' scen/stab.txt - section 3: what a sword does to a man with none.
'
' MISC.S STABCHAR ends:
'     * stabbed when defenseless
'     :DL lda #100
'         jsr decstr
'         lda #stabkill ;dropdead?
'         jmp :killed
'
' :killed is not "play stabkill".  It is the code an ARMED man reaches when
' his last point of strength goes, and it begins by asking whether he went
' down at an edge:
'     :killed jsr getbehind / cmp #space / bne :onground
'             jsr getdist / cmp #4 / bcc :onground
'             sec / sbc #14 / jsr addcharx / sta CharX
'             inc CharBlockY / lda #fightfall / jsr jumpseq
'
' So a defenceless man run through at the lip of a drop goes over it, exactly
' as a swordsman does.  The port sent him straight to stabkill, stood him up
' on the floor line and killed him where he was.
'
' Level 1 screen 3 is the guard's room, floor along row 1.  He is put at
' column 5 with his sword still in the wardrobe, the floor behind him taken
' away and somewhere to land put under it, and he simply waits.

SCEN run through at a lip, he goes over it
AT 1 3 5 1
FACE 0
TYPE 3 4 1 0
TYPE 3 4 2 1
TYPE 3 3 2 1
SEED 17
RUN ........................
' Knocked off the block he was standing in, into the one behind: BX 4, not 5.
' And not by stepping off it - fightfall puts him over the edge outright, so
' the step-off counter stays at nought.  The port left him standing at BX 5
' until the death sequence happened to walk him backwards off the lip.
WANT BX 4
WANT BY 2
WANT FELL 0
WANT ALIVE 0
WANT POSN 185
END

' The control: the same meeting in the middle of the floor kills him where he
' stands, which is what stabkill is for.
SCEN run through on solid floor, he drops where he stands
AT 1 3 5 1
FACE 0
SEED 17
RUN ........................
WANT BY 1
WANT ALIVE 0
WANT FALLING 0
END
