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.data
board: .word line1, line2, line3
line1: .word 0, 0, 0
line2: .word 0, 0, 0
line3: .word 0, 0, 0
instructions: .asciiz "This game of tic-tac-toe follows a different method for placing down pieces:\n"
rule1: .asciiz "1. For the input, you must enter the X-position their move, then a new line (i.e. enter/return), then the Y-position. For example: for the position (0,1) enter 0, hit enter, enter 1.\n"
rule2: .asciiz "2. The coordinates are 0-indexed and have the form (row, column). This means that the top left cell is (0, 0) and bottom right cell is (2, 2). Only numbers 0-2 are acceptable inputs.\n"
rule3: .asciiz "3. If the spot is already taken, you will be asked to re-enter a valid move.\n"
rule4: .asciiz "4. In this code, 0 represents an empty spot, 1 represents an 'X', and 2 represents an 'O'.\n"
NL: .asciiz "\n"
space: .asciiz " "
p1Input: .asciiz "Player 1, Your move: "
p2Input: .asciiz "Player 2, Your move: "
p1Win: .asciiz "Player 1 wins!!"
p2Win: .asciiz "Player 2 wins!!"
tie: .asciiz "Nobody wins!!"
.text # Code segment
.globl main # declare main to be global
main:
j gamePlay
j exit # in case of error
gamePlay:
#displays the Instructions
la $a0, instructions
li $v0, 4
syscall
la $a0, rule1
li $v0, 4
syscall
la $a0, rule2
li $v0, 4
syscall
la $a0, rule3
li $v0, 4
syscall
la $a0, rule4
li $v0, 4
syscall
#The moves to be made
jal drawBoard
jal XMove
jal drawBoard
jal OMove
jal drawBoard
jal XMove
jal drawBoard
jal OMove
jal drawBoard
jal XMove
jal drawBoard
jal OMove
jal drawBoard
jal XMove
jal drawBoard
jal OMove
#last move
jal drawBoard
jal XMove
#if there is no victor
jal tieGame
tieGame:
# draw board
jal drawBoard
# print tie
la $a0, tie
li $v0, 4
syscall
j exit # game over
XMove:
addi $sp, $sp, -4
sw $ra, 0($sp)
# print command
la $a0, p1Input
li $v0, 4
syscall
# get input (seperated by new line)
# system call no. 5, read an integer.
li $v0, 5 # prepare a system call. Type 5.
syscall # read an int
move $a1, $v0
li $v0, 5 # prepare a system call. Type 5.
syscall # read an int
move $a2, $v0
jal playX
beq $v0, -1, XMove
lw $ra, 0($sp)
addi $sp, $sp, 4
jr $ra
OMove:
addi $sp, $sp, -4
sw $ra, 0($sp)
# print command
la $a0, p2Input
li $v0, 4
syscall
# get input (seperated by new line)
# system call no. 5, read an integer.
li $v0, 5 # prepare a system call. Type 5.
syscall # read an int
move $a1, $v0
li $v0, 5 # prepare a system call. Type 5.
