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Routines | 
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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 | |||
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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. | ||
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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. | ||
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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 |