1051 lines
26 KiB
NASM
Executable File
1051 lines
26 KiB
NASM
Executable File
**************************************************************
|
||
*
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* Software: George Petro, Todd Allen
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* Initiated: 1989?
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*
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* Modified: Mark Turmell, 7/17/90 -Total Carnage
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* Shawn Liptak, 7/?/91 -Speed improvements
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* Shawn Liptak, 7/?/91 -SL type stuff
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* Shawn Liptak, 8/30/91 -New collision loop
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* Shawn Liptak, 9/18/91 -Pixscan improvements
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* Shawn Liptak, 2/11/92 -Started basketball
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*
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* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
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*
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*.Last mod - 5/5/92 10:40
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**************************************************************
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.file "coll2.asm"
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.title "collision routines"
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.width 132
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.option b,d,l,t
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.mnolist
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.include "mproc.equ"
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.include "disp.equ"
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.include "sys.equ"
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.include "gsp.equ"
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.include "game.equ"
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.include "imgtbl.glo"
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.include "shawn.hdr"
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;sounds
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;refs
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.ref PCNT
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.ref ball_hit
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;defs
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;ram
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BSSX coll_stop ,16 ;!0=Stop scan on current obj
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.bss PList ,32*(NOBJ+1) ;List of objs of class player
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.bss NList ,32*(NOBJ+1) ;List of objs of class neutral
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.bss EList ,32*(NOBJ+1) ;List of objs of class enemy
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;NOBJ=# objects to display
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****************************************************************************
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* When writing collision routines which are to be called from the collision
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* scanner in this file, the following things should be taken into
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* consideration:
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* The collision routines are called, not created..
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* The collision routine receives a ptr to the victims OBJ in A8
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* The collision routine receives a ptr to the killers OBJ in A0
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* The collision routine can destroy A0,A8,A14,B0,B1.
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* Other registers must be preserved!
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*
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* When OBJ1,OBJ2 collide, two routines are called, one with
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* OBJ1 in A8 and the other with OBJ2 in A8. A collision routine
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* should only affect the victim, and not the killer.
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* If a victim object is deleted, it will not be scanned futher.
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* If any other object is deleted, the collision scan will be aborted.
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* To prevent multiple simultaneous collisions of the same victim
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* object, the object ID of the victim object should be modified
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* by the collision routine, if the victims nature is changed.
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****************************************************************************
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* Old collision loop
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.if 0 ;Not used!!
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.def debugtime
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.def debugtimem
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.bss debugtime ,16
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.bss debugtimem ,16
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SUBR COLLISIONS
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SLEEPK 1
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move @VCOUNT,b5
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move @WORLDTLX+16,A6 ;* COLLISION SCAN FOR OBJECTS ON SCREEN
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movi 400,A14 ;End of Scan area
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coll1 move A6,A7 ;A7 Sector Xmin
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addi 128,A6 ;A6 Sector Xmax
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subi 128,A14
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jrnn XmaxOk
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add A14,A6
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XmaxOk movi OBJLST,a0 ;Object list to check
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callr cscnrng
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move A14,A14
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jrp coll1
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move @VCOUNT,b0
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sub b5,b0
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jrhs coll10
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addi >120,b0 ;VTOTAL
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coll10 move @debugtime,b1
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add b0,b1
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srl 1,b1
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move b1,@debugtime
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move @debugtimem,b2
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cmp b1,b2
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jrge coll20
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move b1,@debugtimem ;New max
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coll20 jruc COLLISIONS
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********************************
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*A0 * to obj list to scan
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*A6 Xmax
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*A7 Xmin
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*Scan OBJ list, any collideable OBJ overlapping Xmin-Xmax put on
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*either EList,PList or NList depending on class
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*Call ColLists with each pair of lists
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cscnrng
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mmtm sp,a6,a7,a14
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movi PList,A9 ;Build collision lists
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move a9,a4
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movi EList,A10
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movi NList,A11
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jruc MkLists
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csr20 move a0,*a10+,L ;Insert obj on enemy list
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MkLists move *a0,a0,L ;Get next obj
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jrz GotLists
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move *a0(OXPOS),a1 ;OBJ CAN LIE ON max/min boundary
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cmp a6,a1
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jrhi MkLists
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move *a0(OSIZEX),a2
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add a2,a1
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cmp a7,a1
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jrlo MkLists ;Out of range?
