dos33fsprogs/utils/gr-sim/dots/dots_dump.c

1199 lines
24 KiB
C

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <unistd.h>
#include <malloc.h>
#include <math.h>
#include "8086_emulator.h"
#include "vga_emulator.h"
#include "../gr-sim.h"
#include "../tfv_zp.h"
#include "sin1024.h"
#define MAXDOTS 1024
#define BOTTOM 8000
#define SKIP 2
#define FRAME_SKIP 7
static int write_frame=-1;
static short gravitybottom=BOTTOM;
static short bpmin=30000;
static short bpmax=-30000;
static short gravity=0;
static short dotnum=0;
static short gravityd=16;
//???,-1280,-960,-640,-320};
static short rows[200];
//dot dw MAXDOTS dup(0,0,0,0,0,0,0,0) ;x,y,z,oldposshadow,oldpos,-,-,-
static struct {
short x; // 0
short y; // 2
short z; // 4
short old1; // 6 oldpos shadow
short old2; // 8 oldpos
short old3; // 10
short old4; // 12
short yadd; // 14
} dot[MAXDOTS];
static short rotsin=0;
static short rotcos=0;
static char *bgpic;
static int depthtable1[128];
static int depthtable2[128];
static int depthtable3[128];
static unsigned char depthtable1_bytes[512];
static unsigned char depthtable2_bytes[512];
static unsigned char depthtable3_bytes[512];
static int shadow[40][48];
static int ball[40][48];
FILE *output;
static void drawdots(void) {
int temp32;
int yy;
// CBEG
ax=0xa000; // mov ax,0a000h
es=ax; // mov es,ax
ax=cs; // mov ax,cs
ds=ax; // mov ds,ax
/* why [2]? */
fs=bgpic[2]; // mov fs,cs:_bgpic[2]
cx=dotnum; // mov cx,cs:_dotnum
si=0; // mov si,OFFSET dot
label1:
push(cx); // push cx
ax=dot[si].x; // mov ax,ds:[si+0] ;X
imul_16(rotsin); // imul ds:_rotsin
ax=ax; // mov ax,ax
cx=dx; // mov cx,dx
ax=dot[si].z; // mov ax,ds:[si+4] ;Z
imul_16(rotcos); // imul ds:_rotcos
ax=ax-bx; // sub ax,bx
dx=dx-cx; // sub dx,cx
bp=dx; // mov bp,dx
bp=bp+9000; // add bp,9000
ax=dot[si].x; // mov ax,ds:[si+0] ;X
imul_16(rotcos); // imul ds:_rotcos
bx=ax; // mov bx,ax
cx=dx; // mov cx,dx
ax=dot[si].z; // mov ax,ds:[si+4] ;Z
imul_16(rotsin); // imul ds:_rotsin
temp32=ax+bx; // add ax,bx
ax=ax+bx; //
dx=dx+cx; // adc dx,cx
if (temp32&(1<<16)) dx=dx+1;
// printf("Before: ax=0x%04X dx=%04X\n",ax,dx);
ax=(ax>>8)|(dx<<8); // shrd ax,dx,8
dx=sar(dx,8); // sar dx,8
// printf("After: ax=0x%04X dx=%04X\n",ax,dx);
bx=ax; // mov bx,ax
cx=dx; // mov cx,dx
ax=(ax>>3)|(dx<<13); // shrd ax,dx,3
dx=sar(dx,3); // sar dx,3
temp32=ax+bx; // add ax,bx
ax=ax+bx;
dx=dx+cx; // adc dx,cx
if (temp32&(1<<16)) dx=dx+1;
temp32=(dx<<16)|(ax&0xfffff);
idiv_16(bp); // idiv bp
ax=ax+160; // add ax,160
push(ax); // push ax
/* if off end of screen, no need for shadow */
if (ax>319) goto label2; // cmp ax,319
// ja @@2
/**********/
/* shadow */
/**********/
ax=0; // xor ax,ax
dx=8; // mov dx,8
idiv_16(bp); // idiv bp
ax=ax+100; // add ax,100
/* if shadow off screen, don't draw */
if (ax>199) goto label2; // cmp ax,199
// ja @@2
bx=ax; // mov bx,ax
