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Amiga Format CD 23
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Amiga Format AFCD23 (Feb 1998, Issue 107).iso
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+look_here_1st!+
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alienbreed3d2
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Text File
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1997-11-28
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35KB
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2,319 lines
lastx EQU 0
lasty EQU 2
lastzone EQU 4
lastcpt EQU 6
SEENBY equ 8
DAMAGEDONE equ 10
DAMAGETAKEN equ 12
DEFAULTMODE: dc.w 0
RESPONSEMODE: dc.w 0
FOLLOWUPMODE: dc.w 0
RETREATMODE: dc.w 0
CURRENTMODE: dc.w 0
prowlspeed: dc.w 0
responsespeed: dc.w 0
retreatspeed: dc.w 0
followupspeed: dc.w 0
FOLLOWUPTIMER: dc.w 0
REACTIONTIME: dc.w 0
MIDDLECPT: dc.w 0
VECOBJ: dc.w 0
PLAYERONENOISEVOL: dc.w 0
PLAYERTWONOISEVOL: dc.w 0
AIROUTINE:
move.w #-20,2(a0)
; bsr CHECKDAMAGE
; tst.b numlives(a0)
; bgt.s .notdeadyet
; rts
;.notdeadyet:
cmp.b #1,currentmode(a0)
blt DODEFAULT
beq DORESPONSE
cmp.b #3,currentmode(a0)
blt DOFOLLOWUP
beq DORETREAT
cmp.b #5,currentmode(a0)
beq DODIE
DOTAKEDAMAGE:
jsr WALKANIM
move.w 4(a0),-(a7)
bsr GETROOMSTATSSTILL
move.w (a7)+,d0
cmp.w #1,DEFAULTMODE
blt .notflying
move.w d0,4(a0)
.notflying
tst.b FINISHEDANIM
beq.s stillhurting
move.b #0,currentmode(a0)
move.b #0,WhichAnim(a0)
move.w #0,SecTimer(a0)
stillhurting:
bsr DOTORCH
tst.w 12-64(a0)
blt.s .nocopyin
move.w 12(a0),12-64(a0)
move.w GraphicRoom(a0),GraphicRoom-64(a0)
.nocopyin:
movem.l d0-d7/a0-a6,-(a7)
move.w PLR1_xoff,newx
move.w PLR1_zoff,newz
move.w (a0),d1
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
move.w (a1),oldx
move.w 4(a1),oldz
move.w #-20,Range
move.w #20,speed
jsr HeadTowardsAng
move.w AngRet,d0
add.w ANIMFACING,d0
move.w d0,Facing(a0)
movem.l (a7)+,d0-d7/a0-a6
rts
DODIE:
jsr WALKANIM
bsr GETROOMSTATSSTILL
tst.b FINISHEDANIM
beq.s stilldying
move.w #-1,12(a0)
move.w #-1,GraphicRoom(a0)
move.b #0,16(a0)
clr.b worry(a0)
st getout
stilldying:
tst.w 12-64(a0)
blt.s .nocopyin
move.w 12(a0),12-64(a0)
move.w GraphicRoom(a0),GraphicRoom-64(a0)
.nocopyin:
rts
TAKEDAMAGE:
clr.b getout
moveq #0,d0
move.b damagetaken(a0),d0
move.l DAMAGEPTR,a2
add.w d0,(a2)
move.w (a2),d0
asr.w #2,d0 ; divide by 4
moveq #0,d1
move.b numlives(a0),d1
move.b #0,damagetaken(a0)
cmp.w d0,d1
ble JUSTDIED
move.w #0,ObjTimer(a0)
move.w #0,SecTimer(a0)
jsr GetRand
and.w #3,d0
beq.s .dodododo
move.l WORKPTR,a5
st 1(a5)
move.b #1,currentmode(a0)
move.w #0,SecTimer(a0)
move.w #0,ObjTimer(a0)
move.b #1,WhichAnim(a0)
move.w (a0),d0
move.l ObjectPoints,a1
move.w (a1,d0.w*8),oldx
move.w 4(a1,d0.w*8),oldz
move.w PLR1_xoff,newx
move.w PLR1_zoff,newz
move.w #100,speed
move.w #-20,Range
jsr HeadTowardsAng
move.w AngRet,Facing(a0)
st getout
rts
.dodododo
; asr.w #2,d2
; cmp.w d0,d2
; bgt.s .nostop
move.b #4,currentmode(a0) ; do take damage.
move.b #2,WhichAnim(a0) ; get hit anim.
move.l WORKPTR,a5
st 1(a5)
st getout
rts
.nostop:
rts
getout: dc.w 0
JUSTDIED:
move.b #0,numlives(a0)
move.w TextToShow(a0),d0
blt.s .notext
muls #160,d0
add.l LEVELDATA,d0
move.w #0,SCROLLXPOS
move.l d0,SCROLLPOINTER
add.l #160,d0
move.l d0,ENDSCROLL
move.w #40,SCROLLTIMER
.notext:
move.l ObjectPoints,a2
move.w (a0),d3
move.w (a2,d3.w*8),newx
move.w 4(a2,d3.w*8),newz
moveq #0,d0
move.b TypeOfThing(a0),d0
muls #AlienStatLen,d0
move.l LINKFILE,a2
lea AlienStats(a2),a2
add.l d0,a2
move.b A_TypeOfSplat+1(a2),d0
move.b d0,TypeOfSplat
cmp.b #20,d0
blt gosplutch
sub.b #20,TypeOfSplat
sub.b #20,d0
ext.w d0
move.l LINKFILE,a2
add.l #AlienStats,a2
muls #AlienStatLen,d0
add.l d0,a2
move.l a2,a4
* Spawn some smaller aliens...
move.w #3,d7 ; number to do.
