user: Demonstrate the C code that generates the assembly output below:

```asm
<main>:
  endbr64
  push   %rbp
  mov    %rsp,%rbp
  sub    $0x30,%rsp
  mov    %fs:0x28,%rax
  mov    %rax,-0x8(%rbp)
  xor    %eax,%eax
  mov    $0xa,%ecx
  mov    $0xa,%edx
  mov    $0xa,%esi
  lea    D164(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
  lea    D48(%rip),%rax
  mov    %rax,%rdi
  call   <puts@plt>
  mov    $0x0,%edi
  call   <time@plt>
  mov    %eax,%edi
  call   <srand@plt>
L76:
  mov    $0x0,%eax
  call   <rand@plt>
  mov    %eax,%edx
  movslq %edx,%rax
  imul   $0x66666667,%rax,%rax
  shr    $0x20,%rax
  sar    $0x2,%eax
  mov    %edx,%esi
  sar    $0x1f,%esi
  sub    %esi,%eax
  mov    %eax,%ecx
  mov    %ecx,%eax
  shl    $0x2,%eax
  add    %ecx,%eax
  add    %eax,%eax
  sub    %eax,%edx
  mov    %edx,%ecx
  lea    0x1(%rcx),%eax
  mov    %eax,-0x14(%rbp)
  mov    $0x0,%eax
  call   <rand@plt>
  mov    %eax,%edx
  movslq %edx,%rax
  imul   $0x66666667,%rax,%rax
  shr    $0x20,%rax
  sar    $0x2,%eax
  mov    %edx,%esi
  sar    $0x1f,%esi
  sub    %esi,%eax
  mov    %eax,%ecx
  mov    %ecx,%eax
  shl    $0x2,%eax
  add    %ecx,%eax
  add    %eax,%eax
  mov    %edx,%ecx
  sub    %eax,%ecx
  lea    0x1(%rcx),%eax
  mov    %eax,-0x10(%rbp)
  mov    $0x0,%eax
  call   <rand@plt>
  mov    %eax,%edx
  movslq %edx,%rax
  imul   $0x66666667,%rax,%rax
  shr    $0x20,%rax
  sar    $0x2,%eax
  mov    %edx,%esi
  sar    $0x1f,%esi
  sub    %esi,%eax
  mov    %eax,%ecx
  mov    %ecx,%eax
  shl    $0x2,%eax
  add    %ecx,%eax
  add    %eax,%eax
  sub    %eax,%edx
  mov    %edx,%ecx
  lea    0x1(%rcx),%eax
  mov    %eax,-0xc(%rbp)
  lea    D104(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
  movl   $0x1,-0x18(%rbp)
  jmp    L155
L91:
  lea    D168(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
  lea    -0x1c(%rbp),%rcx
  lea    -0x20(%rbp),%rdx
  lea    -0x24(%rbp),%rax
  mov    %rax,%rsi
  lea    D154(%rip),%rax
  mov    %rax,%rdi
  call   <scanf@plt>
  lea    D26(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
  mov    -0x20(%rbp),%eax
  cmp    %eax,-0x10(%rbp)
  jle    L108
  lea    D97(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L108:
  mov    -0x20(%rbp),%eax
  cmp    %eax,-0x10(%rbp)
  jge    L53
  lea    D53(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L53:
  mov    -0x24(%rbp),%eax
  cmp    %eax,-0x14(%rbp)
  jle    L130
  lea    D183(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L130:
  mov    -0x24(%rbp),%eax
  cmp    %eax,-0x14(%rbp)
  jge    L111
  lea    D62(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L111:
  mov    -0x24(%rbp),%eax
  cmp    %eax,-0x14(%rbp)
  jne    L95
  mov    -0x20(%rbp),%eax
  cmp    %eax,-0x10(%rbp)
  je     L126
L95:
  mov    -0x1c(%rbp),%eax
  cmp    %eax,-0xc(%rbp)
  je     L126
  lea    D35(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L126:
  mov    -0x1c(%rbp),%eax
  cmp    %eax,-0xc(%rbp)
  jle    L86
  lea    D172(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L86:
  mov    -0x1c(%rbp),%eax
  cmp    %eax,-0xc(%rbp)
  jge    L1
  lea    D21(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L1:
  addl   $0x1,-0x18(%rbp)
L155:
  cmpl   $0xa,-0x18(%rbp)
  jg     L61
  mov    -0x24(%rbp),%eax
  cmp    %eax,-0x14(%rbp)
  jne    L91
  mov    -0x20(%rbp),%eax
  cmp    %eax,-0x10(%rbp)
  jne    L91
  mov    -0x1c(%rbp),%eax
  cmp    %eax,-0xc(%rbp)
  jne    L91
L61:
  cmpl   $0xa,-0x18(%rbp)
  jg     L185
  lea    D171(%rip),%rax
  mov    %rax,%rdi
  call   <puts@plt>
  jmp    L11
L185:
  mov    -0xc(%rbp),%ecx
  mov    -0x10(%rbp),%edx
  mov    -0x14(%rbp),%eax
  mov    %ecx,%r8d
  mov    %edx,%ecx
  mov    %eax,%edx
  mov    $0xa,%esi
  lea    D127(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
L11:
  lea    D107(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
  nop
L101:
  mov    $0x0,%eax
  call   <getchar@plt>
  mov    %al,-0x25(%rbp)
  movsbl -0x25(%rbp),%eax
  mov    %eax,%edi
  call   <isalpha@plt>
  test   %eax,%eax
  je     L101
  movsbl -0x25(%rbp),%eax
  mov    %eax,%edi
  call   <tolower@plt>
  cmp    $0x6e,%al
  jne    L76
  lea    D49(%rip),%rax
  mov    %rax,%rdi
  call   <puts@plt>
  lea    D100(%rip),%rax
  mov    %rax,%rdi
  call   <puts@plt>
  mov    $0x0,%eax
  call   <getchar@plt>
  mov    $0x0,%eax
  call   <getchar@plt>
  lea    D76(%rip),%rax
  mov    %rax,%rdi
  mov    $0x0,%eax
  call   <printf@plt>
  mov    $0x0,%edi
  call   <exit@plt>
  mov    $0x0,%eax
  mov    -0x8(%rbp),%rdx
  sub    %fs:0x28,%rdx
  je     L181
  call   <__stack_chk_fail@plt>
L181:
  leave
  ret
```