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movb *a0(OFLAGS+B_NOCOLL-7),a2
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jrn MkLists ;Not collideable?
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move *a0(OID),a2 ;Check Class
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jrn csr20 ;Enemy?
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btst 14,a2
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jrnz csr40 ;Player?
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move a0,*a11+,L ;Insert obj on neutral list
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jruc MkLists
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csr40 move a0,*a9+,L ;Insert obj on player list
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jruc MkLists
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GotLists
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clr a0 ;Null terminate each list
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move a0,*a9,L
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move a0,*a10,L
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move a0,*a11,L
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move *A4,A0,L
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jrz NoPList ;Nothing on player list?
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movi EList,A3 ;E/P
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callr ColLists
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movi NList,A3 ;N/P
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movi PList,A4
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callr ColLists
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NoPList
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ScnRngX mmfm sp,a6,a7,a14
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rets
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.endif
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****************************************************************************
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* Collision loop (New version)
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SUBR collisions
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SLEEPK 1
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move @WORLDTLX+16,a6 ;A6=Xmin
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move a6,a7
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addi 100,a7 ;A7=Xmax
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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callr collx
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jruc collisions
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********************************
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* Build lists and collide based on X
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* A6=XMin
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* A7=XMax (+1)
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collx
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movi OBJLST,a0 ;Object list to check
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movi PList,a9 ;Build collision lists
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move a9,b4 ;Set A5/B4 for 1st collision call
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movi EList,a10
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move a10,a5
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movi NList,a11
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jruc mklists
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csr20 move a0,*a10+,L ;Insert on enemy list
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mklists move *a0,a0,L ;Get next obj
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jrz gotlists
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movb *a0(OFLAGS+B_NOCOLL-7),a2
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jrn mklists ;Not collideable?
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move *a0(OXPOS),a1 ;Obj can lie on max/min boundary
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cmp a7,a1
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jrge mklists ;Out of range?
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move *a0(OSIZEX),a2
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add a2,a1
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cmp a6,a1
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jrle mklists ;Out of range?
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move *a0(OID),a2 ;Check Class
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jrn csr20 ;Enemy?
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btst 14,a2
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jrnz csr40 ;Player?
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move a0,*a11+,L ;Insert on neutral list
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jruc mklists
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csr40 move a0,*a9+,L ;Insert on player list
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jruc mklists
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gotlists
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move a0,*a9,L ;Null terminate each list
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move a0,*a10,L
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move a0,*a11,L
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callr ColLists ;Collide enemy to player
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movi NList,a5
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movi PList,b4
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; jruc ColLists ;Collide neutral to player
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;Fall through
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********************************
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* Collide objects on list A5 with those on LIST B4
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* A5,B4=ptrs to null terminated tables of object ptrs
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ColLists
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CLstsLp0
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move *a5+,a1,L
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jrz scndone
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;Load up coors of obj from first list
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move *a1(OXPOS),a9 ;A9=OBJ1 Xmin
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jrz CLstsLp0 ;Deleted?
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move *a1(OSIZEX),a10 ;A10=OBJ1 Xmax (+1)
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add a9,a10
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move *a1(OYPOS),a7 ;A7=OBJ1 Ymin
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move *a1(OSIZEY),a11 ;A11=OBJ1 Ymax (+1)
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add a7,a11
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move b4,a6 ;Load head of second list
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PScnLp1 move *a6+,a2,L
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jrz CLstsLp0
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movb *a2(OFLAGS+B_3D-7),a0
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jrn #3d ;3D mode? (Maybe all????)
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move *a2(OYPOS),a0 ;Check objs A1,A2 for intersection
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cmp a11,a0
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jrge PScnLp1 ;Y2Min >= Y1Max?
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move *a2(OSIZEY),a14
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add a14,a0
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cmp a7,a0
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jrle PScnLp1 ;Y2Max <= Y1Min?
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#3d move *a2(OXPOS),a0 ;Signed compares because objs may lie on 0
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jrz PScnLp1 ;Deleted?