move.l OtherNastyData,a2
add.l #64,a2
move.l ObjectPoints,a1
move.w (a0),d1
move.l (a1,d1.w*8),d0
move.l 4(a1,d1.w*8),d1
move.w #9,d3
spawny:
.findonefree
move.w 12(a2),d2
blt.s .foundonefree
tst.b numlives(a2)
beq.s .foundonefree
adda.w #128,a2
dbra d3,.findonefree
bra .cantshoot
.foundonefree
move.b TypeOfSplat,TypeOfThing(a2)
move.b #0,16(a2)
move.w (a2),d4
move.l d0,(a1,d4.w*8)
move.l d1,4(a1,d4.w*8)
move.w 4(a0),4(a2)
move.w 12(a0),12(a2)
move.w CurrCPt(a0),CurrCPt(a2)
move.w CurrCPt(a0),TargCPt(a2)
move.b #0,currentmode(a2)
move.b #0,WhichAnim(a2)
move.w #0,SecTimer(a2)
move.b #0,damagetaken(a2)
move.b A_HitPoints+1(a4),18(a2)
dbra d7,spawny
.cantshoot
bra spawned
gosplutch:
move.w #8,d2
jsr ExplodeIntoBits
spawned:
move.b #5,currentmode(a0)
move.b #3,WhichAnim(a0)
move.w #0,SecTimer(a0)
move.l WORKPTR,a5
st 1(a5)
st getout
rts
DORETREAT
rts
DODEFAULT:
cmp.w #1,DEFAULTMODE
blt PROWLRANDOM
beq PROWLRANDOMFLYING
rts
DORESPONSE:
cmp.w #1,RESPONSEMODE
blt CHARGE
beq CHARGETOSIDE
cmp.w #3,RESPONSEMODE
blt ATTACKWITHGUN
beq CHARGEFLYING
cmp.w #5,RESPONSEMODE
blt CHARGETOSIDEFLYING
beq ATTACKWITHGUNFLYING
rts
DOFOLLOWUP:
cmp.w #1,FOLLOWUPMODE
blt PAUSEBRIEFLY
beq APPROACH
cmp.w #3,FOLLOWUPMODE
blt APPROACHTOSIDE
beq APPROACHFLYING
cmp.w #5,FOLLOWUPMODE
blt APPROACHTOSIDEFLYING
rts
***************************************************
*** DEFAULT MOVEMENTS *****************************
***************************************************
; Need a FLYING prowl routine
FLYABIT: dc.w 0
PROWLRANDOMFLYING:
move.l #1000*256,StepDownVal
st FLYABIT
bra PROWLFLY
PROWLRANDOM:
clr.b FLYABIT
move.l #30*256,StepDownVal
PROWLFLY:
move.l #20*256,StepUpVal
tst.b damagetaken(a0)
beq.s .nodamage
bsr TAKEDAMAGE
tst.b getout
beq.s .nodamage
rts
.nodamage:
jsr WALKANIM
tst.w PLAYERONENOISEVOL
beq.s .noplayernoise
move.l PLR1_Roompt,a1
tst.b PLR1_StoodInTop
beq.s .pnotintop
addq #1,a1
.pnotintop:
moveq #0,d1
move.b ToZoneCpt(a1),d1
move.w CurrCPt(a0),d0
jsr GetNextCPt
cmp.b #$7f,d0
bne.s .okaway
move.w CurrCPt(a0),d0
.okaway
move.w d0,TargCPt(a0)
.noplayernoise:
moveq #0,d0
move.b teamnumber(a0),d0
blt.s .noteam
lea TEAMWORK(pc),a2
asl.w #4,d0
add.w d0,a2
tst.w SEENBY(a2)
blt.s .noteam
move.w (a0),d0
cmp.w SEENBY(a2),d0
bne.s .noremove
move.w #-1,SEENBY(a2)
bra.s .noteam
.noremove:
asl.w #4,d0
lea NASTYWORK(pc),a1
add.w d0,a1
move.w #0,DAMAGEDONE(a1)
move.w #0,DAMAGETAKEN(a1)
move.l (a2),(a1)
move.l 4(a2),4(a1)
move.l 8(a2),8(a1)
move.l 12(a2),12(a1)
move.w lastcpt(a1),TargCPt(a0)
move.w #-1,lastzone(a1)
bra.s .notseen
.noteam:
move.w (a0),d0
asl.w #4,d0
lea NASTYWORK(pc),a1
add.w d0,a1
move.w #0,DAMAGEDONE(a1)
move.w #0,DAMAGETAKEN(a1)
tst.w lastzone(a1)
blt.s .notseen
move.w lastcpt(a1),TargCPt(a0)
move.w #-1,lastzone(a1)
.notseen:
move.w CurrCPt(a0),d0 ; where the alien is now.
move.w TargCPt(a0),d1
jsr GetNextCPt
cmp.b #$7f,d0
beq.s .yesrand
tst.b FLYABIT
bne.s .norand
tst.b ONLYSEE
beq.s .norand
.yesrand
jsr GetRand
moveq #0,d1
move.w d0,d1
divs.w NumCPts,d1
swap d1
move.w #7,d7
.tryagain:
move.w d1,TargCPt(a0)
move.w CurrCPt(a0),d0
jsr GetNextCPt
cmp.w CurrCPt(a0),d0
beq.s .plusagain
cmp.b #$7f,d0
bne.s .okaway2
.plusagain:
move.w TargCPt(a0),d1
add.w #1,d1
cmp.w NumCPts,d1
blt .nobin
moveq #0,d1
.nobin
dbra d7,.tryagain
.okaway2
.norand:
move.w d0,MIDDLECPT
move.l CPtPos,a1
move.w (a1,d0.w*8),newx
move.w 2(a1,d0.w*8),newz
asl.w #2,d0
add.w (a0),d0
muls #$1347,d0
and.w #4095,d0
move.l #SineTable,a1
move.w (a1,d0.w*2),d1
move.l #SineTable+2048,a1
move.w (a1,d0.w*2),d2
ext.l d1
ext.l d2
asl.l #4,d2
swap d2
asl.l #4,d1
swap d1
add.w d1,newx
add.w d2,newz
move.w (a0),d1
move.l #ObjRotated,a6
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
lea (a6,d1.w*8),a6
move.w (a1),oldx
move.w 4(a1),oldz
move.w #0,speed
tst.b DoAction
beq.s .nospeed
moveq #0,d2
move.b DoAction,d2
asl.w #2,d2
muls.w prowlspeed,d2
move.w d2,speed
.nospeed:
move.w #40,Range
move.w 4(a0),d0
ext.l d0
asl.l #7,d0
move.l thingheight,d2
asr.l #1,d2
sub.l d2,d0
move.l d0,newy
move.l d0,oldy
move.b ObjInTop(a0),StoodInTop
movem.l d0/a0/a1/a3/a4/d7,-(a7)
clr.b canshove
clr.b GotThere
jsr HeadTowardsAng
move.w AngRet,Facing(a0)
; add.w #100,Facing(a0)
; and.w #8190,Facing(a0)
tst.b GotThere
beq.s .notnextcpt
move.w MIDDLECPT,d0
move.w d0,CurrCPt(a0)
cmp.w TargCPt(a0),d0
bne .notnextcpt
* We have arrived at the target contol pt. Pick a
* random one and go to that...
