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COLL2.ASM
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**************************************************************
*
* Software: TODD ALLEN
* Initiated: 1989?
*
* Modified: Mark Turmell, 7/17/90 -Total Carnage
* Shawn Liptak, 7/?/91 -Speed improvements
* Shawn Liptak, 7/?/91 -SL type stuff
* Shawn Liptak, 8/30/91 -New collision loop
* Shawn Liptak, 9/18/91 -Pixscan improvements
*
* COPYRIGHT (C) 1991 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 12/13/91 20:27
**************************************************************
.FILE "COLL2.ASM"
.TITLE "COLLISION ROUTINES"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
****************************************************************************
* When writing collision routines which are to be called from the collision
* scanner in this file, the following things should be taken into
* consideration:
* The collision routines are called, not created..
* The collision routine receives a ptr to the victims OBJ in A8
* The collision routine receives a ptr to the killers OBJ in A0
* The collision routine can destroy A0,A8,A14,B0,B1.
* Other registers must be preserved!
*
* When OBJ1,OBJ2 collide, two routines are called, one with
* OBJ1 in A8 and the other with OBJ2 in A8. A collision routine
* should only affect the victim, and not the killer.
* If a victim object is deleted, it will not be scanned futher.
* If any other object is deleted, the collision scan will be aborted.
* To prevent multiple simultaneous collisions of the same victim
* object, the object ID of the victim object should be modified
* by the collision routine, if the victims nature is changed.
; GET THE SYSTEM STUFF
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "DISP.EQU" ;DISPLAY PROCESSOR EQUATES
.include "sys.inc" ;zunit system equates
.include "gsp.inc" ;zunit system equates
.include "macros.hdr" ;macros, yeah!
.INCLUDE "GAME.EQU"
.INCLUDE "IMGTBL.GLO"
;SOUNDS
;SYMBOLS EXTERNALLY DEFINED
.ref BMBLTSON,RANDPER,GATE_PLYR,GETUGH,LAND
.ref SPRAYON,EXTRA,RINGON,NSTPON,KEYON,SHOEON,SMRTON,BMBON
.ref KILL_PLYR,KILL_BULL,BNC_PLYR,BNC_PLYR2,KILL_GATE,BMLM2,PCNT
.ref GOT_HSTG,KILL_CRT,KILL_HULK,BAT_PLYR,DEL_BULL,TCSH,KILL_CRT2
.ref PUSH_FT,YKIL_FT,YKIL_FT2,FIREON,SPDGON,GRENON,HLPON,LSDMG
.ref KILL_HULKZ,KILL_CBALL,KILL_BULL2,KILL_BULL3
.ref I_FLM,YKIL_RNG,FND_PROXCHK
.ref HIT_TURET,HIT_TNK,HIT_TNK2,P1DATA,P2DATA
.ref FLAME_LAY,YKIL_LAY,KILL_BULLG
.ref KILL_AHMDZ,KILL_AHMD,plyr_spiton
.ref slt_hit,slt_ringhit,slt_bbhit,spidegg_touch
.ref bombsmn_touch
.ref orcus_hit,bossd_t,aboss_hit
;SYMBOLS DEFINED IN THIS FILE
.DEF COLLISIONS,SHORT_PLYR,OUT_FLG
;UNINITIALIZED RAM DEFINITIONS
.BSS PList,32*(NOBJ+1) ;list of objects of class player
.BSS NList,32*(NOBJ+1) ;list of objects of class neutral
.BSS EList,32*(NOBJ+1) ;list of objects of class enemy
.BSS DumObj,OBSIZ
.BSS OUT_FLG,16 ;1=DON'T CONT SCANNING THIS OBJECT
.BSS BRAM,16 ;RAM FOR THROWING OUT PLTK COLLIDES
;NOBJ=NUMBER OF OBJECTS TO DISPLAY
;EQUATES FOR THIS FILE
ODMAIMG .EQU OIMG
ODMAFLG .EQU OFLAGS
IBAT .EQU PDATA+464 ;UHW BAT FLAG 0=OFF, 1=ON
;SAME AS IN NEWHULK.ASM
****************************************************************************
* Old collision loop
.if 0 ;Not used!!
