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AmigActive 23
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AACD 23.iso
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AACD
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dynAMIte
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Assembler
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dynamite.i
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Text File
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2001-06-24
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5KB
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169 lines
IFND DYNAMITE_I
DYNAMITE_I SET 1
; Assembler includes for dynamite bot developers
; Created by Ilkka Lehtoranta 3-Jun-2001
; updated 10-jun-2001
PA_NONE EQU 0 ; no player
PA_VISI EQU 1 ; visitor
PA_LOGGEDIN EQU 2 ; just logged in/after a game
PA_PLAYING EQU 3 ; is in game (no matter if he's dead)
PA_COUNTDOWN EQU 4 ; this is of no use. players only have this status if they logged in.
PA_DEAD EQU 5 ; this is of no use, it's not meant to see if a player is actually dead.
; use player.dead instead. it's only set after successfull login for
; other players
PA_WON EQU 6 ; a player has this status if he won the last round
GAME_CLOSEGAME EQU 0 ; transitional state to GAME_MENU after connection got closed
GAME_MENU EQU 1 ; game is in menu eg: login screen
GAME_ENDGAME EQU 2 ; transitional state to GAME_MENU after effect has been drawn
GAME_EFFECT EQU 3 ; game draws effect after a match
GAME_COUNTDOWN EQU 4 ; game is doing countdown
GAME_GAME EQU 5 ; game is running
GAME_HURRYUP EQU 6 ; game is running and is in hurry up mode
DIR_NONE EQU -1
DIR_DOWN EQU 0
DIR_RIGHT EQU 1
DIR_LEFT EQU 2
DIR_UP EQU 3
SPEED_NORMAL EQU 4
SPEED_SLOW EQU 3
SPEED_FAST EQU 6
BLOCK_FAKEBLOCK EQU -1 ; used for remote/kick bombs which are placed into the map
BLOCK_NOBLOCK EQU 0 ; empty field
BLOCK_HARDBLOCK EQU 1 ; non-destroyable block
BLOCK_DESTROYABLE EQU 2 ; normal block
BLOCK_BOMB EQU 3 ; normal bomb
BLOCK_BORDERWALL1 EQU 4 ; borderblocks are equal to hardblock
BLOCK_BORDERWALL2 EQU 5
BLOCK_BORDERWALL3 EQU 6
BLOCK_BORDERWALL4 EQU 7
BLOCK_BORDERWALL5 EQU 8
BLOCK_BORDERWALL6 EQU 9
BLOCK_ADDBOMB EQU 19 ; block which contains a bomb
BO_EXPANDFLAME EQU 1 ; types for bonusgrid
BO_ADDBOMB EQU 2
BO_FLAMEMAX EQU 3
BO_BOMBMAX EQU 4
BO_RANDOMWALL EQU 5
BO_BOMBS2BLOCKS EQU 6
BO_DROPALL EQU 7
BO_EXPLALL EQU 8
BO_FASTER EQU 9
BO_SLOWER EQU 10
BO_SHORTERFUSE EQU 11
BO_LONGERFUSE EQU 12
BO_SHORTERFLAME EQU 13
BO_SWAPCONTROLSLR EQU 14
BO_FEWERBOMBS EQU 15
BO_NODROP EQU 16
BO_SHIELD EQU 17
BO_STANDSTILL EQU 18
BO_TELEPORT EQU 19
BO_REMOTEBOMB EQU 20
BO_BACK2BASIC EQU 21
BO_KICKBOMB EQU 22
BO_SABER EQU 23
BO_SWAPCONTROLSUD EQU 24
BO_MAGNET EQU 25
BO_PHOENIX EQU 26
BO_DOHURRYUP EQU 27
BO_INVISIBLE EQU 28
BO_DUELL EQU 29
BO_AFTERBURNER EQU 30
BOMB_NORMAL EQU 0 ; normal bomb
BOMB_GEN EQU 1 ; predefined bomb (map)
BOMB_REMOTE EQU 2 ; remote bomb
BOMB_KICK EQU 3 ; kick bomb
STRUCTURE ServerData,0
STRUCT sd_ServerName,34
STRUCT sd_SysOpName,18
WORD sd_MaxSlots
WORD sd_MaxObservers
LABEL ServerData_SIZEOF
STRUCTURE TempBomb,0
STRUCT bmb_Node,MLN_SIZE
WORD bmb_BlockX
WORD bmb_BlockY
WORD bmb_PixelX
WORD bmb_PixelY
WORD bmb_Fuse ; >0 bomb is still ticking; =0 bomb is going to explode
WORD bmb_Range
WORD bmb_Direction ; kick/remote bombs
WORD bmb_OriginX
WORD bmb_OriginY
WORD bmb_Type ; is set to one of BOMB_#?
LABEL TempBomb_SIZEOF
STRUCTURE Player,0
WORD plr_Player
LONG plr_Status
WORD plr_Dead ; >0 is alive
WORD plr_PixelX ; xpos + border (24 pixel)
WORD plr_PixelY ; ypos + border (16 pixel)
WORD plr_BlockX ; sijainti
WORD plr_BlockY
WORD plr_BombCount ; bombs going to explode
WORD plr_KickBombs
APTR plr_BombListHeader ; -> MLH
APTR plr_RemoteBomb ; -> Bomb
APTR plr_KickBomb ; -> Bomb
WORD plr_MaxRange ; 2-15
WORD plr_MaxBombs
WORD plr_FuseLength
WORD plr_Speed ; player speed; SPEED_NORMAL=4, SPEED_SLOW=3, SPEED_FAST=6
WORD plr_SpeedC ; >0 = player has other speed (SPEED_SLOW, SPEED_FAST)
WORD plr_SwapHoriz ; >0 = swaped horizontal controls
WORD plr_SwapVert
WORD plr_NoDrop
WORD plr_ShieldCount
WORD plr_StandStillCount
WORD plr_InvisibleCount
WORD plr_AfrerBurnerCount
WORD plr_b2bc
WORD plr_FlameThrowerCount
WORD plr_FlameThrowerDir
WORD plr_FlameThrowerRange ; 0-4
WORD plr_MagnetCount
WORD plr_MagnetDir
STRUCT plr_Name,34
STRUCT plr_System,64
LABEL Player_SIZEOF
STRUCTURE dynSemaphore,0
STRUCT ds_Semaphore,SS_SIZE ; embedded signalsemaphore
LONG ds_OpenCnt
LONG ds_Quit
LONG ds_GameRunning ; >0 game running
LONG ds_Frames
LONG ds_Walk
LONG ds_Drop
LONG ds_DropKick
LONG ds_PlayerNum ; 0-15
APTR ds_Players ; array to players (0-15)
LONG ds_MapWidth
LONG ds_MapHeight
APTR ds_Grid ; array ptr to the actual map (29 entries max). each entry contains 1 line of the map without powerups
APTR ds_BonusGrid
STRUCT ds_AddBubble,10
APTR ds_ServerData ; see serverdata for details
LABEL dynSemaphore_SIZEOF
ENDC ; DYNAMITE_I