syscall # read an int
move $a2, $v0
jal playY
beq $v0, -1, OMove
lw $ra, 0($sp)
addi $sp, $sp, 4
jr $ra
# playX(g, x, y) - changes g[x][y] = 1, returns 0 on success, -1 on error, and 1 if player 1 wins
playX:
addi $sp, $sp, -16 # push args onto stack
sw $ra, 0($sp)
sw $a0, 4($sp)
sw $a1, 8($sp)
sw $a2, 12($sp)
la $t0, board # put address of list into $t0
sll $t1, $a1, 2 # t1 = i*4
add $t1, $t1, $t0 #t1 = (i*4) + rowAddr
lw $t2, 0($t1) # t2 = base address of the row
sll $t1, $a2, 2 # t1 = y*4
add $s0, $t1, $t2 # s0 = (y*4) + colAddr
lw $t2, 0($s0) # t2 now has the item at g[x][y]
bne $t2, $zero, invalidMove # if cell != 0, invalid move
addi $t3, $zero, 1 # a valid move, so change g[x][y] = 1
sw $t3, 0($s0)
# check for winner with win(x,y)
move $a0, $a1
move $a1, $a2
jal win
beq $v0, 1, player1Win
addi $v0, $zero, 0 # return 0 to signal valid non-winning move
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
lw $a2, 12($sp)
addi $sp, $sp, 16 # pop ra from stack
jr $ra
player1Win:
# draw board
jal drawBoard
# print player 1 wins
la $a0, p1Win
li $v0, 4
syscall
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
lw $a2, 12($sp)
addi $sp, $sp, 16 # pop ra from stack
j exit # game over
# playY(g, x, y) - changes g[x][y] = 1, returns 0 on success, -1 on error, and 1 if player 1 wins
playY:
addi $sp, $sp, -16 # push args onto stack
sw $ra, 0($sp)
sw $a0, 4($sp)
sw $a1, 8($sp)
sw $a2, 12($sp)
la $t0, board # put address of list into $t0
sll $t1, $a1, 2 # t1 = i*4
add $t1, $t1, $t0 #t1 = (i*4) + rowAddr
lw $t2, 0($t1) # t2 = base address of the row
sll $t1, $a2, 2 # t1 = y*4
add $s0, $t1, $t2 # s0 = (y*4) + colAddr
lw $t2, 0($s0) # t2 now has the item at g[x][y]
bne $t2, $zero, invalidMove # if cell != 0, invalid move
addi $t3, $zero, 2 # a valid move, so change g[x][y] = 2
sw $t3, 0($s0)
# check for winner with win(x,y)
move $a0, $a1
move $a1, $a2
jal win
beq $v0, 1, player2Win
addi $v0, $zero, 0 # return 0 to signal valid move
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
lw $a2, 12($sp)
addi $sp, $sp, 16 # pop ra from stack
jr $ra
player2Win:
# draw board
jal drawBoard
# print player 2 wins
la $a0, p2Win
li $v0, 4
syscall
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
lw $a2, 12($sp)
addi $sp, $sp, 16 # pop ra from stack
j exit # game over
invalidMove:
addi $v0, $zero, -1 # return -1 to signal invalid move
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
lw $a2, 12($sp)
addi $sp, $sp, 16 # pop ra from stack
jr $ra
drawBoard:
addi $sp, $sp, -8 # push ra onto stack
sw $ra, 0($sp)
sw $a0, 4($sp)
addi $t1, $zero, 0 # $t1 is i; i = 0
la $t2, board # t2 = board
# print g[0][0]
lw $t1, 0($t2)
lw $t3, 0($t1)
move $a0, $t3
li $v0, 1
syscall
# print space
la $a0, space
li $v0, 4
syscall
# print g[0][1]
lw $t3, 4($t1)
move $a0, $t3
li $v0, 1
syscall
# print space
la $a0, space
li $v0, 4
syscall
# print g[0][2]
lw $t3, 8($t1)
move $a0, $t3
li $v0, 1
syscall
# print new line
la $a0, NL
li $v0, 4
syscall
# print g[1][0]
lw $t1, 4($t2)
lw $t3, 0($t1)
move $a0, $t3
li $v0, 1
syscall
# print space
la $a0, space
li $v0, 4
syscall
# print g[1][1]
lw $t1, 4($t2)
lw $t3, 4($t1)
move $a0, $t3
li $v0, 1
syscall
# print space
la $a0, space
li $v0, 4
syscall
# print g[1][2]
lw $t1, 4($t2)
lw $t3, 8($t1)
move $a0, $t3
li $v0, 1