.def debugtime
.def debugtimem
.bss debugtime ,16
.bss debugtimem ,16
COLLISIONS
SLEEPK 1
move @VCOUNT,b5
move @WORLDTLX+16,A6 ;* COLLISION SCAN FOR OBJECTS ON SCREEN
movi 400,A14 ;End of Scan area
coll1 move A6,A7 ;A7 Sector Xmin
addi 128,A6 ;A6 Sector Xmax
subi 128,A14
jrnn XmaxOk
add A14,A6
XmaxOk movi OBJLST,a0 ;Object list to check
callr cscnrng
move A14,A14
jrp coll1
move @VCOUNT,b0
sub b5,b0
jrhs coll10
addi 0120H,b0 ;VTOTAL
coll10 move @debugtime,b1
add b0,b1
srl 1,b1
move b1,@debugtime
move @debugtimem,b2
cmp b1,b2
jrge coll20
move b1,@debugtimem ;New max
coll20 jruc COLLISIONS
********************************
*A0 * to obj list to scan
*A6 Xmax
*A7 Xmin
*Scan OBJ list, any collideable OBJ overlapping Xmin-Xmax put on
*either EList,PList or NList depending on class
*Call ColLists with each pair of lists
cscnrng
mmtm sp,a6,a7,a14
movi PList,A9 ;Build collision lists
move a9,a4
movi EList,A10
movi NList,A11
jruc MkLists
csr20 move a0,*a10+,L ;Insert obj on enemy list
MkLists move *a0,a0,L ;Get next obj
jrz GotLists
move *a0(OXPOS),a1 ;OBJ CAN LIE ON max/min boundary
cmp a6,a1
jrhi MkLists
move *a0(OSIZEX),a2
add a2,a1
cmp a7,a1
jrlo MkLists ;Out of range?
movb *a0(OFLAGS+B_NOCOLL-7),a2
jrn MkLists ;Not collideable?
move *a0(OID),a2 ;Check Class
jrn csr20 ;Enemy?
btst 14,a2
jrnz csr40 ;Player?
move a0,*a11+,L ;Insert obj on neutral list
jruc MkLists
csr40 move a0,*a9+,L ;Insert obj on player list
jruc MkLists
GotLists
clr a0 ;Null terminate each list
move a0,*a9,L
move a0,*a10,L
move a0,*a11,L
move *A4,A0,L
jrz NoPList ;Nothing on player list?
movi EList,A3 ;E/P
callr ColLists
movi NList,A3 ;N/P
movi PList,A4
callr ColLists
NoPList
ScnRngX mmfm sp,a6,a7,a14
rets
.endif
****************************************************************************
* Collision loop (New version)
COLLISIONS
SLEEPK 1
move @WORLDTLX+16,a6 ;A6=Xmin
move a6,a7
addi 100,a7 ;A7=Xmax
move a7,b3
callr collx
move b3,a6
move a6,a7
addi 100,a7
move a7,b3
callr collx
move b3,a6
move a6,a7
addi 100,a7
move a7,b3
callr collx
move b3,a6
move a6,a7
addi 100,a7
callr collx
jruc COLLISIONS
********************************
* Build lists and collide based on X
* A6=XMin
* A7=XMax (+1)
collx
movi OBJLST,a0 ;Object list to check
movi PList,a9 ;Build collision lists
move a9,b4 ;Set A5/B4 for 1st collision call
movi EList,a10
move a10,a5
movi NList,a11
jruc mklists
csr20 move a0,*a10+,L ;Insert on enemy list
mklists move *a0,a0,L ;Get next obj
jrz gotlists
movb *a0(OFLAGS+B_NOCOLL-7),a2
jrn mklists ;Not collideable?
move *a0(OXPOS),a1 ;Obj can lie on max/min boundary
cmp a7,a1
jrge mklists ;Out of range?
