total-carnage/NDSP1.ASM

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**************************************************************************
* GSP DMA OBJECT HANDLER
*
* VERSION 1.0 BY WARREN DAVIS 9/1/87
* VERSION 2.01 BY EUGENE JARVIS 10/25/87
* VERSION 3.0 BY EUGENE JARVIS 12/20/87
* VERSION 3.1 BY EUGENE JARVIS 7/4/88
* VERSION 3.2 BY EUGENE JARVIS 8/8/88
* VERSION 3.21 BY Shawn Liptak 7/24/91 - Minor improvements
* VERSION 3.3 BY Shawn Liptak 9/13/91 - More improvements
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
* ALL RIGHTS RESERVED.
*
*.Last mod - 1/7/92 13:45
**************************************************************************
.FILE 'NDSP1.ASM'
.TITLE "GSP DISPLAY PROCESSOR VER. 3.3"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
.INCLUDE \VIDEO\SYS\GSP.INC
.INCLUDE \VIDEO\SYS\SYS.INC
.INCLUDE \VIDEO\SYS\MACROS.HDR
.INCLUDE MPROC.EQU
.INCLUDE DISP.EQU
.include "shawn.hdr" ;Macros
.if DEBUG
.include GAME.EQU
.endif
; .def QDMA
.def DMAQ,QDMAFLG,ANI ;FOR FILE SCORE USAGE
.DEF PULLOBJ
.REF HALT,GETFPAL,FRANIMQ
.if DEBUG
.ref SLDEBUG
.endif
* GLOBAL VARIABLES
.SECT "OFIXED"
OBJLST .LONG 0 ;POINTER TO ACTIVE OBJECT LIST
OFREE .LONG 0 ;POINTER TO FREE OBJECT BLOCK
ENDOFREE .LONG 0
BAKLST .LONG 0 ;BACKGROUND LIST
;BAK2LST .LONG 0 ;SLOW SCROLL BACKGROUND PLANE
.SECT ".text"
.BSS SCROLLX,32 ;X SCROLL VALUE
.BSS SCROLLY,32 ;Y SCROLL VALUE
.BSS WORLDTLX,32 ;TOP LEFT X SCREEN COORD (WORLD)
.BSS WORLDTLY,32 ;TOP LEFT Y SCREEN COORD (WORLD)
.BSS WORLDTL,32 ;PACKED TOP LEFT WORLD COORD
.BSS SCRNTL,32 ;TOP LEFT [Y,X] SCREEN (SCRN COORD.)
.BSS SCRNLR,32 ;LOWER RIGHT [Y,X] SCREEN (SCRN COORD.)
; .BSS BAK2TLY,32 ;TOP LFT Y SLOW SCROLL BACKGROUND
; .BSS BAK2TLX,32 ;TOP LFT X SLOW SCROLL BACKGROUND
.BSS QSYNC,16 ;SIGNALS ACTIVE Q
.BSS DMAQCUR,32 ;CURRENT DMAQ
.BSS DMAQCNT,16 ;CURRENT DMAQ COUNT
.BSS BOTQ0CNT,16 ;BOTTOM QUEUE COUNT #0
.BSS BOTQ1CNT,16 ;BOTTOM QUEUE COUNT #1
.BSS TOPQ0CNT,16 ;TOP QUEUE COUNT #0
.BSS TOPQ1CNT,16 ;TOP QUEUE COUNT #1
.BSS BOTQ0FLG,16 ;BOTTOM Q0 VALID FLAG VALID=NE
.BSS BOTQ1FLG,16 ;BOTTOM Q1 VALID FLAG VALID=NE
.BSS TOPQ0FLG,16 ;TOP Q0 VALID FLAG VALID=NE
.BSS TOPQ1FLG,16 ;TOP Q1 VALID FLAG VALID=NE
.BSS OBJSTR,NOBJ*OBSIZ ;OBJECT STRUCTURE LIST START
.BSS OBJLSTND,0 ;OBJECT LIST END
QSIZE .SET NOBJ*BQCELL ;SIZE OF QUEUES
.BSS BOTQ0,QSIZE ;BOTTOM OBJECT DMA Q #0
.BSS BOTQ1,QSIZE ;BOTTOM OBJECT DMA Q #1
.BSS TOPQ0,QSIZE ;TOP OBJECT DMA Q #0
.BSS TOPQ1,QSIZE ;TOP OBJECT DMA Q #1
.BSS DMAQ,QSIZE ;MISC. NON-SYNC DMA QUEUE
.BSS DISPLAYON,16 ;DO DISPLAY PROCESSING WHEN != 0
.BSS QDMAFLG,16 ;SPECIAL DMAQ BEING UPDATED=1
***************OVERLOAD
****> .BSS OVTOP,16 ;TOP SCREEN OVERLOAD
****> .BSS OVBOT,16 ;BOTTOM SCREEN OVERLOAD
* NO CODE BEFORE DMA INT!!! (Cache aligned)
********************************
* DMA INTERRUPT
DMAINT
mmtm b12,b6,b7,b8,b9 ;Stuff DMA regs
move b10,-*b12
move b11,-*b12
addi >a0,b12 ;DMAREGS (End of DMA)
subk 1,b13
jrle dmaint1 ;Queue empty?
