
	.include	"road.i"
	.include	"car.i"
	.include	"playfield.i"
	.include	"mem_macros.i"

@***********************************************************:
@*:
@*: init_road (initialisieren eines spielfeldes) 
@*:
@*: r11  = ROAD_STRUCT
@*:

	.global	init_road
	.type	init_road,function	
	
init_road:

	stmfd	sp!,{r0-r12,lr}

	@**** set gfx

	mov 	r6,#0x4000000   		@
	mov	r1,#0x1e00		@mode 0 bg 1/2/3 + sprites
	strh 	r1,[r6]			@store

	@**** clr trp
	
	mov	r0,#0
	strh 	r0,[r6,#0x50]	
	strh 	r0,[r6,#0x52]	
	strh 	r0,[r6,#0x54]	
	
	@play sound
	
	ldr	r0,=mod
	bl	init_mod		@init_mod
	bl	start_mod		@start_mod

	@**** init PLAYFIELD_STRUCT
	
	mem_malloc_mc	membaseW_adr, #PF_LENGTH		@playfieldstruct
	
	str	r2,[r11,#R_PLAYFIELD]				@merke pointer und init struct

	mov	r3,#0				@x=0
	mov	r4,#0				@y=0
	ldr	r5,[r11,#R_MAP_1]		@map1 src
	ldr	r6,=(0x6000000+49152)	@map dest
	ldr	r7,[r11,#R_MAP_2]		@map2 src
	ldr	r8,=(0x6000000+51200)	@map dest
	mov	r9,#64*16			@breite
	mov	r10,#64*16			@höhe

	str	r3,[r2,#PF_X]		
	str	r4,[r2,#PF_Y]
	str	r5,[r2,#PF_BG2_SRC]		
	str	r6,[r2,#PF_BG2_DEST]	
	str	r7,[r2,#PF_BG3_SRC]		
	str	r8,[r2,#PF_BG3_DEST]	
	str	r9,[r2,#PF_WIDTH]	
	str	r10,[r2,#PF_HEIGHT]	

	@map 3

	ldr	r5,[r11,#R_MAP_3]		@map3 src
	ldr	r6,=(0x6000000+53248)		@map dest
	
	str	r5,[r2,#PF_BG1_SRC]		
	str	r6,[r2,#PF_BG1_DEST]
	
	@**** init gfx

	mov 	r6,#0x4000000   		@
	ldr	r1,=0x3883		@0 tiles / 18 map (49152) / 256 c prio 0	
	strh 	r1,[r6,#0xc]	
		
	ldr	r1,=0x3982		@0 tiles / 19 map (51200) / 256   prio 1
	strh 	r1,[r6,#0xe]

	ldr	r1,=0x3A82		@0 tiles / 1A map (53248) / 256   prio 1
	strh 	r1,[r6,#0xa]

	@**** set scroll
	
	mov	r0,#0
	strh	r0,[r6,#0x18]
	strh	r0,[r6,#0x1a]
	strh	r0,[r6,#0x1c]
	strh	r0,[r6,#0x1e]

	@***** kopiere gfx daten
	
	mem_malloc_mc	membaseW_adr, #49152		@get 32k
	mov	r12,r2		
			
	ldr	r0,[r11,#R_GFX]
	mov	r1,r12	
	swi	0x110000					@decomp lz77 wram
	
	mov	r0,r12
	mov	r1,#0x6000000	
	mov	r2,#(256*192)
	bl	dmacpy	
	
	mem_free_mc	membaseW_adr,r12		@free 32

	@**** sprite daten
	
	@mem_malloc_mc	membaseW_adr, #8192		@get 8k
	@mov	r12,r2

	ldr	r0,[r11,#R_SPRITE]
	@mov	r1,r12	
	@swi	0x110000					@decomp lz77 wram
	
	@mov	r0,r12
	ldr	r1,=0x6010000
	ldr	r2,=8192
	bl	dmacpy	
	
	@mem_free_mc	membaseW_adr,r12		@free 32

	@**** setze MAPS/GFXS
		
	ldr	r0,[r11,#R_PAL]
	mov	r1,#0x5000000	
	mov	r2,#(256*2)
	bl	dmacpy

	ldr	r0,[r11,#R_MAP_1]
	ldr	r1,[r11,#R_PLAYFIELD]	@playfield	
	ldr	r1,[r1,#PF_BG2_DEST]	@bg dest
	mov	r2,#128*2-(32*2)
	bl	copymap

