smashtv/COBRA.ASM

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.FILE 'COBRA.ASM'
.TITLE 'ROBO-RAMA GAME PROGRAM'
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
;
; INITIATED: 2/12/90
; MODIFIED: FOREVER....
; SOFTWARE: EUGENE JARVIS
;
; COPYRIGHT (C) 1990 WILLIAMS ELECTRONICS GAMES, INC.
;
; GET THE SYSTEM STUFF
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "DISP.EQU" ;DISPLAY PROC. EQUATES
.INCLUDE "\VIDEO\SYS\SYS.INC" ;Z UNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS DEFINITIONS
.INCLUDE "IMGTBL.GLO"
.INCLUDE "ROBO.EQU"
.INCLUDE "COBRA.TBL"
;
;SYMBOLS EXTERNALLY DEFINED
;
;SOUNDS
.REF HASND,HA2SND,NOWAY,AWWSND,OUCH,EXP3HI,BUBL,SHKSND,YAMOFF
.REF VICMSC
.REF COBRAKIL
; .REF DIGOFF
.REF BOSSON,STATUS
.REF ECON,ORB_LIT,FRANIM,BIG3,SCRADD2,P1DATA,P2DATA,ENDON
.REF PSTOP,ADPCS4,HALT,FLP
.REF GET_VALID_XY,GAMSTATE,WAVEYX,BEGINOBJ,BEGINOBJ2,EHALT
.REF RANDPER,RANDOM,RANGRAND,DRINF,SET_GATE_2,GET_WVADDR,DEXIT
.REF RANDU,SRAND,PLYROBJS
.REF FINDPAL,PALSET,DELPAL,GETFPAL
.REF GETPLYR,SCORPLAY,BOOM4,ORBBNDCK
.REF SMLEXP,BOOM2,BOOM4
.REF STFVEL,COLCYC,KILL_BULL
.REF VMAX,SPTPRC
;
;SYMBOLS DEFINED IN THIS FILE
;
.DEF COBST,COBBUL,O_COB,CKPLYR,CHKFREE
.BSS PALSN1,16*16*2 ;ALLOCATE 2 X COLOR AREA IN RAM
.BSS PALSN2,16*16*2 ;ALLOCATE 2 X COLOR AREA IN RAM
.BSS COBWOUND,16 ;COBRA WOUND COUNT
.BSS COBFLG,16
OBJPTR .SET >0 ;IMAGE OBJECT POINTER
AFRAME .SET >28 ;CURRENT ANIMATION FRAME
DAMAGEL .SET >30 ;DAMAGE LEVEL
.TEXT
O_COB
CREATE 0,COBST
RETS
*
*START UP COBRAS
*
COBST
CLR A0 ;CLEAR OUT STATE
MOVE A0,@COBFLG,W
MOVE A0,@COBWOUND,W
MOVI NJHG,A8
MOVI PALSN1,A9
MOVI [58,63],A10
MOVK 3,A11
CREATE CYCPID,COLCYC ;SNAKE COLOR CYCLER
MOVI SNKPAL2,A8
MOVI PALSN1,A9
MOVI [58,63],A10
MOVK 3,A11
CREATE CYCPID,COLCYC ;SNAKE COLOR CYCLER
MOVI >1C0,A8
MOVI NJHG,A9 ;PALETTE
MOVE @WORLDTLX,A10,L ;GET STARTING COORD
ADDI >2290000,A10
MOVE @WORLDTLY,A11,L
ADDI >6E0000,A11
CREATE COBPIDM,GETCOBRA ;MAIN COBRA PROCESS
MOVI >1C1,A8
MOVI SNKPAL2,A9 ;PALETTE
MOVE @WORLDTLX,A10,L ;GET STARTING COORD
ADDI >2E20000,A10
MOVE @WORLDTLY,A11,L
ADDI >6E0000,A11
CREATE COBPIDM,GETCOBRA ;MAIN COBRA PROCESS
DIE
*
*START A COBRA
*A8=ZPOS
*A9=PALETTE
*A10,A11=OXVAL,OYVAL
*PDATA=XVEL
*PDATA+>20=YVEL
*PDATA+>40=XACC
*PDATA+>60=YACC
*PDATA+>80=LINK TO SNAKE STRUCTURE
GETCOBRA
CLR A0
MOVE A0,*A13(PDATA),L ;CLEAR OUT INIT VELOCITY
MOVE A0,*A13(PDATA+>20),L
MOVE A10,A0
MOVE A11,A1
MOVE A8,A11
CALLR COBINIT ;INITIALIZE COBRA
MOVE A13,A8
ADDI PDATA+>100,A8
MOVE *A8,A11,L ;GET POINTER TO HEAD PIECE
CALLR BODST ;GET YOUR BODY FLOWING
COBWAIT
SLEEP 2
MOVE @EHALT,A0
JRNZ COBWAIT ;WAIT FOR PLAYER TO ENTER
MOVK 1,A0 ;TELL TURMELL BOSS IS ON!
MOVB A0,@BOSSON
SLEEP 90
CALLA GETPLYR ;FIND PLAYER TO SEEK
MOVE A0,A11
CALLR GETCOBV ;GET ROBOT BOSS VELOCITY
COBLP:
MOVI 50,A0
CALLA RANDPER ;ANIMATE BOSS??
JRNC COB0
*DO SOME ANIMATION HERE
CMPI 15,A0
JRHS COBA1
MOVK 5,A10
MOVI TUNGO,A9
JRUC COBANI
COBA1
CMPI 30,A0
JRHS COBA2
MOVK 5,A10
MOVI BLINK,A9
JRUC COBANI
COBA2
MOVK 7,A10
MOVI BITE,A9
COBANI
CREATE COBPIDA,ANISEQ
COB0
MOVI 50,A0 ;GET NEW VELOCITY?
CALLA RANDPER
JRNC COB1 ;NO
CALLR GETCOBV
MOVI 40,A0 ;GET NEW PLAYER TO SEEK
CALLA RANDPER
JRNC COB1 ;NO
CALLA GETPLYR
MOVE A0,A11
COB1
CALLR COBLADE
CALLR FINDPLAY ;PLAYER IN RANGE?
MOVI 250,A0 ;PROBABILITY OF FIRE IN RANGE
JRC COB1A ;YES, BLAST 'EM
MOVI 30,A0 ;RANDOM FIRE ?
COB1A
CALLA RANDPER
JRNC COB2 ;NO DICE
MOVE *A8,A8,L ;MAKE SURE WE'RE ON SCREEN
CALLA GETANIXY
MOVE @WORLDTLX,A4,L ;ADJUST FOR SCREEN RELATIVE
MOVE @WORLDTLY,A5,L
SUB A4,A3
SUB A5,A2
CMPI >300000,A3
JRLT COB2 ;OFF TO THE LEFT
CMPI >1600000,A3
JRGT COB2 ;OFF TO THE RIGHT
CMPI >010000,A2
JRLT COB2 ;OFF THE TOP
CMPI >740000,A2
JRGT COB2 ;OFF THE BOTTOM
JSRP COBFLAM
COB2
CALLR COBVEL
MOVE @COBFLG,A0,W
JRNE COBBLOP ;BLOW THE DUDE UP WERE DEAD
SLEEP 2
JRUC COBLP
*
*ACCELERATE, DAMP, AND CLIP COBRA VELOCITY
*
COBVEL
MOVE *A13(PDATA+>40),A2,L ;GET ACCELERATIONS
MOVE *A13(PDATA+>60),A3,L
MOVE *A13(PDATA),A0,L ;GET VELOCITIES
MOVE *A13(PDATA+>20),A1,L
MOVE A2,A6
MOVE A3,A7
ADD A0,A2
ADD A1,A3
MOVE A2,A0
MOVE A3,A1
SRA 3,A2 ;SUB OUT DAMPING FACTOR
SRA 3,A3
SUB A2,A0
SUB A3,A1
*IN BOUNDS ?
