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Assassins - Ultimate CD Games Collection 2
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Assassins 2 - Ultimate Games No. 2 (1995)(Weird Science)[!][Amiga-CD32-CDTV].iso
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asi122.dms
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buzzbar
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1989-01-06
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17KB
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702 lines
;
; PROJECT BUZZ BAR
;
#reload=4 ;time till next bullet
#around=4 ;num bullets in one auto fire
#mythrust=4 ;5=nice and fast
#bthrust=4 ;anti thrust when firing
#mydrag=6
#bspeed=9 ;bullet speed
#upd=7 ;number of frames for scanner and alien changes
#xcntr=160+32
#ycntr=100+32
#shield=128 ;shape numbers
#hume=112
#thrst=131
#title=135
#nmetypes=48
;
; machine code /x*x+y*y
;
Function.w distance{x1.w,y1.w,x2.w,y2.w}
UNLK a4 ;unlink (no recursion)
SUB d2,d0:BPL xpos:NEG d0:xpos ;d0=width
SUB d3,d1:BPL ypos:NEG d1:ypos ;d1=height
CMP d0,d1:BEQ kludge ;kludge if equal
BMI ygtx:EXG d0,d1:ygtx ;d0=greater side
TST d1:BNE yne:RTS:yne ;if short side 0 len=other
SWAP d1:CLR d1:DIVU d0,d1:LSR#7,d1 ;look up=short/long
ADD d1,d1:SWAP d0
DIVU lvals(pc,d1.w),d0:RTS
kludge:MULU #27146,d0:SWAP d0:ADD d1,d0:RTS ;multiply by sqrt(2)
lvals:IncBin "len.inc"
End Function
;
; machine code arctan(x,y)
;
Function.w angle{x1.w,y1.w}
UNLK a4 ;unlink
MOVEQ#0,d2 ;d2=quadrant
TST d1:BPL hpos:MOVEQ#16,d2:NEG d1:hpos ;y positive
TST d0:BPL wpos:EOR#8,d2:NEG d0:wpos ;x positive
CMP d1,d0:BMI notsteep:BNE neq
MOVE#$2000,d1:BRA flow:neq
EOR #4,d2:EXG d1,d0:notsteep
TST d1:BNE noflow:MOVEQ#0,d1:BRA flow:noflow
EXT.ld0:SWAP d0:DIVU d1,d0:LSR#6,d0:AND#1022,d0
MOVE arc(pc,d0),d1
flow:MOVE.l oct(pc,d2),d0:EOR d0,d1:SWAP d0:ADD d1,d0:RTS
oct:Dc.w 0,0,$4000,-1,0,-1,$c000,0
Dc.w $8000,-1,$4000,0,$8000,0,$C000,-1
arc:IncBin "arc.inc"
End Function
Macro ssin qsin((`1 LSR 6)&1023):End Macro
Macro ccos qcos((`1 LSR 6)&1023):End Macro
Macro onscreen RectsHit(`1,`2,1,1,12,12,320+32,220+32):End Macro
NEWTYPE .nmedata
frame.w ;shape number
numrots ;number of roatations
thrust ;amount of thrust 1-8
rspeed ;max turning speed
drag ;drag coefficient
thrusttime ;alternate timing for thrust and fire
firepower ;percentage liklihood of firing
points ;score
reload ;time to reload bullet
color ;color on scanner
End NEWTYPE
