smashtv/LZRORB.ASM

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.FILE 'LZRORB.ASM'
.TITLE 'ROBO-RAMA GAME PROGRAM'
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
;
; INITIATED: DECEMBER 20, 1989
; MODIFIED: FOREVER....
; SOFTWARE: EUGENE JARVIS
;
; COPYRIGHT (C) 1989 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 "MARK.EQU"
;
;SOUNDS
;
.REF EXP1,EXP3,LAZSND,EXP3HI
;
;SYMBOLS EXTERNALLY DEFINED
;
; .REF LASERSPD
.REF ECON,ORB_LIT,FRANIM,BIG3,SCRADD2,P1DATA,P2DATA,DEXIT
.REF PSTOP,ADPCS4,HALT,BOUND,WAVE
.REF GET_VALID_XY,GAMSTATE,WAVEYX,EHALT
.REF RANDPER,RANDOM,RANGRAND,DRINF,SET_GATE_2,GET_WVADDR
.REF RANDU,SRAND,PLYROBJS
.REF FINDPAL,PALSET,DELPAL,GETFPAL
;
;SYMBOLS DEFINED IN THIS FILE
;
.DEF SPAWN_ORB,ONSCRN_ORB,ORB_CNT,ORB_DN,MAXORB,OFSCRTST
.DEF SCORPLAY,ORBBNDCK,BOOM4
.DEF KILL_O1,ORB_ORB,KILL_LZR,ORBLAZ,ORBBUL,KILL_OB,GETPLYR
;
;UNINITIALIZED RAM DEFINITIONS
;
.BSS MAXORB,8 ;MAXIMUM ON SCREEN FOR CURRENT WAVE
.BSS ORB_CNT,16 ;ORB CNT ON SCREEN
.BSS ORB_DN,16 ;0=NO, 1=YES
;
;EQUATES/STRUCURES FOR THIS FILE TO FOLLOW
;
;
;ORB DATA STRUCTURE
;
.TEXT
;
ONSCRN_ORB:
;A2=# OF ORBS TO CREATE ON SCREEN AT START OF WAVE
CREATE CYCPID,ORB_LIT
MOVB A2,@ECON ;YES ENEMY TO ENEMY!
OH1 PUSH A2 ;CREATE A BUNCH OF THEM
CREATE ORBPID,OORB
PULL A2
DSJNE A2,OH1
PUSH A11
MOVI ORBCTB0,A11
MOVE @WAVE,A0
CMPI 1,A0
JRZ OH2
CMPI 2,A0
JRZ OH2
CMPI 8,A0
JRZ OH2
CMPI 13,A0
JRZ OH2
MOVI 700,A0
CALLA RANDPER
JRC OH2
MOVI ORBCTB1,A11
OH2
CREATE 0,ORBCOL
PULL A11
RETS
ORBDLY SLEEP 4*60
MOVI CYCPID,A0
MOVE A0,*A10(PROCID)
DIE
*
*COLOR CYCLE YOUR ORBS
*A11=TABLE TO USE
ORBCOL
SLEEP 4
MOVE A13,A10
CREATE 0,ORBDLY
MOVI NUORB,A0
CALLA FINDPAL
JREQ ORBCOL
SLL 24,A0 ;ISOLATE THE NUMBER
SRL 16,A0
CLR A10
MOVE A0,A9
ORBCOLP
MOVE A9,A1 ;GET DESTINATION
MOVI 24,A2
INC A10
CMPI 3,A10
JRLO ORBCOL1
CLR A10
ORBCOL1
MOVE A10,A0
SLL 5,A0
ADD A11,A0
MOVE *A0,A0,L
CALLA PALSET
SLEEP 6
JRUC ORBCOLP
ORBCTB0 .LONG NUORB2+16,NUORB+16,NUORB3+16 ;BLUE GLOWER
ORBCTB1 .LONG NUORB5+16,NUORB4+16,NUORB5+16 ;GREEN-YELLOW GLOWER
OORB:
;OORB IS CALLED AT THE START OF A WAVE TO PLACE X # OF ORBS ON SCREEN
;AT THE BEGINNING OF A WAVE
;CLEAR ANY STRUCTURE VARIABLES HERE
MOVI 60,A0
MOVI 60,A1
MOVB @BOUND,A2
JRNZ TOPIT
CLR A11 ;A11 CLR=SKIP CIRCLE TABLE ALIGNMENT
CALLA GET_VALID_XY ;MAKE SURE NEW ORB IS NOT
;OVERLAPPING ANY EXISTING SHAPE
;WHICH IS ALREADY ON SCRN AT START
;A0 & A1 ARE SET UP
;ADD IN OFFSETS FOR THIS PARTICULAR ARENA
TOPIT MOVE @GAMSTATE,A2
CMPI INAMODE,A2
JREQ DMD
MOVE @WAVEYX,A2,L
;A2=PACKED OFFSETS
MOVX A2,A3
SLL 16,A3
ADD A3,A0 ;ADJUSTED A0 XVAL!