subi >140,b14 ;Setup Q pull
mmfm b14,b6,b7,b8,b9,b10 ;Get data
move b10,b11
srl 16,b10
reti
dmaint1 callr DMANUQ ;Look to start a new q
reti
********************************
* GET NEW DMA Q CALLED FROM DMA INTERRUPT
DMANUQ
CLR B13
MOVE @TOPQ0FLG,B14
JREQ DMANUQ1
CLR B14
MOVE B14,@TOPQ0FLG
MOVE @TOPQ0CNT,B13
JREQ DMANUQ1
MOVE B14,@TOPQ0CNT
MOVI TOPQ0+(QSIZE),B14
JRUC DMANUQL
DMANUQ1 MOVE @TOPQ1FLG,B14
JREQ DMANUQ2
CLR B14
MOVE B14,@TOPQ1FLG
MOVE @TOPQ1CNT,B13
JREQ DMANUQ2
MOVE B14,@TOPQ1CNT
MOVI TOPQ1+(QSIZE),B14
JRUC DMANUQL
DMANUQ2 MOVE @BOTQ0FLG,B14
JREQ DMANUQ3
CLR B14
MOVE B14,@BOTQ0FLG
MOVE @BOTQ0CNT,B13
JREQ DMANUQ3
MOVE B14,@BOTQ0CNT
MOVI BOTQ0+(QSIZE),B14
JRUC DMANUQL
DMANUQ3 MOVE @BOTQ1FLG,B14
JREQ DMANUQX
CLR B14
MOVE B14,@BOTQ1FLG
MOVE @BOTQ1CNT,B13
JREQ DMANUQX
MOVE B14,@BOTQ1CNT
MOVI BOTQ1+(QSIZE),B14
DMANUQL SUBI >A0,B14
MMFM B14,B6,B7,B8,B9,B10 ;LOAD HER UP
MOVE B10,B11
SRL 16,B10
RETS
DMANUQX MOVE @INTENB,B14 ;DISABLE DMA INTERRUPT
ANDI >FFFD,B14
MOVE B14,@INTENB
RETS
********************************
* Load DMA Qs from obj list
* A0=*Obj list, A13=Screen BR, A14=Screen TL
* B4=World Y:X, B5=OFLAGS offset
.align
ldmaqlp move *a0(OXPOS),a10 ;
move *a0(OYVAL),a2,L ;Get int Y
movy a2,a10 ;A10=Obj Y:X
move b4,a6 ;A6=World TL Y:X
subxy a6,a10 ;-world coord to get screen coord
move b5,a3 ;Get OFLAGS offset
add a0,a3
mmfm a3,a12,a11,a9,a8
* CHECK FOR FLIPPING, NECESSITY OF CLIPPING, ADJUST OFFSET, SAG
* A3=AMOUNT TO CLIP OFF TOP, LEFT (TC,LC)
* A8=CONST:PALETTE
* A9=VS : HS
* A10=DAG (Y : X)
* A11=SAG
* A12=CONTROL WORD B0-15; OFFSET B16-31
;COMPUTE LC, RC, TC, BC
CLR A6 ;UPPER LEFT SCREEN COORDINATES
CLR A1 ;A1=USE FOR CLEARING NOW, BECOMES OFFSET LATER
MOVE A10,A2 ;
ADDXY A9,A2 ;A2=Obj BR Y:X
SUBXY A13,A2 ;PT - WEND -> A2 ( BC : RC )
JRYGE ldmaq10
MOVY A1,A2 ;CLEAR BC IF Y NEGATIVE
ldmaq10 JRXGE ldmaq20
MOVX A1,A2 ;CLEAR RC IF X NEGATIVE
ldmaq20 MOVE A14,A7 ;MOVE WSTART
CLR A3 ;
SUBXY A10,A7 ;WSTART - PT -> A7 (TC : LC)
JRYLT ldmaq30
MOVY A7,A3 ;TC IN UPPER HALF OF A3
MOVY A14,A10 ;ADJUST START POSITION TO WINDOW EDGE
ldmaq30 JRXLT ldmaq35
MOVX A7,A3 ;LC IN LOWER HALF OF A3
MOVX A14,A10 ;ADJUST START POSITION TO WINDOW EDGE
ldmaq35 MOVX A9,A6 ;GET TOTAL HORIZONTAL SIZE (MORSEL CORRECTED)
ADD A3,A2 ;(TC+BC : LC+RC) IN A2
JREQ NOCLIP ;TOTAL CLIP IS ZERO, NOCLIP
SUBXY A2,A9 ;GET CLIPPED SIZE...TOTALLY CLIPPED?
JRXLE NODIS ;Totally clipped?
JRYLE NODIS
;CLIP THE SAG, HS, VS, AND ADJUST OFFSET
MOVX A3,A1 ;GET LEFT CLIP
SRL 16,A3 ;GET TOP CLIP
JREQ CLIP1
MOVE *A0(OXCLIP),A7
ADD A6,A7 ;ADD PRECLIP TO THE WIDTH TO CALC NEW SAG
MPYS A7,A3 ;TOP CLIP X TOTAL HORIZ SIZE
CLIP1 SLL 16,A2
BTST B_FLIPH,A12
JREQ CLIP2
NEG A2 ;NEGATE RC+LC
NEG A1 ;NEGATE LC
CLIP2 BTST B_FLIPV,A12
JREQ CLIP3
NEG A3 ;NEGATE THS*TC
CLIP3 ADD A1,A3 ;ADD LEFT CLIP TERM + TC*THS
SLL 3,A3
ADD A3,A11 ;ADD TO SAG
ADD A2,A12 ;ADD CLIP OFFSET TO OFFSET
*BEAM AVOIDANCE, AT HALF SCREEN, DMA TOP HALF
* AT FULL SCREEN, DMA BOTTOM HALF
*B1=HALF SCREEN LINE COUNT
*B2=BOTTOM Q COUNT
*B3=TOP Q COUNT
*A4=BOTTOM DMA Q TO LOAD
*A5=TOP DMA Q TO LOAD
*A6=TOTAL HORIZONTAL SIZE
*A8=CONST:PALETTE XLATE
*A9=VSIZE:HSIZE
*A10=DESTINATION Y:X
*A11=IMAGE SAG
*A12=OFFSET:CONTROL
NOCLIP MOVE B1,A2 ;GET HALF SCREEN LINE NUMBER(Y ADJUSTED)
subxy a10,a2 ;WHERE'S THE IMAGE?
JRYLE BEAM_STKIMG ;Completely on the other side? Stack it
CMPXY A2,A9 ;DETERMINE HEIGHT ABOVE MID SCREEN
JRYLE BEAM_DODMA ;BR = YES, DMA AS IS
MOVE A9,B0 ;SAVE THE SIZES
MOVY A2,A9 ;STUFF NEW VSIZE AND DO IT
MMTM A5,A8,A9,A10,A11,A12 ;SAVE THE DMA REGS
INC B3
MOVE B0,A9 ;SET UP DMA REGS FOR BOTTOM HALF AND STACK EM
SRL 16,A2 ;Shift down the Y differential
MOVE *A0(OXCLIP),A3 ;ADD PRECLIP TO WIDTH
ADD A6,A3 ;WE NEED TS IN AN ODD REG. FOR 32 BIT MULT.
SLL 3,A3 ;TS = TS*8
MPYU A2,A3 ;A3 = SAG OFFSET
SLL 16,A2 ;Y DIFF BACK TO Y POS
SUBXY A2,A9 ;NEW VSIZE
ADDXY A2,A10 ;NEW DMA POSITION
BTST B_FLIPV,A12
JREQ BEAM_ADDSAG ;BR = SUBTRACT FOR NEW SAG BECAUSE OF VFLIP
NEG A3 ;SAG = -SAG
BEAM_ADDSAG
ADD A3,A11 ;SAG = SAG + OFFSET
BEAM_STKIMG
MMTM A4,A8,A9,A10,A11,A12 ;SAVE THE DMA REGS
INC B2
JRUC NODIS
BEAM_DODMA
MMTM A5,A8,A9,A10,A11,A12 ;SAVE THE DMA REGS
INC B3
NODIS move *a0,a0,L ;Get next link
jrnz ldmaqlp ;More?
rets
********************************
* DISPLAY OBJECT LIST - CALLED AT MIDSCREEN INTERRUPT
DISPLAY
move @QSYNC,a1
jrne disp1
MOVI BOTQ0+(QSIZE),A4 ;SETUP NEW INTERRUPT LOAD DMA QUEUES
MOVI TOPQ0+(QSIZE),A5
jruc disp2
disp1 MOVI BOTQ1+(QSIZE),A4 ;SETUP NEW INTERRUPT LOAD DMA QUEUES
MOVI TOPQ1+(QSIZE),A5
disp2 dint
move @INTENB,a0 ;Enable display interrupt
ori DIE,a0
move a0,@INTENB
eint
; move @DISPLAYON,a0
; jrz dispx ;Stop all new display processing?
move @HALT,a0
jrnz disp30 ;Skip vel update?
movi OBJLST,a0
callr vel_add
disp30
*CLIP AND LOAD DMA
*A4=BOTTOM DMA Q TO LOAD
*A5=TOP DMA Q TO LOAD
*B1=HALF SCREEN ADDRESS
*B2=BOTTOM Q COUNT
*B3=TOP Q COUNT
*B4=WORLD TOP LEFT [Y,X]
DCLIP
MOVI (HSINT-20)*>10000,B1 ;GET HALF SCREEN LINE #(Y ADJUSTED) ;27
CLR B3 ;TOP Q COUNT
CLR B2 ;BOTTOM Q COUNT
movi OFLAGS,b5 ;B5=PARAMETER LOCATION
move @DISPLAYON,a0
jrz disp100 ;Stop DMA of objects except for score?
