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Routines |
H | Character number of teacher (163-166) |
31648 | CALL 31229 | Get ERIC's coordinates in DE |
31651 | CALL 32234 | Make this teacher walk fast |
31654 | CALL 31452 | Determine which way the teacher needs to go to find ERIC |
31657 | AND A | Are ERIC and this teacher in the same location? |
31658 | JR Z,31664 | Jump if so |
31660 | CP 3 | Is this teacher going up or down a staircase? |
31662 | JR C,31695 | Jump if so |
31664 | LD L,122 | If this character's command list has been marked for a restart (by the routine at 26342), remove the address of this routine from bytes buffer105(105 and 106) of his buffer |
31666 | BIT 0,(HL) | |
31668 | JP NZ,25252 | |
31671 | LD B,A | |
31672 | CALL 31188 | Check whether ERIC is where he should be |
31675 | LD A,B | |
31676 | JR NZ,31695 | Jump if ERIC is not where he should be |
31678 | LD L,117 | Pick up in DE the address the teacher has reached in his command list |
31680 | LD E,(HL) | |
31681 | INC L | |
31682 | LD D,(HL) | |
31683 | LD B,2 | 190 is the LSB of the address of the routine at 25534; point DE at the second-from-last occurrence of this routine address in the teacher's command list (which will take him to the side of the blackboard where he waits for EINSTEIN to grass, or back to the dinner hall) |
31685 | DEC DE | |
31686 | LD A,(DE) | |
31687 | CP 190 | |
31689 | JR NZ,31685 | |
31691 | DJNZ 31685 | |
31693 | JR 31638 | Restart the teacher's command list from this point |
31695 | AND A | Are ERIC and the teacher in exactly the same location? |
31696 | JR NZ,31711 | Jump if not |
31698 | LD A,(23672) | 23672=LSB of FRAMES system variable |
31701 | AND A | This LSB will be 0 once every 5.12 seconds |
31702 | RET NZ | Return if it's not zero now |
31703 | CALL 25108 | Update SRB for the teacher's current animatory state |
31706 | XOR 128 | Make the teacher turn round |
31708 | JP 25008 | Update the teacher's animatory state and update SRB |
31711 | CP 3 | Set the carry flag if the chaser is on a staircase |
31713 | LD BC,0 | DE will hold the appropriate x- and y-coordinate increments for the chaser's next move (to the midstride position), and BC will hold the appropriate x- and y-coordinate increments for the chaser's move after that (from the midstride position); initialise these increments to 0 |
31716 | LD DE,0 | |
31719 | LD L,96 | Byte 96 of the buffer holds the animatory state of ERIC's chaser |
31721 | JR C,31768 | Jump if the chaser is currently going up or down stairs |
31723 | JR NZ,31732 | Jump if the chaser must go right (A=4) |
31725 | BIT 7,(HL) | Is the chaser facing right? |
31727 | JR NZ,31703 | Turn him round if so |
31729 | DEC C | C=-1 |
31730 | JR 31781 | |
31732 | BIT 7,(HL) | Is the chaser facing left? |
31734 | JR Z,31703 | Turn him round if so |
31736 | INC C | C=1 |
31737 | JR 31781 |