total-carnage/COLL2.ASM

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NASM
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**************************************************************
*
* Software: TODD ALLEN
* Initiated: 1989?
*
* Modified: Mark Turmell, 7/17/90 -Total Carnage
* Shawn Liptak, 7/?/91 -Speed improvements
* Shawn Liptak, 7/?/91 -SL type stuff
* Shawn Liptak, 8/30/91 -New collision loop
* Shawn Liptak, 9/18/91 -Pixscan improvements
*
* COPYRIGHT (C) 1991 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 12/13/91 20:27
**************************************************************
.FILE 'COLL2.ASM'
.TITLE "COLLISION ROUTINES"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
****************************************************************************
* 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,A14,B0,B1.
* Other registers must be preserved!
*
* 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
;SYMBOLS EXTERNALLY DEFINED
.ref BMBLTSON,RANDPER,GATE_PLYR,GETUGH,LAND
.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,KILL_BULL3
.ref I_FLM,YKIL_RNG,FND_PROXCHK
.ref HIT_TURET,HIT_TNK,HIT_TNK2,P1DATA,P2DATA
.ref FLAME_LAY,YKIL_LAY,KILL_BULLG
.ref KILL_AHMDZ,KILL_AHMD,plyr_spiton
.ref slt_hit,slt_ringhit,slt_bbhit,spidegg_touch
.ref bombsmn_touch
.ref orcus_hit,bossd_t,aboss_hit
;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
****************************************************************************
* Old collision loop
.if 0 ;Not used!!
.def debugtime
.def debugtimem
.bss debugtime ,16
.bss debugtimem ,16
COLLISIONS
SLEEPK 1
move @VCOUNT,b5
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
add A14,A6
XmaxOk movi OBJLST,a0 ;Object list to check
callr cscnrng
move A14,A14
jrp coll1
move @VCOUNT,b0
sub b5,b0
jrhs coll10
addi >120,b0 ;VTOTAL
coll10 move @debugtime,b1
add b0,b1
srl 1,b1
move b1,@debugtime
move @debugtimem,b2
cmp b1,b2
jrge coll20
move b1,@debugtimem ;New max
coll20 jruc COLLISIONS
********************************
*A0 * 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
cscnrng
mmtm sp,a6,a7,a14
movi PList,A9 ;Build collision lists
move a9,a4
movi EList,A10
movi NList,A11
jruc MkLists
csr20 move a0,*a10+,L ;Insert obj on enemy list
MkLists move *a0,a0,L ;Get next obj
jrz GotLists
move *a0(OXPOS),a1 ;OBJ CAN LIE ON max/min boundary
cmp a6,a1
jrhi MkLists
move *a0(OSIZEX),a2
add a2,a1
cmp a7,a1
jrlo MkLists ;Out of range?
movb *a0(OFLAGS+B_NOCOLL-7),a2
jrn MkLists ;Not collideable?
move *a0(OID),a2 ;Check Class
jrn csr20 ;Enemy?
btst 14,a2
jrnz csr40 ;Player?
move a0,*a11+,L ;Insert obj on neutral list
jruc MkLists
csr40 move a0,*a9+,L ;Insert obj on player list
jruc MkLists
GotLists
clr a0 ;Null terminate each list
move a0,*a9,L
move a0,*a10,L
move a0,*a11,L
move *A4,A0,L
jrz NoPList ;Nothing on player list?
movi EList,A3 ;E/P
callr ColLists
movi NList,A3 ;N/P
movi PList,A4
callr ColLists
NoPList
ScnRngX mmfm sp,a6,a7,a14
rets
.endif
****************************************************************************
* Collision loop (New version)
COLLISIONS
SLEEPK 1
move @WORLDTLX+16,a6 ;A6=Xmin
move a6,a7
addi 100,a7 ;A7=Xmax
move a7,b3
callr collx
move b3,a6
move a6,a7
addi 100,a7
move a7,b3
callr collx
move b3,a6
move a6,a7
addi 100,a7
move a7,b3
callr collx
move b3,a6
move a6,a7
addi 100,a7
callr collx
jruc COLLISIONS
********************************
* Build lists and collide based on X
* A6=XMin
* A7=XMax (+1)
collx
movi OBJLST,a0 ;Object list to check
movi PList,a9 ;Build collision lists
move a9,b4 ;Set A5/B4 for 1st collision call
movi EList,a10
move a10,a5
movi NList,a11
jruc mklists
csr20 move a0,*a10+,L ;Insert on enemy list
mklists move *a0,a0,L ;Get next obj
jrz gotlists
movb *a0(OFLAGS+B_NOCOLL-7),a2
jrn mklists ;Not collideable?
move *a0(OXPOS),a1 ;Obj can lie on max/min boundary
cmp a7,a1
jrge mklists ;Out of range?
move *a0(OSIZEX),a2
add a2,a1
cmp a6,a1
jrle mklists ;Out of range?
