total-carnage/CL2.ASM

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.FILE 'COLL2.ASM'
.TITLE "COLLISION ROUTINES"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
; INITIATED: JULY 17,1990
; MODIFIED: !
; SOFTWARE: THIS COLLISION ROUTINE WAS DEVELOPED BY TODD ALLEN.
; SOFTWARE: MARK TURMELL
;
; TODD ALLEN CREATED THESE COLLISION ROUTINES FOR OFFENDER
; COPYRIGHT (C) 1989 WILLIAMS ELECTRONICS GAMES, INC.
****************************************************************************
* When writing collision routines which are to be called from the collision
* scanner in this file, the following things should be taken into
* consideration:
* The collision routines are called, not created..
* The collision routine receives a ptr to the victims OBJ in A8
* The collision routine receives a ptr to the killers OBJ in A0
* The collision routine can destroy A0,A8 but should preserve all others.
* When OBJ1,OBJ2 collide, two routines are called, one with
* OBJ1 in A8 and the other with OBJ2 in A8. A collision routine
* should only affect the victim, and not the killer.
* If a victim object is deleted, it will not be scanned futher.
* If any other object is deleted, the collision scan will be aborted.
* To prevent multiple simultaneous collisions of the same victim
* object, the object ID of the victim object should be modified
* by the collision routine, if the victims nature is changed.
; GET THE SYSTEM STUFF
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "DISP.EQU" ;DISPLAY PROCESSOR EQUATES
.INCLUDE "\VIDEO\SYS\SYS.INC" ;ZUNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\GSP.INC" ;ZUNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS, YEAH!
.INCLUDE "GAME.EQU"
.INCLUDE "IMGTBL.GLO"
;SOUNDS
.REF HASND,ONOSND,OUCH,AWWSND2
;
;SYMBOLS EXTERNALLY DEFINED
;
.REF SPRAYON,EXTRA,RINGON,NSTPON,KEYON,SHOEON,SMRTON,BMBON
.REF KILL_PLYR,KILL_BULL,BNC_PLYR,BNC_PLYR2,KILL_GATE,BMLM2,PCNT
.REF GOT_HSTG,KILL_CRT,KILL_HULK,BAT_PLYR,DEL_BULL,TCSH,KILL_CRT2
.REF PUSH_FT,YKIL_FT,YKIL_FT2,FIREON,SPDGON,GRENON,HLPON,LSDMG
.REF KILL_HULKZ,KILL_CBALL,KILL_BULL2,I_FLM,YKIL_RNG,FND_PROXCHK
.REF HIT_TURET,HIT_TNK,HIT_TNK2,P1DATA,P2DATA
.REF FLAME_LAY,YKIL_LAY
.REF KILL_AHMDZ,KILL_AHMD,plyr_spiton
.ref slt_hit,slt_ringhit,slt_bbhit,spidegg_touch
;SYMBOLS DEFINED IN THIS FILE
;
.DEF COLLISIONS,SHORT_PLYR,OUT_FLG
;
;UNINITIALIZED RAM DEFINITIONS
;
.BSS PList,32*(NOBJ+1) ;list of objects of class player
.BSS NList,32*(NOBJ+1) ;list of objects of class neutral
.BSS EList,32*(NOBJ+1) ;list of objects of class enemy
.BSS DumObj,OBSIZ
.BSS OUT_FLG,16 ;1=DON'T CONT SCANNING THIS OBJECT
.BSS BRAM,16 ;RAM FOR THROWING OUT PLTK COLLIDES
;NOBJ=NUMBER OF OBJECTS TO DISPLAY
;
;EQUATES FOR THIS FILE
;
ODMAIMG .EQU OIMG
ODMAFLG .EQU OFLAGS
IBAT .EQU PDATA+464 ;UHW BAT FLAG 0=OFF, 1=ON
;SAME AS IN NEWHULK.ASM
****************************************************************************
COLLISIONS
SLEEP 1
move @WORLDTLX+16,A6 ;* COLLISION SCAN FOR OBJECTS ON SCREEN
movi 400,A14 ;End of Scan area
coll1 move A6,A7 ;A7 Sector Xmin
addi 128,A6 ;A6 Sector Xmax
subi 128,A14
jrnn XmaxOk
sub A14,A6
clr A14
XmaxOk
MOVI OBJLST,A0 ;OBJECT LIST TO CHECK
callr CScnRng
move A14,A14
jrp coll1
jruc COLLISIONS
CScnRng
;A0 ptr to OBJ LIST To SCAN
;A6 Xmax
;A7 Xmin
;Scan OBJ list, any collideable OBJ overlapping Xmin-Xmax put on
;either EList,PList or NList depending on class
;Call ColLists with each pair of lists
mmtm SP,A6,A7,A14 ;NECESSARY?
