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Main loop: Main game loop (Part 3 of 6)

[Commodore 64 version]

Name: Main game loop (Part 3 of 6) [Show more] Type: Subroutine Category: Main loop Summary: Potentially spawn a cop, particularly if we've been bad Deep dive: Program flow of the main game loop Ship data blocks Fixing ship positions
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file

This section covers the following: * Potentially spawn a cop (in a Viper), very rarely if we have been good, more often if have been naughty, and very often if we have been properly bad * Very rarely, consider spawning a Thargoid, or vanishingly rarely, a Cougar
.MTT1 LDA SSPR ; If we are outside the space station's safe zone, skip BEQ P%+5 ; the following instruction .MLOOPS JMP MLOOP ; Jump to MLOOP to skip the following JSR BAD ; Call BAD to work out how much illegal contraband we ; are carrying in our hold (A is up to 40 for a ; standard hold crammed with contraband, up to 70 for ; an extended cargo hold full of narcotics and slaves) ASL A ; Double A to a maximum of 80 or 140 LDX MANY+COPS ; If there are no cops in the local bubble, skip the BEQ P%+5 ; next instruction ORA FIST ; There are cops in the vicinity and we've got a hold ; full of jail time, so OR the value in A with FIST to ; get a new value that is at least as high as both ; values, to reflect the fact that they have almost ; certainly scanned our ship STA T ; Store our badness level in T JSR Ze ; Call Ze to initialise INWK to a potentially hostile ; ship, and set A and X to random values ; ; Note that because Ze uses the value of X returned by ; DORND, and X contains the value of A returned by the ; previous call to DORND, this does not set the new ship ; to a totally random location. See the deep dive on ; "Fixing ship positions" for details CMP #136 ; If the random number in A = 136 (0.4% chance), jump BEQ fothg ; to fothg in part 4 to spawn either a Thargoid or, very ; rarely, a Cougar CMP T ; If the random value in A >= our badness level, which BCS P%+7 ; will be the case unless we have been really, really ; bad, then skip the following two instructions (so ; if we are really bad, there's a higher chance of ; spawning a cop, otherwise we got away with it, for ; now) LDA #COPS ; Add a new police ship to the local bubble JSR NWSHP LDA MANY+COPS ; If we now have at least one cop in the local bubble, BNE MLOOPS ; jump down to MLOOPS to stop spawning, otherwise fall ; through into the next part to look at spawning ; something else