NEWTYPE .nmewave
*nme.nmedata ;type of nme as above
start.w ;time that first wave appears
num ;number of waves
apart ;time between waves
count ;number of aliens in wave
neces ;flag if required to finish patern
tot ;total number
End NEWTYPE
NEWTYPE .ship
x.w:y:rot:frame ;position
xv:yv:px:py:upd ;& speed
thcount ;count for fire thrust alternate
fcount ;count for
bcount
*parent.nmewave ;points back to wave he came from
*nme.nmedata ;points to nmetype
End NEWTYPE
NEWTYPE .paterndata
pcol.w:numhumes
waves.nmewave[10]
End NEWTYPE
NEWTYPE .playerdata
score.l:lives.w:shield:patern:status:xpos
ptimer:totwaves:tothumes:numhumes
nme.nmewave[10]
End NEWTYPE
NEWTYPE .hume
x.w:y:rot
xv:yv:rv:frame:upd:px:py
End NEWTYPE
NEWTYPE .rgb
r.w:g:b
End NEWTYPE
Dim List nme.ship(50) ;enemy
Dim List bul.ship(16) ;bullets
Dim List bng.ship(50) ;explosions
Dim List fire.ship(32) ;nme fire
Dim List astro.hume(32) ;astronauts
Dim alien.nmedata(#nmetypes) ;nme information
Dim patern.paterndata(200) ;patern information
Dim player.playerdata(1) ;2 players
Dim pcols.rgb(4)
Dim a$(1000) ;listing
Dim qsin.q(1023),qcos(1023) ;look up tables
me.ship\x=0,0,0,0,0,0,0
BitMap 0,320+64,220+64,3 ;doublebuffered front playfield
BitMap 1,320+64,220+64,3
BitMap 2,832,768,3 ;background
BitMap 3,320,32,3 ;double buffered scanner
BitMap 4,320,32,3
If ReadFile(0,"text")
FileInput 0:numl=0
While NOT Eof(0)
a$(numl)=Left$(Edit$(100),38):numl+1
Wend
CloseFile 0
DefaultInput
EndIf
LoadSound 0,"shoot1"
LoadSound 1,"shoot2"
LoadSound 2,"explo1"
LoadSound 3,"explo2"
LoadSound 4,"thrust1"
LoadSound 5,"tankoo"
LoadSound 6,"freemun"
LoadSound 7,"intromusic"
LoadShapes 0,"ships.shapes" ;8 color
LoadShapes 160,"bombs.shapes" ;2 color
LoadShapes 192,"shards.shapes" ;4 color
LoadPalette 1,"ships.iff"
LoadBitMap 2,"moon.iff" ;back drop
Use BitMap 2
Scroll 0,0,320,512,512,0
Scroll 0,0,832,256,0,512
Use BitMap 0
Queue 0,100
Queue 1,100
Gosub setuppcols
Gosub setupsincos
Gosub setupnme
Gosub setuppaterns
BLITZ
Mouse On
BlitzKeys On:BitMapInput
Gosub setuppalette
Slice 0,44,320,32,$fff8,3,8,8,320,320:Use Palette 1
Slice 1,78,320,220,$fffa,6,8,32,320+64,832:Use Palette 1
sdb=3
.titledisplay
LoopSound 7,4:Volume 4,64
Use BitMap sdb:Cls:BitMapOutput sdb
Blit #title,160,11
Use Slice 0:Show sdb:Use Slice 1
ShowB 2,(me\x LSR 6)&511,(me\y LSR 6)&511
Use BitMap 1-db:Cls:Use BitMap db:Cls
cc=0:ci=0:l=0:db=0
Repeat
VWait
ShowF db:db=1-db:BitMapOutput db:Colour 1,0
