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archive:computers:abrash.lst

_ROLL YOUR OWN MINILANGUAGES WITH MINI-INTERPRETERS_ by Michael Abrash and Dan Illowsky

[LISTING ONE]

; This program demonstrates the use of a mini-interpreter to produce ; code that is compact, flexible and easy to modify. The mini- ; program draws and labels a maze and animates an arrow through ; the maze. ; ; Note: This program must be run in 80-column text mode. ; ; Tested with TASM 1.0 and MASM 5.0. ; ; By Dan Illowsky & Michael Abrash 2/18/89 ; Public Domain ; Stak segment para stack 'stack' ;allocate stack space

      db      200h dup (?)

Stak ends ; _TEXT segment para public 'code'

      assume  cs:_TEXT, ds:_TEXT

; ; Overall animation delay. Selected for an AT: set higher to slow ; animation more for faster computers, lower to slow animation less ; for slower computers. ; DELAY_COUNT equ 30000 ; ; Equates for mini-language commands, used in the data ; sequences that define mini-programs. The values of these ; equates are used by Interp as indexes into the jump table ; Function_Table in order to call the corresponding subroutines. ; ; Lines starting with "»" describe the parameters that must ; follow the various commands. ; Done equ 0 ;Ends program or subprogram.

                      ;>>No parms.

SubProg equ 1 ;Executes a subprogram.

                      ;>>Parm is offset of subprogram.

SetXY equ 2 ;Sets the cursor location (the location at

                      ; which to output the next character).
                      ;>>Parms are X then Y coordinates (both
                      ; bytes).

SetXYInc equ 3 ;Sets the distance to move after displaying

                      ; each character.
                      ;>>Parms are X then Y amount to move after
                      ; displaying character (both bytes).

SetX equ 4 ;Sets the X part of the cursor location.

                      ;>>Parm is the X coordinate (byte).

SetY equ 5 ;Sets the Y part of the cursor location.

                      ;>>Parm is the Y coordinate (byte).

SetXInc equ 6 ;Sets the X part of the amount to move after

                      ; displaying each character.
                      ;>>Parm is the X amount to move after
                      ; character is displayed (byte).

SetYInc equ 7 ;Sets the Y part of the amount to move after

                      ; displaying each character.
                      ;>>Parm is the Y amount to move after
                      ; character is displayed (byte).

SetAtt equ 8 ;Sets the screen attribute of characters to

                      ; be displayed.
                      ;>>Parm is attribute (byte).

TextUp equ 9 ;Displays a string on the screen.

                      ;>>Parm is an ASCII string of bytes,
                      ; which must be terminated by an EndO byte.

RepChar equ 10 ;Displays a single character on the screen

                      ; a number of times.
                      ;>>Parms are char to be displayed followed
                      ; by byte count of times to output byte.

Cls equ 11 ;Clears screen and makes text cursor

                      ; invisible.
                      ;>>No parms.

SetMStart equ 12 ;Sets location of maze start.

                      ;>>Parms are X then Y coords (both bytes).

Mup equ 13 ;Draws maze wall upwards.

                      ;>>Parm is byte length to draw in characters.

Mrt equ 14 ;Draws maze wall right.

                      ;>>Parm is byte length to draw in characters.

Mdn equ 15 ;Draws maze wall downwards.

                      ;>>Parm is byte length to draw in characters.

Mlt equ 16 ;Draws maze wall left.

                      ;>>Parm is byte length to draw in characters.

SetAStart equ 17 ;Sets arrow starting location.

                      ;>>Parms are X then Y coordinates
                      ; (both bytes).

Aup equ 18 ;Animates arrow going up.

                      ;>>No parms.

Art equ 19 ;Animates arrow going right.

                      ;>>No parms.

Adn equ 20 ;Animates arrow going down.

                      ;>>No parms.

Alt equ 21 ;Animates arrow going left.

                      ;>>No parms.

DoRep equ 22 ;Repeats the command that follows

                      ; a specified number of times.
                      ;>>Parm is repetition count (one byte).

; EndO equ 0 ;used to indicate the end of a

                              ; string of text in a TextUp
                              ; command.

