![]()  | 
Routines | 
| Prev: 93DA | Up: Map | Next: 962B | 
| 
 | 
||||
| 
 
We're only interested if the currently processed character is the player. Return if not.
 
 | 
||||
| LocationLit | 95ED | LD A,($B6EA) | Return if CurrentCharacter is not zero. | |
| 95F0 | AND A | |||
| 95F1 | RET NZ | |||
| 
 
Begin...
 
 | 
||||
| 95F2 | PUSH IX | Store IX and BC on the stack. | ||
| 95F4 | PUSH BC | |||
| 
 
Check if the player object is inside "something".
 
 | 
||||
| 95F5 | LD IX,$C11B | IX="You". | ||
| 95F9 | CALL ContainerLit | Call ContainerLit. | ||
| 95FC | INC A | If the player is inside of another object then jump to LocationLit_Sword. | ||
| 95FD | JR NZ,LocationLit_Sword | |||
| 
 
Check the location data to see if this location is light or dark.
 
 | 
||||
| 95FF | CALL GetObjectLocationInIX | Call GetObjectLocationInIX. | ||
| 9602 | BIT 7,(IX+$00) | If the location is marked as being "LIGHT" then jump to LocationLit_Return to return. | ||
| 9606 | JR NZ,LocationLit_Return | |||
| 
 
The "Short Strong Sword" is a light source, can it be used?
 
 | 
||||
| LocationLit_Sword | 9608 | PUSH IY | Stash IY on the stack briefly. | |
| 960A | LD A,$0E | Using A=$0E and HL=C305 which are the object ID and object location for "Short Strong Sword", call 9E34. | ||
| 960C | LD IY,$C305 | |||
| 9610 | CALL $9E34 | |||
| 9613 | POP IY | Restore IY from the stack. | ||
| 9615 | JR Z,LocationLit_IsDark | Jump to LocationLit_IsDark if it is dark. | ||
| 9617 | LD A,($C30C) | A=the attributes for "Short Strong Sword". | ||
| 961A | XOR $F7 | XOR 11110111. | ||
| 961C | AND $1C | If the "Short Strong Sword" is not "Broken", "Gives Light" and is not "Full" (?) then jump to LocationLit_IsLight. | ||
| 961E | JR Z,LocationLit_IsLight | |||
| 
 
The below handle the two responses for "light" and "dark" using the carry flag to signify darkness when set, and light unset.
 
 | 
||||
| LocationLit_IsDark | 9620 | LD HL,$AE1F | HL="it is dark". | |
| 9623 | SCF | Set the carry flag. | ||
| LocationLit_Return | 9624 | POP BC | Restore BC and IX from the stack. | |
| 9625 | POP IX | |||
| 9627 | RET | Return. | ||
| LocationLit_IsLight | 9628 | AND A | Reset the carry flag. | |
| 9629 | JR LocationLit_Return | Jump to LocationLit_Return. | ||
| Prev: 93DA | Up: Map | Next: 962B |