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Platform/Apple/virtual/src/plasma/util3d.pla
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344
Platform/Apple/virtual/src/plasma/util3d.pla
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
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// (the "License"); you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
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// Unless required by applicable law or agreed to in writing, software distributed under
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// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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// ANY KIND, either express or implied. See the License for the specific language
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// governing permissions and limitations under the License.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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include "gamelib.plh"
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include "globalDefs.plh"
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include "playtype.plh"
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include "diskops.plh"
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include "party.plh"
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include "sndseq.plh"
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include "gen_images.plh"
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include "gen_modules.plh"
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include "gen_players.plh"
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// Constants
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const CLOCK_X = 119
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const CLOCK_Y = 176
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const CLOCK_RADIUS = 14
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const LAMP_Y = 168
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const LAMP_XBYTE = 10
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// Exported functions go here. First a predef for each one, then a table with function pointers
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// in the same order as the constants are defined in the the header.
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predef _showClock()#1
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predef _showCompassDir(dir)#1
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predef _nextLampFrame()#1
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word[] funcTbl = @_showClock, @_showCompassDir, @_nextLampFrame
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Definitions used by assembly code
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asm __defs
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; Use hi-bit ASCII for Apple II
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!convtab "../../include/hiBitAscii.ct"
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; Headers
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!source "../../include/global.i"
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!source "../../include/plasma.i"
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!source "../../include/mem.i"
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!source "../../include/fontEngine.i"
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; Optional debug printing support
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DEBUG = 0
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; General use
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tmp = $2
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pTmp = $4
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Specialized line routine for drawing the clock. Plots in black or white only.
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// Parameters:
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// page : 0=page1, $60=page2
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// color: 0=black, $7F=white
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// len : number of pixels to plot
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// xbyte: x/7, e.g. 0-39 byte offset within screen row
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// xbit : (3<<(x%7)) & $7F
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// xinc : fraction 0..$FF telling how often to advance on X axis
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// xdir : 0=left, 1=right
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// y : hi-res line number 0..191
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// yinc : fraction 0..$FF telling how often to advance on X axis
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// ydir : 0=up, 1=down
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asm plotLinePixels(page, color, len, xbyte, xbit, xinc, xdir, y, yinc, ydir)#0
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!zone {
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.param_page = evalStkL+9
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.param_color = evalStkL+8
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.param_len = evalStkL+7
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.param_xbyte = evalStkL+6
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.param_xbit = evalStkL+5
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.param_xinc = evalStkL+4
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.param_xdir = evalStkL+3
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.param_y = evalStkL+2
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.param_yinc = evalStkL+1
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.param_ydir = evalStkL+0
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.xfrac = tmp
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.yfrac = tmp+1
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+asmPlasmNoRet 10
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lda #0
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sta .xfrac
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sta .yfrac
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.getline
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txa
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pha
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lda .param_y,x
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jsr GetScreenLine
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pla
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tax
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lda pTmp+1
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eor .param_page,x ; $60 flips to page 2, 0 for page 1
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sta pTmp+1
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clc ; signal to take X path first
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.pix
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dec .param_len,x ; decrement count of pixels todo
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bmi .done ; get out if it goes negative
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ldy .param_xbyte,x ; byte number on line
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lda .param_color,x ; get color mask
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eor (pTmp),y ; funny logic to plot in color - part 1
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and .param_xbit,x ; bit mask within byte
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eor (pTmp),y ; funny logic - part 2
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ora #$80 ; force hi-bit colors for entire clock face (no mixing)
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sta (pTmp),y ; store the result
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lda .param_xbit,x ; check bit mask:
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and #$60 ; was it the rightmost pixel?
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eor #$40
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bne + ; if not, done w/ plotting
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lda .param_color,x ; it was, so we need to plot
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iny ; ...next byte's...