Poke Addr BitMap(db)+4,1
Use BitMap db:Scroll 0,4,320,224,0,0,1-db:WaitBlit_
If db=0
Locate 1,27:Print a$(l):l+1:If l>numl Then l=1
EndIf
cc-1
If cc<0
cc=100:BitMapOutput sdb:Locate 1,3
Select ci
Case 0:Print "WRITTEN BY SIMON ARMSTRONG IN BLITZ 2 "
Case 1:Print " F1-1 PLAYER F2-2 PLAYER F10-EXIT "
Case 2:Print " KEYBOARD CONTROLS Z X , . / "
Case 3:Print " CURRENT HIGH SCORE = ",hiscore.l," "
End Select
ci+1:If ci=4 Then ci=0
EndIf
Poke Addr BitMap(db)+4,3
If (RawStatus($50) OR Joyx(1)=-1) Then nump=1:Gosub playgame
If (RawStatus($51) OR Joyx(1)=1) Then nump=2:Gosub playgame
If RawStatus($59) Then End
Forever
.playgame
Use Palette 1
ShowF db,32,32
ShowB 2,(me\x LSR 6)&511,(me\y LSR 6)&511
Use BitMap 1-db:Cls:Use BitMap db:Cls
player(0)\score=0,3,600,0,-1,1,0,0
player(1)\score=0,3,600,0,-1,23,0,0
If nump=1 Then player(1)\score=0,0,0,0
currp=0
While player(0)\lives>0 OR player(1)\lives>0
*p.playerdata=player(currp)
If *p\lives>0 Then Gosub newlife
If *p\score>hiscore Then hiscore=*p\score
currp=1-currp
Wend
Goto titledisplay
.newlife
Gosub initscanner:Gosub initscanner
*p\status=0
upd=0:updcount=1 ;frame update and new alien update counters
ShowF db,32,32
i=patern(*p\patern)\pcol:r=pcols(i)\r:g=pcols(i)\g:b=pcols(i)\b
Gosub planetcolor:Use Palette 1
Use BitMap db:Cls:BitMapOutput db
Locate 20,15:Colour 1:Print "PLAYER ",currp+1
Gosub oldaliens
VWait 100:Cls
LoopSound 4,4:Volume 4,0
.mainloop
Repeat
If RawStatus($45) Then End
VWait
ShowF db,32,32
ShowB 2,(me\x LSR 6)&511,(me\y LSR 6)&511
If *p\totwaves=0 AND numexp=0 Then Gosub newpatern
Gosub newaliens
If upd=0 Then Gosub doscanner
db=1-db
Use BitMap db
UnQueue db
Gosub drawnme
Gosub drawfire
Gosub astromen
If *p\status=0 Then Gosub moveship
Gosub drawbullets
Gosub moveexplosions
upd+1:If upd>#upd Then upd=0
*p\ptimer+1
If (*p\ptimer AND 7)=0 Then ct3+1:If ct3=3 Then ct3=0
Until *p\status=-1 AND numexp=0
ClearList nme()
ClearList bul()
ClearList fire()
ClearList astro()
*p\lives-1
Volume 4,0
Return
.oldaliens
USEPATH *p\nme[i]
i=0
While \nme AND i<10
j=0:While j<\tot:Gosub addalien:j+1:Wend
i+1
Wend
Gosub addhumes
Return
.addhumes
i=0
While i<*p\tothumes
AddItem astro()
astro()\x=Rnd($ffff),Rnd($ffff),0
astro()\xv=Rnd(200)-100,Rnd(200)-100,Rnd(16384)-8192,0
astro()\upd=updcount
updcount+1:If updcount>#upd Then updcount=1
i+1
Wend
Return
.newaliens
USEPATH *p\nme[i]
i=0
While \nme AND i<10
If *p\ptimer=\start ;time for a new wave
For j=1 To \count
