Routines |
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F436 | LD L,$04 | Point HL at byte 0x04 of the character's buffer | ||||||
F438 | BIT 0,(HL) | Is the character indoors? | ||||||
F43A | RET Z | Return if not | ||||||
F43B | LD L,$00 | Point HL at byte 0x00 of the character's buffer | ||||||
F43D | LD A,(HL) | A=character's animatory state | ||||||
F43E | RLCA | Set the carry flag if the character is facing left, reset it if he's facing right | ||||||
F43F | CCF | |||||||
F440 | SBC A,A | Now A=0 if the character is facing left, or 2 if he's facing right | ||||||
F441 | INC A | |||||||
F442 | ADD A,A | |||||||
F443 | INC L | Point HL at byte 0x01 of the character's buffer | ||||||
F444 | ADD A,(HL) | Add the character's x-coordinate | ||||||
F445 | LD B,$80 | Bit 7 set: check for a light switch at the left side of the room | ||||||
F447 | LD C,A | C=x-coordinate of the front column of the character's sprite | ||||||
F448 | AND $07 | Is C=0 mod 8? | ||||||
F44A | JR Z,$F454 | Jump if so (left-hand light switches are at such coordinates) | ||||||
F44C | LD B,$40 | Bit 6 set: check for a light switch at the right side of the room | ||||||
F44E | SUB $07 | Is C=7 mod 8? | ||||||
F450 | JR Z,$F454 | Jump if so (right-hand light switches are at such coordinates) | ||||||
F452 | XOR A | Set the zero flag (no target object here) | ||||||
F453 | RET | |||||||
This entry point is used by the routines at 749E (with B=0x02 to check for the presence of a telephone), 7866 (with B=0xC0 to check for a light switch) and F6B0 (with B=0x04, 0x08, 0x10, 0x40 or 0x80 to check for a light switch or window blind).
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F454 | LD A,C | A=x-coordinate of the front column of the character's sprite | ||||||
F455 | AND $F8 | C=INT(C/8) | ||||||
F457 | RRCA | |||||||
F458 | RRCA | |||||||
F459 | RRCA | |||||||
F45A | LD C,A | |||||||
F45B | INC L | Point HL at byte 0x02 of the character's buffer | ||||||
F45C | LD A,(HL) | A=character's y-coordinate | ||||||
F45D | CP $21 | This is the y-coordinate of a character who's in a shop | ||||||
F45F | JR NZ,$F463 | Jump if the character's not in a shop | ||||||
F461 | SUB $02 | Adjust a y-coordinate of 33 down to 31 | ||||||
F463 | LD L,$FE | L=INT(A/6)-1 (0-4) | ||||||
F465 | INC L | |||||||
F466 | SUB $06 | |||||||
F468 | JR NC,$F465 | |||||||
F46A | CP $FB | Is the character's y-coordinate 7, 13, 19, 25, 31 or 33? | ||||||
F46C | JR NZ,$F452 | Jump if not (he's not on a floor) | ||||||
F46E | LD A,L | A=0-4 | ||||||
F46F | CP $05 | Is the character's y-coordinate >= 36? | ||||||
F471 | JR NC,$F452 | Jump if so | ||||||
F473 | RRCA | A=0x00 (5th floor), 0x20 (4th floor), 0x40, 0x60 or 0x80 (1st floor) | ||||||
F474 | RRCA | |||||||
F475 | RRCA | |||||||
F476 | ADD A,C | Add INT(x/8) (where x is the x-coordinate of the front column of the character's sprite) | ||||||
F477 | LD E,A | Transfer this to E | ||||||
F478 | LD D,$F5 | Point DE at an entry in the fixture location table at F500 | ||||||
F47A | LD A,(DE) | Pick up the entry | ||||||
F47B | AND B | Is there an object of the desired type here? | ||||||
F47C | RET Z | Return if not | ||||||
F47D | LD A,L | A=0-4 | ||||||
F47E | ADD A,$B9 | B=0xB9-0xBD | ||||||
F480 | LD B,A | |||||||
F481 | LD A,(DE) | Pick up the entry from the fixture location table at F500 | ||||||
F482 | SET 6,C | Point BC at the window flags for the character's location (in one of the data blocks at B940, BA40, BB40, BC40, or BD40) | ||||||
F484 | RET | Return with the zero flag reset |
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