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Routines |
Prev: F620 | Up: Map | Next: F643 |
The player wants to use the sword, check which version of it is in the current room/ players inventory.
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IsPlayerCarryingSword | F62B | LD HL,$E392 | Call CheckItemGroupPresent with Data_ItemGroup_Sword. | |
F62E | CALL CheckItemGroupPresent | |||
Check if the player is actually holding whichever version of the sword was passed back.
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F631 | CALL CheckObjectInInventory | Call CheckObjectInInventory. | ||
F634 | RET Z | Return if the player is holding any version of the sword. | ||
The player isn't carrying any version of the sword in their inventory.
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F635 | POP HL | Discard the return address on the stack. | ||
F636 | CALL CheckUserInput_Sword | Call CheckUserInput_Sword. | ||
F639 | LD A,E | Copy the originally requested item ID into A. | ||
F63A | CALL Z,IsPlayerCarryingItem | Call IsPlayerCarryingItem if the player mentioned "sword" at all anywhere in their input. | ||
See Correct Typo.
Print "You don't have a weopon.".
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F63D | LD HL,$DCE5 | HL=Messaging_DontHaveAWeopon. | ||
F640 | JP PrintStringAndNewline_Duplicate | Jump to PrintStringAndNewline_Duplicate. |
Prev: F620 | Up: Map | Next: F643 |