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Routines |
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State 03 of the monster; it waits for the timer to run out and then turns into something else. If the monster has been hit by a flour shot (and so is white) it is removed. Otherwise it becomes the pike (ID 1A) or the tin can (ID 1C), depending on bit 1 of the number of ingredients needed, and a sound is started.
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| HandleMonster_Throwing | 6681 | DEC (IX+$07) | Decrease the timer in byte 07 of the actor by one. | |||||
| 6684 | RET NZ | Return if the timer is not zero. | ||||||
| 6685 | LD A,(IX+$03) | Fetch the colour of the monster. | ||||||
| 6688 | CP $47 | Is the monster white (INK:WHITE, PAPER:BLACK (BRIGHT)), which means it has been hit? | ||||||
| 668A | LD A,$00 | Set the actor ID to 00 (the actor will be removed). | ||||||
| 668C | JR Z,HandleMonster_SetID | Jump to HandleMonster_SetID if the monster has been hit. | ||||||
| 668E | LD A,($5F2F) | Fetch the number of ingredients needed. | ||||||
| 6691 | AND %00000010 | Keep only bit 1. | ||||||
| 6693 | ADD A,$1A | Add 1A to choose between the pike and the tin can. | ||||||
| HandleMonster_SetID | 6695 | LD (IX+$00),A | Set the actor ID to the new nasty. | |||||
| 6698 | JP StartFallingSlide | Jump to StartFallingSlide. | ||||||
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