ReC98/th05/player.asm

187 lines
3.9 KiB
NASM

.386
locals
include libs/master.lib/master.inc
include th02/playfld.inc
include th04/math/motion.inc
include th04/hardware/input.inc
include th04/player/player.inc
VECTOR2_AT procdesc pascal far \
ret:ptr Point, origin_x:word, origin_y:word, length:word, angle:byte
TILES_INVALIDATE_AROUND procdesc pascal near \
center:Point
extrn _tile_invalidate_box:Point
extrn _miss_time:byte
extrn _miss_explosion_angle:byte
extrn _miss_explosion_radius:word
extrn _drawpoint:Point
extrn _player_option_pos_prev:Point
extrn _player_pos:motion_t
extrn _playchar_speed_aligned:word
extrn _playchar_speed_diagonal:word
; ----------------------------------------------------------------------------
main_01_TEXT segment word public 'CODE' use16
assume cs:main_01_TEXT
; void pascal near player_invalidate(void);
public PLAYER_INVALIDATE
player_invalidate proc pascal near
mov _tile_invalidate_box.y, PLAYER_H
cmp _miss_time, 0
jz short @@alive
push di
mov _tile_invalidate_box.x, MISS_EXPLOSION_W
mov di, _miss_explosion_radius
; Go back a frame
add di, -MISS_EXPLOSION_RADIUS_VELOCITY
mov al, _miss_explosion_angle
add al, -MISS_EXPLOSION_ANGLE_VELOCITY
mov ah, MISS_EXPLOSION_COUNT
@@loop:
cmp ah, MISS_EXPLOSION_COUNT / 2
jnz short @@invalidate
shr di, 1
neg al
@@invalidate:
push ax
call vector2_at pascal, offset _drawpoint, _player_pos.cur.x, _player_pos.cur.y, di, ax
MISS_EXPLOSION_CLIP @@next
call tiles_invalidate_around pascal, large [_drawpoint]
@@next:
pop ax
add al, 256 / (MISS_EXPLOSION_COUNT / 2)
dec ah
jnz short @@loop
pop di
jmp short @@ret
; ---------------------------------------------------------------------------
@@alive:
mov _tile_invalidate_box.x, PLAYER_W
call 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 tiles_invalidate_around pascal, large [_player_option_pos_prev]
@@ret:
retn
player_invalidate endp
even
; move_ret_t pascal near player_move(int input);
public PLAYER_MOVE
player_move proc near
@@input = word ptr ss:[bx+2]
@@diagonal_x equ ax
@@diagonal_y equ cx
@@aligned equ dx
mov bx, sp
mov bx, @@input
cmp bl, INPUT_RIGHT or INPUT_DOWN
ja short @@invalid
mov @@diagonal_y, _playchar_speed_diagonal
mov @@diagonal_x, @@diagonal_y
mov @@aligned, _playchar_speed_aligned
and bh, low INPUT_MOVEMENT
jz short @@switch
or bl, bl
jnz short @@invalid
shr bx, 8
cmp bl, 8
ja short @@invalid
add bl, 11
@@switch:
add bx, bx
jmp word ptr cs:@@switch_table[bx]
@@up:
neg @@aligned
@@down:
mov _player_pos.velocity.y, @@aligned
jmp short @@moved
; ---------------------------------------------------------------------------
@@left:
neg @@aligned
@@right:
mov _player_pos.velocity.x, @@aligned
jmp short @@moved
; ---------------------------------------------------------------------------
@@up_right:
neg @@diagonal_y
jmp short @@down_right
; ---------------------------------------------------------------------------
@@up_left:
neg @@diagonal_y
@@down_left:
neg @@diagonal_x
@@down_right:
mov _player_pos.velocity.x, @@diagonal_x
mov _player_pos.velocity.y, @@diagonal_y
jmp short @@moved
; ---------------------------------------------------------------------------
@@standing_still:
mov al, MOVE_NOINPUT
jmp short @@ret
; ---------------------------------------------------------------------------
@@invalid:
xor al, al
jmp short @@ret
; ---------------------------------------------------------------------------
@@moved:
mov al, MOVE_VALID
@@ret:
retn 2
; ---------------------------------------------------------------------------
@@switch_table label word
dw @@standing_still
dw @@up
dw @@down
dw @@invalid
dw @@left
dw @@up_left
dw @@down_left
dw @@invalid
dw @@right
dw @@up_right
dw @@down_right
dw @@invalid
dw @@up_left
dw @@up_right
dw @@invalid
dw @@down_left
dw @@invalid
dw @@invalid
dw @@invalid
dw @@down_right
player_move endp
main_01_TEXT ends
end