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Status: STATUS

[BBC Micro cassette version]

Name: STATUS [Show more] Type: Subroutine Category: Status Summary: Show the Status Mode screen (red key f8) Deep dive: Combat rank
Context: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * TT102 calls STATUS
.st4 \ We call this from st5 below with the high byte of the \ kill tally in A, which is non-zero, and want to return \ with the following in X, depending on our rating: \ \ Competent = 6 \ Dangerous = 7 \ Deadly = 8 \ Elite = 9 \ \ The high bytes of the top tier ratings are as follows, \ so this a relatively simple calculation: \ \ Competent = 1 to 2 \ Dangerous = 2 to 9 \ Deadly = 10 to 24 \ Elite = 25 and up LDX #9 \ Set X to 9 for an Elite rating CMP #25 \ If A >= 25, jump to st3 to print out our rating, as we BCS st3 \ are Elite DEX \ Decrement X to 8 for a Deadly rating CMP #10 \ If A >= 10, jump to st3 to print out our rating, as we BCS st3 \ are Deadly DEX \ Decrement X to 7 for a Dangerous rating CMP #2 \ If A >= 2, jump to st3 to print out our rating, as we BCS st3 \ are Dangerous DEX \ Decrement X to 6 for a Competent rating BNE st3 \ Jump to st3 to print out our rating, as we are \ Competent (this BNE is effectively a JMP as A will \ never be zero) .STATUS LDA #8 \ Clear the top part of the screen, draw a white border, JSR TT66 \ and set the current view type in QQ11 to 8 (Status \ Mode screen) JSR TT111 \ Select the system closest to galactic coordinates \ (QQ9, QQ10) LDA #7 \ Move the text cursor to column 7 STA XC LDA #126 \ Print recursive token 126, which prints the top JSR NLIN3 \ four lines of the Status Mode screen: \ \ COMMANDER {commander name} \ \ \ Present System : {current system name} \ Hyperspace System : {selected system name} \ Condition : \ \ and draw a horizontal line at pixel row 19 to box \ in the title LDA #15 \ Set A to token 129 ("{sentence case}DOCKED") LDY QQ12 \ Fetch the docked status from QQ12, and if we are BNE st6 \ docked, jump to st6 to print "Docked" for our \ ship's condition LDA #230 \ Otherwise we are in space, so start off by setting A \ to token 70 ("GREEN") LDY MANY+AST \ Set Y to the number of asteroids in our local bubble \ of universe LDX FRIN+2,Y \ The ship slots at FRIN are ordered with the first two \ slots reserved for the planet and sun/space station, \ and then any ships, so if the slot at FRIN+2+Y is not \ empty (i.e. is non-zero), then that means the number \ of non-asteroids in the vicinity is at least 1 BEQ st6 \ So if X = 0, there are no ships in the vicinity, so \ jump to st6 to print "Green" for our ship's condition LDY ENERGY \ Otherwise we have ships in the vicinity, so we load \ our energy levels into Y CPY #128 \ Set the C flag if Y >= 128, so C is set if we have \ more than half of our energy banks charged ADC #1 \ Add 1 + C to A, so if C is not set (i.e. we have low \ energy levels) then A is set to token 231 ("RED"), \ and if C is set (i.e. we have healthy energy levels) \ then A is set to token 232 ("YELLOW") .st6 JSR plf \ Print the text token in A (which contains our ship's \ condition) followed by a newline LDA #125 \ Print recursive token 125, which prints the next JSR spc \ three lines of the Status Mode screen: \ \ Fuel: {fuel level} Light Years \ Cash: {cash} Cr \ Legal Status: \ \ followed by a space LDA #19 \ Set A to token 133 ("CLEAN") LDY FIST \ Fetch our legal status, and if it is 0, we are clean, BEQ st5 \ so jump to st5 to print "Clean" CPY #50 \ Set the C flag if Y >= 50, so C is set if we have \ a legal status of 50+ (i.e. we are a fugitive) ADC #1 \ Add 1 + C to A, so if C is not set (i.e. we have a \ legal status between 1 and 49) then A is set to token \ 134 ("OFFENDER"), and if C is set (i.e. we have a \ legal status of 50+) then A is set to token 135 \ ("FUGITIVE") .st5 JSR plf \ Print the text token in A (which contains our legal \ status) followed by a newline LDA #16 \ Print recursive token 130 ("RATING:") followed by a JSR spc \ space LDA TALLY+1 \ Fetch the high byte of the kill tally, and if it is BNE st4 \ not zero, then we have more than 256 kills, so jump \ to st4 to work out whether we are Competent, \ Dangerous, Deadly or Elite \ Otherwise we have