.WARP LDX JUNK \ Set X to the total number of junk items in the \ vicinity (e.g. asteroids, escape pods, cargo \ canisters, Shuttles, Transporters and so pn) LDA FRIN+2,X \ If the slot at FRIN+2+X is non-zero, then we have \ something else in the vicinity besides asteroids, \ escape pods and cargo canisters, so to check whether \ we can jump, we first grab the slot contents into A ORA JUNK \ If there is any junk in the vicinity, then JUNK will \ be non-zero, so OR'ing with JUNK will produce a \ a non-zero result if either A or JUNK are non-zero \ (so this prevents in-system jumps if there is any \ junk nearby, which is different to the other versions \ which allow you to jump, dragging any junk along with \ the ship) ORA SSPR \ If there is a space station nearby, then SSPR will \ be non-zero, so OR'ing with SSPR will produce a \ a non-zero result if either A or SSPR are non-zero ORA MJ \ If we are in witchspace, then MJ will be non-zero, so \ OR'ing with MJ will produce a non-zero result if \ either A or SSPR or MJ are non-zero BNE WA1 \ A is non-zero if we have either a ship, or a space \ station, or junk in the vicinity, or we are in \ witchspace, in which case jump to WA1 to make a low \ beep to show that we can't do an in-system jump LDY K%+8 \ Otherwise we can do an in-system jump, so now we fetch \ the byte at K%+8, which contains the z_sign for the \ first ship slot, i.e. the distance of the planet BMI WA3 \ If the planet's z_sign is negative, then the planet \ is behind us, so jump to WA3 to skip the following TAY \ Set A = Y = 0 (as we didn't BNE above) so the call \ to MAS2 measures the distance to the planet JSR MAS2 \ Call MAS2 to set A to the largest distance to the \ planet in any of the three axes (we could also call \ routine m to do the same thing, as A = 0) LSR A \ If A < 2 then jump to WA1 to abort the in-system jump BEQ WA1 \ with a low beep, as we are facing the planet and are \ too close to jump in that direction .WA3 LDY K%+NI%+8 \ Fetch the z_sign (byte #8) of the second ship in the \ ship data workspace at K%, which is reserved for the \ sun or the space station (in this case it's the \ former, as we already confirmed there isn't a space \ station in the vicinity) BMI WA2 \ If the sun's z_sign is negative, then the sun is \ behind us, so jump to WA2 to skip the following LDY #NI% \ Set Y to point to the offset of the ship data block \ for the sun, which is NI% (as each block is NI% bytes \ long, and the sun is the second block) JSR m \ Call m to set A to the largest distance to the sun \ in any of the three axes LSR A \ If A < 2 then jump to WA1 to abort the in-system jump BEQ WA1 \ with a low beep, as we are facing the sun and are too \ close to jump in that direction .WA2 \ If we get here, then we can do an in-system jump, as \ we don't have any ships or space stations in the \ vicinity, we are not in witchspace, and if we are \ facing the planet or the sun, we aren't too close to \ jump towards it \ \ We do an in-system jump by moving the sun and planet, \ rather than moving our own local bubble (this is why \ in-system jumps drag asteroids, cargo canisters and \ escape pods along for the ride). Specifically, we move \ them in the z-axis by a fixed amount in the opposite \ direction to travel, thus performing a jump towards \ our destination LDA #&81 \ Set R = R = P = &81 STA S STA R STA P LDA K%+8 \ Set A = z_sign for the planet JSR ADD \ Set (A X) = (A P) + (S R) \ = (z_sign &81) + &8181 \ = (z_sign &81) - &0181 \ \ This moves the planet against the direction of travel \ by reducing z_sign by 1, as the above maths is: \ \ z_sign 00000000 \ + 00000000 10000001 \ - 00000001 10000001 \ \ or: \ \ z_sign 00000000 \ + 00000000 00000000 \ - 00000001 00000000 \ \ i.e. the high byte is z_sign - 1, making sure the sign \ is preserved STA K%+8 \ Set the planet's z_sign to the high byte of the result LDA K%+NI%+8 \ Set A = z_sign for the sun JSR ADD \ Set (A X) = (A P) + (S R) \ = (z_sign &81) + &8181 \ = (z_sign &81) - &0181 \ \ which moves the sun against the direction of travel \ by reducing z_sign by 1 STA K%+NI%+8 \ Set the planet's z_sign to the high byte of the result LDA #1 \ These instructions have no effect, as the call to STA QQ11 \ LOOK1 below starts by setting QQ11 to 0; instead they \ just set the current view type in QQ11 to 1 for the \ duration of the next three instructions STA MCNT \ Set the main loop counter to 1, so the next iteration \ through the main loop will potentially spawn ships \ (see part 2 of the main game loop at me3) LSR A \ Set EV, the extra vessels spawning counter, to 0 STA EV \ (the LSR produces a 0 as A was previously 1) LDX VIEW \ Set X to the current view (front, rear, left or right) JMP LOOK1 \ and jump to LOOK1 to initialise that view, returning \ from the subroutine using a tail call .WA1 LDA #40 \ If we get here then we can't do an in-system jump, so JMP NOISE \ call the NOISE routine with A = 40 to make a long, low \ beep and return from the subroutine using a tail callName: WARP [Show more] Type: Subroutine Category: Flight Summary: Perform an in-system jumpContext: See this subroutine in context in the source code References: This subroutine is called as follows: * Main flight loop (Part 3 of 16) calls WARP * Main flight loop (Part 3 of 16) calls entry point WA1

This is called when we press "J" during flight. The following checks are performed: * Make sure we don't have any ships or space stations in the vicinity * Make sure we are not in witchspace * If we are facing the planet, make sure we aren't too close * If we are facing the sun, make sure we aren't too close If the above checks are passed, then we perform an in-system jump by moving the sun and planet in the opposite direction to travel, so we appear to jump in space. This means that any asteroids, cargo canisters or escape pods get dragged along for the ride. Other entry points: WA1 Make a long, low beep

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Subroutine ADD (category: Maths (Arithmetic))

Calculate (A X) = (A P) + (S R)

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Workspace K% (category: Workspaces)

Ship data blocks and ship line heaps

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Subroutine LOOK1 (category: Flight)

Initialise the space view

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Subroutine MAS2 (category: Maths (Geometry))

Calculate a cap on the maximum distance to the planet or sun

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Configuration variable: NI% = 37

The number of bytes in each ship's data block (as stored in INWK and K%)

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Subroutine NOISE (category: Sound)

Make the sound whose number is in A

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Entry point WA1 in subroutine WARP (category: Flight)

Make a long, low beep

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Label WA2 is local to this routine

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Label WA3 is local to this routine

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Entry point m in subroutine MAS2 (category: Maths (Geometry))

Do not include A in the calculation