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cmp a10,a0
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jrge PScnLp1 ;X2Min >= X1Max?
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move *a2(OSIZEX),a14
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add a14,a0
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cmp a9,a0
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jrle PScnLp1 ;X2Max <= X1Min?
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callr ColFunc ;>Call colfunc for obj A1 and A2
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move b0,b1 ;B1=*Collision routine for obj A1
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SWAP a1,a2
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callr ColFunc
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SWAP a1,a2
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move b0,b2 ;B2=*Collision routine for obj A2
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or b1,b0 ;Set z flag if both are zero
|
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jrz PScnLp1
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|
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movb *a1(OFLAGS+B_PIXSCAN-7),a14 ;Is PIXSCAN ON
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jrn DoPScn0
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movb *a2(OFLAGS+B_PIXSCAN-7),a14 ;Is PIXSCAN ON
|
||
jrnn SkPxScn0
|
||
DoPScn0 callr PIXSCAN
|
||
jrnc PScnLp1 ;BR=THIS WASN'T REALLY A COLLISION
|
||
SkPxScn0
|
||
|
||
clr a0
|
||
move a0,@coll_stop ;Clr flag
|
||
|
||
move b1,b1
|
||
jrz PObj2Col
|
||
move a1,a8
|
||
move a2,a0
|
||
call b1 ;Call collision for A1
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||
|
||
PObj2Col
|
||
move b2,b2
|
||
jrz PCkFree
|
||
move a2,a8
|
||
move a1,a0
|
||
call b2 ;Call collision for A2
|
||
|
||
PCkFree move @coll_stop,a0
|
||
jrz PScnLp1 ;Continue scan?
|
||
jruc CLstsLp0
|
||
|
||
scndone rets
|
||
|
||
|
||
****************************************************************************
|
||
* Return in B0 routine for obj A1 struck by obj A2
|
||
* Trashes A3-A4
|
||
|
||
ColFunc
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||
movb *a1(OID+8),a3
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movb *a2(OID+8),a4
|
||
sll 32-5,a3
|
||
srl 17,a3 ;32 Long Word Align
|
||
sll 32-5,a4
|
||
srl 22,a4 ;Long Align
|
||
add a4,a3
|
||
addi TypeTbl,a3
|
||
|
||
move *a3,a3,L
|
||
jump a3 ;Routine can trash A0/A3/A4/A8/A14
|
||
|
||
|
||
****************************************************************************
|
||
* These are the COLLISION FUNCTIONS
|
||
* A collision function is selected by the routine ColFunc
|
||
* which uses the TYPE field of the victims OID to select a subtable
|
||
* and indexes the subtable with the TYPE field of the killer.
|
||
* This gives a ptr to a COLLISION FUNCTION which returns
|
||
* the COLLISION ROUTINE to be called for the victim in B0.
|
||
* The COLLISION FUNCS can destroy registers A0,A3,A4,A8
|
||
****************************************************************************
|
||
|
||
TypeTbl
|
||
;0000
|
||
;NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;100
|
||
;Player
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;200
|
||
;Basketball
|
||
.LONG NULL, BBPL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;300
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;400
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;500
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;600
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;700
|
||
;Text
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;800
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;900
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;a00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;b00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;c00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;d00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;e00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;f00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1000
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1100
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1200
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1300
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1400
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1500
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1600
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1700
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1800
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1900
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1a00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1b00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1c00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1d00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1e00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
;1f00
|
||
;Free
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
||
|
||
|
||
********************************
|
||
* Shawn's enemy type collisons
|
||
|
||
;SLPL movb *a1(OID),a0
|
||
; cmpi SUBSHRAP,a0
|
||
; jreq NULL ;Shrapnel?
|
||
; subk SUBMSL,a0
|
||
; jreq slpl5 ;Missile?
|
||
; movb *a2(OID),a0 ;Player ring
|
||
; subk 3,a0
|
||
; jrne NULL
|
||
;slpl5
|
||
;; movi slt_ringhit,b0
|
||
; rets
|
||
;
|
||
;SLBL movb *a1(OID),a0
|
||
; subk SUBSHRAP,a0
|
||
; jreq NULL ;Shrapnel?