ANDI 0FFFF0000H,A2
ADD A2,A1 ;ADJUSTED A1 YVAL!
;
DMD
;A0,A1 ARE SETUP.
CALLR IH1 ;INIT ORB (BEGINOBJ)
CALLA BEGINOBJ2 ;STUFF OBJ
CALLR SETUP_ORB ;INC ORB_CNT
JRUC LUP_TOP
SPAWN_ORB:
;CALLED TO SEND OUT 1 ORB FROM A RANDOM DOOR.
;SPAWN ORB IS CALLED FROM 'WAVE OVERLORD' CODE WHICH DISPERSES
;ALL THE BAD GUYS THROUGHOUT A WAVE
MOVE @ORB_DN,A0 ;0=STILL SOME TO COME OUT
;1=ALL FINISHED!
JRNZ ORB_OUT
MOVE @ORB_CNT,A2 ;MOVE BYTE (# ORB ON SCRN) TO A2
MOVB @MAXORB,A3
CMP A3,A2 ;ORBS MAXED OUT?
JRGT ORB_OUT ;
MOVB A3,@ECON ;YES ENEMY TO ENEMY!
CREATE ORBPID,AORB ;START ONE ORB
ORB_OUT:
RETS
;
AORB:
;YES A NEW ORB WILL APPEAR
;THIS ORB WAS SPAWNED FROM 'WAVE OVERLORD' CODE
CALLA INIT_ORB
CALLR SETUP_ORB ;INC CNT, SET DIR, SET DEATH FLAG, ETC
*
* ORB PROCESS
* A8=OBJECT
* A11=PLAYER TO SEEK
* A13=PROCESS
* PDATA=BULLET HIT COUNT
* PDATA+>10=ORB FIRING LASER = LASER PROCESS OR 0
* PDATA+>30=ORB CRASHING >=1
* PDATA+>40=XACC
* PDATA+>50=YACC
LUP_TOP:
CLR A0
MOVE A0,*A13(PDATA),L ;CLEAR BULLET HIT COUNT
MOVE A0,*A13(PDATA+>20),L ;CLEAR LASER FIRE AND CRASH FLAGS
SLEEP 2
MOVE @EHALT,A0
JRNZ LUP_TOP ;HALT ORBS WHILE PLAYER ENTERS
SLEEP 30
CALLA GETPLYR
MOVE A0,A11
CALLA GETORBV
MV:
MOVI 100,A0 ;GET NEW VELOCITY?
CALLA RANDPER
JRNC MVV01 ;NO
CALLR GETORBV
MOVI 20,A0 ;GET NEW PLAYER TO SEEK
CALLA RANDPER
JRNC MVV01 ;NO
CALLA GETPLYR
MOVE A0,A11
MVV01
MOVE *A13(PDATA+>40),A0,W ;GET ACCELERATIONS
MOVE *A13(PDATA+>50),A1,W
MOVE *A8(OXVEL),A2,L
MOVE *A8(OYVEL),A3,L
ADD A0,A2
ADD A1,A3
MOVE A2,A0
MOVE A3,A1
SRA 4,A0 ;SUB OUT DAMPING FACTOR
SRA 4,A1
SUB A0,A2
SUB A1,A3
MOVE A2,*A8(OXVEL),L
MOVE A3,*A8(OYVEL),L
CALLR ORBBNDCK ;CHECK BOUNDARY COLLISION
MOVI 09,A0 ;08
CALLA RANDPER
JRNC MV1
CALLR GETLZDIR ;GET LAZER DIRECTION
SLL 5,A0 ;ADJUST FOR LONG WORDS
MOVI LASTAB,A10 ;RANDOM FIRING ANGLE
ADD A0,A10 ;GROUPS OF THREE
ADD A0,A10
ADD A0,A10
MOVE *A10+,A0,L ;GET FIRING IMAGE
MOVE *A10+,A9,L ;GET POSITIONING ANIMATION
MOVE *A8(OIMG),A1,L
CMP A0,A1 ;ON FIRING IMAGE?
JREQ MVV ;YES
MOVK 1,A1 ;ROTATE INTO POSITION
JSRP FRANIM
MVV
CALLA PSTOP ;STOP THE ORB
; MOVE @HALT,A0
; JRNZ MVFIRLP
CLR A1
MOVI LZRPID,A1
MOVE *A10,A7,L
CALLA GETPRC
MOVE A8,*A0(PDATA),L ;TELL LASER WHO FIRED IT
MOVE A0,*A13(PDATA+>10),L ;TELL ORB LASER PROCESS
MOVI LAZSND,A0
CALLA ONESND
MVFIRLP
SLEEP 4
MOVE *A13(PDATA+>10),A0,L ;LASER STILL GOING ?
