Added line numbers

but have not tried to convert any label references
This commit is contained in:
BigEd 2017-01-20 17:14:41 +00:00 committed by GitHub
parent c505ca8c8d
commit a983eb5efb

524
pcfractal.bas Normal file
View File

@ -0,0 +1,524 @@
20 REM MacFractal (c) Jack Weber - October 1985
30 REM Plots fractal landscapes as a 3D grid by taking a random straight line
40 REM across the grid and raising (or lowering) all points to one side of the
50 REM line by one level step.
60 REM Full hidden-line removal.
70 REM Landscape may be flooded to any level.
80 REM Adjustable vertical scale.
90 REM Rotation in 90 degree steps in either direction.
100 REM
110 REM This program runs on a 128k or 512k Apple Macintosh under MS Basic.
120 REM Passing this program through the Basic Compressor utility gives a speed
130 REM increase of about 15%.
140 REM
160 GOSUB Initialise
170 REM Main program loop prints current generation number in its own window
180 REM then re-calculates the grid and, if necessary, draws it
200 mainloop:
210 FOR g%=gs% TO gen%
220 WINDOW OUTPUT 3
230 CLS
240 CALL TEXTFONT(0)
250 PRINT USING "#####";g%;
260 GOSUB Calculate
270 IF (g% MOD plot%=0) OR (g%=gen%) THEN GOSUB Plot
280 NEXT
290 REM When all iterations done, offer user choice to continue or stop there
300 IF gen%>32000 THEN GOSUB Endless
310 WINDOW 2,,(20,280)-(140,320),2
320 BUTTON 1,1," Finished",(10,2)-(110,18),3
330 BUTTON 2,1," Continue", (10,20)-(110,40),3
340 WHILE DIALOG(0)<>1: WEND
350 REM If "Finished" pressed hold display in endless loop
360 IF DIALOG(1)=1 THEN WINDOW CLOSE 2: GOSUB Endless
370 REM "Continue" pressed so increment generation counter and do 500 more gs%=gen$+1
380 gen%=gen%+500
390 WINDOW CLOSE 2
400 GOTO mainloop
410 END
490 Initialise:
500 REM Open main output window
510 WINDOW 1,"MacFractal",(5,40)-(508,335),1
520 CLS
530 DIM c%(30,30), d%(30,30), poly%(12)
540 RANDOMIZE TIMER
550 REM Start with magnification=1, 1st generation and no flooding
560 magn!=1
570 gs%=1
580 flood%=0
590 REM Set up pattern array for shading flood water
600 FOR i%=0 TO 3
610 patt%(i%)=21930
620 NEXT
630 REM Open a window and enter size of grid and number of generations to be done
640 WINDOW 2,,(100,80)-(400,170),2
650 CALL TEXTFONT(0)
660 xin:
670 CALL MOVETO(25,20)
680 INPUT "Enter extent of X axis (max 30) - ", xmax%
690 IF xmax%>30 OR xmax%<2 THEN BEEP: GOTO xin
700 yin:
710 CALL MOVETO(25,45)
720 INPUT "Enter extent of Y axis (max 30) - ", ymax%
730 IF ymax%>30 OR ymax%<2 THEN BEEP: GOTO yin
740 genin:
750 CALL MOVETO(25,70)
760 INPUT "Enter number of iterations - ", gen%
770 IF gen%>32000 OR gen%<1 THEN BEEP: GOTO genin
780 REM Close that window and open new one to enter frequency of plots
790 WINDOW CLOSE 2
800 WINDOW 2,,(100,100)-(400,220),2
810 CALL TEXTFONT(0)
820 PRINT " How many iterations between plots?"
830 BUTTON 1,1,"1",(20,25)-(65,50),3
840 BUTTON 2,1,"10",(155,25)-(200,50),3
850 BUTTON 3,1,"50",(20,55)-(70,80),3
860 BUTTON 4,1,"100",(155,55)-(215,80),3
870 BUTTON 5,1,"Draw final surface only",(20,85)-(220,110),3
880 WHILE DIALOG(0)<> 1: WEND
890 press%=DIALOG(l)
900 plot%=1
910 IF press%=2 THEN plot%=10
920 IF press%=3 THEN plot%=50
930 IF press%=4 THEN plot%=100
940 IF press%=5 THEN plot%=gen%
950 WINDOW CLOSE 2
970 REM Calculate screen co-ordinates of grid origin according to size of grid
980 REM but they could just as easily be fixed near the centre top of the screen
990 xo%=334-2*xmax%
1000 yo%=80-2*ymax%
1010 REM Put plot manipulation options in menu bar
1020 MENU 6,0,1,"Landscape"
1030 MENU 6,1,1,"Rotate left"
1040 MENU 6,2,1,"Rotate right"
1050 MENU 6,3,1,"Magnify"
1060 MENU 6,4,1,"Flood"
1070 ON MENU GOSUB Menucheck
1080 REM Advise user if initial iterations are likely to take a long time
1090 IF plot%=1 AND (xmax%*ymax%)<400 GOTO ready
1100 WINDOW 2,,(150,100)-(350,190),4
1110 PRINT: PRINT " Performing initial iteration";
1120 IF plot%>1 THEN PRINT "s" ELSE PRINT"???"
1130 CALL TEXTFONT(0)
1140 PRINT: PRINT TAB(8);"Please wait"
1150 ready:
1160 REM Open small window to display generation number
1170 WINDOW 3,,(10,50)-(60,66),4
1180 MENU ON
1190 RETURN
1210 Calculate:
1220 MENU STOP
1230 ortho%=0
1240 REM Select two sides which fault line will cross
1250 side%(1)=INT(RND*4)
1260 side2:
1270 side%(2)=INT(RND*4)
1280 IF side%(2)=side%(1) GOTO side2
1290 REM Pos subroutines select random positions where line will cross the sides
1300 FOR i%= 1 TO 2
1310 ON side%(i%)+1 GOSUB Pos1,Pos2,Pos3,Pos4
1320 NEXT
1330 REM Set flag if line parallel to Y-axis to avoid division by zero
1340 IF xx%(1)=xx%(2) THEN ortho%=1 : GOTO skipover
1350 REM Equation of straight line is y=m*x+k. Calculate m and k
1360 m=(yy%(2)-yy%(1))/(xx%(2)-xx%(1))
1370 k=yy%(l)-m*xx%(1)