	ldr	r0,[r11,#R_MAP_2]
	ldr	r1,[r11,#R_PLAYFIELD]	@playfield	
	ldr	r1,[r1,#PF_BG3_DEST]	@bg dest
	mov	r2,#128*2-(32*2)
	bl	copymap
	
	ldr	r0,[r11,#R_MAP_3]
	ldr	r1,[r11,#R_PLAYFIELD]	@playfield	
	ldr	r1,[r1,#PF_BG1_DEST]	@bg dest
	mov	r2,#128*2-(32*2)
	bl	copymap
	
	ldr	r0,[r11,#R_SPRITE_PAL]
	ldr	r1,=0x5000200
	mov	r2,#16*2
	bl	dmacpy

	@**** init cars ****
	
	
	@**** geniere speicher für carstructs
	
	ldr	r12,=car_count
	ldr	r12,[r12]
	str	r12,[r11,#R_CARCOUNT]			@merke anzahl in roadstruct
	
	mov	r0,#CAR_STRUCT_LEN
	mul	r2,r0,r12				@*anzahl
	mem_malloc_mc	membaseW_adr, r2		@get mem
	str	r2,[r11,#R_CARS]			@merke pointer in roadstruct
	mov	r9,r2
	
	ldr	r8,=car_startpos
	mov	lr,#0
get_carsp:	
	
	@** get new sprite
	
	ldr	r0,[r8],#4		@get startposx
	ldr	r1,[r8],#4		@get startposz
	
	str	r0,[r9,#CAR_X_POS]	@save x
	str	r1,[r9,#CAR_Y_POS]	@save y
	str	r0,[r9,#CAR_XE]		@save xend
	str	r1,[r9,#CAR_YE]		@save yend
	
	mov	r2,#0
	str	r2,[r9,#CAR_SPEED]	
	str	r2,[r9,#CAR_WINKEL]
	str	r2,[r9,#CAR_BGMODE]
	str	r2,[r9,#CAR_ANIMPHASE]
	str	r2,[r9,#CAR_ANIMPHASE_C]
	mov	r2,#0x100
	str	r2,[r9,#CAR_ZOOM]
	mov	r2,#0xc0			@Wegmarke
	str	r2,[r9,#CAR_LASTWMARK]
	mov	r2,#0x2			@car status über allem
	str	r2,[r9,#CAR_STAT]
	
	@**** mensch
	
	ldr	r2,=car_human
	ldr	r2,[r2]
	cmp	r2,r12
	moveq	r2,#1
	movne	r2,#0
	str	r2,[r9,#CAR_HUMAN]
	
	@****
	
	@mov	r2,lr			@rotationsnummer
	mov	r3,#2			@tilenummer
	mov	r4,#0			@prio
	ldr	r5,=0x00008000		@mode
	@mov	r6,lr			@rotation
	@add	lr,lr,#1		@nachste rotnummer
	mov	r6,#0
	
	stmfd	sp!,{lr}
	bl	spr_new_sprite
	
	ldmfd	sp!,{lr}
	
	str	r7,[r9,#CAR_SPRITE_S]
	
	add	r9,r9,#CAR_STRUCT_LEN		@nächste Struct
	
	subs	r12,r12,#1
	bne	get_carsp

	ldmfd	sp!,{r0-r12,lr}
	bx	lr

@***********************************************************:
@*:
@*: recalc_sprite_positions (berechne sprite views neu) 
@*:
@*: r0  = R_ROAD
@*:
recalc_sprite_anim:

	stmfd	sp!,{r0-r12,lr}
	
	
	
	
	mov	r11,r0
	
	ldr	r10,[r11,#R_CARCOUNT]			@anzahl in roadstruct
	ldr	r9,[r11,#R_CARS]			@erster pointer auf cars
	
	ldr	r7,=animphase

for_ca2:

