wwf-wrestlemania/BACKUP/REACT2.ASM

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**************************************************************
*
* Software: Jamie Rivett
* Initiated: 8/8/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "react2.asm"
.title "wrester reactions to hits"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "display.equ" ;Display proc equates
.include "gsp.equ" ;Gsp asm equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "audit.equ"
.include "sound.h"
.include "ring.equ"
.include "lifebar.h"
******************************************************************************
* EXTERNAL REFERENCES
.ref change_anim1a
.ref wres_collis_off
;MJT Start
; .ref inc_burnout
;MJT End
.ref block_hit
.ref face_each_other
.ref set_getup_time
.ref fall_back_tbl
.ref triple_sound,CALL_AVERAGE_MOVE
.REF CALL_NASTY_MOVE
******************************************************************************
* EXTERNAL ANIM SEQUENCES
;BAM BAM
.ref bam_heldoh_anim
; .ref bam_ocrun_anim
.ref bam_hitonground_anim
.ref bam_4_losebal_anim
;DOINK
.ref dnk_hitonground_anim
.ref dnk_heldoh_anim
; .ref dnk_ocrun_anim
.ref dnk_fall_back_anim
.ref dnk_4_losebal_anim
.ref dnk_knockdwn_anim
;BRET
.ref hrt_4_losebal_anim,hrt_fall_back_anim
.ref hrt_hitonground_anim
;LEX
.ref lex_4_losebal_anim
.ref lex_heldoh_anim
.ref lex_hitonground_anim
; .ref lex_ocrun_anim
;RAZOR
.ref rzr_4_losebal_anim
; .ref rzr_ocrun_anim
.ref rzr_heldoh_anim
.ref rzr_fall_back_anim
.ref rzr_hitonground_anim
;SHAWN
.ref shn_4_losebal_anim
.ref shn_hitonground_anim
.ref shn_heldoh_anim
; .ref shn_ocrun_anim
;TAKER
.ref und_hitonground_anim
.ref und_heldoh_anim
; .ref und_ocrun_anim
.ref und_4_losebal_anim
;YOKO
.ref yok_4_losebal_anim
.ref yok_hitonground_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
#*****************************************************************************
;AMODE_UPRCUT 5
SUBR hit_uprcut
move *a13(PLYRMODE),a1
cmpi MODE_BLOCK,a1
jrnz #noblock
calla block_hit
rets
#noblock
GETLIFE
jrz #skip
;Any hit mode which does a fall back sequence onto the ground
;will not check dizzy at the start.
;The check dizzy happens in the sequence.
SETMODE NORMAL
#skip
; calla inc_burnout
WRSNDX UPRCUT_L1,UPRCUT_L2
FACETBL fall_back_tbl
calla change_anim1a
clr a0
move a0,*a13(ROLL_POS)
calla set_getup_time
movi [11,0],a0
move a0,*a13(OBJ_YVEL),L
movi [2,0],a2
move *a10(OBJ_XPOSINT),a0
move *a13(OBJ_XPOSINT),a1
cmp a0,a1 ;offx - defx
jrgt #fall_right ;attacker on left
movi [-2,0],a2
#fall_right
move a2,*a13(OBJ_XVEL),L
#isdead
calla wres_collis_off
rets
#*****************************************************************************
;AMODE_LBOWDROP 6
SUBR hit_lbowdrop
;if we're standing, ignore this
move *a13(PLYRMODE),a0
cmpi MODE_NORMAL,a0
jrz #isdead
cmpi MODE_BLOCK,a0
jrz #isdead
GETLIFE
jrz #isdead
WRSNDX LBOWDROP_L1,LBOWDROP_L2
;MJT Start
; calla inc_burnout