; MOVE @SCROLLX,A6,L ;GET Y:X SCROLL VALUES
; MOVE @SCROLLY,A7,L
; SRA 1,A6
; SRA 1,A7 ;SCROLL 1/2 AS FAST
; MOVE @BAK2TLY,A14,L ;BACKGRD 2 SCREEN TL Y INTEGER:FRACTION
; MOVE @BAK2TLX,A13,L ;BACKGRD 2 SCREEN TL X INTEGER:FRACTION
; ADD A7,A14
; MOVE A14,@BAK2TLY,L
; ADD A6,A13
; MOVE A13,@BAK2TLX,L
; SRL 16,A13
; MOVX A13,A14 ;COMBINE TO FORM TOP LEFT Y:X
; MOVE A14,B4 ;SETUP WORLD TOP LEFT [Y,X]
; MOVE @SCRNTL,A14,L ;GET SCREEN BOUNDARIES
; MOVE @SCRNLR,A13,L
; MOVE @OVTOP,A0,W ;IF OVERLOAD SKIP BAK2 UPDATE
; MOVE @OVBOT,A1,W
; OR A0,A1
; JRNE DCLIP1
; MOVI BAK2LST,A0,L
; CALLR NODIS
;DCLIP1
MOVE @SCROLLX,A6,L ;GET Y:X SCROLL VALUES
MOVE @SCROLLY,A7,L
MOVE @WORLDTLY,A14,L ;SCROLL YOUR SCREEN FOLKS
MOVE @WORLDTLX,A13,L
ADD A6,A13
ADD A7,A14
MOVE A14,@WORLDTLY,L
MOVE A13,@WORLDTLX,L
SRL 16,A13
MOVX A13,A14 ;COMBINE TO FORM TOP LEFT Y:X
MOVE A14,B4 ;SETUP WORLD TOP LEFT [Y,X]
MOVE B4,@WORLDTL,L ;STORE THE WORLD TOP LEFT [Y,X]
MOVE @SCRNTL,A14,L ;GET SCREEN BOUNDARIES
MOVE @SCRNLR,A13,L
***********Z PLANE CHECK KLUDGE***********************************
*
* .GLOBAL PLZMIN
* MOVE @PLZMIN,A1,W
* SUBI 10,A1 ;FUDGE FACTOR
* MOVE @OBJLST,A0,L
* JREQ DISPBAK ;FORGET IT NULL LIST
* MOVE *A0(OZPOS),A2,W ;FIND STUFF IN BACK
* CMP A1,A2
* JRGE DISPBAK ;TEST FIRST ONE, NOTHING IN BACK
*DZCHL
* MOVE *A0(OZPOS),A2,W ;FIND STUFF IN BACK
* CMP A1,A2
* JRGE DZCHK1
* MOVE *A0,A0,L
* JRNE DZCHL
*
* MOVI OBJLST,A0,L ;EVERYTHINGS IN BACK
* CALLR NODIS
*
* MOVI BAKLST,A0,L
* CALLR NODIS
* JRUC DISPX
*
*DZCHK1:
* MOVE *A0,A1,L
* MMTM SP,A0,A1 ;SAVE OLD LIST POINTERS
* CLR A1
* MOVE A1,*A0,L ;ZERO OUT LIST (SPLIT IT UP)
*
* MOVI OBJLST,A0,L ;OUTPUT BACK OBJECTS
* CALLR NODIS
*
* MOVI BAKLST,A0,L ;OUTPUT BACKGROUND PLANE
* CALLR NODIS
*
* MMFM SP,A0,A1
* MOVE A1,*A0,L ;RESTORE LIST
* MOVE A0,A0
* CALLR NODIS1 ;PROCESS REST OF OBJECT LIST
* JRUC DISPX
*****************************************************************************
DISPBAK
MOVI BAKLST,A0,L
CALLR NODIS
MOVI OBJLST,A0,L
CALLR NODIS
;PUT DMA SCORE AREA ON TOP OF EVERYTHING!
disp100 MOVE @QDMAFLG,A2 ;Q BEING MODIFIED?
JRNZ DISPX0 ;YES, DON'T SCREW WITH IT
MOVE @DMAQCUR,A2,L
MOVI DMAQ+QSIZE,A1
CMP A1,A2
JREQ DISPX0 ;NONE
MOVE A1,@DMAQCUR,L ;RESET TOP OF QUEUE
DISPXL MOVE -*A1,-*A5,L ;TRANSFER YOUR Q'S
MOVE -*A1,-*A5,L
MOVE -*A1,-*A5,L
MOVE -*A1,-*A5,L
MOVE -*A1,-*A5,L
INC B3 ;INCREMENT COUNT
CMP A2,A1
JRHI DISPXL
DISPX0
MOVI NULLDMA,A0 ;PUT NULL DMA ON DMA QUEUES
MMFM A0,A8,A9,A10,A11,A12
MMTM A5,A8,A9,A10,A11,A12 ;NULL DMA JUNK TOPQ
MMTM A4,A8,A9,A10,A11,A12 ;NULL DMA JUNK BOTQ
.if DEBUG
move @SLDEBUG,a0
btst 3,a0
jrz skipline
move @ERASELOC,a1
movi 8,a0
move a0,@ERASELOC
move a1,@ERASELOC
skipline
.endif
move @QSYNC,a0
jrne dispx1
MOVE B2,@BOTQ0CNT
MOVE B3,@TOPQ0CNT
dispx rets
dispx1 MOVE B2,@BOTQ1CNT
MOVE B3,@TOPQ1CNT
rets
*NULL DMA DATA
NULLDMA .long >8000,IROM,0,>00010001,0
********************************
* Velocity add loop
valp move a0,a1
addk >20,a1 ;+OXVEL offset
mmfm a1,a9,a10,a11,a12 ;A12=XV, A11=YV, A10=X, A9=Y
add a11,a9 ;Add YVEL to YVAL
move a9,-*a1,L
add a12,a10 ;Add XVEL to XVAL (Uses hidden cycle!)
move a10,-*a1,L
vel_add move *a0,a0,L
jrnz valp ;!End?
rets
********************************
* ENABLE TOP DISPLAY QUEUES
DISPQT
MOVK 1,A0 ;ENABLE YOUR QUEUES
MOVE @QSYNC,A1
NOT A1
MOVE A1,@QSYNC
JRNE DISPQT1
MOVE A0,@TOPQ1FLG
jruc dmastrt
DISPQT1 MOVE A0,@TOPQ0FLG
jruc dmastrt
; MOVK 1,A1
; MOVE @DMACTRL,A0 ;DMA BUSY?
