nicer loadable
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94f0092c93
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6721b93d53
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@ -3,39 +3,121 @@
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#include "lcd/lcd.h"
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#include "usetable.h"
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#define O_FIXED 1023
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#define SPP 10
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static void draw_rakett (int x, int y, int scale, int angle);
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static int my_gray (int x, int y, void *data);
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static int o_sin(int x);
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static int o_cos(int x);
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static int frame_no = 0;
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void ram (void) {
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#define ANIM(start_val, end_val) \
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(((start_val) * (1000-(t))) / 1000 + ((end_val) * ((t))) /1000)
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void ram (void)
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{
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char test[512]; /* scratch space */
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o_init (test, sizeof(test));
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int frame_no = 0;
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int frame_dir = 1;
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int inpt;
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o_set_shader (my_gray, NULL);
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while (getInputRaw() != BTN_ENTER){
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o_identity ();
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o_rectangle (0,0,RESX, RESY);
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o_set_gray (250);
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int x;
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int y;
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int angle;
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int scale;
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int velocity = 0;
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while ((inpt = getInputRaw()) != BTN_ENTER)
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{
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int t;
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o_identity (); /* reset tranforms */
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o_set_gray (0);
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o_rectangle (0,0,RESX, RESY); /* fill background with black */
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o_fill (); /* fill with 50% gray */
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draw_rakett (40, 20, 400, 300);
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draw_rakett (20, 20, 250, 10*frame_no);
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draw_rakett (80, 30, 350, 450+14*frame_no);
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if (frame_no < 800)
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{
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o_set_gray (250);
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o_rectangle (0,RESY-7,RESX, 10); /* fill background with black */
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o_fill (); /* fill with 50% gray */
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}
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if (frame_no < 100)
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{
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t = frame_no * 1000 / 100;
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x = ANIM(-60 * 10, 100 * 10);
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y = RESY/2 * 10;
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angle = ANIM(500, 300);
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scale = ANIM(1200, 700);
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}
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else if (frame_no < 300)
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{
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t = (frame_no - 100) * 1000 / 200;
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x = ANIM(100 * 10, 10 * RESX/2);
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y = ANIM((RESY/2) * 10, (RESY/2 - 10) * 10);
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angle = ANIM(300, 0);
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scale = ANIM(700, 300);
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}
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else if (frame_no < 600)
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{
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t = (frame_no - 300) * 1000 / 300;
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x = RESX/2 * 10;
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y = ANIM((RESY/2-10) * 10, (RESY-14) * 10);
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angle = 0;
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scale = 300;
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}
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else
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{
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/* flying time */
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if (inpt == BTN_UP)
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{
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velocity ++;
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}
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else if (inpt == BTN_DOWN)
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{
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velocity --;
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}
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else if (inpt == BTN_LEFT)
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{
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angle -= 5;
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}
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else if (inpt == BTN_RIGHT)
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{
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angle += 5;
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}
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if (velocity > 10)
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velocity = 10;
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if (velocity < -10)
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velocity = -10;
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{
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int c = o_cos ((angle - 900) * 4 * 8192 / 3600) / 4;
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int s = o_sin ((angle - 900) * 4 * 8192 / 3600) / 4;
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x += (c / 100) * velocity / 10;
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y += (s / 100) * velocity / 10;
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}
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y++;
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if (y > (RESY-14) * 10)
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y = (RESY-14) * 10;
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}
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draw_rakett (x, y, scale, angle);
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frame_no += frame_dir;
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lcdDisplay();
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delayms(2);
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if (frame_no > 1000 || frame_no < 0)
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frame_dir *= -1;
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}
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}
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static int my_gray (int x, int y, void *data)
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{
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int value = (int)(data); /* stored gray value as 8bit value */
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switch (value) /* the dither patterns are can be seen */
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{ /* at the end of the lines */
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int value = (int)(data);
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switch (value)
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{
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case 0: /* 0.0 */
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return 0;
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case 1: /* 0.16 */
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@ -43,15 +125,31 @@ static int my_gray (int x, int y, void *data)
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(x%3==1) ? (y %2)? 0:0:
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(y %2)? 0:1;
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case 2: /* 0.25 */
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switch (frame_no % 4) {
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case 0:
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return (x%2) ? (y %2)? 1:0:
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(y %2)? 0:0;
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case 1:
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return (x%2) ? (y %2)? 0:1:
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(y %2)? 0:0;
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case 2:
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return (x%2) ? (y %2)? 0:0:
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(y %2)? 0:1;
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case 3:
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return (x%2) ? (y %2)? 0:0:
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(y %2)? 1:0;
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}
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case 3: /* 0.33 */
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return (x%3==0) ? (y %2)? 1:0:
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(x%3==1) ? (y %2)? 0:0:
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(y %2)? 0:1;
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case 4: /* 0.50 */
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if (frame_no %2)
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return (x%2==0) ? (y %2)? 1:0:
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(y %2)? 0:1;
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else
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return (x%2==0) ? (y %2)? 0:1:
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(y %2)? 1:0;
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case 5: /* 0.66 */
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return (x%3==0) ? (y %2)? 0:1:
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(x%3==1) ? (y %2)? 1:1:
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@ -73,12 +171,18 @@ static int my_gray (int x, int y, void *data)
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return 0;
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}
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/* This is a very simple vector drawing of heart of gold encoded in a
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* string (search and replace regexp-fu on an SVG made in inkscape was
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* used to create the strings)
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*
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* to reduce size, all coordinates are encoded as bytes, 'g'ray values
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* are in the range 0-100.