MOVE A13,A8
ADDI PDATA+>100,A8 ;GET STORE AREA
MOVE *A8,A8,L ;GET FIRST OBJECT
CALLA GETANIXY ;RET A2=YVAL,A3=XVAL
MOVE @WORLDTLX,A4,L ;ADJUST FOR SCREEN RELATIVE
MOVE @WORLDTLY,A5,L
SUB A4,A3
SUB A5,A2
CMPI >300000,A3
JRGT MVV02 ;NOT TO THE LEFT
; ABS A0
ABS A6
MVV02
CMPI >1600000,A3
JRLT MVV03 ;NOT TO THE RIGHT
; ABS A0
; NEG A0
ABS A6
NEG A6
MVV03
CMPI >00010000,A2
JRGT MVV04
; ABS A1
ABS A7
MVV04
CMPI >B80000,A2
JRLT MVV05
; ABS A1
; NEG A1
ABS A7
NEG A7
MVV05
MOVE A0,*A13(PDATA),L
MOVE A1,*A13(PDATA+>20),L
MOVE A6,*A13(PDATA+>40),L
MOVE A7,*A13(PDATA+>60),L
MOVE A13,A8
ADDI PDATA+>100,A8 ;GET STORE AREA
CALLA STFVEL ;STUFF VELOCITY IN ALL PARTS
RETS
*
*FIND A PLAYER IN RANGE
*RET CS IF PLAYER IN RANGE OF FLAME
*
FINDPLAY
MMTM SP,A8
MOVE *A8,A8,L ;GET OBJECT
CALLA GETANIXY ;RET A2=YVAL,A3=XVAL
SRA 16,A2
SRA 16,A3
MOVE @PLYROBJS,A0,L
JREQ FNDPLY1
MOVE *A0(OXPOS),A1,W
SUB A3,A1
ABS A1
CMPI 24,A1
JRHI FNDPLY1
MOVE *A0(OYPOS),A1,W
SUB A2,A1
SUBI 130,A1
ABS A1
CMPI 24,A1
JRLS FNDPLYES
FNDPLY1
MOVE @PLYROBJS+32,A0,L
JREQ FNDPLYX ;PLAYER STILL ACTIVE
MOVE *A0(OXPOS),A1,W
SUB A3,A1
ABS A1
CMPI 24,A1
JRHI FNDPLYX
MOVE *A0(OYPOS),A1,W
SUB A2,A1
SUBI 130,A1
ABS A1
CMPI 24,A1
JRHI FNDPLYX
FNDPLYES
SETC
JRUC FNDPLYXX
FNDPLYX
CLRC
FNDPLYXX
MMFM SP,A8
RETS
*
*FLAME THE DUDE
*
COBFLAM:
*STOP HIM
MOVE A13,A8
ADDI PDATA+>100,A8 ;GET STORE AREA
CLR A0 ;STOP THE SNAKE
CLR A1
MOVE A0,*A13(PDATA),L
MOVE A1,*A13(PDATA+>20),L
CALLA STFVEL ;STUFF VELOCITY IN ALL PARTS
*OPEN MOUTH
CALLR KLANISNK ;KILL OTHER ANIMATIONS OF THIS SNAKE
MOVK 3,A10
MOVI SNKFLAM,A9
CREATE COBPIDA,ANISEQ
*MAKE A FLAME
SOUND1 FLAMO ;MAKE FLAME SOUND
MOVE *A8,A8,L ;GET OBJECT
CALLA GETANIXY ;RET A2=YVAL,A3=XVAL
MOVE A3,A0
MOVE A2,A1
MOVI FLM1,A2 ;(OIMG)
MOVI >1CF,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID) INITIALLY HARMLESS
CLR A6 ;(XV)
CLR A7 ;(YV)
CALLA BEGINOBJ2
MOVI FLAME,A9
MOVK 1,A1
JSRP FRANIM ;DO YOUR THING
MOVI CLSENMY|TYPCOB|SUBCOBFLM,A5 ;(OID)
MOVE A5,*A8(OID),W ;MAKE HIM DEADLY NOW
; MOVI >9A,A5 ;(OZPOS)
; MOVE A5,*A8(OZPOS),W
; MOVE A8,A0 ;RE-SORT THIS OBJECT
; CALLA DELOBJ
; MOVE @OFREE,A0,L ; GET OBJECT BACK
; MOVE *A0,A2,L
; MOVE A2,@OFREE,L ; ADJUST POINTER TO FREE LIST
; move *A0(OFLAGS),A4,W ;SET STUPID BIT
; ORI M_INUSE,A4
; move A4,*A0(OFLAGS),W
; CALLA INSOBJ
MOVI FLAME2,A9
MOVK 1,A1
JSRP FRANIM ;DO YOUR THING
MOVE A8,A0
CALLA DELPAL ;BAIL OUT
CALLA DELOBJ
MOVE A13,A8
ADDI PDATA+>100,A8 ;GET STORE AREA
MOVK 5,A10
MOVI SNKFLAMX,A9 ;RETURN TO NORMAL POSE
CREATE COBPIDA,ANISEQ
RETP
*
*SHOOT A BLADE AT YOU
*A11= PLAYER TO SHOOT
*
COBLADE:
MMTM SP,A8
CALLA CKPLYR ;MAKE SURE WE GOT A LIVE ONE
MOVI 15,A0
MOVE *A11(OYPOS),A1,W
MOVE @WORLDTLY+>10,A2,W
ADDI >6E,A2
CMP A2,A1
JRHS COBLD0
SLL 2,A0 ;MORE LIKELY TO SHOOT IN BACK
COBLD0
CALLA RANDPER
JRNC COBLDX
MOVI 50,A0 ;GET GOAL X,Y
CALLA SRAND
SLL 16,A0
MOVE A0,A1
MOVI 50,A0
SLL 16,A0
CALLA SRAND
MOVE *A11(OXVAL),A6,L
MOVE *A11(OYVAL),A7,L ;GET DESTINATION COORD
ADD A0,A6
ADD A1,A7
MOVI >780000,A1
MOVI >600000,A0
MOVE @RAND,A2,L
JRNN COBLD1 ;SNAKE 1 OR 2?
MOVI >1280000,A0 ;SNAKE 1
COBLD1
MOVE @WORLDTLX,A2,L ;GET STARTING COORD
MOVE @WORLDTLY,A3,L
ADD A2,A0
ADD A3,A1
SUB A0,A6 ;FIND DELTA
SUB A1,A7
SRA 6,A6
SRA 6,A7
MMTM SP,A0
MOVI >60000,A0 ;LIMIT VELOCITIES
CALLA VMAX
MMFM SP,A0
MOVI BLB1A,A2 ;(OIMG)
MOVI 231,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSENMY|TYPCBALL,A5 ;(OID)
CALLA BEGINOBJ2
CREATE 0,SPTPRC ;SPITBALL PROCESS
MOVE A0,*A8(OPLINK),L ;FIX PROCESS LINK
COBLDX
MMFM SP,A0
RETS
*
*KILL OTHER ANIMATIONS OF COBRA
*A8=COBRA
*
KLANISNK ;KILL OTHER ANIMATIONS OF THIS SNAKE
MMTM SP,A0,A2,A4
MOVI ACTIVE,A2,L
KLANXT:
MOVE *A2,A2,L ;GET NEXT
JREQ KLASC ;ALL DONE
KLANXT1
MOVE *A2(PROCID),A4
CMPI COBPIDA,A4 ;MATCH?
JRNE KLANXT ;NO
MOVE *A2(PA8),A0,L ;OUR SNAKE?
CMP A0,A8
JRNE KLANXT ;NO...CONTINUE SEARCH
MOVE A2,A0
MOVE *A2,A2,L ;GET FORWARD LINK
CALLA KILL
MOVE A2,A2 ;ANY MORE?
JRNE KLANXT1 ;YES...CONTINYA
KLASC
MMFM SP,A0,A2,A4
RETS
*
*GET COBRA VELOCITY
*PD+>40=XACC, PD+>60=YACC
*
GETCOBV
MOVI 500,A0
CALLA RANDPER
JRNC GETCOBVR ;GET A RANDOM VELOCITY
MOVE A13,A4
ADDI PDATA+>100,A4 ;GET STORE AREA
MOVE *A4,A4,L ;GET FIRST OBJECT
MOVE *A4(OXVAL),A0,L ;TRACK THE DUDE DOWN
ADDI >10000,A0,L
MOVE *A4(OYVAL),A1,L
ADDI >600000,A1,L
MOVE *A11(OXVAL),A2,L
MOVE *A11(OYVAL),A3,L
SUB A1,A3
SUB A0,A2
SRA 8,A2
SRA 8,A3
MOVE A2,*A13(PDATA+>40),L
MOVE A3,*A13(PDATA+>60),L
RETS
GETCOBVR
MOVI >8000,A0
CALLA SRAND
MOVE A0,*A13(PDATA+>40),L
MOVI >8000,A0
CALLA SRAND
MOVE A0,*A13(PDATA+>60),L
RETS
*
*CHECKS IF PLAYER ACTIVE, IF NOT GETS A NEW ONE IN A11
*
CKPLYR
PUSH A0
MOVE @PLYROBJS,A0,L
CMP A11,A0
JREQ CKPLYRX ;PLAYER STILL ACTIVE
MOVE @PLYROBJS+32,A0,L
CMP A11,A0
JREQ CKPLYRX ;PLAYER STILL ACTIVE
CALLA GETPLYR
CKPLYRX
MOVE A0,A11 ;SET Z BIT
MMFM SP,A0
RETS
*
*INITIALIZE COBRA
*A0=XPOS,A1=YPOS,A11=OZPOS,A9=PALETTE
*
COBINIT
MMTM SP,A2,A3,A12,A13
MOVI COBITAB,A12 ;INIT ROBOT BOSS TABLE
MMTM SP,A0,A1 ;SAVE XY COORDS
MOVE A9,A0
CALLA GETFPAL
MOVE A0,A9 ;SAVE PALETTE #
MOVE A13,A8
ADDI PDATA+>100,A8
CREATE COBPID,STICKP ;STICK TOGETHER HEAD
MOVE A8,A13
MMFM SP,A0,A1
MMTM SP,A0,A1
COBILP
MMFM SP,A0,A1
MOVE *A12+,A4,W ;GET (OFLAGS)
JREQ COBIDON ;END OF LIST
MMTM SP,A0,A1
BTST B_FLIPH,A4
JRZ COBI1
SUBI >50000,A0 ;BRING RIGHT SIDE BACK A FEW
COBI1
MOVE *A12+,A5,W ;GET (OID)
MOVE *A12+,A6,W ;GET ANI FRAME #
MOVB A6,*A13(AFRAME) ;STORE FRAME POINTER
DEC A6
MOVI COBANITB1-COBANITB,A7
MPYU A6,A7 ;ADJUST FOR LENGTH OF ENTRY
ADDI COBANITB,A7 ;ADD TABLE BASE
MOVE *A7,A2,L ;GET OIMG POINTER
CLR A6 ;(OXVEL)
CLR A7 ;(OYVEL)
MOVI >C0,A3 ;(OZPOS)
CALLA BEGINOBJ2 ;STUFF OBJ
MOVE *A12,A3,W ;LAST PIECE, LIGHTNING?
