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29896: Control the descent of the water, sherry or conker
The address of this uninterruptible subcommand routine is placed into bytes 17 and 18 of a catapult pellet's buffer by the routine at 30380 when it has hit either the tree or a water/sherry-filled cup, and thus released a conker or a drop of water or sherry.
Input
H Falling object's character number (213 or 214)
29896 LD L,2
29898 LD A,(HL) A=y-coordinate of the falling object
29899 CP 17 Has the object hit the bottom floor yet?
29901 JR NZ,29915 Jump if not
This entry point is used by the routines at 29568, 30380, 57910, 62178, 63586 and 64077 to 'kill' a non-human object (i.e. pellet, frog, desk lid, stinkbomb cloud, water/sherry fired from pistol).
29903 LD L,18 Remove the address of this routine from bytes 17 and 18 of the object's buffer
29905 LD (HL),0
This entry point is used by the routine at 31254 to make a mouse disappear temporarily.
29907 CALL 25012 Update the SRB for the object's current animatory state and location
This entry point is used by the routine at 64057 to hide water from the water pistol.
29910 LD L,1 Set the object's x-coordinate to 224 (out of sight)
29912 LD (HL),224
29914 RET
The falling object has yet to hit the floor. Has it hit anything else on the way there?
29915 CP 13 Is the object at the right height to hit someone?
29917 JR Z,29926 Jump if so
29919 CALL 25012 Update the SRB for the object's current animatory state and location
29922 INC D The object will fall one more level
29923 JP 24880 Update the object's location and update the SRB
The object is at the right height to hit someone. Check if it has.
29926 LD L,1 Point HL at byte 1 of the object's buffer
29928 LD E,(HL) E=falling object's x-coordinate
29929 LD D,17 This is the y-coordinate of the bottom floor (the only floor on which characters can be hit by a falling object)
29931 CALL 29856 Check if any of the six adult characters were hit
29934 LD L,0 Point HL at byte 0 of the object's buffer
29936 LD A,(HL) A=animatory state of the falling object
29937 JR Z,29999 Jump if an adult character was hit by the falling object
29939 CP 55 55: Is the falling object a conker?
29941 JR NZ,29919 Jump if not
The falling object is a conker.
29943 LD L,2 Set the conker's y-coordinate to 17 (bottom floor) for comparison with that of the potential targets
29945 LD (HL),17
Before calling the routine at 27820 to check whether any of the four main kids (besides ERIC) have been hit, D should be set to 206 (BOY WANDER, the first main kid), and B should be set to 4 (the number of kids to check). However, at this point D=17 and B=206, which means that instead of checking the character buffers in pages 206-209, we end up checking pages 17-222. In that range, only pages 183-214 contain character buffers; treating the other pages in RAM as if they contained character buffers could lead to data/code corruption. Needless to say, this is a bug.
29947 CALL 27820 Check whether anyone was hit by the conker
29950 LD L,2 Set the conker's y-coordinate back to 13
29952 LD (HL),13
29954 JR C,29919 Jump if nobody was hit by the conker
29956 LD A,D A=number of the character hit by the conker
29957 CP 207 Was it BOY WANDER (206)?
29959 JR C,29982 Jump if so
29961 CP 209
29963 LD A,10 ERIC gets 100 points for conkering ANGELFACE or EINSTEIN
29965 JR NC,29982 Jump unless ANGELFACE (207) or EINSTEIN (208) was hit
29967 CALL 29621 Add 100 to the score and print it
29970 PUSH DE
Celebrate the conkering of ANGELFACE or EINSTEIN with a sound effect.
29971 LD D,40 Make a sound effect with A=7 and C=18 (border alternating white and cyan)
29973 LD BC,10258
29976 LD A,7
29978 CALL 29836
29981 POP DE
This entry point is used by the routine at 30786.
29982 PUSH DE
This entry point is used by the routine at 30380.
29983 CALL 29903 Terminate the object
29986 POP DE
This entry point is used by the routine at 30739 to knock a character over.
29987 EX DE,HL
29988 LD A,H A=number of the character hit by the object or fist
29989 CP 210 Was it ERIC?
29991 JR NZ,30023 Jump if not
This entry point is used by the routine at 24328.
29993 LD A,128 Set bit 7 at 32763: ERIC has been knocked down
29995 LD (32763),A
29998 RET
An adult character was hit by the falling object.
29999 CP 55 Is the falling object a conker?
30001 JR NZ,30034 Jump if not
An adult character has been hit by either a conker or a drop of water or sherry.
30003 LD C,0 Point BC at byte 0 of the character's buffer
30005 LD A,(BC) A=animatory state of the adult character hit by the object
30006 AND 7 Is the character already sitting on the floor?
30008 CP 6
30010 JP Z,29919 Jump if so (the object will continue to fall)
30013 LD C,18 Is there an uninterruptible subcommand routine address in bytes 17 and 18 of the character's buffer (which would prevent the character from being knocked over)?
30015 LD A,(BC)
30016 AND A
30017 JP NZ,29919 Jump if so
30020 PUSH BC
30021 JR 29983 Terminate the object and knock the character over
This section of code sets up the uninterruptible subcommand that will control the character who has been knocked over until it's time for him to get up.
30023 LD L,17 Place the address of the uninterruptible subcommand routine at 30102 into bytes 17 and 18 of the stricken character's buffer
30025 LD (HL),150
30027 INC L
30028 LD (HL),117
30030 INC L Initialise the knockout delay counter in byte 19 of the character's buffer
30031 LD (HL),19
30033 RET
An adult character has been hit by a drop of water or sherry.
30034 LD DE,32512
30037 CP 31 31: Is the falling object a drop of water?
30039 JR Z,30043 Jump if so
30041 LD E,4
30043 LD A,B A=number of the character who was hit by the drop of water/sherry
30044 CP 204 Is the stricken character one of the male teachers?
30046 JR NC,30003 Jump if not
30048 SUB 36 Point DE at the relevant combination letter or number in one of the tables at 32676 and 32680
30050 ADD A,E
30051 LD E,A
30052 EX DE,HL (HL)=combination letter/number held by the teacher just knocked down
30053 BIT 7,(HL) Has ERIC already discovered this one?
30055 JR NZ,30066 Jump if so
30057 SET 7,(HL) Signal: ERIC has discovered this combination letter/number
30059 PUSH BC
30060 LD A,20 Add 200 to the score and print it
30062 CALL 29621
30065 POP BC
30066 LD A,(HL) A=character code of the combination number/letter just revealed
30067 AND 127
30069 LD (32650),A Store this in the first byte of message 5, which is used as a submessage of message 14: '[5]^ '
30072 PUSH DE
30073 PUSH BC
30074 LD H,B H=character number of the teacher just struck (200-203)
30075 CALL 29696 Get the coordinates of this teacher's head
30078 CALL 27276 Save the area of the screen that will be overwritten by the letter/number message box
30081 JR C,30091 Jump if the teacher is off-screen
30083 LD BC,3654 Print the letter/number message box (message number B=14) and make a sound effect
30086 LD A,6
30088 CALL 29811
30091 POP BC Restore the stricken character's number to B
30092 POP HL Restore the falling object's character number to H
30093 JP 30003 Terminate the falling object and knock the character over
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