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Routines | 
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Make the drunkenness inactive.
 
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| Event_Drunk | EE22 | LD HL,$BC66 | Reset bit 2 of *Flag_TurnBasedEventState which relates to the player being drunk. | |
| EE25 | RES 2,(HL) | |||
| EE27 | LD A,($BCCB) | Load *CurrentRoom into A. | ||
| EE2A | LD BC,$0007 | Set the length of the high places table in BC. | ||
| EE2D | LD HL,$EE39 | Set a pointer in HL at Table_HighPlaces. | ||
| EE30 | CPIR | Search for the current room in the high places table. | ||
| EE32 | RET NZ | Return if the player is not currently in any rooms in the table. | ||
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The player is both drunk, and in a listed "high place". Uh oh...
 
Print "You drank too much rum.
You stumble and slip
and fall over the edge.".
 
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| EE33 | LD HL,$D629 | HL=D629. | ||
| EE36 | JP Events_GameOver | Jump to Events_GameOver. | ||
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All locations where a drunken player could potentially fall from a great height.
 
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| Table_HighPlaces | EE39 | DEFB $28 | Room 28: The Cliff Path. | |
| EE3A | DEFB $29 | Room 29: The Cliff Path. | ||
| EE3B | DEFB $2A | Room 2A: The Cliff Path. | ||
| EE3C | DEFB $2B | Room 2B: The Clifftop. | ||
| EE3D | DEFB $23 | Room 23: The High Ridge. | ||
| EE3E | DEFB $24 | Room 24: The High Ridge. | ||
| EE3F | DEFB $4F | Room 4F: The Cliffs. | ||
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