move *a0(OSIZEX),a2
add a2,a1
cmp a6,a1
jrle mklists ;Out of range?
move *a0(OID),a2 ;Check Class
jrn csr20 ;Enemy?
btst 14,a2
jrnz csr40 ;Player?
move a0,*a11+,L ;Insert on neutral list
jruc mklists
csr40 move a0,*a9+,L ;Insert on player list
jruc mklists
gotlists
move a0,*a9,L ;Null terminate each list
move a0,*a10,L
move a0,*a11,L
callr ColLists ;Collide enemy to player
movi NList,a5
movi PList,b4
; jruc ColLists ;Collide neutral to player
;Fall through
********************************
* Collide objects on list A5 with those on LIST B4
* A5,B4=ptrs to null terminated tables of object ptrs
ColLists
CLstsLp0
move *a5+,a1,L
jrz scndone
;Load up coors of obj from first list
move *a1(OXPOS),a9 ;A9=OBJ1 Xmin
jrz CLstsLp0 ;Deleted?
move *a1(OSIZEX),a10 ;A10=OBJ1 Xmax (+1)
add a9,a10
move *a1(OYPOS),a7 ;A7=OBJ1 Ymin
move *a1(OSIZEY),a11 ;A11=OBJ1 Ymax (+1)
add a7,a11
move b4,a6 ;Load head of second list
PScnLp1 move *a6+,a2,L
jrz CLstsLp0
move *a2(OYPOS),a0 ;Check objs A1,A2 for intersection
cmp a11,a0
jrge PScnLp1 ;Y2Min >= Y1Max?
move *a2(OSIZEY),a14
add a14,a0
cmp a7,a0
jrle PScnLp1 ;Y2Max <= Y1Min?
move *a2(OXPOS),a0 ;Signed compares because objs may lie on 0
jrz PScnLp1 ;Deleted?
cmp a10,a0
jrge PScnLp1 ;X2Min >= X1Max?
move *a2(OSIZEX),a14
add a14,a0
cmp a9,a0
jrle PScnLp1 ;X2Max <= X1Min?
callr ColFunc ;0CaHll colfunc for obj A1 and A2
move b0,b1 ;B1=*Collision routine for obj A1
SWAP a1,a2
callr ColFunc
SWAP a1,a2
move b0,b2 ;B2=*Collision routine for obj A2
or b1,b0 ;Set z flag if both are zero
jrz PScnLp1
movb *A1(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON
jrn DoPScn0
movb *A2(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON
jrnn SkPxScn0
DoPScn0 callr PIXSCAN
jrnc PScnLp1 ;BR=THIS WASN'T REALLY A COLLISION
SkPxScn0
clr a0
move a0,@OUT_FLG ;Clr flag
move b1,b1
jrz PObj2Col
move a1,a8
move a2,a0
call b1 ;Call collision for A1
PObj2Col
move b2,b2
jrz PCkFree
move a2,a8
move a1,a0
call b2 ;Call collision for A2
PCkFree move @OUT_FLG,a0
jrz PScnLp1 ;Continue scan?
jruc CLstsLp0
scndone rets
****************************************************************************
* Return in B0 routine for obj A1 struck by obj A2
* Trashes A3-A4
ColFunc
movb *a1(OID+8),a3
movb *a2(OID+8),a4
sll 32-5,a3
srl 17,a3 ;32 Long Word Align
sll 32-5,a4
srl 22,a4 ;Long Align
add a4,a3
addi TypeTbl,a3
move *a3,a3,L
jump a3 ;Routine can trash A0/A3/A4/A8/A14
****************************************************************************
* These are the COLLISION FUNCTIONS
* A collision function is selected by the routine ColFunc
* which uses the TYPE field of the victims OID to select a subtable
* and indexes the subtable with the TYPE field of the killer.
* This gives a ptr to a COLLISION FUNCTION which returns
* the COLLISION ROUTINE to be called for the victim in B0.
