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-
- gotgun: dc.w 0
-
- INCLUDE "ab3:source_4000/NEWALIEN.s"
- **************************************
- INCLUDE "ab3:source_4000/FlyingScalyBall.s"
- **************************************
- INCLUDE "ab3:source_4000/BigUglyAlien.s"
- **************************************
- INCLUDE "ab3:source_4000/MutantMarine.s"
- **************************************
- INCLUDE "ab3:source_4000/ToughMarine.s"
- ASKFORPROT:
- include "ab3:source_4000/askforprot.s"
-
- **************************************
- INCLUDE "ab3:source_4000/halfworm.s"
- **************************************
- INCLUDE "ab3:source_4000/bigredthing.s"
- **************************************
- INCLUDE "ab3:source_4000/tree.s"
- **************************************
- INCLUDE "ab3:source_4000/EyeBall.s"
- **************************************
- INCLUDE "ab3:source_4000/FlameMarine.s"
-
-
- **************************************
- INCLUDE "ab3:source_4000/Robot.s"
-
- THISPLRxoff: dc.w 0
- THISPLRzoff: dc.w 0
-
- ViewpointToDraw:
- ; Calculate which side to display:
-
- move.l ObjectPoints,a1
- move.w (a0),d1
- lea (a1,d1.w*8),a1 ; ptr to points
-
- move.w (a1),oldx
- move.w 4(a1),oldz
- move.w THISPLRxoff,newx
- move.w THISPLRzoff,newz
- move.w #64,speed
- move.w #-60,Range
- movem.l a0/a1,-(a7)
- jsr HeadTowards
- movem.l (a7)+,a0/a1
-
- move.w newx,d0
- sub.w oldx,d0
- move.w newz,d1
- sub.w oldz,d1
- move.w Facing(a0),d3
- add.w #1024,d3
- and.w #8190,d3
- move.l #SineTable,a2
- move.w (a2,d3.w),d2
- adda.w #2048,a2
- move.w (a2,d3.w),d3
-
- move.w d0,d4
- move.w d1,d5
- muls d3,d4
- muls d2,d5
- sub.l d5,d4
- muls d3,d1
- muls d2,d0
- add.l d1,d0
-
- tst.l d0
- bgt.s FacingTowardsPlayer
- FAP:
- tst.l d4
- bgt.s FAPR
- cmp.l d4,d0
- bgt.s LEFTFRAME
- bra.s AWAYFRAME
-
- FAPR:
- neg.l d0
- cmp.l d0,d4
- bgt.s RIGHTFRAME
- bra.s AWAYFRAME
-
- FacingTowardsPlayer
-
- tst.l d4
- bgt.s FTPR
- neg.l d4
- cmp.l d0,d4
- bgt.s LEFTFRAME
- bra.s TOWARDSFRAME
-
- FTPR:
- cmp.l d0,d4
- bgt.s RIGHTFRAME
- TOWARDSFRAME:
- move.l #0,d0
- rts
- RIGHTFRAME:
- move.l #1,d0
- rts
- LEFTFRAME:
- move.l #3,d0
- rts
- AWAYFRAME:
- move.l #2,d0
- rts
-
- deadframe: dc.l 0
- screamsound: dc.w 0
- nasheight: dc.w 0
- tempcos: dc.w 0
- tempsin: dc.w 0
- tempx: dc.w 0
- tempz: dc.w 0
-
- RunAround:
-
- movem.l d0/d1/d2/d3/a0/a1,-(a7)
-
- move.w oldx,d0
- sub.w newx,d0 ; dx
- asr.w #1,d0
- move.w oldz,d1
- sub.w newz,d1 ; dz
- asr.w #1,d1
-
- move.l ObjectPoints,a1
- move.w (a0),d2
- lea (a1,d2.w*8),a1
- move.w (a1),d2
- sub.w tempx,d2
- move.w 4(a1),d3
- sub.w tempz,d3
-
- muls tempcos,d2
- muls tempsin,d3
- sub.l d3,d2