move *a0(OID),a2 ;Check Class
jrn csr20 ;Enemy?
btst 14,a2
jrnz csr40 ;Player?
move a0,*a11+,L ;Insert on neutral list
jruc mklists
csr40 move a0,*a9+,L ;Insert on player list
jruc mklists
gotlists
move a0,*a9,L ;Null terminate each list
move a0,*a10,L
move a0,*a11,L
callr ColLists ;Collide enemy to player
movi NList,a5
movi PList,b4
; jruc ColLists ;Collide neutral to player
;Fall through
********************************
* Collide objects on list A5 with those on LIST B4
* A5,B4=ptrs to null terminated tables of object ptrs
ColLists
CLstsLp0
move *a5+,a1,L
jrz scndone
;Load up coors of obj from first list
move *a1(OXPOS),a9 ;A9=OBJ1 Xmin
jrz CLstsLp0 ;Deleted?
move *a1(OSIZEX),a10 ;A10=OBJ1 Xmax (+1)
add a9,a10
move *a1(OYPOS),a7 ;A7=OBJ1 Ymin
move *a1(OSIZEY),a11 ;A11=OBJ1 Ymax (+1)
add a7,a11
move b4,a6 ;Load head of second list
PScnLp1 move *a6+,a2,L
jrz CLstsLp0
move *a2(OYPOS),a0 ;Check objs A1,A2 for intersection
cmp a11,a0
jrge PScnLp1 ;Y2Min >= Y1Max?
move *a2(OSIZEY),a14
add a14,a0
cmp a7,a0
jrle PScnLp1 ;Y2Max <= Y1Min?
move *a2(OXPOS),a0 ;Signed compares because objs may lie on 0
jrz PScnLp1 ;Deleted?
cmp a10,a0
jrge PScnLp1 ;X2Min >= X1Max?
move *a2(OSIZEX),a14
add a14,a0
cmp a9,a0
jrle PScnLp1 ;X2Max <= X1Min?
callr ColFunc ;>Call colfunc for obj A1 and A2
move b0,b1 ;B1=*Collision routine for obj A1
SWAP a1,a2
callr ColFunc
SWAP a1,a2
move b0,b2 ;B2=*Collision routine for obj A2
or b1,b0 ;Set z flag if both are zero
jrz PScnLp1
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 PIXSCAN
jrnc PScnLp1 ;BR=THIS WASN'T REALLY A COLLISION
SkPxScn0
clr a0
move a0,@OUT_FLG ;Clr flag
move b1,b1
jrz PObj2Col
move a1,a8
move a2,a0
call b1 ;Call collision for A1
PObj2Col
move b2,b2
jrz PCkFree
move a2,a8
move a1,a0
call b2 ;Call collision for A2
PCkFree move @OUT_FLG,a0
jrz PScnLp1 ;Continue scan?
jruc CLstsLp0
scndone rets
****************************************************************************
* Return in B0 routine for obj A1 struck by obj A2
* Trashes A3-A4
ColFunc
movb *a1(OID+8),a3
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
;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, PLFG, PLSL, NULL, PLMN
.LONG PLJT, PLAF, PLBT, PLFL, NULL, NULL, NULL, NULL
;0200
;PLAYER BULLET
.LONG NULL, NULL, NULL, BLTR, BLTR, NULL, NULL, NULL
.LONG NULL, BLTR, BLHU, BLFN, NULL, NULL, NULL, BLGR
.LONG BLTK, BLTK, BLLY, BLFN, BLFG, BLSL, NULL, NULL
.LONG BLTR, BLAF, NULL, BLTR, 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, LSHU, 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
;ORCUS
.LONG NULL, NULL, FGBL, NULL, NULL, FGBM, 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 ENEMY
.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
;JETS
.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
;Akhboob's flying death machine
.LONG NULL, NULL, AFBL, NULL, NULL, AFBM, 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
;BOLT OF ELECTRICITY
.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
;CHECKPOINT US FLAG
.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
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, BTR60, ETC.
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
HUBD ;KILL HULK, BUT NO POINTS GIVEN!
HUBM ;HULK/TIME BOMB
HUBL 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
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
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 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)
MOVE *A1(OID),A0
ANDI F_SUBT,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,BMBLTSON,0
.long spidegg_touch,bombsmn_touch
********************************
* Orcus
PLFG
move @bossd_t-16,a0
jrnz NULL
move *a2(OID),a0
cmpi -CLSENMY|TYPFACE|SUBHD,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBSHLDL,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBSHLDR,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBARML,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBARMR,a0
jreq NULL
movb *a1(OID),a0
subk 3,a0
jreq PTK ;Rings on?
move *a1(OPLINK),a0,L
move *a0(DELYDET),a3
jrnz PTK ;Delay on?
