1478 lines
34 KiB
NASM
1478 lines
34 KiB
NASM
**************************************************************
|
||
*
|
||
* Software: TODD ALLEN
|
||
* Initiated: 1989?
|
||
*
|
||
* Modified: Mark Turmell, 7/17/90 -Total Carnage
|
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* Shawn Liptak, 7/?/91 -Speed improvements
|
||
* Shawn Liptak, 7/?/91 -SL type stuff
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||
* Shawn Liptak, 8/30/91 -New collision loop
|
||
* Shawn Liptak, 9/18/91 -Pixscan improvements
|
||
*
|
||
* COPYRIGHT (C) 1991 WILLIAMS ELECTRONICS GAMES, INC.
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*
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*.Last mod - 12/13/91 20:27
|
||
**************************************************************
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.FILE 'COLL2.ASM'
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||
.TITLE "COLLISION ROUTINES"
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||
.WIDTH 132
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||
.OPTION B,D,L,T
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.MNOLIST
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||
|
||
|
||
****************************************************************************
|
||
* When writing collision routines which are to be called from the collision
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* scanner in this file, the following things should be taken into
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* consideration:
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* The collision routines are called, not created..
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* The collision routine receives a ptr to the victims OBJ in A8
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* The collision routine receives a ptr to the killers OBJ in A0
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* The collision routine can destroy A0,A8,A14,B0,B1.
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* Other registers must be preserved!
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*
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* When OBJ1,OBJ2 collide, two routines are called, one with
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* OBJ1 in A8 and the other with OBJ2 in A8. A collision routine
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* should only affect the victim, and not the killer.
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* If a victim object is deleted, it will not be scanned futher.
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* If any other object is deleted, the collision scan will be aborted.
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* To prevent multiple simultaneous collisions of the same victim
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* object, the object ID of the victim object should be modified
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* by the collision routine, if the victims nature is changed.
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; GET THE SYSTEM STUFF
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.INCLUDE "MPROC.EQU" ;MPROC EQUATES
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.INCLUDE "DISP.EQU" ;DISPLAY PROCESSOR EQUATES
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.INCLUDE "\VIDEO\SYS\SYS.INC" ;ZUNIT SYSTEM EQUATES
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.INCLUDE "\VIDEO\SYS\GSP.INC" ;ZUNIT SYSTEM EQUATES
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.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS, YEAH!
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.INCLUDE "GAME.EQU"
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.INCLUDE "IMGTBL.GLO"
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;SOUNDS
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;SYMBOLS EXTERNALLY DEFINED
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.ref BMBLTSON,RANDPER,GATE_PLYR,GETUGH,LAND
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.ref SPRAYON,EXTRA,RINGON,NSTPON,KEYON,SHOEON,SMRTON,BMBON
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.ref KILL_PLYR,KILL_BULL,BNC_PLYR,BNC_PLYR2,KILL_GATE,BMLM2,PCNT
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.ref GOT_HSTG,KILL_CRT,KILL_HULK,BAT_PLYR,DEL_BULL,TCSH,KILL_CRT2
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.ref PUSH_FT,YKIL_FT,YKIL_FT2,FIREON,SPDGON,GRENON,HLPON,LSDMG
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.ref KILL_HULKZ,KILL_CBALL,KILL_BULL2,KILL_BULL3
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.ref I_FLM,YKIL_RNG,FND_PROXCHK
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.ref HIT_TURET,HIT_TNK,HIT_TNK2,P1DATA,P2DATA
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.ref FLAME_LAY,YKIL_LAY,KILL_BULLG
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.ref KILL_AHMDZ,KILL_AHMD,plyr_spiton
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.ref slt_hit,slt_ringhit,slt_bbhit,spidegg_touch
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.ref bombsmn_touch
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.ref orcus_hit,bossd_t,aboss_hit
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;SYMBOLS DEFINED IN THIS FILE
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.DEF COLLISIONS,SHORT_PLYR,OUT_FLG
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;UNINITIALIZED RAM DEFINITIONS
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.BSS PList,32*(NOBJ+1) ;list of objects of class player
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.BSS NList,32*(NOBJ+1) ;list of objects of class neutral
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.BSS EList,32*(NOBJ+1) ;list of objects of class enemy
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.BSS DumObj,OBSIZ
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.BSS OUT_FLG,16 ;1=DON'T CONT SCANNING THIS OBJECT
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.BSS BRAM,16 ;RAM FOR THROWING OUT PLTK COLLIDES
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;NOBJ=NUMBER OF OBJECTS TO DISPLAY
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;EQUATES FOR THIS FILE
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ODMAIMG .EQU OIMG
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ODMAFLG .EQU OFLAGS
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IBAT .EQU PDATA+464 ;UHW BAT FLAG 0=OFF, 1=ON
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;SAME AS IN NEWHULK.ASM
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****************************************************************************
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* Old collision loop
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.if 0 ;Not used!!