syscall
# print new line
la $a0, NL
li $v0, 4
syscall
# print g[2][0]
lw $t1, 8($t2)
lw $t3, 0($t1)
move $a0, $t3
li $v0, 1
syscall
# print space
la $a0, space
li $v0, 4
syscall
# print g[2][1]
lw $t3, 4($t1)
move $a0, $t3
li $v0, 1
syscall
# print space
la $a0, space
li $v0, 4
syscall
# print g[2][2]
lw $t3, 8($t1)
move $a0, $t3
li $v0, 1
syscall
# print new line
la $a0, NL
li $v0, 4
syscall
# print new line
la $a0, NL
li $v0, 4
syscall
lw $ra, 0($sp)
lw $a0, 4($sp)
addi $sp, $sp, 8 # pop from stack
jr $ra
# win(x,y) check if a move to (x,y) creates a win
# returns 1 if win is found, 0 otherwise
win:
addi $sp, $sp, -4
sw $ra, 0($sp)
jal rowWin0
jal rowWin1
jal rowWin2
jal colWin0
jal colWin1
jal colWin2
jal diagWin0
jal diagWin1
addi $v0, $zero, 0 # return 0 - which means no winner
lw $ra, 0($sp)
addi $sp, $sp, 4 # pop from stack
jr $ra
rowWin0:
# g[0][X]
la $t2, board # t2 = board
lw $t1, 0($t2) # t1 = board[0]
lw $t3, 0($t1) # t3 = board[0][0]
lw $t4, 4($t1) # t3 = board[0][1]
lw $t5, 8($t1) # t3 = board[0][2]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
rowWin1:
# g[1][X]
la $t2, board # t2 = board
lw $t1, 4($t2) # t1 = board[1]
lw $t3, 0($t1) # t3 = board[1][0]
lw $t4, 4($t1) # t3 = board[1][1]
lw $t5, 8($t1) # t3 = board[1][2]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
rowWin2:
# g[2][X]
la $t2, board # t2 = board
lw $t1, 8($t2) # t1 = board[2]
lw $t3, 0($t1) # t3 = board[2][0]
lw $t4, 4($t1) # t3 = board[2][1]
lw $t5, 8($t1) # t3 = board[2][2]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
colWin0:
# g[X][0]
la $t2, board # t2 = board
lw $t1, 0($t2) # t1 = board[0]
lw $t3, 0($t1) # t3 = board[0][0]
lw $t1, 4($t2) # t1 = board[1]
lw $t4, 0($t1) # t3 = board[1][0]
lw $t1, 8($t2) # t1 = board[2]
lw $t5, 0($t1) # t3 = board[2][0]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
colWin1:
# g[X][1]
la $t2, board # t2 = board
lw $t1, 0($t2) # t1 = board[0]
lw $t3, 4($t1) # t3 = board[0][1]
lw $t1, 4($t2) # t1 = board[1]
lw $t4, 4($t1) # t3 = board[1][1]
lw $t1, 8($t2) # t1 = board[2]
lw $t5, 4($t1) # t3 = board[2][1]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
colWin2:
# g[X][2]
la $t2, board # t2 = board
lw $t1, 0($t2) # t1 = board[0]
lw $t3, 8($t1) # t3 = board[0][2]
lw $t1, 4($t2) # t1 = board[1]
lw $t4, 8($t1) # t3 = board[1][2]
lw $t1, 8($t2) # t1 = board[2]
lw $t5, 8($t1) # t3 = board[2][2]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
diagWin0:
la $t2, board # t2 = board
lw $t1, 0($t2) # t1 = board[0]
lw $t3, 0($t1) # t3 = board[0][0]
lw $t1, 4($t2) # t1 = board[1]
lw $t4, 4($t1) # t3 = board[1][1]
lw $t1, 8($t2) # t1 = board[2]
lw $t5, 8($t1) # t3 = board[2][2]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
diagWin1:
la $t2, board # t2 = board
lw $t1, 0($t2) # t1 = board[0]
lw $t3, 8($t1) # t3 = board[0][2]
lw $t1, 4($t2) # t1 = board[1]
lw $t4, 4($t1) # t3 = board[1][1]
lw $t1, 8($t2) # t1 = board[2]
lw $t5, 0($t1) # t3 = board[2][0]
and $t6, $t3, $t4 # and the cells, if they are the same we should get 1 or 2
and $t6, $t6, $t5
bne $t6, $zero, winReturn # if winner found, return 1
addi $v0, $zero, 0 # return 0 - no winner in this row
jr $ra
winReturn:
addi $v0, $zero, 1 # return 1
lw $ra, 0($sp)
addi $sp, $sp, 4 # pop from stack
jr $ra
exit:
li $v0, 10
syscall