r POP2r !set-bg ( )
@clear-prev-mouse ( -> )
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#00 .Screen/auto DEO
;blank .Screen/addr DEO2
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.prev/mouse-x LDZ2 .Screen/x DEO2
.prev/mouse-y LDZ2 .Screen/y DEO2
#41 .Screen/sprite DEO JMP2r
@draw-curr-mouse ( -> )
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.Mouse/x DEI2 DUP2 .prev/mouse-x STZ2 .Screen/x DEO2
.Mouse/y DEI2 DUP2 .prev/mouse-y STZ2 .Screen/y DEO2
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.dragging LDZ ?&skip
;cursor .Screen/addr DEO2
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#43 .Screen/sprite DEO &skip JMP2r
@on-click-down ( -> )
.Mouse/state DEI ( state^ )
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.prev/mouse-state LDZ #ff EOR AND ( down^ )
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#01 AND ?&ok JMP2r &ok
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.dragging LDZ ?release
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maybe-select-stock ?&skip
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maybe-select-waste ?&found
maybe-select-tableau ?&found
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( not found ) .dragging #05 !initialize
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&found clear-prev-mouse !draw-curr-hold
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&skip JMP2r
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@distance ( a* b* -> max[a,b]-min[a,b]* )
GTH2k JMP SWP2 SUB2 JMP2r
@card-overlap ( x1* y1* x2* y2* -> bool^ )
STH2 ROT2 distance SWP2 STH2r distance ( dx* dy* )
#0018 LTH2 STH #0010 LTH2 STHr AND JMP2r ( dy<24&dx<16^ )
@held-xy ( -> x* y* )
curr-drag-x !curr-drag-y
( search waste and tableau for held cards )
@remove-card ( z^ -> )
DUP .foundation LTH ?&zero ( z^ ; waste, just zero )
DUP .tableau LTH ?&from-foundation ( z^ )
DUP .tableau SUB #13 DIVk MUL SUB ( z^ (z-tab)%19^ )
?&from-non-empty-col ( z^ )
&zero #00 SWP STZ JMP2r
&from-foundation LDZ #0f #01 GTH ?&above-ace !&zero
&from-non-empty-col #00 OVR STZ #01 SUB LDZk #bf AND SWP STZ JMP2r
&above-ace LDZk #01 SUB SWP STZ JMP2r
@valid-card-foundation ( below^ above^ -> bool^ )
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DUP2 #0f0f AND2 #0001 EQU2 ?&aces ( below^ above^ )
#3030 OVR2 AND2 EQU STH ( below^ above^ [suit-match^] )
#0f0f AND2 SWP INC EQU ( face-match^ [suit-match^] )
STHr AND JMP2r ( match^ )
&aces POP2 #01 JMP2r ( 1^ )
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@valid-card-tableau ( below^ above^ -> bool^ )
DUP2 #0f0f AND2 #000d EQU2 ?&king ( below^ above^ )
#1010 OVR2 AND2 NEQ STH ( below^ above^ [suit-match^] )
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#0f0f AND2 INC EQU ( face-match^ [suit-match^] )
STHr AND JMP2r ( match^ )
&king POP2 #01 JMP2r ( 1^ )
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@try-release-foundation ( -> bool^ )
.held LDZ2 NEQ ?&nope ( ; stack can only have one card )
held-xy ( hx* hy* )
#0030 ,&y STR2 ( hx* hy* ; y<-48 )
LIT2r 0400 ( hx* hy* [4^ 0^] )
&loop ( hx* hy* [lim^ i^] )
OVR2 OVR2 ( hx* hy* hx* hy* [lim^ i^] )
#0008 LIT2 [ &y $2 ] ( hx* hy* hx* hy* x* y* [lim^ i^] )
card-overlap ?&found ( hx* hy* [lim^ i^] ) ( POP2 POP2 POP2 POP2 )
,&y LDR2 #0020 ADD2 ,&y STR2 ( hx* hy* [lim^ i^] ; y<-y+32 )
INCr GTHkr STHr ?&loop ( hx* hy* [lim^ i+1^] )
POP2r POP2 POP2 &nope #00 JMP2r ( 0^ )
&found ( hx* hy* [lim^ i^] )
POP2 POP2 NIPr STHr ( i^ )
.foundation ADD ( z^ )
LDZk .held LDZ LDZ ( z^ below^ above^ )
valid-card-foundation ?&match ( z^ )
POP #00 JMP2r ( 0^ )
&match ( z^ )
.held LDZ LDZ #7f AND SWP STZ ( ; z<-held )
.held LDZ remove-card ( ; remove held from prev position )
#0000 .held STZ2 ( ; remove holding status )
#01 JMP2r ( 1^ )
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@try-release-tableau ( -> bool^ )
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#0700 &loop
DUP try-release-column ?&success
INC GTHk ?&loop POP2 #00 JMP2r
&success #01 JMP2r
( TODO: check if bottom of stack intersects with top card of column )
( TODO: check if bottom of stack is compatible with top of column )
