H | Character number (183-214) |
25700 | 2E05 | LD L,5 | Put coordinates of character's destination into bytes 5 and 6 of the character's buffer |
25702 | CD6462 | CALL 25188 | |
25705 | 2E03 | LD L,3 | Place the address of the routine at 25826 into bytes 3 and 4 of the character's buffer |
25707 | 367E | LD (HL),126 | |
25709 | 2E00 | LD L,0 | |
25711 | 7E | LD A,(HL) | A=animatory state of character |
25712 | E607 | AND 7 | |
25714 | FE04 | CP 4 | Is character sitting on a chair? (kids only) |
25716 | 2008 | JR NZ,25726 | Jump if not |
25718 | CDB461 | CALL 25012 | Update SRB for current AS of character (who's sitting down at the moment) |
25721 | E6F8 | AND 248 | A=animatory state of character standing up |
25723 | C33061 | JP 24880 | Set new animatory state (i.e. make character stand up) and update SRB accordingly |
25726 | 2E06 | LD L,6 | |
25728 | 56 | LD D,(HL) | D=y-coordinate of character's destination |
25729 | 2D | DEC L | |
25730 | 5E | LD E,(HL) | E=x-coordinate of character's destination |
25731 | 2E01 | LD L,1 | (HL)=character's current x-coordinate |
25733 | 7B | LD A,E | |
25734 | BE | CP (HL) | |
25735 | 23 | INC HL | |
25736 | 2005 | JR NZ,25743 | Jump forward if character's current x-coordinate does not match destination's |
25738 | 7A | LD A,D | A=character's current y-coordinate |
25739 | BE | CP (HL) | |
25740 | CA8C63 | JP Z,25484 | Jump if the character's already at his destination |
25743 | CDD263 | CALL 25554 | Get a location identifier in A |
189 | Top floor, left of left study door in boys' skool |
190 | Middle floor, left of far wall of science lab storeroom |
191 | Bottom floor (anywhere) |
192 | Assembly hall stage |
193 | Near middle-floor window in boys' skool |
194 | Top floor, right of left study door in boys' skool |
195 | Middle floor, girls' skool |
196 | Top floor, girls' skool |
25746 | 56 | LD D,(HL) | D=character's y-coordinate |
25747 | 2D | DEC L | |
25748 | 5E | LD E,(HL) | E=character's x-coordinate |
25749 | 6F | LD L,A | 189≤L≤196 |
25750 | CDD263 | CALL 25554 | Pick up in A the value from 189 to 196 corresponding to the character's current position (see table above) |
25753 | BD | CP L | Will the character have to negotiate any staircases in order to reach his destination? |
25754 | 282C | JR Z,25800 | Jump forward if not |
25756 | 57 | LD D,A | D=current location identifier (189-196) |
25757 | 7D | LD A,L | A=destination identifier (189-196) |
25758 | D681 | SUB 129 | |
25760 | 5F | LD E,A | E=destination identifier minus 129 (60-67) |
25761 | 1A | LD A,(DE) |
189 | Top of stairs, top floor, between blue room and revision library |
190 | Bottom of stairs, middle floor, between science lab and wash basins |
191 | Top of stairs, middle floor, between science lab and wash basins |
192 | Bottom of stairs, bottom floor, far left of boys' skool |
193 | Bottom of stairs, bottom floor, leading up to assembly hall stage |
194 | Bottom of stairs, bottom floor, girls' skool |
195 | Top of stairs leading down to bottom floor, assembly hall stage |
196 | Bottom of stairs leading up to middle floor, assembly hall stage |
197 | Top of stairs, middle floor, leading down to assembly hall stage |
198 | Bottom of stairs, middle floor, leading up to head's study |
199 | Top of stairs, top floor, at head's study door |
200 | Top of stairs, middle floor, girls' skool |
206 | Bottom of stairs, middle floor, girls' skool |
207 | Top of stairs, top floor, girls' skool |
25762 | 57 | LD D,A | Place the staircase identifer in D (189-200, 206, 207) |
25763 | 1E44 | LD E,68 | Byte 68 holds the x-coordinate of the top or bottom of the staircase identified by D |
25765 | 2E01 | LD L,1 | |
25767 | EB | EX DE,HL | |
25768 | 1A | LD A,(DE) | A=character's current x-coordinate |
25769 | BE | CP (HL) | Is the character already at the top or bottom of the appropriate staircase? |
25770 | 2018 | JR NZ,25796 | Jump forward if not |
25772 | 2C | INC L | (HL)=0 if character has to face left to ascend/descend stairs, 128 otherwise |
25773 | 1D | DEC E | |
25774 | 1A | LD A,(DE) | A=character's animatory state |
25775 | AE | XOR (HL) | Set bit 7 of A if the character has to turn round to negotiate staircase |
25776 | 07 | RLCA | |
25777 | EB | EX DE,HL | |
25778 | DA3064 | JP C,25648 | Jump to turn the character round if he's facing the wrong way |
25781 | EB | EX DE,HL | |
25782 | 1E0B | LD E,11 | Point DE at byte 11 of the character's buffer |
25784 | 2C | INC L | L=70 |
25785 | 4E | LD C,(HL) | BC=25656 if the stairs are to be ascended, 25677 if descended |
25786 | 0664 | LD B,100 | |
25788 | 00 | NOP | |
25789 | 2C | INC L | L=71 |
25790 | 7E | LD A,(HL) | A=1+number of steps in staircase |
25791 | 12 | LD (DE),A | Place this number of steps in byte 11 of the character's buffer |
25792 | EB | EX DE,HL | |
25793 | C3B063 | JP 25520 |
25796 | 7E | LD A,(HL) | A=x-coordinate of top or bottom of staircase |
25797 | EB | EX DE,HL | |
25798 | 1803 | JR 25803 | Jump forward |
25800 | 2E05 | LD L,5 | |
25802 | 7E | LD A,(HL) | A=x-coordinate of destination |
25803 | 2E0B | LD L,11 | |
25805 | 77 | LD (HL),A | |
25806 | 01ED63 | LD BC,25581 | See the routine at 25581 |
25809 | C3B063 | JP 25520 |