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Routines |
| Prev: F304 | Up: Map | Next: F336 |
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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 | ||||||
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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 | ||||||
| Prev: F304 | Up: Map | Next: F336 |