( TODO: place stack, clear prev, and return #01 if ok )
@try-release-column ( col^ -> bool^ )
STHk column-x
STHkr column-y ( x0* y* [col^] )
held-xy card-overlap ?&found ( [col^] )
POPr #00 JMP2r ( 0^ )
&found ( [col^] )
STHkr top-column LDZ ( under^ [col^] )
.held LDZ LDZ ( under^ over^ [col^] )
valid-card-tableau ?&ok ( ok^ [col^] )
POPr #00 JMP2r ( 0^ ; TODO )
&ok STHr top-column ( top^ )
inc-unless-empty STH ( [dst^] ; inc unless column is empty )
.held LDZ2 INC SWP ( lim^ src^ [dst^] )
&loop LDZk #7f AND STHkr STZ ( lim^ src^ [dst^] ; dst<-src )
DUP remove-card ( lim^ src^ [dst^] ; remove card )
INC INCr GTHk ?&loop ( lim^ src+1^ [dst+1^] )
#0000 .held STZ2 draw
POP2 POPr #01 JMP2r ( 1^ )
@inc-unless-empty ( zp^ -> zp1^ )
LDZk #00 EQU JMP INC JMP2r
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@release ( -> )
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clear-prev-hold ( )
try-release-foundation ?&done ( )
try-release-tableau ?&done ( )
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.held LDZ2 SWP ( last^ first^ )
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&loop DUP LDZk #80 EOR SWP STZ ( last^ pos^ ; pos<-c^0x80 )
INC LTHk #00 EQU ?&loop POP2 ( )
&done .dragging #05 initialize ( )
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#0000 .held STZ2 !draw ( )
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.held LDZ2 SWP LITr 00 ( last^ first^ [zero^] )
&loop2 STHkr OVR STZ ( last^ pos^ [zero^] ; pos<-zero )
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INC LTHk #00 EQU ?&loop2 ( last^ pos+1^ [zero^] )
POP2 POPr !&done ( )
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@find-top ( start^ size^ -> zp^ )
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OVR LDZ ?&non-empty POP JMP2r
&non-empty OVR ADD SWP ( lim^ start^ )
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&loop LDZk ?&ok !&done &ok INC GTHk ?&loop
&done NIP #01 SUB JMP2r
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@top-stock ( -> zp^ ) .stock #34 !find-top
@top-waste ( -> zp^ ) .waste #18 !find-top
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@bot-column ( i^ -> zp^ )
#13 MUL .tableau ADD JMP2r
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@top-column ( i^ -> zp^ )
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bot-column #13 !find-top
@reshuffle-stock
.waste DUP #18 find-top LITr -stock ( root^ src^ [dst^] )
&loop LDZk #40 EOR STHkr STZ #00 OVR STZ ( root^ src^ [dst^] ; dst<-src, src<-0 )
#01 SUB INCr GTHk #00 EQU ?&loop ( root^ src-1^ [dst+1^] )
POP2 #00 STHr STZ JMP2r ( ; ensure stock ends with 00 )
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@deal-from-stock
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.stock LDZk ?&deal POP !reshuffle-stock ( root^ )
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&deal DUP #34 find-top top-waste ( root^ src^ w^ )
inc-unless-empty STH ( root^ src^ [dst^] )
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LDZk #40 EOR STHkr STZ #00 OVR STZ ( root^ src^ [dst^] ; dst<-src, src<-0 )
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EQUk ?&done #01 SUB INCr ( root^ src-1^ [dst+1] )
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LDZk #40 EOR STHkr STZ #00 OVR STZ ( root^ src-1^ [dst+1^] ; dst+1<-src-1, src-1<-0 )
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EQUk ?&done #01 SUB INCr ( root^ src-2^ [dst+2] )
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LDZk #40 EOR STHkr STZ #00 OVR STZ ( root^ src-2^ [dst+2^] ; dst+2<-src-2, src-2<-0 )
&done POP2 POPr JMP2r ( )
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@maybe-select-stock ( -> bool^ )
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.Mouse/x DEI2 #0008 LTH2 ?&no ( ; x<8 )
.Mouse/x DEI2 #0017 GTH2 ?&no ( ; x>=23 )
.Mouse/y DEI2 #0020 GTH2 ?&no ( ; y>=32 )
deal-from-stock draw #01 JMP2r ( 1^ )
&no #00 JMP2r ( 0^ )
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@start-drag ( x* y* first^ last^ -> )
DUP2 .held STZ2 ( x* y* first^ last^ ; held<-first,last )
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SWP ( x* y* last^ first^ )
&loop LTHk ?&done ( x* y* last^ z^ )