; JRN DISP3
; CLR A1 ;NO OVERLOAD
;DISP3 MOVE A1,@OVBOT ;STORE OVERLOAD
; jruc dmastrt
********************************
* PRIME DMA INTERRUPT FOR BOTTOM QUEUE
DISPH
MOVK 1,A0 ;ENABLE YOUR QUEUES
MOVE @QSYNC,A1
JRNE DISPH1
MOVE A0,@BOTQ1FLG
JRUC DISPH2
DISPH1 MOVE A0,@BOTQ0FLG
DISPH2
; MOVK 1,A1
; MOVE @DMACTRL,A0 ;DMA BUSY?
; JRN DISPH3 ;YES, DO NOT RESTART
; CLR A1
;DISPH3 MOVE A1,@OVTOP ;OVERLOAD INDICATOR
********************************
* START DMA IF APPROPRIATE
dmastrt
dint
move b13,b13
jrne dmastx ;If count > 0, DMA already going
callr DMANUQ ;Get new Q
move b13,b13
jrz dmastx ;zero count dont restart
move @INTENB,a0 ;enable dma interrupt
ori X1E,a0
move a0,@INTENB
move @DMACTRL,a0
jrn dmastx ;DMA busy?
movi DMAREGS,b12 ;Set B12 to DMAREGS
; clr a0
; move a0,@DMACTRL ;kill any pending NECESSARY???
trap 1 ;Cause DMA int
dmastx eint
rets
********************************
*QDMA PUTS IMAGE ON DMA Q
*INPUTS:
*A1=CONSTANT COLOR:PALETTE
*A3=DESTINATION Y:X
*A5=OFFSET:CONTROL
*A14=ADDRESS OF IMAGE HEADER
;QDMA
; MMTM SP,A2,A4,A13
; MOVE *A14,A2,L ;GET VSIZE:HSIZE
; MOVE *A14(ISAG),A4,L ;GET SAG
; MOVK 1,A13
; MOVE A13,@QDMAFLG ;Q BEING MODIFIED
; MOVE @DMAQCUR,A13,L
; CMPI DMAQ,A13
; JRLS QDMAX ;Q OVERLOAD, CAN IT
; MMTM A13,A1,A2,A3,A4,A5
; MOVE A13,@DMAQCUR,L
; CLR A13
; MOVE A13,@QDMAFLG
;
;QDMAX MMFM SP,A2,A4,A13
; RETS
********************************
* MANUAL DMA (SETUP YOUR OWN REGS)
* A1=CONSTANT COLOR:PALETTE
* A2=VSIZE:HSIZE
* A3=DESTINATION Y:X
* A4=SAG
* A5=OFFSET:CONTROL
* Trashes A0
QDMAN
movk 1,a0
move a0,@QDMAFLG ;Q being modified
move @DMAQCUR,a0,L
cmpi DMAQ,a0
jrls qdnx ;Q full?
mmtm a0,a1,a2,a3,a4,a5
move a0,@DMAQCUR,L
clr a0
move a0,@QDMAFLG
qdnx rets
**************************************************************************
* *
* STOPOBJS - ZEROS VELOCITIES FOR ALL OBJECTS ON OBJLST. *
* *
**************************************************************************
STOPOBJS
PUSH a0,a1
clr a0
movi OBJLST,a1
jruc so20
so10 MOVE A0,*A1(OXVEL),L
MOVE A0,*A1(OYVEL),L
so20 move *a1,a1,L
jrnz so10
PULL a0,a1
rets
********************************
* Sort object list in z:y priority
* Trashes A0-A7
.align
YZSORT movk 1,a1 ;Lowest Z
sll 31,a1 ;Make >80000000
move a1,a5 ;Lowest Y
movi OBJLST,a0
jruc yzlp
yzlp0 move *a2(OZPOS),a6 ;Get Z
move *a2(OYPOS),a7 ;Get Y
cmp a1,a6
jrgt priok ;Next Z > Current Z?
jrlt priswap
cmp a5,a7 ;Next Y > Current Y
jrge priok
priswap dint ;>Make current after next
move a2,*a4,L ;Point last to next
move *a2,*a0,L ;Point current to block after next
move a0,*a2,L ;Point next to current
eint
move a2,a4
jruc yzlp ;Continue sort of current obj
priok move a0,a4 ;A4=*Last obj
move a2,a0 ;A0=*Current obj
move a6,a1 ;A1=Current Z
move a7,a5 ;A5=Current Y
yzlp move *a0,a2,L ;A2=*Next obj
jrnz yzlp0
rets
**************************************************************************
* TEST IF OBJECT ON SCREEN
*A8=OBJECT
*RETURNS Z IF ON SCREEN
*ENTER HERE AND PROVIDE YOUR OWN SCREEN BOUNDRIES
SCRTSTG
mmtm sp,a1,a2,a3
jruc scrtst1
*NORMAL SCREEN BOUNDRIES
SCRTST
mmtm sp,a1,a2,a3
move @SCRNTL,a2,L ;Get screen top left
move @SCRNLR,a3,L ;Get screen lower rgt
scrtst1 move *a8(OYPOS),a0
move *a8(OXPOS),a1
sll 16,a0
movx a1,a0 ;get top left of object
move @WORLDTL,a1,L
subxy a1,a0 ;subtract out world base
move *a8(OSIZE),a1,L
addxy a0,a1 ;get lower rt of object
cmpxy a3,a0 ;is it lower than lower rt?
JRYGE scrtf_d ;lower
JRXGE scrtf_r ;to the right
cmpxy a2,a1
JRYLE scrtf_u ;above...
JRXLE scrtf_l ;to the left..
