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Amiga Format CD 23
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Amiga Format AFCD23 (Feb 1998, Issue 107).iso
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plr2control.s
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Text File
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1997-11-28
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9KB
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667 lines
PLR2_mouse_control
jsr ReadMouse
move.l #SineTable,a0
move.w PLR2s_angspd,d1
move.w angpos,d0
and.w #8190,d0
move.w d0,PLR2s_angpos
move.w (a0,d0.w),PLR2s_sinval
adda.w #2048,a0
move.w (a0,d0.w),PLR2s_cosval
move.l PLR2s_xspdval,d6
move.l PLR2s_zspdval,d7
neg.l d6
ble.s .nobug1
asr.l #1,d6
add.l #1,d6
bra.s .bug1
.nobug1
asr.l #1,d6
.bug1:
neg.l d7
ble.s .nobug2
asr.l #1,d7
add.l #1,d7
bra.s .bug2
.nobug2
asr.l #1,d7
.bug2:
move.w ymouse,d3
sub.w oldymouse,d3
add.w d3,oldymouse
; asr.w #1,d3
; cmp.w #50,d3
; ble.s .nofastfor
; move.w #50,d3
;.nofastfor:
; cmp.w #-50,d3
; bge.s .nofastback
; move.w #-50,d3
;.nofastback:
move.w STOPOFFSET,d0
move.w d3,d2
asl.w #7,d2
add.w d2,PLR2_AIMSPD
add.w d3,d0
cmp.w #-80,d0
bgt.s .nolookup
move.w #-512*20,PLR2_AIMSPD
move.w #-80,d0
.nolookup:
cmp.w #80,d0
blt.s .nolookdown
move.w #512*20,PLR2_AIMSPD
move.w #80,d0
.nolookdown
move.w d0,STOPOFFSET
neg.w d0
add.w TOTHEMIDDLE,d0
move.w d0,SMIDDLEY
asr.w #1,d0
muls #104*4,d0
move.l d0,SBIGMIDDLEY
move.l #KeyMap,a5
moveq #0,d7
move.b forward_key,d7
btst #6,$bfe001
seq.s (a5,d7.w)
bra PLR2_keyboard_control
move.w #-20,d2
tst.b PLR2_Ducked
beq.s .nohalve
asr.w #1,d2
.nohalve
btst #6,$bfe001
beq.s .moving
moveq #0,d2
.moving:
move.w d2,d3
asl.w #4,d2
move.w d2,d1
move.w d1,ADDTOBOBBLE
move.w PLR2s_sinval,d1
move.w PLR2s_cosval,d2
move.w d2,d4
move.w d1,d5
muls lrs,d4
muls lrs,d5
muls d3,d2
muls d3,d1
sub.l d4,d1
add.l d5,d2
sub.l d1,d6
sub.l d2,d7
add.l d6,PLR2s_xspdval
add.l d7,PLR2s_zspdval
move.l PLR2s_xspdval,d6
move.l PLR2s_zspdval,d7
add.l d6,PLR2s_xoff
add.l d7,PLR2s_zoff
tst.b PLR2_fire
beq.s .firenotpressed
; fire was pressed last time.
btst #6,$bfe001
bne.s .firenownotpressed
; fire is still pressed this time.
st PLR2_fire
bra .donePLR2
.firenownotpressed:
; fire has been released.
clr.b PLR2_fire
bra .donePLR2
.firenotpressed
; fire was not pressed last frame...
btst #6,$bfe001
; if it has still not been pressed, go back above
bne.s .firenownotpressed
; fire was not pressed last time, and was this time, so has
; been clicked.