;*** BUILD COLLISION LISTS ***
movi PList,A9
movi EList,A10
movi NList,A11
MkLists move *A0,A0,L ;Get next obj
jrz GotLists
move *A0(OXPOS),A1
;*** OBJ CAN LIE ON max/min boundary, use unsigned compares
cmp A6,A1
jrhi MkLists
move *A0(OSIZEX),A2
add A2,A1
cmp A7,A1
jrlo MkLists
;IN RANGE
movb *A0(OFLAGS+B_NOCOLL-7),A2 ;Is object collideable
jrn MkLists
move *A0(OID),A2 ;Check Class
sll 16,A2
srl 32-2,A2 ;Only 2 class bits
subk 2,a2 ;Enemy
jrz AddE
addk 1,a2 ;Player
jrz AddP
;*** CLASS NEUTRAL
move A0,*A11+,L ;INSERT OBJ on NList
jruc MkLists
AddE ;*** CLASS ENEMY
move A0,*A10+,L ;INSERT OBJ on EList
jruc MkLists
AddP ;*** CLASS PLAYER
move A0,*A9+,L ;INSERT OBJ on PList
jruc MkLists
GotLists
;*** NULL TERMINATE EACH LIST ***
clr A0
move A0,*A9,L
move A0,*A10,L
move A0,*A11,L
;*** COLLIDE EACH PAIR OF LISTS ***
movi PList,A3
move *A3,A0,L
jrz NoPList
movi EList,A3 ;E/P
movi PList,A4
callr ColLists
jrc ScnRngX
movi NList,A3 ;N/P
movi PList,A4
callr ColLists
jrc ScnRngX
NoPList
;WHEN CHECKING NEUTRAL/ENEMY WAVES ONLY
;FOR TANKS AGAINST HULKS!
;ONLY FALL THROUGH WHEN WE NEED ENEMY TO ENEMY!
; MOVB @ENON,A3
; JRZ NoNList
; MOVB @PCNT,A3
;; ANDI 07H,A3 ;03 FOR MORE ACCURACY
; ANDI 0FH,A3 ;03 FOR MORE ACCURACY
;
; JRNZ NoNList
; movi EList,A3 ;E/N
; movi NList,A4
; callr ColLists
;NoNList:
; MOVB @ECON,A6 ;0=NOT ON, 1=ENEMY TO ENEMY NEEDED!
; JRZ ScnRngX
;;NEED TO CHECK ENEMY AGAINST ENEMY CLASS! FALL INTO THIS!
; MOVI EList,A3
; MOVI EList,A4
; CALLR ColLists
ScnRngX mmfm SP,A6,A7,A14
rets
SHORT_PLYR
;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
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 19,A11 ;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
SETC ;GOT A BOX INTERSECTION
RETS
CLRCR CLRC
RETS
********************************
* COLLIDE OBJECTS ON LIST A3 with those on LIST A4
* A3,A4 ptrs to null terminated tables of object ptrs
* rets Carry Set if scan must be terminated
ColLists
move A4,B4
CLstsLp0
move *A3+,A1,L
jrz ScnDone
; movb *A1(OFLAGS+B_INUSE-7),A14
; jrnn CLstsLp0
;*** LOAD UP COORS OF OBJ FROM FIRST LIST
move *A1(OYPOS),A7 ;A7=OBJ1 Ymin
jrz CLstsLp0 ;Deleted?