Gosub addalien
\tot+1
Next
If \num>0 Then \num-1
If \num<>0 Then \start+\apart Else \start=0
EndIf
i+1
Wend
Return
.addalien
AddItem nme()
nme()\x=me\x+Rnd($c000)+$2000
nme()\y=me\y+Rnd($c000)+$2000
nme()\rot=Rnd(65535),0,0,0,0,0,0,0,0
nme()\upd=updcount
nme()\parent=*p\nme[i]
nme()\nme=\nme
updcount+1:If updcount>#upd Then updcount=1
nme()\thcount=0,0
Return
.newpatern
ClearList nme()
ClearList bul()
ClearList fire()
ClearList astro()
Use BitMap db:BitMapOutput db
*p\patern+1:pat=*p\patern
Colour 1:Locate 16,15:Print "ATTACK WAVE ",pat
USEPATH patern(pat)
i=\pcol:r=pcols(i)\r:g=pcols(i)\g:b=pcols(i)\b
Gosub planetcolor:Use Palette 1
USEPATH patern(pat)\waves[i]
For i=0 To 9 ;copy patern data to player
*p\nme[i]\nme=\nme,\start,\num,\apart,\count,0,0
*p\totwaves+\neces
Next
*p\tothumes=patern(pat)\numhumes:Gosub addhumes
*p\ptimer=0
VWait 100:Cls
Return
.initscanner
sdb=7-sdb
Use BitMap sdb:BitMapOutput sdb:Cls
Box 0,0,319,31,1
Box 160-16,0,160+16,31,2
USEPATH player(i)
For i=0 To 1
c=2:If player(i)=*p Then c=1
Locate \xpos,.3:Colour c:Print i+1,"UP"
Locate \xpos,1.5:Print \score
Boxf \xpos*8,22,\xpos*8+100,28,0
If \shield Then Boxf \xpos*8,22,\xpos*8+\shield LSR 4,28,4
s=1
While s<\lives AND s<6
Blit 0,\xpos*8+s*14+50,8
s+1
Wend
Next
Return
.doscanner
Use Slice 0:Show sdb:Use Slice 1
sdb=7-sdb
Use BitMap sdb:BitMapOutput sdb
Boxf 160-16,0,160+16,31,0
Box 160-16,0,160+16,31,2
Blit 164+(me\rot ASR 13 AND 7),160,16
Locate *p\xpos,1.5:Colour 1:Print *p\score
Boxf *p\xpos*8,22,*p\xpos*8+100,28,0
If *p\shield Then Boxf *p\xpos*8,22,*p\xpos*8+*p\shield LSR 4,28,4
If *p\lives>1 AND *p\lives<6 Then Blit 0,*p\xpos*8+*p\lives*14+50-14,8
Return
.moveship
If (RawStatus($3a) OR Joyy(1)=1) AND *p\shield>0
If BlitColl (#shield,#xcntr,#ycntr)
px=#xcntr:py=#ycntr:sh=#shield
Gosub checknme
EndIf
QBlit db,#shield+ct3,#xcntr,#ycntr
*p\shield-2
Else
If BlitColl (0,#xcntr,#ycntr)
*p\status=-1
Sound 3,2
For i=1 To 15
If AddItem(bng())
bng()\x=me\x,me\y,31
bng()\xv=me\xv/2+Rnd(128)-64
bng()\yv=me\yv/2+Rnd(128)-64
numexp+1
EndIf
Next
Return
EndIf
EndIf
If RawStatus($31) OR Joyx(1)=-1 Then me\rot-1400
If RawStatus($32) OR Joyx(1)=1 Then me\rot+1400
me\rot+(MouseXSpeed*200)
If RawStatus($38) OR Joyb(0)&2 OR Joyy(1)=-1 ;thrust
Volume 4,63
me\xv+!ssin{me\rot} ASL #mythrust
me\yv-!ccos{me\rot} ASL #mythrust
QBlit db,#thrst+thanim,#xcntr-!ssin{me\rot}*6,#ycntr+!ccos{me\rot}*6
thanim-1:If thanim<0 Then thanim=3
Else
Volume 4,0
EndIf
