************************************************************* * SET UP INITIAL POSITION OF PLAYER ************************* ************************************************************* INITPLAYER: move.l LEVELDATA,a1 add.l 160*10(a1),a1 move.w 8(a1),d0 move.l ZoneAdds,a0 move.l (a0,d0.w*4),d0 add.l LEVELDATA,d0 move.l d0,PLR1_Roompt move.l PLR1_Roompt,a0 move.l ToZoneFloor(a0),d0 sub.l #playerheight,d0 move.l d0,PLR1s_yoff move.l d0,PLR1_yoff move.l d0,PLR1s_tyoff move.l PLR1_Roompt,PLR1_OldRoompt move.l (a1),PLR1s_xoff move.l 4(a1),PLR1s_zoff move.l (a1),PLR1_xoff move.l 4(a1),PLR1_zoff add.l #10,a1 move.w 8(a1),d0 move.l ZoneAdds,a0 move.l (a0,d0.w*4),d0 add.l LEVELDATA,d0 move.l d0,PLR2_Roompt move.l PLR2_Roompt,a0 move.l ToZoneFloor(a0),d0 sub.l #playerheight,d0 move.l d0,PLR2s_yoff move.l d0,PLR2_yoff move.l d0,PLR2s_tyoff move.l d0,PLR2_yoff move.l PLR2_Roompt,PLR2_OldRoompt move.l (a1),PLR2s_xoff move.l 4(a1),PLR2s_zoff move.l (a1),PLR2_xoff move.l 4(a1),PLR2_zoff add.l #10,a1 move.w 8(a1),d0 move.l ZoneAdds,a0 move.l (a0,d0.w*4),d0 add.l LEVELDATA,d0 move.l d0,PLR3_Roompt move.l PLR3_Roompt,a0 move.l ToZoneFloor(a0),d0 sub.l #playerheight,d0 move.l d0,PLR3s_yoff move.l d0,PLR3_yoff move.l d0,PLR3s_tyoff move.l d0,PLR3_yoff move.l PLR3_Roompt,PLR3_OldRoompt move.l (a1),PLR3s_xoff move.l 4(a1),PLR3s_zoff move.l (a1),PLR3_xoff move.l 4(a1),PLR3_zoff rts ************************************************* * Floor lines: * * A floor line is a line seperating two rooms. * * The data for the line is therefore: * * x,y,dx,dy,Room1,Room2 * * For ease of editing the lines are initially * * stored in the form startpt,endpt,Room1,Room2 * * and the program calculates x,y,dx and dy from * * this information and stores it in a buffer. * ************************************************* PointsToRotatePtr: dc.l 0 *************************************** LEVELDATA: dc.l 0 ;LEVELDATAD: ds.b 100000 ; ds.b 100000 ; incbin "tstlev.bin" *************************************** ************************************************************* * ROOM GRAPHICAL DESCRIPTIONS : WALLS AND FLOORS ************ ************************************************************* ZoneBorderPts: dc.l 0 CONNECT_TABLE: dc.l 0 ListOfGraphRooms: dc.l 0 NastyShotData: dc.l 0 ObjectPoints: dc.l 0 PlayerShotData: dc.l 0 ObjectData: dc.l 0 FloorLines: dc.l 0 Points: dc.l 0 PLR1_Obj: dc.l 0 PLR2_Obj: dc.l 0 PLR3_Obj: dc.l 0 PLR4_Obj: dc.l 0 PLR5_Obj: dc.l 0 PLR6_Obj: dc.l 0 PLR7_Obj: dc.l 0 ZoneGraphAdds: dc.l 0 ZoneAdds: dc.l 0 NumObjectPoints: dc.w 0 LiftData: dc.l 0 DoorData: dc.l 0 SwitchData: dc.l 0 CPtPos: dc.l 0 NumCPts: dc.w 0 OtherNastyData: ds.l 20 NumLevPts: dc.w 0 wall SET 0 seethruwall SET 13 floor SET 1 roof SET 2 setclip SET 3 object SET 4 curve SET 5 light SET 6 water SET 7 bumpfloor SET 8 bumproof SET 9 smoothfloor SET 10 smoothroof SET 11 backdrop SET 12 GreenStone SET 0 MetalA SET 4096 MetalB SET 4096*2 MetalC SET 4096*3 Marble SET 4096*4 BulkHead SET 4096*5 SpaceWall SET 4096*6 Sand SET 0 MarbleFloor SET 2 RoofLights SET 256 GreyRoof SET 258 BackGraph: dc.w -1 dc.w backdrop dc.l -1 NullClip: dc.l 0 LEVELGRAPHICS: dc.l 0 ;LEVELGRAPHICSD: ; ds.b 50000 ; ds.b 50000 ; incbin "tstlev.graph.bin" LEVELCLIPS: dc.l 0 ;LEVELCLIPSD: ; ds.b 50000 ; ds.b 50000 ; incbin "tstlev.clips" ControlPts: ; incbin "ab3:includes/newlev.map"