// not needed, it's a C array
//bx=bx<<1; // shl bx,1
bx=rows[bx]; // mov bx,ds:_rows[bx]
ax=pop(); // pop ax
bx=bx+ax; // add bx,ax
push(ax); // push ax
// printf("Drawing shadow at %d,%d\n",bx%320,bx/320);
/* erase old shadow (?)*/
di=dot[si].old1; // mov di,ds:[si+6]
yy=((di/320)*48)/200;
if (yy>23) color_equals(5);
else color_equals(0);
plot( (di%320)/8,yy);
//ax=bgpic[di]; // mov ax,fs:[di]
//framebuffer[di]=ax; // mov es:[di],ax
// framebuffer[di]=bgpic[di];
// framebuffer[di+1]=bgpic[di+1];
framebuffer_write(di,bgpic[di]);
framebuffer_write(di+1,bgpic[di+1]);
/* draw new shadow (?) */
// ax=87+87*256; // mov ax,87+87*256
// framebuffer[bx]=ax; // mov word ptr es:[bx],ax
// framebuffer[bx]=87;
// framebuffer[bx+1]=87;
framebuffer_write(bx,87);
framebuffer_write(bx+1,87);
// bx/320 -> 200 200->48 *48/200
yy=((bx/320)*48)/200;
color_equals(0);
plot( (bx%320)/8,yy);
shadow[(bx%320)/8][yy]=1;
// printf("0,%d,%d\n",(bx%320)/8,yy);
// printf("Plotting at %d,%d\n",(bx%320)/8,(bx/320)/5);
/* save this to erase next time */
dot[si].old1=bx; // mov ds:[si+6],bx
/********/
/* ball */
/********/
// ax=gravity; // mov ax,ds:_gravity
// dot[si].yadd+=ax; // add ds:[si+14],ax
// if (si==100) printf("Gravity: %hd (%04x) Yadd: %hd (%04x)\n",
// gravity,gravity,dot[si].yadd,dot[si].yadd);
dot[si].yadd+=gravity;
// if (si==100) printf("\tyadd after yadd+=gravity: %hd (%04x)\n",
// dot[si].yadd,dot[si].yadd);
// ax=dot[si].y; // mov ax,ds:[si+2] ;Y
// ax+=dot[si].yadd; // add ax,ds:[si+14]
ax=dot[si].y+dot[si].yadd;
// if (si==100) printf("\tax=y+yadd: %hu (%04x) = "
// "%hd (%04x) + %hd (%04x)\n",
// ax,ax,dot[si].y,dot[si].y,dot[si].yadd,dot[si].yadd);
// if (si==100) printf("\tcomparing if (ax<gravitybottom): "
// "%hu < %hd\n",ax,gravitybottom);
temp32=ax;
if (temp32&0x8000) temp32|=0xffff0000;
if (temp32<gravitybottom) goto label4; //cmp ax,ds:_gravitybottom
// jl @@4
// if (si==100) printf("\twas greater than (not less)\n");
push(ax); // push ax
// ax=dot[si].yadd; // mov ax,ds:[si+14]
// ax=-ax; // neg ax
ax=-dot[si].yadd;
// if (si==100) printf("\tax is -yadd: %hu %x\n",ax,ax);
// if (si==100) printf("\tabout to multiply gravityd*ax: "
// "%hd (%x) * %hu (%x)\n",gravityd,gravityd,
// ax,ax);
imul_16(gravityd); // imul cs:_gravityd
// if (si==100) printf("\tresult dx:ax is %x:%x (%hu)\n",
// dx,ax,ax);
ax=sar(ax,4); // sar ax,4
// if (si==100) printf("\tyadd=(ax>>4 is %x (%hu))\n",
// ax,ax);
dot[si].yadd=ax; // mov ds:[si+14],ax
ax=pop(); // pop ax
// if (si==100) printf("\trestoring ax=%x, adding yadd %x\n",
// ax,dot[si].yadd);
ax+=dot[si].yadd; // add ax,ds:[si+14]
// if (si==100) printf("\tax=%x\n",ax);
label4:
dot[si].y=ax; // mov ds:[si+2],ax
// if (si==100) printf("\tdot[si].y=%x\n",dot[si].y);
if (ax&0x8000) { // cwd
dx=0xffff;
}
else {
dx=0;
}
// if (si==100) printf("\tdx:ax = %04hx:%04hx\n",dx,ax);