1380 skipover:
1390 REM Select whether points above line are to be raised or lowered
1400 q%=INT(RND*2): IF q%=0 THEN q%=-1
1450 REM Check all grid points. If above line raise (or lower)
1460 FOR x%=1 TO xmax%
1470 REM First find y co-ordinate of the line at that value of x
1480 yp%=INT(m*x%+k)
1490 FOR y%=l TO ymax%
1500 IF ortho%=0 AND y%>yp% THEN c%(x%,y%)=c%(x%,y%)+q%: GOTO nex
1510 IF ortho%=1 AND x%>xx%(1) THEN c%(x%,y%)=c%(x%,y%)+q%
1520 nex:
1530 NEXT
1540 NEXT
1550 MENU ON
1560 RETURN
1580 Pos1:
1590 xx%(i%)=1: yy%(i%)=INT(RND*ymax%)+1
1600 RETURN
1620 Pos2:
1630 xx%(i%)=INT(RND*xmax%)+1: yy%(i%)=ymax%
1640 RETURN
1660 Pos3:
1670 xx%(i%)=xmax%: yy%(i%)=INT(RND*ymax%)
1680 RETURN
1700 Pos4:
1710 xx%(i%)=INT(RND*xmax%): yy%(i%)=1
1720 RETURN
1740 Plot:
1750 MENU STOP
1760 WINDOW CLOSE 2
1770 WINDOW OUTPUT 1
1780 CLS
1790 REM Use separate plotting routines for flooding on or off
1800 IF flood%=0 THEN GOSUB Dryplot ELSE GOSUB Floodplot
1810 MENU ON
1820 RETURN
1930 Dryplot:
1940 REM Scan all grid points
1950 FOR x%= 1 TO xmax%
1960 FOR y%= 1 TO ymax%
1970 REM Calculate screen co-ordinates of first corner of grid square at (x%,y%)
1980 x1%=xo%+(y%-x%)*7
1990 y1%=yo%-INT(magn!*c%(x%,y%))+(x%+y%)*4
2000 REM Then calculate screen co-ordinates of second corner at (y%-1,y%)
2010 x2%=x1%+7
2020 y2%=yo%-INT(magn!*c%(x%-1,y%))+(x%-1+y%)*4
2030 REM Draw side of grid square parallel to X-axis
2040 REM First erase hidden-lines by drawing broad line in white
2050 CALL PENSIZE(1,30): CALL PENMODE(11)
2060 CALL MOVETO(x2%,y2%): CALL LINETO(x1%,y1%)
2070 REM Then draw new line
2080 IF x%>1 THEN LINE(x%,y1%)-(x2%,y2%)
2090 REM If end of row has been reached then second line riot needed so skip on
2100 IF y%=ymax% GOTO loopdry
2110 REM Draw side of grid square parallel to V-axis
2120 REM Calculate co-ordinates of 3rd corner at (x%,y%+1)
2130 y3%=yo%-INT (magn!*c%(x%,y%+1))+(x%+y%+1)*4
2140 REM Erase hidden-lines as before
2150 CALL LINETO(x2%,y3%)
2160 REM Draw new line
2170 LINE(x1%,y1%)-(x2%,y3%)
2180 loopdry:
2190 NEXT
2200 NEXT
2210 REM Draw base of grid
2220 CALL PENNORMAL
2230 REM First find altitudes of the three visible corners
2240 ca%=c%(xmax%,1): cb%=c%(xmax%,ymax%): cc%=c%(l,ymax%)