JRNE MVFIRLP ;YES
CLR A0 ;LASER IS DONE
MOVE A0,*A13(PDATA+>20),W
CALLR GETORBV ;GET ORB VELOCITY
MV1
SLEEP 2
JRUC MV
LASTAB
.LONG ORB1,ROTSD,LASRR,ORB1,ROTSD,LASRL
.LONG ORB4,ROTUP,LASRU,ORB4,ROTUP,LASRD
.LONG ORB1,ROTSD,LASRR,ORB1,ROTSD,LASRL
.LONG ORB4,ROTUP,LASRU,ORB4,ROTUP,LASRD
*
*GET LASER DIRECTION
*A8=ORB, A11=TARGET
*RETURNS A0=0(RT),1(LFT),2(UP),3(DOWN)
GETLZDIR:
*CALCULATE DELTAX, DELTAY
MOVE *A8(OXPOS),A0,W
MOVE *A8(OYPOS),A1,W
MOVE *A11(OXPOS),A2,W
MOVE *A11(OYPOS),A3,W
SUB A0,A2
SUB A1,A3
MOVE A2,A4
MOVE A3,A5
ABS A4
ABS A5
CLR A0
CMP A4,A5
JRHI GTLZDR0
MOVE A2,A2
JRNN GTLZDRX
MOVK 1,A0
JRUC GTLZDRX
GTLZDR0
MOVK 2,A0
MOVE A3,A3
JRN GTLZDRX
MOVK 3,A0
GTLZDRX
RETS
*
*GET ORB VELOCITY
*A11=PLAYER TO SEEK
*RETURNS PDATA+>40 XACC; PDATA+>50 YACC
*
GETORBV
MOVI 50,A0
CALLA SRAND
MOVE A0,A1
MOVI 50,A0
CALLA SRAND
MOVE *A11(OXPOS),A2,W
MOVE *A11(OYPOS),A3,W
ADD A0,A2
ADD A1,A3
MOVE *A8(OXPOS),A0,W
MOVE *A8(OYPOS),A1,W
SUB A0,A2
SUB A1,A3
SLL 6,A2
SLL 6,A3
MOVE A2,*A13(PDATA+>40),W
MOVE A3,*A13(PDATA+>50),W
RETS
*
*CHECK ORB OUT OF BOUNDS
*A0,A1,A2,A3 DESTROYED
ORBBNDCK:
MOVI [>3A,>2A],A2 ;BOUNDS CHECK
MOVI [>E8,>166],A3
CALLA SCRTSTG
JREQ MV0 ;IN BOUNDS O.K.
MOVE *A8(OXVEL),A1,L
MOVE *A8(OYVEL),A2,L
DEC A0
JRNE MV01
ABS A1 ;MAKE XV POSITIVE
JRUC MV00
MV01
DEC A0
JRNE MV02
ABS A1 ;MAKE XV NEGATIVE
NEG A1
JRUC MV00
MV02
ABS A2
DEC A0
JREQ MV00 ;UP CASE
NEG A2 ;DOWN WALL CASE
MV00
MOVE A1,*A8(OXVEL),L
MOVE A2,*A8(OYVEL),L
MV0
RETS
INIT_ORB:
;INITIAL ORB POSITION,IMAGE SHAPE,AGE ETC....
;DO STFOBF AND GET A0 PNTR
MOVI 0,B0 ;DOORS 1-4
MOVI 4,B1
CALLA RANGRAND ;TIE THIS IN WITH DIFFICULTY!
MOVE A0,A1
SLL 5,A1
ADDI DRINF,A1
MOVE *A1,A1,L
MOVB *A1,A1
JRZ G
CMPI 06,A1
JRGE G
;DOOR THIS GUY WILL BE SENT TO IS CLOSING RIGHT NOW. SO SEND HIM TO DOOR 4
MOVI 4,A0 ;DOOR 4
G
PUSH A0 ;A0=DOOR 1-4
MOVI >1F,A1 ;TIME FOR DOOR TO REMAIN OPEN
;OPEN DOOR
CALLA SET_GATE_2
;NOW PLACE ORB BEHIND APPROPRIATE DOOR
PULL A2
MOVI SX,A1
SLL 5,A2 ;INTO DOOR X/Y TABLES
ADD A2,A1
MOVE *A1,A0,L
MOVI SY,A1
ADD A2,A1
MOVE *A1,A1,L
;A0=OXVAL
;A1=OYVAL
PUSH A2 ;INDEX BASED ON DOOR 1-4
CALLR IH1
CALLA BEGINOBJ
PULL A2
;NOW GIVE X/Y VEL FOR THIS ORB
MOVI ORBXV,A0
ADD A2,A0
MOVE *A0,A0,L
MOVE A0,*A8(OXVEL),L
ADDI ORBYV,A2
MOVE *A2,A0,L
MOVE A0,*A8(OYVEL),L
RETS
;DOOR #
; 3
;1 2
; 4
ORBXV: .LONG 0,10000H,-10000H,0,0
ORBYV: .LONG 0,0,0,10000H,-10000H
IH1: ;ENTER HERE IF ON SCRN TANK
;STUFF NEEDED SHIT
;A0=OXVAL
;A1=OYVAL
MOVI ORB1,A2 ;(OIMG) DOES NOT MATTER
; MOVI NUORB2,A2 ;(OIMG) DOES NOT MATTER
MOVI 230,A3 ;(OZPOS)
MOVI DMAWNZ,A4 ;(OFLAGS) NON-ZERO VALUE
MOVI CLSENMY|TYPORB,A5 ;(OID)
CLR A6 ;(OXVEL)
CLR A7 ;(OYVEL)
RETS
SETUP_ORB:
;
; UPDATE ORB COUNT
;
MOVE @ORB_CNT,A0
INC A0
MOVE A0,@ORB_CNT
MOVI ORB,A2
CALLA GET_WVADDR
MOVE *A0(32),A1,W ;GET DIFFICULTY LEVEL FOR THIS ORB
; MOVE A1,*A13(LEVEL),W
MOVE *A0(16),A1,W ;DEC WAVE RAM CNT FOR THIS ORB
DEC A1
MOVE A1,*A0(16),W
JRNZ BZ
;END OF THIS WAVES ORB CNT
MOVK 1,A1
MOVE A1,@ORB_DN
CREATE 0,DEXIT ;TURNS ON ARROW, ETC.
