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36376: Move Player To Room
Store the given room as the current room and update the exit record.
MovePlayerToRoom 36376 LD C,A Remember the room being entered.
36377 LD A,(25123) Fetch the current room.
36380 LD HL,25124 The scenic events remember the room the player just left.
36383 LD B,8 Up to eight scenic rooms may name the room just left.
36385 JR MovePlayerToRoom_Step1 Continue at MovePlayerToRoom_Step1 to see if this scenic slot names the old room.
MovePlayerToRoom_Loop1 36387 INC HL Move on to the next scenic room.
MovePlayerToRoom_Step1 36388 CP (HL) Leave this scenic slot when it does not name the old room.
36389 JR NZ,MovePlayerToRoom_Step2
36391 LD (HL),C This scenic slot now names the room being entered.
MovePlayerToRoom_Step2 36392 DJNZ MovePlayerToRoom_Loop1 Repeat for the remaining scenic rooms.
36394 LD A,C Make the new room current.
36395 LD (25123),A
36398 LD E,0 Draw the room, including its picture.
36400 CALL Handler_DisplayRoom Call Handler_DisplayRoom to display the room.
36403 LD A,18 Jump to MovePlayerToRoom_Step3 when An android guard. He has shot at you and missed. (18) is not here or being carried.
36405 CALL IsObjectInCurrentRoom
36408 JR NZ,MovePlayerToRoom_Step3
36410 LD HL,25113 Check the turn-based event flags.
36413 SET 0,(HL) The android will attack in 2 turns.
36415 LD A,2
36417 LD (25114),A
MovePlayerToRoom_Step3 36420 LD A,36 Jump to MovePlayerToRoom_Step4 when A huge,blind slug is blocking the western exit. It is advancing toward you. (36) is not here or being carried.
36422 CALL IsObjectInCurrentRoom
36425 JR NZ,MovePlayerToRoom_Step4
36427 LD HL,25113 Check the turn-based event flags.
36430 SET 1,(HL) The slug will attack in 6 turns.
36432 LD A,6
36434 LD (25115),A
MovePlayerToRoom_Step4 36437 LD A,39 Jump to MovePlayerToRoom_Step5 when The alien commander, in space armour. (39) is not here or being carried.
36439 CALL IsObjectInCurrentRoom
36442 JR NZ,MovePlayerToRoom_Step5
36444 LD HL,25113 Check the turn-based event flags.
36447 SET 2,(HL) The second android will attack in 6 turns.
36449 LD A,6
36451 LD (25116),A
MovePlayerToRoom_Step5 36454 LD A,(25123) Fetch the current room.
36457 CP 5 The tractor beam is only dealt with on The Landing Pad..
36459 JR NZ,MovePlayerToRoom_Step6
36461 LD HL,25113 Check the turn-based event flags.
36464 BIT 3,(HL) The explosion countdown is not armed.
36466 JR Z,MovePlayerToRoom_Step6
36468 RES 3,(HL) Leave the explosion countdown unarmed.
36470 LD BC,12288 Move A tractor beam is holding the ship. Takeoff is impossible. (48) to nowhere (0).
36473 CALL UpdateObjectLocation
36476 XOR A Close the south exit of The Landing Pad..
36477 LD (35705),A
36480 LD BC,16388 Move The ship is ready to take off. (64) to In the Galaxy at rest,on a landing pad. (4).
36483 CALL UpdateObjectLocation
36486 LD HL,33730 Print There is a tremendous roar underground,to the south. The alien complex is destroyed..
36489 CALL PrintStringAndANewline
MovePlayerToRoom_Step6 36492 RET Return.
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