|
||
;; movi slt_hit,b0 ;Bullet
|
||
; rets
|
||
;
|
||
;SLBB movb *a1(OID),a0
|
||
; subk SUBSHRAP,a0
|
||
; jreq NULL ;Shrapnel?
|
||
;; movi slt_bbhit,b0 ;Blade, bomb
|
||
; rets
|
||
;
|
||
;BLSL movb *a2(OID),a0
|
||
; subk SUBMSL,a0
|
||
;; jrne BLHU ;!Missile?
|
||
;; movi KILL_BULL2,b0
|
||
; rets
|
||
|
||
|
||
|
||
|
||
NULL clr b0
|
||
rets
|
||
|
||
|
||
BBPL
|
||
move *a1(OZPOS),a0
|
||
move *a2(OZPOS),a14
|
||
sub a14,a0
|
||
move a0,a3
|
||
abs a3
|
||
cmpi 30,a3
|
||
jrhi NULL ;Not in range?
|
||
|
||
movi ball_hit,b0
|
||
rets
|
||
|
||
|
||
|
||
****************************************************************************
|
||
*COLLISION ROUTINE
|
||
*A1=OBJECT ONE
|
||
*A2=OBJECT TWO
|
||
*RETURNS: CS= COLLISION, CC= NO COLLISION
|
||
*
|
||
* CLOBBERS A14
|
||
*CREATE TIME SLICE WHILE LOCKING OUT INTERRUPTS
|
||
|
||
PIXSCAN
|
||
mmtm sp,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13
|
||
mmtm sp,b0,b1
|
||
|
||
move a1,a10 ;A10=*Obj0
|
||
move a2,a8 ;A8=*Obj1
|
||
dint
|
||
move *a10(OXPOS),a3 ;Set up object box TLX,TLY
|
||
move *a10(OYVAL),a14,L
|
||
movy a14,a3 ;A3=Obj0 Y:X
|
||
|
||
move *a8(OXPOS),a4
|
||
move *a8(OYVAL),a14,L
|
||
movy a14,a4 ;A4=Obj1 Y:X
|
||
|
||
move *a10(OCTRL),a6
|
||
move a6,b0 ;B0=flags object 0
|
||
move *a8(OCTRL),a6
|
||
move a6,b1 ;B1=flags object 1
|
||
|
||
move *a10(OIMG),a9,L ;A9=*Image 0
|
||
move *a8(OIMG),a7,L ;A7=*Image 1
|
||
eint
|
||
|
||
move *a9,a5,L ;ISIZE
|
||
move *a7,a6,L ;ISIZE
|
||
addxy a3,a5 ;A5=Obj0 lower rgt Y:X
|
||
addxy a4,a6 ;A6=Obj1 lower rgt Y:X
|
||
cmpxy a6,a3 ;compare (lrx1,lry1) to (tlx0,tly0)
|
||
JRXGE CSFAIL
|
||
JRYGE CSFAIL
|
||
cmpxy a4,a5 ;compare (tlx1,tly1) to (lrx0,lry0)
|
||
JRXLE CSFAIL
|
||
JRYLE CSFAIL
|
||
|
||
|
||
*A11=XOFF0
|
||
*A12=XOFF1
|
||
move a3,a2 ;>Calc XOFF0,XOFF1,XSCAN
|
||
subxy a4,a2
|
||
sext a2
|
||
jrnn clx1
|
||
neg a2
|
||
move a2,a11 ;object 1 to the right
|
||
clr a12
|
||
move a4,a13 ;rightmost top left
|
||
jruc clx2
|
||
|
||
clx1 move a2,a12 ;object 0 to the right
|
||
clr a11
|
||
move a3,a13 ;rightmost top left
|
||
clx2 cmpxy a5,a6 ;find leftmost lower right
|
||
jrxn clx3
