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1994-10-08
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382 lines
/*
* Copyright (c) 1994 Michael D. Bayne.
* All rights reserved.
*
* Please see the documentation accompanying the distribution for distribution
* and disclaimer information.
*/
#include <exec/types.h>
#include <exec/memory.h>
#include <intuition/screens.h>
#include <dos/dos.h>
#include <graphics/gfxbase.h>
#include <graphics/gfxmacros.h>
#include <graphics/copper.h>
#include <graphics/videocontrol.h>
#include <hardware/custom.h>
#include <hardware/dmabits.h>
#include <graphics/gfxmacros.h>
#include <clib/exec_protos.h>
#include <clib/intuition_protos.h>
#include <clib/graphics_protos.h>
#include <clib/alib_protos.h>
#include <clib/gadtools_protos.h>
#include <clib/utility_protos.h>
#include <clib/alib_protos.h>
#include "/Garshnelib/Garshnelib_protos.h"
#include "/Garshnelib/Garshnelib_pragmas.h"
#include <stdlib.h>
#include "/main.h"
#include "//defs.h"
#include "ASwarm.h"
#define MAX_SPEED 6L
#define MAXBEEVEL ( 3 * mP->BeeAcc )
#define MAXWASPVEL ( 4 * mP->WaspAcc )
#define BORDER 5
#define BEE_PEN 1
#define WASP_PEN 2
#define BEE_COL_NUM 33
#define RAND( m ) ( RangeRand( m ) - ( m ) / 2 )
#define BXVel( I ) ( SP->ss_X[3][I] )
#define BYVel( I ) ( SP->ss_Y[3][I] )
#define BeeX( P, I ) ( SP->ss_X[P][I] )
#define BeeY( P, I ) ( SP->ss_Y[P][I] )
#define MyWasp( I ) ( SP->ss_MW[I] )
#define WaXVel( I ) ( SP->ss_WX[3][I] )
#define WaYVel( I ) ( SP->ss_WY[3][I] )
#define WaspX( P, I ) ( SP->ss_WX[P][I] )
#define WaspY( P, I ) ( SP->ss_WY[P][I] )
#define SwarmSize( W, B ) ( sizeof( SwarmStruct ) + sizeof( LONG ) * ( W + B ) * 9L )
struct ModulePrefs
{
LONG Mode;
LONG Wasps;
LONG Bees;
LONG WaspAcc;
LONG BeeAcc;
LONG Speed;
LONG Colorcycling;
LONG Aimmode;
};
typedef struct _SwarmStruct
{
LONG ss_Width;
LONG ss_Height;
LONG ss_NumWasps;
LONG *ss_WX[4];
LONG *ss_WY[4];
LONG *ss_NB;
LONG ss_NumBees;
LONG ss_BeeAcc;
LONG *ss_X[4];
LONG *ss_Y[4];
LONG *ss_MW;
} SwarmStruct;
extern struct ModulePrefs nP;
ULONG BeeColors[] =
{
0x000F, 0x000F, 0x004F, 0x008F, 0x00BF, 0x00FF, 0x00FB, 0x00F7, 0x00F3,
0x00F0, 0x04F0, 0x08F0, 0x09F0, 0x0AF0, 0x0BF0, 0x0CF0, 0x0DF0, 0x0EF0,
0x0FF0, 0x0FE0, 0x0FD0, 0x0FC0, 0x0FB0, 0x0F90, 0x0F80, 0x0F70, 0x0F60,
0x0F50, 0x0F40, 0x0F30, 0x0F20, 0x0F10, 0x0F00
};
UWORD SwarmColors[4] = { 0x0000, 0x0000, 0x0FFF, 0x0000 };
BYTE sqrt_tab[256] =
{
0,1,1,1,2,2,2,2,2,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,
6,6,6,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,10,10,10,10,
10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,
11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,12,12,
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13,13,13,13,13,13,13,13,
13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,14,14,14,14,14,
14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,
15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,
15,15,15,15,15,15,15
};
LONG FastSQRT( LONG x )
{
LONG sr = 1L;
while( x > 255L )
{
x /= 4L;
sr *= 2L;
}
