![]() |
Routines |
Prev: 63138 | Up: Map | Next: 63196 |
|
||||
63152 | LD L,4 | Point HL at byte 4 of the character's buffer | ||
63154 | BIT 0,(HL) | Is the character indoors? | ||
63156 | RET Z | Return if not | ||
63157 | CALL 63138 | Collect in C the x-coordinate of the front column of the character's sprite | ||
63160 | LD B,128 | Bit 7 set: check for a light switch at the left side of the room | ||
63162 | JR Z,63184 | Jump if C=0 mod 8 | ||
63164 | LD B,16 | Bit 4 set: check for a blind on the left-hand window | ||
63166 | SUB 3 | Does C=1 or 2 mod 8? | ||
63168 | JR C,63184 | Jump if so | ||
63170 | LD B,4 | Bit 2 set: check for a blind on a large central window | ||
63172 | SUB 2 | Does C=3 or 4 mod 8? | ||
63174 | JR C,63184 | Jump if so | ||
63176 | LD B,8 | Bit 3 set: check for a blind on the right-hand window | ||
63178 | SUB 2 | Does C=5 or 6 mod 8? | ||
63180 | JR C,63184 | Jump if so | ||
63182 | LD B,64 | Bit 6 set: check for a light switch at the right side of the room (when C=7 mod 8) | ||
63184 | PUSH BC | Save the fixture identifier bit (in B) | ||
63185 | CALL 62548 | Is the character standing next to a light switch or a window that has a blind? | ||
63188 | JR NZ,63193 | Jump if so | ||
63190 | POP AF | Restore the fixture identifier bit to A (though we don't need it now) | ||
63191 | XOR A | Set the zero flag | ||
63192 | RET | |||
63193 | POP AF | Restore the fixture identifier bit to A | ||
63194 | AND A | Reset the zero flag | ||
63195 | RET |
Prev: 63138 | Up: Map | Next: 63196 |