Skip to navigation


3D objects: DrawObjects (Part 3 of 3)

Name: DrawObjects (Part 3 of 3) [Show more] Type: Subroutine Category: 3D objects Summary: Draw a destroyed object that we have found on the object map Deep dive: Drawing 3D objects
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
.dobs6 \ If we get here then this is a destroyed \ object LDR R14, [R11, #mainLoopCount] \ If either bit 0 or 1 of mainLoopCount are TST R14, #%00000011 \ set, jump to dobs5 to draw the object and BNE dobs5 \ skip the following \ We only get here on one out of every four \ iterations around the main loop STMFD R13!, {R0-R7, R9} \ Store the registers that we want to use on \ the stack so they can be preserved LDR R14, [R11, #yCamera] \ Set R1 = R1 + yCamera ADD R1, R1, R14 \ = y + yCamera \ \ This reverts R1 to the altitude of the \ landscape at the object (as we subtracted \ yCamera from the altitude back in part 3) MOV R0, R8 \ Set (R0, R1, R2) = (x, y-SMOKE_HEIGHT, z) MOV R2, R9 \ SUB R1, R1, #SMOKE_HEIGHT \ So this coordinate is SMOKE_HEIGHT above \ the base of the object, or 3/4 of the tile \ size (as the y-axis points downwards), \ which is where we add our smoke particles, \ one on each iteration around the main loop BL AddSmokeParticleToBuffer \ Call AddSmokeParticleToBuffer to draw a \ smoke particle rising from the destroyed \ object LDMFD R13!, {R0-R7, R9} \ Retrieve the registers that we stored on \ the stack B dobs5 \ Jump to dobs5 to draw the object