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DBOX.X68
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*-----------------------------------------------------------
* Title :
* Written by :
* Date :
* Description:
*-----------------------------------------------------------
START_DBOX:
; 4(SP).W ET_ID
MOVE.W 4(SP), (CURRENTTXTID)
ANDI.B #%00010111, (GAMEFLAGS)
BSET.B #7, (GAMEFLAGS)
CLR.W (HASPORTTR)
CLR.W (TXTINDEX)
CLR.W (DIAGINDEX)
CLR.W (MORELINES)
CLR.W (SPOFFSET)
CLR.B (CUNIC)
CLR.W (SINRQ) ;W PARA SINGR
CLR.B (TWAIT)
JSR SET_SCROLL_TEXT
RTS
UPDATE_DBOX:
;COMPRUEBA SI EXISTE UN DIALOGO ACTIVO
CMP.W #-1, (CURRENTTXTID)
BEQ .NONLINE
;COMPRUEBA FLAG DBOX END
BTST.B #6, (GAMEFLAGS)
BEQ .NOEND
;ESPERA Z
BTST.B #KEYM_Z, (KEY_PRESS_PLAYER)
BEQ .NONLINE
;ESTABLECE FLAGS
MOVE.W #-1, (CURRENTTXTID)
BCLR.B #7, (GAMEFLAGS)
BCLR.B #KEYM_Z, (KEY_PRESS_PLAYER) ;BUG SALTO SALIR DBOX
BCLR.B #KEYM_Z, (KEY_HOLD_PLAYER)
RTS ;A VER QUE TAL RTS AHÍ, POR SI LUEGO MUEVO REGISTROS
.NOEND:
;SKIP UPDATE?
BTST.B #3, (GAMEFLAGS)
BNE .NONLINE
.NOWZ:
;AVANCE RAPIDO
BTST.B #KEYM_X, (KEY_HOLD_PLAYER)
BNE .SITIM
SUBQ.W #1, (TXTDELAYV)
BPL .NOTIM
.SITIM:
MOVE.W #TXTDELAY, (TXTDELAYV)
ADDQ.W #1, (TXTINDEX)
.NOTIM:
;COMPRUEBA FLAG LINEA
BTST.B #5, (GAMEFLAGS)
BNE .SILINE
;PREVIENE LINEAS MUY LARGAS
CMP.W #38, (TXTINDEX)
BLT .NONLINE
.SILINE:
;AVANZA LINEA
CLR.W (TXTINDEX)
BCLR.B #5, (GAMEFLAGS)
;COMPRUEBA SI SCROLL
CMP.W #MAXLINES-1, (MORELINES)
BLT .NOSCR
;INCIO DE LINEA
ADDQ.W #1, (DIAGINDEX)
BRA .NONLINE
.NOSCR:
;NUMERO DE LINEAS A DIBUJAR
ADDQ.W #1, (MORELINES)
.NONLINE:
RTS
DRAW_DBOX:
MOVEM.L D0-D4, -(SP)
CMP.W #-1, (CURRENTTXTID)
BEQ .END
;COM SINGLE
CLR.B (CUNIC)
;COLORES RECUADRO
MOVE.B #80, D0
MOVE.L #WHITE, D1
TRAP #15
ADDQ.B #1, D0
MOVE.L #BLACK, D1
TRAP #15
ADDQ.B #6, D0 ;Recuadro
MOVE.W #.DBOXX1, D1
MOVE.W #.DBOXY1, D2
MOVE.W #.DBOXX2, D3
MOVE.W #.DBOXY2, D4
TRAP #15
;POSICION INICIAL TEXTO
MOVE.W #DBOXTS, D3
CLR.L D1 ;CARGA FRASES DIALOGO
MOVE.W (CURRENTTXTID), D1
LSL.W #2, D1
LEA ALLDIALOGS, A6
MOVE.L (A6, D1), A6
MOVE.W (MORELINES), D4
;SUBQ.W #1, D4
MOVE.W (DIAGINDEX), D2 ;FRASE INICIAL
LSL.W #2, D2
.LOOPDBOX:
MOVE.B #11, D0 ;POS INICIAL
MOVE.W D3, D1 ;081B (COL|FILA)
TRAP #15
;FRASE A ESCRIBIR
MOVE.L (A6, D2.W), A1
CMP.L #-1, A1
BEQ .ENDF
TST.W D4
BEQ .LASTLINEA
MOVE.W #40, D5 ;MAX CARACTERS -1
BRA .LOOPFRASE
.LASTLINEA:
;CARACTERS DE LA LINEA FINAL
MOVE.W (TXTINDEX), D5
;SUBQ.W #1, D5
.LOOPFRASE:
;NO TOCAR D2, D3, D4, D5
CLR.L D1
MOVE.B (A1), D1 ;SIGUENTE CARACTER
CMP.W #CDBCCOL, D1 ;COMPARACIONES EN W
BLT .NOCODE
;EJECUTA DBCODE
MOVE.W D1, -(SP)
BSR DBCODES
MOVE.W (SP)+, D1
;FORZAR SALIDA? CDBDIAG O SIMILAR?