	ldr	r5,[r9,#CAR_WINKEL]
	mov	r5,r5, lsl #16
	mov	r5,r5, lsr #16
	
	ldr	r0,[r9,#CAR_SPRITE_S]			@sprite ptr

	@animphase von 0..3

	ldrb	r3,[r9,#CAR_ANIMPHASE_C]
	add	r3,r3,#1
	cmp	r3,#4<<2
	moveq	r3,#0
	strb	r3,[r9,#CAR_ANIMPHASE_C]
	
	ldrb	r4,[r7,r3, lsr #2]	@bekomme animphase
	

	
	@r4 = phase
	mov	r6,r4
	mov	r8,#1		@1 =hflip

	cmp	r5,#4096
	addgt	r6,r4,#6
	movgt	r8,#1
	cmp	r5,#12288
	addgt	r6,r4,#12
	movgt	r8,#0
	cmp	r5,#20480
	addgt	r6,r4,#6
	movgt	r8,#0
	cmp	r5,#28672
	addgt	r6,r4,#0
	movgt	r8,#0
	cmp	r5,#36864
	addgt	r6,r4,#18
	movgt	r8,#0
	cmp	r5,#45056
	addgt	r6,r4,#24
	movgt	r8,#0
	cmp	r5,#53248
	addgt	r6,r4,#18
	movgt	r8,#1
	cmp	r5,#61440
	addgt	r6,r4,#0
	movgt	r8,#1
	
	
	
	@schalte anim auf zweite zeile ab teil 16
	
	cmp	r6,#16
	addge	r6,r6,#64-16
	
	@setze anim phase
	
	bl	spr_getall	@r1 = W1 r2 = W2 r3 = W3
	and	r3,r3,#0xfc00	@nur tiles löschen
	orr	r3,r3,r6, lsl #1
	bic	r2,r2,#0x3000	@clear h/v
	orr	r2,r2,r8, lsl #12
	bl	spr_setall
	

	add	r9,r9,#CAR_STRUCT_LEN			@nächste struktur

	subs	r10,r10,#1
	bne	for_ca2
	
	ldmfd	sp!,{r0-r12,lr}
	bx	lr

animphase:	.byte	0,2,4,2



		.align	4

@***********************************************************:
@*:
@*: recalc_sprite_positions (berechne sprite views neu) 
@*:
@*: r0  = R_ROAD
@*:


	.global	recalc_sprite_positions
	.type	recalc_sprite_positions,function

recalc_sprite_positions:

	stmfd	sp!,{r0-r12,lr}
	
	
	mov	r11,r0
	
	ldr	r10,[r11,#R_CARCOUNT]			@anzahl in roadstruct
	ldr	r9,[r11,#R_CARS]			@erster pointer auf cars
	
	ldr	r2,[r11,#R_PLAYFIELD]			@get Playfieldstruktur
	
	ldr	r3,[r2,#PF_X]				@screen x
	ldr	r4,[r2,#PF_Y]				@screen y

for_ca:

	ldr	r5,[r9,#CAR_X_POS]
	ldr	r6,[r9,#CAR_Y_POS]
	mov	r5,r5,asr #16
	mov	r6,r6,asr #16
	
	ldr	r0,[r9,#CAR_SPRITE_S]			@sprite ptr
	sub	r1,r5,r3				@posx-screenx
	sub	r2,r6,r4

	bl	spr_change_xy
	

	add	r9,r9,#CAR_STRUCT_LEN			@nächste struktur

	subs	r10,r10,#1
	bne	for_ca
	
	ldmfd	sp!,{r0-r12,lr}
	bx	lr



@***********************************************************:
@*:
@*: set_screen_centered_to_point (setze screen mit mittelpunkt xy) 
@*:
@*: r0  = R_PLAYFIELD
@*: r11 = x
@*: r12 = y
@*:
	.global	set_screen_centered_to_sprite
	.type	set_screen_centered_to_sprite,function

set_screen_centered_to_sprite:

	stmfd	sp!,{r0-r12,lr}

	mov	r11,r11,asr #16
	mov	r12,r12,asr #16
	

	
	mov	r9,r0		@playfield
		
	@r11 = x
	@r12 = y
	
	@**** berechne screenpos
	
	ldr	r0,[r9,#PF_X]		@get Current pos
	ldr	r1,[r9,#PF_Y]
	
