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Routines |
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DE | Coordinates of pellet/water/sherry/conker |
H | Pellet/water/sherry/conker's character number |
29856 | LD B,6 | There are six adult characters |
This entry point is used by the routine at 30380 with B=5 and H=213/214 (ERIC's or BOY WANDER's pellet):
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29858 | LD C,H | Save the projectile's character number in C |
29859 | LD H,200 | 200=MR WACKER |
29861 | LD L,2 | Point HL at byte 2 of the potential target's character buffer |
29863 | LD A,D | A=projectile's y-coordinate |
29864 | CP (HL) | Does it match the y-coordinate of the character? |
29865 | JR NZ,29889 | Jump if not |
29867 | LD L,0 | |
29869 | LD A,(HL) | A=character's animatory state |
29870 | AND 135 | Is the character sitting on the floor facing left (already struck)? |
29872 | CP 6 | |
29874 | JR Z,29881 | Jump if so |
29876 | DEC L | L=-1 |
29877 | CP 134 | Is the character sitting on the floor facing right (already struck)? |
29879 | JR Z,29882 | Jump if so |
29881 | INC L | |
29882 | LD A,L | A=-1 if the character is sitting on the floor facing right, 0 if he's standing, or 1 if he's sitting on the floor facing left |
29883 | LD L,1 | Byte 1 of the character's buffer holds his x-coordinate |
29885 | ADD A,(HL) | Now A=x-coordinate of the character's head |
29886 | CP E | Does it match the x-coordinate of the projectile? |
29887 | JR Z,29892 | Jump if so |
29889 | INC H | Next potential target |
29890 | DJNZ 29861 | Jump back to consider any remaining characters |
29892 | LD B,H | B=number of character who was hit by the projectile (if any) |
29893 | LD H,C | Restore the projectile's character number to H |
29894 | RET | Return with the zero flag set if a character was hit |
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