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*/
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static signed char rakett[] = {
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' ',
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'm',38,6,
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'c',38,6,36,13,36,15,
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'c',24,22,23,26,21,32,'c',19,41,23,61,23,61,'c',15,73,14,95,17,110,'l',26,109,'c',26,102,26,87,30,83,'c',30,83,30,88,30,95,'c',31,103,31,108,31,108,'l',36,108,'c',36,108,35,98,36,91,'c',37,83,38,80,38,80,'c',41,79,43,80,47,79,'c',56,85,56,89,58,99,'c',58,103,58,108,58,108,'l',68,108,'c',67,89,69,73,54,58,'c',54,58,56,41,53,31,'c',50,21,40,15,40,15,'l',38,6,'z','g',0,'f','g',100,'s',
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'c',24,22,23,26,21,32,'c',19,41,23,61,23,61,'c',15,73,14,95,17,110,'l',26,109,'c',26,102,26,87,30,83,'c',30,83,30,88,30,95,'c',31,103,31,108,31,108,'l',36,108,'c',36,108,35,98,36,91,'c',37,83,38,80,38,80,'c',41,79,43,80,47,79,'c',56,85,56,89,58,99,'c',58,103,58,108,58,108,'l',68,108,'c',67,89,69,73,54,58,'c',54,58,56,41,53,31,'c',50,21,40,15,40,15,'l',38,6,'z','g',100,'f','g',100,'s',
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' ',
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'm',33,20,'c',31,20,29,21,27,22,'c',25,24,23,27,22,29,'c',20,35,21,38,21,38,'c',26,38,29,36,34,33,'c',38,31,42,24,34,21,'c',34,21,33,20,33,20,'z','g', 50,'f','.'
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};
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@ -135,15 +239,50 @@ void o_rectangle (int x0, int y0, int width, int height)
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o_close ();
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}
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void draw_rakett (int x, int y, int scale, int angle)
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static int o_sin(int x)
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{
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OMatrix m={{{scale,0},{0,scale},{x * 6000,y * 6000}}};
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o_identity (); /* reset transform stack */
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/*
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o_translate(x * 1000 , y * 1000 );
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o_rotate (angle);
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o_scale (scale, scale);
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o_translate (-37000, -60000);*/
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o_transform (&m, 0);
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orender (rakett); /* render a rocket */
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#define qN 13
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#define qA 12
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#define qP 15
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#define qR (2*qN-qP)
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#define qS (qN+qP+1-qA)
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x= x<<(30-qN); // shift to full s32 range (Q13->Q30)
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if( (x^(x<<1)) < 0) // test for quadrant 1 or 2
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x= (1<<31) - x;
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x= x>>(30-qN);
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return (x * ( (3<<qP) - (x*x>>qR) ) >> qS );
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}
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static inline int o_cos(int x)
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{
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return o_sin(x + 8192);
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}
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static void draw_rakett (int x, int y, int scale, int angle)
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{
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/* directly including the matrices used to build up the transform, the fudging factors
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depend on internal values of o to add up properly */
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OMatrix mtranslate = {{{O_FIXED,0},
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{0,O_FIXED},
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{x * 100 * SPP * O_FIXED / 1000, y * 100 * SPP * O_FIXED / 1000}}};
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int c = o_cos (angle * 4 * 8192 / 3600) / 4;
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int s = o_sin (angle * 4 * 8192 / 3600) / 4;
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OMatrix mrotate = {{{c,s},
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{-s,c},
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{0, 0}}};
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OMatrix mscale = {{{scale * O_FIXED / 1000, 0},
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{0,scale * O_FIXED / 1000},
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{0,0}}};
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OMatrix mtranslate2 = {{{O_FIXED,0},
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{0,O_FIXED},
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{-37000 * SPP * O_FIXED / 1000, -60000 * SPP * O_FIXED / 1000}}};
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o_transform (&mtranslate, 1); /* passing 1 as second arg sets the transform to this */
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o_transform (&mrotate, 0); /* passing 0 adds this transformaiton */
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o_transform (&mscale, 0); /* again (it is multiplying the matrices internally) */
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o_transform (&mtranslate2, 0); /* the final translate (first actually) sets the local origin. */
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orender (rakett); /* render the rocket data */
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}
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