	ldr	r2,[r9,#PF_WIDTH]	@screen breite
	ldr	r3,[r9,#PF_HEIGHT]	@
	
	mov	r4,#80			@linke grenze
	mov	r5,#160			@rechte grenze
	
	mov	r6,#53			@obere grenze
	mov	r7,#106			@untere grenze
	
	
	@If((px)>(sx+rx)) sx=px-rx@
	@If((px)<(sx+lx)) sx=px-lx@

	@If((py)>(sy+uy)) sy=py-uy@
	@If((py)<(sy+oy)) sy=py-oy@

	add	r8,r0,r5		@(sx+rx)
	cmp	r11,r8			@px>(sx+rx)
	subgt	r0,r11,r5		@sx=px-rx@
	
	add	r8,r0,r4
	cmp	r11,r8
	sublt	r0,r11,r4
	
	add	r8,r1,r7		@(sx+rx)
	cmp	r12,r8			@px>(sx+rx)
	subgt	r1,r12,r7		@sx=px-rx@
	
	add	r8,r1,r6
	cmp	r12,r8
	sublt	r1,r12,r6	

	@If(sx<0) sx=0
	@If(sy<0) sy=0
	
	cmp	r0,#0
	movle	r0,#0
	
	cmp	r1,#0
	movle	r1,#0

	@If(sx>=gxm-240) sx=gxm-240
	@If(sy>=gym-160) sy=gym-160
	
	sub	r8,r2,#240
	cmp	r0,r8
	movgt	r0,r8	

	sub	r8,r3,#160
	cmp	r1,r8
	movgt	r1,r8

	@mov	r0,#20*16
	@mov	r1,#20*16

	str	r0,[r9,#PF_X]		@get Current pos
	str	r1,[r9,#PF_Y]

	@**** set bg 2
	
	mov	r2,#2			@bg nummer
	ldr	r3,[r9,#PF_BG2_SRC]	@map src
	ldr	r4,[r9,#PF_BG2_DEST]	@map dest
	bl	scroll_bg
	
	@**** set bg 3
	
	ldr	r0,[r9,#PF_X]		@get Current pos
	ldr	r1,[r9,#PF_Y]		@y
	
	mov	r2,#3			@bg nummer
	ldr	r3,[r9,#PF_BG3_SRC]	@map src
	ldr	r4,[r9,#PF_BG3_DEST]	@map dest
	bl	scroll_bg
	
	@**** set bg 1
	
	ldr	r0,[r9,#PF_X]		@get Current pos
	ldr	r1,[r9,#PF_Y]		@y
	
	mov	r2,#1			@bg nummer
	ldr	r3,[r9,#PF_BG1_SRC]	@map src
	ldr	r4,[r9,#PF_BG1_DEST]	@map dest
	bl	scroll_bg
	
	ldmfd	sp!,{r0-r12,lr}
	bx	lr


	
@***********************************************************:
@*:
@*: delete_road (freigeben der resourcen) 
@*:
@*: r11  = ROAD_STRUCT
@*:

	.global	delete_road
	.type	delete_road,function	
	

delete_road:

	stmfd	sp!,{r0-r12,lr}

	@**** free playfield

	ldr		r12,[r11,#R_PLAYFIELD]		@get pointer und free struct
	mem_free_mc	membaseW_adr,r12		@free 

	@**** free cars
	
	ldr	r10,[r11,#R_CARS]			@pointer auf cars 
	ldr	r12,[r11,#R_CARCOUNT]			@anzahl
	mov	r9,r10
rem_car:

	@**** free alocated sprite

	ldr	r0,[r10,#CAR_SPRITE_S]			@get spritepointer
	bl	spr_rem_sprite

	add	r10,r10,#CAR_STRUCT_LEN			@nächste Struct
	
	subs	r12,r12,#1
	bne	rem_car
	
	
	mem_free_mc	membaseW_adr,r9			@free die ganze struktur
	
	@****

	ldmfd	sp!,{r0-r12,lr}
	bx	lr

@***********************************************************:
@*:
@*: test_drive 
@*:
@*: r11  = ROAD_STRUCT
@*:

