In addition to the hex edit, I also implemented this in SDLPoP, on a new branch:
https://github.com/NagyD/SDLPoP/compare ... llen_guard
In addition to the hex edit, I also implemented this in SDLPoP, on a new branch:
This is an interesting feature. I think it can be improved in a couple of ways.David wrote: ↑March 20th, 2022, 12:57 pm In addition to the hex edit, I also implemented this in SDLPoP, on a new branch:
https://github.com/NagyD/SDLPoP/compare ... llen_guard
I tried this:
Code: Select all
void __pascal far leave_guard() {
word room_minus_1;
#ifdef KEEP_FALLEN_GUARD
if (Guard.action == actions_3_in_midair || Guard.action == actions_4_in_freefall) {
//follow_guard();
return;
}
#endif
I added this at the end of land():
Code: Select all
#ifdef KEEP_FALLEN_GUARD
if (Char.charid != charid_0_kid && Char.room != drawn_room) {
leave_guard();
}
#endif
Can you please give me SDLPoP ZIP file? I wait for youdmitry_s wrote: ↑March 31st, 2022, 1:50 am I added a couple of commits to fix bugs and allow guard to follow kid down the room.
https://github.com/dstarosta/SDLPoP/com ... llen_guard
All this logic allows to create some interesting levels where you have to get the guard down several rooms without killing him. Guards are useful to hold gates open.
Thanks for ZlP file for test play. It's simple if I test keep fallen guard. If possible, I suggest you: multiple keep fallen guard, multiple death guard offscreen, and guard die by loose floor like your mod (Prince 1.5)
In the standard PoP1 implementation there is only 1 guard slot per room that can store a dead or alive guard. Storing dead guards separately can be done (like in my mod) at the expense of breaking binary compatibility of saves and replays.yourantumayel69 wrote: ↑April 14th, 2022, 8:22 amThanks for ZlP file for test play. It's simple if I test keep fallen guard. If possible, I suggest you: multiple keep fallen guard, multiple death guard offscreen, and guard die by loose floor like your mod (Prince 1.5)