279 lines
5.0 KiB
NASM
Executable File
279 lines
5.0 KiB
NASM
Executable File
**************************************************************
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*
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* Software: Jamie Rivett
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* Initiated: 8/8/94
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*
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* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
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*
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**************************************************************
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.file "react9.asm"
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.title "wrester reactions to hits"
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.width 132
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.option b,d,l,t
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.mnolist
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.include "macros.h"
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.include "mproc.equ" ;Mproc equates
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.include "display.equ" ;Display proc equates
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.include "gsp.equ" ;Gsp asm equates
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.include "sys.equ"
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.include "game.equ"
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.include "plyr.equ"
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.include "anim.equ"
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.include "audit.equ"
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.include "sound.h"
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.include "ring.equ"
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.include "lifebar.h"
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******************************************************************************
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* EXTERNAL REFERENCES
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.ref fall_back_tbl,head_hit_dizzy_tbl,head_hit_tbl,head_hit2_tbl
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.ref block_hit_flail,triple_sound,hit_damage_pending
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.ref change_anim1a,wres_collis_off,block_hit
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.ref CALL_FACE_HIT,hitonground_tbl
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.ref knee_hit_tbl,burn_tbl
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******************************************************************************
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* EXTERNAL ANIM SEQUENCES
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;BAM BAM
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;DOINK
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;BRET
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;LEX
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;RAZOR
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;SHAWN
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;TAKER
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;YOKO
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******************************************************************************
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* SYMBOLS DEFINED IN THIS FILE
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******************************************************************************
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* EQUATES FOR THIS FILE
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#*****************************************************************************
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;AMODE_RSLASH 40
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SUBR hit_rslash
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move *a13(PLYRMODE),a1
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cmpi MODE_BLOCK,a1
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jrnz #noblock
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; move *a13(FACING_DIR),a0 ;check for hit
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; move *a13(NEW_FACING_DIR),a1 ;from behind
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; and a0,a1
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; andi MOVE_LEFT|MOVE_RIGHT,a1
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; jrz #noblock
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calla block_hit_flail
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rets
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#noblock
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;All of the damage amounts need to be in lookup tables linked to the wrestler
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;who actually struck the blow.
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CALLA CALL_FACE_HIT
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GETLIFE
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jrz #isdead
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; calla create_damage_points
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WRSNDX RSLASH_L1,RSLASH_L2
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; move *a13(PLYR_DIZZY),a0
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; jrnz #diz
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;
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; calla check_dizzy
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; jrz #not_dizzy
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;
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; movi 5*TSEC,a0
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; move a0,*a13(GETUP_TIME)
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;
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;#diz
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; FACE24TBL head_hit_dizzy_tbl
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; calla change_anim1a
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;
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;
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;#not_dizzy
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;
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; calla inc_burnout
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SETMODE NORMAL
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#do_hit
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move *a13(OBJ_YPOSINT),a14
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move *a13(GROUND_Y),a0
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sub a0,a14
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cmpi 20,a14
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jrge #fall_back
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;normal punch
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FACE24TBL head_hit2_tbl
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calla change_anim1a
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#isdead
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calla wres_collis_off
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rets
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#fall_back
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FACETBL fall_back_tbl
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calla change_anim1a
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calla wres_collis_off
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movi [3,0],a2
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move *a10(OBJ_XPOSINT),a0
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move *a13(OBJ_XPOSINT),a1
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cmp a0,a1 ;offx - defx
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jrgt #fall_right ;attacker on left
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neg a2
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#fall_right
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move a2,*a13(OBJ_XVEL),L
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rets
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#*****************************************************************************
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;AMODE_HEADDSLASH 41
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SUBR hit_headdslash
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WRSNDX RSLASH_L1,RSLASH_L2
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GETLIFE
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jrz #isdead
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FACE24TBL knee_hit_tbl
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calla change_anim1a
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movi 2C000h,a0
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move a0,*a13(OBJ_YVEL),L
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clr a0
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move a0,*a13(OBJ_XVEL),L
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;move a little bit toward the attacker
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movk 5,a2
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move *a10(OBJ_XPOSINT),a0
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move *a13(OBJ_XPOSINT),a1
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cmp a0,a1
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jrle #ok
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neg a2
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#ok
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add a2,a1
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move a1,*a13(OBJ_XPOSINT)
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calla wres_collis_off
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rets
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#isdead
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FACETBL fall_back_tbl
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calla change_anim1a
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movi [4,0],a2
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move *a10(OBJ_XPOSINT),a0
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move *a13(OBJ_XPOSINT),a1
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cmp a0,a1 ;offx - defx
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jrgt #go_rgt ;attacker on left
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neg a2
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#go_rgt
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move a2,*a13(OBJ_XVEL),L
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calla wres_collis_off
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rets
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#*****************************************************************************
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;AMODE_HEADUSLASH 42
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SUBR hit_headuslash
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WRSNDX RSLASH_L1,RSLASH_L2
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GETLIFE
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jrz #isdead
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FACE24TBL knee_hit_tbl
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calla change_anim1a
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movi 40000h,a0
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move a0,*a13(OBJ_YVEL),L
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clr a0
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move a0,*a13(OBJ_XVEL),L
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calla wres_collis_off
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rets
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#isdead
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FACETBL fall_back_tbl
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calla change_anim1a
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movi [4,0],a2
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move *a10(OBJ_XPOSINT),a0
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move *a13(OBJ_XPOSINT),a1
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cmp a0,a1 ;offx - defx
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jrgt #go_rgt ;attacker on left
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neg a2
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#go_rgt
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move a2,*a13(OBJ_XVEL),L
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calla wres_collis_off
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rets
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#*****************************************************************************
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;AMODE_NAPALM 55
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SUBR hit_napalm
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;if we're standing, ignore this
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move *a13(PLYRMODE),a0
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cmpi MODE_NORMAL,a0
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jreq #mode_normal
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cmpi MODE_BLOCK,a0
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jreq #mode_normal
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calla wres_collis_off
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move *a13(PLYRMODE),a0
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cmpi MODE_ONGROUND,a0
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jrz #on_grnd
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cmpi MODE_DEAD,a0
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jrnz #isdead
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#on_grnd
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FACETBL burn_tbl
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calla change_anim1a
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;set the DEAD_ANIM bit - if this hit kills us, we don't want to
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; go through a normal convulse.
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move *a13(STATUS_FLAGS),a14,L
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ori M_DEAD_ANIM,a14
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move a14,*a13(STATUS_FLAGS),L
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WRSNDX LBOWDROP_L1,LBOWDROP_L2
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movi 43h,a0
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calla triple_sound
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#isdead calla wres_collis_off
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rets
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#mode_normal
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;OOPS! Don't do any damage.
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clr a14
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move a14,@hit_damage_pending
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jruc #isdead
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******************************************************************************
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.end
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