0 ;SUBROUTINE PLACEMAN:THIS SUBROUTINE 50 ;ADDS ANOTHER MAN TO CURRENT ARMY 0100 ;BUT ONLY IF # OF MEN IS < 10. 0150 ; THE NEW MAN IS PLACED IN FRONT 0200 ;OF A CASTLE. 0201 ; 0250 PLACEMAN LDA TEMPCHAR ;LOAD POINTER TO MAN DRAWING 0300 CMP #1 ;IS MAN A TROLL 0350 BEQ LOADT ;IF YES THEN TEST TO ADD TROLL 0400 CMP #$17 ;IS MAN A WIZARD 0450 BEQ LOADW ;IF YES TEST TO ADD WIZ 0500 RTS 0550 ; 0600 ; LOADT:ADDS ANOTHER TROLL IF 0650 ;THE CHARACTER POINTER IS ON THE 0700 ;THE LETTER "T". 0701 ; 0750 LOADT LDA TEMP1+1 ;IS CHAR POINTER 0800 CMP #$5A ;ON THE LETTER "T" 0850 BNE LTEXIT ;IF NOT THEN EXIT 0900 LDA TROL0+1 ;IS SPACE IN FRONT 0950 BNE LTEXIT ;OF TROLL CASTLE EMPTY 1000 LDA TEMP1+18 ;COUNTER OF # OF TROLLS ON BOARD 1050 CMP #10 ;IF 10 TROLLS THEN EXIT 1100 BEQ LTEXIT 1150 INC TEMP1+18 ;ELSE ADD 1 TO # OF TROLLS 1200 LDA #1 ;LEFT HALF OF TROLL DRAWING 1250 STA TROL0 ;POS IN FRONT OF CASTLE 1300 LDA #2 ;RIGHT HALF OF TROLL 1350 STA TROL0+1 1400 LTEXIT RTS 1401 ; 1402 ;LOADW:ADDS ANOTHER WIZARD IF 1403 ;THE CHARACTER POINTER IS ON 1404 ;THE LETTER "W". 1405 ; 1450 LOADW LDA TEMP1+1 ;IS CHAR POINTER 1500 CMP #$5C ;ON LETTER "W" 1550 BNE WTEXIT ;IF NOT THEN EXIT 1600 LDA WIZRDS ;IS SPACE IN FRONT 1650 BNE WTEXIT ;OF WIZ CASTLE EMPTY 1700 LDA TEMP1+19 ;IF # OF WIZ 1750 CMP #10 ;ON BOARD =10 THEN 1800 BEQ WTEXIT ;EXIT 1850 INC TEMP1+19 ;ELSE ADD 1 TO # OF WIZARDS 1900 LDA #$17 ;LEFT HALF OF WIZARD DRAWING 1950 STA WIZRDS ;POS IN FRONT OF CASTLE 2000 LDA #$18 ;RIGHT HALF OF WIZARD 2050 STA WIZRDS+1 2100 WTEXIT RTS