move *A1(OSIZEY),A11 ;A11=OBJ1 Ymax
add A7,A11
move *A1(OXPOS),A9 ;A9=OBJ1 Xmin
move *A1(OSIZEX),A10 ;A10=OBJ1 Xmax
add A9,A10
move B4,A4 ;Load head of second list
;OBJ IN A1 CAN'T LIE ACROSS max/min boundary
PScnLp1 move *A4+,A2,L
jrz CLstsLp0
; movb *A2(OFLAGS+B_INUSE-7),A14
; jrnn PScnLp1
;CHECK OBJS A1,A2 for intersection
move *A2(OYPOS),A6
jrz PScnLp1 ;Deleted?
cmp A11,A6
jrgt PScnLp1 ;Y2Min > Y1Max
move *A2(OSIZEY),A14
add A14,A6
cmp A7,A6
jrlt PScnLp1 ;Y2Max < Y1Min
move *A2(OXPOS),A6 ;USE SIGNED COMPARES BECAUSE OBJS MAY LIE ON ZERO
cmp A10,A6
jrgt PScnLp1 ;X2Min > X1Max
move *A2(OSIZEX),A14
add A14,A6
cmp A9,A6
jrlt PScnLp1 ;X2Max < X1Min
callr ColFuncs ;GOT A BOX INTERSECTION
jrz PScnLp1
;ADD THESE LINES BACK IF PIXSCAN IS USED IN GAME
movb *A1(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON
jrn DoPScn0
movb *A2(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON
jrnn SkPxScn0
DoPScn0
callr PIXSCANG
jrnc PScnLp1 ;BR=THIS WASN'T REALLY A COLLISION
SkPxScn0
;KILL TO MANY OBJECTS HERE?
CLR A6
MOVE A6,@OUT_FLG
; move @OFREE,A6,L
move B1,B1
jrz PObj2Col
move A1,A8
move A2,A0
call B1
PObj2Col
move B2,B2
jrz PCkFree
move A2,A8
move A1,A0
call B2
PCkFree
move @OUT_FLG,A8 ;OFREE,A8,L
; cmp A6,A8
jreq PScnLp1 ;* IF SAME OBJ, Continue scan
jruc CLstsLp0
ScnDone
clrc
ColLstsX
rets
****************************************************************************
ColFuncs:
;A1,A2 ptrs to objects
;returns B1 collision routine for obj A1
;returns B2 collision routine for obj A2
mmtm SP,A3,A4
callr ColFunc
move B0,B1
SWAP A1,A2
callr ColFunc
SWAP A1,A2
move B0,B2
or B1,B0 ;set z flag if both are zero
mmfm SP,A3,A4
rets
****************************************************************************
ColFunc ;return in B0 routine for obj A1 struck by obj A2
movb *A1(OID+8),A3
movb *A2(OID+8),A4
sll 27,A3
srl 17,A3 ;32 Long Word Align
sll 27,A4
srl 22,A4 ;Long Align
add A4,A3
addi TypeTbl,A3
CMPI TBLEND,A3
JRLO CONT
.IF DEBUG
LOCKUP
EINT
.ENDIF
MOVI TypeTbl,a3
CONT 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
;0100
;PLAYER
.LONG NULL, NULL, NULL, PLTR, PLGT, NULL, NULL, NULL
.LONG NULL, PLTR, PLHU, NULL, PLHU, NULL, NULL, PLTR
.LONG PLTK, NULL, PLMN, PLHU, NULL, PLSL, NULL, PLMN
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0200
;PLAYER BULLET
.LONG NULL, NULL, NULL, BLTR, BLTR, NULL, NULL, NULL
.LONG NULL, BLTR, BLHU, BLFN, NULL, NULL, NULL, BLTR
.LONG BLTK, BLTK, BLLY, BLFN, NULL, BLHU, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0300
;TREE TRUNK TYPE ITEMS
.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
;0400
;GATES/DOORS
.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
;0500
;TIME BOMBS (PLYR CLASS)
.LONG NULL, NULL, NULL, NULL, BMGT, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, BMLM
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0600
;HOSTAGES
.LONG NULL, HSPL, 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
;0700
;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
;0800
;ICONS
.LONG NULL, ICPL, 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
;0900
;CRATE
.LONG NULL, NULL, CRBL, NULL, NULL, CRBM, 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
;0A00