2250 REM Then draw three vertical lines down from these corners
2260 LINE(xo%+(1-xmax%)*7,yo%+(xmax%+1)*4-INT(magn!*ca%))-STEP(0,30+INT(magn!*ca%))
2270 LINE(xo%+(ymax%-xmax%)*7,yo%+(xmax%+ymax%)*4-INT(magn!*cb%))-
2280 STEP(0,30+INT(magn!*cb%))
2290 LINE(xo%+(ymax%-1)*7,yo%+(1+ymax%)*4-INT(magn!*cc%))-
2300 STEP(0,30+INT(magn!*cc%))
2310 REM Finally draw the two base lines
2320 LINE-STEP((1-xmax%)*7,(xmax%-1)*4)
2330 LINE-STEP((1-ymax%)*7,(1-ymax%)*4)
2340 RETURN
2410 Floodplot:
2420 FOR x%= 1 TO xmax%
2430 FOR y%=l TO ymax%
2440 REM Check level to see if this point is flooded.
2450 REM If it is, draw it at water level
2460 IF c%(x%,y%)<ml% THEN ca%=ml% ELSE ca%=c%(x%,y%)
2470 IF c%(x%-1,y%)<ml% THEN cb%=ml% ELSE cb%=c%(x%-1,y%)
2480 REM Calculate co-ordinates and plot as for dry
2490 x1%=xo%+(y%-x%)*7
2500 y1%=yo%-INT(magn!*ca%)+(x%+y%)*4
2510 x2%=x1%+7
2520 y2%=yo%-INT(magn!*cb%)+(x%-1+y%)*4
2530 CALL PENSIZE(1,30): CALL PENMODE(11)
2540 CALL MOVETO(x2%,y2%): CALL LINETO(xl%,yl%)
2550 IF x%>1 THEN LINE(xl%,y1%)-(x2%,y2%)
2560 IF y%=ymax% GOTO loopflood
2570 IF c%(x%,y%+l)<ml% THEN cc%=ml% ELSE cc%=c%(x%,y%+l)
2580 y3%=yo%-INT(magn!*cc%)+(x%+y%+1)*4
2590 CALL LINETO(x2%,y3%)
2600 LINE(x1%,y1%)-(x2%,y3%)
2610 loopflood:
2620 REM Shade any part of square which is flooded
2630 GOSUB Shade
2640 NEXT
2650 NEXT
2660 CALL PENNORMAL
2670 REM Draw base as for dry
2680 IF c%(xmax%,1)<ml% THEN ca%=ml% ELSE ca%=c%(xmax%,l)
2690 IF c%(xmax%,ymax%)<ml% THEN cb%=ml% ELSE cb%=c%(xmax%,ymax%)
2700 IF c%(l,ymax%)<ml% THEN cc%=ml% ELSE cc%=c%(l,ymax%)
2710 LINE(xo%+(1-xmax%)*7,yo%+(xmax%+l)*4-INT(magn!*ca%))-
2720 STEP(0,30+INT(magn!*ca%))
2730 LINE(xo%+(ymax%-xmax%)*7,yo%+(xmax%+ymax%)*4-INT(magn!*cb%))-
2740 STEP(0,30+INT(magn!*cb%))
2750 LINE(xo%+(ymax%-1)*7,yo%+(l+ymax%)*4-INT(magn!*cc%))-
2760 STEP(0,30+INT(magn!*cc%))
2770 LINE-STEP((1-xmax%)*7,(xmax%- 1)*4)
2780 LINE-STEP((1-ymax%)*7,(1-ymax%)*4)
2790 RETURN
2810 Menucheck: A menu selection has been detected - find what it is
2820 menunumber%=MENU(0)
2830 IF menunumber%<>6 THEN RETURN
2840 menuitem%=MENU(1)
2850 ON menuitem% GOSUB Rotateleft,Rotateright, Magnify, Flood
2860 RETURN
2890 Rotateleft:
2900 REM Rotate by reading c& array into dX array with axes interchanged
2910 FOR x%=1 TO xmax%
2920 FOR y%=l TO ymax%: d%(ymax%-y%+1,x%)=c%(x%,y%): NEXT
2930 NEXT
2940 REM Then return rotated data to c% array
2950 SWAP xmax%,ymax%
2960 FOR x%=0 TO xmax%
2970 FOR y%=1 TO ymax%: c%(x%,y%)=d%(x%,y%): NEXT
2980 NEXT
2990 GOSUB Plot
3000 MENU
3010 RETURN
3030 Rotateright:
3040 FOR x%=l TO xmax%
3050 FOR y%=1 TO ymax%: d%(y%,xmax%-x%+1)=c%(x%,y%): NEXT
3060 NEXT
3070 SWAP xmax%,ymax%
3080 FOR x%=0 TO xmax%
3090 FOR y%=0 TO ymax%: c%(x%,y%)=d%(x%,y%): NEXT
3100 NEXT
3110 GOSUB Plot
3120 MENU
3130 RETURN
3150 Magnify:
3160 REM Open window to enter desired vertical scale magnification
3170 WINDOW 2,,(80,100)-(420,220),2
3180 CALL TEXTFONT(0)
3190 PRINT SPC(4);"adjust vertical magnification as required"
3200 REM Draw magnification selection bar
3210 LINE(15,70)-(325,90),,b
3220 LINE(16,71)-(324,89),,b
3230 BUTTON 1,1,"OK",(240,25)-(290,55),1
3240 REM Put scale markings and labels onto selection bar
3250 FOR i%=20 TO 320 STEP 20: LINE(1%,90)-(i%,95): NEXT
3260 CALL TEXTFONT(1)
3270 CALL TEXTSIZE(9)
3280 FOR i%=20 TO 320 STEP 100
3290 CALL MOVETO(i%,108)
3300 PRINT .5*(1+(i%-20)/l00);
3310 LINE(i%,95)-(i%,100)
3320 NEXT
3370 REM Draw magnification pointer to show current magnification
3380 REM allow it to move with the mouse until the OK button is pressed
3390 LINE(20+(magn!-.5)*200,72)-STEP(0, 16)
3400 WHILE DIALOG(0)<> 1
3410 IF MOUSE(0)<>0 THEN GOSUB Mousemag
3420 WEND
3430 WINDOW CLOSE 2
3440 REM Re-draw grid with new magnification
3450 GOSUB Plot
3460 MENU
3470 RETURN
3490 Mousemag:
3500 REM Find position of mouse, if it is within selection bar then move pointer
3510 IF MOUSE(1)<15 OR MOUSE(1)>325 THEN RETURN
3520 IF MOUSE(2)<70 OR MOUSE(2)>90 THEN RETURN
3530 LINE(20+(magn!-.5)*200,72)-STEP(0,16),30
3540 magn!=.5+((MOUSE(1)-20)\20)/10
3550 LINE(20+(magn!-.5)*200,72)-STEP(0,16)
3560 RETURN
3580 Flood:
3590 REM Open a window
3600 WINDOW 2,,(80,100)-(420,220),2
3610 PRINT: PRINT: PRINT SPC(14);"Calculating levels"
3620 CALL TEXTFONT(0)
3630 PRINT: PRINT SPC(16);"Please wait"
3640 REM Find highest and lowest levels present within the array
3650 min%=10000
3660 max%=-10000
3670 FOR x%=1 TO xmax%
3680 FOR y%=l TO ymax%
3690 IF c%(x%,y%)<min% THEN min%=c%(x%,y%)
3700 IF c%(x%,y%)>max% THEN max%=c%(x%,y%)
3710 NEXT
3720 NEXT
3730 CLS
3740 CALL TEXTFONT(1)
3750 CALL TEXTSIZE(9)
3760 REM Draw flood level selection bar
3770 LINE(17,70)-(323,90),,b
3780 LINE(18,71)-(322,89),,b
3790 REM Put scale markings and labels on selection bar
3800 div%(max%-min%)\10: IF div%=0 THEN div%=l
3850 FOR i%=min% TO max%
3860 scalex%=20+(i%-min%)*300/(max%-min%)
3870 IF i% MOD div%=0 OR i%=max% THEN LINE(scalex%,90)-STEP(0,6)
3880 IF i% MOD (div%*5)=0 OR i%=min% OR i%=max% THEN
3890 CALL MOVETO(scalex%-10,110): PRINT i%;
3900 NEXT
3910 CALL TEXTSIZE(12)
3920 CALL TEXTFONT(0)
3930 CALL MOVETO(50,50): PRINT "Select required water level";
3940 BUTTON 1,1,"OK",(270,10)-(320,40),1
3950 level%=ml%-min%
3960 REM If Flood had been previously selected, the old level may now be outside
3970 REM the present level range - adjust if necessary
3980 IF flood%=0 OR level%<0 THEN level%=0
3990 IF level%>max%-min% THEN level%=max%-min%
4000 REM Draw pointer on selection bar to show current water level
4010 REM allow it to move with the mouse until the OK button is pressed
4020 LINE(20+level%*300/(max%-min%),72)-STEP(0,16)
