.SFRMIS LDX #MSL ; Set X to the ship type of a missile, and call SFS1-2 JSR SFS1-2 ; to add the missile to our universe with an AI flag ; of %11111110 (AI enabled, hostile, no E.C.M.) BCC yetanotherrts ; The C flag will be set if the call to SFS1-2 was a ; success, so if it's clear, jump to yetanotherrts to ; return from the subroutine (as yetanotherrts contains ; an RTS) LDA #120 ; Print recursive token 120 ("INCOMING MISSILE") as an JSR MESS ; in-flight message LDY #sfxwhosh ; Call the NOISE routine with Y = sfxwhosh to make the JMP NOISE ; sound of the missile being launched and return from ; the subroutine using a tail callName: SFRMIS [Show more] Type: Subroutine Category: Tactics Summary: Add an enemy missile to our local bubble of universeContext: See this subroutine in context in the source code References: This subroutine is called as follows: * TACTICS (Part 5 of 7) calls SFRMIS
An enemy has fired a missile, so add the missile to our universe if there is room, and if there is, make the appropriate warnings and noises.
[X]
Subroutine MESS (category: Flight)
Display an in-flight message
[X]
Configuration variable MSL = 1
Ship type for a missile
[X]
Subroutine NOISE (category: Sound)
Make the sound whose number is in Y
[X]
Configuration variable sfxwhosh = 4
Sound 4 = Missile launched / Ship launch
[X]
Subroutine yetanotherrts (category: Tactics)
Contains an RTS