jsr GetRand
moveq #0,d1
move.w d0,d1
divs.w NumCPts,d1
swap d1
move.w d1,TargCPt(a0)
.notnextcpt:
move.w #%1000000000,wallflags
move.l #%00001000110010000010,CollideFlags
jsr Collision
tst.b hitwall
beq.s .canmove
move.w oldx,newx
move.w oldz,newz
movem.l (a7)+,d0/a0/a1/a3/a4/d7
bra .hitathing
.canmove:
clr.b wallbounce
Jsr MoveObject
movem.l (a7)+,d0/a0/a1/a3/a4/d7
move.b StoodInTop,ObjInTop(a0)
.hitathing:
tst.w 12-64(a0)
blt.s .nocopyin
move.w 12(a0),12-64(a0)
move.w GraphicRoom(a0),GraphicRoom-64(a0)
.nocopyin:
move.w 4(a0),-(a7)
bsr GETROOMSTATS
move.w (a7)+,d0
tst.b FLYABIT
beq.s .noflymove
move.w d0,4(a0)
bsr FLYTOCPTHEIGHT
.noflymove:
bsr DOTORCH
move.b #0,currentmode(a0)
bsr LOOKFORPLAYER1
move.b #0,WhichAnim(a0)
tst.b 17(a0)
beq.s .nosee
bsr CHECKINFRONT
tst.b d0
beq.s .nosee
move.w TempFrames,d0
sub.w d0,ObjTimer(a0)
bgt.s .notreacted
bsr CHECKFORDARK
tst.b d0
beq.s .nosee
; We have seen the player and reacted; can we attack him?
tst.b FLYABIT
bne.s .yesattack
cmp.w #2,RESPONSEMODE
beq.s .yesattack
cmp.w #5,RESPONSEMODE
beq.s .yesattack
bsr CHECKATTACKONGROUND
tst.b d0
bne.s .yesattack
; We can see the player
bsr STOREPLAYERPOS
; but we can't get to him
bra.s .nosee
.yesattack:
move.w #0,SecTimer(a0)
move.b #1,currentmode(a0)
move.b #1,WhichAnim(a0)
.notreacted:
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.nosee:
move.w REACTIONTIME,ObjTimer(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
***********************************************
** RESPONSE MOVEMENTS *************************
***********************************************
CHARGETOSIDE:
clr.b FLYABIT
st TOSIDE
move.l #30*256,StepDownVal
bra INTOCHA
CHARGE:
clr.b FLYABIT
clr.b TOSIDE
move.l #30*256,StepDownVal
INTOCHA:
tst.b damagetaken(a0)
beq.s .nodamage
bsr TAKEDAMAGE
tst.b getout
beq.s .nodamage
rts
.nodamage:
jsr ATTACKANIM
; tst.b FINISHEDANIM
; beq.s .notfinishedattacking
; move.b #2,currentmode(a0)
; move.w FOLLOWUPTIMER,ObjTimer(a0)
; move.w #0,SecTimer(a0)
; rts
;.notfinishedattacking:
move.w 12(a0),FromZone
jsr CheckTeleport
tst.b OKTEL
beq.s .notel
move.l floortemp,d0
asr.l #7,d0
add.w d0,4(a0)
bra .NoMunch
.notel:
move.w PLR1_xoff,newx
move.w PLR1_zoff,newz
move.w PLR1_sinval,tempsin
move.w PLR1_cosval,tempcos
move.w p1_xoff,tempx
move.w p1_zoff,tempz
tst.b TOSIDE
beq.s .noside
jsr RunAround
.noside:
move.w (a0),d1
move.l #ObjRotated,a6
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
lea (a6,d1.w*8),a6
move.w (a1),oldx
move.w 4(a1),oldz
move.w responsespeed,d2
muls.w TempFrames,d2
move.w d2,speed
move.w #160,Range
move.w 4(a0),d0
ext.l d0
asl.l #7,d0
move.l thingheight,d2
asr.l #1,d2
sub.l d2,d0
move.l d0,newy
move.l d0,oldy
move.b ObjInTop(a0),StoodInTop
movem.l d0/a0/a1/a3/a4/d7,-(a7)
clr.b canshove
clr.b GotThere
jsr HeadTowardsAng
move.w #%1000000000,wallflags
move.l #%100000,CollideFlags
jsr Collision
tst.b hitwall
beq.s .nothitplayer
move.w oldx,newx
move.w oldz,newz
st GotThere
movem.l (a7)+,d0/a0/a1/a3/a4/d7
bra .hitathing
.nothitplayer:
move.l #%11111111110111000010,CollideFlags
jsr Collision
tst.b hitwall
beq.s .canmove
move.w oldx,newx
move.w oldz,newz
movem.l (a7)+,d0/a0/a1/a3/a4/d7
bra .hitathing
.canmove:
clr.b wallbounce
Jsr MoveObject
movem.l (a7)+,d0/a0/a1/a3/a4/d7
move.b StoodInTop,ObjInTop(a0)
move.w AngRet,Facing(a0)
.hitathing:
tst.w 12-64(a0)
blt.s .nocopyin
move.w 12(a0),12-64(a0)
move.w GraphicRoom(a0),GraphicRoom-64(a0)
.nocopyin:
tst.b GotThere
beq.s .NoMunch
tst.b DoAction
beq.s .NoMunch
move.l PLR1_Obj,a5
move.b DoAction,d0
asl.w #1,d0
add.b d0,damagetaken(a5)
move.w newx,d0
sub.w oldx,d0
ext.l d0
divs TempFrames,d0
add.w d0,ImpactX(a5)
move.w newz,d0
sub.w oldz,d0
ext.l d0
divs TempFrames,d0
add.w d0,ImpactZ(a5)
.NoMunch:
bsr STOREPLAYERPOS
bsr GETROOMSTATS
bsr GETROOMCPT
bsr DOTORCH
bsr LOOKFORPLAYER1
move.b #0,currentmode(a0)
tst.b 17(a0)
beq.s .nosee
bsr CHECKINFRONT
tst.b d0
beq.s .nosee
tst.b FLYABIT
bne.s .yesattack
bsr CHECKATTACKONGROUND
tst.b d0
bne.s .yesattack
bra.s .nosee
.yesattack
move.w ANIMFACING,d0
add.w d0,Facing(a0)
move.b #1,currentmode(a0)
move.b #1,WhichAnim(a0)
rts
.nosee:
move.b #0,WhichAnim(a0)
move.w #0,SecTimer(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