-
- blt.s headleft
- neg.w d0
- neg.w d1
- headleft:
- sub.w d1,newx
- add.w d0,newz
-
- movem.l (a7)+,d0/d1/d2/d3/a0/a1
- rts
-
- bbbb: dc.w 0
- tsx: dc.w 0
- tsz: dc.w 0
- fsx: dc.w 0
- fsz: dc.w 0
-
- SHOOTPLAYER1
-
- move.w oldx,tsx
- move.w oldz,tsz
- move.w newx,fsx
- move.w oldx,fsz
-
- move.w p1_xoff,newx
- move.w p1_zoff,newz
- move.w (a1),oldx
- move.w 4(a1),oldz
-
- move.w newx,d1
- sub.w oldx,d1
- move.w newz,d2
- sub.w oldz,d2
- jsr GetRand
- asr.w #4,d0
- muls d0,d1
- muls d0,d2
- swap d1
- swap d2
- add.w d1,newz
- sub.w d2,newx
-
- move.l p1_yoff,d1
- add.l #15*128,d1
- asr.l #7,d1
- move.w d1,d2
- muls d0,d2
- swap d2
- add.w d2,d1
- ext.l d1
- asl.l #7,d1
- move.l d1,newy
- move.w 4(a0),d1
- ext.l d1
- asl.l #7,d1
- move.l d1,oldy
-
- move.b ObjInTop(a0),StoodInTop
-
- st exitfirst
- move.w #0,extlen
- move.b #$ff,awayfromwall
- move.w #%0000010000000000,wallflags
- move.l #0,StepUpVal
- move.l #$1000000,StepDownVal
- move.l #0,thingheight
- move.l objroom,-(a7)
- movem.l d0-d7/a0-a6,-(a7)
-
- .again:
- jsr MoveObject
- tst.b hitwall
- bne.s .nofurther
- move.w newx,d0
- sub.w oldx,d0
- add.w d0,oldx
- add.w d0,newx
- move.w newz,d0
- sub.w oldz,d0
- add.w d0,oldz
- add.w d0,newz
- move.l newy,d0
- sub.l oldy,d0
- add.l d0,oldy
- add.l d0,newy
- bra .again
-
- .nofurther:
-
- move.l objroom,backroom
-
- movem.l (a7)+,d0-d7/a0-a6
- move.l (a7)+,objroom
-
- move.l PlayerShotData,a0
- move.w #19,d1
- .findonefree2
- move.w 12(a0),d2
- blt.s .foundonefree2
- adda.w #64,a0
- dbra d1,.findonefree2
-
- move.w tsx,oldx
- move.w tsz,oldz
- move.w fsx,newx
- move.w fsz,oldx
-
- rts
-
- .foundonefree2:
-
- move.l ObjectPoints,a1
- move.w (a0),d2
- move.w newx,(a1,d2.w*8)
- move.w newz,4(a1,d2.w*8)
- move.b #1,shotstatus(a0)
- move.w #0,shotgrav(a0)
- move.b #0,shotsize(a0)
- move.b #0,shotanim(a0)
-
- move.l backroom,a1
- move.w (a1),12(a0)
- st worry(a0)
- move.l wallhitheight,d0
- move.l d0,accypos(a0)
- asr.l #7,d0
- move.w d0,4(a0)
-
- move.w tsx,oldx
- move.w tsz,oldz
- move.w fsx,newx
- move.w fsz,oldx
-
- rts
-
- futurex: dc.w 0
- futurez: dc.w 0
-
- FireAtPlayer1:
- move.l NastyShotData,a5
- move.w #19,d1
- .findonefree
- move.w 12(a5),d0
- blt.s .foundonefree
- adda.w #64,a5
- dbra d1,.findonefree
-
- bra .cantshoot
-
- .foundonefree:
-
- move.b #2,16(a5)
-
- move.l #ObjRotated,a6
- move.w (a0),d0
- lea (a6,d0.w*8),a6
-
- move.l (a6),Noisex
- move.w #100,Noisevol
- move.b #1,chanpick
- clr.b notifplaying
- move.b SHOTTYPE,d0
- move.w #0,shotlife(a5)
- move.b d0,shotsize(a5)
- move.b SHOTPOWER,shotpower(a5)
- movem.l a5/a1/a0,-(a7)
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,a5/a1/a0
