Routines
 Prev: 25532 Up: Map Next: 25691
25534: Make a character go to a location
Used by command lists 128, 130, 132, 134, 136, 140, 142, 144, 146, 148, 150, 152, 154, 156, 158, 160, 162, 164, 166, 168, 170, 172, 174, 176, 178, 180, 184, 186, 188, 190, 192, 198, 200, 202, 208, 212, 214, 216, 218 and 222 to make a character go to a specified place.
Input
H Character number (152-169)
L 122
25534 LD A,(HL) Reset bits 5 and 6 of byte 122 of the character's buffer, indicating that he should no longer walk fast or slow continuously (if he was doing so)
25535 AND 159
25537 LD (HL),A
25538 LD L,101 Get the destination y-coordinate from the command list and place it in byte 101 of the character's buffer
25540 CALL 24972
25543 LD (HL),A
25544 INC L Get the destination x-coordinate from the command list and place it in byte 102 of the character's buffer
25545 CALL 24972
25548 LD (HL),A
This entry point is used by the routines at 27111 and 27266.
25549 NOP
25550 CALL 27888 Make the character stand up if he's not already
The address of this entry point is placed into bytes 99 and 100 of the character's buffer (by the routine at 27888, called above, and by the routine at 27111) so that we return here after the character has stood up.
25553 LD L,97 Collect the character's x- and y-coordinates in E and D
25555 LD D,(HL)
25556 INC L
25557 LD E,(HL)
25558 LD L,101 Bytes 101 and 102 of the character's buffer contain the destination coordinates
25560 LD BC,25404 Point BC at 25404 (guide character to intermediate destination)
25563 LD A,D A=character's y-coordinate
25564 CP (HL) Is the character on the same floor as his destination?
25565 JP Z,25750 Jump if so
25568 CP 155 Is the character on the top floor?
25570 JP Z,25695 Jump if so
25573 CP 169 Is the character on the bottom floor?
25575 JP Z,25700 Jump if so
The character is on the middle floor and is destined for another floor.
25578 LD A,(HL) A=y-coordinate of destination
25579 CP 169 Set the zero flag if the character is going to the bottom floor
25581 LD A,38 This is the x-coordinate of the wall between the White and Exam Rooms
25583 JR NZ,25639 Jump if the character is going to the top floor
This entry point is used by the routine at 25695 with A=57 (the x-coordinate of the wall between the Map and Reading Rooms).
25585 CP E E holds the character's x-coordinate
25586 LD A,12 This is the x-coordinate of the tops of the staircases at the left of the skool
25588 JR NC,25592 Jump if the character is to the left of the wall whose x-coordinate (38 or 57) was in A
This entry point is used by the routine at 25750 when the character is on the right-middle or right-top floor and needs to go down the stairs to get to his destination.
25590 LD A,77 This is the x-coordinate of the tops of the staircases at the right of the skool
This entry point is used by the routine at 25750 with A=12 (the x-coordinate of the tops of the staircases at the left of the skool) when the character is on the left-middle or left-top floors and needs to go down the stairs to get to his destination.
25592 CP E Is the character at the top of the stairs he needs to descend?
25593 JR NZ,25627 Jump if not
25595 LD L,96 Byte 96 of the character's buffer holds his animatory state
25597 BIT 0,(HL) Is the character midstride (about to descend)?
25599 JR NZ,25627 Jump if so
25601 CP 48 Is the target staircase on the right of the skool?
25603 JR NC,25611 Jump if so
25605 BIT 7,(HL) Is the character facing left?
25607 JR Z,25615 Jump if so
25609 JR 25623
The character must go to the top of a staircase at the right of the skool.
25611 BIT 7,(HL) Is the character facing left?
25613 JR Z,25623 Jump if so
This entry point is used by the routine at 25700.
25615 CALL 25108 Update the SRB for the character's current location
25618 XOR 128 Turn the character round
25620 JP 25008 Update the character's animatory state and location and update the SRB
25623 LD C,144 BC=25488 (guide character down stairs)
This entry point is used by the routine at 25700.
25625 LD A,15 Going up or down a staircase entails 15 movements
This entry point is used by the routines at 25700 and 25750.
25627 LD L,105 Place the interruptible subcommand routine address in BC (25404, 25484 or 25488) into bytes 105 and 106 of the character's buffer
25629 LD (HL),C
25630 INC L
25631 LD (HL),B
25632 INC L Byte 107 will contain either (a) the x-coordinate of the next intermediate destination (i.e. the final destination itself, or the top or bottom of the next staircase the character must negotiate first) (BC=25404), or (b) 15, that being the number of movements required to ascend or descend a staircase (BC=25484 or 25488)
25633 LD (HL),A
25634 INC L Initialise byte 108 to 9; this ensures that the routine at 25404 will move the character at most 9 paces towards the destination before relinquishing control (and thus giving the routine at 25126 a chance to check whether the command list should be restarted, e.g. for a new lesson)
25635 LD (HL),9
25637 PUSH BC Make an indirect jump to 25404, 25484 or 25488
25638 RET
The character is on the middle floor but is destined for the top floor. At this point A=38 (the x-coordinate of the wall between the White and Exam Rooms).
25639 INC L Point HL at the destination x-coordinate
25640 CP E
25641 LD A,57 This is the x-coordinate of the wall between the Map and Reading Rooms
25643 JR NC,25667 Jump if the character is to the left of the White Room wall
25645 CP (HL) (HL) holds the destination x-coordinate
25646 LD A,70 This is the x-coordinate of the bottoms of the staircases at the right of the skool
25648 JR NC,25590 Jump if the destination is to the left of the Map Room wall
25650 CP E Is the character at the bottom of the staircase just outside the Exam Room?
25651 JR NZ,25627 Jump if not (to send the character there)
25653 LD L,96 Byte 96 of the character's buffer holds his animatory state
25655 BIT 0,(HL) Is the character midstride?
25657 JR NZ,25627 Jump if so (to finish the stride)
25659 BIT 7,(HL) Is the character facing left?
25661 JR Z,25615 Jump if so (to turn the character round)
25663 LD C,140 BC=25484 (guide character up stairs)
25665 JR 25625
The character is on the middle floor to the left of the White Room wall, and is destined for the top floor. At this point A=57 (the x-coordinate of the wall between the Map and Reading Rooms).
25667 CP (HL) (HL) holds the destination x-coordinate
25668 LD A,12 This is the x-coordinate of the tops of the staircases at the left of the skool
25670 JR C,25592 Jump if the destination is to the right of the Map Room wall
25672 LD A,19 This is the x-coordinate of the bottoms of the staircases at the left of the skool
25674 CP E Is the character at the bottom of the staircase just outside the White Room?
25675 JR NZ,25627 Jump if not (to send the character there)
25677 LD L,96 Byte 96 of the character's buffer holds his animatory state
25679 BIT 0,(HL) Is the character midstride?
25681 JR NZ,25627 Jump if so (to finish the stride)
25683 BIT 7,(HL) Is the character facing right?
25685 JR NZ,25615 Jump if so (to turn the character round)
25687 LD C,140 BC=25484 (guide character up stairs)
25689 JR 25625
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