	.global	test_drive
	.type	test_drive,function



test_drive:

	stmfd	sp!,{r0-r12,lr}


	@**** inti kollision
	
	mov	r6,r11	
	bl	init_car_koll

	@**** init way points	

	ldr	r10,[r11,#R_CARCOUNT]
	ldr	r6,[r11,#R_CARS]		@first car
getps:	
	
	@ldr	r2,[r6,#CAR_HUMAN]
	@cmp	r2,#1
	@beq	getpsnext

	mov	r7,r11
	ldr	r0,=search_nextmark_th+1
	mov	lr,pc
	bx	r0

	mov	r2,r0
	mov	r3,r1
	ldr	r0,[r6,#CAR_X_POS]
	ldr	r1,[r6,#CAR_Y_POS]
	
	mov	r4,#0x200
	ldr	r5,=init_driveFromTo_th+1
	mov	lr,pc
	bx	r5

getpsnext:
	add	r6,r6,#CAR_STRUCT_LEN

	subs	r10,r10,#1
	bne	getps

	@**** main loop
	
mloop:

	@mov	r2,#0
	@bl	wait	
	
	@**** init way points	

	ldr	r10,[r11,#R_CARCOUNT]
	ldr	r6,[r11,#R_CARS]		@first car
getps2:	
	
	ldr	r2,[r6,#CAR_HUMAN]
	cmp	r2,#1
	beq	getps2next
	
	ldr	r2,[r6,#CAR_XE]
	ldr	r3,[r6,#CAR_YE]
	ldr	r0,[r6,#CAR_X_POS]
	ldr	r1,[r6,#CAR_Y_POS]

	mov	r4,#0x200

	ldr	r5,=init_driveFromTo_th+1
	mov	lr,pc
	bx	r5
	
getps2next:
	add	r6,r6,#CAR_STRUCT_LEN
	subs	r10,r10,#1
	bne	getps2	
	
	@**** 
	
	mov	r2,#0x5000000
	mov	r1,#0x0
	strh	r1,[r2]
	
	@**** fahrer steuerung
	
	ldr	r10,[r11,#R_CARCOUNT]
	ldr	r6,[r11,#R_CARS]		@first car
searhum:	ldr	r2,[r6,#CAR_HUMAN]
	cmp	r2,#1
	beq	humfd
	add	r6,r6,#CAR_STRUCT_LEN
	subs	r10,r10,#1
	bne	searhum	
	b	humnotfd
humfd:	bl	set_human
humnotfd:

	@**** step cars
	
	ldr	r10,[r11,#R_CARCOUNT]
	ldr	r6,[r11,#R_CARS]		@first car
stepcars:	
		
	mov	r0,r6
	ldr	r5,=step_car_th+1
	mov	lr,pc
	bx	r5				@steo
	
stepcarsnext:

	add	r6,r6,#CAR_STRUCT_LEN
	subs	r10,r10,#1
	bne	stepcars

	mov	r2,#0x5000000
	mov	r1,#0x1f
	strh	r1,[r2]

	@**** teste kollision

	bl	test_car_koll
	
	mov	r2,#0x5000000
	mov	r1,#0x1f<<5
	strh	r1,[r2]

	@**** wait for vblank
	
	swi	0x50000	
	
	@mov	r2,#0x0
	@bl	wait
		
	mov	r2,#0x5000000
	mov	r1,#0x1f
	strh	r1,[r2]

	@**** recalc sprite positionen
	
	mov	r0,r11
	bl	recalc_sprite_positions		@
	mov	r0,r11
	bl	recalc_sprite_anim
	
	mov	r2,#0x5000000
	mov	r1,#0x1f<<10
	strh	r1,[r2]


	@**** teste ob am endpunkt
	
	ldr	r10,[r11,#R_CARCOUNT]
	ldr	r6,[r11,#R_CARS]		@first car
endpte:
	
	ldr	r2,[r6,#CAR_HUMAN]
	cmp	r2,#1
	beq	nichtendpunt
	
	ldr	r5,=test_driveFromTo_th+1
	mov	lr,pc
	bx	r5
	cmp	r0,#0
	beq	nichtendpunt

	mov	r7,r11
	ldr	r0,=search_nextmark_th+1
	mov	lr,pc
	bx	r0

	mov	r2,r0
	mov	r3,r1
	ldr	r0,[r6,#CAR_X_POS]
	ldr	r1,[r6,#CAR_Y_POS]