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.def debugtime
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.def debugtimem
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.bss debugtime ,16
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.bss debugtimem ,16
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COLLISIONS
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SLEEPK 1
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move @VCOUNT,b5
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move @WORLDTLX+16,A6 ;* COLLISION SCAN FOR OBJECTS ON SCREEN
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movi 400,A14 ;End of Scan area
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coll1 move A6,A7 ;A7 Sector Xmin
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addi 128,A6 ;A6 Sector Xmax
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subi 128,A14
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jrnn XmaxOk
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add A14,A6
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XmaxOk movi OBJLST,a0 ;Object list to check
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callr cscnrng
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move A14,A14
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jrp coll1
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move @VCOUNT,b0
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sub b5,b0
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jrhs coll10
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addi >120,b0 ;VTOTAL
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coll10 move @debugtime,b1
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add b0,b1
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srl 1,b1
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move b1,@debugtime
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move @debugtimem,b2
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cmp b1,b2
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jrge coll20
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move b1,@debugtimem ;New max
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coll20 jruc COLLISIONS
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********************************
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*A0 * to obj list to scan
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*A6 Xmax
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*A7 Xmin
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*Scan OBJ list, any collideable OBJ overlapping Xmin-Xmax put on
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*either EList,PList or NList depending on class
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*Call ColLists with each pair of lists
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cscnrng
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mmtm sp,a6,a7,a14
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movi PList,A9 ;Build collision lists
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move a9,a4
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movi EList,A10
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movi NList,A11
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jruc MkLists
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csr20 move a0,*a10+,L ;Insert obj on enemy list
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MkLists move *a0,a0,L ;Get next obj
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jrz GotLists
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move *a0(OXPOS),a1 ;OBJ CAN LIE ON max/min boundary
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cmp a6,a1
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jrhi MkLists
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move *a0(OSIZEX),a2
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add a2,a1
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cmp a7,a1
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jrlo MkLists ;Out of range?
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movb *a0(OFLAGS+B_NOCOLL-7),a2
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jrn MkLists ;Not collideable?
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move *a0(OID),a2 ;Check Class
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jrn csr20 ;Enemy?
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btst 14,a2
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jrnz csr40 ;Player?
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move a0,*a11+,L ;Insert obj on neutral list
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jruc MkLists
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csr40 move a0,*a9+,L ;Insert obj on player list
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jruc MkLists
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GotLists
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clr a0 ;Null terminate each list
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move a0,*a9,L
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move a0,*a10,L
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move a0,*a11,L
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move *A4,A0,L
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jrz NoPList ;Nothing on player list?
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movi EList,A3 ;E/P
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callr ColLists
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movi NList,A3 ;N/P
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movi PList,A4
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callr ColLists
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NoPList
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ScnRngX mmfm sp,a6,a7,a14
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rets
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.endif
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****************************************************************************
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* Collision loop (New version)
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COLLISIONS
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SLEEPK 1
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move @WORLDTLX+16,a6 ;A6=Xmin
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move a6,a7
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addi 100,a7 ;A7=Xmax
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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callr collx
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jruc COLLISIONS
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********************************
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* Build lists and collide based on X
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* A6=XMin
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* A7=XMax (+1)
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collx
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movi OBJLST,a0 ;Object list to check
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movi PList,a9 ;Build collision lists
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move a9,b4 ;Set A5/B4 for 1st collision call
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movi EList,a10
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move a10,a5
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movi NList,a11
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jruc mklists
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csr20 move a0,*a10+,L ;Insert on enemy list
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mklists move *a0,a0,L ;Get next obj
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jrz gotlists
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movb *a0(OFLAGS+B_NOCOLL-7),a2
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jrn mklists ;Not collideable?
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move *a0(OXPOS),a1 ;Obj can lie on max/min boundary
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cmp a7,a1
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jrge mklists ;Out of range?
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move *a0(OSIZEX),a2
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add a2,a1
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cmp a6,a1
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jrle mklists ;Out of range?
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move *a0(OID),a2 ;Check Class
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jrn csr20 ;Enemy?
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btst 14,a2
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jrnz csr40 ;Player?
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move a0,*a11+,L ;Insert on neutral list
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jruc mklists
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csr40 move a0,*a9+,L ;Insert on player list
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jruc mklists
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gotlists
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move a0,*a9,L ;Null terminate each list
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move a0,*a10,L
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move a0,*a11,L
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callr ColLists ;Collide enemy to player
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movi NList,a5
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movi PList,b4
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; jruc ColLists ;Collide neutral to player
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;Fall through
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********************************
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* Collide objects on list A5 with those on LIST B4
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* A5,B4=ptrs to null terminated tables of object ptrs
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ColLists
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CLstsLp0
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move *a5+,a1,L
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jrz scndone
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;Load up coors of obj from first list
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move *a1(OXPOS),a9 ;A9=OBJ1 Xmin
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jrz CLstsLp0 ;Deleted?
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move *a1(OSIZEX),a10 ;A10=OBJ1 Xmax (+1)
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add a9,a10
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move *a1(OYPOS),a7 ;A7=OBJ1 Ymin
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move *a1(OSIZEY),a11 ;A11=OBJ1 Ymax (+1)
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add a7,a11
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|
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move b4,a6 ;Load head of second list
|
||
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PScnLp1 move *a6+,a2,L
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jrz CLstsLp0
|
||
|
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move *a2(OYPOS),a0 ;Check objs A1,A2 for intersection
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||
cmp a11,a0
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jrge PScnLp1 ;Y2Min >= Y1Max?
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move *a2(OSIZEY),a14
|
||
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
|
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move b0,b1 ;B1=*Collision routine for obj A1
|
||
SWAP a1,a2
|
||
callr ColFunc
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||
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
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||
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
|
||
|
||
|
||
|