![]() |
Routines |
| Prev: F398 | Up: Map | Next: F3D5 |
|
Used by the routine at Validate_Take_Coconut.
Was the player trying to take the gun?
|
||||
| Validate_Take_Gun | F3A8 | LD HL,$E9EF | Call MatchPhraseTokens with PhraseTokens_Gun. | |
| F3AB | CALL MatchPhraseTokens | |||
| F3AE | JR NZ,Validate_Take_Eyepatch | Jump to Validate_Take_Eyepatch if the token isn't for the gun. | ||
|
Pick up the gun.
|
||||
| F3B0 | LD A,$0F | Call Take_IsPlayerHoldingItem with item 0F: "A gun". | ||
| F3B2 | CALL Take_IsPlayerHoldingItem | |||
|
Is the parrot present?
|
||||
| F3B5 | LD A,$27 | Call ValidateItemPresent with item 27: "A parrot (alive)". | ||
| F3B7 | CALL ValidateItemPresent | |||
| F3BA | JR Z,Validate_Take_Gun_BadLuck | Jump to Validate_Take_Gun_BadLuck if "A parrot (alive)" is present. | ||
|
The parrot is gone; take the gun and wake the beach pirate.
|
||||
| F3BC | LD A,$22 | Call Handler_DestroyItemEvent with item 22: "A sleeping pirate". | ||
| F3BE | CALL Handler_DestroyItemEvent | |||
| F3C1 | LD A,$88 | Call Handler_PutScenicEventIntoPlay with 88 (the pirate from the beach). | ||
| F3C3 | CALL Handler_PutScenicEventIntoPlay | |||
| F3C6 | LD B,$0F | Load B with "A gun". | ||
| F3C8 | JP TakeItem | Jump to TakeItem. | ||
|
Bad luck!
|
||||
| Validate_Take_Gun_BadLuck | F3CB | LD HL,$EDD7 | Switch GameOver onto the stack so the next return actions a "game over". | |
| F3CE | EX (SP),HL | |||
|
Print "As you start to move,
the parrot squawks...
The pirate wakes
and quickly shoots you.".
|
||||
| F3CF | LD HL,$DBCC | HL=Messaging_ParrotSquawks. | ||
| F3D2 | JP PrintStringAndNewline_Alias | Jump to PrintStringAndNewline_Alias. | ||
| Prev: F398 | Up: Map | Next: F3D5 |