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EE3D: Action: Examine
Describe the single object the player named.
Action_Examine EE3D CALL Parser_ValidateDirectObject Return if the words after the verb are not valid for this command.
EE40 RET C
EE41 CP $01 Jump back to Response_OneAtATimePlease unless the carried location matches.
EE43 JP NZ,Response_OneAtATimePlease
EE46 LD HL,$E812 Jump to Action_Examine_Next unless the player named Mara's body.
EE49 CALL Parser_AdvanceToSeparator
EE4C JR NZ,Action_Examine_Next
Reply with "There are curious runic symbols along its entire length.".
EE4E LD HL,$DCB7 Print "There are curious runic symbols along its entire length." and return to the game loop.
EE51 JP PrintResponse
Action_Examine_Next EE54 LD HL,$E814 Jump to Action_Examine_WitchClosedChest unless the player named the witch.
EE57 CALL Parser_AdvanceToSeparator
EE5A JR NZ,Action_Examine_WitchClosedChest
EE5C LD A,$0B Jump to Action_Examine_WitchClosedChest if object 0B (the chest) is not here.
EE5E CALL IsObjectInCurrentRoom
EE61 JR NZ,Action_Examine_WitchClosedChest
Reply with "It is locked.".
EE63 LD HL,$DCF0 Print "It is locked." and return to the game loop.
EE66 JP PrintResponse
Action_Examine_WitchClosedChest EE69 LD HL,$E814 Jump to Action_Examine_NoPoint unless the player named the witch.
EE6C CALL Parser_AdvanceToSeparator
EE6F JR NZ,Action_Examine_NoPoint
EE71 LD A,$0C Jump to Action_Examine_NoPoint if object 0C (the closed chest) is not here.
EE73 CALL IsObjectInCurrentRoom
EE76 JR NZ,Action_Examine_NoPoint
Reply with "It is unlocked.".
EE78 LD HL,$DC7B Print "It is unlocked." and return to the game loop.
EE7B JP PrintResponse
Action_Examine_NoPoint EE7E JP Response_IDontSeeThePoint Jump back to Response_IDontSeeThePoint to say there is no point.
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