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Routines |
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Used by the routines at Parser_CheckObjectIsHere, CheckActiveScenicEvents, Event_Crab, Event_Tentacle, Event_Lion, Event_Cannibals, ChangeRoom, Action_Help, Action_Examine, Validate_Take_Watch, Validate_Take_Rod, Validate_Take_Gun, Action_DropThrow, Action_Place, Action_Open, Action_Close, Action_Shout, Action_Pull, Action_Wear, Action_Light, Action_Move and Action_Unlock.
Set the zero flag when this object is in the current room or being carried.
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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 | |||||||||||
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Else check the regular objects.
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| 50024 | LD HL,48112 | HL=Table_ItemLocations. | ||||||||||
| 50027 | JR Objects_CheckLocation | Jump to Objects_CheckLocation. | ||||||||||
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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. | ||||||||||
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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 | |||||||||||
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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) | |||||||||||
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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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View the equivalent code in;
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