|
||
subxy a5,a13
|
||
jruc clx4
|
||
|
||
clx3 subxy a6,a13
|
||
clx4 sext a13
|
||
neg a13 ;A13=XSCAN
|
||
|
||
;>Calc YOFF0,YOFF1,YSCAN
|
||
sra 16,a3 ;Kill X half
|
||
sra 16,a4
|
||
sra 16,a5
|
||
sra 16,a6
|
||
move a3,a2 ;A3=YOFF1
|
||
sub a4,a2 ;A2=YOFF0
|
||
jrnn cly1
|
||
neg a2
|
||
clr a3 ;object 1 to the right
|
||
move a4,a14 ;rightmost top left
|
||
jruc cly2
|
||
|
||
cly1 move a3,a14 ;object 0 to the right
|
||
move a2,a3
|
||
clr a2
|
||
cly2 cmp a5,a6 ;find leftmost lower right
|
||
jrn cly3
|
||
sub a5,a14
|
||
jruc cly4
|
||
cly3 sub a6,a14
|
||
cly4 neg a14 ;A14=YSCAN
|
||
|
||
*A2=YOFF0
|
||
*A3=YOFF1
|
||
*A4=IMAGE SOURCE ADDRESS TEMP
|
||
*A5=WIDTH TEMP
|
||
*A7=IMAGE 1 DATA HEADER POINTER
|
||
*A8=IMAGE 1 OBJECT POINTER
|
||
*A9=IMAGE 0 DATA HEADER POINTER
|
||
*A10=IMAGE 0 OBJECT POINTER
|
||
*A11=XOFF0
|
||
*A12=XOFF1
|
||
*A13=XSCAN
|
||
*A14=YSCAN
|
||
|
||
*CALCULATE OBJECT 0 STARTAD, HINC0, VINC0
|
||
|
||
move *a9(ISAG),a4,L ;Get image source address
|
||
move *a9,a5 ;Get ISIZEX
|
||
addk 3,a5 ;correct erroneous width (thanx, warren)
|
||
srl 2,A5
|
||
sll 2,A5
|
||
|
||
*CHECK OBJECT 0 FLIPS
|
||
|
||
btst B_FLIPH,b0
|
||
jrnz CL0HF ;HORIZONTAL FLIP
|
||
btst B_FLIPV,b0
|
||
jrnz CL0VF ;VERTICAL FLIP
|
||
|
||
;NO FLIP CASE
|
||
move a5,a1 ;Get width
|
||
mpyu a2,a1 ;Mult width x yoff
|
||
add a11,a1 ;Add in x offset
|
||
sll 3,a1 ;Correct for byte addressing
|
||
add a1,a4 ;A4=STARTAD0=IMAGEAD0+(YOFF0 X W0) + XOFF
|
||
sub a13,a5 ;A5=VINC0=W0-XScan
|
||
sll 3,a5 ;Correct for pixel addressing
|
||
movk 8,a2 ;A2=HINC0
|
||
jruc CLOBJ1
|
||
|
||
|
||
CL0HF BTST B_FLIPV,B0 ;VERT FLIP TOO?
|
||
JRNE CL0HVF ;HORIZ AND VERT FLIP
|
||
;HORIZONTAL FLIP
|
||
MOVE A5,A1 ;GET WIDTH
|
||
MPYU A2,A1 ;MULT WIDTH X Y OFFSET
|
||
ADD A5,A1 ;ADD IN WIDTH
|
||
SUB A11,A1 ;SUBTRACT X OFFSET
|
||
DEC A1 ;-1 MORE
|
||
SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING
|
||
ADD A1,A4 ;A4=STARTAD0=IMAGEAD0+(YOFF0*W0)+W0-XOFF0-1
|
||
MOVI -8,A2 ;A2=HINC0
|
||
ADD A13,A5 ;A5=VINC0=W0+XSCAN
|
||
SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING
|
||
JRUC CLOBJ1
|
||
|
||
;VERTICAL FLIP
|