;HULK ENEMY
.LONG NULL, HUPL, HUBL, NULL, NULL, HUBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, HUBD, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0B00
;FIEND ENEMY
.LONG NULL, FNPL, FNBL, NULL, NULL, FNBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, FNBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0C00
;ENEMY SHOTS/CANNON BALL
.LONG NULL, CBPL, NULL, NULL, NULL, CBBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, CBLS, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0D00
;HELPER BLADE AROUND PLYRS/ LS
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, LSHU, LSHU, LSHU, NULL, NULL, NULL
.LONG NULL, NULL, NULL, LSHU, NULL, LSHU, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0E00
;GOO SHRAPNEL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, CBLS, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0F00
;GROW FROM SLIME
.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
;BIG TANK BASE
.LONG NULL, NULL, TKBL, NULL, NULL, TKBM, 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
;TANK TORSO
.LONG NULL, NULL, TSBL, NULL, NULL, TSBM, 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
;MINE LAYER
.LONG NULL, LYPL, LYBL, NULL, NULL, LYBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, LYBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1300
;AHMED FLAME THROWER
.LONG NULL, AHPL, AHBL, NULL, NULL, AHBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, AHBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1400
;FROG FACE
.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
;SHAWN SKIPPER/GRUNT ENEMIES
.LONG NULL, SLPL, SLBL, NULL, NULL, SLBB, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, SLBB, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1600
;CANNON BALL THAT EXPLODES
.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
;LAND MINES
.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
;MUTOID MAN
.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
;FLATFACE
.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
;PILE
.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
TBLEND
TKBL
;BIG TANK WITH BULLET
MOVE *A1(OID),A0
BTST 0,A0
JRNZ NULL
MOVI HIT_TNK,B0
RETS
TKBM ;BIG TANK WITH TIME BOMB
MOVE *A1(OID),A0
BTST 0,A0
JRNZ NULL
MOVI HIT_TNK2,B0
RETS
TSBL ;TURRET WITH BULLET
TSBM ;TURRET WITH TIME BOMB
MOVI HIT_TURET,B0
RETS
CBPL ;IF IT HIT RINGS THEN KILL IT
movb *a2(OID),a0
subk 3,a0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER
JRZ NULL
movb *a1(OID),a0
jrz CBLS
movi plyr_spiton,b0
rets
CBLS ;CANNON BALL / HELPER BLADE AROUND PLAYER
MOVE *A2(OIMG),A0,L
CMPI BLADE,A0 ;HELPER BLADE IMG
JRNE NULL
CBBM ;WITH BOMB
MOVI KILL_CBALL,B0
RETS
LSHU ;HELPER BLADE WITH ANYTHING
MOVE *A1(OIMG),A0,L
CMPI BLADE,A0
JRNE NULL ;MINE LAYER?
MOVI LSDMG,B0 ;THIS IS REALLY HELPER
RETS
LYPL ;IF MINE LAYER HIT RINGS THEN KILL IT
MOVE *A1(OID),A0
BTST 0,A0 ;CHECK FOR SUBFLM!
JRNZ NOKL
MOVB *A2(OID),A0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER
subk 3,a0
JREQ LHA
NOKL CLR B0
RETS
LHA MOVI YKIL_RNG,B0
RETS
LYBM MOVE *A1(OID),A0
BTST 0,A0 ;CHECK FOR SUBFLM!
JRNZ NOKL
MOVI YKIL_LAY,B0
RETS
LYBL MOVE *A1(OID),A0
BTST 0,A0 ;CHECK FOR SUBFLM!
