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Routines |
Prev: 25999 | Up: Map | Next: 26075 |
Used by the routine at 26075. Returns with the carry flag set if Sam has been hit by a bullet.
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26002 | EXX | |||||
26003 | XOR A | Initialise E' to 0; E' may be updated by the call to 59648 below | ||||
26004 | LD E,A | |||||
26005 | EXX | |||||
26006 | PUSH HL | |||||
26007 | PUSH DE | Save the bullet's screen coordinates | ||||
26008 | LD HL,(32766) | Collect the x- and y-coordinates of the top-left tile of the play area on screen in L and H | ||||
26011 | ADD HL,DE | Add the bullet's screen coordinates | ||||
26012 | EX DE,HL | Now DE holds the bullet's play area coordinates | ||||
26013 | LD HL,58884 | Point HL at byte 4 of Sam's buffer | ||||
26016 | LD A,(HL) | A=Sam's z-coordinate | ||||
26017 | DEC A | Set the zero flag if Sam's indoors | ||||
26018 | CALL 59648 | Print the play area tile where the bullet will be next (if Sam's not indoors) | ||||
26021 | LD A,E | A=reference of the sprite tile (of Sam's) that was printed, or 0 if none was printed | ||||
26022 | AND A | Was a sprite tile printed? | ||||
26023 | JR Z,26072 | Jump if not (Sam was not hit) | ||||
26025 | CP 16 | Was the sprite tile reference in the range 1-15? | ||||
26027 | JR C,26033 | Jump if so | ||||
26029 | CP 26 | Was the sprite tile reference in the range 16-25? | ||||
26031 | JR C,26047 | Jump if so (Sam was hit by the bullet) | ||||
The reference of the sprite tile upon which the bullet impinged was in the range 1-15 or greater than 25. Closer examination is required to determine whether Sam was hit.
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26033 | LD HL,25990 | Point HL at the table of sprite tile references at 25990 | ||||
26036 | LD B,9 | There are 9 sprite tile references in the table | ||||
26038 | CP (HL) | Compare the reference of the sprite tile that was printed with a reference from the table | ||||
26039 | JR Z,26047 | Jump if they match (Sam was hit) | ||||
26041 | INC HL | Point HL at the next sprite tile reference in the table | ||||
26042 | DJNZ 26038 | Jump back to compare it with the sprite tile that was printed | ||||
26044 | AND A | Reset the carry flag: Sam was not hit by the bullet | ||||
26045 | JR 26072 | |||||
Sam was hit by the bullet.
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26047 | CALL 26352 | Make the sound effect of Sam being hit by a bullet | ||||
26050 | LD HL,32751 | 32751 holds the number of remaining first aid kits | ||||
26053 | LD A,(HL) | Pick this up in A | ||||
26054 | ADD A,A | Discard a first aid kit | ||||
26055 | LD (HL),A | |||||
26056 | JR C,26068 | Jump if there was a first aid kit left to discard | ||||
Sam has already used all his first aid kits. Game over.
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26058 | LD L,158 | HL=32670 (bucks) | ||||
26060 | LD (HL),A | Reduce Sam's cash supply to 0 | ||||
26061 | INC L | |||||
26062 | LD (HL),A | |||||
26063 | LD A,99 | Message 99: 'I HAD TO GO TO HOSPITAL...' | ||||
26065 | JP 31445 | Display the ending cutscene with this message | ||||
Sam had a first aid kit left.
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26068 | CALL 29719 | Display any remaining first aid kits | ||||
26071 | SCF | Set the carry flag: Sam was hit by the bullet | ||||
26072 | POP DE | Restore the bullet's screen coordinates to DE | ||||
26073 | POP HL | |||||
26074 | RET |
Prev: 25999 | Up: Map | Next: 26075 |