If RawStatus($39) OR Joyb(0)&1 OR Joyb(1)&1 ;fire
If rl=0 AND nb>0
If AddItem(bul())
Sound 1,1
bul()\x=me\x,me\y,me\rot
bul()\xv=!ssin{me\rot} ASL #bspeed+me\xv
bul()\yv=-!ccos{me\rot} ASL #bspeed+me\yv
rl=#reload
me\xv-!ssin{me\rot} ASL #bthrust ;reverse thrust
me\yv+!ccos{me\rot} ASL #bthrust
nb-1
EndIf
EndIf
Else
rl=0:nb=#around
EndIf
me\xv-me\xv ASR #mydrag
me\yv-me\yv ASR #mydrag
me\x+me\xv
me\y+me\yv
QBlit db,((me\rot+2048) LSR 12)&15,#xcntr,#ycntr
If rl>0 Then rl-1
Return
.moveexplosions
ResetList bng()
USEPATH bng()
While NextItem(bng())
\rot-1
If \rot>-1
\x+\xv:\y+\yv
px=((\x-me\x) ASR 6)+#xcntr
py=((\y-me\y) ASR 6)+#ycntr
If !onscreen{px,py}
QBlit db,192+\rot/4,px,py
EndIf
Else
KillItem bng()
numexp-1
EndIf
Wend
Return
.drawnme
ResetList nme()
USEPATH nme()
While NextItem(nme())
If \upd=upd
ang.w=32768-angle{me\x-\x,me\y-\y}-\rot
s=Sgn(ang):ang=Abs(ang)
If ang>\nme\rspeed Then ang=\nme\rspeed
\rot+s*ang ;rotate towards me
\thcount-1
If \thcount>0
\xv+!ssin{\rot} * \nme\thrust ;thrust
\yv-!ccos{\rot} * \nme\thrust
Else
If \thcount<-\nme\thrusttime Then \thcount=\nme\thrusttime
EndIf
\xv-\xv ASR \nme\drag
\yv-\yv ASR \nme\drag
Use BitMap sdb
Plot ((\x-me\x) ASR 11)+160,((\y-me\y) ASR 11)+16,\nme\color
Use BitMap db
\frame=(\rot LSR 12)&15+\nme\frame
EndIf
\x+\xv ;speed
\y+\yv
\px=((\x-me\x) ASR 6)+#xcntr
\py=((\y-me\y) ASR 6)+#ycntr
If !onscreen{\px,\py}
QBlit db,\frame,\px,\py
If \thcount<0 ;if not thrusting
If \fcount=0 ;and not fired
If \nme\firepower>Rnd(100) Then Gosub nmefire
Else
\fcount-1
EndIf
EndIf
EndIf
Wend
Return
.astromen
ResetList astro()
USEPATH astro()
While NextItem(astro())
If \upd=upd
\rot+\rv
Use BitMap sdb
Plot ((\x-me\x) ASR 11)+160,((\y-me\y) ASR 11)+16,1
Use BitMap db
\frame=(\rot LSR 12)&15+#hume
EndIf
\x+\xv:\y+\yv
\px=((\x-me\x) ASR 6)+#xcntr
\py=((\y-me\y) ASR 6)+#ycntr
If !onscreen{\px,\py}
If BlitColl (\frame,\px,\py)
KillItem astro():*p\tothumes-1
Else
If ShapesHit(\frame,\px,\py,0,#xcntr,#ycntr)
KillItem astro():*p\tothumes-1
oldscore.l=*p\score
*p\score+1000:Sound 5,2
If Int(*p\score/10000)>Int(oldscore/10000)
*p\lives+1:*p\shield+200:Sound 6,2
EndIf
Else
QBlit db,\frame,\px,\py
EndIf
EndIf
EndIf
Wend
Return
.nmefire
USEPATH nme()
If AddItem(fire())
Sound 0,1
fire()\x=\x,\y,\rot
fire()\xv=!ssin{\rot} ASL 7+\xv
fire()\yv=-!ccos{\rot} ASL 7+\yv
\fcount=\nme\reload
EndIf
Return
.drawfire
ResetList fire()
USEPATH fire()
While NextItem(fire())
\x+\xv ;speed