mmfm sp,a1,a2,a3
clr a0 ;On screen Z
rets
scrtf_l movi 1,a0 ;Pass NZ
mmfm sp,a1,a2,a3
rets
scrtf_r movi 2,a0
mmfm sp,a1,a2,a3
rets
scrtf_u movi 3,a0
mmfm sp,a1,a2,a3
rets
scrtf_d movi 4,a0
mmfm sp,a1,a2,a3
rets
.if 0
********************************
*CLIP AN OBJECT
*INPUTS:
*A2=BOTTOM:RIGHT CLIP (RELATIVE TO CURRENT SIZE)
*A3=TOP:LEFT CLIP (RELATIVE TO CURRENT SIZE)
*A8=OBJECT BLOCK
*RETURNS
*NEW SAG,H,W,OFFSET,XCLIP IN OBJECT STRUCTURE
*ALL REGISTERS PRESERVED
CLIPOBJ
MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7,A9,A11,A12
MOVE A8,A0
MOVE *A8(OXPOS),A4
MOVE *A8(OYPOS),A5
ADDI OFLAGS,A0 ;GET INDEX INTO OBJECT STRUCTURE
* A1 BECOMES OFFSET
* A6= TOTAL HORIZ. SIZE
* A9= VS:HS
* A11= SAG
* A12= OFFSET:FLAGS
MMFM A0,A9,A11,A12
MOVE *A8(OXCLIP),A7
CLR A6
MOVX A9,A6 ;GET TOTAL HORIZ SIZE
ADD A3,A2 ;LC+RC
SUBXY A2,A9 ;DECREASE H,W BY XCLIP,YCLIP
*CLIP THE SAG, HS, VS, AND ADJUST OFFSET
MOVX A3,A1 ;GET LEFT CLIP
SEXT A1
ADD A1,A4 ;ADJUST OXPOS
SRA 16,A3 ;GET TOP CLIP
ADD A3,A5 ;ADJUST OYPOS
JREQ OCLIP1
ADD A7,A6 ;ADD PRECLIP TO THE WIDTH TO CALC NEW SAG
MPYS A6,A3 ;TOP CLIP X TOTAL HORIZ SIZE
OCLIP1
ADDXY A2,A7
ZEXT A7,W ;NEW OXCLIP
SLL 16,A2
BTST B_FLIPH,A12
JREQ OCLIP2
NEG A2 ;NEGATE RC+LC
NEG A1 ;NEGATE LC
OCLIP2
BTST B_FLIPV,A12
JREQ OCLIP3
NEG A3 ;NEGATE THS*TC
OCLIP3
ADD A1,A3 ;ADD LEFT CLIP TERM + TC*THS
SLL 3,A3
ADD A3,A11 ;ADD TO SAG
ADD A2,A12 ;ADD CLIP OFFSET TO OFFSET
PUSHST
DINT
MMTM A0,A9,A11,A12
MOVE A4,*A8(OXPOS)
MOVE A5,*A8(OYPOS)
MOVE A7,*A8(OXCLIP) ;NEW OXCLIP
POPST
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A9,A11,A12
RETS
.endif
**************************************************************************
* *
* OBJECT BLOCK INITIALIZATION ROUTINES *
* *
**************************************************************************
**************************************************************************
* *
* OINIT - INITIALIZE FREE LIST *
* *
**************************************************************************
OINIT
MMTM SP,A0,A1,A2,A3 ;SAVE REG
CLR B13 ;CLEAR OUT DMA DEDICATED REGISTERS
CLR B14
MOVI NOBJ,A3 ;# OF OBJECT BLOCKS TO INIT
MOVI SCRNST,A0,L ;INIT SCREEN TOP LEFT [Y,X]
MOVE A0,@SCRNTL,L
MOVI SCRNEND,A0,L ;INIT SCREEN LOWER RIGHT [Y,X]
MOVE A0,@SCRNLR,L
PUSHST
DINT
MOVE @INTENB,A0,W
ANDNI X1E,A0 ;NO MORE DMA INTERRUPTS
MOVE A0,@INTENB,W
POPST
CLR A0
MOVE A0,@WORLDTLX,L
MOVE A0,@WORLDTLY,L
MOVE A0,@WORLDTL,L
; MOVE A0,@BAK2TLX,L
; MOVE A0,@BAK2TLY,L
MOVE A0,@DMAQCNT,W ;CLEAR CURRENT DMAQ COUNT
MOVE A0,@BOTQ0CNT,W ;CLEAR BOTTOM QUEUE COUNT #0
MOVE A0,@BOTQ1CNT,W ;CLEAR BOTTOM QUEUE COUNT #1
MOVE A0,@TOPQ0CNT,W ;CLEAR TOP QUEUE COUNT #0
MOVE A0,@TOPQ1CNT,W ;CLEAR TOP QUEUE COUNT #1
MOVI DMAQ+QSIZE,A1
MOVE A1,@DMAQCUR,L ;INIT MISC DMA QUEUE
MOVE A0,@SCROLLX,L ;CLEAR SCROLLX
MOVE A0,@SCROLLY,L ;CLEAR SCROLLX
; MOVE A0,@BAK2LST,L ;NULL BACKGROUND 2 OBJECT LIST
MOVE A0,@BAKLST,L ;NULL BACKGROUND OBJECT LIST
MOVE A0,@OBJLST,L ;NULL OBJECT LIST
MOVI OBJSTR,A1,L
MOVE A1,@OFREE,L ;SETUP FREE LIST
OINITL
MOVE A1,A2
ADDI OBSIZ,A1,W
MOVE A1,*A2,L ;LINK EM UP
DSJS A3,OINITL ;CONTINUE FOR NPROC
MOVE A0,*A2,L ;ZERO LAST LINK
MMFM SP,A0,A1,A2,A3 ;RESTORE REGS
RETS
**************************************************************************
* *
* GETOBJ - GET A FREE OBJECT BLOCK FOR USE *
* RETURNS *
* A0 = PTR TO OBJECT BLOCK *
* IF NO BLOCKS WERE AVAILABLE THEN THE Z FLAG IS SET *
* *
**************************************************************************
GETOBJ
move a2,*-sp,L
MOVE @OFREE,A0,L ;POINTER TO NEXT AVAILABLE OBJ BLOCK
JRZ NONELFT
MOVE *A0,A2,L
MOVE A2,@OFREE,L ;ADJUST POINTER TO FREE LIST
CLR A2
MOVE A2,*A0(OXCLIP) ;CLEAR CLIP
MOVE A2,*A0(OPLINK),L ;CLEAR LINK
MOVE A2,*A0(OFLAGS)
GETOX
move *sp+,a2,L
move a0,a0 ;Pass Z flag
rets
NONELFT
.IF DEBUG
LOCKUP
EINT
.ELSE
CALLERR 3,1
.ENDIF
JRUC GETOX
********************************
*FREE OBJECT WITH ERROR CHECKING
;FREEOBJE
; MMTM SP,A1,A2
; CMPI OBJSTR,A0
; JRHS FREEE1
;
; .IF DEBUG
; LOCKUP
;* CALLERR 2 ;PTR TOO LOW
; EINT
; .ENDIF
;
; JRUC FREERRX
;FREEE1
; CMPI OBJLSTND,A0
; JRLO FREEE2
;
; .IF DEBUG
;* CALLERR 2 ;PTR TOO HIGH
; LOCKUP
; EINT
; .ENDIF
;
; JRUC FREERRX
;FREEE2
; MOVE A0,A2
; SUBI OBJSTR,A2
; MOVI OBSIZ,A1
; MODU A1,A2
; JRZ FREEE3
;
; .IF DEBUG
;* CALLERR 2 ;PTR NOT VALID
; LOCKUP
; EINT
; .ENDIF
;
; JRUC FREERRX
;FREEE3
; CALLR ISOBJ
; JREQ FREEE4
;
; .IF DEBUG
;* CALLERR 2 ;OBJECT IS ON THE ACTIVE LIST
; LOCKUP
; EINT
; .ENDIF
;
; JRUC FREERRX
;FREEE4
; CALLR ISFREE
; JREQ FREEEC
;
; .IF DEBUG
;* CALLERR 2 ;OBJECT IS ALREADY ON THE FREE LIST
; LOCKUP
; EINT
; .ENDIF
;
;FREERRX
; MMFM SP,A1,A2 ;EXIT WITH ERROR
; RETS
;FREEEC
; MMFM SP,A1,A2 ;EVERYTHING IS O.K. CONTINUE TO FREEOBJ
********************************
*MAIN FREE OBJECT ENTRY
FREEOBJ
PUSH A2
MOVE @OFREE,A2,L
MOVE A2,*A0,L
MOVE A0,@OFREE,L ;BLOCK IS ON FREE LIST NOW
PULL A2
RETS
********************************
* PULLOBJ - PULL AN OBJECT BLOCK FROM AN OBJECT LIST
* DO NOT PUT IT BACK ON THE FREE LIST
* A0 = PTR TO BLOCK TO BE PULLED
PULLOBJ
MMTM SP,A2,A4
MOVI OBJLST,A4
PULLLOOP
MOVE A4,A2 ;PTR TO PREVIOUS IN A2
MOVE *A2,A4,L ;PTR TO NEXT IN A4
JRZ NOPULL ;BR = END OF LIST
CMP A4,A0 ;IS THIS THE GUY?