JRNE COBI1A ;NO
INC A11 ;MAKE Z HIGHER PRIORITY
JRUC COBI2 ;DONT MESS WITH PALETTE
COBI1A
MOVE A9,*A8(OPAL),W ;STUFF PALETTE
COBI2
MOVE A11,*A8(OZPOS),W ;STUFF Z
MOVE A13,*A8(OPLINK),L ;LINK OBJECT TO BLOCK STRUCTURE
MOVE A8,*A13,L ;SAVE POINTER TO GUY
CLR A7
MOVE A7,*A13(DAMAGEL),W ;INIT DAMAGE LEVEL
ADDI >40,A13 ;INCREMENT IT ALONG
JRUC COBILP
COBIDON
CLR A14
MOVE A14,*A13,L ;ZERO OUT LAST POINTER TO MARK END
MMFM SP,A2,A3,A12,A13
RETS
*
*GET YOUR COBRA BODY
*A0=XVAL,A1=YVAL
*A11=HEAD OBJECT
*A9=OPAL
*
BODST:
MMTM SP,A0,A1,A8,A10,A11,A12,A13
MOVE A11,A12
MOVE A0,A10
MOVE A1,A11
CREATE COBPIDS,BODPRC ;MASTER BODY PROCESS
MOVE A0,A8
ADDI PDATA+>80,A8 ;STORAGE AREA FOR SNAKE STUFF
MOVE A8,*A0(PA8),L
MOVE A8,*A13(PDATA+>80),L ;LINK TO HEAD PROCESS
MOVE A12,*A0(PDATA),L ;SAVE POINTER TO HEAD
MOVE A13,*A0(PDATA+>20),L ;SAVE POINTER TO HEAD PROCESS
MOVE A0,*A8+,L ;SAVE POINTER TO PROCESS
CLR A0
MOVE A0,*A8+,L ;NULL POINTER AT START
MOVE A8,A13
MOVI >1BF,A12 ;INIT Z
MOVE A9,-*SP,W ;SAVE PALETTE
MOVI 24,A9 ;NUMBER OF DUDES...
BODILP
MOVE A10,A0
MOVE A11,A1
CLR A6 ;(OXVEL)
CLR A7 ;(OYVEL)
MOVI SNKBLL,A2 ;(OIMG)
CMPI 1,A9
JRNE BODIL1
MOVI SNKBLL1A,A2
BODIL1
MOVI >9E,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSENMY|TYPCOB|SUBCOBBOD,A5 ;(OID)
CALLA BEGINOBJ2
MOVE A13,*A8(OPLINK),L
MOVE A8,*A13+,L ;SAVE POINTER TO GUY
MOVE *SP,A1,W
MOVE A1,*A8(OPAL),W ;GET PROPER PALETTE
MOVE A12,*A8(OZPOS),W ;SET Z
DEC A12
MOVE *A8(OID),A0,W
ADD A9,A0
MOVE A0,*A8(OID),W ;ADD IN SECTION # IN SUBTYPE
DSJ A9,BODILP
MOVE A9,*A13,L ;ZERO OUT AT END
ADDK 16,SP ;BLOW OFF PALETTE WORD,PROCESS POINTER
MMFM SP,A0,A1,A8,A10,A11,A12,A13
RETS
*
*COBRA BODY PROCESS
*PDATA=HEAD POINTER ON FRONT SECTION
*A8=POINTER TO COBRA STRUCTURE
*PDATA=HEAD OBJET
*PDATA+>20=HEAD PROCESS
*
BODPLP
MOVE A8,A9
MOVE A8,A10
ADDI >20,A9
BODP10
MOVE *A9+,A0,L ;FIND THE START
JREQ BODP10
SUBI >40,A9
*GET THE FRONT DISTANCE
BODPLP0
MOVE *A9(>20),A8,L
MOVE *A9,A0,L
JRNE BODV02 ;NOT THE LEADER
MOVE *A13(PDATA),A0,L ;GET THE HEAD COORD
MOVE *A0(OXVAL),A1,L ;GET X,Y COORDS
MOVE *A0(OYVAL),A2,L
ADDI >10000,A2 ;ADJUST Y
ADDI >C0000,A1 ;ADJUST X
JRUC BODV02A
BODV02
MOVE *A0(OXVAL),A1,L ;GET X,Y COORDS
MOVE *A0(OYVAL),A2,L
BODV02A
MOVE *A9(>40),A0,L
JREQ BODPLX ;THIS IS THE TAIL, DONT MOVE !!!!
MOVE *A0(OXVAL),A3,L ;GET X,Y COORDS
MOVE *A0(OYVAL),A4,L
ADD A1,A3
SRA 1,A3 ;GET X MIDPOINT
ADD A2,A4
SRA 1,A4 ;GET Y MIDPOINT
; MOVE *A8(OXVAL),A1,L ;FIND DELTA X,Y
; MOVE *A8(OYVAL),A2,L
; SUB A1,A3
; SUB A2,A4
BODV3
MOVE A3,*A8(OXVAL),L ;GRAB THE MIDPOINT
MOVE A4,*A8(OYVAL),L
BODPL
ADDI >20,A9
JRUC BODPLP0
BODPLX
MOVE A10,A8
RETS
*
*BODY PROCESS
*
BODPRC
; CALLR BODPLP
; CALLR BODPLP
CALLR BODPLP
CALLR BODPLP
SLOOP 1,BODPRC
*
*CLEAN UP SNAKE BODY MESS
*A8=SNAKE BODY PIECE
*
BODCLEAN
MOVE *A8(OPLINK),A0,L ;LINK AROUND DUDE IN CHAIN
MOVE *A0(PDATA+>40),A1,L
MOVE *A0(PDATA+>20),A2,L
JREQ BODCLN0 ;TEST FOR NULL LINK
MOVE A1,*A2(PDATA+>40),L
BODCLN0
MOVE A1,A1
JREQ BODCLN00
MOVE A2,*A1(PDATA+>20),L
BODCLN00
CALLA KILL ;KILLS PROCESS IN A0
BODCLN1
MOVE A8,A0
CALLA DELPAL ;NEEDED? NOT IF IN PLYR PAL!
CALLA DELOBJ
RETS
*
*BULLET SUBTYPE SHIFT TABLE
*SUBLZR 01 ;REGULAR LAZER SHOTS
*SUBSPRY 02 ;SPRAY SUB TYPE
*SUBSPEW 03 ;SPEW TYPE WEAPON (3)
*SUBGRND 04 ;GRENADE
*SUBNOSTP 05 ;NON STOPPING BULLET
*
BULSHTAB
.WORD 1,1,1,1,0,3,1,1 ;VELOCITY FUNCTION
.WORD 1,1,2,3,5,5,1,1 ;DAMAGE LEVEL
.WORD >100,>100,>200,>300,>500,>500,>100,>100 ;SCORE LEVEL
*
*COBRA HIT BY BULLET
*A8=COBRA PIECE HIT
*A0=BULLET THAT HIT US
*
COBBUL
MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11
MOVE @COBFLG,A1,W
JRNE COBBULX ;FORGET IT HE'S BLOWING
MOVB *A8(OID),A2
CMPI SUBCOBHD,A2 ;CHECK FOR FLAME
JRHI COBBULX ;FLAME, CAN IT
MOVE A0,-*SP,L
SOUND1 SNKSCR ;BLOW UP SOUND
MOVE *SP+,A0,L
MOVB *A0(OID),A4 ;ISOLATE SUBTYPE
SLL 4,A4
ADDI BULSHTAB,A4 ;VARIABLE SHIFT BASED ON SUBTYPE
MOVE *A4(>100),A1,W
CALLA SCORPLAY ;SCORE APPROPRIATE POINTS
MOVE *A4(>80),A1,W
CMPI SUBCOBHD,A2 ;CHECK FOR HEAD SHOT
JREQ COBBULHD
MOVE @COBWOUND,A2,W ;ADD IN DAMAGE
ADD A1,A2
MOVE A2,@COBWOUND,W
CLR A10
SLL 29,A2
SRL 29,A2
JRNE COBBUL1
MOVK 1,A10 ;SCALEUP EVERY 8TH
COBBUL1
MOVE *A4,A1,W ;GET VEL SHIFT
MOVE *A8(OPLINK),A7,L
SUBI >40,A7 ;GET UPPER JOINTS
MOVB *A8(OID),A2
CMPI 13,A2 ;GET RING # SUBTYPE
JRHS COBBULX1 ;TOO HIGH UP, DON'T BUMP IT AROUND
CALLR ADDV
CALLR ADDV
CALLR ADDV
COBBULX1
CALLR BULEXP
CREATE COBPID,SCALEUP
COBBULX
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11
RETS
*
*ADD BULLET VELOCITY TO SNAKE SECTIONS
*A0=BULLET
*A1=SHIFT COUNT
*
ADDV
MOVE *A7+,A3,L
JREQ ADDVX
MOVE *A3(OID),A2,W
ANDI >0000FF00,A2
.IF DEBUG
CMPI CLSENMY|TYPCOB,A2 ;(OID)
JREQ ADDV1
LOCKUP
EINT
ADDV1
.ENDIF
MOVE *A7,A2,L
JREQ ADDVX ;BOTTOM LINK CAN IT
MOVE *A3(OXVAL),A4,L
MOVE *A0(OXVEL),A2,L ;GIVE IT A PUSH
SLL A1,A2
ADD A2,A4
MOVE A4,*A3(OXVAL),L
MOVE *A3(OYVAL),A4,L
MOVE *A0(OYVEL),A2,L ;GIVE IT A PUSH
SLL A1,A2
ADD A2,A4
MOVE A4,*A3(OYVAL),L
ADDVX
RETS
*
*MOVE INTENSIFIED SECTION UP THE SNAKE
*A8=SECTION HIT
*A10=MAKE SPARK AT TOP
*
SCALEUP
MOVE *A8(OPLINK),A9,L
JRUC SCUP1
SCUPLP
MOVI DMAWNZ,A0,W
MOVE A0,*A8(OFLAGS),W ;OFF OLDIE
MOVE -*A9,A8,L ;ON NEW GUY
JREQ SCALEX
SCUP1
MOVE *A8(OID),A2,W
ANDI >0000FF00,A2
.IF DEBUG
CMPI CLSENMY|TYPCOB,A2
JREQ SCUP2
LOCKUP
EINT
SCUP2
.ENDIF
MOVI DMACNZ,A0,W ;INTENSIFY FIRST SECTION
MOVE A0,*A8(OFLAGS),W
MOVI >3939,A0 ;BRIGHT WHITE IN PALETTE
MOVE A0,*A8(OCONST),W
SLOOP 1,SCUPLP
SCALEX
MOVE A10,A10 ;FLASH HEAD?