JRNZ NOKL
MOVI FLAME_LAY,B0
RETS
FNPL ;IF FIEND HIT RINGS THEN KILL IT
MOVB *A2(OID),A0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER
subk 3,a0
JREQ KHA
MOVI FND_PROXCHK,B0
RETS
KHA
FNBM MOVI YKIL_FT2,B0
RETS
FNBL ;IF NON STOPPING BULLET, KILL FIEND OTHERWISE, PUSH HIM
MOVE *A2(OID),A0
CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A0
JRZ FH0 ;BR=KILL FAT
MOVI PUSH_FT,B0 ;NOW PUSH FATMAN BACK IN DIR BULLET IS TRAVELING
RETS
FH0 MOVI YKIL_FT,B0
RETS
HUPL ;IF HULK HIT RINGS THEN KILL HULK
MOVB *A2(OID),A0 ;CHECK TO SEE IF HULK IS HITTING RING NOT PLAYER
subk 3,a0
JREQ KH
MOVE *A1(OPLINK),A0,L ;IS THIS HULK ALREADY SWINGING?
MOVE *A0(IBAT),A0
JRZ BPY
addk 1,a0 ;andi >FF
sll 32-8,a0 ;cmpi >FF
JRNZ NULL
BPY
MOVI BAT_PLYR,B0
RETS
KH MOVI KILL_HULKZ,B0
RETS
HUBM ;HULK/TIME BOMB
HUBL MOVI KILL_HULK,B0
RETS
HUBD ;KILL HULK, BUT NO POINTS GIVEN!
MOVI KILL_HULK,B0
RETS
AHPL ;IF AHMED HIT RINGS THEN KILL AHMED
MOVB *A2(OID),A0 ;CHECK TO SEE IF AHMED IS HITTING RING NOT PLAYER
subk 3,a0
JREQ AKH
MOVE *A1(OPLINK),A0,L
MOVE *A0(IBAT),A0 ;2=FLAMING,1=PUNCHING
subk 1,a0
JRZ NULL
;IF AHMED IS WALKING OR EVEN FLAMING, TURN AND DO PUNCH AT PLYR WHO TOUCHED ME
MOVI I_FLM,B0
RETS
AKH
AHBM ;AHMD/TIME BOMB/RINGS/PLAYER HELPER
MOVI KILL_AHMDZ,B0 ;WITH RING
RETS
AHBL MOVI KILL_AHMD,B0
RETS
********************************
* Shawn's enemy type collisons
SLPL movb *a1(OID),a0 ;Missile type?
subk 2,a0
jrz slpl5
movb *a2(OID),a0 ;Player ring
subk 3,a0
jrne NULL
slpl5 movi slt_ringhit,b0
rets
SLBL movi slt_hit,b0 ;Bullet
rets
SLBB movi slt_bbhit,b0 ;Blade, bomb
rets
CRBL ;CRATE/BULLET
MOVI KILL_CRT,B0 ;SHOOT CRATE
RETS
CRBM ;CRATE/TIME BOMB
MOVE @PCNT,A0
movk >f,a14
and a14,a0
JRNZ NULL
MOVI KILL_CRT2,B0 ;KILL CRATE DEAD
RETS
ICPL ;ICON AND PLAYER 1 COLLIDE
MOVE *A2(OPLINK),A0,L
MOVE *A0(PNUM),A0
MOVI P1DATA,A3
DEC A0
JRZ DB2
MOVI P2DATA,A3
DB2 MOVE *A3(TWPNS),A0
INC A0
MOVE A0,*A3(TWPNS)
MOVB *A1(OID),A0
SLL 5,A0
ADDI ICONTBL,A0
MOVE *A0,A0,L
MOVE A0,B0
RETS
;ICON SUB TYPES
ICONTBL .LONG NULL,FIREON,SPRAYON,SPDGON,EXTRA,GRENON,RINGON,NSTPON,KEYON
.LONG SHOEON,SMRTON,BMBON,TCSH,HLPON,0,0,spidegg_touch
PLHU
; MOVB @PCNT,A0
; ANDI 03,A0
; SLL 5,A0
; ADDI PTBL2,A0
; MOVE *A0,A0,L
; CALLA ONESND
MOVB *A1(OID),A0 ;CHECK TO SEE IF OID SAYS THIS IS A RING
subk 3,a0
JREQ NULL
MOVI KILL_PLYR,B0
RETS
;PTBL2 .LONG HASND,ONOSND,OUCH,AWWSND2
PLFN MOVB *A1(OID),A0 ;CHECK TO SEE IF OID SAYS THIS IS A RING
subk 3,a0
JREQ NULL
PLTR MOVI BNC_PLYR,B0 ;PLYR/TREE TRUNK/CRATE
RETS
PLGT MOVI BNC_PLYR2,B0 ;PLYR/GATE
RETS
PLTK MOVB *A1(OID),A0 ;PLYR/BIG TANK BASE
subk 3,a0 ;Ring?
