Skip to navigation


Main loop: Main flight loop (Part 10 of 16)

[Elite-A, Flight]

Name: Main flight loop (Part 10 of 16) [Show more] Type: Subroutine Category: Main loop Summary: For each nearby ship: Remove if scooped, or process collisions Deep dive: Program flow of the main game loop
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: * Remove scooped item after both successful and failed scooping attempts * Process collisions
\ --- Mod: Code removed for Elite-A: ------------------> \.MA59 \ \ \ If we get here then scooping failed \ \ JSR EXNO3 \ Make the sound of the cargo canister being destroyed \ \ and fall through into MA60 to remove the canister \ \ from our local bubble \ \.MA60 \ \ \ If we get here then scooping was successful \ \ ASL INWK+31 \ Set bit 7 of the scooped or destroyed item, to denote \ SEC \ that it has been killed and should be removed from \ ROR INWK+31 \ the local bubble \ \.MA61 \ \ BNE MA26 \ Jump to MA26 to skip over the collision routines and \ \ to move on to missile targeting (this BNE is \ \ effectively a JMP as A will never be zero) \ \.MA67 \ \ \ If we get here then we have collided with something, \ \ but not fatally \ \ LDA #1 \ Set the speed in DELTA to 1 (i.e. a sudden stop) \ STA DELTA \ \ LDA #5 \ Set the amount of damage in A to 5 (a small dent) and \ BNE MA63 \ jump down to MA63 to process the damage (this BNE is \ \ effectively a JMP as A will never be zero) \ \.MA58 \ \ \ If we get here, we have collided with something in a \ \ potentially fatal way \ \ ASL INWK+31 \ Set bit 7 of the ship we just collided with, to \ SEC \ denote that it has been killed and should be removed \ ROR INWK+31 \ from the local bubble \ \ LDA INWK+35 \ Load A with the energy level of the ship we just hit \ \ SEC \ Set the amount of damage in A to 128 + A / 2, so \ ROR A \ this is quite a big dent, and colliding with higher \ \ energy ships will cause more damage \ --- And replaced by: --------------------------------> LDA auto \ If the docking computer is on, then auto will be &FF, AND #%00000100 \ so this will set A = 1, a tiny amount of damage EOR #%00000101 \ \ If the docking computer is off, then auto will be 0, \ so this will set A = 5, a small amount of damage BNE MA63 \ Jump to MA63 to process the damage in A (this BNE is \ effectively a JMP as A will never be zero) .MA58 \ If we get here, we have collided with something in a \ potentially fatal way LDA #64 \ Call n_hit to apply a hit of strength 64 to the ship JSR n_hit \ we just collided with JSR anger_8c \ Call anger_8c to make the ship angry .n_crunch \ If we get here, we have collided with something, so we \ need to take a hit to our shields LDA #128 \ Set A = 128 to indicate a fairly large amount of \ damage \ --- End of replacement ------------------------------> .MA63 JSR OOPS \ The amount of damage is in A, so call OOPS to reduce \ our shields, and if the shields are gone, there's a \ chance of cargo loss or even death JSR EXNO3 \ Make the sound of colliding with the other ship and \ fall through into MA26 to try targeting a missile