JREQ SCALEXX ;NOPE...
MOVE -*A9,A0,L ;GET BODY PROCESS
MOVE *A0(PDATA+>20),A0,L ;GET HEAD PROCESS
MOVE A0,A8
ADDI PDATA+>100,A8
MOVK 2,A10
CALLR LITFLP
MOVI LITNING,A9
CREATE COBPIDA,ANISEQ
SCALEXX
DIE
*
*FLIP THE LIGHTNING ON DIE COBRA
*
LITFLP
MMTM SP,A0,A8
ADDI (LITE-1)*64,A8
MOVE *A8,A8,L
CALLA RANDOM
CALLA FLP
MMFM SP,A0,A8
RETS
*
*HEAD IS HIT BY BULLET
*A0=BULLET
*A1=INJURY COUNT
COBBULHD
CALLR RTALK
*CHECK BULLET SUBTYPE
MOVB *A0(OID),A1
CMPI SUBGRND,A1
JRNE COBBULHD1
MOVI COBHDPT,A1 ;BONUS SCORE FOR GRENADE TO HEAD
CALLA SCORPLAY
MOVI 50,A1
COBBULHD1
MOVE @COBWOUND,A2,W ;ADD IN DAMAGE
ADD A1,A2
MOVE A2,@COBWOUND,W
MOVE @COBRAKIL,A1
MOVE @STATUS,A0
CMPI 3,A0
JRZ TWOP
SUBI 250,A1
CMP A1,A2
JRUC ONEP
TWOP CMP A1,A2 ;2000
ONEP JRLO COBBULHD2
MOVK 1,A2
MOVE A2,@COBFLG,W ;ITS BLOWING FOLKS, CAN EVERYTHING
MOVB A2,@ENDON
CREATE 0,COBTIM ;TIME THE FINAL BASH
COBBULHD2
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11
CALLR COBEXP
JRUC EXJUMP ;JUMP SUCKER ON EXPLOSION HIT
COBBULHDX
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11
RETS
*
*JUMP COBRA ON EXPLOSION HIT
*A8=OBJECT HIT
*
EXJUMP
MMTM SP,A0,A1,A2,A4,A7,A8
*FIND COBRA PROCESS
CALLR FINDHDPRC ;FIND HEAD PROCESS
JREQ JMPEX
*CHECK NON-RANDOM VELOCITY
MOVB *A0(OID),A4 ;ISOLATE SUBTYPE
SLL 4,A4
ADDI BULSHTAB,A4 ;VARIABLE SHIFT BASED ON SUBTYPE
MOVE *A4,A4,W
JREQ EXJ1
*GET BULLET VELOCITY
MOVE *A0(OYVEL),A1,L
SLL A4,A1
SRA 2,A1
MOVE A1,*A2(PDATA+>20),L ;YVEL
MOVE *A0(OXVEL),A0,L
SLL A4,A0
SRA 2,A0
MOVE A0,*A2(PDATA+>00),L ;XVEL
JRUC EXJ2
*GET RANDOM VELOCITY
EXJ1
MOVI >20000,A0
CALLA RANDU
ADDI >40000,A0
NEG A0
MOVE A0,A1
MOVE A1,*A2(PDATA+>20),L ;RANDOM YVEL
MOVI >20000,A0
CALLA SRAND
MOVE A0,*A2(PDATA+>00),L ;RANDOM XVEL
*DO A STFVEL
EXJ2
PUSH A8
MOVE A2,A8
ADDI PDATA+>100,A8 ;GET STORE AREA
CALLA STFVEL ;STUFF VELOCITY IN ALL PARTS
CALLR HEADLIT
MOVE *SP+,A8,L
*START HEAD FLASH PROCESS
CREATE COBPID,HEADFL
MOVE A2,*A0(PA8),L ;HEAD PROCESS BLOCK PTR
JMPEX:
MMFM SP,A0,A1,A2,A4,A7,A8
RETS
*
*FIND HEAD PROCESS TO OBJECT IN A8
*RET PROC IN A2
*
FINDHDPRC:
MMTM SP,A0,A4
MOVI ACTIVE,A2,L
FNDNXT:
MOVE *A2,A2,L ;GET NEXT
JREQ FNDHDX ;ALL DONE
MOVE *A2(PROCID),A4
CMPI COBPIDM,A4 ;MATCH?
JRNE FNDNXT ;NO
MOVE *A8(OPLINK),A0,L
SUB A2,A0
CMPI PRCSIZ,A0
JRHI FNDNXT ;NOT OUR SNAKE
FNDHDX:
MOVE A2,A2
MMFM SP,A0,A4
RETS
COBBODPT .EQU >100
COBHDPT .EQU >200
*
*HEAD LIGHTNING
*A8=HEAD DATA STRUCT
*
HEADLIT
MMTM SP,A0,A1,A7,A9,A10
MOVK 2,A10
MOVI LITNING,A9
CREATE COBPIDA,ANISEQ
MMFM SP,A0,A1,A7,A9,A10
RETS
*
*FLASH THE HEAD
*A8=HEAD PROCESS
*
HEADFL
MOVE A8,A9
ADDI PDATA+>100,A9
MOVI >3939,A2 ;BRIGHT WHITE IN PALETTE
HEADFLP0
MOVE *A9,A0,L
JREQ HEADFL0
MOVE *A0(OFLAGS),A1,W
ANDI >FFF0,A1
ORI DMACNZ,A1
MOVE A1,*A0(OFLAGS),W
MOVE A2,*A0(OCONST),W
ADDI >40,A9
JRUC HEADFLP0
HEADFL0
SLEEP 1
MOVE A8,A9
ADDI PDATA+>100,A9
HEADFLP1
MOVE *A9,A0,L
JREQ HEADFL1
MOVE *A0(OFLAGS),A1,W
ANDI >FFF0,A1
ORI DMAWNZ,A1
MOVE A1,*A0(OFLAGS),W
ADDI >40,A9
JRUC HEADFLP1
HEADFL1
DIE
*
*FLATFACE BULLET EXPLOSION
*A0=BULLET
*A8=FACE PART
*
BULEXP
MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9
MOVE *A0(OYVAL),A1,L
MOVE *A0(OXVAL),A0,L
MOVI EXPb1,A2 ;(OIMG)
MOVI 231,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID)
CLR A6 ;XV
CLR A7 ;YV
CALLA BEGINOBJ2
MOVI SMLEXP,A9
BULEXP1
CREATE 0,BEXPRC
MOVE A0,*A8(OPLINK),L ;FIX PROCESS LINK
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9
RETS
*
*BULLET EXPLOSION
*A8=OBJECT
*A9=ANIMATION
BEXPRC
; MOVI BOMBSND,A0 ;AUDIO BOMB EXPLODE
; CALLA ONESND
MOVK 1,A1
JSRP FRANIM
MOVE A8,A0 ;KILL THE SHIT AND DIE
CALLA DELOBJ
CALLA DELPAL
JAUC SUCIDE
*
*A0=BULLET
*A8=BODY PART HIT
*
COBEXP
MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9
MOVE *A0(OYVAL),A1,L
MOVE *A0(OXVAL),A0,L
MOVE *A8(OZPOS),A3,W ;OZPOS
INC A3
MOVI EXPb1,A2 ;(OIMG)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID)
CLR A6 ;XV
CLR A7 ;YV
CALLA BEGINOBJ2
MOVI BOOM2,A9
CREATE 0,BEXPRC
MOVE A0,*A8(OPLINK),L ;FIX PROCESS LINK
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9
RETS
*
*COBRA BLOW ANIMATION
*A8=POINTER TO OBJECT POINTER BLOCK
*A9=ANI SEQ TABLE ADDR
*A10=SLEEP TIME
*A11=LOOP COUNT
ANILP
MMTM A12,A9
ANILPL
MOVE A10,A0
JSRP ANIBSEQ
JRNC ANILPL
MMFM A12,A9
DEC A11
JRNE ANILP
RETP
*
*COBRA BLOW TIMER
*
COBTIM
SLEEP 150
MOVK 2,A0
MOVE A0,@COBFLG
