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Routines |
Prev: 28442 | Up: Map | Next: 28533 |
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28446 | LD L,112 | Return now if there is an uninterruptible subcommand routine address in bytes 111 and 112 of ANGELFACE's buffer (meaning he is currently occupied) | ||
28448 | LD A,(HL) | |||
28449 | AND A | |||
28450 | RET NZ | |||
28451 | LD L,96 | Byte 96 holds ANGELFACE's animatory state | ||
28453 | BIT 0,(HL) | Is ANGELFACE midstride? | ||
28455 | RET NZ | Return if so | ||
28456 | INC L | Byte 97 holds ANGELFACE's y-coordinate | ||
28457 | LD A,(HL) | Pick this up in A | ||
28458 | CALL 26185 | Is ANGELFACE on a staircase? | ||
28461 | RET NZ | Return if so | ||
28462 | CALL 28220 | Can any teachers see ANGELFACE? | ||
28465 | RET C | Return if so | ||
ANGELFACE is not on a staircase, and there are no teachers nearby. Are there any potential victims nearby?
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28466 | LD L,98 | Byte 98 holds ANGELFACE's x-coordinate | ||
28468 | LD A,(HL) | Pick this up in A | ||
28469 | DEC L | Pick up ANGELFACE's y-coordinate in D | ||
28470 | LD D,(HL) | |||
28471 | DEC L | L=96 (which byte holds ANGELFACE's animatory state) | ||
28472 | SUB 3 | Set A equal to the 'target' x-coordinate (i.e. where a character would have to be in order to receive ANGELFACE's punch) | ||
28474 | BIT 7,(HL) | |||
28476 | JR Z,28480 | |||
28478 | ADD A,6 | |||
28480 | LD E,A | Place the target x-coordinate in E | ||
28481 | LD C,(HL) | C=ANGELFACE's animatory state | ||
28482 | LD H,172 | 172=ERIC | ||
28484 | CALL 28416 | Is ERIC a potential target? | ||
28487 | JR NC,28502 | Jump if not | ||
28489 | NOP | |||
If we get here, there is a potential victim in front of ANGELFACE for him to take a swing at.
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28490 | POP HL | Drop the return address (25172) from the stack; this makes the character-moving routine at 25126 skip any further consideration of ANGELFACE on this pass, thus preventing him from moving midstride before throwing the punch | ||
28491 | LD HL,43121 | Point HL at byte 113 of ANGELFACE's buffer | ||
28494 | LD (HL),C | Store his current animatory state there | ||
28495 | DEC L | Place the address of the uninterruptible subcommand routine at 28544 (throw a punch) into bytes 111 and 112 of ANGELFACE's buffer | ||
28496 | LD (HL),111 | |||
28498 | DEC L | |||
28499 | LD (HL),128 | |||
28501 | RET | |||
ERIC is not a potential target for ANGELFACE's fist. What about the other main kids?
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28502 | LD H,169 | 169=EINSTEIN | ||
28504 | LD B,3 | There are three main kids | ||
28506 | CALL 28416 | Is this main kid a potential target? | ||
28509 | JR NC,28513 | Jump if not | ||
28511 | JR 28490 | Otherwise throw a punch | ||
28513 | DEC H | Next main kid | ||
28514 | DJNZ 28506 | Jump back until the three main kids have been checked | ||
EINSTEIN and BOY WANDER weren't potential targets either. What about the little boys?
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28516 | LD H,152 | 152=little boy no. 1 | ||
28518 | LD B,7 | We check only the first seven little boys - interesting! | ||
28520 | CALL 28416 | Is this little boy a potential target? | ||
28523 | JR NC,28527 | Jump if not | ||
28525 | JR 28490 | Otherwise throw a punch | ||
28527 | INC H | Next little boy | ||
28528 | DJNZ 28520 | Jump back until the seven little boys have been checked | ||
28530 | LD H,168 | Restore ANGELFACE's character number to H | ||
28532 | RET |
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