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Flight: ESCAPE

[Acorn Electron version]

Name: ESCAPE [Show more] Type: Subroutine Category: Flight Summary: Launch our escape pod
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: * Main flight loop (Part 3 of 16) calls ESCAPE

This routine displays our doomed Cobra Mk III disappearing off into the ether before arranging our replacement ship. Called when we press ESCAPE during flight and have an escape pod fitted.
.ESCAPE JSR RES2 \ Reset a number of flight variables and workspaces .ESL1 JSR RESET \ Call RESET to reset our ship and various controls LDA #0 \ Set A = 0 so we can use it to zero the contents of \ the cargo hold LDX #16 \ We lose all our cargo when using our escape pod, so \ up a counter in X so we can zero the 17 cargo slots \ in QQ20 .ESL2 STA QQ20,X \ Set the X-th byte of QQ20 to zero (as we know A = 0 \ from the BEQ above), so we no longer have any of item \ type X in the cargo hold DEX \ Decrement the counter BPL ESL2 \ Loop back to ESL2 until we have emptied the entire \ cargo hold STA FIST \ Launching an escape pod also clears our criminal \ record, so set our legal status in FIST to 0 ("clean") STA ESCP \ The escape pod is a one-use item, so set ESCP to 0 so \ we no longer have one fitted LDA #70 \ Our replacement ship is delivered with a full tank of STA QQ14 \ fuel, so set the current fuel level in QQ14 to 70, or \ 7.0 light years JMP BAY \ Go to the docking bay (i.e. show the Status Mode \ screen) and return from the subroutine with a tail \ call