; ; The sequences of bytes and words between this line and the next ; line of stars are the entire mini-program that our interpreter will ; execute. This mini-program will initialize the screen, put text on ; the screen, draw a maze, and animate an arrow through the maze. ; DemoScreen$ label byte ;this is the main mini-program that our

                      ; interpreter will execute

; Initialize the screen

      db SubProg
      dw InitScreen$

; Put up words

      db SetXY,0,0, SetXYInc,0,1, TextUp,'START',EndO
      db SetXY,79,20, TextUp,'END',EndO

; Draw the maze

      db SetMstart,4,0, Mrt,8, Mdn,4, Mrt,4, Mup,3, Mrt,4, Mdn,3
      db Mrt,4, Mdn,8, Mrt,3, Mup,3, Mrt,5, Mup,9, Mrt,17, Mdn,9
      db Mrt,5, Mdn,3, Mrt,4, Mup,10, Mrt,12, Mdn,18, Mrt,6
      db SetXY,4,2, Mrt,4, Mdn,2, Mlt,4, Mdn,18, Mrt,12, Mup,4
      db Mrt,4, Mdn,4, Mrt,11, Mup,11, Mrt,5, Mup,9, Mrt,9, Mdn,9
      db Mrt,5, Mdn,11, Mrt,12, Mup,4, Mrt,4, Mdn,4, Mrt,10
      db SetXY,8,6, SubProg
      dw Box4x6$
      db SetXY,8,14, SubProg
      dw Box4x6$
      db SetXY,24,14, SubProg
      dw Box4x6$
      db SetXY,54,14, SubProg
      dw Box4x6$
      db SetXY,62,4, SubProg
      dw Box4x6$
      db SetXY,16,6, SubProg
      dw Box4x4$
      db SetXY,16,12, SubProg
      dw Box4x4$
      db SetXY,62,12, SubProg
      dw Box4x4$

; Animate the arrow through the maze.

      db SetAStart,3,0, Alt,2, Adn,2, Art,2, Aup,2
      db SetXY,0,0
      db DoRep,5,SubProg
      dw SpinAround$
      db Alt,2, Adn,1, Art,9, Adn,4, Alt,4, Adn,8, Art,8, Adn,8
      db Alt,8, Aup,8, Art,8, Aup,2, Art,8, Adn,2, Art,7, Aup,3
      db Art,5, Aup,9, Art,13, Adn,9, Art,5, Adn,11, Art,8, Aup,10
      db Art,8, Aup,8, Alt,8, Adn,8, Art,8, Adn,10, Art,8, Adn,1
      db Art,2, Aup,2, DoRep,5,SubProg
      dw SpinAround$
      db Alt,2, Adn,1, Art,1
      db Done

; Subprogram to clear the screen and initialize drawing variables. InitScreen$ db SetXY,0,0, SetAtt,7, SetXYInc,1,0, Cls, Done ; Subprograms to draw boxes. Box4x4$ db Mrt,4, Mdn,4, Mlt,4, Mup,4, Mrt,2, Done Box4x6$ db Mrt,4, Mdn,6, Mlt,4, Mup,6, Mrt,2, Done ; Subprogram to spin the arrow around a square. SpinAround$ db Alt,2, Adn,2, Art,2, Aup,2, Done ; ; Data for outputting text characters to the screen. Text_Out_Data label byte Cursor_X_Coordinate db 0 Cursor_Y_Coordinate db 0 Cursor_X_Increment db 1 Cursor_Y_increment db 0 Character_Attribute db 7 Last_Maze_Direction db 0ffh ;0-up, 1-rt, 2-dn, 3-lt

                                   ; 0ffh-starting

AnimateLastCoordinates dw 0 ;low byte is X, high byte is Y ; ; Jump table used by Interp to call the subroutines associated ; with the various function numbers equated above. The functions ; called through this jump table constitute the mini-language ; used in this program. ; Function_Table label word ;list of function addresses

      dw      Done%           ; which correspond one for
      dw      SubProg%        ; one with the commands defined
      dw      SetXY%          ; with EQU above
      dw      SetXYInc%
      dw      Set%            ;Set%, MOut%, and Animate% all use
      dw      Set%            ; the function number to determine
      dw      Set%            ; which byte to set or which
      dw      Set%            ; direction is called for
      dw      Set%
      dw      TextUp%
      dw      RepChar%
      dw      Cls%
      dw      SetMStart%
      dw      MOut%
      dw      MOut%
      dw      MOut%
      dw      MOut%
      dw      SetAStart%
      dw      Animate%
      dw      Animate%
      dw      Animate%
      dw      Animate%
      dw      DoRep%

; ; Program start point. ; Start proc far

      push    cs      ;code and data segments are the
      pop     ds      ; same for this program
      mov     si,offset DemoScreen$   ;point to mini-program
      call    Interp                  ;execute it
      mov     ah,1    ;wait for a key before clearing the
      int     21h     ; the screen and ending
      mov     ah,15   ;get the current screen mode
      int     10h     ; so it can be set to force
      sub     ah,ah   ; the screen to clear and the
      int     10h     ; cursor to reset
      mov     ah,4ch
      int     21h     ;end the program

