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Routines |
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Used by the routine at 27196. Makes a teacher who has been knocked over give lines to the closest main kid (if any).
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| 30890 | PUSH HL | |||||||
| 30891 | LD A,(32763) | Copy ERIC's status flags from 32763 to A | ||||||
| 30894 | LD HL,44130 | Pick up ERIC's coordinates in DE | ||||||
| 30897 | LD E,(HL) | |||||||
| 30898 | DEC L | |||||||
| 30899 | LD D,(HL) | |||||||
| 30900 | LD BC,910 | B=3 (number of main kids besides ERIC), C=LSB of 32654 | ||||||
| 30903 | BIT 2,A | Is ERIC jumping? | ||||||
| 30905 | JR Z,30924 | Jump if not | ||||||
| 30907 | LD A,D | A=ERIC's y-coordinate | ||||||
| 30908 | LD D,155 | This is the y-coordinate of the top floor | ||||||
| 30910 | CP 156 | Is ERIC jumping on the top floor? | ||||||
| 30912 | JR C,30927 | Jump if so | ||||||
| 30914 | LD D,162 | This is the y-coordinate of the middle floor | ||||||
| 30916 | CP 163 | Is ERIC jumping on the middle floor? | ||||||
| 30918 | JR C,30927 | Jump if so | ||||||
| 30920 | LD D,169 | This is the y-coordinate of the bottom floor | ||||||
| 30922 | JR 30927 | |||||||
| 30924 | CALL 28310 | Get the floor nearest ERIC (155, 162, 169) in D | ||||||
| 30927 | LD (32652),DE | Store ERIC's normalised coordinates in 32652 | ||||||
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Here we enter a loop that calculates BOY WANDER's, ANGELFACE's and EINSTEIN's normalised coordinates and stores them in 32654, 32656 and 32658 respectively. (If a character's coordinates are (x, y), then his normalised coordinates are (x, Y), where Y=155, 162, 169, i.e. the y-coordinate of the floor he is closest to.)
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| 30931 | LD H,167 | 167=BOY WANDER | ||||||
| 30933 | CALL 28304 | D=floor nearest the kid (155, 162, 169) | ||||||
| 30936 | LD L,C | L=142, 144 or 146 | ||||||
| 30937 | LD A,H | Store the kid's character number in A temporarily | ||||||
| 30938 | LD H,127 | HL=32654, 32656 or 32658 | ||||||
| 30940 | LD (HL),E | Store the kid's normalised coordinates here | ||||||
| 30941 | INC L | |||||||
| 30942 | LD (HL),D | |||||||
| 30943 | INC L | Point HL at the next normalised coordinates slot | ||||||
| 30944 | LD C,L | Save L in C temporarily | ||||||
| 30945 | LD H,A | Restore the kid's character number (167-169) to H | ||||||
| 30946 | INC H | Next kid | ||||||
| 30947 | DJNZ 30933 | Jump back until the three main kids have been done | ||||||
| 30949 | POP HL | Restore the teacher's character number (163-166) to H | ||||||
| 30950 | PUSH HL | |||||||
| 30951 | LD L,98 | Pick up the teacher's coordinates in DE | ||||||
| 30953 | LD E,(HL) | |||||||
| 30954 | DEC L | |||||||
| 30955 | LD D,(HL) | |||||||
| 30956 | CALL 28327 | Get the lower and upper limits of the teacher's visibility range in C and B | ||||||
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Now we enter a loop to calculate the distance of each main kid from the teacher.
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| 30959 | LD HL,32659 | Point HL at EINSTEIN's normalised y-coordinate | ||||||
| 30962 | LD A,4 | There are four main kids to check | ||||||
| 30964 | PUSH AF | |||||||
| 30965 | LD A,(HL) | Pick up a kid's normalised y-coordinate | ||||||
| 30966 | DEC HL | Point HL at the kid's x-coordinate | ||||||
| 30967 | CP D | Compare the normalised y-coordinate with the teacher's y-coordinate | ||||||
| 30968 | LD A,(HL) | A=kid's x-coordinate | ||||||
| 30969 | LD (HL),255 | Default assumption: kid and teacher are on different floors | ||||||
| 30971 | JR NZ,30987 | Jump unless the kid's normalised y-coordinate matches the teacher's y-coordinate | ||||||
| 30973 | CP B | Jump forward if the teacher cannot see the kid | ||||||
| 30974 | JR Z,30978 | |||||||
| 30976 | JR NC,30987 | |||||||
| 30978 | CP C | |||||||
| 30979 | JR C,30987 | |||||||
| 30981 | SUB E | A=distance between the teacher and the kid (possibly < 0) | ||||||
| 30982 | JR NC,30986 | Jump if the kid is to the right of the teacher (A>=0) | ||||||
| 30984 | NEG | |||||||
| 30986 | LD (HL),A | Store the absolute distance between the teacher and the kid (if they are close to each other) | ||||||
| 30987 | DEC HL | Point HL at the normalised y-coordinate of the next main kid and jump back until all four have been checked | ||||||
| 30988 | POP AF | |||||||
| 30989 | DEC A | |||||||
| 30990 | JR NZ,30964 | |||||||
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Finally, we enter a loop to determine which main kid (if any) is closest to the teacher.
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| 30992 | INC HL | HL=32652 (holding ERIC's distance from the teacher) | ||||||
| 30993 | LD B,4 | There are four main kids to consider | ||||||
| 30995 | LD A,255 | 255 was used to signal that the kid was not on the same floor as the teacher | ||||||
| 30997 | CP (HL) | When this loop is finished, A will hold the distance between the teacher and the closest main kid (or 255 if none of the kids were nearby) | ||||||
| 30998 | JR C,31001 | |||||||
| 31000 | LD A,(HL) | |||||||
| 31001 | INC HL | |||||||
| 31002 | INC HL | |||||||
| 31003 | DJNZ 30997 | |||||||
| 31005 | INC A | Were any of the main kids close to the teacher? | ||||||
| 31006 | JR NZ,31010 | Jump if so | ||||||
| 31008 | POP HL | Restore the teacher's character number to H | ||||||
| 31009 | RET | |||||||
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So at least one of the main kids is within range. Which one will get lines?
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| 31010 | DEC A | A=distance between the teacher and the nearest kid | ||||||
| 31011 | LD L,140 | HL=32652 (holding ERIC's distance from the teacher) | ||||||
| 31013 | INC D | D=teacher's y-coordinate + 1 | ||||||
| 31014 | LD BC,2220 | B=8 (NOW DON'T DO IT AGAIN), C=172 (ERIC) | ||||||
| 31017 | CP (HL) | Is ERIC closest to the teacher? | ||||||
| 31018 | JR Z,31028 | Jump if so | ||||||
| 31020 | LD C,166 | On exit from this loop, C will hold 167 (BOY WANDER), 168 (ANGELFACE), or 169 (EINSTEIN) | ||||||
| 31022 | INC C | |||||||
| 31023 | INC L | |||||||
| 31024 | INC L | |||||||
| 31025 | CP (HL) | |||||||
| 31026 | JR NZ,31022 | |||||||
| 31028 | LD A,C | A=character number of the kid closest to the teacher | ||||||
| 31029 | CALL 30464 | Give lines to the kid who is closest to the teacher | ||||||
| 31032 | POP HL | Restore the teacher's character number to H | ||||||
| 31033 | RET | |||||||
| Prev: 30888 | Up: Map | Next: 31034 |