JRNE PULLLOOP ;BR = NO
MOVE *A0,*A2,L ;LINK AROUND THIS OBJECT
MMFM SP,A2,A4
RETS
NOPULL
.if DEBUG
LOCKUP
.endif
MMFM SP,A2,A4
RETS
********************************
* INSERT AN OBJECT BLOCK INTO AN OBJECT LIST
* LIST IS SORTED BY INCREASING Z AND INCREASING Y WITHIN CONSTANT Z
*
* BLOCK TO BE INSERTED IN A0
*INSERT BACKGROUND 2 OBJECT (SORTED)
;INSB2OBJ:
; MMTM SP,A1,A2,A3,A4,A5
; MOVI BAK2LST,A4
; JRUC INSOBJ0
********************************
* INSERT BACKGROUND OBJECT (SORTED)
INSBOBJ
MMTM SP,A1,A2,A3,A4,A5
MOVI BAKLST,A4
JRUC INSOBJ0
********************************
* INSERT FOREGROUND OBJECT
INSOBJ
MMTM SP,A1,A2,A3,A4,A5
MOVI OBJLST,A4
INSOBJ0
MOVE *A0(OZPOS),A1 ;GET Z POSITION
MOVE *A0(OYPOS),A5 ;GET Y POSITION
INS_LOOP
MOVE A4,A2 ;A2=PTR TO PREV
MOVE *A2,A4,L ;A3=PTR TO NEXT
JRZ INS_AT_END ;End of list?
MOVE *A4(OZPOS),A3 ;A3=ZPOS
CMP A3,A1
JRGT INS_LOOP
JRLT INS_AT_END
MOVE *A4(OYPOS),A3 ;TEST Y POSITION
CMP A3,A5
JRGT INS_LOOP
INS_AT_END
MOVE A4,*A0,L ;PUT NEXT LINK IN NEW BLOCK
MOVE A0,*A2,L ;PUT LINK TO NEW IN PREV BLOCK
MMFM SP,A1,A2,A3,A4,A5
RETS
********************************
* Delete background2 object
;DELB2OBJ
; MMTM SP,A2,A4
; MOVI BAK2LST,A4
; JRUC DEL_LOOP
********************************
* Delete background object
DELBOBJ ;A0=*Obj
MMTM SP,A2,A4
MOVI BAKLST,A4
JRUC DEL_LOOP
********************************
* Delete foreground object
DELOBJA8 ;A8=*Obj
move a8,a0
********************************
* Delete foreground object
DELOBJ ;A0=*Obj
MMTM SP,A2,A4
.if DEBUG
move *a0(OID),a2
cmpi CLSENMY|TYPGRW,A2
jreq hulkerr
cmpi CLSENMY|TYPHULK,A2
jrne hulkok
hulkerr LOCKUP
eint
hulkok
.endif
MOVI OBJLST,A4
DEL_LOOP
MOVE A4,A2 ;A2=*PREV
MOVE *A2,A4,L ;A4=*NEXT
JRZ delerr
DEL_CHK CMP A4,A0
JRNE DEL_LOOP
MOVE *A0,*A2,L ;PUT NEXT LINK IN PREV BLOCK
MOVE @OFREE,A2,L
MOVE A2,*A0,L
MOVE A0,@OFREE,L ;RETURN DELETED BLOCK TO FREE STACK
; move *A0(OFLAGS),A4
; andni M_INUSE,A4
; move A4,*A0(OFLAGS)
clr a4
move a4,*a0(OXPOS) ;Indicates not in use for collisions
DELOBJX MMFM SP,A2,A4
RETS
delerr
.IF DEBUG
LOCKUP
EINT
;TURMELL
.ELSE
; CALLERR 1,5
.ENDIF
JRUC DELOBJX
********************************
* FRANIM list an object, delete it and DIE
FRQDELDIE ;A8=*Obj, A9=*FRANIM list
JSRP FRANIMQ
********************************
* Delete foreground object and DIE
DELOBJDIE ;A8=*Obj
.if DEBUG
move *a8(OID),a1
cmpi CLSENMY|TYPGRW,A1
jreq hulk2err
cmpi CLSENMY|TYPHULK,A1
jrne hulk2ok
hulk2err
LOCKUP
eint
hulk2ok
.endif
movi OBJLST,a1
do20 move a1,a2 ;A2=*Prev
move *a2,a1,L ;A1=*Next
jrz doerr
cmp a1,a8
jrne do20
move *a8,*a2,L ;Put next link in prev block
move @OFREE,a2,L
move a2,*a8,L
move a8,@OFREE,L ;Return deleted block to free stack
clr a1
move a1,*a8(OXPOS) ;Indicates not in use for collisions
dox jauc SUCIDE
doerr
.if DEBUG
LOCKUP
eint
.else
; CALLERR 1,5
.endif
jruc dox
*************************************************************************
* *
* KILL A CLASS OF OBJECTS *
* A0=OID (16 BITS) ,A1=MASK (16 BITS, Bits to keep) *
* *
*************************************************************************
*KILL A CLASS FROM THE BACKGROUND
;KILB2OBJ
; MMTM SP,A0,A2,A3,A4
; MOVI BAK2LST,A2,L
; JRUC KILGEN
*KILL A CLASS FROM THE BACKGROUND
KILBOBJ
MMTM SP,A0,A2,A3,A4
MOVI BAKLST,A2,L
JRUC KILGEN
********************************
* Kill one class from the obj list
KIL1OBJC ;A0=OID, A1=Trashed
clr a1
********************************
* Kill a class from the obj list
KILOBJN ;A0=OID, A1=!Mask (Bits to remove)
not a1
********************************
* Kill a class from the obj list
KILOBJ
MMTM SP,A0,A2,A3,A4
MOVI OBJLST,A2,L
KILGEN AND A1,A0 ;FORM MATCH
KILOBP MOVE A2,A3 ;SAVE PREVIOUS
MOVE *A2,A2,L ;GET NEXT
JREQ KILOBX ;ALL DONE
MOVE *A2(OID),A4
AND A1,A4 ;CAN DONT CARE BITS
CMP A0,A4 ;MATCH?
JRNE KILOBP ;NO
MOVE *A2,*A3,L ;LINK AROUND IN ACTIVE LIST
MOVE @OFREE,A4,L ;LINK INTO FREE LIST AT START
MOVE A4,*A2,L
MOVE A2,@OFREE,L ;POINT FREE TO CELL
MOVE A3,A2
JRUC KILOBP ;KILL THE REST
KILOBX
MMFM SP,A0,A2,A3,A4
RETS
**************************************************************************
* *
* EXISTOBJ - DOES AN OBJECT FROM A CERTAIN CLASS EXIST? *
* A0 = OID *
* A1 = MASK(0'S DON'T CARE) *
* RETURNS: *
* Z BIT SET = NO OBJECT, A0 = 0 *
* Z BIT CLR = YES OBJECT, A0 = PTR TO OBJECT *
* *
**************************************************************************
EXISTOBJ
MMTM SP,A2,A3
MOVI OBJLST,A2,L
SEXT A0
AND A1,A0 ;FORM MATCH
EXISTOBP
MOVE *A2,A2,L ;GET NEXT
JREQ EXISTOBX ;ALL DONE
MOVE *A2(OID),A3
AND A1,A3 ;CAN DONT CARE BITS
CMP A0,A3 ;MATCH?