dx=(dx<<6)|(ax>>10); // shld dx,ax,6
ax=ax<<6; // shl ax,6
// if (si==100) printf("\tdx:ax <<6 = %04hx:%04hx, bp=%04hx\n",dx,ax,bp);
idiv_16(bp); // idiv bp
// if (si==100) printf("\tY ax=%d\n",ax);
ax=ax+100; // add ax,100
if (ax>199) goto label3; // cmp ax,199
// ja @@3
// if (si==100) printf("\tdraw Y ax=%d\n",ax);
bx=ax; // mov bx,ax
// not needed, C array
//bx=bx<<1; // shl bx,1
bx=rows[bx]; // mov bx,ds:_rows[bx]
ax=pop(); // pop ax
bx=bx+ax; // add bx,ax
di=dot[si].old2; // mov di,ds:[si+8]
// framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
// framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
// framebuffer[di+2]=bgpic[di+2];
// framebuffer[di+3]=bgpic[di+3];
yy=((di/320)*48)/200;
if (yy>23) color_equals(5);
else color_equals(0);
plot( (di%320)/8,yy);
framebuffer_write(di,bgpic[di]);
framebuffer_write(di+1,bgpic[di+1]);
framebuffer_write(di+2,bgpic[di+2]);
framebuffer_write(di+3,bgpic[di+3]);
di=di+320; // add di,320
// framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
// framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
// framebuffer[di+2]=bgpic[di+2];
// framebuffer[di+3]=bgpic[di+3];
framebuffer_write(di,bgpic[di]);
framebuffer_write(di+1,bgpic[di+1]);
framebuffer_write(di+2,bgpic[di+2]);
framebuffer_write(di+3,bgpic[di+3]);
di=di+320; // add di,320
// framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
// framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
// framebuffer[di+2]=bgpic[di+2];
// framebuffer[di+3]=bgpic[di+3];
framebuffer_write(di,bgpic[di]);
framebuffer_write(di+1,bgpic[di+1]);
framebuffer_write(di+2,bgpic[di+2]);
framebuffer_write(di+3,bgpic[di+3]);
//;; add di,320
//;; mov eax,fs:[di]
//;; mov es:[di],eax
bp=bp>>6; // shr bp,6
bp=bp&(~3L); // and bp,not 3
temp32=bp;
if (temp32&0x8000) temp32|=0xffff0000;
if (temp32>=bpmin) goto label_t1; // cmp bp,cs:_bpmin
// jge @@t1
bpmin=bp; // mov cs:_bpmin,bp
label_t1:
temp32=bp;
if (temp32&0x8000) temp32|=0xffff0000;
if (temp32<=bpmax) goto label_t2; // cmp bp,cs:_bpmax
// jle @@t2
bpmax=bp; // mov cs:_bpmax,bp
label_t2:
// eax=depthtable1[bp]; // mov ax,word ptr ds:_depthtable1[bp]
// mov word ptr es:[bx+1],ax
yy=((bx/320)*48)/200;
color_equals(6);
plot( (bx%320)/8,yy);
ball[(bx%320)/8][yy]=1;
// printf("6,%d,%d\n",(bx%320)/8,yy);
framebuffer[bx+1]=depthtable1_bytes[bp];
framebuffer[bx+2]=depthtable1_bytes[bp+1];
//eax=depthtable2[bp]; // mov eax,ds:_depthtable2[bp]
// mov dword ptr es:[bx+320],eax
framebuffer[bx+320]=depthtable2_bytes[bp];
framebuffer[bx+321]=depthtable2_bytes[bp+1];
framebuffer[bx+322]=depthtable2_bytes[bp+2];
framebuffer[bx+323]=depthtable2_bytes[bp+3];
// eax=depthtable3[bp]; // mov ax,word ptr ds:_depthtable3[bp]
// mov word ptr es:[bx+641],ax
framebuffer[bx+641]=depthtable3_bytes[bp];
framebuffer[bx+642]=depthtable3_bytes[bp+1];