-
- move.l ObjectPoints,a2
- move.w (a5),d1
- lea (a2,d1.w*8),a2
- move.w (a1),oldx
- move.w 4(a1),oldz
- move.w PLR1_xoff,newx
- move.w PLR1_zoff,newz
-
- jsr CalcDist
- move.w XDIFF1,d6
- muls distaway,d6
- divs SHOTSPEED,d6
- asr.w #4,d6
- add.w d6,newx
- move.w ZDIFF1,d6
- muls distaway,d6
- divs SHOTSPEED,d6
- asr.w #4,d6
- add.w d6,newz
- move.w newx,futurex
- move.w newz,futurez
-
- move.w SHOTSPEED,speed
- move.w #0,Range
- jsr HeadTowards
-
- move.w newx,d0
- sub.w oldx,d0
- move.w newz,d1
- sub.w oldz,d1
- move.w SHOTOFFMULT,d2
- beq.s .nooffset
-
- muls d2,d0
- muls d2,d1
- asr.l #8,d0
- asr.l #8,d1
- add.w d1,oldx
- sub.w d0,oldz
- move.w futurex,newx
- move.w futurez,newz
- jsr HeadTowards
-
- .nooffset:
-
- move.w newx,d0
- move.w d0,(a2)
- sub.w oldx,d0
- move.w d0,shotxvel(a5)
- move.w newz,d0
- move.w d0,4(a2)
- sub.w oldz,d0
- move.w d0,shotzvel(a5)
-
- move.l #%100000100000,EnemyFlags(a5)
- move.w 12(a0),12(a5)
- move.w 4(a0),d0
- move.w d0,4(a5)
- ext.l d0
- asl.l #7,d0
- add.l SHOTYOFF,d0
- move.l d0,accypos(a5)
- move.b SHOTINTOP,ObjInTop(a5)
- move.l PLR1_Obj,a2
- move.w 4(a2),d1
- sub.w #20,d1
- ext.l d1
- asl.l #7,d1
- sub.l d0,d1
- add.l d1,d1
- move.w distaway,d0
-
- move.w SHOTSHIFT,d2
- asr.w d2,d0
- tst.w d0
- bgt.s .okokokok
- moveq #1,d0
- .okokokok
-
- divs d0,d1
- move.w d1,shotyvel(a5)
- st worry(a5)
-
- move.l GunData,a6
- moveq #0,d0
- move.b SHOTTYPE,d0
- asl.w #5,d0
- add.w d0,a6
- move.w 16(a6),shotgrav(a5)
- move.w 18(a6),shotflags(a5)
- ; move.w 20(a6),d0
- ; add.w d0,shotyvel(a5)
-
- .cantshoot
- rts
-
-
- SHOOTPLAYER2
-
- move.w oldx,tsx
- move.w oldz,tsz
- move.w newx,fsx
- move.w oldx,fsz
-
- move.w p2_xoff,newx
- move.w p2_zoff,newz
- move.w (a1),oldx
- move.w 4(a1),oldz
-
- move.w newx,d1
- sub.w oldx,d1
- move.w newz,d2
- sub.w oldz,d2
- jsr GetRand
- asr.w #4,d0
- muls d0,d1
- muls d0,d2
- swap d1
- swap d2
- add.w d1,newz
- sub.w d2,newx
-
- move.l p2_yoff,d1
- add.l #15*128,d1
- asr.l #7,d1
- move.w d1,d2
- muls d0,d2
- swap d2
- add.w d2,d1
- ext.l d1
- asl.l #7,d1
- move.l d1,newy
- move.w 4(a0),d1
- ext.l d1
- asl.l #7,d1
- move.l d1,oldy
- move.b ObjInTop(a0),StoodInTop
-
- st exitfirst
- move.w #0,extlen
- move.b #$ff,awayfromwall
- move.w #%0000010000000000,wallflags
- move.l #0,StepUpVal
- move.l #$1000000,StepDownVal
- move.l #0,thingheight
- move.l objroom,-(a7)
- movem.l d0-d7/a0-a6,-(a7)
-
- .again:
- jsr MoveObject
- tst.b hitwall
- bne.s .nofurther
- move.w newx,d0
- sub.w oldx,d0
- add.w d0,oldx
- add.w d0,newx
- move.w newz,d0
- sub.w oldz,d0
- add.w d0,oldz
- add.w d0,newz
- move.l newy,d0
- sub.l oldy,d0
- add.l d0,oldy
- add.l d0,newy