SLEEP 150
MOVK 3,A0
MOVE A0,@COBFLG
SLEEP 200
MOVK 4,A0
MOVE A0,@COBFLG
DIE
*
*RUN THE SCALES UP FOR SPECIAL EFFECT
*A9 = BODY STRUCTURE POINTER
COBSCAL
*FIND THE BASE OF SNAKE MY FRIEND
ADDI >40,A9
COBSCL1
MOVE *A9+,A8,L
JRNE COBSCL1
MOVE *A9(->40),A8,L ;THIS IS IT
COBSBLP
CLR A10
CREATE COBPID,SCALEUP ;RUN A LOT OF THEM
MOVE @COBFLG,A0,W ;BAG IT IF TIMER UP
CMPI 1,A0
JRHI COBSCLX
SLOOP 3,COBSBLP
COBSCLX
DIE
*
*SPARK COBRA HEAD
*A8=HEAD STRUCT POINTER
*
COBSPARK
MOVI LITNING,A9
CALLR LITFLP ;RANDOM LIGHTNING FLIP
COBSPKL
MOVE @COBFLG,A0,W ;BAG IT IF TIMER UP
CMPI 1,A0
JRHI COBSPKX
MOVI 1,A0
JSRP ANIBSEQ
JRNC COBSPKL
JRUC COBSPARK
COBSPKX
MOVI LITEND,A9
MOVI 1,A0
JSRP ANIBSEQ
DIE
*
*ANIMATE COBRA BLOW
*A8=HEAD STRUCT POINTER
*
COBLOANI
MOVK 2,A10
MOVI TUNGO,A9
CREATE COBPIDA,ANISEQ
MOVK 5,A10
MOVI BLINK,A9
CREATE COBPIDA,ANISEQ
MOVK 5,A10
MOVI BITE,A9
CREATE COBPIDA,ANISEQ
SLEEP 22
MOVE @COBFLG,A0,W ;BAG IT IF TIMER UP
CMPI 1,A0
JRLS COBLOANI
DIE
*
*BLOW THE DUDE UP FOLKS
*A8=SNAKE DATA BLOCK
*A11=TIME COUNTER
*PDATA=XVEL
*PDATA+>20=YVEL
*PDATA+>40=XACC
*PDATA+>60=YACC
*PDATA+>80=LINK TO SNAKE STRUCTURE
*
COBBLOP:
MOVE A13,A8
ADDI PDATA+>100,A8
CREATE COBPIDA,COBLOANI ;ANIMATE THE BLOWUP
MOVE *A13(PDATA+>80),A9,L ;GET BODY POINTER
CREATE COBPIDA,COBSCAL ;RUN THE SCALES
CREATE COBPIDA,COBSPARK ;SPARK THE HEAD
MOVK 10,A10 ;TIME/VELOCITY SEGMENT
MOVI VELTAB,A11
SOUND1 SHKSND
COBBLOPL
; MOVI 30,A0
; CALLA RANDPER
; JRNC COBBLOP0 ;MAKE RATTLE SOUND
; SOUND1 SHKSND
;COBBLOP0
MOVI >22,A0
CALLA RANDPER
JRNC COBBLOP1
MOVI >20000000,A2 ;SCALE FACTOR
MOVE *A11+,A0,L
CMPI >FFFFFFFF,A0
JRNE COBB1
MOVI VELTAB,A11 ;LOOP THE TABLE
MOVE *A11+,A0,L
COBB1
MPYS A2,A0
SLL 1,A0
MOVE A0,*A13(PDATA+>40),L
MOVE *A11+,A0,L
MPYS A2,A0
SLL 1,A0
MOVE A0,*A13(PDATA+>60),L
MOVE *A11+,A0,L
MPYS A2,A0
SLL 1,A0
MOVE A0,*A13(PDATA),L
MOVE *A11+,A0,L
MPYS A2,A0
SLL 1,A0
MOVE A0,*A13(PDATA+>20),L
COBBLOP1
CALLR COBVEL1
SLEEP 1
MOVE @COBFLG,A0,W
CMPI 2,A0 ;CHECK TIME
JRLO COBBLOPL ;NOT YET READY TO MOVE ON
*MOVE HIM TO CENTER
; SOUND1 DIGOFF
SOUND1 RATL
MOVE *A8,A9,L
MOVE *A9(OXVAL),A0,L
MOVE @WORLDTLX,A1,L ;ADJUST FOR WORLD COORD
SUB A1,A0
MOVE @WORLDTLY,A2,L
MOVE *A9(OYVAL),A1,L
SUB A2,A1
SUBI >800000,A1
SUBI >640000,A0
NEG A1
NEG A0
SRA 5,A1
MOVE A1,*A13(PDATA+>20),L
SRA 5,A0
MOVE A0,*A13(PDATA),L
CALLA STFVEL
MOVI BUGEYE,A9,L ;BUG EYES BEFORE BLOW UP !!!!
CALLR ANIBOSS
SLEEP 24
*CREATE EXPLOSION BURST
SOUND1 EXP3HI ;BLOW UP SOUND
MOVE A8,A10
MOVI 28,A11
HEADBLOP
MOVE *A13(PDATA+>20),A7,L
MOVE *A13(PDATA),A6,L
MOVI >18000,A0
CALLA SRAND
ADD A0,A7
MOVI >18000,A0
CALLA SRAND
ADD A0,A6
MOVE *A10,A8,L
CALLA GETANIXY
ADDI >180000,A2 ;ADJUST VERTICAL
MOVE A2,A1
MOVE A3,A0
MOVI EXPb1,A2 ;(OIMG)
MOVI >1F0,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID)
CALLA BEGINOBJ2
MOVI BOOM4,A9
CREATE 0,BEXPRC
MOVE A0,*A8(OPLINK),L ;FIX PROCESS LINK
MOVE A0,A1
MOVI 10,A0
CALLA RANDU
MOVE A0,*A1(PTIME),W ;A LITTLE RANDOM
DSJ A11,HEADBLOP
MMTM SP,A12
MOVI 5,A11
HEADBLOW
MOVE *A13(PDATA+>20),A7,L
MOVE *A13(PDATA),A6,L
MOVI >20000,A0
CALLA SRAND
ADD A0,A7
MOVI >20000,A0
CALLA SRAND
ADD A0,A6
MOVE *A10,A8,L
MOVE *A8(OPAL),A12,W
CALLA GETANIXY
MOVE A2,A1
MOVE A3,A0
MOVI SNK1A,A2 ;(OIMG)
MOVI >1F0,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID)
MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7
CALLA BEGINOBJ2
MOVE A12,*A8(OPAL),W
CREATE 0,HDBLOPRC
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7
MOVI DMAWNZ+M_FLIPH,A4
SUBI >50000,A0 ;ADJUST FLIPPED X
CALLA BEGINOBJ2
MOVE A12,*A8(OPAL),W
CREATE 0,HDBLOPRC
DSJ A11,HEADBLOW
MMFM SP,A12
SLEEP 10
*DISAPPEAR FIRST PIECE
MOVE A10,A9
MOVE *A9,A8,L
MOVI >FFF0,A0
MOVE *A8(OFLAGS),A1,W ;BLANK HIM OUT
AND A0,A1
MOVE A1,*A8(OFLAGS),W
COBB2
*DELETE OTHER HEAD PIECES
ADDI >40,A9
MOVE *A9,A8,L
JREQ COBB3
CLR A1
MOVE A1,*A9,L ;ZERO IT OUT
MOVE A8,A0
CALLA DELPAL ;DELETE THE PIECE
CALLA DELOBJ
JRUC COBB2
COBB3
*BLEED THE SUCKER
*GET NECK PIECE
SOUND1 BUBL
MOVE *A13(PDATA+>80),A9,L ;GET BODY POINTER
ADDI >40,A9 ;ADJUST FOR FIRST HEAD SECTION
CREATE COBPID,SPEWPRC
BLEEDLP
MOVI 40,A0
CALLA RANDPER
JRNC BLEED1
MOVI >10000,A0
CALLA SRAND
MOVE A0,*A13(PDATA+>40),L
MOVI >10000,A0
CALLA SRAND
MOVE A0,*A13(PDATA+>60),L
BLEED1
CALLA COBVEL1
SLEEP 2
MOVE @COBFLG,A0,W ;BAG IT IF TIMER UP
CMPI 2,A0
JRLS BLEEDLP