JRNE EXISTOBP ;NO
EXISTOBX
MOVE A2,A0
MMFM SP,A2,A3
RETS
**************************************************************************
* *
* ISFREE - IS AN OBJECT ON THE FREE LIST? *
* A0 = PTR TO OBJECT *
* RETURNS: *
* Z BIT SET = NO OBJECT, A0 = 0 *
* Z BIT CLR = NO OBJECT, A0 = PTR TO OBJECT *
* *
**************************************************************************
;ISFREE
; PUSH A2
; MOVI OFREE,A2,L
; JRUC ISOBP
**************************************************************************
* *
* ISOBJ - IS AN OBJECT ON THE OBJECT LIST? *
* A0 = PTR TO OBJECT *
* RETURNS: *
* Z BIT SET = NO OBJECT, A0 = 0 *
* Z BIT CLR = NO OBJECT, A0 = PTR TO OBJECT *
* *
**************************************************************************
ISOBJ
PUSH a2
movi OBJLST,a2,L
ISOBP move *a2,a2,L
jrz ISOBX ;End?
cmp a0,a2
jrne ISOBP ;No match?
PULL a2
move a0,a0 ;Clr Z
rets
ISOBX PULL a2
clr a0 ;Set Z
rets
**************************************************************************
* *
* ADJSTWTL - ADJUST THE OBJECT'S COORDINATES IN RELATION TO THE *
* WORLD. IT IS ASSUMED THAT THE CURRENT COORDINATES *
* ARE SCREEN RELATIVE. *
* A0 = PTR TO THE OBJECT BLOCK *
* *
**************************************************************************
ADJSTWTL
MMTM SP,A3,A5
MOVE @WORLDTLX,A5,L
MOVE *A0(OXVAL),A3,L
ADD A5,A3
MOVE A3,*A0(OXVAL),L
MOVE @WORLDTLY,A5,L
MOVE *A0(OYVAL),A3,L
ADD A5,A3
MOVE A3,*A0(OYVAL),L
MMFM SP,A3,A5
RETS
**************************************************************************
* *
* ADJNEWTL - ADJUST AN OBJECT TO A NEW SET OF X,Y WORLD COORDINATES *
* BEFORE THEY ARE STORED(TAKE EFFECT). *
* NOTE: CURRENT OBJECT COORDS. MUST BE ABSOLUTE WORLD. *
* A0 = PTR TO OBJECT *
* A4 = NEW WTLX, 32 BITS *
* A5 = NEW WTLY, 32 BITS *
* *
**************************************************************************
ADJNEWTL
PUSH a1,a2
CALLR GSCRNREL ;SCREEN RELATIVE PLEASE
ADD A4,A1
ADD A5,A2 ;ADJUST
MOVE A1,*A0(OXVAL),L
MOVE A2,*A0(OYVAL),L ;STORE
PULL a1,a2
RETS
**************************************************************************
* *
* GSCRNREL - GET THE SCREEN RELATIVE X,Y COORDINATES OF AN OBJECT *
* IT IS ASSUMED THATE THE CURRENT X,Y COORDINATES ARE *
* WORLD ABSOLUTE. *
* A0 = PTR TO THE OBJECT BLOCK *
* RETURNS *
* A1 = X SCREEN RELATIVE, 32 BITS *
* A2 = Y SCREEN RELATIVE, 32 BITS *
* *
**************************************************************************
GSCRNREL
PUSH a5
MOVE @WORLDTLX,A5,L
MOVE *A0(OXVAL),A1,L
SUB A5,A1
MOVE @WORLDTLY,A5,L
MOVE *A0(OYVAL),A2,L
SUB A5,A2
PULL a5
RETS
**************************************************************************
* *
* SCRNRELV - MAKE THE X & Y VELOCITIES OF AN OBJECT RELATIVE TO THE *
* SCREEN. IN OTHER WORDS, ADJUST THEM SO THAT THE CURRENT *
* SCROLL RATE DOESN'T AFFECT THEM. *
* A0 = PTR TO OBJECT *
* *
**************************************************************************
SCRNRELV
PUSH a1,a5
MOVE @SCROLLX,A5,L
MOVE *A0(OXVEL),A1,L
ADD A5,A1
MOVE A1,*A0(OXVEL),L
MOVE @SCROLLY,A5,L
MOVE *A0(OYVEL),A1,L
ADD A5,A1
MOVE A1,*A0(OYVEL),L
PULL a1,a5
RETS
**************************************************************************
* *
* GANISAG - ADJUST CURRENT OBJECT IMAGE WITH RESPECT TO IT'S *
* ANIMATION PNT. AND FLIP FLAGS *
* NOTE: CALL ONLY AFTER INITIALIZING WITH STFOBJ, OR SOMETHING. *
* A0 = PTR TO OBJECT BLOCK *
* A2 = NEW OYVAL *
* A3 = NEW OXVAL *
* A4 = NEW FLAGS *
* RETURNS *
* A2 = ADJUSTED OYVAL *
* A3 = ADJUSTED OXVAL *
* *
**************************************************************************
GANISAG
PUSH a1,a4,a6,a7
PUSH a2,a3
MOVE *A0(OIMG),A1,L
CALLR GSAGOF
MOVE A3,*A0(OSAG),L
MOVE A2,*A0(OSIZE),L
MOVE A4,*A0(OFLAGS),L
CALLR GANIOF
PULL A2,A3
SUB A6,A3
SUB A7,A2 ;ADJUST UPPER LEFT CORNER
MOVE A3,*A0(OXVAL),L
MOVE A2,*A0(OYVAL),L
PULL a1,a4,a6,a7
RETS
********************************
* Begin an object
*
* A0=OXVAL, A1=OYVAL, A2=*IMG, A3=OZPOS, A4=OFLAGS, A5=OID, A6=XVEL, A7=YVEL
BEGINOBJ
move @WORLDTLX,a8,L ;Adjust for world coord
add a8,a0
move @WORLDTLY,a8,L
add a8,a1
BEGINOBJ2
PUSH a1,a2,a3,a4,a6,a7,a9,a10
move a0,a9 ;X
move a1,a10 ;Y
move a2,a1 ;IMG
move *a1(ICMAP),a0,L ;Get *palette
.if DEBUG
jrnn bopalerr ;No pallette?
.endif
calla GETFPAL
bo20 move @OFREE,a8,L ;Pointer to next available obj block
jrz begobjerr ;No objs?
move *a8,a2,L
move a2,@OFREE,L ;Adjust pointer to free list
move a0,*a8(OPAL),L ;Set pallette & constant
clr a0
move a0,*a8(OXCLIP) ;Clr stuff
move a3,*a8(OZPOS)
move a5,*a8(OID)
move a6,*a8(OXVEL),L
move a7,*a8(OYVEL),L
callr GSAGOF
callr GANIOF ;Adjust animation offset
sub a6,a9 ;- x anioff
sub a7,a10 ;- y anioff
move a9,*a8(OXVAL),L
move a10,*a8(OYVAL),L
move a1,*a8(OIMG),L
move a3,*a8(OSAG),L
move a2,*a8(OSIZE),L
move a4,*a8(OFLAGS),L ;&OFSET
PULL a1,a2,a3,a4,a6,a7,a9,a10
move a13,*a8(OPLINK),L
move a8,a0
jruc INSOBJ ;Insert object into list
.if DEBUG
bopalerr
;WE NEED TO SKIP STARTING THIS OBJECT AND HAVE OFFENDING PROCESS DIE!