;CREATE THIS ONLY WHEN ALL ENEMIES
;ARE GONE!
;
BZ
RETS
SX: .LONG 0,-040000H,01960000H,0CA0000H,0CA0000H
SY: .LONG 0,0830000H,0830000H,20000H,01140000H
*
*ORB KILL LAZER
*A8=ORB OBJECT
*KILL LAZER IF ANY
*
ORBKILLZR
MMTM SP,A0,A1,A2,A7,A8
MOVE *A8(OPLINK),A2,L ;ORB PROCESS
MOVE *A2(PDATA+>10),A1,L ;LINK TO LASER PROCESS
JREQ KLX ;NO LAZER
MOVE *A1(PA8),A8,L ;GET LAZER OBJECT
JRUC KILL_LZR1
*
*LAZER COLLIDE WITH PLAYER OR ORB
*
KILL_LZR
;A8=LAZER PNTR
;A0=WHAT I HIT
MMTM SP,A0,A1,A2,A7,A8
MOVE *A8(OPLINK),A1,L
MOVE *A1(PDATA),A1,L ;DID I HIT MY OWN ORB??
CMP A0,A1
JREQ KLX ;YES, NO ACTION
MOVE *A1(OPLINK),A2,L
KILL_LZR1
CLR A1
MOVE A1,*A2(PDATA+>10),L ;NULL OUT POINTER TO LASER
MOVE A8,A0
CALLA DELOBJ
CALLA DELPAL
**********************
MOVI >5432,A2
**********************
MOVE *A8(OPLINK),A0,L
CALLA KILL
KLX
MMFM SP,A0,A1,A2,A7,A8
RETS
*
*CLEAN UP ORB MESS
*A8=ORB
*
ORBCLEAN
MOVE *A8(OPLINK),A0,L
CALLA KILL ;KILLS PROCESS IN A0
ORBCLN1
CALLR ORBKILLZR ;KILL LASER IF ANY
MOVE A8,A0
CALLA DELPAL ;NEEDED? NOT IF IN PLYR PAL!
CALLA DELOBJ
MOVE @ORB_CNT,A0,W ;DELETE A FAT FROM CNT
DEC A0
MOVE A0,@ORB_CNT,W
RETS
*
*ORB HIT BY ORB
*
;RESTORE EVERYTHING EXCEPT A0,A8
;A0=KILLER
;A8=VICTIM
ORB_ORB:
MMTM SP,A1,A2,A3,A4,A5,A6,A7
CMP A8,A0 ;PROCESS ONLY ONCE
JRHS ORBORBX
MOVE *A8(OXPOS),A1,W
MOVE *A0(OXPOS),A2,W
SUB A2,A1
MOVE A1,A2
ABS A2
CMPI 16,A2
JRHI ORBORBX ;NOT CLOSE ENOUGH FOR COLLISION
MOVE *A8(OYPOS),A3,W
MOVE *A0(OYPOS),A4,W
SUB A4,A3
MOVE A3,A4
ABS A4
CMPI 16,A4
JRHI ORBORBX ;NOT CLOSE ENOUGH FOR COLLISION
SLL 16,A1
SLL 16,A3
SRA 5,A1
SRA 5,A3
MOVE *A8(OPLINK),A5,L ;ORB PROCESS
MOVE *A5(PDATA+>10),A5,L ;LASER LINK
JRNE ORBORB1
MOVE *A8(OXVEL),A2,L
SRA 1,A2
ADD A2,A1
MOVE A1,*A8(OXVEL),L
MOVE *A8(OYVEL),A4,L
SRA 1,A4
ADD A4,A3
MOVE A3,*A8(OYVEL),L
ORBORB1
MOVE *A0(OPLINK),A6,L ;ORB PROCESS
MOVE *A6(PDATA+>10),A6,L ;LASER LINK
JRNE ORBORBX ;YES, DONT MOVE
NEG A1
MOVE *A0(OXVEL),A2,L
SRA 1,A2
ADD A2,A1
MOVE A1,*A0(OXVEL),L
NEG A3
MOVE *A0(OYVEL),A4,L
