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Routines | 
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The player wants to pick up the acorns, check if there are any issues with allowing this (if the inventory is full, or the player is already carrying them).
 
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| Process_GetAcorns | EECF | LD A,$1B | Call Check_PlayerInventory with item 1B: "Some acorns". | |
| EED1 | CALL Check_PlayerInventory | |||
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All is good, but is this the first time the player has picked up the acorns?
 
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| EED4 | LD HL,$A76D | Jump to GetAcorns if bit 3 of *Flag_GameStates_02 is set, which relates to carrying the acorns. | ||
| EED7 | BIT 3,(HL) | |||
| EED9 | JR NZ,GetAcorns | |||
| EEDB | SET 3,(HL) | Set bit 3 of *Flag_GameStates_02 to signify that the acorns have been picked up. This is to prevent the raven from being spawned more than once. | ||
| EEDD | LD B,$1D | Call Handler_UpdateItemLocation to update item 1D: "A raven,perched on the root of a large tree" to be in room Dense Woodland. | ||
| EEDF | LD C,$13 | |||
| EEE1 | CALL Handler_UpdateItemLocation | |||
| GetAcorns | EEE4 | LD B,$1B | Jump to Handler_PickUpItem with item 1B: "Some acorns". | |
| EEE6 | JP Handler_PickUpItem | |||
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