Start endp ; ; Mini-interpreter main loop and dispatcher. Gets the next ; command and calls the associated function. ; Interp proc near

      cld

GetNextCommand:

      lodsb                           ;get the next command
      mov     bl,al
      xor     bh,bh                   ;convert to a word in BX
      shl     bx,1                    ;*2 for word lookup
      call    [bx+Function_Table]     ;call the corresponding
                                      ; function
      jmp short GetNextCommand        ;do the next command

; ; The remainder of the listing consists of functions that ; implement the commands supported by the mini-interpreter. ; ; Ends execution of mini-program and returns to code that ; called Interp. ; Done%:

      pop     ax      ;don't return to Interp
      ret             ;done interpreting mini-program or subprogram
                      ; so return to code that called Interp

; ; Executes a subprogram. ; SubProg%:

      lodsw                   ;get the address of the subprogram
      push    si              ;save pointer to where to
                              ; resume the present program
      mov     si,ax           ;address of subprogram
      call    Interp          ;call interpreter recursively
                              ; to execute the subprogram
      pop     si              ;restore pointer and resume
      ret                     ; the program

; ; Sets the screen coordinates at which text will be drawn. ; SetXY%:

      lodsw
      mov     word ptr [Cursor_X_Coordinate],ax
      ret

; ; Sets the amount by which the cursor will move after each ; character is output to the screen. ; SetXYInc%:

      lodsw
      mov     word ptr [Cursor_X_Increment],ax
      ret

; ; Sets individual X coordinate, Y coordinate, X movement after ; character is output to the screen, Y movement, or character ; attribute depending on function number. ; Set%:

      shr     bx,1            ;calculate the command number
      lodsb                   ; get the new value
      mov     [bx+Text_Out_Data-SetX],al ;store in location
                                         ; corresponding to
                                         ; the command number

Return:

      ret

; ; Displays a string of text on the screen. ; TextUp%: GetNextCharacter:

      lodsb                             ;get next text character
      or      al,al                     ;see if end of string
      je      Return                    ;if so, next command
      call    OutputCharacter           ;else output character
      jmp     short GetNextCharacter    ;next character

; ; Displays a single character on the screen multiple times. ; RepChar%:

      lodsw                    ;get the character in AL
                               ; and the count in AH

RepCharLoop:

      push    ax               ;save the character and count
      call    OutputCharacter  ;output it once
      pop     ax               ;restore count and character
      dec     ah               ;decrement count
      jne     RepCharLoop      ;jump if count not now 0
      ret

; ; Clears the screen and turns off the cursor. ; Cls%:

      mov     ax,600h          ;BIOS clear screen parameters
      mov     bh,[Character_Attribute]
      xor     cx,cx
      mov     dx,184fh
      int     10h              ;clear the screen
      mov     ah,01            ;turn off cursor
      mov     cx,2000h         ; by setting bit 5 of the
      int     10h              ; cursor start parameter
      ret

; ; Sets the start coordinates for maze-drawing. ; SetMStart%:

      lodsw   ;get both X and Y coordinates and store
      mov     word ptr [Cursor_X_coordinate],ax
      mov     [Last_Maze_Direction],0ffh  ;indicate no
      ret                                 ; last direction

; ; Maze-drawing tables. ; XYincTable db 0,-1, 1,0, 0,1, -1,0

                      ;X & Y increment pairs for the 4 directions

CharacterGivenDirectionTable db 179,196,179,196

                      ;vertical or horizontal line character to use
                      ; for a given direction

FirstCharGivenNewAndOldDirectionTable label byte

      db      179,218,179,191, 217,196,191,196 ;table of corner
      db      179,192,179,217, 192,196,218,196 ; characters

; ; Outputs a maze line to the screen. ; MOut%:

      sub     bx,Mup+Mup      ;find new direction word index
      mov     ax,word ptr [bx+XYincTable]       ;set for new
      mov     word ptr [Cursor_X_Increment],ax  ; direction
      shr     bx,1    ;change to byte index from word index
      mov     al,[bx+CharacterGivenDirectionTable] ;get char for
                                                   ; this direction
      mov     ah,al                    ;move horizontal or vert
      mov     dl,[Last_Maze_Direction] ; character into AH
      mov     [Last_Maze_Direction],bl ;if last dir is 0ffh then
      or      dl,dl                    ; just use horiz or vert char
      js      OutputFirstCharacter     ;look up corner character
      shl     dl,1                     ; in table using last
      shl     dl,1                     ; direction*4 + new direction
      add     bl,dl                    ; as index
      mov     al,[bx+FirstCharGivenNewAndOldDirectionTable]

