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Main loop: Main flight loop (Part 11 of 16)

[Commodore 64 version]

Name: Main flight loop (Part 11 of 16) [Show more] Type: Subroutine Category: Main loop Summary: For each nearby ship: Process missile lock and firing our laser Deep dive: Program flow of the main game loop Flipping axes between space views
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file

The main flight loop covers most of the flight-specific aspects of Elite. This section covers the following: * Continue looping through all the ships in the local bubble, and for each one: * If this is not the front space view, flip the axes of the ship's coordinates in INWK * Process missile lock * Process our laser firing
.MA26 LDA NEWB ; If bit 7 of the ship's NEWB flags is clear, skip the BPL P%+5 ; following instruction JSR SCAN ; Bit 7 of the ship's NEWB flags is set, which means the ; ship has docked or been scooped, so we draw the ship ; on the scanner, which has the effect of removing it LDA QQ11 ; If this is not a space view, jump to MA15 to skip BNE MA15 ; missile and laser locking JSR PLUT ; Call PLUT to update the geometric axes in INWK to ; match the view (front, rear, left, right) JSR HITCH ; Call HITCH to see if this ship is in the crosshairs, BCC MA8 ; in which case the C flag will be set (so if there is ; no missile or laser lock, we jump to MA8 to skip the ; following) LDA MSAR ; We have missile lock, so check whether the leftmost BEQ MA47 ; missile is currently armed, and if not, jump to MA47 ; to process laser fire, as we can't lock an unarmed ; missile JSR BEEP ; We have missile lock and an armed missile, so call ; the BEEP subroutine to make a short, high beep LDX XSAV ; Call ABORT2 to store the details of this missile LDY #RED2 ; lock, with the targeted ship's slot number in X JSR ABORT2 ; (which we stored in XSAV at the start of this ship's ; loop at MAL1), and set the colour of the missile ; indicator to the colour in Y (red = $0E) .MA47 ; If we get here then the ship is in our sights, but ; we didn't lock a missile, so let's see if we're ; firing the laser LDA LAS ; If we are firing the laser then LAS will contain the BEQ MA8 ; laser power (which we set in MA68 above), so if this ; is zero, jump down to MA8 to skip the following LDX #15 ; We are firing our laser and the ship in INWK is in JSR EXNO ; the crosshairs, so call EXNO to make the sound of ; us making a laser strike on another ship LDA TYPE ; Did we just hit the space station? If so, jump to CMP #SST ; MA14+2 to make the station hostile, skipping the BEQ MA14+2 ; following as we can't destroy a space station CMP #CON ; If the ship we hit is less than #CON - i.e. it's not BCC BURN ; a Constrictor, Cougar, Dodo station or the Elite logo, ; jump to BURN to skip the following LDA LAS ; Set A to the power of the laser we just used to hit ; the ship (i.e. the laser in the current view) CMP #(Armlas AND 127) ; If the laser is not a military laser, jump to MA14+2 BNE MA14+2 ; to skip the following, as only military lasers have ; any effect on the Constrictor or Cougar LSR LAS ; Divide the laser power of the current view by 4, so LSR LAS ; the damage inflicted on the super-ship is a quarter of ; the damage our military lasers would inflict on a ; normal ship .BURN LDA INWK+35 ; Fetch the hit ship's energy from byte #35 and subtract SEC ; our current laser power, and if the result is greater SBC LAS ; than zero, the other ship has survived the hit, so BCS MA14 ; jump down to MA14 to make it angry ASL INWK+31 ; Set bit 7 of the ship byte #31 to indicate that it has SEC ; now been killed ROR INWK+31 LDA TYPE ; Did we just kill an asteroid? If not, jump to nosp, CMP #AST ; otherwise keep going BNE nosp LDA LAS ; Did we kill the asteroid using mining lasers? If not, CMP #Mlas ; jump to nosp, otherwise keep going BNE nosp JSR DORND ; Set A and X to random numbers LDX #SPL ; Set X to the ship type for a splinter AND #3 ; Reduce the random number in A to the range 0-3 JSR SPIN2 ; Call SPIN2 to spawn A items of type X (i.e. spawn ; 0-3 splinters) .nosp LDY #PLT ; Randomly spawn some alloy plates JSR SPIN LDY #OIL ; Randomly spawn some cargo canisters JSR SPIN LDX TYPE ; Set X to the type of the ship that was killed so the ; following call to EXNO2 can award us the correct ; number of fractional kill points JSR EXNO2 ; Call EXNO2 to process the fact that we have killed a ; ship (so increase the kill tally, make an explosion ; sound and so on) .MA14 STA INWK+35 ; Store the hit ship's updated energy in ship byte #35 LDA TYPE ; Call ANGRY to make this ship hostile, now that we JSR ANGRY ; have hit it