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EE22: Fatal Events: Drunk
Make the drunkenness inactive.
Event_Drunk EE22 LD HL,$BC66 Reset bit 2 of *Flag_TurnBasedEventState which relates to the player being drunk.
EE25 RES 2,(HL)
EE27 LD A,($BCCB) Load *CurrentRoom into A.
EE2A LD BC,$0007 Set the length of the high places table in BC.
EE2D LD HL,$EE39 Set a pointer in HL at Table_HighPlaces.
EE30 CPIR Search for the current room in the high places table.
EE32 RET NZ Return if the player is not currently in any rooms in the table.
The player is both drunk, and in a listed "high place". Uh oh...
Print "You drank too much rum. You stumble and slip and fall over the edge.".
EE33 LD HL,$D629 HL=D629.
EE36 JP Events_GameOver Jump to Events_GameOver.
All locations where a drunken player could potentially fall from a great height.
Table_HighPlaces EE39 DEFB $28 Room 28: The Cliff Path.
EE3A DEFB $29 Room 29: The Cliff Path.
EE3B DEFB $2A Room 2A: The Cliff Path.
EE3C DEFB $2B Room 2B: The Clifftop.
EE3D DEFB $23 Room 23: The High Ridge.
EE3E DEFB $24 Room 24: The High Ridge.
EE3F DEFB $4F Room 4F: The Cliffs.
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