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Routines |
Prev: F26C | Up: Map | Next: F2BA |
Used by the routine at Process_FreeRope.
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The player wants to free the captive Roman, check which version of the Roman is in the current room.
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Process_FreeRoman | F293 | LD HL,$E341 | Call CheckItemGroupPresent with Data_ItemGroup_Roman. | |
F296 | CALL CheckItemGroupPresent | |||
Check if he's alive...
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F299 | CP $0B | Jump to FreeRoman if the item present is "The captured Roman". | ||
F29B | JR Z,FreeRoman | |||
If he's dead and untied, print "He isn't tied.".
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F29D | CP $55 | Jump to Response_HeIsntTied if the item present is not "The body of the Roman". | ||
F29F | JP NZ,Response_HeIsntTied | |||
He's dead and tied, so allow him to be untied.
Change the dead Roman state!
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F2A2 | LD BC,$550C | Call TransformItem to transform item 55 ("The body of the Roman") into item 0C ("The body of the Roman"). | ||
F2A5 | CALL TransformItem | |||
F2A8 | LD A,$51 | Call Handler_UpdateItemEventCurrentRoom with item 51: "A piece of rope". | ||
F2AA | CALL Handler_UpdateItemEventCurrentRoom | |||
F2AD | JP Response_OK_Duplicate | Jump to Response_OK_Duplicate. | ||
Untie the very much alive Roman who is understandably a bit annoyed about being captured in the first place.
Bad luck!
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FreeRoman | F2B0 | LD HL,$E9B2 | Switch GameOver onto the stack so the next return actions a "game over". | |
F2B3 | EX (SP),HL | |||
F2B4 | LD HL,$D7B6 | HL=Messaging_YouReleaseHim. | ||
F2B7 | JP PrintStringAndNewline_Duplicate | Jump to PrintStringAndNewline_Duplicate. |
Prev: F26C | Up: Map | Next: F2BA |