SRA 1,A4
ADD A4,A3
MOVE A3,*A0(OYVEL),L
ORBORBX
MMFM SP,A1,A2,A3,A4,A5,A6,A7
RETS
*
*ORB HIT BY BULLET
*A8=ORB
*A0=BULLET THAT HIT US
*
ORBBUL
MMTM SP,A0,A1,A2,A3,A7
MOVE *A8(OPLINK),A7,L ;ORB PROCESS
MOVE *A7(PDATA+>10),A1,L ;LASER LINK
JRNE ORBBUL1 ;DONT PUSH GUY SHOOTING
MOVE *A0(OXVEL),A1,L ;GIVE IT A PUSH
MOVE *A8(OXVEL),A2,L
SRA 2,A1 ;2,A1
ADD A1,A2
MOVE A2,*A8(OXVEL),L
MOVE *A0(OYVEL),A1,L
MOVE *A8(OYVEL),A3,L
SRA 2,A1 ;2,A1
ADD A1,A3
MOVE A3,*A8(OYVEL),L
ORBBUL1
MOVE A0,A1 ;SAVE AO
MOVE *A7(PDATA),A0,W ;INCREMENT HIT COUNT
INC A0
MOVE A0,*A7(PDATA),W
CMPI 3,A0 ;4
JRHS ORBBUL2 ;TOO MANY HITS, BLOW IT UP
MOVI 300,A0
CALLA RANDPER
JRNC ORBBULX ;IS THE GUY HISTORY??...NO
*
*ORB IS HISTORY GO INTO CRASH SPIN
*KILL LASER IF ANY
*
ORBBUL2
MOVE *A7(PDATA+>30),A0,W
JRNE ORBBULX ;ALREADY CRASHING
*DIE GRAY
; MOVI NUORB2,A0 ;DULL GRAY DEATH
; CALLA GETFPAL
; MOVE A0,*A8(OPAL),W
MOVE A1,A0 ;RESTORE A0, BULLET OBJECT THAT HIT YOU
MOVI ORBPT,A1 ;AMOUNT OF SCORE FOR ORB
CALLA SCORPLAY
CALLR ORBKILLZR ;KILL LASER IF ANY
MOVE *A8(OPLINK),A0,L ;ORB PROCESS
MOVI ORBPID,A1,W ;GET ID
MOVI ORBCRASH,A7
CALLA XFERPROC
ORBBULX
MMFM SP,A0,A1,A2,A3,A7
RETS
OCRCTB .LONG NUORB4,NUORB5
*
*SPIN AND CRASH THE ORB
*
ORBCRASH
MOVI 6,A0
CALLA RANDU
ADDI 3,A0
MOVE A0,A10
MOVI SPNORB,A9 ;TRY SPINNING ACTION
MOVK 2,A0 ;GET SPIN RATE
CALLA RANDU
MOVE A0,*A13(PDATA+>30),W ;SET CRASHING FLAG
CMPI 1,A0 ;ADJUST TIME FOR FAST SPIN
JRNE ORBCRL
ADDK 2,A10
ORBCRL
MOVE *A13(PDATA+>30),A11,W ;GET SPIN RATE
ORBCRL1
SLEEP 1
MOVI [>50,>40],A2 ;BOUNDS CHECK
MOVI [>D0,>146],A3
CALLA SCRTSTG
JRNE ORBBLO ;HIT A WALL
DSJS A11,ORBCRL1
MOVK 4,A1
JSRP FRANIM
JRNC ORBCRL
MOVI SPNORB,A9 ;TRY SPINNING ACTION
DSJS A10,ORBCRL
*CLEAN UP THE MESS AND BLOW IT UP !!!!
ORBBLO
CALLR ORBCLN1
CALLR OEXP2 ;START THE EXPLOSION
JAUC SUCIDE ;CAN THE PROCESS
KILL_OB
;SMART BOMB DEATH!
;A8=ORB
;A9=P1 OR P2DATA OF WHO SMARTED ME
MOVI ORBPT,A1 ;AMOUNT OF SCORE FOR ORB
MOVE A9,A2 ;PLAYER
CALLA SCRADD2 ;DO IT!
