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Routines |
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F308 | XOR A | Clear Sam's status flags at 7FFC | ||||||||
F309 | LD ($7FFC),A | |||||||||
F30C | PUSH HL | Save Sam's character number (in H) briefly | ||||||||
F30D | CALL $EB13 | Obtain descriptors for Sam's current location | ||||||||
F310 | POP HL | Restore Sam's character number to H | ||||||||
F311 | CP $04 | Is Sam standing behind or in front of a closed door? | ||||||||
F313 | JR NZ,$F324 | Jump if not | ||||||||
F315 | LD L,$04 | Point HL at byte 0x04 of Sam's buffer | ||||||||
F317 | BIT 0,(HL) | Is Sam indoors? | ||||||||
F319 | JR NZ,$F327 | Jump if so | ||||||||
F31B | CALL $F2A8 | Open the door if Sam has the key, or signal that he has knocked on the door | ||||||||
F31E | JR $F324 | |||||||||
F320 | EX DE,HL | These three instructions are never executed; but if the relative jump above were made only when the carry flag is reset (meaning Sam has opened the door), these instructions would set bit 5 of the door knock status flags for the door (see 7FAA) | ||||||||
F321 | SET 5,(HL) | |||||||||
F323 | EX DE,HL | |||||||||
F324 | JP $EC7B | Lower Sam's arm and make a sound effect | ||||||||
Sam is standing behind a closed door.
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F327 | CALL $EC7B | Lower Sam's arm and make a sound effect | ||||||||
F32A | LD H,$E6 | 0xE6=Sam | ||||||||
F32C | LD D,H | D=character number | ||||||||
F32D | CALL $F293 | Check whether the door is open | ||||||||
F330 | EX DE,HL | Restore the character number to H | ||||||||
F331 | RET NZ | Return if the door is open | ||||||||
F332 | EX DE,HL | Point HL at the door status flags | ||||||||
F333 | JP $F2B3 | Open the door |
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