/
draw.s
366 lines (302 loc) · 6.65 KB
/
draw.s
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
;
; *****************************************************************************
; *
; * modules/draw.s
; *
; * Ad hoc drawing routines
; *
; * Refactored from various places
; *
; *****************************************************************************
align 4
draw_NarrateTextTime_w:
dc.w 5
; move me
Energy: dc.w 191
OldEnergy: dc.w 191
Ammo: dc.w 63
OldAmmo: dc.w 63
firstdigit_b: dc.b 0
secdigit_b: dc.b 0
thirddigit_b: dc.b 0
gunny_b: dc.b 0
align 4
;******************************************************************************
;*
;* Initialise system dependencies
;*
;* a0 points to destination memory
;*
;******************************************************************************
IFND BUILD_WITH_C
Draw_ResetGameDisplay:
move.l Vid_Screen1Ptr_l,a0
jsr .draw_ResetGameDisplay
move.l Vid_Screen2Ptr_l,a0
jsr .draw_ResetGameDisplay
rts
.draw_ResetGameDisplay:
move.l #draw_BorderPacked_vb,d0
moveq #0,d1
lea Sys_Workspace_vl,a1
lea $0,a2
jsr unLHA
rts
;******************************************************************************
;*
;* This renders a line of text to the planar screen.
;*
;* Deprecated for RTG
;*
;******************************************************************************
Draw_LineOfText:
movem.l d0/a0/d7,-(a7)
muls #80*16,d0
add.l d0,a1 ; screen pointer
move.l #draw_FontPtrs_vl,a3
moveq #0,d0
move.b (a0)+,d0
move.l (a3,d0.w*8),a2
move.l 4(a3,d0.w*8),a3
moveq #0,d4
moveq #0,d1 ; width counter:
move.w #79,d6
tst.b (a0)+
beq.s .not_centred
moveq #-1,d5
move.l a0,a4
moveq #0,d2
moveq #0,d3
move.w #79,d0 ; number of chars
.addup:
addq #1,d5
move.b (a4)+,d2
move.b -32(a3,d2.w),d4
add.w d4,d3
cmp.b #32,d2
beq.s .dont_put_in
move.w d5,d6
move.w d3,d1
.dont_put_in:
dbra d0,.addup
asr.w #1,d1
neg.w d1
add.w #SCREEN_WIDTH,d1 ; horiz pos of start x
.not_centred:
move.w d6,d7
.do_char:
moveq #0,d2
move.b (a0)+,d2
sub.w #32,d2
moveq #0,d6
move.b (a3,d2.w),d6
asl.w #5,d2
lea (a2,d2.w),a4 ; char font
val SET 0
REPT 16
move.w (a4)+,d0
bfins d0,val(a1){d1:d6}
val SET val+80
ENDR
add.w d6,d1
dbra d7,.do_char
movem.l (a7)+,d0/a0/d7
rts
Draw_BorderAmmoBar:
; Do guns first.
move.l #draw_BorderChars_vb,a4
move.b Plr1_TmpGunSelected_b,d0
move.l #Plr1_Weapons_vb,a5
cmp.b #PLR_SLAVE,Plr_MultiplayerType_b
bne.s .notplr2
move.l #Plr2_Weapons_vb,a5
move.b Plr2_TmpGunSelected_b,d0
.notplr2:
move.b d0,gunny_b
move.w #9,d2
moveq #0,d0
.putingunnums:
move.w #4,d1
move.l a4,a0
cmp.b gunny_b,d0
bne.s .notsel
add.l #5*10*8*2,a0
addq #2,a5
bra.s .donesel
.notsel:
tst.w (a5)+
beq.s .donesel
add.l #5*10*8,a0
.donesel:
move.l Vid_DrawScreenPtr_l,a1
add.w d0,a1
add.l #3+(240*40),a1
bsr draw_BorderDigit
addq #1,d0
dbra d2,.putingunnums
move.w Ammo,d0
cmp.w #999,d0
blt.s .okammo
move.w #999,d0
.okammo:
ext.l d0
divs #10,d0
swap d0
move.b d0,thirddigit_b
swap d0
ext.l d0
divs #10,d0
move.b d0,firstdigit_b
swap d0
move.b d0,secdigit_b