dot[si].old2=bx; // mov ds:[si+8],bx
//labelz:
cx=pop(); // pop cx
si=si+SKIP; // add si,16 point to next dot
cx=cx-SKIP;
if (cx!=0) goto label1; // loop @@1
label0:
return;
// @@0: CEND
label2:
/* This is called when we are off the screen */
/* erases old but didn't draw new */
/* erase old dot */
di=dot[si].old2; // mov di,ds:[si+8]
yy=((di/320)*48)/200;
if (yy>23) color_equals(5);
else color_equals(0);
plot( (di%320)/8,yy);
framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
framebuffer[di+2]=bgpic[di+2];
framebuffer[di+3]=bgpic[di+3];
di=di+320; // add di,320
framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
framebuffer[di+2]=bgpic[di+2];
framebuffer[di+3]=bgpic[di+3];
di=di+320; // add di,320
framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
framebuffer[di+2]=bgpic[di+2];
framebuffer[di+3]=bgpic[di+3];
ax=(framebuffer[di]|(framebuffer[di+1]<<8));
/* doing something to shadow here? */
di=dot[si].old1; // mov di,ds:[si+6]
dot[si].old1=ax; // mov ds:[si+6],ax
framebuffer[di]=bgpic[di]; // mov ax,fs:[di]
framebuffer[di+1]=bgpic[di+1]; // mov es:[di],ax
bx=pop(); // pop bx
cx=pop(); // pop cx
si=si+SKIP; // add si,16
cx=cx-SKIP; // loop @@1
if (cx!=0) goto label1;
goto label0; // jmp @@0
label3:
/* erase old dot */
di=dot[si].old2; // mov di,ds:[si+8]
yy=((di/320)*48)/200;
if (yy>23) color_equals(5);
else color_equals(0);
plot( (di%320)/8,yy);
framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
framebuffer[di+2]=bgpic[di+2];
framebuffer[di+3]=bgpic[di+3];
di=di+320; // add di,320
framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
framebuffer[di+2]=bgpic[di+2];
framebuffer[di+3]=bgpic[di+3];
di=di+320; // add di,320
framebuffer[di]=bgpic[di]; // mov eax,fs:[di]
framebuffer[di+1]=bgpic[di+1]; // mov es:[di],eax
framebuffer[di+2]=bgpic[di+2];
framebuffer[di+3]=bgpic[di+3];
bx=pop(); // pop bx
cx=pop(); // pop cx
si=si+SKIP; // add si,16
cx=cx-SKIP; // loop @@1
if (cx!=0) goto label1;
goto label0; // jmp @@0
}
static void setpalette(char *pal) {
int c;
// push bp
// mov bp,sp
// push si
// push di
// push ds
// mov si,[bp+6]
// mov ds,[bp+8]
// mov dx,3c8h
// mov al,0
outp(0x3c8,0); //out dx,al
for(c=0;c<768;c++) outp(0x3c9,pal[c]);
grsim_update();
// inc dx
//mov cx,768
//rep outsb
// pop ds
// pop di
// pop si
// pop bp
// ret
}
//short face[]={
// 2248,-2306,0, // from face.inc
// 30000,30000,30000
//};
/* wait for VGA border start */
static short dis_waitb(void) {
// descr: Waits for border start
// waitb_1 PROC NEAR
// call checkkeys
// IFDEF INDEMO
// sti
// mov ax,cs:copperframecount
//@@v: cmp cs:copperframecount,ax
// je @@v
//@@q: mov ax,cs:copperframecount
// mov cs:copperframecount,0
// ELSE
// mov dx,3dah
//@@1: in al,dx
// test al,8
// jnz @@1
//@@2: in al,dx
// test al,8
// jz @@2
// mov ax,1 ;number of frames taken ;TEMP!