ATTACKWITHGUNFLYING
st FLYABIT
bra intoatt
ATTACKWITHGUN:
clr.b FLYABIT
intoatt:
move.l LINKFILE,a1
lea AlienStats(a1),a1
moveq #0,d0
move.b TypeOfThing(a0),d0
muls #AlienStatLen,d0
add.w d0,a1
move.w A_BulletType(a1),d0
move.b d0,SHOTTYPE
move.l LINKFILE,a1
lea BulletAnimData(a1),a1
muls #B_BulStatLen,d0
add.l d0,a1
move.l B_DamageToTarget(a1),d0
move.b d0,SHOTPOWER
clr.l d1
move.l B_MovementSpeed(a1),d0
bset d0,d1
move.w d1,SHOTSPEED
sub.w #1,d0
move.w d0,SHOTSHIFT
move.w #0,SHOTOFFMULT
move.l #0,SHOTYOFF
tst.l B_VisibleOrInstant(a1)
beq ATTACKWITHBULLETGUN
ATTACKWITHINSTANTGUN:
tst.b damagetaken(a0)
beq.s .nodamage
move.b #4,currentmode(a0)
bsr TAKEDAMAGE
tst.b getout
beq.s .nodamage
; move.w ANIMFACING,d0
; add.w d0,Facing(a0)
rts
.nodamage:
jsr ATTACKANIM
movem.l d0-d7/a0-a6,-(a7)
move.w PLR1_xoff,newx
move.w PLR1_zoff,newz
move.w (a0),d1
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
move.w (a1),oldx
move.w 4(a1),oldz
move.w #-20,Range
move.w #20,speed
jsr HeadTowardsAng
move.w AngRet,Facing(a0)
movem.l (a7)+,d0-d7/a0-a6
bsr STOREPLAYERPOS
tst.b DoAction
beq .noshootythang
move.w (a0),d1
move.l #ObjRotated,a6
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
lea (a6,d1.w*8),a6
movem.l a0/a1,-(a7)
jsr GetRand
move.l #ObjRotated,a6
move.w (a0),d1
lea (a6,d1.w*8),a6
; move.l (a6),Noisex
; move.w #200,Noisevol
; move.w #3,Samplenum
; move.b #1,chanpick
; clr.b notifplaying
; movem.l d0-d7/a0-a6,-(a7)
; move.b 1(a0),IDNUM
; jsr MakeSomeNoise
; movem.l (a7)+,d0-d7/a0-a6
and.w #$7fff,d0
move.w (a6),d1
muls d1,d1
move.w 2(a6),d2
muls d2,d2
add.l d2,d1
asr.l #6,d1
ext.l d0
asl.l #2,d0
cmp.l d1,d0
bgt.s .hitplr
jsr SHOOTPLAYER1
bra.s .missplr
.hitplr:
move.l PLR1_Obj,a1
move.b SHOTPOWER,d0
add.b d0,damagetaken(a1)
sub.l #ObjRotated,a6
add.l ObjectPoints,a6
move.w (a6),d0
sub.w p1_xoff,d0 ;dx
move.w 4(a6),d1
sub.w p1_zoff,d1 ;dz
move.w d0,d2
move.w d1,d3
muls d2,d2
muls d3,d3
add.l d3,d2
jsr CALCSQROOT
add.l d2,d2
moveq #0,d3
move.b SHOTPOWER,d3
muls d3,d0
divs d2,d0
muls d3,d1
divs d2,d1
sub.w d0,ImpactX(a1)
sub.w d1,ImpactZ(a1)
.missplr:
movem.l (a7)+,a0/a1
.noshootythang:
move.w (a0),d1
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
move.w (a1),newx
move.w 4(a1),newz
bsr DOTORCH
tst.b FINISHEDANIM
beq.s .notfinishedattacking
move.b #0,WhichAnim(a0)
move.b #2,currentmode(a0)
move.w FOLLOWUPTIMER,ObjTimer(a0)
move.w #0,SecTimer(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.notfinishedattacking:
bsr LOOKFORPLAYER1
move.b #0,currentmode(a0)
tst.b 17(a0)
beq.s .nosee
bsr CHECKINFRONT
tst.b d0
beq.s .nosee
move.b #1,currentmode(a0)
move.b #1,WhichAnim(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.nosee:
move.b #0,WhichAnim(a0)
move.w #0,SecTimer(a0)
move.w FOLLOWUPTIMER,ObjTimer(a0)
move.w #0,SecTimer(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
ATTACKWITHBULLETGUN:
tst.b damagetaken(a0)
beq.s .nodamage
move.b #4,currentmode(a0)
bsr TAKEDAMAGE
tst.b getout
beq.s .nodamage
; move.w ANIMFACING,d0
; add.w d0,Facing(a0)
rts
.nodamage:
jsr ATTACKANIM
movem.l d0-d7/a0-a6,-(a7)
move.w PLR1_xoff,newx
move.w PLR1_zoff,newz
move.w (a0),d1
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
move.w (a1),oldx
move.w 4(a1),oldz
move.w #-20,Range
move.w #20,speed
jsr HeadTowardsAng
move.w AngRet,Facing(a0)
movem.l (a7)+,d0-d7/a0-a6
bsr STOREPLAYERPOS
tst.b DoAction
beq.s .noshootythang
movem.l d0-d7/a0-a6,-(a7)
move.w (a0),d1
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
move.b ObjInTop(a0),SHOTINTOP
jsr FireAtPlayer1
movem.l (a7)+,d0-d7/a0-a6
.noshootythang:
move.w (a0),d1
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
move.w (a1),newx
move.w 4(a1),newz
bsr DOTORCH
tst.b FINISHEDANIM
beq.s .notfinishedattacking
move.b #0,WhichAnim(a0)
move.b #2,currentmode(a0)
move.w FOLLOWUPTIMER,ObjTimer(a0)
move.w #0,SecTimer(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.notfinishedattacking:
bsr LOOKFORPLAYER1
move.b #0,currentmode(a0)
tst.b 17(a0)
beq.s .nosee
bsr CHECKINFRONT
tst.b d0
beq.s .nosee
move.b #1,WhichAnim(a0)
move.b #1,currentmode(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.nosee:
move.b #0,WhichAnim(a0)
move.w #0,SecTimer(a0)