move *a0(TSO_PTR),a3,L
move *a3(OIMG),a3,L
cmpi LAND,a3
jrz NULL
move *a0(DEAD),a3
jrnz bncp2 ;Dead? Bounce
; clr a3
; move a3,*a0(DELYDET)
movi KILL_PLYR,b0
rets
BLFG movb *a1(OID),a0 ;Get subtype
subk 4,a0
jreq blfg20 ;Arc balls?
move @bossd_t-16,a0
jrnz NULL ;In air?
blfg20 movi KILL_BULL3,b0
rets
FGBM
FGBL movb *a2(OID),a0 ;Get subtype
subk 4,a0
jreq fgbl20 ;Arc balls?
move @bossd_t-16,a0
jrnz NULL
fgbl20 movi orcus_hit,b0
rets
********************************
* Akhboob's flying death machine
PLAF
; move @bossd_t-16,a0
; jrnz NULL
move *a2(OID),a0
cmpi -CLSENMY|TYPABOSS|SUBABBACK,a0
jreq NULL ;Back?
movb *a1(OID),a0
subk 3,a0
jreq PTK ;Rings on?
move *a1(OPLINK),a0,L
move *a0(DELYDET),a3
jrnz PTK ;Delay on?
move *a0(TSO_PTR),a3,L
move *a3(OIMG),a3,L
cmpi LAND,a3
jrz NULL
move *a0(DEAD),a3
jrnz bncp2 ;Dead? Bounce
movi GATE_PLYR,b0
; movi KILL_PLYR,b0
rets
BLAF movb *a1(OID),a0 ;Get subtype
subk 4,a0
jreq blaf20 ;Arc balls?
; move @bossd_t-16,a0
; jrnz NULL ;In air?
blaf20 movi KILL_BULL3,b0
rets
AFBM
AFBL movb *a2(OID),a0 ;Get subtype
subk 4,a0
jreq fgaf20 ;Arc balls?
; move @bossd_t-16,a0
; jrnz NULL
fgaf20 movi aboss_hit,b0
rets
********************************
PLHU
MOVB *A1(OID),A0 ;CHECK TO SEE IF OID SAYS THIS IS A RING
subk 3,a0
JREQ NULL
MOVI KILL_PLYR,B0
RETS
WOO2 .WORD >F97E,48,>80CC,0 ;"YEAH"
;USA .WORD >F97E,48,>80F0,0 ;USA
PLFL ;PLAYER/FLAG
MOVI WOO2,A0
CALLA ONESND
MOVI BNC_PLYR,B0 ;PLYR/TREE TRUNK/CRATE
RETS
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
PLJT MOVI BNC_PLYR2,B0 ;PLYR/JET
RETS
PLTR2
MOVI 600,A0
CALLA RANDPER
JRC NULL
MOVI BNC_PLYR,B0 ;PLYR/TREE TRUNK/CRATE
RETS
PLGT MOVE *A2(OID),A0
CMPI CLSNEUT|TYPGATE|SUBLAY,A0 ;WILL BOUNCE OFF OF
JRZ PLTR2
MOVI BNC_PLYR2,B0 ;PLYR/GATE
MOVE *A1(OPLINK),A0,L
MOVE *A0(DELYDET),A0
JRNZ EKRU
MOVI GATE_PLYR,B0 ;PLYR/GATE
EKRU RETS
PLBT ;PLYR WITH BOLT
MOVE *A1(OPLINK),A0,L
MOVE *A0(DELYDET),A0
JRNZ EKRU
MOVI 200,A0 ;THROW OUT 80% OF COLLISIONS
CALLA RANDPER
JRNC EKRU
MOVI GATE_PLYR,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
sll 32-2,a0
JRNZ PTK
MOVI KILL_PLYR,B0
RETS
PTK MOVE @PCNT,A0
sll 32-4,a0
jrnz bncp2
PUSH A1
CALLA GETUGH
PULL A1
bncp2 MOVI BNC_PLYR2,B0
RETS
********************************
* Player hits shawn type
PLSL movb *a2(OID),a0
subk SUBSM,a0
jrnz PLHU ;!Spid mom?
jruc PLTK
NULL clr b0
rets
PLMN ;PLYR/LAND MINE/MINE LAYER/FLAME FROM AHMED FLAME THROWER
MOVB *A1(OID),A0
;CHECK TO SEE IF OID SAYS THIS IS A RING
subk 3,a0 ;Ring?
JREQ NULL
MOVI KILL_PLYR,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
BLGR ;BULLET/JUMPING OUT OF PIT
MOVE *A2(OID),A0 ;A2=IMG BULLET IS HITTING
BTST 0,A0
JRNZ NULL ;BR=SAND BAGS
MOVI KILL_BULLG,B0 ;WITH POOF IMAGES
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
*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(OFLAGS),a6
move a6,b0 ;B0=flags object 0
move *a8(OFLAGS),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(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 ;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(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 ;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(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
*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