* The COLLISION FUNCS can destroy registers A0,A3,A4,A8
****************************************************************************
TypeTbl:
;0000
;NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0100
;PLAYER
.LONG NULL, NULL, NULL, PLTR, PLGT, NULL, NULL, NULL
.LONG NULL, PLTR, PLHU, NULL, PLHU, NULL, NULL, PLTR
.LONG PLTK, NULL, PLMN, PLHU, PLFG, PLSL, NULL, PLMN
.LONG PLJT, PLAF, PLBT, PLFL, NULL, NULL, NULL, NULL
;0200
;PLAYER BULLET
.LONG NULL, NULL, NULL, BLTR, BLTR, NULL, NULL, NULL
.LONG NULL, BLTR, BLHU, BLFN, NULL, NULL, NULL, BLGR
.LONG BLTK, BLTK, BLLY, BLFN, BLFG, BLSL, NULL, NULL
.LONG BLTR, BLAF, NULL, BLTR, NULL, NULL, NULL, NULL
;0300
;TREE TRUNK TYPE ITEMS
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0400
;GATES/DOORS
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0500
;TIME BOMBS (PLYR CLASS)
.LONG NULL, NULL, NULL, NULL, BMGT, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, BMLM
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0600
;HOSTAGES
.LONG NULL, HSPL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0700
;TEXT
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0800
;ICONS
.LONG NULL, ICPL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0900
;CRATE
.LONG NULL, NULL, CRBL, NULL, NULL, CRBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0A00
;HULK ENEMY
.LONG NULL, HUPL, HUBL, NULL, NULL, HUBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, HUBD, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0B00
;FIEND ENEMY
.LONG NULL, FNPL, FNBL, NULL, NULL, FNBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, FNBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0C00
;ENEMY SHOTS/CANNON BALL
.LONG NULL, CBPL, NULL, NULL, NULL, CBBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, CBLS, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0D00
;HELPER BLADE AROUND PLYRS/ LS
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, LSHU, LSHU, LSHU, NULL, LSHU, NULL
.LONG NULL, NULL, NULL, LSHU, NULL, LSHU, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0E00
;GOO SHRAPNEL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, CBLS, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;0F00
;GROW FROM SLIME
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1000
;BIG TANK BASE
.LONG NULL, NULL, TKBL, NULL, NULL, TKBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1100
;TANK TORSO
.LONG NULL, NULL, TSBL, NULL, NULL, TSBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1200
;MINE LAYER
.LONG NULL, LYPL, LYBL, NULL, NULL, LYBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, LYBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1300
;AHMED FLAME THROWER
.LONG NULL, AHPL, AHBL, NULL, NULL, AHBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, AHBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1400
;ORCUS
.LONG NULL, NULL, FGBL, NULL, NULL, FGBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1500
;SHAWN SKIPPER/GRUNT ENEMY
.LONG NULL, SLPL, SLBL, NULL, NULL, SLBB, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, SLBB, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1600
;CANNON BALL THAT EXPLODES
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1700
;LAND MINES
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1800
;JETS
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1900
;Akhboob's flying death machine
.LONG NULL, NULL, AFBL, NULL, NULL, AFBM, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1A00
;BOLT OF ELECTRICITY
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1B00
;CHECKPOINT US FLAG
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1C00
;Free
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1D00
;Free
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1E00
;Free
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
;1F00
;Free
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
TKBL
;BIG TANK WITH BULLET
MOVE *A1(OID),A0
BTST 0,A0
JRNZ NULL
MOVI HIT_TNK,B0
RETS
TKBM ;BIG TANK WITH TIME BOMB
MOVE *A1(OID),A0
BTST 0,A0
JRNZ NULL
MOVI HIT_TNK2,B0
RETS
TSBL ;TURRET WITH BULLET
TSBM ;TURRET WITH TIME BOMB
MOVI HIT_TURET,B0
RETS
CBPL ;IF IT HIT RINGS THEN KILL IT
movb *a2(OID),a0
subk 3,a0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER
jrz NULL
movb *a1(OID),a0
jrz CBLS
movi plyr_spiton,b0
rets
CBLS ;CANNON BALL / HELPER BLADE AROUND PLAYER
MOVE *A2(OIMG),A0,L
CMPI BLADE,A0 ;HELPER BLADE IMG
JRNE NULL
CBBM ;WITH BOMB
MOVI KILL_CBALL,B0
RETS
LSHU ;HELPER BLADE WITH ANYTHING
MOVE *A1(OIMG),A0,L
CMPI BLADE,A0
JRNE NULL ;MINE LAYER, BTR60, ETC.
