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Initial commit of Command & Conquer Red Alert source code.
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130
WIN32LIB/SRCDEBUG/CLEAR.ASM
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130
WIN32LIB/SRCDEBUG/CLEAR.ASM
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;
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; Command & Conquer Red Alert(tm)
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; Copyright 2025 Electronic Arts Inc.
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;
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; This program is free software: you can redistribute it and/or modify
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; it under the terms of the GNU General Public License as published by
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; the Free Software Foundation, either version 3 of the License, or
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; (at your option) any later version.
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;
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; This program is distributed in the hope that it will be useful,
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; but WITHOUT ANY WARRANTY; without even the implied warranty of
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; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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; GNU General Public License for more details.
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;
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; You should have received a copy of the GNU General Public License
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; along with this program. If not, see <http://www.gnu.org/licenses/>.
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;
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;***************************************************************************
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;** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S **
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;***************************************************************************
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;* *
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;* Project Name : Clear the Full Graphics Buffer *
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;* *
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;* File Name : CLEAR.ASM *
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;* *
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;* Programmer : Phil Gorrow *
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;* *
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;* Start Date : June 7, 1994 *
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;* *
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;* Last Update : August 23, 1994 [SKB] *
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;* *
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;*-------------------------------------------------------------------------*
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;* Functions: *
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;* GVPC::Clear -- Clears a virtual viewport instance *
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;* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *
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IDEAL
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P386
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MODEL USE32 FLAT
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INCLUDE ".\drawbuff.inc"
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INCLUDE ".\gbuffer.inc"
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CODESEG
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;***************************************************************************
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;* VVPC::CLEAR -- Clears a virtual viewport instance *
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;* *
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;* INPUT: UBYTE the color (optional) to clear the view port to *
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;* *
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;* OUTPUT: none *
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;* *
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;* NOTE: This function is optimized to handle viewport with no XAdd *
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;* value. It also handles DWORD aligning the destination *
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;* when speed can be gained by doing it. *
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;* HISTORY: *
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;* 06/07/1994 PWG : Created. *
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;* 08/23/1994 SKB : Clear the direction flag to always go forward. *
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;*=========================================================================*
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PROC Buffer_Clear C near
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USES eax,ebx,ecx,edx,esi,edi
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ARG this_object:DWORD ; this is a member function
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ARG color:BYTE ; what color should we clear to
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cld ; always go forward
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mov ebx,[this_object] ; get a pointer to viewport
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mov edi,[(GraphicViewPort ebx).GVPOffset] ; get the correct offset
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mov edx,[(GraphicViewPort ebx).GVPHeight] ; ecx = height of viewport
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mov esi,[(GraphicViewPort ebx).GVPWidth] ; edx = width of viewport
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push [dword (GraphicViewPort ebx).GVPPitch] ; extra pitch of direct draw surface
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mov ebx,[(GraphicViewPort ebx).GVPXAdd] ; esi = add for each line
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add ebx,[esp] ; Yes, I know its nasty but
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add esp,4 ; it works!
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;*===================================================================
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; Convert the color byte to a DWORD for fast storing
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;*===================================================================
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mov al,[color] ; get color to clear to
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mov ah,al ; extend across WORD
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mov ecx,eax ; extend across DWORD in
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shl eax,16 ; several steps
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mov ax,cx
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;*===================================================================
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; Find out if we should bother to align the row.
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;*===================================================================
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cmp esi , OPTIMAL_BYTE_COPY ; is it worth aligning them?
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jl ??byte_by_byte ; if not then skip
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;*===================================================================
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; Figure out the alignment offset if there is any
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;*===================================================================
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push ebx
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??dword_aligned_loop:
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mov ecx , edi
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mov ebx , esi
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neg ecx
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and ecx , 3
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sub ebx , ecx
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rep stosb
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mov ecx , ebx
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shr ecx , 2
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rep stosd
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mov ecx , ebx
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and ecx , 3
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rep stosb
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add edi , [ esp ]
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dec edx ; decrement the height
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jnz ??dword_aligned_loop ; if more to do than do it
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pop eax
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ret
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;*===================================================================
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; If not enough bytes to bother aligning copy each line across a byte
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; at a time.
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;*===================================================================
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??byte_by_byte:
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mov ecx,esi ; get total width in bytes
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rep stosb ; store the width
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add edi,ebx ; handle the xadd
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dec edx ; decrement the height
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jnz ??byte_by_byte ; if any left then next line
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??exit:
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ret
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ENDP Buffer_Clear
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END
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