| Routines

30229: Check whether a pellet has hit a cup containing water, sherry or the frog

Used by the routine at 30380. Returns with the zero flag set if the pellet hit a water- or sherry-filled cup. Otherwise it returns with the zero flag reset, but releases the frog if the pellet hit the cup containing it.
Input
H | Pellet's character number (213 or 214)
30229 | CALL 30205 | Has the pellet hit a cup?
30232 | RET NZ | Return with the zero flag reset if not
30233 | LD A,(32747) | Pick up the inventory flags from 32747
30236 | BIT 1,A | Has ERIC got the Science Lab storeroom key?
30238 | JR Z,30262 | Jump if not
30240 | LD A,(54273) | A=frog's x-coordinate
30243 | INC A | Adjust it for comparison with that of the cup that was hit
30244 | CP E | Does the frog's x-coordinate match that of the cup?
30245 | JR NZ,30262 | Jump if not
30247 | LD A,(54274) | A=frog's y-coordinate
30250 | CP 11 | Is the frog in the cup?
30252 | JR NZ,30262 | Jump if not
30254 | PUSH HL |
30255 | LD HL,30804 | Place the address of the uninterruptible subcommand routine at 30804 into bytes 17 and 18 of the frog's buffer, thus releasing the frog
30258 | LD (54289),HL
30261 | POP HL |
30262 | LD A,(32767) | A=leftmost column of the play area on screen
30265 | LD B,A | Return if the cup is off-screen to the left
30266 | LD A,E
30267 | SUB B
30268 | RET C
30269 | CP 32 | Return if the cup is off-screen to the right
30271 | RET NC
30272 | ADD A,192 | Point DE at the attribute file byte for the cup
30274 | LD E,A
30275 | LD D,89
30277 | LD A,(DE) | Pick up the attribute byte of the cup
30278 | CP 40 | Does the cup contain water (PAPER 5)?
30280 | JR NZ,30285 | Jump if not
30282 | LD A,31 | 31: Drop of water
30284 | RET | Return with the zero flag set
30285 | CP 88 | Does the cup contain sherry (BRIGHT 1: PAPER 3)?
30287 | RET NZ | Return if not
30288 | LD A,159 | 159: Drop of sherry
30290 | RET | Return with the zero flag set