;MJT End
calla wres_collis_off
; move *a13(PLYRMODE),a0
; cmpi MODE_ONGROUND,a0
FACETBL hitonground
calla change_anim1a
#isdead
calla wres_collis_off
rets
hitonground
.long hrt_hitonground_anim ;0 Bret Hart
.long rzr_hitonground_anim ;1 Razor Ramon
.long und_hitonground_anim ;2 Undertaker
.long yok_hitonground_anim ;3 Yokozuna
.long shn_hitonground_anim ;4 Shawn Michaels
.long bam_hitonground_anim ;5 Bam Bam
.long dnk_hitonground_anim ;6 Doink
.long 0 ;7 spare
.long lex_hitonground_anim ;8 Lex Luger
.long 0 ;9 Referee
#*****************************************************************************
;AMODE_BLBOWDROP 25
SUBR hit_blbowdrop
WRSNDX LBOWDROP_L1,LBOWDROP_L2
;SOUNDS_DONE
GETLIFE
jrz #isdead
;MJT Start
; calla inc_burnout
;MJT End
calla wres_collis_off
move *a13(PLYRMODE),a0
cmpi MODE_ONGROUND,a0
jrz #on_grnd
cmpi MODE_DEAD,a0
jrz #on_grnd
;Knock standing opponent onto ground
; move *a13(PLYR_DIZZY),a0
; jrz #nodiz
;
; FACETBL #knockdwn_dizzy
; calla change_anim1a
; calla wres_collis_off
; rets
;#nodiz
calla set_getup_time
FACETBL #knockdwn
calla change_anim1a
calla wres_collis_off
rets
#on_grnd
FACETBL hitonground
calla change_anim1a
#isdead
calla wres_collis_off
rets
#knockdwn
.ref hrt_knockdwn_anim
.ref rzr_knockdwn_anim
.ref und_knockdwn_anim
.ref yok_knockdwn_anim
.ref shn_knockdwn_anim
.ref bam_knockdwn_anim
.ref dnk_knockdwn_anim
.ref lex_knockdwn_anim
.long hrt_knockdwn_anim ;0 Bret Hart
.long rzr_knockdwn_anim ;1 Razor Ramon
.long und_knockdwn_anim ;2 Undertaker
.long yok_knockdwn_anim ;3 Yokozuna
.long shn_knockdwn_anim ;4 Shawn Michaels
.long bam_knockdwn_anim ;5 Bam Bam
.long dnk_knockdwn_anim ;6 Doink
.long 0 ;7 spare
.long lex_knockdwn_anim ;8 Lex Luger
.long 0 ;9 Referee
;#knockdwn_dizzy
; .long dnk_knockdwn_dizzy_anim ;0 Bret Hart
; .long dnk_knockdwn_dizzy_anim ;1 Razor Ramon
; .long dnk_knockdwn_dizzy_anim ;2 Undertaker
; .long dnk_knockdwn_dizzy_anim ;3 Yokozuna
; .long dnk_knockdwn_dizzy_anim ;4 Shawn Michaels
; .long dnk_knockdwn_dizzy_anim ;5 Bam Bam
; .long dnk_knockdwn_dizzy_anim ;6 Doink
; .long dnk_knockdwn_dizzy_anim ;7 spare
; .long dnk_knockdwn_dizzy_anim ;8 Lex Luger
; .long dnk_knockdwn_dizzy_anim ;9 Referee
#*****************************************************************************
;AMODE_GRABHOLD 7
SUBR hit_grabhold
GETLIFE
jrz #isdead
WRSNDX GRABHOLD_L1,GRABHOLD_L2
SETMODE ATTACHED
move a10,*a13(ATTACH_PROC),L ;proc attached to
move a13,*a10(ATTACH_PROC),L
FACETBL #heldoh
calla change_anim1a
#isdead
calla wres_collis_off
rets
#heldoh
.long dnk_heldoh_anim ;0 Bret Hart
.long rzr_heldoh_anim ;1 Razor Ramon
.long und_heldoh_anim ;2 Undertaker
.long dnk_heldoh_anim ;3 Yokozuna
.long shn_heldoh_anim ;4 Shawn Michaels
.long bam_heldoh_anim ;5 Bam Bam
.long dnk_heldoh_anim ;6 Doink
.long dnk_heldoh_anim ;7 spare
.long lex_heldoh_anim ;8 Lex Luger
.long dnk_heldoh_anim ;9 Referee
;Blank amode here....