return sr * ( LONG )sqrt_tab[x];
}
SwarmStruct *CreateSwarms( struct Screen *Scr, struct ModulePrefs *mP )
{
LONG Index, *Ptr;
SwarmStruct *SP;
if(( SP = AllocVec( SwarmSize( mP->Wasps, mP->Bees ), 0L )) == NULL )
return NULL;
SP->ss_NumWasps = mP->Wasps;
SP->ss_NumBees = mP->Bees;
SP->ss_Width = Scr->Width;
SP->ss_Height = Scr->Height;
SP->ss_BeeAcc = mP->BeeAcc;
Ptr = ( LONG * )( &SP[1] );
for( Index = 0L; Index < 4L; Index++ )
{
SP->ss_WX[Index] = Ptr;
Ptr += mP->Wasps;
SP->ss_WY[Index] = Ptr;
Ptr += mP->Wasps;
SP->ss_X[Index] = Ptr;
Ptr += mP->Bees;
SP->ss_Y[Index] = Ptr;
Ptr += mP->Bees;
}
SP->ss_NB = Ptr;
SP->ss_MW = Ptr + mP->Wasps;
for( Index = 0L; Index < mP->Wasps; Index++ )
{
WaspX( 1, Index ) = WaspX( 0, Index ) = BORDER + RangeRand( SP->ss_Width - 2 * BORDER );
WaspY( 1, Index ) = WaspY( 0, Index ) = BORDER + RangeRand( SP->ss_Height - 2 * BORDER );
WaXVel( Index ) = RAND( mP->WaspAcc );
WaYVel( Index ) = RAND( mP->WaspAcc );
SP->ss_NB[Index]=0;
}
for( Index = 0L; Index < SP->ss_NumBees; Index++ )
{
BeeX( 1, Index ) = BeeX( 0, Index ) = BORDER + RangeRand( SP->ss_Width - 2 * BORDER );
BeeY( 1, Index ) = BeeY( 0, Index ) = BORDER + RangeRand( SP->ss_Height - 2 * BORDER );
BXVel( Index ) = RAND( SP->ss_BeeAcc );
BYVel( Index ) = RAND( SP->ss_BeeAcc );
SP->ss_NB[MyWasp( Index ) = Index % SP->ss_NumWasps]++;
}
return SP;
}
VOID DrawSwarms( struct RastPort *RP, SwarmStruct *SP, struct ModulePrefs *mP )
{
LONG Index, Aimmode = mP->Aimmode;
for( Index = 0L; Index < SP->ss_NumWasps; Index++ )
{
WaspX( 2, Index ) = WaspX( 1, Index );
WaspX( 1, Index ) = WaspX( 0, Index );
WaspY( 2, Index ) = WaspY( 1, Index );
WaspY( 1, Index ) = WaspY( 0, Index );
WaXVel( Index ) += RAND( mP->WaspAcc );
WaYVel( Index ) += RAND( mP->WaspAcc );
if( WaXVel( Index ) > MAXWASPVEL )
WaXVel( Index ) = MAXWASPVEL;
if( WaXVel( Index ) < -MAXWASPVEL )
WaXVel( Index ) = -MAXWASPVEL;
if( WaYVel( Index ) > MAXWASPVEL )
WaYVel( Index ) = MAXWASPVEL;
if( WaYVel( Index ) < -MAXWASPVEL )
WaYVel( Index ) = -MAXWASPVEL;
WaspX( 0, Index ) = WaspX( 1, Index ) + WaXVel( Index );
WaspY( 0, Index ) = WaspY( 1, Index ) + WaYVel( Index );
if(( WaspX( 0, Index ) < BORDER )||( WaspX( 0, Index ) > SP->ss_Width-BORDER-1 ))
{
WaXVel( Index ) = -WaXVel( Index );
if( WaspX( 0, Index ) < BORDER )
WaspX( 0, Index ) = BORDER;
else
WaspX( 0, Index ) = SP->ss_Width-BORDER-1;
}
if(( WaspY( 0, Index ) < BORDER )||( WaspY( 0, Index ) > SP->ss_Height-BORDER-1 ))
{
WaYVel( Index ) = -WaYVel( Index );
if( WaspY( 0, Index ) < BORDER )
WaspY( 0, Index ) = BORDER;
else
WaspY(0, Index ) = SP->ss_Height-BORDER-1;
}
}
for( Index = 0L; Index < SP->ss_NumBees; Index++ )
{
LONG DX, DY, ChkIndex;
LONG Distance, NewDistance;
BeeX( 2, Index ) = BeeX( 1, Index );
BeeX( 1, Index ) = BeeX( 0, Index );
BeeY( 2, Index ) = BeeY( 1, Index );
BeeY( 1, Index ) = BeeY( 0, Index );
DX = WaspX( 1, MyWasp( Index )) - BeeX( 1, Index );
DY = WaspY( 1, MyWasp( Index )) - BeeY( 1, Index );
Distance = FastSQRT( DX * DX + DY * DY );
if( !Distance )
Distance = 1L;
if( Aimmode )
{