MOVI LSDMG,B0 ;THIS IS REALLY HELPER
RETS
LYPL ;IF MINE LAYER HIT RINGS THEN KILL IT
MOVE *A1(OID),A0
BTST 0,A0 ;CHECK FOR SUBFLM!
JRNZ NOKL
MOVB *A2(OID),A0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER
subk 3,a0
JREQ LHA
NOKL CLR B0
RETS
LHA MOVI YKIL_RNG,B0
RETS
LYBM MOVE *A1(OID),A0
BTST 0,A0 ;CHECK FOR SUBFLM!
JRNZ NOKL
MOVI YKIL_LAY,B0
RETS
LYBL MOVE *A1(OID),A0
BTST 0,A0 ;CHECK FOR SUBFLM!
JRNZ NOKL
MOVI FLAME_LAY,B0
RETS
FNPL ;IF FIEND HIT RINGS THEN KILL IT
MOVB *A2(OID),A0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER
subk 3,a0
JREQ KHA
MOVI FND_PROXCHK,B0
RETS
KHA
FNBM MOVI YKIL_FT2,B0
RETS
FNBL ;IF NON STOPPING BULLET, KILL FIEND OTHERWISE, PUSH HIM
MOVE *A2(OID),A0
CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A0
JRZ FH0 ;BR=KILL FAT
MOVI PUSH_FT,B0 ;NOW PUSH FATMAN BACK IN DIR BULLET IS TRAVELING
RETS
FH0 MOVI YKIL_FT,B0
RETS
HUPL ;IF HULK HIT RINGS THEN KILL HULK
MOVB *A2(OID),A0 ;CHECK TO SEE IF HULK IS HITTING RING NOT PLAYER
subk 3,a0
JREQ KH
MOVE *A1(OPLINK),A0,L ;IS THIS HULK ALREADY SWINGING?
MOVE *A0(IBAT),A0
JRZ BPY
addk 1,a0 ;andi 0FFH
sll 32-8,a0 ;cmpi 0FFH
JRNZ NULL
BPY
MOVI BAT_PLYR,B0
RETS
KH MOVI KILL_HULKZ,B0
RETS
HUBD ;KILL HULK, BUT NO POINTS GIVEN!
HUBM ;HULK/TIME BOMB
HUBL MOVI KILL_HULK,B0
RETS
AHPL ;IF AHMED HIT RINGS THEN KILL AHMED
MOVB *A2(OID),A0 ;CHECK TO SEE IF AHMED IS HITTING RING NOT PLAYER
subk 3,a0
JREQ AKH
MOVE *A1(OPLINK),A0,L
MOVE *A0(IBAT),A0 ;2=FLAMING,1=PUNCHING
subk 1,a0
JRZ NULL
;IF AHMED IS WALKING OR EVEN FLAMING, TURN AND DO PUNCH AT PLYR WHO TOUCHED ME
MOVI I_FLM,B0
RETS
AKH
AHBM ;AHMD/TIME BOMB/RINGS/PLAYER HELPER
MOVI KILL_AHMDZ,B0 ;WITH RING
RETS
AHBL MOVI KILL_AHMD,B0
RETS
********************************
* Shawn's enemy type collisons
SLPL movb *a1(OID),a0
cmpi SUBSHRAP,a0
jreq NULL ;Shrapnel?
subk SUBMSL,a0
jreq slpl5 ;Missile?
