.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.) IF _SNG47 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) ELIF _COMPACT BCC TT17X-1 \ The C flag will be set if the call to SFS1-2 was a \ success, so if it's clear, jump to TT17X-1 to return \ from the subroutine (as TT17X-1 contains an RTS) ENDIF LDA #120 \ Print recursive token 120 ("INCOMING MISSILE") as an JSR MESS \ in-flight message LDY #solaun \ Call the NOISE routine with Y = 8 to make the sound JMP NOISE \ 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 Variations: See code variations for this subroutine in the different versions 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 by populating the sound buffer
[X]
Configuration variable solaun = 8
Sound 8 = Missile launched / Ship launch
[X]
Subroutine yetanotherrts (category: Tactics)
Contains an RTS