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Elite on the BBC Micro

Universe: SOLAR (Master version)

Name: SOLAR [View in context] Type: Subroutine [Compare versions] Category: Universe Summary: Set up various aspects of arriving in a new system
Halve our legal status, update the missile indicators, and set up data blocks and slots for the planet and sun.
.SOLAR LSR FIST \ Halve our legal status in FIST, making us less bad, \ and moving bit 0 into the C flag (so every time we \ arrive in a new system, our legal status improves a \ bit) JSR ZINF \ Call ZINF to reset the INWK ship workspace, which \ doesn't affect the C flag LDA QQ15+1 \ Fetch s0_hi AND #%00000011 \ Extract bits 0-1 (which also help to determine the \ economy), which will be between 0 and 3 ADC #3 \ Add 3 + C, to get a result between 3 and 7, clearing \ the C flag in the process STA INWK+8 \ Store the result in z_sign in byte #6 ROR A \ Halve A, rotating in the C flag (which is clear) and STA INWK+2 \ store in both x_sign and y_sign, moving the planet to STA INWK+5 \ the upper right JSR SOS1 \ Call SOS1 to set up the planet's data block and add it \ to FRIN, where it will get put in the first slot as \ it's the first one to be added to our local bubble of \ this new system's universe LDA QQ15+3 \ Fetch s1_hi, extract bits 0-2, set bits 0 and 7 and AND #%00000111 \ store in z_sign, so the sun is behind us at a distance ORA #%10000001 \ of 1 to 7 STA INWK+8 LDA QQ15+5 \ Fetch s2_hi, extract bits 0-1 and store in x_sign and AND #%00000011 \ y_sign, so the sun is either dead in our rear laser STA INWK+2 \ crosshairs, or off to the top left by a distance of 1 STA INWK+1 \ or 2 when we look out the back LDA #0 \ Set the pitch and roll counters to 0 (no rotation) STA INWK+29 STA INWK+30 LDA #129 \ Set A = 129, the ship type for the sun JSR NWSHP \ Call NWSHP to set up the sun's data block and add it \ to FRIN, where it will get put in the second slot as \ it's the second one to be added to our local bubble \ of this new system's universe