LOCKUP ;Object doesn't have pallette!
eint
clr a0
jruc bo20
.endif
begobjerr
.if DEBUG
LOCKUP ;Out of objects!
eint
.else
CALLERR 3,1
.endif
move @OBJLST,a8,L ;Pass 1st obj on list
PULL a1,a2,a3,a4,a6,a7,a9,a10
rets
**************************************************************************
* STFOBJ - STUFF AN OBJECT USING AN INITIALIZATION TABLE
* A0=*IMAGE
* A14=*INIT. TABLE
* INIT. TABLE:
* .LONG OXVAL,OYVAL,OIMG
* .WORD OZPOS,OFLAGS,OID
* .LONG OXVEL,OYVEL,OCVECT
* RETURNS
* A14=POINTING TO WORD AFTER INIT TAB
STFOBJ
PUSH a1,a2,a3,a4,a6,a7,a9,a10
MOVE *A14+,A9,L ;XVAL
MOVE *A14+,A10,L ;YVAL
MOVE *A14+,A1,L ;IMG
MOVE *A14+,A2 ;ZPOS
MOVE A2,*A0(OZPOS)
MOVE *A14+,A4 ;FLAGS
MOVE *A14+,A2 ;OID
MOVE A2,*A0(OID)
MOVE *A14+,A2,L ;XVEL
MOVE A2,*A0(OXVEL),L
MOVE *A14+,A2,L ;YVEL
MOVE A2,*A0(OYVEL),L
MOVE @CURPAL,A2 ;OCONST:OPAL
MOVE A2,*A0(OPAL),L ;Set pallette & constant
CALLR GSAGOF
CALLR GANIOF ;ADJUST ANIMATION OFFSET
SUB A6,A9 ;SUBTRACT X ANIOFF
SUB A7,A10 ;SUBTRACT Y ANIOFF
MOVE A9,*A0(OXVAL),L
MOVE A10,*A0(OYVAL),L
MOVE A1,*A0(OIMG),L
MOVE A3,*A0(OSAG),L
MOVE A2,*A0(OSIZE),L
MOVE A4,*A0(OFLAGS),L
PULL a1,a2,a3,a4,a6,a7,a9,a10
RETS
********************************
* Get SAG for object - Adjusts SAG for flip
* A1=*Image header (OIMG)
* A4=Object flags
*Rets:
* A2=New OSIZE
* A3=New SAG
* A4=New OFFSET:OFLAGS
BKGSAGOF
PUSH a5,a6
move *a1(ISAG->20),a3,L ;GET TOP LEFT SAG (-20 -> no ani off)
jruc gso10
GSAGOF
PUSH a5,a6
move *a1(ISAG),a3,L ;Get top left sag
gso10 zext a4 ;Zero offset in A4
move *a1,a2,L ;ISIZE
addk 3,a2 ;Round up to 4 bit boundary
srl 2,a2
sll 2,a2
move a2,a5
zext a5
sll 3,a5 ;A5=X size*8
btst B_FLIPH,a4
jrz gsagv ;No H flip?
add a5,a3 ;Add THS-1 to SAG
subk 8,a3
move a2,a6
sll 1,a6
subk 1,a6 ;2*THS-1 to offset
sll 16,a6 ;Move to Y
movy a6,a4
gsagv btst B_FLIPV,a4
jrz gsagx ;No V flip?
move a2,a6
srl 16,a6 ;A6=Height
subk 1,a6 ;First entry last row
mpys a6,a5 ;THS*(TVS-1)
add a5,a3 ;Add to sag
movx a2,a6
sll 1,a6
neg a6 ;-2*ths
sll 16,a6 ;Move to Y
addxy a6,a4 ;Add to offset
gsagx PULL a5,a6
rets
**************************************************************************
* ANI - ANIMATION SUBROUTINE
* A1=NEW IMAGE POINTER
* A4=NEW OFLAGS
* A8=OBJECT STRUCTURE POINTER TO BE UPDATED
**************************************************************************
ANI
PUSH a0,a2,a3,a4,a5,a6,a7
cmpi >FFC00000,a1
jrlo anierr
move a1,a3
move a4,a5
move *a8(OIMG),a1,L
move *a8(OFLAGS),a4
cmp a1,a3
jrne ani1 ;Different img?
sext a5
cmp a4,a5
jreq anix ;All the same?
ani1 move *a8(OSIZE),a2,L
callr GANIOF ;Get old animation offset
move a3,a1 ;New OIMG
move a5,a4 ;New OFLAGS
move a6,a0
move a7,a5
callr GSAGOF ;Get SAG, offset, HW
callr GANIOF ;Get new animation offset
move a1,*a8(OIMG),L
sub a6,a0 ;Subtract new from old
sub a7,a5
move a8,a6 ;Get push address of oflags,osag,osize
addi OFLAGS+>60,a6
mmtm a6,a2,a3,a4 ;Save new data
subi >50,a6
move *a6,a7,L ;New OXVAL
add a0,a7
move a7,*a6+,L
move *a6,a7,L ;New OYVAL
add a5,a7
move a7,*a6,L
; clr a7
; move a7,*a8(OXCLIP) ;CLEAR PRECLIP
anix PULL a0,a2,a3,a4,a5,a6,a7
rets
anierr
.IF DEBUG
LOCKUP
eint
.ELSE
CALLERR 2,8
.ENDIF
jruc anix
**************************************************************************
* *
* GETANIXY - GET THE X AND Y POSITIONS OF AN OBJECTS ANIMATION *
* POINT. *
* A8 = OBLOCK PTR. *
* RETURNS *
* A2 = APOINT OYVAL, 32 BITS *
* A3 = APOINT OXVAL, 32 BITS *
* *
**************************************************************************
GETANIXY
MMTM SP,A1,A4,A6,A7
MOVE *A8(OIMG),A1,L
MOVE *A8(OSIZE),A2,L
MOVE *A8(OFLAGS),A4
CALLR GANIOF
MOVE *A8(OXVAL),A3,L
MOVE *A8(OYVAL),A2,L
ADD A6,A3
ADD A7,A2
MMFM SP,A1,A4,A6,A7
RETS
********************************
* Get animation offset (Fast!)
* A1=*Image header, A2=H:W, A4=OFLAGS
* Trashes B0
*Rets:
* A6=X ANI OFFSET X 64K
* A7=Y ANI OFFSET X 64K
GANIOF
move *a1(IANIOFF),a6,L
cmpi IROM,a6
jrge gani20
gani0 clr a7
movy a6,a7
sll 16,a6 ;Move to upper word
btst B_FLIPH,a4
jrz gani1
move a2,b0
subk 1,a2
sll 16,a2 ;Move to upper word
neg a6
add a2,a6 ;Sub THS-1
move b0,a2
gani1 btst B_FLIPV,a4
jrz ganix
move a2,b0
neg a7
srl 16,a2
subk 1,a2
sll 16,a2
add a2,a7 ;Sub TVS-1
move b0,a2
ganix rets
gani20 clr a6
jruc gani0
.end