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eor (pTmp),y
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and #1 ; ...first pixel
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eor (pTmp),y
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ora #$80 ; force hi-bit colors for entire clock face (no mixing)
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sta (pTmp),y
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dey ; back to where we were
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+ bcs .movey ; skip X processing if we just did it
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.movex ; check and move on X axis
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lda .xfrac
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clc
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adc .param_xinc,x ; bump the X fraction
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sta .xfrac
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bcc .movey ; if not a whole number bump, don't move on X
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lda .param_xbit,x
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ldy .param_xdir,x ; check X direction (0=left, 1=right)
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bne .right
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.left
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lsr ; 1 bit to the left
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cmp #$20
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bne +
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ora #$40
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+ cmp #1
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bne .ltrt
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dec .param_xbyte,x ; finished with byte, move 1 byte left
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lda #$40 ; high bit of next-to-left byte
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bne .ltrt ; always taken
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.right
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asl ; 1 bit to right
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bpl .ltrt
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and #$7F
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bne .ltrt
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inc .param_xbyte,x ; finished with byte, move 1 byte right
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lda #3 ; low bit of next-to-right byte
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.ltrt
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sta .param_xbit,x
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sec ; signal to take the Y path next time
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bcs .pix ; plot at the new position
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.movey
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lda .yfrac
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clc
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adc .param_yinc,x ; bump the Y fraction
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sta .yfrac
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bcc .movex ; if not a whole number bump, don't move on Y, go bump X
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lda .param_ydir,x ; check Y direction (0=up, 1=down)
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bne .down
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.up
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dec .param_y,x ; prev line (up)
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bcs .getline ; always taken
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.down
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inc .param_y,x ; next line (down)
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bcs .getline ; always taken
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.done
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rts
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}
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def horzSegment(color, len, x, y)#0
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//params: page, color, len, xbyte, xbit, xinc, xdir, y, yinc, ydir
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plotLinePixels($60, color, len, x/7, (3<<(x%7)) & $7F, $FF, 1, y, 0, 0)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def putSegment(color, len, isOuter, x, y)#0
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if isOuter
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horzSegment(color ^ $7F, len, x, y)
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else
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horzSegment(color ^ $7F, 1, x, y)
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horzSegment(color, len-3, x+2, y)
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horzSegment(color ^ $7F, 1, x+len, y)
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fin
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Draw a filled, outlined circle
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def drawCircle(color, radius, x0, y0)#0
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word x, y, dx, dy, err, r2, p
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// Clear extents buffer
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r2 = radius << 1
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memset($280, 0, r2)
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// Midpoint circle algorithm, but instead of plotting points, just record max extents
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x = radius-1
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y = 0
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dx = 1
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dy = 1
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err = dx - r2
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while (x >= y)
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p = $280 + y
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^p = max(^p, x)
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p = $280 + x
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^p = max(^p, y)
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if err <= 0
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y++
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err = err + dy
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dy = dy + 2
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elsif err > 0
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x--
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dx = dx + 2
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err = err + dx - r2
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fin
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loop
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// Using the extents, draw an outline circle
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for y = 0 to radius-1
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x = ^($280+y)
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putSegment(color, x<<1, y>=radius-2, x0-x, y0-y)
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putSegment(color, x<<1, y>=radius-2, x0-x, y0+y)
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next
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def drawHand(color, hour, isShort)#0
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word xdir, xinc, ydir, yinc, len
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ydir = (hour > 3 and hour < 9) & 1 // 3..9 = 1
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xdir = (hour < 6) & 1 // 1..6 = 1
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xinc = (^("123210123210"+hour) - '0') * 85
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yinc = (^("210123210123"+hour) - '0') * 85
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len = (hour % 3) ?? (CLOCK_RADIUS*3/2)-4 :: CLOCK_RADIUS-2
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if isShort
