Routines |
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This handles the hero poisoning the food.
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action_poison | B3C4 | LD HL,($8215) | Load both held items | |
B3C7 | LD A,$07 | Prepare item_FOOD | ||
B3C9 | CP L | Is the first item item_FOOD? | ||
B3CA | JR Z,have_food | Jump to have_food if so | ||
B3CC | CP H | Is the second item item_FOOD? | ||
B3CD | RET NZ | Return if not | ||
have_food | B3CE | LD HL,$76F9 | Point HL at item_structs[item_FOOD].item | |
B3D1 | BIT 5,(HL) | Is bit 5 set? (itemstruct_ITEM_FLAG_POISONED) | ||
B3D3 | RET NZ | Return if so - the food is already poisoned | ||
B3D4 | SET 5,(HL) | Set bit 5 | ||
B3D6 | LD A,$43 | Set the screen attribute for the food item to bright-purple over black | ||
B3D8 | LD ($DD70),A | |||
B3DB | CALL draw_all_items | Draw held items | ||
B3DE | JP increase_morale_by_10_score_by_50 | Increase morale by 10, score by 50 and exit via |
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