ReC98/th04/player/invalidate.asm

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NASM
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; void pascal near player_invalidate(void);
public PLAYER_INVALIDATE
player_invalidate proc near
@@angle = byte ptr [bp-1]
enter 2, 0
push si
push di
mov _tile_invalidate_box.y, PLAYER_H
cmp _miss_time, 0
jz short @@alive
mov _tile_invalidate_box.x, MISS_EXPLOSION_W
mov ax, _miss_explosion_radius
; Go back a frame
add ax, -MISS_EXPLOSION_RADIUS_VELOCITY
mov di, ax
xor si, si
mov al, _miss_explosion_angle
add al, -MISS_EXPLOSION_ANGLE_VELOCITY
jmp short @@more?
@@loop:
cmp si, MISS_EXPLOSION_COUNT / 2
jnz short @@invalidate
mov ax, di
cwd
sub ax, dx
sar ax, 1
mov di, ax
mov al, @@angle
neg al
mov @@angle, al
@@invalidate:
push offset _drawpoint
push _player_pos.cur.x
push _player_pos.cur.y
push di
mov al, @@angle
mov ah, 0
push ax
call vector2_at
MISS_EXPLOSION_CLIP @@next
call main_01:tiles_invalidate_around pascal, _drawpoint.y, _drawpoint.x
@@next:
inc si
mov al, @@angle
add al, 256 / (MISS_EXPLOSION_COUNT / 2)
@@more?:
mov @@angle, al
cmp si, MISS_EXPLOSION_COUNT
jl short @@loop
jmp short @@ret
; ---------------------------------------------------------------------------
@@alive:
mov _tile_invalidate_box.x, PLAYER_W
call main_01:tiles_invalidate_around pascal, large [_player_pos.prev]
mov _tile_invalidate_box.x, PLAYER_OPTION_W + PLAYER_W + PLAYER_OPTION_W
mov _tile_invalidate_box.y, PLAYER_OPTION_H
call main_01:tiles_invalidate_around pascal, large [_player_option_pos_prev]
@@ret:
pop di
pop si
leave
retn
player_invalidate endp