JREQ PTK
MOVE *A2(OIMG),A0,L
CMPI T72TNK2,A0 ;DESTROYED TANK
JREQ PTK
MOVE @BRAM,A0
INC A0
MOVE A0,@BRAM
movk 3,a14
and a14,a0
JRNZ PTK
MOVI KILL_PLYR,B0
RETS
PTK MOVI BNC_PLYR2,B0
RETS
********************************
* Player hits shawn type
PLSL movb *a2(OID),a0
subk 1,a0
jrnz PLHU ;Not spid mom?
movb *a1(OID),a0
subk 3,a0
jrnz PTK ;Player ring?
move @BRAM,a0
addk 1,a0
move a0,@BRAM
movk 3,a14
and a14,a0
jrnz PTK
movi KILL_PLYR,b0
rets
PLMN ;PLYR/LAND MINE/MINE LAYER/FLAME FROM AHMED FLAME THROWER
MOVB *A1(OID),A0
subk 3,a0 ;Ring?
JREQ NULL
MOVI KILL_PLYR,B0
RETS
NULL CLR B0
RETS
HSPL ;HSTG/PLYR
MOVI GOT_HSTG,B0
RETS
BMLM ;BMB/LAND MINE
MOVI BMLM2,B0
RETS
BMGT ;TIME BOMB/GATES
MOVE *A2(OID),A0
CMPI CLSNEUT|TYPGATE|SUBLAY,A0 ;WILL BOUNCE OFF OF
JRZ NULL ;MIGHT BE SAND BAGS!
MOVI KILL_GATE,B0
RETS
BLHU ;BULLET/BAD GUYS
;CHECK THIS BULLETS ID AND COMPARE TO NON STOPPING BULLET!
;IF IT IS, DON'T KILL_BULL!
MOVE *A1(OID),A0
CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A0
JRNE OKB
;THIS IS A NON STOPPING BULLET, DO NOT KILL, BUT INC THITS COUNT
;INC BULLET HIT TOTAL FOR THIS PLAYER
MOVE *A1(OPLINK),A0,L
MOVE *A0(MYPLYR),A0
MOVI P1DATA,A3
DEC A0
JRZ DB3
MOVI P2DATA,A3
DB3 MOVE *A3(THITS),A0
INC A0
MOVE A0,*A3(THITS)
CLR B0
RETS
OKB
BLFN ;BULLET/FIEND
MOVI DEL_BULL,B0
RETS
BLLY ;BULLET/MINE LAYER/FLAME FROM AHMED
MOVE *A2(OID),A0
BTST 0,A2 ;CHECK FOR SUBFLM!
