// seg004:0989 void __pascal far check_chomped_guard() { get_tile_at_char(); if ( ! check_chomped_here()) { get_tile(curr_room, ++tile_col, tile_row); check_chomped_here(); } }
// 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(); }
// seg004:0833 void __pascal far check_gate_push() { // Closing gate pushes Kid short frame; short var_4; frame = Char.frame; if (Char.action == actions_7_turn || frame == 15 || // stand (frame >= 108 && frame < 111) // crouch ) { get_tile_at_char(); var_4 = tile_col; if ((curr_tile2 == tiles_4_gate || get_tile(curr_room, --tile_col, tile_row) == tiles_4_gate) && (curr_row_coll_flags[tile_col] & prev_coll_flags[tile_col]) == 0xFF && can_bump_into_gate() ) { bumped_sound(); // push Kid left if var_4 <= tile_col, gate at char's tile // push Kid right if var_4 > tile_col, gate is left from char's tile Char.x += 5 - (var_4 <= tile_col) * 10; } } }
// 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(); } } } } }
// seg004:067C int __pascal far get_edge_distance() { /* Possible results in edge_type: 0: closer/sword/potion 1: edge 2: floor (nothing near char) */ short distance; byte tiletype; determine_col(); load_frame_to_obj(); set_char_collision(); tiletype = get_tile_at_char(); if (wall_type(tiletype) != 0) { tile_col = Char.curr_col; distance = dist_from_wall_forward(tiletype); if (distance >= 0) { loc_59DD: if (distance < 14) { edge_type = 1; } else { edge_type = 2; distance = 11; } } else { goto loc_59E8; } } else { loc_59E8: tiletype = get_tile_infrontof_char(); if (tiletype == tiles_12_doortop && Char.direction >= dir_0_right) { loc_59FB: edge_type = 0; distance = distance_to_edge_weight(); } else { if (wall_type(tiletype) != 0) { tile_col = byte_20C62; distance = dist_from_wall_forward(tiletype); if (distance >= 0) goto loc_59DD; } if (tiletype == tiles_11_loose) goto loc_59FB; if ( tiletype == tiles_6_closer || tiletype == tiles_22_sword || tiletype == tiles_10_potion ) { distance = distance_to_edge_weight(); if (distance != 0) { edge_type = 0; } else { edge_type = 2; distance = 11; } } else { if (tile_is_floor(tiletype)) { edge_type = 2; distance = 11; } else { goto loc_59FB; } } } } curr_tile2 = tiletype; return distance; }