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Routines | 
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Make the drunkenness inactive.
 
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| Event_Drunk | 60962 | LD HL,48230 | Reset bit 2 of *Flag_TurnBasedEventState which relates to the player being drunk. | |
| 60965 | RES 2,(HL) | |||
| 60967 | LD A,(48331) | Load *CurrentRoom into A. | ||
| 60970 | LD BC,7 | Set the length of the high places table in BC. | ||
| 60973 | LD HL,60985 | Set a pointer in HL at Table_HighPlaces. | ||
| 60976 | CPIR | Search for the current room in the high places table. | ||
| 60978 | 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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| 60979 | LD HL,54825 | HL=54825. | ||
| 60982 | 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 | 60985 | DEFB 40 | Room 40: The Cliff Path. | |
| 60986 | DEFB 41 | Room 41: The Cliff Path. | ||
| 60987 | DEFB 42 | Room 42: The Cliff Path. | ||
| 60988 | DEFB 43 | Room 43: The Clifftop. | ||
| 60989 | DEFB 35 | Room 35: The High Ridge. | ||
| 60990 | DEFB 36 | Room 36: The High Ridge. | ||
| 60991 | DEFB 79 | Room 79: The Cliffs. | ||
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