// ENDIF
// ret
//waitb_1 ENDP
/* approximate by 70Hz sleep */
usleep(14286);
return 1;
}
static short dis_exit(void) {
return 0;
}
static short dis_indemo(void) {
return 0;
}
//char far *vram=(char far *)0xa0000000L;
static unsigned char *vram=framebuffer;
static char pal[768];
static char pal2[768];
static short isin(short deg) {
return(sin1024[deg&1023]);
}
static short icos(short deg) {
return(sin1024[(deg+256)&1023]);
}
static void setborder(short color) {
//printf("Setting border to %d\n",color);
// to write attribute register:
// read/write address to $3c0
// data written to $3c0, read from $3c1
// flip flop tracks if it's index/data, you reset that
// by reading $3da
//mov dx,3dah // input status reg #1
//in al,dx // resets index/addr flip-flop
//mov dx,3c0h // attribute access
//mov al,11h+32 // $11=overscan (border color)
// 32 is PAS bit
//out dx,al
//mov al,color
//out dx,al
}
static short cols[]={
0,0,0,
4,25,30,
8,40,45,
16,55,60};
static short dottaul[1024];
int main(int argc,char **argv) {
// short timer=30000;
short dropper,repeat;
short frame=0;
short rota=-1*64;
// short fb=0;
short rot=0,rots=0;
short a,b,c,d,i,j=0;//,mode;
short grav,gravd;
short f=0;
int ch;
int xx,yy;
unsigned char buffer[10];
output=fopen("out","w");
if (output==NULL) {
fprintf(stderr,"error opening\n");
exit(1);
}
//dis_partstart();
dotnum=512;
for(a=0;a<dotnum;a++) {
dottaul[a]=a;
}
for(a=0;a<500;a++) {
b=rand()%dotnum;
c=rand()%dotnum;
d=dottaul[b];
dottaul[b]=dottaul[c];
dottaul[c]=d;
}
dropper=22000;
for(a=0;a<dotnum;a++) {
dot[a].x=0;
dot[a].y=2560-dropper;
dot[a].z=0;
dot[a].yadd=0;
}
//mode=7;
grav=3;
gravd=13;
gravitybottom=8105;
i=-1;
for(a=0;a<500;a++) { // scramble
b=rand()%dotnum;
c=rand()%dotnum;
d=dot[b].x; dot[b].x=dot[c].x; dot[c].x=d;
d=dot[b].y; dot[b].y=dot[c].y; dot[c].y=d;
d=dot[b].z; dot[b].z=dot[c].z; dot[c].z=d;
}
/* setup rows lookup table */
for(a=0;a<200;a++) {
rows[a]=a*320;
}
// set_default_pal();
// mode13h_graphics_init("dots",2);
grsim_init();
gr();
clear_screens();
soft_switch(MIXCLR);
ram[DRAW_PAGE]=0;
color_equals(5);
for(a=24;a<48;a++) hlin(0,0,40,a);
// set mode 13h
// _asm mov ax,13h
// _asm int 10h
/* set palette address to 0 */
outp(0x3c8,0);
/* set up colors for first 64 colors */
for(a=0;a<16;a++) {
for(b=0;b<4;b++) {
c=100+a*9;
outp(0x3c9,cols[b*3+0]);
outp(0x3c9,cols[b*3+1]*c/256);
outp(0x3c9,cols[b*3+2]*c/256);
}
}
/* set palette for color 255 */
outp(0x3c8,255);
/* some sort of purplish color? */
outp(0x3c9,31);
outp(0x3c9,0);
outp(0x3c9,15);
/* set colors starting from 64 ... 164 */
