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352 changed files with 6040 additions and 6040 deletions
26
46-02.md
26
46-02.md
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@ -46,7 +46,7 @@
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/* If set to 1, ignore dirty rectangle list and copy the whole screen. */
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int DrawWholeScreen = 0;
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/* pixels and masks for the two internally animated versions of the image
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we’ll animate */
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we'll animate */
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#define IMAGE-WIDTH 13
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#define IMAGE-HEIGHT 11
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char ImagePixels0[] = {
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@ -108,7 +108,7 @@
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/* Animated entities */
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#define NUM-ENTITIES 15
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Entity Entities[NUM-ENTITIES];
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/* pointer to system buffer into which we’ll draw */
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/* pointer to system buffer into which we'll draw */
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char far *SystemBufferPtr;
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/* pointer to screen */
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char far *ScreenPtr;
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@ -126,10 +126,10 @@
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unsigned int TempCount;
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char far *TempPtr;
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union REGS regs;
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/* Allocate memory for the system buffer into which we’ll draw */
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/* Allocate memory for the system buffer into which we'll draw */
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if (!(SystemBufferPtr = farmalloc((unsigned int)SCREEN-WIDTH*
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SCREEN-HEIGHT))) {
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printf(”Couldn’t get memory\n”);
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printf("Couldn't get memory\n");
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exit(1);
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}
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/* Clear the system buffer */
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@ -139,7 +139,7 @@
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}
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/* Point to the screen */
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ScreenPtr = MK-FP(SCREEN-SEGMENT, 0);
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/* Set up the entities we’ll animate, at random locations */
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/* Set up the entities we'll animate, at random locations */
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randomize();
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for (= 0; < NUM-ENTITIES; i++) {
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Entities[i].X = random(SCREEN-WIDTH - IMAGE-WIDTH);
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@ -237,7 +237,7 @@
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SCREEN-WIDTH, SCREEN-WIDTH);
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} else {
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/* Copy only the dirty rectangles, in the YX-sorted order in which
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they’re linked */
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they're linked */
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DirtyPtr = DirtyHead.Next;
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for (= 0; < NumDirtyRectangles; i++) {
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/* Offset in both system buffer and screen of image */
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@ -303,12 +303,12 @@
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(TempPtr->Top < (pEntity->Y + ImageHeight)) &&
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(TempPtr->Bottom > pEntity->Y)) {
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/* We’ve found an overlapping rectangle. Calculate the
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/* We've found an overlapping rectangle. Calculate the
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rectangles, if any, remaining after subtracting out the
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overlapped areas, and add them to the dirty list */
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/* Check for a nonoverlapped left portion */
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if (TempPtr->Left > pEntity->X) {
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/* There’s definitely a nonoverlapped portion at the left; add
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/* There's definitely a nonoverlapped portion at the left; add
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it, but only to at most the top and bottom of the overlapping
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rect; top and bottom strips are taken care of below */
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TempEntity.X = pEntity->X;
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@ -320,7 +320,7 @@
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}
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/* Check for a nonoverlapped right portion */
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if (TempPtr->Right < (pEntity->X + ImageWidth)) {
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/* There’s definitely a nonoverlapped portion at the right; add
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/* There's definitely a nonoverlapped portion at the right; add
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it, but only to at most the top and bottom of the overlapping
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rect; top and bottom strips are taken care of below */
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TempEntity.X = TempPtr->Right;
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@ -332,25 +332,25 @@
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}
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/* Check for a nonoverlapped top portion */
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if (TempPtr->Top > pEntity->Y) {
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/* There’s a top portion that’s not overlapped */
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/* There's a top portion that's not overlapped */
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TempEntity.X = pEntity->X;
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TempEntity.Y = pEntity->Y;
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AddDirtyRect(&TempEntity, TempPtr->Top - pEntity->Y, ImageWidth);
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}
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/* Check for a nonoverlapped bottom portion */
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if (TempPtr->Bottom < (pEntity->Y + ImageHeight)) {
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/* There’s a bottom portion that’s not overlapped */
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/* There's a bottom portion that's not overlapped */
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TempEntity.X = pEntity->X;
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TempEntity.Y = TempPtr->Bottom;
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AddDirtyRect(&TempEntity,
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(pEntity->Y + ImageHeight) - TempPtr->Bottom, ImageWidth);
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}
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/* We’ve added all non-overlapped portions to the dirty list */
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/* We've added all non-overlapped portions to the dirty list */
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return;
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}
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}
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#endif /* CHECK-OVERLAP */
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/* There’s no overlap with any existing rectangle, so we can just
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/* There's no overlap with any existing rectangle, so we can just
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add this rectangle as-is */
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/* Find the YX-sorted insertion point. Searches will always terminate,
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because the head/tail rectangle is set to the maximum values */
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