Routines |
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This handles the hero bribing a fellow prisoner. It searches through the visible, friendly characters only and returns the first found. The selected character will then pursue the hero. Once they've touched it will accept the bribe (see tr_pursue).
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Iterate over non-player visible characters.
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action_bribe | B3A8 | LD HL,$8020 | Point HL at the second visible character | |
B3AB | LD B,$07 | Set B for seven iterations | ||
Start loop
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action_bribe_0 | B3AD | LD A,(HL) | Fetch the vischar's character index | |
B3AE | CP $FF | Is it character_NONE? | ||
B3B0 | JR Z,action_bribe_1 | Jump to the next vischar if so | ||
B3B2 | CP $14 | Is it character_20_PRISONER_1? | ||
B3B4 | JR NC,bribe_found | Jump to bribe_found if >= | ||
action_bribe_1 | B3B6 | LD A,$20 | Step to the next vischar | |
B3B8 | ADD A,L | |||
B3B9 | LD L,A | |||
B3BA | DJNZ action_bribe_0 | ...loop | ||
B3BC | RET | Return | ||
bribe_found | B3BD | LD ($AF8E),A | Set the global bribed character to A | |
B3C0 | INC L | Point HL at vischar flags | ||
B3C1 | LD (HL),$01 | Set flags to vischar_PURSUIT_PURSUE | ||
B3C3 | RET | Return |
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