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Routines |
| Prev: F443 | Up: Map | Next: F481 |
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Used by the routine at Validate_Take_Spear.
Was the player trying to take the parrot?
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| Validate_Take_Parrot | F45D | LD HL,$EA08 | Call MatchPhraseTokens with PhraseTokens_Parrot. | |
| F460 | CALL MatchPhraseTokens | |||
| F463 | JR NZ,Take_Invalid | Jump to Take_Invalid if the token isn't for the parrot. | ||
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Which parrot is present?
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| F465 | LD HL,$E8BC | Call CheckActiveScenicEvents with Data_ItemGroup_Parrot. | ||
| F468 | CALL CheckActiveScenicEvents | |||
| F46B | CALL Take_IsPlayerHoldingItem | Call Take_IsPlayerHoldingItem. | ||
| F46E | LD A,B | Copy the object ID back into A. | ||
| F46F | CP $28 | Compare A with "A dead parrot". | ||
| F471 | JP Z,TakeItem | Jump to TakeItem if this is "A dead parrot". | ||
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Bad luck!
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| F474 | LD HL,$EDD7 | Switch GameOver onto the stack so the next return actions a "game over". | ||
| F477 | EX (SP),HL | |||
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Print "As you start to move,
the parrot squawks...
The pirate wakes
and quickly shoots you.".
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| F478 | LD HL,$DBCC | HL=Messaging_ParrotSquawks. | ||
| F47B | JP PrintStringAndNewline_Alias | Jump to PrintStringAndNewline_Alias. | ||
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Nothing else is valid.
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| Take_Invalid | F47E | JP Response_YouCant_Duplicate | Jump to Response_YouCant_Duplicate. | |
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