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Amiga Plus 1997 #3
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Amiga Plus CD - 1997 - No. 03.iso
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pd
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programmierung
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alienbreed3d2_src
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cheesesauce
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leveldata2
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1997-01-31
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3KB
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152 lines
*************************************************************
* SET UP INITIAL POSITION OF PLAYER *************************
*************************************************************
INITPLAYER:
move.l LEVELDATA,a1
add.l #160*10,a1
move.w 4(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 LEVELDATA,a1
add.l #160*10,a1
move.w 10(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.w (a1),PLR1s_xoff
move.w 2(a1),PLR1s_zoff
move.w (a1),PLR1_xoff
move.w 2(a1),PLR1_zoff
move.w 6(a1),PLR2s_xoff
move.w 8(a1),PLR2s_zoff
move.w 6(a1),PLR2_xoff
move.w 8(a1),PLR2_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
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"