move.l #draw_BorderChars_vb+15*8*10,a0
cmp.w #10,Ammo
blt.s .notsmallamo
add.l #7*8*10,a0
.notsmallamo:
move.l Vid_DrawScreenPtr_l,a1
add.l #20+238*40,a1
move.b firstdigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
move.l Vid_DrawScreenPtr_l,a1
add.l #21+238*40,a1
move.b secdigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
move.l Vid_DrawScreenPtr_l,a1
add.l #22+238*40,a1
move.b thirddigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
rts
;
Draw_BorderEnergyBar:
move.w Energy,d0
bge.s .okpo
moveq #0,d0
.okpo:
cmp.w #999,d0
blt.s .okenergy
move.w #999,d0
.okenergy:
ext.l d0
divs #10,d0
swap d0
move.b d0,thirddigit_b
swap d0
ext.l d0
divs #10,d0
move.b d0,firstdigit_b
swap d0
move.b d0,secdigit_b
move.l #draw_BorderChars_vb+15*8*10,a0
cmp.w #10,Energy
blt.s .notsmallamo
add.l #7*8*10,a0
.notsmallamo:
move.l Vid_DrawScreenPtr_l,a1
add.l #34+238*40,a1
move.b firstdigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
move.l Vid_DrawScreenPtr_l,a1
add.l #35+238*40,a1
move.b secdigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
move.l Vid_DrawScreenPtr_l,a1
add.l #36+238*40,a1
move.b thirddigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
move.l Vid_DisplayScreen_Ptr_l,a1
add.l #34+238*40,a1
move.b firstdigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
move.l Vid_DisplayScreen_Ptr_l,a1
add.l #35+238*40,a1
move.b secdigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
move.l Vid_DisplayScreen_Ptr_l,a1
add.l #36+238*40,a1
move.b thirddigit_b,d0
move.w #6,d1
bsr draw_BorderDigit
rts
draw_BorderDigit:
ext.w d0
lea (a0,d0.w),a2
.charlines:
lea 30720(a1),a3
move.b (a2),(a1)
move.b 10(a2),10240(a1)
move.b 20(a2),20480(a1)
move.b 30(a2),(a3)
move.b 40(a2),10240(a3)
move.b 50(a2),20480(a3)
lea 30720(a3),a3
move.b 60(a2),(a3)
move.b 70(a2),10240(a3)
add.w #10*8,a2
add.w #40,a1
dbra d1,.charlines
rts
ENDIF
Draw_NarrateText:
; sub.w #1,draw_NarrateTextTime_w
; bge .NOCHARYET
; move.w #3,draw_NarrateTextTime_w
; FIXME: pixel scrolling for status line was achieved via actual scroll registers
; move.l #SCROLLSCRN,d1
; move.w d1,scroll
; swap d1
; move.w d1,scrolh
move.w SCROLLTIMER,d0
subq #1,d0
move.w d0,SCROLLTIMER
cmp.w #40,d0
bge .NOCHARYET
tst.w d0
bge.s .okcha
move.w #150,SCROLLTIMER
bra .NOCHARYET
.okcha:
; FIMXE: need to redirect this to teh actual screen
move.l #SCROLLSCRN,a0
add.w SCROLLXPOS,a0
moveq #1,d7
.doachar:
move.l SCROLLPOINTER,a1
moveq #0,d1
move.b (a1)+,d1 ; character
move.l a1,d2
cmp.l ENDSCROLL,d2
blt.s .notrestartscroll
move.l #BLANKSCROLL,a1
move.l #BLANKSCROLL+80,ENDSCROLL
.notrestartscroll:
move.l a1,SCROLLPOINTER
move.l #draw_ScrollChars_vb,a1
asl.w #3,d1
add.w d1,a1
move.b (a1)+,(a0)
move.b (a1)+,80(a0)
move.b (a1)+,80*2(a0)
move.b (a1)+,80*3(a0)
move.b (a1)+,80*4(a0)
move.b (a1)+,80*5(a0)
move.b (a1)+,80*6(a0)
move.b (a1)+,80*7(a0)
addq #1,a0
dbra d7,.doachar
move.w SCROLLXPOS,d0
addq #2,d0
move.w d0,SCROLLXPOS
cmp.w #80,d0
blt .NOCHARYET
move.w #0,SCROLLXPOS
.NOCHARYET:
rts