Пример #1
0
// seg004:07BF
void __pascal far chomped() {
	curr_room_modif[curr_tilepos] |= 0x80; // put blood
	if (Char.frame != 178 && Char.room == curr_room) {
		Char.x = x_bump[tile_col + 5] + 7;
		Char.x = char_dx_forward(7 - !Char.direction);
		Char.y = y_land[Char.curr_row + 1];
		take_hp(100);
		play_sound(sound_46_chomped); // something chomped
		seqtbl_offset_char(54); // chomped
		play_seq();
	}
}
Пример #2
0
// 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();
}
Пример #3
0
// seg004:07BF
void __pascal far chomped() {
	#ifdef FIX_SKELETON_CHOMPER_BLOOD
	if (!(fixes->fix_skeleton_chomper_blood && Char.charid == charid_4_skeleton))
	#endif
		curr_room_modif[curr_tilepos] |= 0x80; // put blood
	if (Char.frame != frame_178_chomped && Char.room == curr_room) {
		Char.x = x_bump[tile_col + 5] + 7;
		Char.x = char_dx_forward(7 - !Char.direction);
		Char.y = y_land[Char.curr_row + 1];
		take_hp(100);
		play_sound(sound_46_chomped); // something chomped
		seqtbl_offset_char(seq_54_chomped); // chomped
		play_seq();
	}
}