*BLOW UP THE SECTIONS
SOUND1 YAMOFF
MOVE *A13(PDATA+>80),A9,L ;GET BODY POINTER
ADDI >40,A9
BLOSLP
CALLR BLOSECT
MOVI 40,A0
CALLA RANDPER
JRNC BLOS1
MOVI >10000,A0
CALLA SRAND
MOVE A0,*A13(PDATA+>40),L
MOVI >10000,A0
CALLA SRAND
MOVE A0,*A13(PDATA+>60),L
BLOS1
CALLA COBVEL1
SLEEP 4
ADDI >20,A9
MOVE *A9(>20),A0,L
JRNE BLOSLP
MOVE *A13(PDATA+>80),A9,L ;GET BODY POINTER
ADDI >40,A9
BLOS1L
MOVE *A9+,A0,L ;DELETE THE WHOLE FUCKER
JREQ BLOS2
MOVE A0,A10
CALLA DELPAL ;KILL THE SNAKE BODY + PROCESS
CALLA DELOBJ
JRUC BLOS1L
BLOS2
MOVI COBPIDS,A0 ;KILL OLD PROCESSES
CLR A1
NOT A1
CALLA KILALL
*BOIL SOME BLOOD DUDES
MOVE *A10(OYPOS),A1,W
SUBK 10,A1
SLL 16,A1
MOVE *A10(OXPOS),A10,W
ADDK >10,A10
MOVY A1,A10 ;SAVE Y:X POS IN A10
MOVI 70,A11
BOILP0
MOVI 5,A9
BOILP
SOUND1 BUBL ;BUBBLE SOUND
CREATE 0,BOIL ;BOIL YOUR BLOOD
DSJS A9,BOILP
SLEEP 2
DSJS A11,BOILP0
SLEEP 20
CREATE 0,PUTGRATE ;PUT OUT THE GRATE, DUDES
SOUND1 YAMOFF
SOUND1 EXP3HI ;BLOW UP SOUND
MOVI 30,A11
BASEBLOP
MOVI >18000,A0
CALLA SRAND
MOVE A0,A6
MOVI >18000,A0
CALLA SRAND
MOVE A0,A7
MOVX A10,A0
SLL 16,A0
MOVY A10,A1
ADDI >1A0000,A1
MOVI EXPb1,A2 ;(OIMG)
MOVI >1F0,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID)
CALLA BEGINOBJ2
MOVI BOOM4,A9
CREATE 0,BEXPRC
MOVE A0,*A8(OPLINK),L ;FIX PROCESS LINK
MOVE A0,A1
MOVI 10,A0
CALLA RANDU
MOVE A0,*A1(PTIME),W ;A LITTLE RANDOM
DSJ A11,BASEBLOP
MOVI VICMSC,A0
CALLA ONESND
SLEEP 120
MOVI DEXPID,A0
CLR A1
NOT A1
CALLA EXISTP
JRNZ SKIP
CREATE DEXPID,CEXIT
SKIP
CLR A0
MOVB A0,@ENDON
DIE
DEXPID .EQU 6666H
CEXIT CREATE 0,DEXIT
SLEEP 10
DIE
*
*PUT THE GRATE OUT THERE
*
PUTGRATE
SLEEP 20
MOVI >550000,A0
CALLR GRATESUB
MOVI >10D0000,A0
CALLR GRATESUB
DIE
GRATESUB
MOVI >6A0000,A1
MOVI FLRGRD,A2 ;(OIMG)
MOVI >40,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID) INITIALLY HARMLESS
CLR A6 ;(XV)
CLR A7 ;(YV)
JAUC BEGINOBJ
*
*HEAD BLOW PROCESS
*A8=OBJECT
*
HDBLOPRC
SLEEP 40
MOVE A8,A0
CALLA DELPAL
CALLA DELOBJ
DIE
*
*BOIL BLOOD AT FIXED SPOT
*A10=Y:X COORD
*
BOIL
MOVI >8000,A0
CALLA SRAND
MOVE A0,A6
MOVI >8000,A0
CALLA SRAND
MOVE A0,A7
MOVX A10,A0
SLL 16,A0
MOVY A10,A1
MOVI bldclt1,A2 ;(OIMG)
MOVI >1F0,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID) INITIALLY HARMLESS
CALLA BEGINOBJ2
MOVI OVALBLD2,A9 ;DO IT
MOVK 1,A1
JSRP FRANIM
MOVE A8,A0
CALLA DELPAL ;KILL THE SNAKE BODY + PROCESS
CALLA DELOBJ
DIE
*
*BLOW UP A NECK SECTION
*A9=POINTER TO SECTION TO BLOW
*
BLOSECT
MMTM SP,A8,A9,A10,A11
SOUND1 EXP3HI ;BLOW UP SOUND
MOVE *A9,A0,L
MOVE *A0(OZPOS),A1,W
MOVE *A0(OFLAGS),A2,W
ANDI >FFF0,A2
MOVE A2,*A0(OFLAGS),W
MOVE A1,-*SP,W ;SAVE THE Z
MOVE *A9,A8,L
CALLA GETANIXY
ADDI >180000,A2 ;ADJUST VERTICAL
ADDI >100000,A3 ;ADJUST X
CLR A6
CLR A7
MOVE A2,A1
MOVE A3,A0
MOVI EXPb1,A2 ;(OIMG)
; MOVE *SP,A3,W ;(OZPOS)
MOVI >1D0,A3 ;
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID)
CALLA BEGINOBJ2
MOVI BOOMC,A9 ;DO IT
CREATE 0,BEXPRC
MOVE A0,*A8(OPLINK),L ;FIX PROCESS LINK
ADDK >10,SP
MMFM SP,A8,A9,A10,A11
RETS
BOOMC:
.LONG EXPb4
.WORD 4
.LONG EXPb5
.WORD 4
.LONG EXPb6
.WORD 4
.LONG EXPb7
.WORD 3
.LONG EXPb8
.WORD 3
.LONG EXPb9
.WORD 3
.LONG 0
*
*SPEW BLOOD OUT OF THE NECK
*
SPEWPRC
MOVE *A9,A10,L
SPEWLP
MOVK 10,A0
CALLR CHKFREE
JRNE SPEWL0
CREATE 0,SPEW
CREATE 0,SPEW
CREATE 0,SPEW
CREATE 0,SPEW
CREATE 0,SPEW
SPEWL0
SLEEP 5
MOVE @COBFLG,A0,W ;BAG IT IF TIMER UP
CMPI 2,A0
JRLS SPEWLP
DIE
*
*CHECK FOR A0 FREE PROCESSES
*RET EQ IF THEY ARE FREE, NE IF FAIL
CHKFREE
MMTM SP,A0
MOVI OFREE,A1,L
CHKFREL
MOVE *A1,A1,L
JREQ CHKFREX
DSJS A0,CHKFREL
CHKFREX
MOVE A0,A0
MMFM SP,A0
RETS
*
*SPINNING VELOCITY TABLE
*XVEL,YVEL,XACC,YACC
VELTAB
.LONG >00040000,>00000000,>00010000,>00000000
.LONG >00040000,>00040000,>00010000,>00010000
.LONG >00000000,>00040000,>00000000,>00010000
.LONG >FFFC0000,>00040000,>FFFF0000,>00010000
.LONG >FFFC0000,>00000000,>FFFF0000,>00000000
.LONG >FFFC0000,>FFFC0000,>FFFF0000,>FFFF0000
.LONG >00000000,>FFFC0000,>00000000,>FFFF0000
.LONG >00040000,>FFFC0000,>00010000,>FFFF0000
.LONG >FFFFFFFF
*
*ACCELERATE, DAMP, AND CLIP COBRA VELOCITY
*
COBVEL1
MOVE *A13(PDATA+>40),A2,L ;GET ACCELERATIONS
MOVE *A13(PDATA+>60),A3,L
MOVE *A13(PDATA),A0,L ;GET VELOCITIES
MOVE *A13(PDATA+>20),A1,L
MOVE A2,A6
MOVE A3,A7
ADD A0,A2
ADD A1,A3
MOVE A2,A0
MOVE A3,A1
SRA 3,A2 ;SUB OUT DAMPING FACTOR
SRA 3,A3
SUB A2,A0
SUB A3,A1
*IN BOUNDS ?