||
CL0VF MOVE *A9(ISIZEY),A1 ;GET HEIGHT
|
||
SUB A2,A1 ;SUBTRACT YOFF0
|
||
DEC A1
|
||
MPYU A5,A1 ;MULTIPLY BY WIDTH
|
||
ADD A11,A1 ;ADD IN X OFFSET
|
||
SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING
|
||
ADD A1,A4 ;A4=STARTAD0=IMAGEAD0+(H0-YOFF0-1)W0+XOFF0
|
||
NEG A5 ;-W0
|
||
SUB A13,A5 ;-XSCAN
|
||
SLL 3,A5 ;A5=VINC0=-W0-XSCAN
|
||
MOVK 8,A2 ;A2=HINC0
|
||
JRUC CLOBJ1
|
||
|
||
;VERTICAL AND HORIZONTAL FLIP
|
||
CL0HVF MOVE *A9(ISIZEY),A1 ;GET HEIGHT
|
||
SUB A2,A1 ;SUBTRACT YOFF0
|
||
DEC A1
|
||
MPYU A5,A1 ;MULTIPLY BY WIDTH
|
||
ADD A5,A1 ;ADD IN WIDTH (W0)
|
||
SUB A11,A1 ;SUBTRACT XOFF0
|
||
DEC A1
|
||
SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING
|
||
ADD A1,A4 ;A4=STARTAD0=(H0-YOFF0-1)W0+W0-XOFF0-1
|
||
NEG A5 ;-W0
|
||
ADD A13,A5 ;+XSCAN
|
||
SLL 3,A5 ;A5=VINC0=-W0-XSCAN
|
||
MOVI -8,A2 ;A2=HINC0
|
||
|
||
|
||
*CALCULATE OBJECT 1 STARTAD, HJUMP, VJUMP
|
||
|
||
*A2=HINC0
|
||
*A3=YOFF1, HINC1
|
||
*A4=STARTAD0
|
||
*A5=VINC0
|
||
*A6=STARTAD1
|
||
*A7=IMAGE 1 DATA HEADER POINTER
|
||
*A8=IMAGE 1 OBJECT POINTER
|
||
*A9=IMAGE 0 DATA HEADER POINTER
|
||
*A10=IMAGE 0 OBJECT POINTER
|
||
*A11=W1, VINC1
|
||
*A12=XOFF1
|
||
*A13=XSCAN
|
||
*A14=YSCAN
|
||
|
||
CLOBJ1 move *a7(ISAG),a6,L ;Get image source address
|
||
move *a7,a11 ;Get ISIZEX
|
||
addk 3,a11 ;correct erroneous width (thanx, warren)
|
||
srl 2,A11
|
||
sll 2,A11
|
||
|
||
BTST B_FLIPH,B1 ;CHECK OBJECT 1 FLIPS
|
||
JRNE CL1HF ;HORIZONTAL FLIP
|
||
BTST B_FLIPV,B1
|
||
JRNE CL1VF ;VERTICAL FLIP
|
||
|
||
*NO FLIP CASE
|
||
*A3=HINC1=8 (BYTE AT A TIME)
|
||
*A11=VINC1=W1-XSCAN
|
||
*A6=STARTAD1=IMAGEAD1+(YOFF1 X W1) + XOFF1
|
||
|
||
MOVE A11,A1 ;GET WIDTH
|
||
MPYU A3,A1 ;MULT WIDTH X YOFF
|
||
ADD A12,A1 ;ADD IN X OFFSET
|
||
SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING
|
||
ADD A1,A6 ;ADD TO SOURCE ADDRESS
|
||
MOVK 8,A3 ;HINC1
|
||
SUB A13,A11 ;VINC1=W1-XSCAN
|
||
SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING
|
||
JRUC CSH
|
||
|
||
*HORIZONTAL FLIP
|
||
*A3=HINC1=-8
|
||
*A11=VINC1=W1+XSCAN
|
||
*A6=STARTAD1=IMAGEAD1+(YOFF1 X W1) + W1-XOFF1-1
|
||
CL1HF BTST B_FLIPV,B1 ;VERT FLIP TOO?