- bra .again
-
- .nofurther:
-
- move.l objroom,backroom
-
- movem.l (a7)+,d0-d7/a0-a6
- move.l (a7)+,objroom
-
- move.l NastyShotData,a0
- move.w #19,d1
- .findonefree2
- move.w 12(a0),d2
- blt.s .foundonefree2
- adda.w #64,a0
- dbra d1,.findonefree2
-
- move.w tsx,oldx
- move.w tsz,oldz
- move.w fsx,newx
- move.w fsz,oldx
-
- rts
-
- .foundonefree2:
-
- move.l ObjectPoints,a1
- move.w (a0),d2
- move.w newx,(a1,d2.w*8)
- move.w newz,4(a1,d2.w*8)
- move.b #1,shotstatus(a0)
- move.w #0,shotgrav(a0)
- move.b #0,shotsize(a0)
- move.b #0,shotanim(a0)
-
- move.l backroom,a1
- move.w (a1),12(a0)
- st worry(a0)
- move.l wallhitheight,d0
- move.l d0,accypos(a0)
- asr.l #7,d0
- move.w d0,4(a0)
-
- move.w tsx,oldx
- move.w tsz,oldz
- move.w fsx,newx
- move.w fsz,oldx
-
- rts
-
- FireAtPlayer2:
- move.l NastyShotData,a5
- move.w #19,d1
- .findonefree
- move.w 12(a5),d0
- blt.s .foundonefree
- adda.w #64,a5
- dbra d1,.findonefree
-
- bra .cantshoot
-
- .foundonefree:
-
- move.b #2,16(a5)
-
- move.l #ObjRotated,a6
- move.w (a0),d0
- lea (a6,d0.w*8),a6
-
- move.l (a6),Noisex
- move.w #100,Noisevol
- move.b #1,chanpick
- clr.b notifplaying
- move.b SHOTPOWER,d0
- move.w #0,shotlife(a5)
- move.b d0,shotsize(a5)
- move.b SHOTPOWER,shotpower(a5)
- movem.l a5/a1/a0,-(a7)
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,a5/a1/a0
-
- move.l ObjectPoints,a2
- move.w (a5),d1
- lea (a2,d1.w*8),a2
- move.w (a1),oldx
- move.w 4(a1),oldz
- move.w PLR2_xoff,newx
- move.w PLR2_zoff,newz
- move.w SHOTSPEED,speed
- move.w #0,Range
- jsr HeadTowards
-
- move.w newx,d0
- sub.w oldx,d0
- move.w newz,d1
- sub.w oldz,d1
- move.w SHOTOFFMULT,d2
- beq.s .nooffset
-
- muls d2,d0
- muls d2,d1
- asr.l #8,d0
- asr.l #8,d1
- add.w d1,oldx
- sub.w d0,oldz
- move.w PLR2_xoff,newx
- move.w PLR2_zoff,newz
- jsr HeadTowards
-
- .nooffset:
-
-
- move.w newx,d0
- move.w d0,(a2)
- sub.w oldx,d0
- move.w d0,shotxvel(a5)
- move.w newz,d0
- move.w d0,4(a2)
- sub.w oldz,d0
- move.w d0,shotzvel(a5)
-
- move.l #%100000100000,EnemyFlags(a5)
- move.w 12(a0),12(a5)
- move.w 4(a0),d0
- move.w d0,4(a5)
- ext.l d0
- asl.l #7,d0
- add.l SHOTYOFF,d0
- move.l d0,accypos(a5)
- move.b SHOTINTOP,ObjInTop(a5)
- move.l PLR2_Obj,a2
- move.w 4(a2),d1
- sub.w #20,d1
- ext.l d1
- asl.l #7,d1
- sub.l d0,d1
- add.l d1,d1
- move.w distaway,d0
- move.w SHOTSHIFT,d2
- asr.w d2,d0
- tst.w d0
- bgt.s .okokokok
- moveq #1,d0
- .okokokok
- divs d0,d1
- move.w d1,shotyvel(a5)
- st worry(a5)
- move.w #0,shotgrav(a5)
- .cantshoot
- rts
-
- SHOTYOFF: dc.l 0
- SHOTTYPE: dc.w 0
- SHOTPOWER: dc.w 0
- SHOTSPEED: dc.w 0
- SHOTOFFMULT: dc.w 0
- SHOTSHIFT: dc.w 0
- SHOTINTOP: dc.w 0
-
- backroom: dc.l 0