Prev: 9DD8 Up: Map Next: 9E48
9DFF: Character Action: Inspector Lestrade
Scheduled behaviour for Inspector Lestrade. Reached through the character-action table at Table_CharacterActions, dispatched by 9C84.
CharacterAction_InspectorLestrade 9DFF LD C,$04 Call CheckObjectInCharacterLocation to check object in character location.
9E01 CALL CheckObjectInCharacterLocation
9E04 JR NZ,CharacterAction_InspectorLestradeHelper Go to CharacterAction_InspectorLestradeHelper if the object is not in this character's location.
9E06 LD C,$00 Call CheckObjectInCharacterLocation to check object in character location.
9E08 CALL CheckObjectInCharacterLocation
9E0B JR NZ,CharacterAction_InspectorLestradeHelper Go to CharacterAction_InspectorLestradeHelper if the object is not in this character's location.
9E0D LD A,$04 Write 04 to the room display parameter.
9E0F LD ($A034),A
9E12 LD A,$01
9E14 LD ($9D90),A Record the police.
9E17 LD A,$5C Call FetchLocationDataPointer with room 5C: Jones Front Gate.
9E19 CALL FetchLocationDataPointer
9E1C LD (IX+$0A),$00 Clear the high byte of the text pointer.
9E20 LD A,$3E Call FetchLocationDataPointer with room 3E: Browns Front Gate.
9E22 CALL FetchLocationDataPointer
9E25 LD (IX+$0A),$00 Clear the high byte of the text pointer.
9E29 LD HL,$9D95 Write CharacterAction_InspectorLestradeHelper to *9C86.
9E2C LD ($9C86),HL
9E2F LD A,$01 Write 01 to the police.
9E31 LD ($9D92),A
9E34 LD A,($9D91) Jump to CharacterAction_InspectorLestrade_Next if the police flag is set.
9E37 AND A
9E38 LD HL,$7207
9E3B JR NZ,CharacterAction_InspectorLestrade_Next
9E3D INC A Record the police.
9E3E LD ($9D91),A
9E41 LD HL,$7224
CharacterAction_InspectorLestrade_Next 9E44 CALL PrintTextAndHandleControlCharacters Call PrintTextAndHandleControlCharacters to print the message.
9E47 RET Return.
Prev: 9DD8 Up: Map Next: 9E48