for( ChkIndex = 0; ChkIndex <= SP->ss_NumWasps; ChkIndex++ )
{
if( ChkIndex != MyWasp( Index ))
{
LONG NewDX, NewDY;
NewDX = WaspX( 1, ChkIndex ) - BeeX( 1, Index );
NewDY = WaspY( 1, ChkIndex ) - BeeY( 1, Index );
NewDistance = FastSQRT( NewDX * NewDX + NewDY * NewDY );
if( Distance > NewDistance )
{
DX = NewDX;
DY = NewDY;
if(!( NewDistance ))
Distance = 1L;
else
Distance = NewDistance;
SP->ss_NB[MyWasp( Index )]--;
SP->ss_NB[MyWasp( Index ) = ChkIndex]++;
}
}
}
}
BXVel( Index ) +=( DX * SP->ss_BeeAcc ) / Distance + RAND( 3 );
BYVel( Index ) +=( DY * SP->ss_BeeAcc ) / Distance + RAND( 3 );
if( BXVel( Index ) > MAXBEEVEL )
BXVel( Index ) = MAXBEEVEL;
if( BXVel( Index ) < -MAXBEEVEL )
BXVel( Index ) = -MAXBEEVEL;
if( BYVel( Index ) > MAXBEEVEL )
BYVel( Index ) = MAXBEEVEL;
if( BYVel( Index ) < -MAXBEEVEL )
BYVel( Index ) = -MAXBEEVEL;
BeeX( 0, Index ) = BeeX( 1, Index ) + BXVel( Index );
BeeY( 0, Index ) = BeeY( 1, Index ) + BYVel( Index );
if(( BeeX( 0, Index ) < BORDER )||( BeeX( 0, Index ) > SP->ss_Width-BORDER-1 ))
{
BXVel( Index ) = -BXVel( Index );
BeeX( 0, Index ) = BeeX( 1, Index ) + BXVel( Index );
}
if(( BeeY( 0, Index ) < BORDER )||( BeeY( 0, Index ) > SP->ss_Height-BORDER-1 ))
{
BYVel( Index ) = -BYVel( Index );
BeeY( 0, Index ) = BeeY( 1, Index ) + BYVel( Index );
}
}
for( Index = 0L; Index < SP->ss_NumWasps; Index++ )
{
SetAPen( RP, 0 );
Move( RP, WaspX( 2, Index ), WaspY( 2, Index ));
Draw( RP, WaspX( 1, Index ), WaspY( 1, Index ));
SetAPen( RP, WASP_PEN );
Draw( RP, WaspX( 0, Index ), WaspY( 0, Index ));
}
for( Index = 0L; Index < SP->ss_NumBees; Index++ )
{
SetAPen( RP, 0 );
Move( RP, BeeX( 2, Index ), BeeY( 2, Index ));
Draw( RP, BeeX( 1, Index ), BeeY( 1, Index ));
SetAPen( RP, BEE_PEN );
Draw( RP, BeeX( 0, Index ), BeeY( 0, Index ));
}
}
LONG Blank( VOID *Prefs )
{
struct Screen *SwarmScreen;
struct Window *Wnd;
SwarmStruct *Swarms;
struct ModulePrefs *mP;
LONG Count, Color, DColor, ScrToFrontCnt = 0, RetVal = OK;
if( ASwarmWnd )
mP = &nP;
else
mP = ( struct ModulePrefs * )Prefs;
SwarmScreen = OpenScreenTags( 0L, SA_Depth, 2, SA_Overscan, OSCAN_STANDARD,
SA_DisplayID, mP->Mode, SA_Quiet, TRUE,
SA_Behind, TRUE, TAG_DONE );
if( SwarmScreen )
{
SetRGB4( &( SwarmScreen->ViewPort ), 0, 0, 0, 0 );
SetRast( &( SwarmScreen->RastPort ), 0 );
Wnd = BlankMousePointer( SwarmScreen );
ScreenToFront( SwarmScreen );
Swarms = CreateSwarms( SwarmScreen, mP );
if( Swarms )
{
Color = BEE_COL_NUM-1;
DColor = mP->Colorcycling ? 1 : 0;
Count = mP->Speed + 1;
while( RetVal == OK )
{
SwarmColors[BEE_PEN] = BeeColors[Color];
LoadRGB4(&( SwarmScreen->ViewPort ), SwarmColors, 4 );
Color += DColor;
if(( Color == -1 )||( Color == BEE_COL_NUM ))
{
DColor = -DColor;
Color += 2 * DColor;
}
WaitTOF();
if(!( ScrToFrontCnt++ % 60 ))
ScreenToFront( SwarmScreen );
if( ++Count > MAX_SPEED )
{
Count = mP->Speed + 1;
DrawSwarms(&( SwarmScreen->RastPort ), Swarms, mP );
}
RetVal = ContinueBlanking();
}
FreeVec( Swarms );
}
else
RetVal = FAILED;
UnblankMousePointer( Wnd );
CloseScreen( SwarmScreen );
}
else
RetVal = FAILED;
return RetVal;
}