// seg000:0EA8 // returns 1 if level is restarted, 0 otherwise int __pascal far play_kid_frame() { loadkid_and_opp(); load_fram_det_col(); check_killed_shadow(); play_kid(); if (upside_down && Char.alive >= 0) { upside_down = 0; need_redraw_because_flipped = 1; } if (is_restart_level) { return 1; } if (Char.room != 0) { play_seq(); fall_accel(); fall_speed(); load_frame_to_obj(); load_fram_det_col(); set_char_collision(); bump_into_opponent(); check_collisions(); check_bumped(); check_gate_push(); check_action(); check_press(); check_spike_below(); if (resurrect_time == 0) { check_spiked(); check_chomped_kid(); } check_knock(); } savekid(); return 0; }
// seg000:0F48 void __pascal far play_guard_frame() { if (Guard.direction != dir_56_none) { loadshad_and_opp(); load_fram_det_col(); check_killed_shadow(); play_guard(); if (Char.room == drawn_room) { play_seq(); if (Char.x >= 44 && Char.x < 211) { fall_accel(); fall_speed(); load_frame_to_obj(); load_fram_det_col(); set_char_collision(); check_guard_bumped(); check_action(); check_press(); check_spike_below(); check_spiked(); check_chomped_guard(); } } saveshad(); } }
// seg004:08C3 void __pascal far check_guard_bumped() { short var_2; if ( word_1F950 == 0 && Char.action == actions_1_run_jump && Char.alive < 0 && Char.sword >= sword_2_drawn ) { if ( get_tile_at_char() == tiles_20_wall || curr_tile2 == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) || (Char.direction >= dir_0_right && ( get_tile(curr_room, --tile_col, tile_row) == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) )) ) { load_frame_to_obj(); set_char_collision(); if (is_obstacle()) { var_2 = dist_from_wall_behind(curr_tile2); if (var_2 < 0 && var_2 > -13) { Char.x = char_dx_forward(-var_2); seqtbl_offset_char(65); // pushed to wall with sword (Guard) play_seq(); load_fram_det_col(); } } } } }
// seg002:0BCD void __pascal far hurt_by_sword() { short distance; if (Char.alive >= 0) return; if (Char.sword != sword_2_drawn) { // Being hurt when not in fighting pose means death. take_hp(100); seqtbl_offset_char(seq_85_stabbed_to_death); // dying (stabbed unarmed) loc_4276: if (get_tile_behind_char() != 0 || (distance = distance_to_edge_weight()) < 4 ) { seqtbl_offset_char(seq_85_stabbed_to_death); // dying (stabbed) if (Char.charid != charid_0_kid && Char.direction < dir_0_right && // looking left (curr_tile2 == tiles_4_gate || get_tile_at_char() == tiles_4_gate) ) { Char.x = x_bump[tile_col - (curr_tile2 != tiles_4_gate) + 5] + 7; Char.x = char_dx_forward(10); } Char.y = y_land[Char.curr_row + 1]; Char.fall_y = 0; } else { Char.x = char_dx_forward(distance - 20); load_fram_det_col(); inc_curr_row(); seqtbl_offset_char(seq_81_kid_pushed_off_ledge); // Kid/Guard is killed and pushed off the ledge } } else { // You can't hurt skeletons if (Char.charid != charid_4_skeleton) { if (take_hp(1)) goto loc_4276; } seqtbl_offset_char(seq_74_hit_by_sword); // being hit with sword Char.y = y_land[Char.curr_row + 1]; Char.fall_y = 0; } // sound 13: Kid hurt (by sword), sound 12: Guard hurt (by sword) play_sound(Char.charid == charid_0_kid ? sound_13_kid_hurt : sound_12_guard_hurt); play_seq(); }
// seg004:08C3 void __pascal far check_guard_bumped() { if ( Char.action == actions_1_run_jump && Char.alive < 0 && Char.sword >= sword_2_drawn ) { if ( #ifdef FIX_PUSH_GUARD_INTO_WALL // Should also check for a wall BEHIND the guard, instead of only the current tile (fixes->fix_push_guard_into_wall && get_tile_behind_char() == tiles_20_wall) || #endif get_tile_at_char() == tiles_20_wall || curr_tile2 == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) || (Char.direction >= dir_0_right && ( get_tile(curr_room, --tile_col, tile_row) == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) )) ) { load_frame_to_obj(); set_char_collision(); if (is_obstacle()) { short delta_x; delta_x = dist_from_wall_behind(curr_tile2); if (delta_x < 0 && delta_x > -13) { Char.x = char_dx_forward(-delta_x); seqtbl_offset_char(seq_65_bump_forward_with_sword); // pushed to wall with sword (Guard) play_seq(); load_fram_det_col(); } } } } }