Routines
 Prev: 29153 Up: Map Next: 29278
29160: Make a teacher wipe a blackboard (2)
Continues from 29148.
Input
A Blackboard identifier (236, 238 or 240)
DE Coordinates of the top-left corner of the blackboard
H Teacher's character number (163-166)
29160 LD L,105 Replace the address of the interruptible subcommand routine at 29148 in bytes 105 and 106 of the teacher's buffer with 29175 (below)
29162 LD (HL),247
29164 LD L,107 Wiping a blackboard requires 32 distinct actions (in 8 groups of 4: two paces forward, arm up, arm down)
29166 LD (HL),32
29168 INC L Store the x-coordinate of the rightmost column of the blackboard (which will be wiped first) in byte 108 of the teacher's buffer
29169 LD A,E
29172 LD (HL),A
29173 INC L Store the y-coordinate of the top row of the blackboard in byte 109 of the teacher's buffer
29174 LD (HL),D
After the initial call to this routine, each subsequent call enters here.
29175 LD L,107 Decrement the number of board-wiping actions remaining
29177 DEC (HL)
29178 BIT 7,(HL) Has the teacher finished wiping the board?
29180 JR NZ,29264 Jump if so
29182 CALL 25108 Update the SRB for the teacher's current location
29185 LD L,107 Is the teacher midstride or is his arm raised?
29187 BIT 0,(HL)
29189 JR Z,29248 Jump if so
29191 BIT 1,(HL) Is the teacher ready to raise his arm (and wipe)?
29193 JR Z,29199 Jump if so
29195 INC A A=animatory state of the teacher midstride
29196 JP 25008 Update the teacher's animatory state and update the SRB
The teacher is ready to raise his arm and wipe a column of the board.
29199 ADD A,5 A=animatory state of the teacher with his arm raised
29201 CP 72 Are we actually dealing with a teacher?
29203 JR NC,29207 Jump if so
29205 ADD A,8 If ANGELFACE or BOY WANDER were wiping the board, A would now hold the animatory state of the boy with his arm raised
29207 CALL 25008 Update the teacher's animatory state and update the SRB
29210 LD L,108 E=x-coordinate of the blackboard column to wipe
29212 LD E,(HL)
29213 DEC (HL) Decrement the blackboard column x-coordinate
29214 INC L D=y-coordinate of the top row of the blackboard column to wipe
29215 LD D,(HL)
29216 CALL 28807 Update the SRB for the upper and lower character squares of the blackboard column that will be wiped
29219 INC D
29220 CALL 28807
29223 LD A,(DE) L=skool UDG reference for the lower character square of the blackboard column
29224 LD L,A
29225 ADD A,8 E=skool UDG reference for the upper character square of the blackboard column
29227 LD E,A
29228 LD H,128 Point HL at the base address of the UDG data for the lower character square of the blackboard column, and DE at the base address of the UDG data for the upper character square of the blackboard column
29230 CP 233
29232 JR NC,29236
29234 LD H,136
29236 LD D,H
29237 LD B,8 There are 8 bytes in a UDG
29239 LD A,255 All bits set means clean (no chalk)
29241 LD (HL),A Wipe the blackboard column clean by altering the skool UDG data directly
29242 LD (DE),A
29243 INC H
29244 INC D
29245 DJNZ 29241
29247 RET
The teacher is midstride or his arm is raised.
29248 AND 248 A=base animatory state of the teacher
29250 CP 72 Are we actually dealing with a teacher?
29252 JR NC,29256 Jump if so
29254 AND 240 If ANGELFACE or BOY WANDER were wiping the board, A would now hold the base animatory state of the boy
29256 BIT 1,(HL) Is the teacher's arm raised?
29258 JR Z,29261 Jump if so
29260 DEC E The teacher was midstride, so move him forward to the next blackboard column
29261 JP 25008 Update the teacher's animatory state and location and update the SRB
The teacher has finished wiping the board.
29264 CALL 28968 A=identifier of the blackboard the teacher is next to
29267 LD L,A HL=32748 (Reading Room blackboard), 32750 (White Room blackboard), or 32752 (Exam Room blackboard)
29268 LD H,127
29270 LD (HL),1 The first clean pixel column is now column no. 1
29272 INC L Signal: no one has written on this blackboard
29273 LD (HL),0
29275 JP 25252 Terminate this interruptible subcommand
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