/* looks like a grey gradient of some sort */
outp(0x3c8,64);
for(a=0;a<100;a++) {
c=64-256/(a+4);
c=c*c/64;
outp(0x3c9,c/4);
outp(0x3c9,c/4);
outp(0x3c9,c/4);
}
/* read out the VGA card's idea of palette (?) */
outp(0x3c7,0);
for(a=0;a<768;a++) pal[a]=inp(0x3c9);
/* clear palette to all 0 */
/* this lets up setup background while not visible */
outp(0x3c8,0);
for(a=0;a<768;a++) outp(0x3c9,0);
/* put grey gradient on bottom half of screen? */
for(a=0;a<100;a++) {
memset(vram+(100+a)*320,a+64,320);
}
/* set up depth table? */
/* this has further away balls a darker color */
for(a=0;a<128;a++) {
c=a-(43+20)/2;
c=c*3/4;
c+=8;
if(c<0) c=0; else if(c>15) c=15;
c=15-c;
depthtable1[a]=0x202+0x04040404*c;
depthtable2[a]=0x02030302+0x04040404*c;
depthtable3[a]=0x202+0x04040404*c;
//depthtable4[a]=0x02020302+0x04040404*c;
}
/* make a byte-wise copy of this */
/* the original code just indexes byte-wise into integer data */
/* which is a pain */
for(a=0;a<128;a++) {
depthtable1_bytes[(a*4)+0]=(depthtable1[a]>>0)&0xff;
depthtable1_bytes[(a*4)+1]=(depthtable1[a]>>8)&0xff;
depthtable1_bytes[(a*4)+2]=(depthtable1[a]>>16)&0xff;
depthtable1_bytes[(a*4)+3]=(depthtable1[a]>>24)&0xff;
depthtable2_bytes[(a*4)+0]=(depthtable2[a]>>0)&0xff;
depthtable2_bytes[(a*4)+1]=(depthtable2[a]>>8)&0xff;
depthtable2_bytes[(a*4)+2]=(depthtable2[a]>>16)&0xff;
depthtable2_bytes[(a*4)+3]=(depthtable2[a]>>24)&0xff;
depthtable3_bytes[(a*4)+0]=(depthtable3[a]>>0)&0xff;
depthtable3_bytes[(a*4)+1]=(depthtable3[a]>>8)&0xff;
depthtable3_bytes[(a*4)+2]=(depthtable3[a]>>16)&0xff;
depthtable3_bytes[(a*4)+3]=(depthtable3[a]>>24)&0xff;
}
/* allocate space for background */
//bgpic=halloc(64000L,1L);
bgpic=calloc(65536L,1L);
/* backup background */
memcpy(bgpic,vram,64000);
grsim_update();
/* Fade back in from black to palette */
a=0;
for(b=64;b>=0;b--) {
for(c=0;c<768;c++) {
a=pal[c]-b;
if(a<0) a=0;
pal2[c]=a;
}
/* wait for retrace (delay) */
dis_waitb();
dis_waitb();
outp(0x3c8,0);
for(c=0;c<768;c++) outp(0x3c9,pal2[c]);
grsim_update();
}
while(!dis_exit() && frame<2450) {
for(xx=0;xx<40;xx++) {
for(yy=0;yy<48;yy++) {
shadow[xx][yy]=0;
ball[xx][yy]=0;
}
}
/* code sets border color */
/* then waits for it to end, as a timing thing? */
setborder(0);
/* when not in demo this defaults to 1? */
repeat=dis_waitb();
if(frame>2300) setpalette(pal2);
setborder(1);
if(dis_indemo()) {
/* ?? music synchronization? */
// a=dis_musplus();
// if(a>-4 && a<0) break;
}
repeat=1;
while(repeat--) {
frame++;
if(frame==500) f=0;
i=dottaul[j];
j++; j%=dotnum;
/* initial spin */
if(frame<500) {
dot[i].x=isin(f*11)*40;
