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register_decoder_win.v
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register_decoder_win.v
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module register_decoder_win(player, location, height, player_register, onoff_register, vertical_register,
vertical_register_o, horizontal_register, horizontal_register_o,
dia_TL, dia_TR, dia_BL, dia_BR);
input player;
input [2:0] location, height;
input [41:0] player_register, onoff_register;
output [5:0] vertical_register,vertical_register_o;
output [6:0] horizontal_register, horizontal_register_o;
output reg [2:0] dia_TL, dia_TR, dia_BL, dia_BR;
//playerboard assignments (a 6 bit slice of playerboard) -VERTICALLY
assign vertical_register[5] =player_register[(2'd2 ^location)-1];
assign vertical_register[4] =player_register[(2'd2 ^location) ];
assign vertical_register[3] =player_register[(2'd2 ^location) + 1];
assign vertical_register[2] =player_register[(2'd2 ^location) + 2];
assign vertical_register[1] =player_register[(2'd2 ^location) + 3];
assign vertical_register[0] =player_register[(2'd2 ^location) + 4];
//onoffboard assignments (a 6 bit slice of onoffboard) - VERTICALLY
assign vertical_register_o[5] =onoff_register[(2'd2 ^location) - 1];
assign vertical_register_o[4] =onoff_register[(2'd2 ^location) ];
assign vertical_register_o[3] =onoff_register[(2'd2 ^location) + 1];
assign vertical_register_o[2] =onoff_register[(2'd2 ^location) + 2];
assign vertical_register_o[1] =onoff_register[(2'd2 ^location) + 3];
assign vertical_register_o[0] =onoff_register[(2'd2 ^location) + 4];
//playerboard assignments -HORIZONTALLY (MORE COMPLICATED)
assign horizontal_register[6] = player_register[( height)];
assign horizontal_register[5] = player_register[(3'd6 *(1)) + (height) ];
assign horizontal_register[4] = player_register[(3'd6 *(2)) + (height) ];
assign horizontal_register[3] = player_register[(3'd6 *(3)) + (height) ];
assign horizontal_register[2] = player_register[(3'd6 *(4)) + (height) ];
assign horizontal_register[1] = player_register[(3'd6 *(5)) + (height) ];
assign horizontal_register[0] = player_register[(3'd6 *(6)) + (height) ];
//onoffboard assignments -HORIZONTALLY (MORE COMPLICATED)
assign horizontal_register_o[6] = onoff_register[( height)];
assign horizontal_register_o[5] = onoff_register[(3'd6 *(1)) + (height) ];
assign horizontal_register_o[4] = onoff_register[(3'd6 *(2)) + (height) ];
assign horizontal_register_o[3] = onoff_register[(3'd6 *(3)) + (height) ];
assign horizontal_register_o[2] = onoff_register[(3'd6 *(4)) + (height) ];
assign horizontal_register_o[1] = onoff_register[(3'd6 *(5)) + (height) ];
assign horizontal_register_o[0] = onoff_register[(3'd6 *(6)) + (height) ];
always @(*) begin
//TL assignment- TOP LEFT
dia_TL[0]= ~player;
dia_TL[2]= ~player;
dia_TL[1]= ~player;
if (location > 2'd0 && height < 2'd5) begin //must be far enough from corner
if (onoff_register[3'd6*(location-1'd1) + height + 1'd1]) dia_TL[0] =
player_register[3'd6*(location-1'd1) + height + 1'd1];
end
if (location > 2'd1 && height < 2'd4) begin
if (onoff_register[3'd6*(location-2'd2) + height + 2'd2]) dia_TL[1] =
player_register[3'd6*(location-2'd2) + height + 2'd2];
end
if (location > 2'd2 && height < 2'd3) begin
if (onoff_register[3'd6*(location-2'd3) + height + 2'd3]) dia_TL[2] =
player_register[3'd6*(location-2'd3) + height + 2'd3];
end
else
//TR assignment- TOP RIGHT
dia_TR[0]= ~player;
dia_TR[2]= ~player;
dia_TR[1]= ~player;
if (location < 3'd5 && height < 2'd5) begin //must be far enough from corner
if (onoff_register[3'd6*(location+1'd1) + height + 1'd1]) dia_TR[0] =
player_register[3'd6*(location+1'd1) + height + 1'd1];
end
if (location < 3'd4 && height < 2'd4) begin
if (onoff_register[3'd6*(location+1'd1) + height + 1'd1]) dia_TR[1] =
player_register[3'd6*(location+2'd2) + height + 2'd2];
end
if (location < 3'd3 && height < 2'd3) begin
if (onoff_register[3'd6*(location+1'd1) + height + 1'd1]) dia_TR[2] =
player_register[3'd6*(location+2'd3) + height + 2'd3];
end
else
//BL assignment- BOTTOM LEFT
dia_BL[0]= ~player;
dia_BL[2]= ~player;
dia_BL[1]= ~player;
if (location > 2'd0 && height > 2'd0) begin //must be far enough from corner
if (onoff_register[3'd6*(location-1'd1) + height - 1'd1]) dia_BL[0] =
player_register[3'd6*(location-1'd1) + height - 1'd1];
end
if (location > 2'd1 && height > 2'd1) begin
if (onoff_register[3'd6*(location-2'd2) + height - 2'd2]) dia_BL[1] =
player_register[3'd6*(location-2'd2) + height - 2'd2];
end
if (location > 2'd2 && height > 2'd2) begin
if (onoff_register[3'd6*(location-2'd3) + height - 2'd3]) dia_BL[2] =
player_register[3'd6*(location-2'd3) + height - 2'd3];
end
else
//BR assignment- BOTTOM RIGHT
dia_BR[0]= ~player;
dia_BR[2]= ~player;
dia_BR[1]= ~player;
if (location > 3'd3 && height > 2'd0) begin //must be far enough from corner
if (onoff_register[3'd6*(location+1'd1) + height - 1'd1]) dia_BR[0] =
player_register[3'd6*(location+1'd1) + height - 1'd1];
end
if (location > 3'd4 && height > 2'd1) begin
if (onoff_register[3'd6*(location+2'd2) + height - 2'd2]) dia_BR[1] =
player_register[3'd6*(location+2'd2) + height - 2'd2];
end
if (location > 3'd5 && height > 2'd2) begin
if (onoff_register[3'd6*(location+2'd3) + height - 2'd3]) dia_BR[2] =
player_register[3'd6*(location+2'd3) + height - 2'd3];
end
endmodule