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len = len * 3 / 5
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fin
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//params: page, color, len, xbyte, xbit, xinc, xdir, y, yinc, ydir
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plotLinePixels($60, color, len, CLOCK_X/7, (3<<(CLOCK_X%7)) & $7F, xinc, xdir, CLOCK_Y, yinc, ydir)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def drawHands(color, hour, min)#0
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word n
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n = min/5
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drawHand(color, n ?? n :: 12, FALSE)
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n = hour % 12
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drawHand(color, n ?? n :: 12, TRUE)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def _showClock()#1
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word cursX, cursY, color
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// Show page 1 while we do work on page 2
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flipToPage1
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setWindow(CLOCK_Y-CLOCK_RADIUS, CLOCK_Y+CLOCK_RADIUS, (CLOCK_X-CLOCK_RADIUS)/7*7, (CLOCK_X+CLOCK_RADIUS+13)/7*7)
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// Calculate new color
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color = global->b_hour < 6 or global->b_hour >= 18 ?? 0 :: $7F
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if color <> prevClockColor
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// Draw entire circle in new color
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copyWindow(0) // page 1 to page 2, in case mem-mgr op has been performed
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drawCircle(color, CLOCK_RADIUS, CLOCK_X, CLOCK_Y)
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elsif prevClockColor <> 99
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// Erase old clock hands
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drawHands(prevClockColor, prevClockHour, prevClockMinute)
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fin
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// Draw new clock hands
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drawHands(color ^ $7F, global->b_hour, global->b_minute)
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// Copy the image from pg 2 to pg 1
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cursX, cursY = getCursor()
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copyWindow($60) // page 2 to page 1
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setWindow2()
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setCursor(cursX, cursY)
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// And record parameters for erasing the clock hands next time
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prevClockColor = color
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prevClockHour = global->b_hour
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prevClockMinute = global->b_minute
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nextSignificantMinute = global->b_minute - (global->b_minute % 5) + 5
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return 0
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def _showCompassDir(dir)#1
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word cursX, cursY, str
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cursX, cursY = getCursor()
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setWindow(173, 182, 28, 49) // Top, Bottom, Left, Right
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clearWindow()
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when dir
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is 15; is 0; is 1; str = "E"; break
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is 2; str = "SE"; break
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is 3; is 4; is 5; str = "S"; break;
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is 6; str = "SW"; break;
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is 7; is 8; is 9; str = "W"; break;
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is 10; str = "NW"; break;
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is 11; is 12; is 13; str = "N"; break;
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is 14; str = "NE"; break;
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wend
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centerStr(str, 21)
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copyWindow(0) // mapIs3D and texturesLoaded are always true, since we're in util3d :)
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setWindow2()
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setCursor(cursX, cursY)
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return 0
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def _nextLampFrame()#1
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word n, pTile
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n = lampFrame - LAMP_1
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n = n + lampDir
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while n < 0
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n = n + (LAMP_COUNT-1) // because PLASMA's modulo operator adopts C's (IMO useless) behavior
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loop
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if n >= (LAMP_COUNT-1)
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n = n % (LAMP_COUNT-1)
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fin
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n = n + LAMP_1
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if (rand16() % 100) < 10
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lampDir = -lampDir
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fin
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pTile = pGlobalTileset + (n << 5) + 1 // +1 to skip to the header (# of tiles)
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blit(FALSE, pTile, getScreenLine(LAMP_Y)+LAMP_XBYTE, 16, 2)
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blit(FALSE, pTile, getScreenLine(LAMP_Y)+LAMP_XBYTE+$2000, 16, 2)
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lampFrame = n
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return 0
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Boilerplate module initialization code
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return @funcTbl
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done
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14
Platform/Apple/virtual/src/plasma/util3d.plh
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14
Platform/Apple/virtual/src/plasma/util3d.plh
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@ -0,0 +1,14 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2019 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
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// (the "License"); you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
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// Unless required by applicable law or agreed to in writing, software distributed under
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// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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// ANY KIND, either express or implied. See the License for the specific language
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// governing permissions and limitations under the License.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Each module-exported function needs its own constant, 0..n
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const util3d_showClock = 0
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const util3d_showCompassDir = 2
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const util3d_nextLampFrame = 4
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