CALLR ORBCLEAN
CALLR OEXP
RETS
*
*KILL ORB BECAUSE OF COLLISION WITH RING
*EXTER HERE FROM COLLISION ROUTINE - RINGS KILL ORB
*A8=ORB
*
KILL_O1
MMTM SP,A1,A2,A7
MOVI ORBPT,A1 ;AMOUNT OF SCORE FOR ORB
CALLA SCORPLAY
CALLR ORBCLEAN
CALLR OEXP2 ;CHUNKS
MMFM SP,A1,A2,A7
RETS
*
*PLAYER SCORE
*A0=BULLET OBJECT THAT KILLED
*A1=AMOUNT TO ADD (8 DIGIT BCD)
*
SCORPLAY
MMTM SP,A0,A1,A2,A4,A7 ;SCRADD2 IS DIRTY, SAVE THESE
MOVE *A0(OPLINK),A0,L
MOVB *A0(MYPLYR),A0 ;A0=PLAYER NUMBER
*FIND A2=P1DATA OR P2DATA
MOVI P1DATA,A2
DEC A0
JREQ SCPL1
MOVI P2DATA,A2
SCPL1
CALLA SCRADD2 ;DO IT!
MMFM SP,A0,A1,A2,A4,A7
RETS
*
*ORB EXPLOSION PROCESS SMART BOMB, RINGS
*
OEXP
MOVI EXP3,A0
CALLA ONESND
CREATE 0,BIG3
RETS
OEXP2
MOVI EXP1,A0
CALLA ONESND
CREATE 0,ORB_EXP
CREATE 0,ADPCS4
RETS
*
*ORB COLLIDES WITH LAZER
*A8=ORB IMAGE PTR
*A0=LAZER
*
ORBLAZ:
MMTM SP,A1,A2,A7
MOVE *A0(OPLINK),A1,L
MOVE *A1(PDATA),A1,L
CMP A1,A8 ;MY OWN LASER ?
JREQ KILORBX ;YES, DONT DIE
CALLR ORBCLEAN
CREATE 0,ORB_EXP
CREATE 0,ADPCS4
MOVI EXP3HI,A0
CALLA ONESND
KILORBX
MMFM SP,A1,A2,A7
RETS
*
*ORB EXPLOSION PROCESS
*A8=ORB
*
ORB_EXP:
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
*
*FIRE LASER TO THE RIGHT
*A8=FIRING ORB OBJECT
*GET A0=OXVAL, A1=OYVAL, A2=OIMG, A3=ZPOS, A4=OFLAGS, A5=OID, A6=XV, A7=YV
LASRR
MOVE *A8(OXPOS),A0,W
ADDK 20,A0
SLL 16,A0
MOVE *A8(OYPOS),A1,W
ADDK 6,A1
SLL 16,A1
MOVI HLINE,A2
MOVI 230,A3
MOVI DMAWNZ,A4
MOVI CLSENMY|TYPORBL,A5
CLR A6
CLR A7
CALLA BEGINOBJ2
MOVI >010001,A1 ;SHRINK TO POINT
MOVE A1,*A8(OSIZEX),L
MOVE A0,A8
*
*LASER RIGHT PROCESS
*A8=OBJECT
*A13=PROC
LASRRP
MOVI [>23-5,>1A],A2 ;BOUNDS CHECK
MOVI [>FC,>171+5],A3
CALLA OFSCRTST ;IS IT IN BOUNDS ?
JRNE LASRRDIE ;DIE OFF RIGHT LASER IN WALL
MOVE *A8(OSIZEX),A0,W ;GROW THE SUCKER
; MOVE @LASERSPD,A1
; ADD A1,A0 ;ADDK 3
ADDK 3,A0
MOVE A0,*A8(OSIZEX),W
SLOOP 1,LASRRP
*
*FIRE LASER TO THE LEFT
*A8=FIRING ORB OBJECT
*GET A0=OXVAL, A1=OYVAL, A2=OIMG, A3=ZPOS, A4=OFLAGS, A5=OID, A6=XV, A7=YV
LASRL
MOVE *A8(OXPOS),A0,W
SLL 16,A0
MOVE *A8(OYPOS),A1,W
ADDK 6,A1
SLL 16,A1
MOVI HLINE,A2
MOVI 230,A3
MOVI DMAWNZ,A4
MOVI CLSENMY|TYPORBL,A5
CLR A6
CLR A7
CALLA BEGINOBJ2
MOVI >010001,A1 ;SHRINK TO POINT
MOVE A1,*A8(OSIZEX),L
MOVE A0,A8
*
*LASER LEFT PROCESS
*A8=OBJECT
*A13=PROC
LASRLP
MOVI [>23-5,>1A],A2 ;BOUNDS CHECK
MOVI [>FC,>171+5],A3
CALLA OFSCRTST
JRNE LASRLDIE ;DIE OFF RIGHT LASER IN WALL
MOVE *A8(OSIZEX),A0,W ;GROW THE SUCKER
; MOVE @LASERSPD,A1
; ADD A1,A0 ;ADDK 3
ADDK 3,A0
MOVE *A8(OXPOS),A1,W
SUBK 3,A1
MOVE A1,*A8(OXPOS),W ;MOVE OVER TOP LEFT
MOVE A0,*A8(OSIZEX),W
SLOOP 1,LASRLP
*
*FIRE LASER UP
*A8=FIRING ORB OBJECT
*GET A0=OXVAL, A1=OYVAL, A2=OIMG, A3=ZPOS, A4=OFLAGS, A5=OID, A6=XV, A7=YV