fewer than 256 kills, so we are one \ of Harmless, Mostly Harmless, Poor, Average or Above \ Average TAX \ Set X to 0 (as A is 0) LDA TALLY \ Set A = lower byte of tally / 4 LSR A LSR A .st5L \ We now loop through bits 2 to 7, shifting each of them \ off the end of A until there are no set bits left, and \ incrementing X for each shift, so at the end of the \ process, X contains the position of the leftmost 1 in \ A. Looking at the rank values in TALLY: \ \ Harmless = %00000000 to %00000011 \ Mostly Harmless = %00000100 to %00000111 \ Poor = %00001000 to %00001111 \ Average = %00010000 to %00011111 \ Above Average = %00100000 to %11111111 \ \ we can see that the values returned by this process \ are: \ \ Harmless = 1 \ Mostly Harmless = 2 \ Poor = 3 \ Average = 4 \ Above Average = 5 INX \ Increment X for each shift LSR A \ Shift A to the right BNE st5L \ Keep looping around until A = 0, which means there are \ no set bits left in A .st3 TXA \ A now contains our rating as a value of 1 to 9, so \ transfer X to A, so we can print it out CLC \ Print recursive token 135 + A, which will be in the ADC #21 \ range 136 ("HARMLESS") to 144 ("---- E L I T E ----") JSR plf \ followed by a newline LDA #18 \ Print recursive token 132, which prints the next bit JSR plf2 \ of the Status Mode screen: \ \ EQUIPMENT: \ \ followed by a newline and an indent of 6 characters LDA CRGO \ If our ship's cargo capacity is < 26 (i.e. we do not CMP #26 \ have a cargo bay extension), skip the following two BCC P%+7 \ instructions LDA #107 \ We do have a cargo bay extension, so print recursive JSR plf2 \ token 107 ("LARGE CARGO{sentence case} BAY"), followed \ by a newline and an indent of 6 characters LDA BST \ If we don't have fuel scoops fitted, skip the BEQ P%+7 \ following two instructions LDA #111 \ We do have fuel scoops fitted, so print recursive JSR plf2 \ token 111 ("FUEL SCOOPS"), followed by a newline and \ an indent of 6 characters LDA ECM \ If we don't have an E.C.M. fitted, skip the following BEQ P%+7 \ two instructions LDA #108 \ We do have an E.C.M. fitted, so print recursive token JSR plf2 \ 108 ("E.C.M.SYSTEM"), followed by a newline and an \ indent of 6 characters LDA #113 \ We now cover the four pieces of equipment whose flags STA XX4 \ are stored in BOMB through BOMB+3, and whose names \ correspond with text tokens 113 through 116: \ \ BOMB+0 = BOMB = token 113 = Energy bomb \ BOMB+1 = ENGY = token 114 = Energy unit \ BOMB+2 = DKCMP = token 115 = Docking computer \ BOMB+3 = GHYP = token 116 = Galactic hyperdrive \ \ We can print these out using a loop, so we set XX4 to \ 113 as a counter (and we also set A as well, to pass \ through to plf2) .stqv TAY \ Fetch byte BOMB+0 through BOMB+4 for values of XX4 LDX BOMB-113,Y \ from 113 through 117 BEQ P%+5 \ If it is zero then we do not own that piece of \ equipment, so skip the next instruction JSR plf2 \ Print the recursive token in A from 113 ("ENERGY \ BOMB") through 116 ("GALACTIC HYPERSPACE "), followed \ by a newline and an indent of 6 characters INC XX4 \ Increment the counter (and A as well) LDA XX4 CMP #117 \ If A < 117, loop back up to stqv to print the next BCC stqv \ piece of equipment LDX #0 \ Now to print our ship's lasers, so set a counter in X \ to count through the four views (0 = front, 1 = rear, \ 2 = left, 3 = right) .st STX CNT \ Store the view number in CNT LDY LASER,X \ Fetch the laser power for view X, and if we do not BEQ st1 \ have a laser fitted to that view, jump to st1 to move \ on to the next one TXA \ Print recursive token 96 + X, which will print from 96 CLC \ ("FRONT") through to 99 ("RIGHT"), followed by a space ADC #96 JSR spc LDA #103 \ Set A to token 103 ("PULSE LASER") LDX CNT \ If the laser power for view X has bit 7 clear, then it LDY LASER,X \ is a pulse laser, so skip the following instruction BPL P%+4 LDA #104 \ Set A to token 104 ("BEAM LASER") JSR plf2 \ Print the text token in A (which contains the laser \ type) followed by a newline and an indent of 6 \ characters .st1 LDX CNT \ Increment the counter in X and CNT to point to the INX \ next view CPX #4 \ If this isn't the last of the four views, jump back up BCC st \ to st to print out the next one RTS \ Return from the subroutine