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Routines |
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Message code 16. Prints the character's name, then IS, or ARE when the character is the player. Reached through the control-code table at PrintTable, dispatched by PrintMessage.
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| Message_PrintTheCharacterIsOrAre | 29708 | LD A,(46826) | Read *CurrentCharacter. | |
| 29711 | EX AF,AF' | Switch AF with its shadow. | ||
| 29712 | XOR A | Clear *46851. | ||
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This entry point is used by the routine at Message_PrintTheObjectIsOrAre.
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| Message_PrintTheCharacterIsOrAre_0 | 29713 | LD (46851),A | } | |
| 29716 | EX AF,AF' | Switch AF with its shadow. | ||
| 29717 | PUSH AF | Call Message_PrintTheFallbackToken to print the fallback token, or go back to naming the object. | ||
| 29718 | CALL Message_PrintTheFallbackToken | |||
| 29721 | POP AF | Restore the saved A from the stack, and return the token IS unless it is zero. | ||
| 29722 | AND A | |||
| 29723 | LD DE,923 | |||
| 29726 | RET NZ | |||
| 29727 | LD DE,101 | Use the token ARE. | ||
| 29730 | OR 1 | Clear the zero flag so ARE is printed. | ||
| 29732 | RET | Return. | ||
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View the equivalent code in;
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