OutputFirstCharacter:

      push    ax                      ;AL has corner, AH side char
      call    OutputCharacter         ;put out corner character
      pop     ax                      ;restore side char to AH
      lodsb                           ;get count of chars for this
      dec     al                      ; side, minus 1 for corner
      xchg    al,ah                   ; already output
      jmp short RepCharLoop           ;put out side char n times

; ; Table of arrow characters pointing in four directions. ; AnimateCharacterTable db 24,26,25,27 ; ; Animates an arrow moving in one of four directions. ; Animate%:

      sub     bx,(Aup+Aup)                    ;get word dir index
      mov     ax,word ptr [XYIncTable+bx]     ;set move direction
      mov     word ptr [Cursor_X_Increment],ax
      lodsb                                   ;get move count
      shr     bx,1                            ;make into byte
      mov     ah,[bx+AnimateCharacterTable]   ; index and get
      xchg    al,ah                           ; char to animate

NextPosition: ; into AL, AH count

      mov     dx,[AnimateLastCoordinates]     ;coords of last arrow
                                      ;move cursor to where last
                                      ; character was output
      mov     word ptr [Cursor_X_Coordinate],dx
      push    ax                      ;save char and count
      mov     al,20h                  ;output a space there
      call    OutputCharacter         ; to erase it
      pop     ax      ;restore char in AL, count in AH
      push    ax      ;save char and count
      mov     dx,word ptr [Cursor_X_Coordinate] ;store new coords
      mov     [AnimateLastCoordinates],dx       ; as last
      call    OutputCharacter                 ;output in new
      mov     cx,DELAY_COUNT                  ; location then

WaitSome: ; wait so doesn't

      loop    WaitSome                        ; move too fast
      pop     ax                              ;restore count and
                                              ; character
      dec     ah                              ;count down
      jne     NextPosition                    ; if not done
      ret                                     ; do again

; ; Sets the animation start coordinates. ; SetAStart%:

      lodsw                                   ;get both X & Y
      mov     [AnimateLastCoordinates],ax     ; coordinates and
      ret                                     ; store

; ; Repeats the command that follows the count parameter count times. ; DoRep%:

      lodsb                           ;get count parameter

NextRep:

      push    si                      ;save pointer to command
                                      ; to repeat
      push    ax                      ;save count
      lodsb                           ;get command to repeat
      mov     bl,al                   ;convert command byte to
      xor     bh,bh                   ; word index in BX
      shl     bx,1                    ;
      call    [bx+Function_Table]     ;execute command once
      pop     ax                      ;get back the count
      dec     al                      ;see if it's time to stop
      je      DoneWithRep             ;jump if done all repetitions
      pop     si                      ;get back the pointer to the
                                      ; command to repeat, and
      jmp     NextRep                 ; do it again

DoneWithRep:

      pop     ax                      ;clear pointer to command to
                                      ; repeat from stack, leave
                                      ; SI pointing to the next
                                      ; command
      ret

; Interp endp ; ; Outputs a text character at the present cursor coordinates, ; then advances the cursor coordinates according to the ; X and Y increments. ; OutputCharacter proc near

      push    ax              ;save the character to output
      mov     ah,2            ;set the cursor position
      mov     dx,word ptr [Cursor_X_Coordinate]
      xor     bx,bx           ;page 0
      int     10h             ;use BIOS to set cursor position
      pop     ax              ;restore character to be output
      mov     ah,9            ;write character BIOS function
      mov     bl,[Character_Attribute] ;set attribute
      mov     cx,1            ;write just one character
      int     10h             ;use BIOS to output character
                              ;advance X & Y coordinates
      mov     ax,word ptr [Cursor_X_Coordinate] ;both x & y Incs
      add     al,[Cursor_X_Increment]           ; can be negative
      add     ah,[Cursor_Y_Increment]           ; so must add bytes
                                                ; separately
      mov     word ptr [Cursor_X_Coordinate],ax ;store new  X & Y
                                                ; coordinates
      ret

OutputCharacter endp ; _TEXT ends

      end     Start                   ;start execution at Start



/data/webs/external/dokuwiki/data/pages/archive/computers/abrash.lst.txt · Last modified: 2001/11/08 10:19 by 127.0.0.1

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