\y+\yv
px=((\x-me\x) ASR 6)+#xcntr
py=((\y-me\y) ASR 6)+#ycntr
If !onscreen{px,py}
QBlit db,161,px,py
Else
KillItem fire()
EndIf
Wend
Return
.drawbullets
ResetList bul()
USEPATH bul()
While NextItem(bul())
\x+\xv ;speed
\y+\yv
px=((\x-me\x) ASR 6)+#xcntr
py=((\y-me\y) ASR 6)+#ycntr
If !onscreen{px,py}
If BlitColl(64,px,py) Then sh=64:Gosub checknme
QBlit db,160,px,py
Else
KillItem bul()
EndIf
Wend
Return
.checknme:
ResetList nme()
USEPATH nme()
While NextItem(nme())
If ShapesHit(\frame,\px,\py,sh,px,py)
Sound 2,2
oldscore.l=*p\score
*p\score+\nme\points
If Int(*p\score/10000)>Int(oldscore/10000)
*p\lives+1:*p\shield+200:Sound 6,2
EndIf
For i=1 To 4
If AddItem(bng())
bng()\x=\x,\y,31
bng()\xv=\xv/2+Rnd(64)-32
bng()\yv=\yv/2+Rnd(64)-32
numexp+1
EndIf
Next
USEPATH nme()\parent
\tot-1
If \tot=0
If \start>0
\start=*p\ptimer+1
Else
*p\totwaves-1
EndIf
EndIf
KillItem nme()
EndIf
Wend
Return
.setupsincos
For i=0 To 1023
rad.f=i*Pi/512
qsin(i)=Sin(rad)
qcos(i)=Cos(rad)
Next
Return
.setuppalette
Restore scanpalette
For i=0 To 7:Read r,g,b:PalRGB 0,i,r,g,b:Next
r=14:g=12:b=12:Gosub planetcolor
Return
.scanpalette:
Data 0,0,0,15,15,15,14,0,0,0,8,0,3,6,13
Data 15,14,0,13,6,11,4,4,9
.planetcolor:
PalRGB 1,9,r,g,b
r=QLimit(r-3,0,15):g=QLimit(g-3,0,15):b=QLimit(b-3,0,15)
For i=0 To 5
PalRGB 1,10+i,r,g,b
r=QLimit(r-1,0,15):g=QLimit(g-1,0,15):b=QLimit(b-1,0,15)
Next
Return
;frame,numrots,thrust,rspeed,drag,thrusttime,firpower,pts,reload,col=3
.setupnme:
For i=0 To 7
alien(00+i)\frame=16,16,40+i*20,4096+i*64,3,8-i/3,5+i*3,150,50-i,7
alien(08+i)\frame=32,16,20+i,3048+i*160,7,10-i/3,5+i*3,150,50-i,7
alien(16+i)\frame=48,16,10+i,5048+i*500,6,8,10+i*2,200,40-i/2,6
alien(24+i)\frame=64,16,6+i,2048+i*500,8,8,20+i*3,200,40-i/2,6
alien(32+i)\frame=80,16,70+i*10,8000+i*32,4,2,8+i,300,30-i*2,3
alien(40+i)\frame=96,16,90+i*14,6000+i*24,2,2,8+i,300,30-i*2,3
Next
Return
.setuppcols
Restore pcolors
For i=0 To 4:Read r,g,b:pcols(i)\r=r,g,b:Next
Return
pcolors:
Data 9,7,7
Data 9,9,9
Data 7,9,7
Data 7,7,9
Data 9,9,7
.setuppaterns
USEPATH patern(i)
d=-1:n=2
For i=1 To 199
prpt=i MOD 5
If prpt=1
Restore patdata
If d<7 Then d+1 Else n+1 ;increase difficulty
EndIf
\pcol=prpt
Read acode
\numhumes=acode
j=0
Repeat
Read acode
If acode>-1
\waves[j]\nme=alien(acode+d),0,3,500,n,1,0
j+1
EndIf
Until acode=-1
\waves[j]\nme=0
Next
Return
.patdata
Data 5,0,16,-1
Data 5,0,8,16,-1
Data 5,0,8,16,24,-1
Data 5,8,24,32,40,-1
Data 15,24,40,-1
Data -1