	mov	r4,#0x200

	ldr	r5,=init_driveFromTo_th+1
	mov	lr,pc
	bx	r5
	

nichtendpunt:
	add	r6,r6,#CAR_STRUCT_LEN

	subs	r10,r10,#1
	bne	endpte

	@**** setze car prio
	
	ldr	r10,[r11,#R_CARCOUNT]
	ldr	r6,[r11,#R_CARS]		@first car
setcarpr:	
	
	mov	r5,r11				@roadstruct
	ldr	r7,=set_carprio_th+1
	mov	lr,pc
	bx	r7
	
	add	r6,r6,#CAR_STRUCT_LEN
	
	subs	r10,r10,#1
	bne	setcarpr

	@**** setze screen
	
	stmfd	sp!,{r11,r12}
	
	ldr	r0,[r11,#R_PLAYFIELD]	@get playfield
	ldr	r1,[r11,#R_CARS]	@get the 1. car
	add	r1,r1,#CAR_STRUCT_LEN*3
	
	ldr	r11,[r1,#CAR_X_POS]	@get cx
	ldr	r12,[r1,#CAR_Y_POS]	@get cy
		
	bl	set_screen_centered_to_sprite	
	
	ldmfd	sp!,{r11,r12}

	b	mloop	


	@**** free kollsision
	
	mov	r6,r11	
	bl	remove_car_koll

	ldmfd	sp!,{r0-r12,lr}
	bx	lr
	
@***********************************************************:
@*:
@*: set_human (ändere bewegung) 
@*:
@*: r6  = car_struct
@*: r11 = road_struct 

set_human:

	stmfd	sp!,{r0-r12,lr}

	
	ldr	r5,[r6,#CAR_WINKEL]
	mov	r4,#0x4000000
	ldr	r0,[r4,#0x130]
	tst	r0,#0x10
	addeq	r5,r5,#0x300
	tst	r0,#0x20
	subeq	r5,r5,#0x300
	str	r5,[r6,#CAR_WINKEL]
	

	mov	r0,#0x210
	str	r0,[r6,#CAR_SPEED]

	@**** teste pos
	
	ldr	r0,[r6,#CAR_X_POS]
	ldr	r1,[r6,#CAR_Y_POS]
	
	add	r0,r0,#0xe0000
	add	r1,r1,#0xe0000
	mov	r0,r0,lsr #16+4			@get 16 pos
	mov	r1,r1,lsr #16+4
	
	
	add	r0,r0,r0		@ = x*2
	add	r0,r0,r1, lsl #7	@ = x + y * 64*2
	
	ldr	r2,[r11,#R_MAP_SP]	@&map
	ldr	r3,[r11,#R_MAP_SPI]	@&map
	
	ldrh	r1,[r2,r0]		@map(x,y)
	and	r8,r1,#0xff00		@koll
	and	r9,r1,#0x00ff		@data byte
	ldr	r9,[r3,r9, lsl #2]	@get indexed datas
	
	@**** 
		
	ldr	r0,[r6,#CAR_X_POS]
	ldr	r1,[r6,#CAR_Y_POS]
	ldr	r2,[r6,#CAR_X_POS_O]
	ldr	r3,[r6,#CAR_Y_POS_O]
	str	r0,[r6,#CAR_X_POS_O]
	str	r1,[r6,#CAR_Y_POS_O]
	
	cmp	r0,r2
	cmpeq	r1,r3
	beq	noKoll

	@**** check ob kollision rechtmäßig 
	
	mov	r4,r9
	ldr	r5,[r6,#CAR_BGMODE]
	ldr	r7,=recalc_koll+1
	mov	lr,pc
	bx	r7
	

	@**** kollision jumplist	

	ldr	r7,=_k_jumplist			@ xxxx xxxx 0000 0000 
	mov	r8,r8, lsr #6			@ 0000 00xx xxxx xx00 
	and	r8,r8,#0x3c			@ 0000 0000 00xx xx00
	ldr	r7,[r7,r8]			
	mov	lr,pc
	bx	r7
	

	str	r0,[r6,#CAR_X_POS]
	str	r1,[r6,#CAR_Y_POS]