MOVE A13,A8
ADDI PDATA+>100,A8 ;GET STORE AREA
MOVE *A8,A8,L ;GET FIRST OBJECT
CALLA GETANIXY ;RET A2=YVAL,A3=XVAL
MOVE @WORLDTLX,A4,L ;ADJUST FOR SCREEN RELATIVE
MOVE @WORLDTLY,A5,L
SUB A4,A3
SUB A5,A2
CMPI >300000,A3
JRGT MVVV02 ;NOT TO THE LEFT
ABS A0
ABS A6
MVVV02
CMPI >1600000,A3
JRLT MVVV03 ;NOT TO THE RIGHT
ABS A0
NEG A0
ABS A6
NEG A6
MVVV03
CMPI >10000,A2
JRGT MVVV04
ABS A1
ABS A7
MVVV04
CMPI >980000,A2
JRLT MVVV05
ABS A1
NEG A1
ABS A7
NEG A7
MVVV05
MOVE A0,*A13(PDATA),L
MOVE A1,*A13(PDATA+>20),L
MOVE A6,*A13(PDATA+>40),L
MOVE A7,*A13(PDATA+>60),L
MOVE A13,A8
ADDI PDATA+>100,A8 ;GET STORE AREA
CALLA STFVEL ;STUFF VELOCITY IN ALL PARTS
RETS
*
*SPEW BLOOD OUT OF NECK
*A8=BLOOD OBJECT
*A9=ANI SCRIPT
*A10=NECK PIECE TO FOLLOW
*PDATA=LOOP TIME
*PDATA+>20=X OFFSET FROM NECK
*PDATA+>40=Y OFFSET
SPEW
MOVI >C0000,A0
CALLA SRAND
MOVE A0,A1
ADDI >FFF80000,A1
MOVE A1,*A13(PDATA+>40),L
MOVI >C0000,A0
CALLA SRAND
ADDI >C0000,A0
MOVE A0,*A13(PDATA+>20),L
CLR A6
CLR A7
MOVE *A10(OXVAL),A2,L
ADD A2,A0
MOVE *A10(OYVAL),A3,L
ADD A3,A1
MOVI bldclt1,A2 ;(OIMG)
MOVI >1F0,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSNEUT,A5 ;(OID) INITIALLY HARMLESS
CALLA BEGINOBJ2
MOVI OVALBLD2,A9 ;DO IT
SPWLP1
MOVI 4,A11
MOVK 4,A1
JSRP FRANIM
JRC SPEWDIE
SPWLP
CALLA GETANIXY
MOVE *A10(OXVAL),A0,L
SUB A0,A3
MOVE *A13(PDATA+>20),A1,L
SUB A3,A1
MOVE *A8(OXVAL),A0,L
ADD A1,A0
MOVE A0,*A8(OXVAL),L
MOVE *A10(OYVAL),A0,L
SUB A0,A2
MOVE *A13(PDATA+>40),A1,L
SUB A2,A1
MOVE *A8(OYVAL),A0,L
ADD A1,A0
MOVE A0,*A8(OYVAL),L
SLEEP 1
DSJS A11,SPWLP
JRUC SPWLP1
SPEWDIE
MOVE A8,A0 ;BAIL OUT
CALLA DELPAL
CALLA DELOBJ
DIE
OVALBLD2:
;OVAL BLOOD EXPLOSION
.LONG bldclt1
.WORD 3
.LONG bldclt2
.WORD 3
.LONG bldclt3
.WORD 3
.LONG bldclt4
.WORD 3
.LONG bldclt5
.WORD 3
.LONG bldclt6
.WORD 3
.LONG bldclt7
.WORD 3
.LONG bldclt8
.WORD 3
.LONG 0
*
*BLOW THE HEAD
*HEAD BLOOD GUSH W/GROUND EXPLODES AND SCREEN SHAKE
*BLOW NECK DOWN TO NOTHING AS IT SWINGS
*FADE OUT AND DIE
*
*
*BOD SECTION IS HISTORY
*
;COBBUL2
; MOVI COBBODPT,A1 ;AMOUNT OF SCORE FOR ORB
; CALLA SCORPLAY
; CALLA BODCLEAN
; CREATE 0,BODBLO
*
*GALAGA EXPLOSION PROCESS
*A8=ORB
*
BODBLO:
CLR A6
CLR A7
CALLA GETANIXY
; ADDI 0350000H,A2 ;A1=Y OFFSET
MOVE A2,A1
MOVE A3,A0
MOVI 199,A3 ;259
MOVI DMAWNZ|M_NOCOLL|M_FLIPV,A4 ;NON-ZERO VALUE
MOVI CLSNEUT|TYPNEUT,A5
MOVI EXPb1,A2
CALLA BEGINOBJ2
;CREATE EXPLOSION, AND THEN DIE
MOVI BOOM4,A9
MOVK 1,A1
JSRP FRANIM
MOVE A8,A0
CALLA DELOBJ
DIE
*
*STICK TOGETHER PROCESS
*
STICKP
CALLR STICKER
SLOOP 6,STICKP
*
*HOLD BIG GUY TOGETHER
*A8=BIG GUY DATA BLOCK
*FOLLOW FIRST PIECE
STICKER
MMTM SP,A8,A12,A13
MOVE A8,A9
MOVE *A8,A10,L ;FIRST PIECE INDEX
MOVE *A10(OIMG),A1,L
MOVE *A10(OSIZE),A2,L
MOVE *A10(OFLAGS),A4,W
CALLA GANIOF ;GET X Y ANI OFFSET
MOVE A6,A12 ;SAVE X ANIOFF
MOVE A7,A13 ;SAVE Y ANIOFF
JRUC STICK2
STICKL
MOVE *A8(OIMG),A1,L
MOVE *A8(OSIZE),A2,L
MOVE *A8(OFLAGS),A4,W
CALLA GANIOF ;GET X Y ANI OFFSET
BTST B_FLIPH,A4
JREQ STICK1
ADDI >50000,A6 ;ADJUST FLIP KLUDGE
STICK1
MOVE *A10(OXVAL),A0,L
ADD A12,A0
SUB A6,A0
MOVE A0,*A8(OXVAL),L
MOVE *A10(OYVAL),A1,L
ADD A13,A1
SUB A7,A1
MOVE A1,*A8(OYVAL),L
STICK2
ADDI >40,A9
MOVE *A9,A8,L ;GET NEXT INDEX
JRNE STICKL ;DONE STICKING
MMFM SP,A8,A12,A13
RETS
*
*ANISEQ
*A8=POINTER TO OBJECT POINTER BLOCK
*A9=ANI SEQ TABLE ADDR
*A10=SLEEP TIME
ANISEQ
ANISEQL
MOVE A10,A0
JSRP ANIBSEQ
JRNC ANISEQL
DIE
*
*ANIMATE BOSS MONSTER FRAME
*A0=SLEEP TIME, 0= NO SLEEP
*A8=POINTER TO OBJECT POINTER BLOCK
*A9=ANIMATION SEQUENCE ADDR
*RET CS IF SEQ ENDED
ANIBSEQ
MOVE *A9,A1,W ;NULL FRAME?
JREQ ANIBSQX ;YES, ITS ALL OVER
CALLR ANIBOSS
CALLA PRCSLP
CLRC
RETP
ANIBSQX
SETC
RETP
*
*ANIMATE BOSS MONSTER
*A8=POINTER TO OBJECT POINTER BLOCK
*A9=ANIMATION TABLE ADDR
*RETS A9 POINTING TO NEXT FRAME
ANIBOSS
MMTM SP,A0,A1,A2,A3,A4,A7,A8,A10
MOVE A8,A10
ANIBSL
MOVB *A9,A7 ;GET PART NUMBER
ADDK 8,A9 ;INCREMENT POINTER
DEC A7
SLL 6,A7
ADD A10,A7
MOVE *A7,A8,L ;GET OBJECT POINTER
MOVB *A9,A1 ;GET NEW FRAME NUMBER
ABS A1
MOVB A1,*A7(AFRAME)
DEC A1 ;ELIMINATE 0 CASE
MOVI COBANITB1-COBANITB,A2
MPYU A2,A1 ;ADJUST FOR LENGTH OF ENTRY
ADDI COBANITB,A1 ;ADD TABLE BASE
MOVE *A7(DAMAGEL),A3,W ;GET DAMAGE LEVEL
SRL 1,A3
SLL 5,A3 ;ADJUST FOR LONG WORD
ADD A3,A1
MOVE *A1,A1,L ;GET OIMG
MOVE *A8(OFLAGS),A4,W ;GET FLAGS
CALLA ANI ;ANIMATE IT
ADDK 8,A9 ;INCREMENT POINTER
MOVB *A9(-8),A1 ;WAS LAST ENTRY NEG?
