I'll release the engine without any additional stuff. So look out for Atrav-Engine

How to edit the game:
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Textures, weapons, enemys, strings:

This shouldn't be a problem. They're all placed in WolfTEX.asm

EnemyDamage:
located in Wolf_KI.asm Line 199
EnemyHealth:
located in WolfSPRd.asm Line 218

EnemyAI:
Wolf_KI.asm

Till line 233: simple routines like. stay, attack, die, delete enemy,..
Now specific routines. actually only the dog has a special routine because he can't shoot.
Enemybuffer:

Enemy 1 Byte
Angle 1 Byte
Position 4 Bytes
AI Var 1 Byte
Health 1 Byte.

IX points to enemy. you can access the vars by ix+X, for ex: ld a,(ix+6) --> AI Var
Call routines avalible:

EnemyMoveKI: Move, returns a = 0 if the move was blocked

PlayerEnemyBW or PlayerENemyBlickWinkel: angle between player angle and enemy. 

PlayerEnemyAusrichten: returns a = player angle needed that the enemy would be in front of the player

EnemyDist  or  EnemyPlayerDist or PlayerEnemyDist:
retunrs hl = distance between player and enemy

EnemyPlayerAusrichten: like PlayerEnemyAusrichten but for the enemy. angle saved.

EnemyPlayerWinkelCalc: same as EnemyPlayerAusrichten but returns value in a

GetEnemyRandomDirection: Puts a random number in enemy angle

EnemyRayCast: Checks if the player sees the enemy

JumpTo routines:

KillEnemy: Delets enemy in map and buffer
DeletEnemy: Delets enemy in buffer
SetEnemyAttack: Enemy holds still and attacks the player
SetEnemyFlight: Enemy runs away. 


Valueoptions:
located in Wolf.asm line 211

SpritesYplus: If > 0 the sprites will be set down x pixels
SCREENPOS: Where it draws the screen. ex: 0 --> left, 2--> middle, 4--> right
DoorOpenTime: frames, door stays open
DoorOpenSpeed and DoorOpenSpeed2: !! x*DoorOpenSpeed+DoorOpenSpeed2 = 255! Ex: 6*40+15 =255 --> 7 frames to open a door

FlickerTimes: how many times the screen inverts.
LightValues: contrast change.
WeaponAmmoAdd: how much ammo will be added if you pickup a weapon

AttackErstesBildDauer: How many frames the first playerattacks sprite will be displayed.
AttackZweitesBildDauer: How many frames the second playerattacks sprite will be displayed.
DieErstesBildDauer: same goes for death animation.
EnemyBlickfeld: Enemys field of view. 64 would be 90 degrees.

The rest should be clear or shouldn't be changed.

Input:
Located in Wolf.asm line 932