st PLR2_clicked
st PLR2_fire
.donePLR2:
bsr PLR2_fall
rts
PLR2_alwayskeys
move.l #KeyMap,a5
moveq #0,d7
move.b operate_key,d7
move.b (a5,d7.w),d1
beq.s .nottapped
tst.b OldSpace
bne.s .nottapped
st PLR2_SPCTAP
.nottapped:
move.b d1,OldSpace
move.b duck_key,d7
tst.b (a5,d7.w)
beq.s .notduck
clr.b (a5,d7.w)
move.l #playerheight,PLR2s_targheight
not.b PLR2_Ducked
beq.s .notduck
move.l #playercrouched,PLR2s_targheight
.notduck:
move.l PLR2_Roompt,a4
move.l ToZoneFloor(a4),d0
sub.l ToZoneRoof(a4),d0
tst.b PLR2_StoodInTop
beq.s .usebottom
move.l ToUpperFloor(a4),d0
sub.l ToUpperRoof(a4),d0
.usebottom:
cmp.l #playerheight+3*1024,d0
bgt.s .oktostand
st PLR2_Ducked
move.l #playercrouched,PLR2s_targheight
.oktostand:
move.l PLR2s_height,d0
move.l PLR2s_targheight,d1
cmp.l d1,d0
beq.s .noupordown
bgt.s .crouch
add.l #1024,d0
bra .noupordown
.crouch:
sub.l #1024,d0
.noupordown:
move.l d0,PLR2s_height
tst.b $27(a5)
beq.s .notselkey
st PLR2KEYS
clr.b PLR2PATH
clr.b PLR2MOUSE
clr.b PLR2JOY
.notselkey:
tst.b $26(a5)
beq.s .notseljoy
clr.b PLR2KEYS
clr.b PLR2PATH
clr.b PLR2MOUSE
st PLR2JOY
.notseljoy:
tst.b $37(a5)
beq.s .notselmouse
clr.b PLR2KEYS
clr.b PLR2PATH
st PLR2MOUSE
clr.b PLR2JOY
.notselmouse:
lea 1(a5),a4
move.l #PLAYERTWOGUNS,a2
move.l PLR2_Obj,a3
move.w #9,d1
move.w #0,d2
pickweap2
move.w (a2)+,d0
and.b (a4)+,d0
beq.s notgotweap2
move.b d2,PLR2_GunSelected
move.w #0,ObjTimer+64(a3)
move.l #TEMPSCROLL,SCROLLPOINTER
move.w #0,SCROLLXPOS
move.l #TEMPSCROLL+160,ENDSCROLL
move.w #40,SCROLLTIMER
; d2=number of gun.
move.l LINKFILE,a4
add.l #GunObjects,a4
move.w (a4,d2.w*2),d2
move.l LINKFILE,a4
add.l #ObjectNames,a4
muls #20,d2
add.l d2,a4
move.l #TEMPSCROLL,a2
move.w #19,d2
.copyname:
move.b (a4)+,d3
bne.s .oklet
move.b #32,d3
.oklet:
move.b d3,(a2)+
dbra d2,.copyname
bra.s gogogogog
notgotweap2
addq #1,d2
dbra d1,pickweap2
gogogogog:
ifeq CHEESEY
tst.b $43(a5)
beq.s .notswapscr
tst.b lastscr
bne.s .notswapscr2
st lastscr
not.b FULLSCRTEMP
bra.s .notswapscr2
.notswapscr:
clr.b lastscr
.notswapscr2:
endc
rts
TURNSPD: dc.w 0
PLR2_keyboard_control:
move.l #SineTable,a0
jsr PLR2_alwayskeys
move.l #KeyMap,a5
move.w STOPOFFSET,d0
moveq #0,d7
move.b look_up_key,d7
tst.b (a5,d7.w)
beq.s .nolookup
sub.w #512,PLR2_AIMSPD
sub.w #4,d0
cmp.w #-80,d0
bgt.s .nolookup
move.w #-512*20,PLR2_AIMSPD
move.w #-80,d0
.nolookup:
moveq #0,d7
move.b look_down_key,d7
tst.b (a5,d7.w)
beq.s .nolookdown
add.w #512,PLR2_AIMSPD
add.w #4,d0
cmp.w #80,d0
blt.s .nolookdown
move.w #512*20,PLR2_AIMSPD
move.w #80,d0
.nolookdown:
move.w d0,STOPOFFSET
neg.w d0
add.w TOTHEMIDDLE,d0
move.w d0,SMIDDLEY
asr.w #1,d0
muls #104*4,d0
move.l d0,SBIGMIDDLEY
move.w PLR2s_angpos,d0
move.w PLR2s_angspd,d3
move.w #35,d1
move.w #2,d2
moveq #0,d7
move.b run_key,d7
tst.b (a5,d7.w)
beq.s .nofaster
move.w #60,d1
move.w #3,d2
.nofaster:
tst.b PLR2_Ducked
beq.s .nohalve
asr.w #1,d2
.nohalve
moveq #0,d4
tst.b SLOWDOWN
beq.s .nofric
move.w d3,d5
add.w d5,d5
add.w d5,d3
asr.w #2,d3
bge.s .nneg
addq #1,d3
.nneg:
.nofric:
move.b turn_left_key,templeftkey
move.b turn_right_key,temprightkey
move.b sidestep_left_key,tempslkey
move.b sidestep_right_key,tempsrkey