movb *a2(OID),a0 ;Player ring
subk 3,a0
jrne NULL
slpl5 movi slt_ringhit,b0
rets
SLBL movb *a1(OID),a0
subk SUBSHRAP,a0
jreq NULL ;Shrapnel?
movi slt_hit,b0 ;Bullet
rets
SLBB movb *a1(OID),a0
subk SUBSHRAP,a0
jreq NULL ;Shrapnel?
movi slt_bbhit,b0 ;Blade, bomb
rets
BLSL movb *a2(OID),a0
subk SUBMSL,a0
jrne BLHU ;!Missile?
movi KILL_BULL2,b0
rets
CRBL ;CRATE/BULLET
MOVI KILL_CRT,B0 ;SHOOT CRATE
RETS
CRBM ;CRATE/TIME BOMB
MOVE @PCNT,A0
MOVK 0FH,A14
AND A14,A0
JRNZ NULL
MOVI KILL_CRT2,B0 ;KILL CRATE DEAD
RETS
ICPL ;ICON AND PLAYER COLLIDE
MOVE *A2(OPLINK),A0,L
MOVE *A0(PNUM),A0
MOVI P1DATA,A3
DEC A0
JRZ DB2
MOVI P2DATA,A3
DB2 MOVE *A3(TWPNS),A0
INC A0
MOVE A0,*A3(TWPNS)
MOVE *A1(OID),A0
ANDI F_SUBT,A0
SLL 5,A0
ADDI ICONTBL,A0
MOVE *A0,A0,L
MOVE A0,B0
RETS
;ICON SUB TYPES
ICONTBL .LONG NULL,FIREON,SPRAYON,SPDGON,EXTRA,GRENON,RINGON,NSTPON,KEYON
.LONG SHOEON,SMRTON,BMBON,TCSH,HLPON,BMBLTSON,0
.long spidegg_touch,bombsmn_touch
********************************
* Orcus
PLFG
move @bossd_t-16,a0
jrnz NULL
move *a2(OID),a0
cmpi -CLSENMY|TYPFACE|SUBHD,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBSHLDL,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBSHLDR,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBARML,a0
jreq NULL
cmpi -CLSENMY|TYPFACE|SUBARMR,a0
jreq NULL
movb *a1(OID),a0
subk 3,a0
jreq PTK ;Rings on?
move *a1(OPLINK),a0,L
move *a0(DELYDET),a3
jrnz PTK ;Delay on?
move *a0(TSO_PTR),a3,L
move *a3(OIMG),a3,L
cmpi LAND,a3
jrz NULL
move *a0(DEAD),a3
jrnz bncp2 ;Dead? Bounce
; clr a3
; move a3,*a0(DELYDET)
movi KILL_PLYR,b0
rets
BLFG movb *a1(OID),a0 ;Get subtype
subk 4,a0
jreq blfg20 ;Arc balls?
move @bossd_t-16,a0
jrnz NULL ;In air?
blfg20 movi KILL_BULL3,b0
rets
FGBM
FGBL movb *a2(OID),a0 ;Get subtype
subk 4,a0
jreq fgbl20 ;Arc balls?
move @bossd_t-16,a0
jrnz NULL
fgbl20 movi orcus_hit,b0
rets
********************************
* Akhboob's flying death machine
PLAF
; move @bossd_t-16,a0
; jrnz NULL
move *a2(OID),a0
cmpi -CLSENMY|TYPABOSS|SUBABBACK,a0
jreq NULL ;Back?
movb *a1(OID),a0
subk 3,a0
jreq PTK ;Rings on?
move *a1(OPLINK),a0,L
move *a0(DELYDET),a3
jrnz PTK ;Delay on?
move *a0(TSO_PTR),a3,L
move *a3(OIMG),a3,L
cmpi LAND,a3
jrz NULL
move *a0(DEAD),a3
jrnz bncp2 ;Dead? Bounce
movi GATE_PLYR,b0
; movi KILL_PLYR,b0
rets
BLAF movb *a1(OID),a0 ;Get subtype
subk 4,a0
jreq blaf20 ;Arc balls?