JRNN ANIBSL ;NOPE, STILL GOING
ANIBDON
MMFM SP,A0,A1,A2,A3,A4,A7,A8,A10
RETS
*
*ANIMATION SCRIPTS
*
*ANIMATION TABLE
*PART #, ANI FRAME
*NEG=END OF FRAME
*
*OPEN MOUTH
*
BITE
.BYTE LFTMTH,MOUTHO1,RTMTH,-MOUTHO1
.BYTE LFTMTH,MOUTHO2,RTMTH,-MOUTHO2
.BYTE LFTMTH,MOUTHO1,RTMTH,-MOUTHO1
BITECL
.BYTE LFTMTH,MOUTHCL,RTMTH,-MOUTHCL
.WORD 0
*
*PUT YOUR HEAD DOWN
*
;HEADDN
; .BYTE LFTMTH,MOUTHCL,RTMTH,MOUTHCL ;MOUTH CLOSED
; .BYTE LFTHEAD,SNKDWN,RTHEAD,SNKDWN ;HEAD DOWN
; .BYTE LFTTNG,TONGUE0,RTTNG,TONGUE0 ;TUNG IN
; .BYTE LFTEYE,MOUTHCL,RTEYE,-MOUTHCL ;EYES GONE
; .WORD 0
*
*PUT YOUR HEAD UP
*
;HEADUP
; .BYTE LFTHEAD,HEAD,RTHEAD,-HEAD ;HEAD BACK
; .BYTE LFTEYE,SNKEYE2,RTEYE,-SNKEYE2 ;EYES OPEN
; .WORD 0
*
*OPEN MOUTH AND BUGEYE
*
SNKFLAM
.BYTE LITE,LITE0 ;LIGHTNING OFF
.BYTE LFTTNG,TONGUE0,RTTNG,TONGUE0 ;TUNG IN
.BYTE LFTMTH,MOUTHO1,RTMTH,-MOUTHO1 ;OPEN MOUTH
.BYTE LFTMTH,MOUTHO2,RTMTH,-MOUTHO2
BUGEYE
.BYTE LFTEYE,SNKEYE3,RTEYE,-SNKEYE3 ;EYES BUGGED
.BYTE LFTEYE,SNKEYE3,RTEYE,-SNKEYE3 ;EYES BUGGED
.BYTE LFTEYE,SNKEYE2,RTEYE,-SNKEYE2 ;EYES OPEN
.BYTE LFTEYE,SNKEYE3,RTEYE,-SNKEYE3 ;EYES BUGGED
.BYTE LFTEYE,SNKEYE3,RTEYE,-SNKEYE3 ;EYES BUGGED
.BYTE LFTEYE,SNKEYE2,RTEYE,-SNKEYE2 ;EYES OPEN
.BYTE LFTEYE,SNKEYE3,RTEYE,-SNKEYE3 ;EYES BUGGED
.BYTE LFTEYE,SNKEYE3,RTEYE,-SNKEYE3 ;EYES BUGGED
.WORD 0
*
*CLOSE MOUTH AND NORMAL EYE
*
SNKFLAMX
.BYTE LFTEYE,SNKEYE2,RTEYE,SNKEYE2 ;EYES OPEN
.BYTE LFTMTH,MOUTHO1,RTMTH,-MOUTHO1
.BYTE LFTMTH,MOUTHCL,RTMTH,-MOUTHCL
.WORD 0
*
*BLINK EYES
*
BLINK
.BYTE LFTEYE,SNKEYE1,RTEYE,-SNKEYE1 ;EYES 1/2 OPEN
.BYTE LFTEYE,SNKEYE0,RTEYE,-SNKEYE0 ;EYES CLOSED
.BYTE LFTEYE,SNKEYE1,RTEYE,-SNKEYE1 ;EYES 1/2 OPEN
.BYTE LFTEYE,SNKEYE2,RTEYE,-SNKEYE2 ;EYES OPEN
.WORD 0
TUNGO
.BYTE LFTTNG,TONGUE0,RTTNG,-TONGUE0 ;TUNG IN
.BYTE LFTTNG,TONGUE1,RTTNG,-TONGUE1 ;TUNG 1/4 OUT
.BYTE LFTTNG,TONGUE2,RTTNG,-TONGUE2 ;TUNG 1/2 OUT
.BYTE LFTTNG,TONGUE3,RTTNG,-TONGUE3 ;TUNG 3/4 OUT
.BYTE LFTTNG,TONGUE4,RTTNG,-TONGUE4 ;TUNG OUT
.BYTE LFTTNG,TONGUE3,RTTNG,-TONGUE3 ;TUNG 3/4 OUT
.BYTE LFTTNG,TONGUE2,RTTNG,-TONGUE2 ;TUNG 1/2 OUT
.BYTE LFTTNG,TONGUE1,RTTNG,-TONGUE1 ;TUNG 1/4 OUT
.BYTE LFTTNG,TONGUE0,RTTNG,-TONGUE0 ;TUNG IN
.WORD 0
LITNING
.BYTE LITE,-LITE1
.BYTE LITE,-LITE2
.BYTE LITE,-LITE3
.BYTE LITE,-LITE4
.BYTE LITE,-LITE5
.BYTE LITE,-LITE6
.BYTE LITE,-LITE7
.BYTE LITE,-LITE8
LITEND
.BYTE LITE,-LITE0
.WORD 0
.EVEN
*
*ANIMATION NUMBERS
*
HEAD .SET 1
SNKEYE0 .SET 2
SNKEYE1 .SET 3
SNKEYE2 .SET 4
SNKEYE3 .SET 5
MOUTHCL .SET 6
MOUTHO1 .SET 7
MOUTHO2 .SET 8
TONGUE0 .SET 9
TONGUE1 .SET 10
TONGUE2 .SET 11
TONGUE3 .SET 12
TONGUE4 .SET 13
LITE0 .SET 14
LITE1 .SET 15
LITE2 .SET 16
LITE3 .SET 17
LITE4 .SET 18
LITE5 .SET 19
LITE6 .SET 20
LITE7 .SET 21
LITE8 .SET 22
;SNKDWN .SET 23
*
*PART NUMBERS
*
LFTHEAD .SET 1
RTHEAD .SET 2
LFTEYE .SET 3
RTEYE .SET 4
LFTMTH .SET 5
RTMTH .SET 6
LFTTNG .SET 7
RTTNG .SET 8
LITE .SET 9
*
*TABLE OF COBRA ANIMATIONS
*0-255; 0=NULL
*FLAGS(16), OIMG(32) DAMAGE LEVEL 1-6
*
COBANITB
* 1 HEAD
.LONG SNK1,SNK1A
COBANITB1
* 2 EYE CLOSED
.LONG SNKI1,SNKI1
* 3 EYE 1/2 OPEN
.LONG SNKI2,SNKI2
* 4 EYE OPEN
.LONG SNKI3,SNKI3
* 5 EYE BUGGED BRIGHT
.LONG SNKI4,SNKI4
* 6 MOUTH CLOSED
.LONG SNKNULL,SNKNULL
* 7 MOUTH 1/2 OPEN
.LONG SNKM1,SNKM1
* 8 MOUTH OPEN
.LONG SNKM2,SNKM2
* 9 NO TONGUE
.LONG SNKNULL,SNKNULL
* 10 SHORT TONGUE
.LONG SNKTNG1,SNKTNG1
* 11 1/2 TONGUE
.LONG SNKTNG2,SNKTNG2
* 12 3/4 TONGUE
.LONG SNKTNG3,SNKTNG3
* 13 FULL TONGUE
.LONG SNKTNG4,SNKTNG4
* 14 NO LIGHTNING
.LONG LTSK0,LTSK0
* 15 LIGHTNING 1
.LONG LTSK1,LTSK1
* 16 LIGHTNING 2
.LONG LTSK2,LTSK2
* 17 LIGHTNING 3
.LONG LTSK3,LTSK3
* 18 LIGHTNING 4
.LONG LTSK4,LTSK4
* 19 LIGHTNING 5
.LONG LTSK5,LTSK5
* 20 LIGHTNING 6
.LONG LTSK6,LTSK6
* 21 LIGHTNING 7
.LONG LTSK7,LTSK7
* 22 LIGHTNING 8
.LONG LTSK8,LTSK8
* 23 SNAKE LOOK DOWN
; .LONG SNLDN1,SNLDN1A
*
*INITIALIZE ROBOT BOSS TABLE
*
COBITAB:
*PART 1 LEFT HEAD
.WORD DMAWNZ ;FLAGS
.WORD CLSENMY|TYPCOB|SUBCOBHD ;TYPE
.WORD HEAD ;ANIMATION #
*PART 2 RIGHT HEAD
.WORD DMAWNZ+M_FLIPH
.WORD CLSENMY|TYPCOB|SUBCOBHD
.WORD HEAD
*PART 3 LEFT EYE
.WORD DMAWNZ+M_PIXSCAN
.WORD CLSENMY|TYPCOB|SUBCOBHD
.WORD SNKEYE1
*PART 4 RIGHT EYE
.WORD DMAWNZ+M_PIXSCAN+M_FLIPH
.WORD CLSENMY|TYPCOB|SUBCOBHD
.WORD SNKEYE1
*PART 5 LEFT MOUTH
.WORD DMAWNZ
.WORD CLSENMY|TYPCOB|SUBCOBHD
.WORD MOUTHCL
*PART 6 RIGHT MOUTH
.WORD DMAWNZ+M_FLIPH
.WORD CLSENMY|TYPCOB|SUBCOBHD
.WORD MOUTHCL
*PART 7 LEFT TONGUE
.WORD DMAWNZ
.WORD CLSENMY|TYPCOB|SUBCOBHD
.WORD TONGUE1
*PART 8 RIGHT TONGUE
.WORD DMAWNZ+M_FLIPH
.WORD CLSENMY|TYPCOB|SUBCOBHD
.WORD TONGUE1
*PART 9 LIGHTNING
.WORD DMAWNZ+M_FLIPH
.WORD CLSNEUT
.WORD LITE0
.WORD 0 ;END OF LIST
*
*FLAMER ANIMATION
*
FLAME
.LONG FLM1
.WORD 3
.LONG FLM2
.WORD 3
.LONG FLM3
.WORD 3
.LONG FLM4
.WORD 3
.LONG FLM5
.WORD 3
.LONG FLM6A
.WORD 3
.LONG FLM7A
.WORD 3
.LONG FLM8A
.WORD 3
.LONG FLM9A
.WORD 3
.LONG 0
FLAME2
.LONG FLM10A
.WORD 3
.LONG FLM11A
.WORD 3
.LONG FLM12A
.WORD 3
.LONG 0
*
*RANDOM TALK
*
RTALK
MMTM SP,A0
MOVI 160,A0
CALLA RANDPER
JRNC RTALKX
MOVI (RTLKTEND-RTLKTAB)/32,A0
CALLA RANDU
DEC A0
SLL 5,A0
ADDI RTLKTAB,A0
MOVE *A0,A0,L
CALLA ONESND
RTALKX
MMFM SP,A0
RETS
RTLKTAB
.LONG HASND,HA2SND,NOWAY,AWWSND,OUCH,RATL
RTLKTEND
*
*COBRA SOUNDS
*
RATL .WORD >FBFB-10H,>1E,>809C,0 ;RATTLE
FLAMO .WORD >FBFB-10H,>1E,>80AD,0 ;FIRE SPLAT
SNKSCR .WORD >F3EF-10H,>10,>80B5,0 ;SNAKE SCREAM DEATH
DIGOFF .WORD >F0FF|>800-10H,>01,>8000,0 ;TURN SOUND SIDE OFF
.END