LASRU
MOVE *A8(OXPOS),A0,W
ADDK 8,A0
SLL 16,A0
MOVE *A8(OYPOS),A1,W
SLL 16,A1
MOVI VLINE,A2
MOVI 230,A3
MOVI DMAWNZ,A4
MOVI CLSENMY|TYPORBL,A5
CLR A6
CLR A7
CALLA BEGINOBJ2
MOVI >010004,A1 ;SHRINK TO POINT
MOVE A1,*A8(OSIZEX),L
MOVE A0,A8
*
*LASER UP PROCESS
*A8=OBJECT
*A13=PROC
LASRUP
MOVI [>23-5,>1A],A2 ;BOUNDS CHECK
MOVI [>FC,>171+5],A3
CALLA OFSCRTST
JRNE LASRUDIE ;DIE OFF RIGHT LASER IN WALL
MOVE *A8(OSIZEY),A0,W ;GROW THE SUCKER
; MOVE @LASERSPD,A1
; ADD A1,A0 ;ADDK 3
ADDK 3,A0
MOVE *A8(OYPOS),A1,W
SUBK 3,A1
MOVE A1,*A8(OYPOS),W ;MOVE OVER TOP LEFT
MOVE A0,*A8(OSIZEY),W
SLOOP 1,LASRUP
*
*FIRE LASER DOWN
*A8=FIRING ORB OBJECT
*GET A0=OXVAL, A1=OYVAL, A2=OIMG, A3=ZPOS, A4=OFLAGS, A5=OID, A6=XV, A7=YV
LASRD
MOVE *A8(OXPOS),A0,W
ADDK 7,A0
SLL 16,A0
MOVE *A8(OYPOS),A1,W
ADDK 16,A1
SLL 16,A1
MOVI VLINE,A2
MOVI 230,A3
MOVI DMAWNZ,A4
MOVI CLSENMY|TYPORBL,A5
CLR A6
CLR A7
CALLA BEGINOBJ2
MOVI >010004,A1 ;SHRINK TO POINT
MOVE A1,*A8(OSIZEX),L
MOVE A0,A8
*
*LASER DOWN PROCESS
*A8=OBJECT
*A13=PROC
LASRDP
MOVI [>23-5,>1A],A2 ;BOUNDS CHECK
MOVI [>F2,>171+5],A3
CALLA OFSCRTST
JRNE LASRDDIE ;DIE OFF RIGHT LASER IN WALL
MOVE *A8(OSIZEY),A0,W ;GROW THE SUCKER
; MOVE @LASERSPD,A1
; ADD A1,A0 ;ADDK 3
ADDK 3,A0
; ADDK 3,A0
MOVE A0,*A8(OSIZEY),W
SLOOP 1,LASRDP
*
*RIGHT LASER DIE
*A8=OBJECT
*A13=PROCESS
LASRRDIE:
MOVE *A8(OXPOS),A0,W ;SET X COORD TO END
MOVE *A8(OSIZEX),A1,W
ADD A1,A0
MOVI 1,A1 ;SET WIDTH TO 1
MOVE A1,*A8(OSIZEX),W
MOVE A0,*A8(OXPOS),W
MOVI SPLSHRT,A9
LASRDIE1
CALLA PSTOP ;STOP LASER
MOVE *A13(PDATA),A0,L ;KILL POINTER IN ORB PROCESS
MOVE *A0(OPLINK),A0,L
CLR A1
MOVE A1,*A0(PDATA+>10),L ;NULL OUT POINTER TO LASER
MOVI CLSNEUT,A0,W ;CHANGE TO CLASS NEUTRAL, NO COLLISIONS
MOVE A0,*A8(OID),W
MOVK 1,A1
JSRP FRANIM
MOVE A8,A0 ;KILL THE SHIT AND DIE
CALLA DELOBJ
CALLA DELPAL
JAUC SUCIDE
*
*LEFT LASER DIE
*
*A8=OBJECT
*A13=PROCESS
LASRLDIE:
MOVI SPLSHLFT,A9
JRUC LASRDIE1
*
*UP LASER DIE
*
*A8=OBJECT
*A13=PROCESS
LASRUDIE:
MOVI SPLSHUP,A9
JRUC LASRDIE1
*
*DOWN LASER DIE
*
*A8=OBJECT
*A13=PROCESS
LASRDDIE:
MOVE *A8(OYPOS),A0,W ;SET Y COORD TO END
MOVE *A8(OSIZEY),A1,W
ADD A1,A0
MOVI 1,A1 ;SET LENGTH TO 1
MOVE A1,*A8(OSIZEY),W
MOVE A0,*A8(OYPOS),W
MOVI SPLSHDWN,A9
JRUC LASRDIE1
*
*TEST IF ANY PART OF OBJECT OFF SCREEN
*A2=TOP LEFT Y:X
*A3=BOT RT Y:X
*A8=OBJECT
*RETURNS EQ IF ON SCREEN
*A0=LEFT=1,RIGHT=2,UP=3,DOWN=4
OFSCRTST
MMTM SP,A1,A2,A3,A4
MOVE *A8(OYPOS),A0,W
MOVE *A8(OXPOS),A1,W
SLL 16,A0
MOVX A1,A0 ;GET TOP LEFT OF OBJECT
MOVE @WORLDTL,A1,L
SUBXY A1,A0 ;SUBTRACT OUT WORLD BASE
MOVE *A8(OSIZE),A1,L
ADDXY A0,A1 ;GET LOWER RT OF OBJECT
CLR A4
CMPXY A2,A0
JRYLE SCRTFU ;ABOVE...