JRNZ NULL
MOVI DEL_BULL,B0
RETS
BLTR ;BULLET/TREE TRUNK/CRATE
MOVE *A2(OID),A0 ;A2=IMG BULLET IS HITTING
BTST 0,A0
JRNZ NULL ;BR=SAND BAGS
MOVI KILL_BULL,B0 ;WITH POOF IMAGES
RETS
BLTK ;BULLET/TANK
MOVE *A2(OID),A0
BTST 0,A0
JRNZ NULL
MOVI KILL_BULL2,B0
RETS
****************************************************************************
*
*COLLISION ROUTINE
*A1=OBJECT ONE
*A2=OBJECT TWO
*RETURNS: CS= COLLISION, CC= NO COLLISION
*
* CLOBBERS A14
;PIXSCAN:
; movb *A1(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON
; jrn PIXSCANG
; movb *A2(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON
; jrn PIXSCANG ;BR = NO PIXSCAN, JUST RETURN YES
; setc
; rets
*CREATE TIME SLICE WHILE LOCKING OUT INTERRUPTS
PIXSCANG
;REALLY? C'MON
MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13
MMTM SP,B0,B1
move A1,A0
move A2,A8
PUSHST
DINT
MOVE *A0(OIMG),A9,L ;GET IMAGE 0 POINTER
MOVE *A8(OIMG),A7,L ;GET IMAGE 1 POINTER
;SET UP OBJECT BOX ULX,ULY
move *A0(OXPOS),A3,W
move *A0(OYPOS),A14,W
sll 16,A14
movy A14,A3
move *A8(OXPOS),A4,W
move *A8(OYPOS),A14,W
sll 16,A14
movy A14,A4
MOVE *A0(OFLAGS),A6
MOVE A6,B0 ;FLAGS FOR OBJECT 0
MOVE *A8(OFLAGS),A6
MOVE A6,B1 ;FLAGS OBJECT 1
POPST
MOVE *A9(ISIZE),A5,L
MOVE *A7(ISIZE),A6,L
ADDXY A3,A5 ;NOW WE HAVE LRX0 AND LRY0
ADDXY A4,A6 ;LRX1,LRY1
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
MOVE A0,A10
*
*BOX HAS INTERSECTED
*PERFORM PIXEL SCAN
*A3=TLX0,TLY0
*A4=TLX1,TLY1
*A5=LRX0,LRX1
*A6=LRX1,LRY1
*A7=IMAGE 1 DATA HEADER POINTER
*A8=IMAGE 1 OBJECT POINTER
*A9=IMAGE 0 DATA HEADER POINTER
*A10=IMAGE 0 OBJECT POINTER
*B0=FLAGS OBJECT 0
*B1=FLAGS OBJECT 1
*
*CALCULATE XOFF0,XOFF1,XSCAN
*A11=XOFF0
*A12=XOFF1
*A13=XSCAN
*
MOVE A3,A2
SUBXY A4,A2
SEXT A2,W
JRNN CLX1
NEG A2
MOVE A2,A11 ;OBJECT 1 TO THE RIGHT
CLR A12
MOVE A4,A13 ;RIGHTMOST TOP LEFT
JRUC CLX2
CLX1: ;OBJECT 0 TO THE RIGHT
MOVE A2,A12
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,W
NEG A13
*CALCULATE YOFF0,YOFF1,YSCAN
*A3=TLX0,TLY0
*A4=TLX1,TLY1
*A5=LRX0,LRX1
*A6=LRX1,LRY1
*COMPUTE:
*A2=YOFF0
*A3=YOFF1
*A14=YSCAN
SRA 16,A3 ;BLOW AWAY X COORDS
SRA 16,A4
SRA 16,A5
SRA 16,A6
MOVE A3,A2
SUB A4,A2
JRNN CLY1
NEG A2
CLR A3 ;OBJECT 1 TO THE RIGHT
MOVE A4,A14 ;RIGHTMOST TOP LEFT
JRUC CLY2
CLY1: ;OBJECT 0 TO THE RIGHT
MOVE A3,A14
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
*
*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(ISIZE),A5,W
ADDK 3,A5 ;CORRECT ERRONEOUS WIDTH (THANX, WARREN)
srl 2,A5
sll 2,A5
*CHECK OBJECT 0 FLIPS
*
BTST B_FLIPH,B0
JRNE CL0HF ;HORIZONTAL FLIP
BTST B_FLIPV,B0
JRNE CL0VF ;VERTICAL FLIP
*
*NO FLIP CASE
*A2=HINC0=8 (BYTE AT A TIME)
*A5=VINC0=W0-XSCAN
*A4=STARTAD0=IMAGEAD0+(YOFF0 X W0) + XOFF
*
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 ;ADD TO SOURCE ADDRESS
MOVK 8,A2 ;HINC0
SUB A13,A5 ;VINC0=W0-XSCAN
SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING
JRUC CLOBJ1
*
*HORIZONTAL FLIP
*
*A2=HINC0=-8
*A5=VINC0=W0+XSCAN
*A4=STARTAD0=IMAGEAD0+(YOFF0 X W0) + W0-XOFF0-1
CL0HF BTST B_FLIPV,B0 ;VERT FLIP TOO?
