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Routines |
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An antibody thrown by the knight (KNIGHT_THROWS) flies straight on at speed 12, moving twice a turn, and vanishes at the first wall. It does not look for its targets: the monsters' own routines test for an antibody touching them (MONSTER112_UPDATE, WANDERING_MONSTER, CREATURE_UPDATE). Its four frames animate through the low two bits of the graphic.
The second move is made from MOVE_CLIPPED's second entry, which does not clear the wall flag, so a wall met on the first move still ends it.
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| ANTIBODY_FLIGHT | D7ED | LD A,(IX+$05) | The step from the speed and the facing | |||||
| D7F0 | CALL SET_STEP | |||||||
| D7F3 | CALL NEXT_FRAME_MOD4 | Next frame | ||||||
| D7F6 | CALL MOVE_CLIPPED | Move, trimmed at a wall... | ||||||
| D7F9 | CALL APPLY_STEP | |||||||
| D7FC | CALL MOVE_CLIPPED_AGAIN | ...and again, keeping the wall flag | ||||||
| D7FF | CALL APPLY_STEP | |||||||
| D802 | BIT 0,(IX+$07) | Done unless it met a wall... | ||||||
| D806 | RET Z | |||||||
| D807 | LD (IX+$00),$0C | ...where it vanishes | ||||||
| D80B | RET | |||||||
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