JRXLE SCRTFL ;TO THE LEFT..
CMPXY A3,A1 ;IS IT LOWER THAN LOWER RT?
JRXGE SCRTFR ;TO THE RIGHT
JRYLT OFSCRTX ;NOT LOWER
SCRTFD INC A4
SCRTFU INC A4
SCRTFR INC A4
SCRTFL INC A4
OFSCRTX
MOVE A4,A0
MMFM SP,A1,A2,A3,A4
RETS
*
*GET A RANDOM PLAYER 1 OR 2
*RETURNS A0 WITH RANDOM PLAYER INDEX
GETPLYR
CALLA RANDOM
JRN GETPLYR2
MOVE @PLYROBJS,A0,L
JRNE GETPLYRX
MOVE @PLYROBJS+32,A0,L
GETPLYRX
RETS
GETPLYR2
MOVE @PLYROBJS+32,A0,L
JRNE GETPLYRX
MOVE @PLYROBJS,A0,L
RETS
;
;FRANIM LISTS FOR ORB ROTATES
;
ROTUP:
;ORB ROTATE VERTICAL FROM SIDE TO SIDE ORIENTATION
.LONG ORB2
.WORD 5
.LONG ORB3
.WORD 5
.LONG ORB4
.WORD 5
.LONG 0
ROTSD:
;ORB ROTATE TO SIDE FROM TOP ORIENTATION
.LONG ORB3
.WORD 5
.LONG ORB2
.WORD 5
.LONG ORB1
.WORD 5
.LONG 0
*LASER SPLASH ON RIGHT
SPLSHRT:
.LONG OSPLSHV1
.WORD FLIPBITS|3,M_FLIPH
.LONG OSPLSHV2
.WORD 3
.LONG OSPLSHV3
.WORD 3
.LONG OSPLSHV4
.WORD 3
.LONG OSPLSHV2
.WORD 3
.LONG OSPLSHV1
.WORD 3
.LONG 0
*LASER SPLASH ON LEFT
SPLSHLFT:
.LONG OSPLSHV1
.WORD 3
.LONG OSPLSHV2
.WORD 3
.LONG OSPLSHV3
.WORD 3
.LONG OSPLSHV4
.WORD 3
.LONG OSPLSHV2
.WORD 3
.LONG OSPLSHV1
.WORD 3
.LONG 0
*LASER SPLASH UP
SPLSHUP:
.LONG OSPLSH1H
.WORD 3
.LONG OSPLSH2H
.WORD 3
.LONG OSPLSH3H
.WORD 3
.LONG OSPLSH4H
.WORD 3
.LONG OSPLSH2H
.WORD 3
.LONG OSPLSH1H
.WORD 3
.LONG 0
*LASER SPLASH DOWN
SPLSHDWN:
.LONG OSPLSH1H
.WORD FLIPBITS|3,M_FLIPV
.LONG OSPLSH2H
.WORD 3
.LONG OSPLSH3H
.WORD 3
.LONG OSPLSH4H
.WORD 3
.LONG OSPLSH2H
.WORD 3
.LONG OSPLSH1H
.WORD 3
.LONG 0
*SPIN AROUND THE ORB
SPNORB:
.LONG ORB1
.WORD FLIPBITS|2,0
.LONG ORB2
.WORD 2
.LONG ORB3
.WORD 2
.LONG ORB4
.WORD 2
.LONG ORB3
.WORD FLIPBITS|2,M_FLIPH
.LONG ORB2
.WORD 2
.LONG 0
BOOM4:
.LONG EXPb1
.WORD 3
.LONG EXPb2
.WORD 3
.LONG EXPb3
.WORD 4
.LONG EXPb4
.WORD 4
.LONG EXPb5
.WORD 4
.LONG EXPb4
.WORD 4
.LONG EXPb3
.WORD 5
.LONG EXPb2
.WORD 5
.LONG EXPb1
.WORD 5
.LONG 0
.END