move.w FOLLOWUPTIMER,ObjTimer(a0)
move.w #0,SecTimer(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
CHARGETOSIDEFLYING:
st FLYABIT
st TOSIDE
move.l #1000*256,StepDownVal
bra INTOCHAFLY
CHARGEFLYING:
clr.b TOSIDE
st FLYABIT
move.l #1000*256,StepDownVal
INTOCHAFLY:
tst.b damagetaken(a0)
beq.s .nodamage
bsr TAKEDAMAGE
tst.b getout
beq.s .nodamage
; move.w ANIMFACING,d0
; add.w d0,Facing(a0)
rts
.nodamage:
jsr ATTACKANIM
; tst.b FINISHEDANIM
; beq.s .notfinishedattacking
; move.b #2,currentmode(a0)
; move.w FOLLOWUPTIMER,ObjTimer(a0)
; move.w #0,SecTimer(a0)
; rts
;.notfinishedattacking:
move.w 12(a0),FromZone
jsr CheckTeleport
tst.b OKTEL
beq.s .notel
move.l floortemp,d0
asr.l #7,d0
add.w d0,4(a0)
bra .NoMunch
.notel:
move.w (a0),d1
move.l #ObjRotated,a6
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
lea (a6,d1.w*8),a6
move.w (a1),oldx
move.w 4(a1),oldz
move.w PLR1_xoff,newx
move.w PLR1_zoff,newz
move.w PLR1_sinval,tempsin
move.w PLR1_cosval,tempcos
move.w p1_xoff,tempx
move.w p1_zoff,tempz
tst.b TOSIDE
beq.s .noside
jsr RunAround
.noside:
move.w responsespeed,d2
muls.w TempFrames,d2
move.w d2,speed
move.w #160,Range
move.w 4(a0),d0
ext.l d0
asl.l #7,d0
move.l thingheight,d2
asr.l #1,d2
sub.l d2,d0
move.l d0,newy
move.l d0,oldy
move.b ObjInTop(a0),StoodInTop
movem.l d0/a0/a1/a3/a4/d7,-(a7)
clr.b canshove
clr.b GotThere
jsr HeadTowardsAng
move.w #%1000000000,wallflags
move.l #%100000,CollideFlags
jsr Collision
tst.b hitwall
beq.s .nothitplayer
move.w oldx,newx
move.w oldz,newz
st GotThere
movem.l (a7)+,d0/a0/a1/a3/a4/d7
bra .hitathing
.nothitplayer:
move.l #%11111111110111000010,CollideFlags
jsr Collision
tst.b hitwall
beq.s .canmove
move.w oldx,newx
move.w oldz,newz
movem.l (a7)+,d0/a0/a1/a3/a4/d7
bra .hitathing
.canmove:
clr.b wallbounce
Jsr MoveObject
movem.l (a7)+,d0/a0/a1/a3/a4/d7
move.b StoodInTop,ObjInTop(a0)
move.w AngRet,Facing(a0)
.hitathing:
tst.b GotThere
beq.s .NoMunch
tst.b DoAction
beq.s .NoMunch
move.l PLR1_Obj,a5
move.b DoAction,d0
asl.w #1,d0
add.b d0,damagetaken(a5)
.NoMunch:
bsr STOREPLAYERPOS
move.w 4(a0),-(a7)
bsr GETROOMSTATS
move.w (a7)+,4(a0)
bsr GETROOMCPT
bsr FLYTOPLAYERHEIGHT
bsr DOTORCH
bsr LOOKFORPLAYER1
move.b #0,currentmode(a0)
tst.b 17(a0)
beq.s .nosee
bsr CHECKINFRONT
tst.b d0
beq.s .nosee
move.b #1,currentmode(a0)
move.b #1,WhichAnim(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.nosee:
move.b #0,WhichAnim(a0)
move.w #0,SecTimer(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
***********************************************
** Retreat Movements **************************
***********************************************
***********************************************
** Followup Movements *************************
***********************************************
PAUSEBRIEFLY
tst.b damagetaken(a0)
beq.s .nodamage
bsr TAKEDAMAGE
tst.b getout
beq.s .nodamage
; move.w ANIMFACING,d0
; add.w d0,Facing(a0)
rts
.nodamage:
move.w #0,SecTimer(a0)
jsr WALKANIM
move.w TempFrames,d0
sub.w d0,ObjTimer(a0)
bgt.s .stillwaiting
move.w (a0),d1
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
move.w (a1),newx
move.w 4(a1),newz
bsr DOTORCH
bsr LOOKFORPLAYER1
move.b #0,currentmode(a0)
tst.b 17(a0)
beq.s .nosee
bsr CHECKINFRONT
tst.b d0
beq.s .nosee
bsr CHECKFORDARK
tst.b d0
beq.s .nosee
move.b #1,WhichAnim(a0)
move.b #1,currentmode(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.nosee:
move.b #0,WhichAnim(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.stillwaiting:
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
TOSIDE: dc.w 0
APPROACH:
clr.b FLYABIT
move.l #30*256,StepDownVal
clr.b TOSIDE
bra INTOAPP
APPROACHFLYING:
st FLYABIT
move.l #1000*256,StepDownVal
clr.b TOSIDE
bra INTOAPP
APPROACHTOSIDEFLYING:
st FLYABIT
move.l #1000*256,StepDownVal
st TOSIDE
bra INTOAPP
APPROACHTOSIDE:
st TOSIDE
clr.b FLYABIT
move.l #30*256,StepDownVal
INTOAPP:
tst.b damagetaken(a0)
beq.s .nodamage
bsr TAKEDAMAGE
; tst.b getout
; beq.s .nodamage
rts
.nodamage:
jsr WALKANIM
move.w 12(a0),FromZone
jsr CheckTeleport
tst.b OKTEL
beq.s .notel
move.l floortemp,d0
asr.l #7,d0
add.w d0,4(a0)
bra .NoMunch
.notel:
move.w (a0),d1
move.l #ObjRotated,a6
move.l ObjectPoints,a1
lea (a1,d1.w*8),a1