|
||
JRNE CL1HVF ;HORIZ AND VERT FLIP
|
||
MOVE A11,A1 ;GET WIDTH
|
||
MPYU A3,A1 ;MULT WIDTH X Y OFFSET
|
||
ADD A11,A1 ;ADD IN WIDTH
|
||
SUB A12,A1 ;SUBTRACT X OFFSET
|
||
DEC A1 ;-1 MORE
|
||
SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING
|
||
ADD A1,A6
|
||
MOVI -8,A3 ;HINC1
|
||
ADD A13,A11 ;VINC1=W1+XSCAN
|
||
SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING
|
||
JRUC CSH
|
||
|
||
*VERTICAL FLIP
|
||
*A3=HINC1=8
|
||
*A11=VINC1=-W1-XSCAN
|
||
*A6=STARTAD1=IMAGEAD1+(H1-YOFF1-1)W1+XOFF1
|
||
CL1VF MOVE *A7(ISIZEY),A1 ;GET HEIGHT
|
||
SUB A3,A1 ;SUBTRACT YOFF1
|
||
DEC A1
|
||
MPYU A11,A1 ;MULTIPLY BY WIDTH
|
||
ADD A12,A1 ;ADD IN X OFFSET
|
||
SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING
|
||
ADD A1,A6 ;ADD TO SOURCE ADDRESS
|
||
NEG A11 ;-W1
|
||
SUB A13,A11 ;-XSCAN
|
||
SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING
|
||
MOVK 8,A3 ;HINC1
|
||
JRUC CSH
|
||
|
||
*VERTICAL AND HORIZONTAL FLIP
|
||
*A3=HINC1=-8
|
||
*A11=VINC1=-W1-XSCAN
|
||
*A6=STARTAD1=(H1-YOFF1-1)W1+W1-XOFF1-1
|
||
CL1HVF MOVE *A7(ISIZEY),A1 ;GET HEIGHT
|
||
SUB A3,A1 ;SUBTRACT YOFF1
|
||
DEC A1
|
||
MPYU A11,A1 ;MULTIPLY BY WIDTH
|
||
ADD A11,A1 ;ADD IN WIDTH (W1)
|
||
SUB A12,A1 ;SUBTRACT XOFF1
|
||
DEC A1
|
||
SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING
|
||
ADD A1,A6 ;ADD TO SOURCE ADDRESS
|
||
NEG A11 ;-W1
|
||
ADD A13,A11 ;+XSCAN
|
||
SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING
|
||
MOVI -8,A3 ;HINC1
|
||
|
||
*A1= WIDTH COUNTER XSCAN
|
||
*A2=H INCREMENT IMAGE 0
|
||
*A3=H INCREMENT IMAGE 1
|
||
*A4=INDEX TO IMAGE 0
|
||
*A5=V INCREMENT IMAGE 0
|
||
*A6=INDEX TO IMAGE 1
|
||
*A7=IMAGE 1 DATA HEADER POINTER
|
||
*A8=IMAGE 1 OBJECT POINTER
|
||
*A9=IMAGE 0 DATA HEADER POINTER
|
||
*A10=IMAGE 0 OBJECT POINTER
|
||
*A11=V INCREMENT IMAGE 1
|
||
*A13=WIDTH COUNT XSCAN
|
||
*A14=HEIGHT COUNT YSCAN
|
||
|
||
CSH cmpi >80,a14 ;no scan if xscan, yscan values out of range
|
||
jrhs CSFAIL
|
||
cmpi >80,a13
|
||
jrhs CSFAIL
|
||
|
||
dint
|
||
move @INTENB,a0
|
||
andni X1E,a0
|
||
move a0,@INTENB
|
||
eint
|
||
|
||
csh0 move @DMACTRL,a0
|
||
jrn csh0 ;DMA busy?
|
||
|
||
.if YUNIT
|
||
setf 6,0,0 ;6 bit field
|
||
.else
|
||
setf 8,0,0 ;8 bit field
|
||
.endif
|
||
|
||
csh1 move a13,a1 ;load line countdown horiz counter
|
||
|
||
cshl move *a4,a0 ;Check image 0 corresponding non zeroes
|
||
jrz csnxh ;No hit?
|
||
|
||
move *a6,a0 ;check image 1
|
||
jrnz pshit ;Hit?
|
||
|
||
csnxh add a2,a4 ;Add horiz increments
|
||
add a3,a6
|
||
dsjs a1,cshl ;Loop horizontal
|
||
|
||
add a5,a4 ;Add vert increments
|
||
add a11,a6
|
||
dsjs a14,csh1 ;Loop vert
|
||
|
||
setf 16,1,0 ;Normal field
|
||
|
||
CSFAIL move b13,b13
|
||
jrz psnodma ;Skip DMA restart?
