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Routines |
Prev: 49962 | Up: Map | Next: 50047 |
Used by the routines at Action_ExamineItem, CheckActiveScenicEvents, Event_Crab, Event_Tentacle, Event_Lion, Event_Cannibals, 61268, Action_Help, Action_Examine, Action_Take, Action_DropThrow, Action_???, Action_Open, Action_CloseShut, Action_Shout, Action_Pull, Action_Wear, Action_LightStrike, Action_Move and Action_Unlock.
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ValidateItemPresent | 50015 | PUSH HL | Stash HL and DE on the stack. | |||||||
50016 | PUSH DE | |||||||||
50017 | LD E,A | Store the object ID in DE. | ||||||||
50018 | LD D,0 | |||||||||
50020 | BIT 7,E | Jump to Objects_UseScenicTable if this is a scenic object. | ||||||||
50022 | JR NZ,Objects_UseScenicTable | |||||||||
Else check the regular objects.
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50024 | LD HL,48112 | HL=Table_ItemLocations. | ||||||||
50027 | JR Objects_CheckLocation | Jump to Objects_CheckLocation. | ||||||||
Prepare object ID for use.
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Objects_UseScenicTable | 50029 | RES 7,E | Clear the scenic flag. | |||||||
50031 | LD HL,48248 | HL=Table_ScenicEventLocations. | ||||||||
Both object types continue from here.
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Objects_CheckLocation | 50034 | ADD HL,DE | Add the object ID to the object/ event locations table. | |||||||
50035 | LD A,(48331) | Jump to Handler_Objects_Return if the object/ event table states that it's located in *the current room. Note also sets/ unsets the Z flag accordingly. | ||||||||
50038 | CP (HL) | |||||||||
50039 | JR Z,Handler_Objects_Return | |||||||||
Check the players inventory, as an object can still be used if it's being held.
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50041 | LD A,1 | Lastly, set the Z flag if the item is in the players inventory. | ||||||||
50043 | CP (HL) | |||||||||
Housekeeping; restore DE and HL to their previous values.
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Handler_Objects_Return | 50044 | POP DE | Restore DE and HL from the stack. | |||||||
50045 | POP HL | |||||||||
50046 | RET | Return. |
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