| Routines

708E: Check for a closed door in a character's path and open it if allowed

Used by the routine at 63ED. Checks for a closed door in the character's path and makes him open it if he's an adult.
Input
H | Character number (0xB7-0xD1)
708E | CALL $705F | Check for closed doors in the character's path
7091 | JP NC,$61B4 | Update the SRB for the character's current animatory state and location if no doors need opening
7094 | LD A,H | A=character number
7095 | SUB $C8 | Are we dealing with a teacher or ALBERT (i.e. someone who can open doors)?
7097 | CP $06
7099 | JR C,$70A1 | Jump if so
709B | CALL $61B4 | Update the SRB for the character's current animatory state and location
709E | XOR $80 | Characters who can't open doors have bit 7 of their animatory state flipped (i.e. they are turned around)
70A0 | RET | Return to place the character midstride
The character we're dealing with is confronted by a closed door and is able to open it.
70A1 | POP DE | Drop the return address; we will handle updating the SRB and setting the character's new animatory state here instead
This entry point is used by the routine at 6558.
70A2 | LD L,$13 | Place the identifier of the closed door (see 705F) into byte 0x13 of the character's buffer
70A4 | LD (HL),C
70A5 | INC L | L=0x14
70A6 | LD (HL),$01 | Signal: open the door
This entry point is used by the routines at 717C and F46C.
70A8 | LD L,$12 | Place the address of the uninterruptible subcommand routine at 70B7 into bytes 0x11 and 0x12 of the character's buffer
70AA | LD (HL),$70
70AC | DEC L
70AD | LD (HL),$B7
70AF | CALL $61B4 | Update the SRB for the character's current animatory state and location
70B2 | OR $07 | A=animatory state of the character with his arm up (to open the door)
70B4 | JP $6130 | Update the character's animatory state and update the SRB