dot[i].y=icos(f*13)*10-dropper;
dot[i].z=isin(f*17)*40;
dot[i].yadd=0;
// printf("%d: %d,%d,%d,%d\n",i,
// dot[i].x,dot[i].y,dot[i].z,dot[i].yadd);
}
/* bouncing ring */
else if(frame<900) {
dot[i].x=icos(f*15)*55;
dot[i].y=dropper;
dot[i].z=isin(f*15)*55;
dot[i].yadd=-260;
}
/* fountain */
else if(frame<1700) {
a=sin1024[frame&1023]/8;
dot[i].x=icos(f*66)*a;
dot[i].y=8000;
dot[i].z=isin(f*66)*a;
dot[i].yadd=-300;
}
/* swirling */
else if(frame<2360) {
/*
a=rand()/128+32;
dot[i].y=8000-a*80;
b=rand()&1023;
a+=rand()&31;
dot[i].x=sin1024[b]*a/3+(a-50)*7;
dot[i].z=sin1024[(b+256)&1023]*a/3+(a-40)*7;
dot[i].yadd=300;
if(frame>1640 && !(frame&31) && grav>-2) grav--;
*/
dot[i].x=rand()-16384;
dot[i].y=8000-rand()/2;
dot[i].z=rand()-16384;
dot[i].yadd=0;
if(frame>1900 && !(frame&31) && grav>0) grav--;
}
/* palette to white */
else if(frame<2400) {
a=frame-2360;
for(b=0;b<768;b+=3) {
c=pal[b+0]+a*3;
if(c>63) c=63;
pal2[b+0]=c;
c=pal[b+1]+a*3;
if(c>63) c=63;
pal2[b+1]=c;
c=pal[b+2]+a*4;
if(c>63) c=63;
pal2[b+2]=c;
}
}
/* palette to black */
else if(frame<2440) {
a=frame-2400;
for(b=0;b<768;b+=3) {
c=63-a*2;
if(c<0) c=0;
pal2[b+0]=c;
pal2[b+1]=c;
pal2[b+2]=c;
}
}
if(dropper>4000) dropper-=100;
rotcos=icos(rot)*64; rotsin=isin(rot)*64;
rots+=2;
if(frame>1900) {
rot+=rota/64;
rota--;
}
else rot=isin(rots);
f++;
gravity=grav;
gravityd=gravd;
}
drawdots();
grsim_update();
// fprintf(output,"Frame %d\n",frame);
// fprintf(output,"\tShadow\n");
write_frame++;
if (write_frame==FRAME_SKIP ) {
write_frame=0;
}
if (write_frame==0) {
#if 0
int new_row=1;
/* Shadow */
buffer[0]=0xfe;
fwrite(buffer,1,sizeof(char),output);
for(yy=0;yy<48;yy++) {
new_row=1;
for(xx=0;xx<40;xx++) {
if ((!ball[xx][yy]) && (shadow[xx][yy])) {
if (new_row) {
buffer[0]=(yy|0x40);
fwrite(buffer,1,sizeof(char),output);
new_row=0;
}
buffer[0]=(xx);
fwrite(buffer,1,sizeof(char),output);
}
}
}
/* Balls */
buffer[0]=0xfd;
fwrite(buffer,1,sizeof(char),output);
for(yy=0;yy<48;yy++) {
new_row=1;
for(xx=0;xx<40;xx++) {
if (ball[xx][yy]) {
if (new_row) {
buffer[0]=(yy|0x40);
fwrite(buffer,1,sizeof(char),output);
new_row=0;
}
buffer[0]=xx;
fwrite(buffer,1,sizeof(char),output);
}
}
}
#endif
int new_row=1;
/* Shadow */
buffer[0]=0xfe;
fwrite(buffer,1,sizeof(char),output);
for(yy=0;yy<24;yy++) {
new_row=1;
for(xx=0;xx<40;xx++) {
/* cases: */
/* shadow ball action */
/* top bottom top bottom */
/* 0 0 0 0 none */
/* 0 0 0 1 none */
/* 0 0 1 0 none */
/* 0 0 1 1 none */
/* 0 1 0 0 bot 1 */
/* 0 1 0 1 none */
/* 0 1 1 0 both 4 */
/* 0 1 1 1 none */
/* 1 0 0 0 top 2 */
/* 1 0 0 1 both 5 */
