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A8E2: Decides if a visible person should greet the player.
Used by the routine at People_Main.
Input
IX Pre to person data.
Output
Person_Greet A8E2 BIT 4,(IX+$13)
A8E6 RET NZ
A8E7 LD A,(IX+$17) If set the person has already done an action.
A8EA AND A
A8EB RET NZ
A8EC BIT 0,(IX+$13)
A8F0 RET NZ
A8F1 LD (IX+$17),$01 Set person, so no other action occurs.
A8F5 LD A,(Offer_Count)
A8F8 AND A
A8F9 RET NZ
A8FA LD A,(Hero_ArrestCount) Do not display any messages if player has just been arrested.
A8FD AND A
A8FE RET NZ
A8FF PUSH DE
A900 CALL Message_Display Set up printed area. (AT $05, $0a )
A903 DEFB $16
A904 DEFB $05
A905 DEFB $0A
A906 DEFB $5E
A907 LD A,(IX+$0E)
A90A CP $0A
A90C JR Z,Person_Greet_1
A90E LD HL,Msg_GoodDay Decide on morning or evening.
A911 LD A,(Flag_dayNight)
A914 AND A
A915 JR NZ,Person_Greet_0
A917 LD HL,Msg_GoodEvening
Person_Greet_0 A91A CALL Print_String print the message chosen.
A91D POP DE
A91E RET
Bren's messages.
Person_Greet_1 A91F LD HL,Msg_MapForFur Set up for the map message.
A922 BIT 5,(IX+$13) But check for the platinum message flag.
A926 JR NZ,Person_Greet_0
A928 LD HL,Msg_MapForPlatinum
A92B JR Person_Greet_0
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