tool_calls: name: unpack_data
arguments: label: D164
type_guessed: string
name: unpack_data
arguments: label: D48
type_guessed: string
name: unpack_data
arguments: label: D104
type_guessed: string
name: unpack_data
arguments: label: D168
type_guessed: string
name: unpack_data
arguments: label: D154
type_guessed: string
name: unpack_data
arguments: label: D26
type_guessed: string
name: unpack_data
arguments: label: D97
type_guessed: string
name: unpack_data
arguments: label: D53
type_guessed: string
name: unpack_data
arguments: label: D183
type_guessed: string
name: unpack_data
arguments: label: D62
type_guessed: string
name: unpack_data
arguments: label: D35
type_guessed: string
name: unpack_data
arguments: label: D172
type_guessed: string
name: unpack_data
arguments: label: D21
type_guessed: string
name: unpack_data
arguments: label: D171
type_guessed: string
name: unpack_data
arguments: label: D127
type_guessed: string
name: unpack_data
arguments: label: D107
type_guessed: string
name: unpack_data
arguments: label: D49
type_guessed: string
name: unpack_data
arguments: label: D100
type_guessed: string
name: unpack_data
arguments: label: D76
type_guessed: string

tool: D164: Hurkle Hunt in 3D

A hurkle is a cute little creature, that in this game can fly. The hurkle
is hiding in a region %d x %d x %d. After every guess your special hurkle
locator will tell you which way you need to go. Keep in mind that 1,1,1 is
the lowest northwest corner.


tool: D48: Input your move by typing the x then y then z coordinate seperated
by commas like "1,2,3"


tool: D104: The hurkle is ready.

tool: D168: 
Where do you want to look? (X,Y,Z) : 

tool: D154: %d %*c %d %*c %d

tool: D26: The hurkle is 

tool: D97: south

tool: D53: north

tool: D183: east

tool: D62: west

tool: D35:  and 

tool: D172: up

tool: D21: down

tool: D171: HERE!
You found the hurkle!


tool: D127: 
Thats %d trys and you didn't find the hurkle.
The hurkle was hiding at %d, %d, %d.



tool: D107: Would you like to play again? (y/n) 

tool: D49: 







	Cymon's Games

	http://WWW.CYMONSGAMES.COM


   This game and its code is a 2008 Cymon's Games game.
   If you have enjoyed this game or would just like to have a new game
   each week please visit:
   http://WWW.CYMONSGAMES.COM for C/C++ programming resources and programs
   for everyone, beginners and advanced users alike.



tool: D100: 
	Press ENTER to continue...






tool: D76: Good bye for now!

assistant: ```c
int main(void) {
  int hx, hy, hz, x, y, z, c;
  char yesno;
  printf("Hurkle Hunt in 3D\n\n"
         "A hurkle is a cute little creature, that in this game can fly. The hurkle\n"
         "is hiding in a region %d x %d x %d. After every guess your special hurkle\n"
         "locator will tell you which way you need to go. Keep in mind that 1,1,1 is\n"
         "the lowest northwest corner.\n",
         10, 10, 10);
  printf("Input your move by typing the x then y then z coordinate seperated\n"
         "by commas like \"1,2,3\"\n\n");
  srand(time(NULL));
  do {
    hx = rand() % 10 + 1;
    hy = rand() % 10 + 1;
    hz = rand() % 10 + 1;
    printf("The hurkle is ready.");
    for (c = 1; c <= 10 && !(x == hx && y == hy && z == hz); c++) {
      printf("\nWhere do you want to look? (X,Y,Z) : ");
      scanf("%d %*c %d %*c %d", &x, &y, &z);
      printf("The hurkle is ");
      if (y < hy)
        printf("south");
      if (y > hy)
        printf("north");
      if (x < hx)
        printf("east");
      if (x > hx)
        printf("west");
      if ((x != hx || y != hy) && z != hz)
        printf(" and ");
      if (z < hz)
        printf("up");
      if (z > hz)
        printf("down");
    }
    if (c <= 10)
      printf("HERE!\nYou found the hurkle!\n\n");
    else
      printf("\nThats %d trys and you didn't find the hurkle.\n"
             "The hurkle was hiding at %d, %d, %d.\n\n",
             10, hx, hy, hz);
    printf("Would you like to play again? (y/n) ");
    while (!isalpha(yesno = getchar()))
      ;
  } while (tolower(yesno) != 'n');
  puts("\n\n\n\n\n\n\n\n\tCymon's Games\n\n\thttp://WWW.CYMONSGAMES.COM\n\n\n"
       "   This game and its code is a 2008 Cymon's Games game.\n"
       "   If you have enjoyed this game or would just like to have a new game\n"
       "   each week please visit:\n"
       "   http://WWW.CYMONSGAMES.COM for C/C++ programming resources and programs\n"
       "   for everyone, beginners and advanced users alike.\n\n");
  printf("\n\tPress ENTER to continue...\n\n\n\n\n\n");
  getchar();
  getchar();
  printf("Good bye for now!");
  exit(0);
}
```