|
||
dint
|
||
move @INTENB,a0
|
||
ori X1E,a0
|
||
move a0,@INTENB
|
||
eint
|
||
psnodma clrc ;No hit
|
||
jruc psx ;Exit
|
||
|
||
|
||
pshit setf 16,1,0 ;Normal field
|
||
move b13,b13
|
||
jrz csflags ;Skip DMA restart?
|
||
dint
|
||
move @INTENB,a0
|
||
ori X1E,a0
|
||
move a0,@INTENB
|
||
eint
|
||
csflags setc ;Hit
|
||
|
||
psx mmfm sp,b0,b1
|
||
mmfm sp,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13
|
||
rets
|
||
|
||
|
||
|
||
********************************
|
||
*PLAYER HAS BEEN COLLIDED WITH
|
||
*TELL THIS COLLISION CHECK THAT PLAYER IS REALLY SHORTER THAN HE IS
|
||
*THEN RETURN CARRY SET IF STILL A HIT, CARRY CLEAR IF THIS SHOULD NOT BE
|
||
*A COLLISION.
|
||
*A0=OBJECT THAT HIT PLAYER
|
||
*A8=PLAYER LEGS IMAGE PTR
|
||
|
||
;SHORT_PLYR
|
||
; MOVE *A8(OYPOS),A7 ;A7 - OBJ1 Ymin
|
||
; ADDK 3,A7 ;ADDI 0
|
||
; MOVE *A0(OID),A11
|
||
; zext a11
|
||
;; CMPI CLSENMY|TYPORB,A11
|
||
;; JRNE SP0
|
||
;; SUBK 5,A7
|
||
;; MOVE *A8(OSIZEY),A11,W ;A11 - OBJ1 Ymax
|
||
;; SUBK 8,A11 ;MAKE LEGS SHORTER IN LENGTH!
|
||
;; JRUC SP2
|
||
;;SP0
|
||
; CMPI CLSNEUT|TYPMINE,A11
|
||
; JRNE SP1
|
||
; ADDK 12,A7 ;15
|
||
; MOVE *A8(OSIZEY),A11 ;A11 - OBJ1 Ymax
|
||
; SUBK 19,A11 ;MAKE LEGS SHORTER IN LENGTH! ;21
|
||
; JRUC SP2
|
||
;SP1
|
||
; move *A8(OSIZEY),A11 ;A11 - OBJ1 Ymax
|
||
; SUBK 20,A11 ;19 ;SUBI 13 16 ;MAKE LEGS SHORTER IN LENGTH!
|
||
;SP2 add A7,A11
|
||
; move *A0(OYPOS),A6 ;CHECK OBJS A0,A8 for intersection
|
||
; cmp A11,A6
|
||
; jrgt CLRCR ;Y2Min > Y1Max
|
||
; move *A0(OSIZEY),A11
|
||
; add A11,A6
|
||
; cmp A7,A6
|
||
; jrlt CLRCR ;Y2Max < Y1Min
|
||
;
|
||
;;NOW X CHECK
|
||
;
|
||
; move *A8(OXPOS),A7 ;A9 - OBJ1 Xmin
|
||
; addk 6,a7
|
||
; move *A8(OSIZEX),A11 ;A10 - OBJ1 Xmax
|
||
; subk 6,a11
|
||
; add A7,A11
|
||
; move *A0(OXPOS),A6 ;USE SIGNED COMPARES BECAUSE OBJS MAY LIE ON ZERO
|
||
; cmp A11,A6
|
||
; jrgt CLRCR ;X2Min > X1Max
|
||
; move *A0(OSIZEX),A11
|
||
; add A11,A6
|
||
; cmp A7,A6
|
||
; jrlt CLRCR ;X2Max < X1Min
|
||
;
|
||
; move @PCNT,a6
|
||
; btst 0,a6
|
||
; JRZ CLRCR
|
||
; SETC ;GOT A BOX INTERSECTION
|
||
; RETS
|
||
;CLRCR CLRC
|
||
; RETS
|
||
|
||
|
||
|
||
|
||
|
||
.end
|
||
|