/* 1 0 1 0 none */
/* 1 0 1 1 none */
/* 1 1 0 0 both 3 */
/* 1 1 0 1 both 3 */
/* 1 1 1 0 both 3 */
/* 1 1 1 1 none */
/* case 1/4 */
if ( (shadow[xx][yy*2]==0) &&
(shadow[xx][(yy*2)+1]==1) ) {
/* case 1 -- bottom */
if ( (ball[xx][(yy*2)]==0) &&
(ball[xx][(yy*2)+1]==0)) {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,
sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0x40);
fwrite(buffer,1,sizeof(char),
output);
}
/* case 4 -- both */
if ( (ball[xx][(yy*2)]==1) &&
(ball[xx][(yy*2)+1]==0) ) {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,
sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0xC0);
fwrite(buffer,1,sizeof(char),
output);
}
}
/* case 2/5 */
else if ( (shadow[xx][yy*2]==1) &&
(shadow[xx][(yy*2)+1]==0) ) {
/* case 2 -- top */
if ( (ball[xx][(yy*2)]==0) &&
(ball[xx][(yy*2)+1]==0) ) {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,
sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0x80);
fwrite(buffer,1,sizeof(char),
output);
}
/* case 5 -- both */
if ( (ball[xx][(yy*2)]==0) &&
(ball[xx][(yy*2)+1]==1) ) {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,
sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0xC0);
fwrite(buffer,1,sizeof(char),
output);
}
}
/* case 3 */
else if ( (shadow[xx][yy*2]==1) &&
(shadow[xx][(yy*2)+1]==1) ) {
/* case 2 -- top */
if ( (ball[xx][(yy*2)]==1) &&
(ball[xx][(yy*2)+1]==1) ) {
}
else {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,
sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0xc0);
fwrite(buffer,1,sizeof(char),
output);
}
}
}
}
/* Balls */
buffer[0]=0xfd;
fwrite(buffer,1,sizeof(char),output);
for(yy=0;yy<24;yy++) {
new_row=1;
for(xx=0;xx<40;xx++) {
/* cases: */
/* shadow ball action */
/* top bottom top bottom */
/* X X 0 0 none */
/* X X 0 1 bot 1 */
/* X X 1 0 top 2 */
/* X X 1 1 both 3 */
/* case 1 -- bottom */
if ( (ball[xx][(yy*2)]==0) &&
(ball[xx][(yy*2)+1]==1)) {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0x40);
fwrite(buffer,1,sizeof(char),
output);
}
/* case 2 -- top */
else if ( (ball[xx][(yy*2)]==1) &&
(ball[xx][(yy*2)+1]==0) ) {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0x80);
fwrite(buffer,1,sizeof(char),
output);
}
/* case 3 */
else if ( (ball[xx][(yy*2)]==1) &&
(ball[xx][(yy*2)+1]==1) ) {
if (new_row) {
buffer[0]=yy;
fwrite(buffer,1,sizeof(char),
output);
new_row=0;
}
buffer[0]=(xx|0xc0);
fwrite(buffer,1,sizeof(char),
output);
}
}
}
}
//again:
ch=grsim_input();
if (ch==27) {
return 0;
}
// else if (ch==0) goto again;
}
buffer[0]=0xff;
fwrite(buffer,1,sizeof(char),output);
fclose(output);
return 0;
}