lea (a6,d1.w*8),a6
move.w (a1),oldx
move.w 4(a1),oldz
move.w PLR1_xoff,newx
move.w PLR1_zoff,newz
move.w PLR1_sinval,tempsin
move.w PLR1_cosval,tempcos
move.w p1_xoff,tempx
move.w p1_zoff,tempz
tst.b TOSIDE
beq.s .noside
jsr RunAround
.noside:
move.w #0,speed
tst.b DoAction
beq.s .nospeed
moveq #0,d2
move.b DoAction,d2
asl.w #2,d2
muls.w followupspeed,d2
move.w d2,speed
.nospeed:
move.w #160,Range
move.w 4(a0),d0
ext.l d0
asl.l #7,d0
move.l thingheight,d2
asr.l #1,d2
sub.l d2,d0
move.l d0,newy
move.l d0,oldy
move.b ObjInTop(a0),StoodInTop
movem.l d0/a0/a1/a3/a4/d7,-(a7)
clr.b canshove
clr.b GotThere
jsr HeadTowardsAng
move.w #%1000000000,wallflags
move.l #%100000,CollideFlags
jsr Collision
tst.b hitwall
beq.s .nothitplayer
move.w oldx,newx
move.w oldz,newz
st GotThere
movem.l (a7)+,d0/a0/a1/a3/a4/d7
bra .hitathing
.nothitplayer:
move.l #%11111111110111000010,CollideFlags
jsr Collision
tst.b hitwall
beq.s .canmove
move.w oldx,newx
move.w oldz,newz
movem.l (a7)+,d0/a0/a1/a3/a4/d7
bra .hitathing
.canmove:
clr.b wallbounce
Jsr MoveObject
movem.l (a7)+,d0/a0/a1/a3/a4/d7
move.b StoodInTop,ObjInTop(a0)
move.w AngRet,Facing(a0)
.hitathing:
tst.w 12-64(a0)
blt.s .nocopyin
move.w 12(a0),12-64(a0)
move.w GraphicRoom(a0),GraphicRoom-64(a0)
.nocopyin:
; tst.b GotThere
; beq.s .NoMunch
; tst.w FourthTimer(a0)
; ble.s .OKtomunch
; move.w TempFrames,d0
; sub.w d0,FourthTimer(a0)
; bra.s .NoMunch
;.OKtomunch:
; move.w #40,FourthTimer(a0)
; move.l PLR1_Obj,a5
; add.b #2,damagetaken(a5)
;
.NoMunch:
bsr STOREPLAYERPOS
tst.b FLYABIT
beq.s .notfl
bsr FLYTOPLAYERHEIGHT
.notfl:
move.w 4(a0),-(a7)
bsr GETROOMSTATS
move.w (a7)+,d0
tst.b FLYABIT
beq.s .notflying
move.w d0,4(a0)
.notflying:
bsr GETROOMCPT
bsr DOTORCH
move.b #0,currentmode(a0)
tst.b FLYABIT
bne.s .inair
bsr CHECKATTACKONGROUND
tst.b d0
beq .nosee
.inair:
bsr LOOKFORPLAYER1
tst.b 17(a0)
beq.s .nosee
bsr CHECKINFRONT
tst.b d0
beq.s .nosee
move.b #2,currentmode(a0)
move.w TempFrames,d0
sub.w d0,ObjTimer(a0)
bgt.s .nosee
bsr CHECKFORDARK
tst.b d0
beq.s .nosee
move.b #1,currentmode(a0)
move.w #0,SecTimer(a0)
move.b #1,WhichAnim(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
.nosee:
move.b #0,WhichAnim(a0)
move.w ANIMFACING,d0
add.w d0,Facing(a0)
rts
***********************************************
** GENERIC ROUTINES ***************************
***********************************************
FLYTOCPTHEIGHT
move.w MIDDLECPT,d0
move.l CPtPos,a1
move.w 4(a1,d0.w*8),d1
bra intoflytoheight
FLYTOPLAYERHEIGHT:
move.l PLR1_yoff,d1
asr.l #7,d1
intoflytoheight:
move.w 4(a0),d0
cmp.w d0,d1
bgt.s .flydown
move.w objyvel(a0),d2
sub.w #2,d2
cmp.w #-32,d2
bgt.s .nofastup
move.w #-32,d2
.nofastup
move.w d2,objyvel(a0)
add.w d2,4(a0)
bra CHECKFLOORCEILING
.flydown
move.w objyvel(a0),d2
add.w #2,d2
cmp.w #32,d2
blt.s .nofastdown
move.w #32,d2
.nofastdown
move.w d2,objyvel(a0)
add.w d2,4(a0)
CHECKFLOORCEILING:
move.w 4(a0),d2
move.l thingheight,d4
asr.l #8,d4
move.w d2,d3
sub.w d4,d2
add.w d4,d3
move.l objroom,a2
move.l ToZoneFloor(a2),d0
move.l ToZoneRoof(a2),d1
tst.b ObjInTop(a0)
beq.s .notintop
move.l ToUpperFloor(a2),d0
move.l ToUpperRoof(a2),d1
.notintop:
asr.l #7,d0
asr.l #7,d1
cmp.w d0,d3
blt.s .botnohit
move.w d0,d3
move.w d3,d2
sub.w d4,d2
sub.w d4,d2
.botnohit
cmp.w d1,d2
bgt.s .topnohit
move.w d1,d2
move.w d2,d3
add.w d4,d3
add.w d4,d3
.topnohit
sub.w d4,d3
move.w d3,4(a0)
rts
STOREPLAYERPOS:
move.w (a0),d0
move.l #NASTYWORK,a2
asl.w #4,d0
add.w d0,a2
move.w PLR1_xoff,lastx(a2)
move.w PLR1_zoff,lasty(a2)
move.l PLR1_Roompt,a3
move.w (a3),lastzone(a2)
moveq #0,d0
move.b ToZoneCpt(a3),d0
tst.b PLR1_StoodInTop
beq.s .pnotintop
move.b ToZoneCpt+1(a3),d0
.pnotintop:
move.w d0,lastcpt(a2)
move.b teamnumber(a0),d0
blt.s .noteam
move.l #TEAMWORK,a2
asl.w #4,d0
add.w d0,a2
move.w PLR1_xoff,lastx(a2)
move.w PLR1_zoff,lasty(a2)
move.l PLR1_Roompt,a3
move.w (a3),lastzone(a2)
moveq #0,d0
move.b ToZoneCpt(a3),d0
tst.b PLR1_StoodInTop
beq.s .pnotintop2
move.b ToZoneCpt+1(a3),d0
.pnotintop2:
move.w d0,lastcpt(a2)
move.w (a0),SEENBY(a2)
.noteam:
rts
GETROOMSTATS:
move.w (a0),d0
move.l ObjectPoints,a1
lea (a1,d0.w*8),a1
move.w newx,(a1)
move.w newz,4(a1)
GETROOMSTATSSTILL:
move.l objroom,a2
move.w (a2),12(a0)
; move.w (a2),d0
; move.l #ZoneBrightTable,a5
; move.l (a5,d0.w*4),d0
; tst.b ObjInTop(a0)
; bne.s .okbit
; swap d0
;.okbit:
; move.w d0,2(a0)
move.l ToZoneFloor(a2),d0
tst.b ObjInTop(a0)
beq.s .notintop2
move.l ToUpperFloor(a2),d0
.notintop2:
move.l thingheight,d2
asr.l #1,d2
sub.l d2,d0
asr.l #7,d0
move.w d0,4(a0)
move.w 12(a0),GraphicRoom(a0)
rts
CHECKFORDARK:
move.w (a0),d0
move.l PLR1_Roompt,a3
move.w (a3),d1
cmp.w d1,d0
beq.s NOTINDARK
jsr GetRand
and.w #31,d0
cmp.w PLR1_RoomBright,d0
bge.s NOTINDARK
INDARK:
moveq #0,d0
rts
NOTINDARK:
moveq #-1,d0
rts
CHECKINFRONT:
; clr.b 17(a0)
; rts
move.w (a0),d0
move.l ObjectPoints,a1
move.w (a1,d0.w*8),newx
move.w 4(a1,d0.w*8),newz
move.w p1_xoff,d0
sub.w newx,d0
move.w p1_zoff,d1
sub.w newz,d1
move.w Facing(a0),d2
and.w #8190,d2
move.l #SineTable,a3
move.w (a3,d2.w),d3
add.l #2048,d2
move.w (a3,d2.w),d4
muls d3,d0
muls d4,d1
add.l d0,d1
sgt.s d0
rts
ANIMFACING: dc.w 0
LOOKFORPLAYER1:
clr.b 17(a0)
clr.b CanSee
move.b ObjInTop(a0),ViewerTop
move.b PLR1_StoodInTop,TargetTop
move.l PLR1_Roompt,ToRoom
move.l objroom,FromRoom
move.w newx,Viewerx
move.w newz,Viewerz
move.w PLR1_xoff,Targetx
move.w PLR1_zoff,Targetz
move.l PLR1_yoff,d0
asr.l #7,d0
move.w d0,Targety
move.w 4(a0),Viewery
jsr CanItBeSeen
tst.b CanSee
beq .carryonprowling
move.b #1,17(a0)
.carryonprowling:
rts
CLRNASTYMEM:
move.l #NASTYWORK,a0
move.l #299,d0
.lopp
move.l #0,(a0)
move.l #-1,4(a0)
move.l #-1,8(a0)
add.w #16,a0
dbra d0,.lopp
move.l #TEAMWORK,a0
move.l #29,d0
.lopp2
move.l #0,(a0)
move.l #-1,4(a0)
move.l #-1,8(a0)
add.w #16,a0
dbra d0,.lopp2
rts
CHECKDAMAGE:
moveq #0,d2
move.b damagetaken(a0),d2
beq .noscream
sub.b d2,numlives(a0)
bgt .notdeadyet
moveq #0,d0
move.b teamnumber(a0),d0
blt.s .noteam
lea TEAMWORK(pc),a2
asl.w #4,d0
add.w d0,a2
move.w (a0),d0
cmp.w SEENBY(a2),d0
bne.s .noteam
move.w #-1,SEENBY(a2)
.noteam
cmp.b #1,d2
ble .noexplode
movem.l d0-d7/a0-a6,-(a7)
sub.l ObjectPoints,a1
add.l #ObjRotated,a1
move.l (a1),Noisex
move.w #400,Noisevol
move.w #14,Samplenum
move.b #1,chanpick
clr.b notifplaying
st backbeat
move.b 1(a0),IDNUM
jsr MakeSomeNoise
movem.l (a7)+,d0-d7/a0-a6
movem.l d0-d7/a0-a6,-(a7)
move.w #0,d0
asr.w #2,d2
tst.w d2
bgt.s .ko
moveq #1,d2
.ko:
move.w #31,d3
jsr ExplodeIntoBits
movem.l (a7)+,d0-d7/a0-a6
cmp.b #40,d2
blt .noexplode
move.w #-1,12(a0)
move.w 12(a0),GraphicRoom(a0)
rts
.noexplode:
movem.l d0-d7/a0-a6,-(a7)
sub.l ObjectPoints,a1
add.l #ObjRotated,a1
move.l (a1),Noisex
move.w #200,Noisevol
move.w screamsound,Samplenum
move.b #1,chanpick
clr.b notifplaying
st backbeat
move.b 1(a0),IDNUM
jsr MakeSomeNoise
movem.l (a7)+,d0-d7/a0-a6
move.w #25,ThirdTimer(a0)
move.w 12(a0),GraphicRoom(a0)
rts
.notdeadyet:
clr.b damagetaken(a0)
movem.l d0-d7/a0-a6,-(a7)
sub.l ObjectPoints,a1
add.l #ObjRotated,a1
move.l (a1),Noisex
move.w #200,Noisevol
move.w screamsound,Samplenum
move.b #1,chanpick
clr.b notifplaying
move.b 1(a0),IDNUM
st backbeat
jsr MakeSomeNoise
movem.l (a7)+,d0-d7/a0-a6
.noscream
rts
SPLIBBLE:
move.l ANIMPOINTER,a6
jsr ViewpointToDraw
add.l d0,d0
cmp.b #1,VECOBJ
bne.s .NOSIDES
moveq #0,d0
.NOSIDES:
muls #A_OptLen,d0
add.w d0,a6
move.w SecTimer(a0),d1
add.w #1,d1
move.w d1,d2
muls #A_FrameLen,d1
tst.b (a6,d1.w)
bge.s .noendanim
moveq #0,d2
moveq #0,d1
.noendanim
move.w d2,SecTimer(a0)
move.l #0,8(a0)
move.b (a6,d1.w),9(a0)
move.b 1(a6,d1.w),11(a0)
move.w #-1,6(a0)
cmp.b #1,VECOBJ
beq.s .nosize
move.w 2(a6,d1.w),6(a0)
.nosize
moveq #0,d0
move.b 5(a6,d1.w),d0
beq.s .nosoundmake
movem.l d0-d7/a0-a6,-(a7)
subq #1,d0
move.w d0,Samplenum
clr.b notifplaying
move.b 1(a0),IDNUM
move.w #200,Noisevol
move.l #ObjRotated,a1
move.w (a0),d0
lea (a1,d0.w*8),a1
move.l (a1),Noisex
jsr MakeSomeNoise
movem.l (a7)+,d0-d7/a0-a6
.nosoundmake
move.b 6(a6,d1.w),d0
sne DoAction
rts
DOTORCH:
move.w ALIENBRIGHT,d0
bge.s .nobright
move.w newx,d1
move.w newz,d2
move.w 4(a0),d3
ext.l d3
asl.l #7,d3
move.l d3,BRIGHTY
move.w Facing(a0),d4
move.w 12(a0),d3
jsr BRIGHTENPOINTSANGLE
.nobright:
rts
FOIBLE:
WALKANIM:
ATTACKANIM:
move.l d0,-(a7)
move.l ANIMPOINTER,a6
move.l WORKPTR,a5
moveq #0,d1
move.b 2(a5),d1
bne.s .notview
cmp.b #1,VECOBJ
beq.s .notview
jsr ViewpointToDraw