DUP LDZk #80 EOR SWP STZ ( x* y* last^ z^ ; z<-q )
INC !&loop ( x* y* last^ z+1^ )
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&done POP2 ( x* y* )
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.Mouse/y DEI2 SUB2 .dragging/y STZ2
.Mouse/x DEI2 SUB2 .dragging/x STZ2
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#01 .dragging STZ JMP2r ( )
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@maybe-select-waste ( -> bool^ )
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.Mouse/y DEI2 #0008 LTH2 ?&no1 ( )
.Mouse/y DEI2 #0020 GTH2 ?&no1 ( )
top-waste STHk #00 EQU ?&no2 ( [t^] )
#001c #00 STHkr .waste SUB #0008 MUL2 ADD2 ( w=0x1c+8*index* [t^ w*] )
DUP2 ,&dx STR2 ( w* [t^ w*] ; dx<-w )
.Mouse/x DEI2 GTH2 ?&no2 ( [t^ w*] )
#002c #00 STHkr .waste SUB #0008 MUL2 ADD2 ( 0x2c+8*index* [t^ w*] )
.Mouse/x DEI2 LTH2 ?&no2 ( [t^] )
LIT2 [ &dx $2 ] #0008 STHr DUP ( dx* dy=8* t^ t^ )
start-drag draw #01 JMP2r ( 1^ )
&no2 POP2r POPr &no1 #00 JMP2r ( 0^ )
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( TODO: handle empty column )
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@maybe-select-tableau ( -> bool^ )
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.Mouse/y DEI2 #0024 LTH2 ?&no1 ( )
.Mouse/x DEI2 #0030 LTH2 ?&no1 ( )
.Mouse/x DEI2 #00cf GTH2 ?&no1 ( )
#0040 LIT2r 0700 ( 64* [7^ 0^] )
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&loop ( x* [lim^ i^] )
.Mouse/x DEI2 OVR2 LTH2 ?&col ( x* [lim^ i^] )
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#0008 ADD2 ( y1=y+8* [lim^ i^] )
.Mouse/x DEI2 OVR2 LTH2 ?&no2 ( y1* [lim^ i^] )
#0010 ADD2 ( y2=y1+16* [lim^ i^] )
INCr GTHkr STHr ?&loop ( y2 [lim i+1^] )
&no2 POP2 POP2r &no1 #00 JMP2r ( 0^ )
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&col ( x* [lim^ i^] )
POP2 NIPr STHr !maybe-select-column ( bool^ )
@maybe-select-column ( i^ -> bool^ )
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.Mouse/y DEI2 #0024 LTH2 ?&no ( i^ )
DUP top-column OVR bot-column ( i^ top^ bot^ )
LIT2r 0001 ( i^ top^ bot^ [1*] )
&loop ( i^ top^ row^ [n*] )
GTHk ?&next !&done ( i^ top^ row^ [n*] )
&next ( i^ top^ row^ [n*] )
.Mouse/y DEI2 ( i^ top^ row^ y* [n*] )
STH2kr #0008 MUL2 #0024 ADD2 ( i^ top^ row^ y* lim=36+8n* [n*] )
LTH2 ?&match INC INC2r !&loop ( i^ top^ row+1^ [n+1*] )
&done ( i^ top^ row^ [n*] )
.Mouse/y DEI2 ( i^ top^ row^ y* [n*] )
STH2kr #0008 MUL2 #0034 ADD2 ( i^ top^ row^ y* lim=52+8n* [n*] )
LTH2 ?&match ( i^ top^ row^ [n*] )
POP2r POP2 &no POP #00 JMP2r ( 0^ )
&match ( i^ top^ row^ [n*] )
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LDZk #00 EQU ?&cancel ( i^ top^ row^ [n*] )
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LDZk #40 AND ?&cancel ( i^ top^ row^ [n*] )
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STH2 SWP2r column-x ( x* [top^ row^ n*] )
STH2r #0008 MUL2 #001c ADD2 ( x* y=28+8n* [top^ row^] )
STH2r SWP ( x* y* row^ top^ )
start-drag draw #01 JMP2r ( 1^ )
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&cancel ( i^ top^ row^ [n*] )
POP2 POP POP2r #00 JMP2r ( 0^ )
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( @on-click-up ( -> )
.Mouse/state DEI #ff EOR ( not-state^ )
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.prev/mouse-state LDZ AND ( up^ )
#01 AND ?{ JMP2r } JMP2r ( TODO: anything to do here? ) )
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@on-key ( -> brk )
on-press on-release
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.Controller/button DEI .prev/button STZ
BRK
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@on-release ( -> )
JMP2r
( .Controller/button DEI #ff EOR ( not-button^ )
.prev/button LDZ AND ( release^ )
DUP #00 EQU ?&skip
DUP #08 AND ?&start
&skip POP JMP2r
&start POP !draw-cards )
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@on-press ( -> )
dump-state
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JMP2r
( .Controller/button DEI ( button^ )
.prev/button LDZ #ff EOR AND ( press^ )
DUP #00 EQU ?&skip
DUP #01 AND ?&ctrl
DUP #02 AND ?&alt
DUP #04 AND ?&select
DUP #08 AND ?&start
&skip POP JMP2r
&ctrl POP !try-to-flip
&alt POP !flip-all-cards
&select POP !randomize
&start POP !reset )
~cards.tal