CMP.W #0, D1
BEQ .END
ADDQ.W #1, D5 ;POR CONSUMIR CODIGO
DBRA D5, .LOOPFRASE
.NOCODE:
CMP.B #0, D1
BNE .NOENDL
;MARCA SIGUIENTE LINEA
CLR.W D5 ;FORZAR SALTO LINEA
TST.W D4 ;SOLO MARCAR NUEVA LINEA SI ULTIMA LINEA
BNE .NOENDL
BSET.B #5, (GAMEFLAGS)
.NOENDL:
;PINTAR CARACTER
MOVE.B #1, D0
MOVE.W #1, D1
TRAP #15
ADDQ.L #1, A1
;NO SND SI PAUSA
BTST.B #3, (GAMEFLAGS)
BNE .NOSND
;SONIDO TEXTO
MOVE.L A1, D1
BTST.L #0, D1
BEQ .NOSND
MOVE.W #6, -(SP)
MOVE.W #0, -(SP)
JSR PLAY_SFX
ADDQ.L #4, SP
.NOSND:
DBRA D5, .LOOPFRASE
ADDQ.W #1, D3 ;BAJAR LINEA
ADDQ.L #4, D2 ;SIGUIENTE LINEA AD
DBRA D4, .LOOPDBOX ;SIGUIENTE LINEA
BRA .END
.ENDF:
;MARCA FINAL
BSET.B #6, (GAMEFLAGS)
BSET.B #3, (GAMEFLAGS)
.END:
MOVEM.L (SP)+, D4-D0
RTS
.DBOXX1 EQU 20
.DBOXX2 EQU SCREEN_WIDTH-20
.DBOXY1 EQU (SCREEN_HEIGHT/2)+80
.DBOXY2 EQU SCREEN_HEIGHT-20
DBCODES:
;EJECUTA LOS DIFERENTES DB CODES
;NOTAS:
; TODO OPTIMIZAR VALORES SINGLE
; SIGLE CON PARAMETROS DESPLAZAR A1 IGUALMENTE
; (SP) ET_ID DB CODE >=$A0 -> 0 SI SALIDA DRAW_DBOX
; MODIFICA A1, D1
MOVEM.L D0/D2-D3/D7/A0, -(SP)
;AVANZA A1
ADDQ.L #1, A1
;OBTIENE ET_ID
MOVE.W 24(SP), D7
BRA .DECODE
.NEXTCODE:
MOVE.B (A1)+, D7
;NECESARIO ACTUALIZAR LOS VALORES
MOVE.B D0, (CUNIC)
MOVE.B D2, (SINRQ)
MOVE.B D3, (SINGR)
.DECODE:
;COMPRUEBA CDBCCOL
CMP.W #CDBCCOL, D7
BNE .NOCCOL
;LEE COLOR EN D2, CAMBIA COLOR
BSR .READLD2
MOVE.L D2, -(SP)
JSR SET_COLOR_TEXT
ADDQ.L #4, SP
BRA .ENDCLR
.NOCCOL:
;COMPRUEBA COLORES PREFIJADOS
CMP.W #CDBDIAG, D7
BGT .NOPCOL
SUB.W #$A1, D7
ASL.W #2, D7
LEA .CDBCOLORS, A0
MOVE.L (A0, D7), -(SP)
JSR SET_COLOR_TEXT
ADDQ.L #4, SP
BRA .ENDCLR
.NOPCOL:
;SALTO $BX
SUB.W #$B0, D7
ASL.W #2, D7
LEA .JMPTABLE, A0
MOVE.L (A0, D7), A0
;VALORES SINGLE
MOVE.B (CUNIC), D0