; move @bossd_t-16,a0
; jrnz NULL ;In air?
blaf20 movi KILL_BULL3,b0
rets
AFBM
AFBL movb *a2(OID),a0 ;Get subtype
subk 4,a0
jreq fgaf20 ;Arc balls?
; move @bossd_t-16,a0
; jrnz NULL
fgaf20 movi aboss_hit,b0
rets
********************************
PLHU
MOVB *A1(OID),A0 ;CHECK TO SEE IF OID SAYS THIS IS A RING
subk 3,a0
JREQ NULL
MOVI KILL_PLYR,B0
RETS
WOO2 .WORD 0F97EH,48,080CCH,0 ;"YEAH"
;USA .WORD 0F97EH,48,080F0H,0 ;USA
PLFL ;PLAYER/FLAG
MOVI WOO2,A0
CALLA ONESND
MOVI BNC_PLYR,B0 ;PLYR/TREE TRUNK/CRATE
RETS
PLFN MOVB *A1(OID),A0 ;CHECK TO SEE IF OID SAYS THIS IS A RING
subk 3,a0
JREQ NULL
PLTR MOVI BNC_PLYR,B0 ;PLYR/TREE TRUNK/CRATE
RETS
PLJT MOVI BNC_PLYR2,B0 ;PLYR/JET
RETS
PLTR2
MOVI 600,A0
CALLA RANDPER
JRC NULL
MOVI BNC_PLYR,B0 ;PLYR/TREE TRUNK/CRATE
RETS
PLGT MOVE *A2(OID),A0
CMPI CLSNEUT|TYPGATE|SUBLAY,A0 ;WILL BOUNCE OFF OF
JRZ PLTR2
MOVI BNC_PLYR2,B0 ;PLYR/GATE
MOVE *A1(OPLINK),A0,L
MOVE *A0(DELYDET),A0
JRNZ EKRU
MOVI GATE_PLYR,B0 ;PLYR/GATE
EKRU RETS
PLBT ;PLYR WITH BOLT
MOVE *A1(OPLINK),A0,L
MOVE *A0(DELYDET),A0
JRNZ EKRU
MOVI 200,A0 ;THROW OUT 80% OF COLLISIONS
CALLA RANDPER
JRNC EKRU
MOVI GATE_PLYR,B0 ;PLYR/GATE
RETS
PLTK movb *a1(OID),a0 ;Plyr/Big tank base
subk 3,a0 ;Ring?
jreq PTK
MOVE *A2(OIMG),A0,L
CMPI T72TNK2,A0 ;DESTROYED TANK
JREQ PTK
MOVE @BRAM,A0
INC A0
MOVE A0,@BRAM
sll 32-2,a0
JRNZ PTK
MOVI KILL_PLYR,B0
RETS
PTK MOVE @PCNT,A0
sll 32-4,a0
jrnz bncp2
PUSH A1
CALLA GETUGH
PULL A1
bncp2 MOVI BNC_PLYR2,B0
RETS
********************************
* Player hits shawn type
PLSL movb *a2(OID),a0
subk SUBSM,a0
jrnz PLHU ;!Spid mom?
jruc PLTK
NULL clr b0
rets
PLMN ;PLYR/LAND MINE/MINE LAYER/FLAME FROM AHMED FLAME THROWER
MOVB *A1(OID),A0
;CHECK TO SEE IF OID SAYS THIS IS A RING
subk 3,a0 ;Ring?
JREQ NULL
MOVI KILL_PLYR,B0
RETS
HSPL ;HSTG/PLYR
MOVI GOT_HSTG,B0
RETS
BMLM ;BMB/LAND MINE
MOVI BMLM2,B0
RETS
BMGT ;TIME BOMB/GATES
MOVE *A2(OID),A0
CMPI CLSNEUT|TYPGATE|SUBLAY,A0 ;WILL BOUNCE OFF OF