JRNE CL0HVF ;HORIZ AND VERT 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
MOVI -8,A2 ;HINC0
ADD A13,A5 ;VINC0=W0+XSCAN
SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING
JRUC CLOBJ1
*
*VERTICAL FLIP
*
*A2=HINC0=8
*A5=VINC0=-W0-XSCAN
*A4=STARTAD0=IMAGEAD0+(H0-YOFF0-1)W0+XOFF0
CL0VF: MOVE *A9(ISIZE+>10),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 ;ADD TO SOURCE ADDRESS
NEG A5 ;-W0
SUB A13,A5 ;-XSCAN
SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING
MOVK 8,A2 ;HINC0
JRUC CLOBJ1
*
*VERTICAL AND HORIZONTAL FLIP
*
*A2=HINC0=-8
*A5=VINC0=-W0-XSCAN
*A4=STARTAD0=(H0-YOFF0-1)W0+W0-XOFF0-1
CL0HVF: MOVE *A9(ISIZE+>10),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 ;ADD TO SOURCE ADDRESS
NEG A5 ;-W0
ADD A13,A5 ;+XSCAN
SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING
MOVI -8,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(ISIZE),A11
ADDK 3,A11 ;CORRECT ERRONEOUS WIDTH (THANX, WARREN)
srl 2,A11
sll 2,A11
*
*CHECK OBJECT 1 FLIPS
*
BTST B_FLIPH,B1
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(ISIZE+>10),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(ISIZE+>10),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
*
*SCAN COLLISION BOX AREA
*
*A0= TEMP DATA HOLDER
*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
PUSHST
DINT ;STOP DMA FUCK
MOVE @INTENB,A0,W
ANDNI X1E,A0
MOVE A0,@INTENB,W
POPST
CSH0:
MOVE @DMACTRL,A0,W ;DMA BUSY?
JRN CSH0 ;YES, WAIT
CSH1:
MOVE A13,A1 ;LOAD LINE COUNTDOWN HORIZ COUNTER
;CSHL: MOVB *A4,A0 ;CHECK IMAGE 0 CORRESPONDING NON ZEROES
; JREQ CSNXH
; MOVB *A6,A0 ;CHECK IMAGE 1
; JRNE CSHIT ;GOT A HIT
;CSNXH:
;FROM GEORGE 5/7/91
CSHL:
MOVB *A4,A0 ;CHECK IMAGE 0 CORRESPONDING NON ZEROES
.IF YUNIT
SLL 26,A0 ;MASK OFF TOP TWO BITS FROM PIXEL
.ELSE
MOVE A0,A0
.ENDIF
JREQ CSNXH
MOVB *A6,A0 ;CHECK IMAGE 1
.IF YUNIT
SLL 26,A0 ;MASK OFF TOP TWO BITS FROM PIXEL
.ELSE
MOVE A0,A0
.ENDIF
JRNE CSHIT ;GOT A HIT
CSNXH:
ADD A2,A4 ;ADD HORIZ INCREMENTS HINC0
ADD A3,A6 ;HINC1
DSJS A1,CSHL ;LOOP UNTIL HOR LINE DONE
ADD A5,A4 ;ADD VERT INCREMENTS
ADD A11,A6
DSJS A14,CSH1 ;LOOP UNTIL VERT DONE
CSFAIL:
MOVE B13,B13
JRZ CSFNODMA ;DON'T REACTIVATE DMA INTS
PUSHST
DINT
MOVE @INTENB,A0,W
ORI X1E,A0
MOVE A0,@INTENB,W
POPST
CSFNODMA
CLRC
JRUC CSHXXX
CSHIT:
MOVE B13,B13
JRZ CSFLAGS ;DON'T REACTIVATE DMA INTS
PUSHST
DINT
MOVE @INTENB,A0,W
ORI X1E,A0
MOVE A0,@INTENB,W
POPST
CSFLAGS
SETC
CSHXXX:
MMFM SP,B0,B1
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13
RETS
.END