ReC98/th04/main/dialog/shared.cpp

173 lines
4.5 KiB
C++

#include "platform/x86real/flags.hpp"
#include "th04/main/dialog/shared.hpp"
#define BOX_TILE_W 16
#define BOX_TILE_H 4
#define BOX_TILE_COUNT 3
#define BOX_TILE_VRAM_W (BOX_TILE_W / BYTE_DOTS)
#define BOX_VRAM_W (BOX_W / BYTE_DOTS)
static const size_t BOX_TILE_SIZE = (BOX_TILE_VRAM_W * BOX_TILE_H);
extern const dot_rect_t(BOX_TILE_W, BOX_TILE_H) near BOX_TILES[BOX_TILE_COUNT];
bool near std_update_done(void)
{
return false;
}
bool near std_update_frames_then_animate_dialog_and_activate_boss_if_done(void)
{
if((scroll_speed == 0) && (page_back == 1)) {
#if (GAME == 4)
if((stage_id == 5) || (stage_id == STAGE_EXTRA)) {
cdg_free(CDG_EYECATCH);
std_free();
map_free();
}
#endif
dialog_animate();
std_update = std_update_done;
bg_render_not_bombing = boss_bg_render_func;
boss_update = boss_update_func;
boss_fg_render = boss_fg_render_func;
#if (GAME == 4)
bgm_title_id = (1 + (stage_id * 2) + 1);
if((stage_id == 3) && (playchar != PLAYCHAR_REIMU)) {
// TODO: Calculate as (sizeof(BGM_TITLES) - 1)
bgm_title_id = 16;
}
#endif
overlay1 = overlay_boss_bgm_update_and_render;
return true;
}
total_std_frames++;
return false;
}
void pascal near dialog_box_put(uscreen_x_t left, uvram_y_t top, int tile)
{
#define rows_left static_cast<pixel_t>(_DX)
// ZUN bloat: A near pointer would have been much simpler...
#define offset static_cast<uint16_t>(_BX)
grcg_setcolor(GC_RMW, 1);
_ES = SEG_PLANE_B;
_AX = left;
_DX = top;
_DI = vram_offset_shift_fast(_AX, _DX);
static_assert(BOX_TILE_SIZE == 8);
offset = tile;
offset <<= 3;
rows_left = BOX_H;
do {
static_assert(BOX_TILE_VRAM_W == 2);
static_assert((BOX_VRAM_W & 1) == 0);
_CX = (BOX_VRAM_W / 2);
_AX = *reinterpret_cast<const dots_t(BOX_TILE_W) __ds *>(
(reinterpret_cast<const uint8_t __ds *>(BOX_TILES) + offset)
);
asm { rep stosw };
// A needlessly clever wraparound check that expects the box tile size
// to be a power of two.
static_assert((BOX_TILE_SIZE & (BOX_TILE_SIZE - 1)) == 0);
offset += BOX_TILE_VRAM_W;
// Turbo C++ is too smart to emit this instruction with
// pseudo-registers, turning it into `TEST BL, 7`.
asm { test bx, (BOX_TILE_SIZE - 1); }
if(FLAGS_ZERO) {
offset -= BOX_TILE_SIZE;
}
_DI += (ROW_SIZE - BOX_VRAM_W);
} while(--rows_left);
grcg_off();
#undef offset
#undef rows_left
}
#define egc_rect_interpage_16(bottom_p, w, src_page) { \
_DX = 0xA6; /* PC-98 VRAM page access port */ \
_AL = src_page; \
\
do { \
_CX = (w / EGC_REGISTER_DOTS); \
word_loop: { \
outportb(_DX, _AL); _AL ^= 1; _BX = *bottom_p; \
outportb(_DX, _AL); _AL ^= 1; *bottom_p = _BX; \
bottom_p++; \
asm { loop word_loop; } \
} \
} while(((int16_t)(bottom_p) -= ((RES_X + w) / BYTE_DOTS)) >= 0); \
}
void near playfield_copy_front_to_back(void)
{
egc_start_copy_noframe();
_ES = grcg_segment(0, PLAYFIELD_TOP);
_DI = (((PLAYFIELD_H - 1) * ROW_SIZE) + PLAYFIELD_VRAM_LEFT);
egc_rect_interpage_16(
reinterpret_cast<egc_temp_t __es *>(_DI), PLAYFIELD_W, page_front
);
// The above call returns the VRAM page access port in DX, [page_front] in
// AL, and ![page_front] as the accessed page. Since the caller expects to
// access the other one, we should switch back here, and this single-byte
// instruction is all it takes as a result.
// (Technically, it's not necessary since the accessed page only matters
// for face blitting and dialog_face_unput_8()'s back→front copy will
// override the accessed page anyway, but it's still good form. Kudos to
// ZUN for doing the correct thing for once!)
outportb(_DX, _AL);
egc_off();
}
void pascal near dialog_face_unput_8(uscreen_x_t left, uvram_y_t top)
{
egc_start_copy_noframe();
// ZUN bloat: _ES = grcg_segment(0, top);
_AX = top;
_BX = _AX;
_ES = (SEG_PLANE_B + ((_AX * 4) + _BX));
_DI = ((FACE_H - 1) * ROW_SIZE);
_DI += (left / BYTE_DOTS);
egc_rect_interpage_16(
reinterpret_cast<egc_temp_t __es *>(_DI), FACE_W, page_back
);
egc_off();
}
#if (GAME == 5)
void pascal near dialog_box_wipe(dialog_x_t left, dialog_y_t top)
{
for(dialog_y_t y = top; y < (top + to_dialog_y(BOX_H)); y++) {
for(dialog_x_t x = left; x < (left + to_dialog_x(TEXT_W)); x++) {
text_putca(x, y, ' ', TX_WHITE);
}
}
}
#endif
void near dialog_box_fade_in_animate(void)
{
vsync_Count1 = 0; // ZUN bloat: Automatically done in frame_delay().
for(int i = 0; i < BOX_TILE_COUNT; i++) {
dialog_box_put(BOX_BOSS_LEFT, BOX_BOSS_TOP, i);
dialog_box_put(BOX_PLAYCHAR_LEFT, BOX_PLAYCHAR_TOP, i);
frame_delay(12);
}
}