MOVE.B (SINRQ), D2
MOVE.B (SINGR), D3
JMP (A0)
.END:
MOVE.B D0, (CUNIC)
MOVE.B D2, (SINRQ)
MOVE.B D3, (SINGR)
.ENDCLR:
MOVEM.L (SP)+, A0/D7/D3-D2/D0
RTS
.CDIAG:
;
BRA .END
.CEXE:
;SALTA SUBR -> @.L
MOVE.B D2, D7
CMP.B D0, D7
BNE .NOEXEC
;EXEC
ADDQ.B #1, D7
ADDQ.B #1, D3
BSR .READLD2
MOVE.L D2, A0
JSR (A0)
ADD.W (SPOFFSET), SP
CLR.W (SPOFFSET)
BRA .ENDEXE
.NOEXEC:
;ADDQ.L #4, A1
BSR .READLD2 ;PONER PARIDAD PARCHE
.ENDEXE:
ADDQ.B #1, D0
MOVE.B D7, D2
BRA .END
.CPUSHNW:
;PUSH WORD A SP -> N.W
MOVE.B D2, D7
CMP.B D0, D7
BNE .NOPUSHNW
ADDQ.B #1, D7
ADDQ.B #1, D3
ADDQ.W #2, (SPOFFSET)
BSR .READWD2
MOVE.W D2, -(SP)
BRA .ENDPSHNW
.NOPUSHNW:
;ADDQ.L #2, A1
BSR .READWD2 ;PONER PARIDAD PARCHE
.ENDPSHNW:
ADDQ.B #1, D0
MOVE.B D7, D2
BRA .NEXTCODE ;MODIFICADA LA PILA, NO RTS!
.CPUSHDW:
;PUSH SP WORD EN @, -> (@.L).W
MOVE.B D2, D7
CMP.B D0, D7
BNE .NOPUSHDW
ADDQ.B #1, D7
ADDQ.B #1, D3
ADDQ.W #2, (SPOFFSET)
BSR .READLD2
MOVE.L D2, A0
MOVE.W (A0), -(SP)
BRA .ENDPSHDW
.NOPUSHDW:
;ADDQ.L #4, A1
BSR .READLD2 ;PONER PARIDAD PARCHE
.ENDPSHDW:
ADDQ.B #1, D0
MOVE.B D7, D2
BRA .NEXTCODE
.CSINGLE:
; MARCA LA EJECUCION UNICA HASTA CDBSINGEND
CMP.B D0, D2
BEQ .SISIN
;YA SE HA EJECUTADO
;AVANZAR HASTA CDBSINGEND
CMP.B D0, D3
BNE .NOLOOP
ADDQ.B #1, D3
.NOLOOP:
MOVE.B (A1)+, D7
CMP.B #CDBDSINGEND, D7
BNE .NOLOOP
BRA .END
.SISIN:
ADDQ.B #1, D2
.ENDCSG:
ADDQ.B #1, D0
BRA .END
.CSINGLEN:
;CODIGO MARCADOR, NO HACE NADA
BRA .END
.CWAITZ:
;
CMP.B D0, D2
BEQ .WAIT
CMP.B D0, D3
BNE .PREEND
BTST.B #KEYM_Z, (KEY_PRESS_PLAYER)
BEQ .DEXIT
ADDQ.B #1, D3
BCLR.B #3, (GAMEFLAGS)
BRA .PREEND
.WAIT:
;ACTIVAR ESPERA
ADDQ.B #1, D2
BSET.B #3, (GAMEFLAGS)
.DEXIT:
CLR.W 24(SP) ;QUEREMOS SALIR
.PREEND:
ADDQ.B #1, D0
BRA .END
