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Routines |
Prev: AEF0 | Up: Map | Next: AF08 |
Used by the routines at AF08, EBB9, EBC5, Process_ExamineHelmet, Process_ExamineSword, Process_ExamineAmulet, Process_ExamineBody, Process_ExamineTorc, Process_GetTorc, Process_GetHelmet, Process_GetSword, Process_GetMeat, Process_GetAmulet, Process_GetRope, Process_GetLadder, Process_GetCloak, EFD0, Process_DropTorc, Process_DropHelmet, Process_DropSword, Process_DropRope, Process_DropLadder, Process_DropCloak, F1DF, F26C, F293, F2BA, F2D4, F338, Process_WearTorc, Process_WearHelmet, Process_WearAmulet, Process_DropAmulet, Process_WearCloak, F544 and F620.
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CheckItemGroupPresent | AEF7 | JR CheckItemGroupPresent_Process | Jump to CheckItemGroupPresent_Process. | |||||||||||
CheckItemGroupPresent_Loop | AEF9 | INC HL | Increment HL by one. | |||||||||||
CheckItemGroupPresent_Process | AEFA | LD A,(HL) | Fetch an item ID from the item group data in *HL. | |||||||||||
AEFB | CP $FF | Jump to CheckItemGroupPresent_Return if this is the terminator byte (FF). | ||||||||||||
AEFD | JR Z,CheckItemGroupPresent_Return | |||||||||||||
AEFF | CALL ValidateItemPresent | Call ValidateItemPresent. | ||||||||||||
AF02 | JR NZ,CheckItemGroupPresent_Loop | Jump back to CheckItemGroupPresent_Loop if the item is not present either in the room or in the players inventory, to evaluate the next item ID. | ||||||||||||
The current item ID is either in the current room or in the players inventory, so restore the value and return with it in A.
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AF04 | LD A,(HL) | A=*HL. | ||||||||||||
AF05 | RET | Return. | ||||||||||||
Got to the end and didn't locate the item anywhere.
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CheckItemGroupPresent_Return | AF06 | AND A | Set flags. | |||||||||||
AF07 | RET | Return. |
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