@h:	b	h
	
noHVKoll:	
noKoll:
	ldmfd	sp!,{r0-r12,lr}
	bx	lr

@***********************************************************:
@*:
@*: init_driveFromTo_th (init fahre von zu) 
@*:
@* r0 = startx 16:16
@*: r1 = starty
@*: r2 = endx
@*: r3 = endy
@*: r4 = speed
@*:
@*: r6 = car_struct

	.thumb

init_driveFromTo_th:

	push	{r4-r7}
		
	str	r0,[r6,#CAR_X_POS]	@startx
	str	r1,[r6,#CAR_Y_POS]	@starty
	str	r2,[r6,#CAR_XE]		@endx
	str	r3,[r6,#CAR_YE]		@endy
	
		
	sub	r5,r2,r0	@dx
	sub	r7,r3,r1	@dy
	
	asr	r0,r5,#16
	asr	r1,r7,#16
	
	mov	r2,#0
	mvn	r2,r2
	lsr	r2,r2,#16	@1bit sign,1bit integral (?),14bit value 
			
	swi	0xa		@arctan2 (r0,r1) = r0
	
	str	r0,[r6,#CAR_WINKEL]	@save calculated winkel
	str	r4,[r6,#CAR_SPEED]	@speed = r4 

	str	r5,[r6,#CAR_DX]		@save delta x
	str	r7,[r6,#CAR_DY]		@save delta y

	pop	{r4-r7}
	bx	lr
	
	.arm

	

@***********************************************************:
@*:
@*: test_driveFromTo (teste ob am ziel) 
@*:
@*: r6 = car_struct
@*:
@*: return
@*:
@*: r0 = 0 nicht da / 1 ist da
@*:

	.thumb

test_driveFromTo_th:

	push	{r1-r5,r7}

	ldr	r2,[r6,#CAR_XE]		@xe
	ldr	r3,[r6,#CAR_YE]		@ye
	ldr	r4,[r6,#CAR_X_POS]		@carxpos = startx
	ldr	r5,[r6,#CAR_Y_POS]		@carypos = starty
	
	ldr	r7,[r6,#CAR_DX]		@get delta x
	ldr	r1,[r6,#CAR_DY]		@get delta y
	
	@r8 = dx (+rechts,  -links) (x2-x1)
	@r9 = dy (+unten,   -oben)
	
	mov	r0,#0
	mvn	r0,r0
	lsr	r0,r0,#16

	@bic	r4,r4,r0	@remove 16bit fract
	@bic	r5,r5,r0	@remove 16bit fract
		
	cmp	r7,#0	@wenn dx+ swap x1,x2
	blt	nxtest
	
	cmp	r2,r4	@x2 mit x1
	blt	weend
	b	nxend	
nxtest:
	cmp	r2,r4	@xd,xq
	bgt	weend
nxend:	
	
	cmp	r1,#0	@wenn dy+ swap y1,y2
	blt	nytest
	
	cmp	r3,r5	@y2 mit y1
	blt	weend
	b	nyend	
nytest:
	cmp	r3,r5	@yd,yq
	bgt	weend
nyend:	

	mov	r0,#0			@ noch nicht da
	pop	{r1-r5,r7}
	bx	lr
	
weend:		
	mov	r0,#1			@ ziel erreicht
	pop	{r1-r5,r7}
	bx	lr

	.arm

@***********************************************************:
@*:
@*: set_carprio_th (teste ob am ziel) 
@*:
@:  r5 = road_struct
@*: r6 = car_struct
@*:
@*: return
@*:
@*: r0 = 0 nicht da / 1 ist da
@*:	

