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9670: Action: Read
Read the writing or the ship's computer screen.
ActionRead 9670 CALL Parser_ValidateDirectObject Return if the command does not name a single object.
9673 RET C
9674 JR ActionRead_Step1 Continue at ActionRead_Step1 to match what the player wants to read.
Print "You can't.".
ActionRead_Loop1 9676 LD HL,$645B HL=Messaging_YouCanT.
ActionRead_Loop2 9679 CALL PrintStringAndANewline Call PrintStringAndANewline.
967C RET Return.
ActionRead_Step1 967D LD HL,$8957 Jump to ActionRead_Step2 unless the command matches the phrase at 8957.
9680 CALL Parser_AdvanceToSeparator
9683 JR NZ,ActionRead_Step2
Print "The word 'OLD' has been scratched on the wall.".
9685 LD HL,$79F0 HL=Messaging_TheWordOLDHasBeenScratchedOnTheWall.
9688 JR ActionRead_Loop2 Jump to ActionRead_Loop2.
ActionRead_Step2 968A LD HL,$8AC3 Jump to ActionRead_Step5 unless the command matches the phrase at 8AC3.
968D CALL Parser_AdvanceToSeparator
9690 JR NZ,ActionRead_Step5
Print "The message reads:- "A signal has been received on the intergalactic distress band" Do you wish to investigate?".
9692 LD HL,$7E46 HL=Messaging_TheMessageReadsASignalHasBeenReceivedO.
9695 CALL PrintStringAndANewline Call PrintStringAndANewline.
ActionRead_Loop3 9698 CALL Handler_UserInput Call Handler_UserInput to read another command.
969B CALL Parser_ValidateNoDirectObject Call Parser_ValidateNoDirectObject to reject a command that names an object.
969E JR C,ActionRead_Loop3 Jump back to ActionRead_Loop3 when the carry flag is set.
96A0 LD A,($6291) Fetch the first word of the command.
96A3 CP $14 The typed word is not token 14.
96A5 JR NZ,ActionRead_Step3
96A7 LD A,$03 Move the player to room 03: " In orbit around an unknown planet".
96A9 CALL MovePlayerToRoom
96AC RET Return.
ActionRead_Step3 96AD CP $15 Jump to ActionRead_Step4 when the typed word is token 15.
96AF JR Z,ActionRead_Step4
96B1 CALL ResponseYouCanT Call ResponseYouCanT to say that is not understood.
96B4 RET Return.
Print "O.K.".
ActionRead_Step4 96B5 LD HL,$6466 HL=Messaging_OK.
96B8 JP ActionRead_Loop2 Jump to ActionRead_Loop2.
ActionRead_Step5 96BB JP ActionRead_Loop1 Continue at ActionRead_Loop1 to say the player can't.
View the equivalent code in;
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