SUBR hit_grabfling
rets
.if 0
#*****************************************************************************
;AMODE_GRABFLING 8
SUBR hit_grabfling
move *a13(PLYRMODE),a0
cmpi MODE_RUNNING,a0
jrnz #cont
move *a13(GETUP_TIME),a0 ;delay b4 gaining control
jrnz #out
#cont
calla face_each_other
SETMODE RUNNING
move *a13(PLYR_DIZZY),a0
jrnz #diz
calla set_getup_time
#diz
move *a13(FACING_DIR),a0 ;use facing
andi PLAYER_LEFT_VAL|PLAYER_RIGHT_VAL,a0
move a0,*a13(MOVE_DIR)
move a10,*a13(ATTACH_PROC),L ;proc attached to
move a13,*a10(ATTACH_PROC),L
FACETBL #ocrun
calla change_anim1a
calla wres_collis_off
#out rets
#ocrun
.long dnk_ocrun_anim ;0 Bret Hart
.long rzr_ocrun_anim ;1 Razor Ramon
.long und_ocrun_anim ;2 Undertaker
.long dnk_ocrun_anim ;3 Yokozuna
.long shn_ocrun_anim ;4 Shawn Michaels
.long bam_ocrun_anim ;5 Bam Bam
.long dnk_ocrun_anim ;6 Doink
.long dnk_ocrun_anim ;7 spare
.long lex_ocrun_anim ;8 Lex Luger
.long dnk_ocrun_anim ;9 Referee
.if 0
THIS WAS IN SHAWN.ASM & TAKER.ASM
move *a13(FACING_DIR),a0 ;use facing
andi PLAYER_LEFT_VAL|PLAYER_RIGHT_VAL,a0
move a0,*a13(MOVE_DIR)
move *a10(OBJ_XPOSINT),a0
movi 96,a1
move *a10(FACING_DIR),a14
btst MOVE_RIGHT_BIT,a14
jrnz #pos
neg a1
#pos
add a1,a0
move a0,*a13(OBJ_XPOSINT)
move *a10(OBJ_ZPOS),a0,L
addi 10000h,a0
move a0,*a13(OBJ_ZPOS),L ;in front of attacker
subi 20000h,a0
move a0,*a10(OBJ_ZPOS),L
.endif
.endif
#*****************************************************************************
;AMODE_PUSH 9
SUBR hit_push
; move *a13(PLYRMODE),a1
; cmpi MODE_BLOCK,a1
; jrnz #noblock
;
; calla block_hit
; rets
;
;#noblock
WRSNDX LBOWDROP_L1,LBOWDROP_L2
;MJT Start
; calla inc_burnout
;MJT End
SETMODE NORMAL
clr a0
move a0,*a10(OBJ_XVEL),L ;clr attacker's x-vel
FACETBL #losebal
calla change_anim1a
movi [6,0],a2
move *a10(OBJ_XPOSINT),a0
move *a13(OBJ_XPOSINT),a1
cmp a0,a1 ;offx - defx
jrgt #fall_right ;attacker on left
neg a2
#fall_right
move a2,*a13(OBJ_XVEL),L
calla wres_collis_off
rets
#losebal
.long hrt_4_losebal_anim ;0 Bret Hart
.long rzr_4_losebal_anim ;1 Razor Ramon
.long und_4_losebal_anim ;2 Undertaker
.long yok_4_losebal_anim ;3 Yokozuna
.long shn_4_losebal_anim ;4 Shawn Michaels
.long bam_4_losebal_anim ;5 Bam Bam
.long dnk_4_losebal_anim ;6 Doink
.long dnk_4_losebal_anim ;7 spare
.long lex_4_losebal_anim ;8 Lex Luger
.long dnk_4_losebal_anim ;9 Referee
******************************************************************************
.end