mirror of https://github.com/nmlgc/ReC98.git
133 lines
2.9 KiB
NASM
133 lines
2.9 KiB
NASM
; void pascal near player_render(void);
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public PLAYER_RENDER
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player_render proc near
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@@angle = byte ptr -5
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@@i = word ptr -4
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@@screen_y = word ptr -2
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@@patnum equ si
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enter 6, 0
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push si
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push di
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cmp _miss_time, 0
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jz short @@alive
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cmp _miss_time, MISS_ANIM_FRAMES
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jbe @@in_miss_anim
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@@alive:
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mov ax, _player_pos.cur.x
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sar ax, 4
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add ax, PLAYFIELD_X - (PLAYER_W / 2)
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mov di, ax
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mov ax, _player_pos.cur.y
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add ax, ((PLAYFIELD_Y - (PLAYER_H / 2)) shl 4)
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call scroll_subpixel_y_to_vram_seg1 pascal, ax
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mov [bp+@@screen_y], ax
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cmp _player_pos.velocity.x, 0
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jge short @@moving_right?
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mov @@patnum, 1
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jmp short @@invincible?
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@@moving_right?:
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cmp _player_pos.velocity.x, 0
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jz short @@no_x_movement
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mov @@patnum, 2
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jmp short @@invincible?
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@@no_x_movement:
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xor @@patnum, @@patnum
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; ---------------------------------------------------------------------------
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@@invincible?:
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cmp _player_invincibility_time, 0
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jz short @@render_regular
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cmp frame_mod4, 0
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jnz short @@render_regular
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call super_roll_put_1plane pascal, di, [bp+@@screen_y], @@patnum, large PLANE_PUT or GC_BRGI
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jmp short @@got_options?
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@@render_regular:
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call super_roll_put pascal, di, [bp+@@screen_y], @@patnum
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@@got_options?:
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cmp shot_level, 2
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jb @@ret
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call grcg_setmode_rmw_1
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mov ax, _player_option_pos_cur.x
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sar ax, 4
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; Technically, DI = AX + PLAYFIELD_X - PLAYER_OPTION_DISTANCE - (PLAYER_OPTION_W / 2)
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mov di, ax
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mov ax, _player_option_pos_cur.y
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add ax, ((PLAYFIELD_Y - (PLAYER_OPTION_H / 2)) shl 4)
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call scroll_subpixel_y_to_vram_seg1 pascal, ax
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mov [bp+@@screen_y], ax
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mov ax, di
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mov dx, [bp+@@screen_y]
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push _player_option_patnum
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call z_super_roll_put_tiny
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lea ax, [di + PLAYER_OPTION_DISTANCE * 2]
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mov dx, [bp+@@screen_y]
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push _player_option_patnum
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call z_super_roll_put_tiny
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GRCG_OFF_CLOBBERING dx
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jmp @@ret
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; ---------------------------------------------------------------------------
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@@in_miss_anim:
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cmp _miss_time, MISS_ANIM_FRAMES - MISS_ANIM_EXPLODE_UNTIL
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jbe @@ret
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mov si, _miss_explosion_radius
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mov [bp+@@i], 0
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mov al, _miss_explosion_angle
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jmp short @@more?
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@@loop:
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cmp [bp+@@i], MISS_EXPLOSION_COUNT / 2
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jnz short @@put
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mov ax, si
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cwd
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sub ax, dx
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sar ax, 1
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mov si, ax
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mov al, [bp+@@angle]
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neg al
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mov [bp+@@angle], al
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@@put:
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push offset _drawpoint
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push _player_pos.cur.x
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push _player_pos.cur.y
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push si
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mov al, [bp+@@angle]
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mov ah, 0
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push ax
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call vector2_at
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MISS_EXPLOSION_CLIP @@next
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mov ax, _drawpoint.x
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sar ax, 4
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add ax, PLAYFIELD_X - (MISS_EXPLOSION_W / 2)
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mov di, ax
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mov ax, _drawpoint.y
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add ax, ((PLAYFIELD_Y - (MISS_EXPLOSION_H / 2)) shl 4)
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call scroll_subpixel_y_to_vram_seg1 pascal, ax
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mov [bp+@@screen_y], ax
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call super_roll_put pascal, di, ax, 3
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@@next:
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inc [bp+@@i]
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mov al, [bp+@@angle]
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add al, 256 / (MISS_EXPLOSION_COUNT / 2)
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@@more?:
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mov [bp+@@angle], al
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cmp [bp+@@i], MISS_EXPLOSION_COUNT
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jl short @@loop
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@@ret:
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pop di
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pop si
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leave
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retn
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player_render endp
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