move.b force_sidestep_key,d7
tst.b (a5,d7.w)
beq .noalwayssidestep
move.b templeftkey,tempslkey
move.b temprightkey,tempsrkey
move.b #255,templeftkey
move.b #255,temprightkey
.noalwayssidestep:
tst.b SLOWDOWN
beq.s noturnposs2
move.b templeftkey,d7
tst.b (a5,d7.w)
beq.s .noleftturn
sub.w TURNSPD,d3
.noleftturn
move.l #KeyMap,a5
move.b temprightkey,d7
tst.b (a5,d7.w)
beq.s .norightturn
add.w TURNSPD,d3
.norightturn
cmp.w d1,d3
ble.s .okrspd
move.w d1,d3
.okrspd:
neg.w d1
cmp.w d1,d3
bge.s .oklspd
move.w d1,d3
.oklspd:
noturnposs2:
add.w d3,d0
add.w d3,d0
move.w d3,PLR2s_angspd
move.b tempslkey,d7
tst.b (a5,d7.w)
beq.s .noleftslide
add.w d2,d4
add.w d2,d4
asr.w #1,d4
.noleftslide
move.l #KeyMap,a5
move.b tempsrkey,d7
tst.b (a5,d7.w)
beq.s .norightslide
add.w d2,d4
add.w d2,d4
asr.w #1,d4
neg.w d4
.norightslide
noslide2:
and.w #8191,d0
move.w d0,PLR2s_angpos
move.w (a0,d0.w),PLR2s_sinval
adda.w #2048,a0
move.w (a0,d0.w),PLR2s_cosval
move.l PLR2s_xspdval,d6
move.l PLR2s_zspdval,d7
tst.b SLOWDOWN
beq.s .nofriction
neg.l d6
ble.s .nobug1
asr.l #3,d6
add.l #1,d6
bra.s .bug1
.nobug1
asr.l #3,d6
.bug1:
neg.l d7
ble.s .nobug2
asr.l #3,d7
add.l #1,d7
bra.s .bug2
.nobug2
asr.l #3,d7
.bug2:
.nofriction
moveq #0,d3
moveq #0,d5
move.b forward_key,d5
tst.b (a5,d5.w)
beq.s .noforward
neg.w d2
move.w d2,d3
.noforward:
move.b backward_key,d5
tst.b (a5,d5.w)
beq.s .nobackward
move.w d2,d3
.nobackward:
move.w d3,d2
asl.w #6,d2
move.w d2,d1
; add.w d2,d1
; add.w d2,d1
move.w d1,ADDTOBOBBLE
move.w PLR2s_sinval,d1
muls d3,d1
move.w PLR2s_cosval,d2
muls d3,d2
sub.l d1,d6
sub.l d2,d7
move.w PLR2s_sinval,d1
muls d4,d1
move.w PLR2s_cosval,d2
muls d4,d2
sub.l d2,d6
add.l d1,d7
tst.b SLOWDOWN
beq.s .nocontrolposs
add.l d6,PLR2s_xspdval
add.l d7,PLR2s_zspdval
.nocontrolposs:
move.l PLR2s_xspdval,d6
move.l PLR2s_zspdval,d7
add.l d6,PLR2s_xoff
add.l d7,PLR2s_zoff
move.b fire_key,d5
tst.b PLR2_fire
beq.s .firenotpressed
; fire was pressed last time.
tst.b (a5,d5.w)
beq.s .firenownotpressed
; fire is still pressed this time.
st PLR2_fire
bra .doneplr2
.firenownotpressed:
; fire has been released.
clr.b PLR2_fire
bra .doneplr2
.firenotpressed
; fire was not pressed last frame...
tst.b (a5,d5.w)
; if it has still not been pressed, go back above
beq.s .firenownotpressed
; fire was not pressed last time, and was this time, so has
; been clicked.
st PLR2_clicked
st PLR2_fire
.doneplr2:
bsr PLR2_fall
rts
PLR2_JoyStick_control:
jsr _ReadJoy2
bra PLR2_keyboard_control
PLR2_clumptime: dc.w 0
PLR2clump:
movem.l d0-d7/a0-a6,-(a7)
move.l PLR2_Roompt,a0
move.w ToFloorNoise(a0),d0
move.l ToZoneWater(a0),d1
cmp.l ToZoneFloor(a0),d1
bge.s THERESNOWATER2
cmp.l PLR2_yoff,d1
blt.s THERESNOWATER2
move.w #6,d0
bra.s THERESWATER2
THERESNOWATER2:
tst.b PLR2_StoodInTop
beq.s .okinbot
move.w ToUpperFloorNoise(a0),d0
.okinbot:
move.l LINKFILE,a0
add.l #FloorData,a0
move.w 2(a0,d0.w*4),d0 ; sample number.
subq #1,d0
blt.s nofootsound2
THERESWATER2:
move.w d0,Samplenum
move.w #0,Noisex
move.w #100,Noisez
move.w #80,Noisevol
move.b #$f9,IDNUM
clr.b notifplaying
jsr MakeSomeNoise
nofootsound2:
movem.l (a7)+,d0-d7/a0-a6
rts