Routines
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74A0: Check whether any adults were hit by the pellet, water, sherry or conker
Used by the routine at 74C8. Returns with the zero flag set if a character was hit, and the stricken character's number in B.
Input
DE Pellet/water/sherry/conker's coordinates
H Pellet/water/sherry/conker's character number (0xD5 or 0xD6)
74A0 LD B,\$06 There are six adult characters
This entry point is used by the routine at 76AC with B=5 (only five of the adults are pelletable) and H=0xD5/0xD6 (BOY WANDER's or ERIC's pellet).
74A2 LD C,H Save the projectile's character number in C
74A3 LD H,\$C8 0xC8=MR WACKER
74A5 LD L,\$02 Point HL at byte 0x02 of the potential target's character buffer
74A7 LD A,D A=projectile's y-coordinate
74A8 CP (HL) Does it match the y-coordinate of the character?
74A9 JR NZ,\$74C1 Jump if not
74AB LD L,\$00
74AD LD A,(HL) A=character's animatory state
74AE AND \$87 Is the character sitting on the floor facing left (already struck)?
74B0 CP \$06
74B2 JR Z,\$74B9 Jump if so
74B4 DEC L L=-1
74B5 CP \$86 Is the character sitting on the floor facing right (already struck)?
74B7 JR Z,\$74BA Jump if so
74B9 INC L
74BA LD A,L A=-1 if the character is sitting on the floor facing right, 0 if he's standing, or 1 if he's sitting on the floor facing left
74BB LD L,\$01 Byte 0x01 of the character's buffer holds his x-coordinate