add.w d0,d0
move.w d0,d1
.notview
muls #A_OptLen,d1
add.l d1,a6
move.w SecTimer(a0),d1
tst.b 1(a5)
blt.s .nospec
move.b 1(a5),d1
.nospec:
muls #A_FrameLen,d1
st 1(a5)
move.b (a5),DoAction
clr.b (a5)
move.b 3(a5),FINISHEDANIM
clr.b 3(a5)
move.l #0,8(a0)
move.b (a6,d1.w),9(a0)
move.b 1(a6,d1.w),d0
ext.w d0
bgt.s .noflip
move.b #128,10(a0)
neg.w d0
.noflip:
sub.w #1,d0
move.b d0,11(a0)
move.w #0,ANIMFACING
cmp.b #1,VECOBJ
bne.s .noanimface
move.w 2(a6,d1.w),ANIMFACING
.noanimface:
******************************************
move.w #-1,GraphicRoom-64(a0)
move.w #-1,12-64(a0)
move.w AUXOBJ,d3
blt .noaux
move.b 8(a6,d1.w),d0
blt .noaux
move.w 12(a0),12-64(a0)
move.w 12(a0),GraphicRoom-64(a0)
move.w 4(a0),4-64(a0)
move.b ObjInTop(a0),ObjInTop-64(a0)
move.b 9(a6,d1.w),d4
move.b 10(a6,d1.w),d5
ext.w d4
ext.w d5
add.w d4,d4
add.w d5,d5
move.w d4,auxxoff-64(a0)
move.w d5,auxyoff-64(a0)
move.l LINKFILE,a4
move.l a4,a2
add.l #ObjectDefAnims,a4
add.l #ObjectStats,a2
move.w d3,d4
muls #O_AnimSize,d3
muls #ObjectStatLen,d4
add.l d4,a2
add.l d3,a4
muls #O_FrameStoreSize,d0
cmp.w #1,O_GFXType(a2)
blt.s .bitmap
beq.s .vector
.glare:
move.l #0,8-64(a0)
move.b (a4,d0.w),d3
ext.w d3
neg.w d3
move.w d3,8-64(a0)
move.b 1(a4,d0.w),11-64(a0)
move.w 2(a4,d0.w),6-64(a0)
; move.b 4(a3,d0.w),d1
; ext.w d1
; add.w d1,d1
; add.w d1,4(a0)
; moveq #0,d1
; move.b 5(a3,d0.w),d1
; move.w d1,ObjTimer(a0)
bra .noaux
.vector:
move.l #0,8-64(a0)
move.b (a4,d0.w),9-64(a0)
move.b 1(a4,d0.w),11-64(a0)
move.w #$ffff,6-64(a0)
; move.b 4(a3,d0.w),d1
; ext.w d1
; add.w d1,d1
; add.w d1,4(a0)
; moveq #0,d1
; move.b 5(a3,d0.w),d1
; move.w d1,ObjTimer(a0)
bra .noaux
.bitmap:
move.l #0,8-64(a0)
move.b (a4,d0.w),9-64(a0)
move.b 1(a4,d0.w),11-64(a0)
move.w 2(a4,d0.w),6-64(a0)
; move.b 4(a4,d0.w),d1
; ext.w d1
; add.w d1,d1
; add.w d1,4(a0)
; moveq #0,d1
; move.b 5(a3,d0.w),d1
; move.w d1,ObjTimer(a0)
.noaux:
******************************************
move.w #-1,6(a0)
cmp.b #1,VECOBJ
beq.s .nosize
bgt.s .setlight
move.w 2(a6,d1.w),6(a0)
move.l (a7)+,d0
rts
.nosize
; move.l #$00090001,8(a0)
move.l (a7)+,d0
rts
.setlight:
move.w 2(a6,d1.w),6(a0)
move.b VECOBJ,d1
or.b d1,10(a0)
move.l (a7)+,d0
rts
BLIBBLE:
move.l ANIMPOINTER,a6
move.w #8,d0
muls #A_OptLen,d0
add.w d0,a6
move.w SecTimer(a0),d1
move.w d1,d2
add.w #1,d2
muls #A_FrameLen,d1
tst.b A_FrameLen(a6,d1.w)
slt FINISHEDANIM
bge.s .noendanim
moveq #0,d2
.noendanim
move.w d2,SecTimer(a0)
move.l #0,8(a0)
move.b (a6,d1.w),9(a0)
move.b 1(a6,d1.w),11(a0)
move.w #-1,6(a0)
cmp.b #1,VECOBJ
beq.s .nosize
move.w 2(a6,d1.w),6(a0)
.nosize
moveq #0,d0
move.b 5(a6,d1.w),d0
beq.s .nosoundmake
movem.l d0-d7/a0-a6,-(a7)
subq #1,d0
move.w d0,Samplenum
clr.b notifplaying
move.b 1(a0),IDNUM
move.w #200,Noisevol
move.l #ObjRotated,a1
move.w (a0),d0
lea (a1,d0.w*8),a1
move.l (a1),Noisex
jsr MakeSomeNoise
movem.l (a7)+,d0-d7/a0-a6
.nosoundmake
move.b 6(a6,d1.w),d0
sne DoAction
rts
CHECKATTACKONGROUND:
move.l PLR1_Roompt,a3
moveq #0,d1
move.b ToZoneCpt(a3),d1
tst.b PLR1_StoodInTop
beq.s .pnotintop
move.b ToZoneCpt+1(a3),d1
.pnotintop:
move.w d1,d3
move.w CurrCPt(a0),d0
cmp.w d0,d1
beq.s .yesattack
jsr GetNextCPt
cmp.w d0,d3
beq.s .yesattack
.noattack:
clr.b d0
rts
.yesattack:
st d0
rts
GETROOMCPT:
move.l objroom,a2
moveq #0,d0
move.b ToZoneCpt(a2),d0
tst.b ObjInTop(a0)
beq.s .pnotintop
move.b ToZoneCpt+1(a2),d0
.pnotintop:
move.w d0,CurrCPt(a0)
rts
CALCSQROOT:
tst.l d2
beq .oksqr
movem.l d0/d1/d3-d7/a0-a6,-(a7)
move.w #31,d0
.findhigh
btst d0,d2
bne .foundhigh
dbra d0,.findhigh
.foundhigh
asr.w #1,d0
clr.l d3
bset d0,d3
move.l d3,d0
move.w d0,d1
muls d1,d1 ; x*x
sub.l d2,d1 ; x*x-a
asr.l #1,d1 ; (x*x-a)/2
divs d0,d1 ; (x*x-a)/2x
sub.w d1,d0 ; second approx
bgt .stillnot0
move.w #1,d0
.stillnot0
move.w d0,d1
muls d1,d1
sub.l d2,d1
asr.l #1,d1
divs d0,d1
sub.w d1,d0 ; second approx
bgt .stillnot02
move.w #1,d0
.stillnot02
move.w d0,d1
muls d1,d1
sub.l d2,d1
asr.l #1,d1
divs d0,d1
sub.w d1,d0 ; second approx
bgt .stillnot03
move.w #1,d0
.stillnot03
move.w d0,d2
ext.l d2
movem.l (a7)+,d0/d1/d3-d7/a0-a6
.oksqr
rts
DoAction: dc.b 0
FINISHEDANIM: dc.b 0
NASTYWORK: ds.l 4*300
TEAMWORK: ds.l 4*30
DAMAGED: ds.w 300
DAMAGEPTR: dc.l 0