.CWAITT:
;ESPERA FRAMES -> N.B
MOVE.B (TWAIT), D7
CMP.B D0, D2
BEQ .SWAIT
;BAJAR FRAME **MIRAR XPMODE
CMP.B D0, D3
BNE .WAITTS
SUBQ.B #1, D7
BMI .ENDWAIT
CLR.W 24(SP)
BRA .WAITTS
.ENDWAIT:
CLR.B D7
BCLR.B #3, (GAMEFLAGS)
ADDQ.B #1, D3
BRA .WAITTS
.SWAIT:
;REALIZAR ESPERA
MOVE.B (A1)+, D7
ADDQ.B #1, D2
BSET.B #3, (GAMEFLAGS)
BRA .ENDWT
.WAITTS:
ADDQ.L #1, A1
.ENDWT:
MOVE.B D7, (TWAIT)
ADDQ.B #1, D0
BRA .END
.CASKYN:
BRA .END
.CSFX:
BRA .END
.CBGM:
;REPRODUCE BGM -> ET_ID.B
CMP.B D0, D2
BNE .NOBGM
ADDQ.B #1, D2
ADDQ.B #1, D3
CLR.L D7
MOVE.B (A1)+, D7
MOVE.W D7, -(SP)
JSR SEND_BGM
ADDQ.L #2, SP
BRA .ENDBGM
.NOBGM:
ADDQ.L #1, A1 ;DESPLAZAR IGUALMENTE
.ENDBGM:
ADDQ.B #1, D0
BRA .END
.CHPM:
;CURA AL JUGADOR AL MAXIMO
CMP.B D0, D2
BNE .ENDHPM
ADDQ.B #1, D2
ADDQ.B #1, D3
MOVE.L (PLAYERREF), A0
MOVE.W MAXHEALTH(A0), ET_HP(A0)
.ENDHPM:
ADDQ.B #1, D0
BRA .END
;-- COMANDOS AUXILIARES ---;
;LEER BYTE A BYTE POR PARIDAD, REHACER POR NO USAR DC.B
.READWD2:
MOVE.W D7, -(SP)
MOVE.W #1, D7
ADDQ.W #2, D1
BRA .READD2
.READLD2:
MOVE.W D7, -(SP)
MOVE.W #3, D7
ADDQ.W #4, D1
.READD2:
MOVE.L A1, D2
;A1 DEBERIA SER PAR
BTST.L #0, D2
BEQ .PAR
ADDQ.L #1, A1
.PAR:
CLR.L D2
.READLP:
ASL.L #8, D2
MOVE.B (A1)+, D2
DBRA D7, .READLP
MOVE.W (SP)+, D7
RTS
.CDBCOLORS: DC.L RED, BLACK, WHITE
.JMPTABLE: DC.L .CDIAG, .CEXE, .CPUSHNW, .CPUSHDW, .CSINGLE, .CSINGLEN, .CWAITZ, .CWAITT
DC.L .CASKYN, .CSFX, .CBGM, .CHPM
CURRENTTXTID DS.W 1
HASPORTTR DS.W 1
TXTINDEX DS.W 1
DIAGINDEX DS.W 1
MORELINES DS.W 1
TXTDELAYV DS.W 1
SPOFFSET DS.W 1
SINRQ DS.B 1 ;QUE SE DEBEN EJECUTAR
SINGR DS.B 1 ;UNA VEZ
CUNIC DS.B 1 ;CONTROLA CODIGOS
TWAIT DS.B 1
DS.W 0
TXTDELAY EQU 1
*~Font name~Courier New~
*~Font size~10~
*~Tab type~1~
*~Tab size~4~