4030 WHILE DIALOG(0)<>1
4040 IF MOUSE(0)<>0 THEN GOSUB Mouseflood
4050 WEND
4060 ml%=min%+level%
4070 REM Set flood flag if chosen flood level is not zero
4080 IF level%>0 THEN flood%=1
4090 WINDOW CLOSE 2
4100 REM Re-draw grid with new flood level
4110 GOSUB Plot
4120 MENU
4130 RETURN
4150 Mouseflood:
4160 REM Find position of mouse, if it is within selection bar then move pointer
4170 IF MOUSE(1)<20 OR MOUSE(1)>320 THEN RETURN
4180 IF MOUSE(2)<70 OR MOUSE(2)>90 THEN RETURN
4190 LINE(20+level%*300/(max%-min%),72)-STEP(0,16),30
4200 level%=(MOUSE(1)-20)/(300/(max%-min%))
4210 LINE(20+level%*300/(max%-min%),72)-STEP(0,16)
4220 RETURN
4330 Shade:
4340 IF x%=1 OR y%>=ymax% THEN RETURN
4350 REM Count number of corners in each grid square which are below flood level
4360 corner%=0
4370 maglev%=INT(magn!*ml%)
4380 IF c%(x%,y%)<=ml% THEN corner%=l
4390 IF c%(x%-1,y%)<=ml% THEN corner%=corner%+1
4400 IF c%(x%,y%+1)<=ml% THEN corner%=corner%+1
4410 IF c%(x%-1,y%+1)<=ml% THEN corner%=corner%+1
4420 REM No shading if less than 3 corners are below flood level
4430 IF corner%<3 THEN RETURN
4440 REM Prepare array for Toolbox FILLPOLY subroutine
4450 poly%(1)=yo%+(x%-1+y%)*4-maglev%
4460 poly%(2)=xo%+(y%-x%)*7
4470 poly%(3)=poly%(1)+8
4480 poly%(4)=poly%(2)+14
4490 REM If 3 corners wet shade triangle. If all 4 wet shade whole square
4500 IF corner%=3 THEN GOSUB Trishade ELSE GOSUB Squareshade
4510 CALL FILLPOLY(VARPTR(poly%(0)),VARPTR(patt%(O)))
4520 RETURN
4540 Trishade:
4550 poly%(0)=22
4560 REM Find which of 4 possible triangles needs shading
4570 IF c%(x%,y%)>ml% THEN GOSUB Tri1: RETURN
4580 IF c%(x%-1,y%)>ml% THEN GOSUB Tri2: RETURN
4590 IF c%(x%,y%+1)>ml% THEN GOSUB Tri3: RETURN
4600 GOSUB Tri4
4610 RETURN
4630 Tri1:
4640 poly%(5)=poly%(l)
4650 poly%(6)=poly%(2)+7
4660 poly%(7)=poly%(3)
4670 poly%(8)=poly%(6)
4680 poly%(9)=poly%(1)+4
4690 poly%(10)=poly%(4)
4700 poly%(2)=poly%(6)
4710 RETURN
4810 Tri2:
4820 poly%(5)=poly%(l)+4
4830 poly%(6)=poly%(2)
4840 poly%(7)=poly%(3)
4850 poly%(8)=poly%(2)+7
4860 poly%(9)=poly%(5)
4870 poly%(10)=poly%(4)
4880 poly%(l)=poly%(5)
4890 RETURN
4910 Tri3:
4920 poly%(5)=poly%(1)+4
4930 poly%(6)=poly%(2)
4940 poly%(7)=poly%(l)
4950 poly%(8)=poly%(2)+7
4960 poly%(9)=poly%(5)
4970 poly%(10)=poly%(4)
4980 poly%(3)=poly%(5)
4990 RETURN
5010 Tri4:
5020 poly%(5)=poly%(1)+4
5030 poly%(6)=poly%(2)
5040 poly%(7)=poly%(3)
5050 poly%(8)=poly%(2)+7
5060 poly%(9)=poly%(1)
5070 poly%(10)=poly%(a)
5080 poly%(4)=poly%(8)
5090 RETURN
5110 Squareshade:
5120 poly%(0)=26
5130 poly%(5)=poly%(1)+4
5140 poly%(6)=poly%(2)
5150 poly%(7)=poly%(3)
5160 poly%(8)=poly%(2)+7
5170 poly%(9)=poly%(5)
5180 poly%(1O)=poly%(4)
5190 poly%(11)=poly%(1)
5200 poly%(12)=poly%(8)
5210 RETURN
5230 Endless:
5240 WHILE 1<2: WEND
5250 RETURN