	.thumb

set_carprio_th:

	push	{r0,r1,r2,r3,r5,r6,lr}
		
	ldr	r0,[r6,#CAR_X_POS]		@carxpos
	ldr	r1,[r6,#CAR_Y_POS]		@carypos
		
	lsr	r0,r0,#16+4  		@in 16nern
	lsr	r1,r1,#16+4		@

	add	r0,r0,#1
	add	r1,r1,#1

	add	r0,r0,r0		@x*2
	ldr	r2,[r5,#R_MAP_SP]	@
	ldr	r3,[r5,#R_MAP_SPI]	@index
	lsl	r1,r1,#7		@y*128

	add	r2,r2,r0		@+x
	ldrh	r0,[r2,r1]		@+y	
	mov	r1,#0xff
	and	r0,r0,r1		@nur index wichtig
	lsl	r0,r0,#2		@auf long
	ldr	r3,[r3,r0]		@lade
	
	cmp	r3,#0xc2			@!!!!! NOCHMAL ANGUCKEN (INDEX FALSCH)
	bne	nc2
	mov	r3,#2
	
nc2:	cmp	r3,#0x05
	bne	n05
	mov	r3,#1
n05:	
	
	@*** setze Sprite bg prio	
	
	ldr	r1,[r6,#CAR_BGMODE]	@old Backroundmode
	
	@**** teste tokens
	
	cmp	r3,#0x02			@wenn mapcode 0x02 dann über allem
	bne	not_over_all
	mov	r1,#0
not_over_all:
	
	cmp	r3,#0x01			@wenn mapcode 0x01 dann unter bg1
	bne	not_under_all
	mov	r1,#3
not_under_all:	

	@**** 	
		
	str	r1,[r6,#CAR_BGMODE]	@old Backroundmode		
	ldr	r0,[r6,#CAR_SPRITE_S]	@sprite	
	
	ldr	r3,=spr_change_prio	@r0 = spr, r1 = prio
	mov	r2,#3
	mov	lr,pc
	add	lr,r2
	bx	r3	
				
	
	pop	{r0,r1,r2,r3,r5,r6,r7}
	bx	r7	
	
	.arm	


@******************************************:
@*:
@*: step_car_th (führt eine x,y änderung abhängig vom speed aus)
@*:
@*: r0 = car_struct
@*:

	.thumb

step_car_th:

@0,2,3,4,6,7,8,:  9,10,11,12        - 5 

	push	{r0-r7}

	
	
	ldr	r1,[r0,#CAR_WINKEL]	@r10 = winkel	
	lsl	r1,r1,#16
	lsr	r1,r1,#16		@winkel 0..65535 (in 32ziger schritten)
	
	ldr	r3,[r0,#CAR_X_POS]	@x
	ldr	r4,[r0,#CAR_Y_POS]	@y
	ldr	r2,[r0,#CAR_SPEED]	@v
		
	lsr	r5,r1,#6		@winkel=max 0..1023
	
	ldr	r7,=sinadr		@sin
	lsl	r5,r5,#2
	
	ldr	r6,[r7,r5]		@sin(winkel)
	
	add	r7,#255
	add	r7,#255
	add	r7,#255
	add	r7,#255
	add	r7,#4			@256*4
	
	ldr	r7,[r7,r5]		@cos(winkel)
	
	lsr	r5,r5,#2
	
	mul	r7,r7,r2		@cos(winkel)*v
	mul	r6,r6,r2		@sin(winkel)*v
	
	asr	r7,r7,#8		@8 bit frakt rest
	asr	r6,r6,#8		@8 bit frakt rest
	
	add	r3,r3,r7		@x=x + cos(winkel)*v
	add	r4,r4,r6		@y=y + sin(winkel)*v 
		
	mov	r2,#0x80
	lsl	r2,r2,#8		@0x8000 = 32768	
	sub	r1,r2,r1		@180-winkel
	lsl	r1,r1,#16
	lsr	r1,r1,#16		@winkel 0..ffff
	
	str	r3,[r0,#CAR_X_POS]	@x
	str	r4,[r0,#CAR_Y_POS]	@y
	str	r1,[r0,#CAR_WINKEL_SPR]	@sprite winkel 0..31
	
	pop	{r0-r7}
	bx	lr
	
	.arm
	
@:
car_human:	.word	1	

@: autoanzahl
car_count:	.word	4

@: autopositionen x,y
car_startpos:	
		
		.word	21*16*65536,2*16*65536
		.word	24*16*65536,5*16*65536
		.word	27*16*65536,2*16*65536
		.word	30*16*65536,5*16*65536
	
		

	.pool



mod:		.include	"snd1.mmod.i"  

@***: 

			
	.section    	.ewram,"ax"	

car_anim_speed_c:	.byte	0

	.end
	