| Routines

30989: Display a cutscene

Used by the routine at 31414. Displays a cutscene, and then enters demo mode or resumes the game in the next mode.
Input
A | Cutscene message number
30989 | LD (32722),A | Store the cutscene message number at 32722 so that it can be monitored
30992 | CALL 28357 | Add the message to the message queue
30995 | XOR A | A=0
30996 | LD (32713),A | Set Sam's disguise ID (stored at 32713) to 0 (none)
30999 | LD (32666),A | Disconnect any phone call Sam may be making by setting 32666 to 0
31002 | LD (32764),A | Clear all of Sam's status flags at 32764
31005 | CALL 63849 | Update Sam's sprite and the disguise icon now that Sam's wearing no disguise
The loop that follows makes Sam pace up and down until the cutscene is over.
31008 | LD HL,58889 | Reset the midstride/mid-action timer in byte 9 of Sam's buffer
31011 | XOR A
31012 | LD (HL),A
31013 | LD L,A | L=0
31014 | BIT 0,(HL) | Is Sam midstride?
31016 | JR Z,31058 | Jump if not
31018 | CALL 59848 | Update the SRB for Sam's current animatory state and location
31021 | DEC E | Set E to Sam's next x-coordinate (immediately in front of him)
31022 | BIT 7,A
31024 | JR Z,31028
31026 | INC E
31027 | INC E
31028 | INC A | Set A to Sam's new animatory state
31029 | AND 251
31031 | CALL 59861 | Update Sam's animatory state and location and update the SRB
31034 | CALL 60521 | Make a walking sound effect
31037 | CALL 60032 | Update the display
31040 | CALL 28404 | Update the message line
31043 | LD HL,32712 | 32712 holds the value of the LSB of the system variable FRAMES as it was at the end of the last pass through the main loop (or this routine)
31046 | LD A,(23672) | Wait about 240ms
31049 | SUB (HL)
31050 | CP 12
31052 | JR C,31046
31054 | ADD A,(HL) | Store the current value of the LSB of the system variable FRAMES at 32712 for comparison next time
31055 | LD (HL),A
31056 | JR 31008 | Jump back to the beginning of this loop
Sam is not midstride at the moment.
31058 | CALL 29668 | Show or hide the fuse, door, light bulb or phone in the icon panel
31061 | CALL 30972 | Has the entire cutscene message been displayed yet?
31064 | JP NZ,61630 | Jump if so to end the cutscene
The cutscene is not over yet. Check whether Sam should turn round before pacing up or down again.
31067 | LD HL,58881 | Point HL at byte 1 of Sam's buffer
31070 | LD A,(HL) | A=Sam's x-coordinate
31071 | DEC L | L=0
31072 | AND 7 | Is Sam's x-coordinate exactly divisible by 8?
31074 | JR NZ,31087 | Jump if not
31076 | BIT 7,(HL) | Is Sam facing right?
31078 | JR NZ,31095 | Jump if so
31080 | CALL 59848 | Update the SRB for Sam's current animatory state and location
31083 | XOR 128 | Flip bit 7 of Sam's animatory state, thus turning him round
31085 | JR 31031 | Jump back to update Sam's animatory state and the SRB
31087 | CP 5 | Is Sam's x-coordinate congruent to 5 mod 8?
31089 | JR NZ,31095 | Jump if not
31091 | BIT 7,(HL) | Is Sam facing right?
31093 | JR NZ,31080 | Jump back to turn Sam round if so
31095 | CALL 59848 | Update the SRB for Sam's current animatory state and location
31098 | JR 31028 |