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SpriteFight 2002 v2.0a1
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Pong.c
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1996-05-01
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11KB
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527 lines
// This is a minor hack of ...
/* pong.c
The classic game of pong in Megamax C for the Mac.
Thanks to MacTutor (Vol 1, No. 5 April 1985 page 39) for
animation techniques. If you are reading this and don't
subscribe to MacTutor, consider it. No resource file is
needed. This program, source and object, is in the
public domain and not for sale.
Author : David L. O'Connor, 370 Eden St. Buffalo, N.Y.
14220. (716) 828-0898. CIS - 70265,1172
Date : July, 1985 Version 2
*/
// It had to be modified in order to compile on current Macs.
#ifndef _OSUTILS_
#include <OSUtils.h>
#endif
/* the game diRections */
#define STOPPED 0
#define UP 1
#define DOWN 2
#define LEFT 3
#define RIGHT 4
#define UP_LEFT 5
#define UP_RIGHT 6
#define DOWN_LEFT 7
#define DOWN_RIGHT 8
#define DIFFICULTY 2
/* paddle + ball dimensions */
#define PADWIDTH 10
#define PADLENGTH 45
#define PADINSET 10
#define BALLWIDTH 9
#define BALLLENGTH 9
#define PADDLESPEED 9
#define HIGHSCORE 20
/* from the MAC's standard pattern list */
#define PAD_PAT qd.dkGray
#define WALL_PAT qd.ltGray
typedef struct {
Rect r;
int dir;
int speed;
int score;
} paddle;
typedef struct {
RgnHandle Rgn;
RgnHandle oldRgn;
RgnHandle unRgn;
int dir;
int speed;
int on;
} target;
paddle l_paddle, r_paddle;
target ball;
WindowPtr gamewindow, which_window;
Rect r, top_wall, bottom_wall;
EventRecord gameEvent;
MenuHandle gamemenu[5];
char menutitle[1];
int done, paused, last_won, volleys, sound_on;
short BALLSPEED = 1;
Str255 title = { 65,
' ',' ',' ',' ',' ',' ',' ',' ',
'Y','o','u',':',' ',' ',' ','0',
' ',' ',' ',' ',' ',' ',' ',' ',
' ',' ',' ','H','i','d','d','e',
'n',' ','P','o','n','g',' ','G',
'a','m','e',' ',' ',' ',' ',' ',
' ',' ',' ',' ',' ',' ',' ',' ',
'M','a','c',':',' ',' ',' ','0',
' ',' ',' ',' ',' ',' ',' ',' ',
'\0'};
HiddenPongGame(WindowPtr parentWindow)
{
SysEnvRec theSystem;
// Check current system info
if(SysEnvirons(curSysEnvVers, &theSystem) == noErr)
{
switch(theSystem.processor)
{
case env68000:
BALLSPEED = 7;
break;
case env68010:
BALLSPEED = 6;
break;
case env68020:
#if defined(powerc) || defined(__powerc)
BALLSPEED = 1; // Power PC 60x
#else
BALLSPEED = 5; // it's a real MC68020
#endif
break;
case env68030:
BALLSPEED = 4;
break;
case env68040:
BALLSPEED = 2;
break;
case envCPUUnknown: // must be newer than PowerPC. Cool!
BALLSPEED = 1;
break;
}
}
gamewindow = parentWindow;
setup();
while (! done){
Handle_Events();
play_pong();
}
FlushEvents(everyEvent, 0);
InvalRect(&gamewindow->portRect);
}
setup()
{
done = 0;
sound_on = 1;
last_won = RIGHT;
FlushEvents(everyEvent, 0);
SetWTitle(gamewindow, title);
SetPort(gamewindow);
EraseRect(&gamewindow->portRect);
create_l_paddle();
create_r_paddle();
create_walls();
create_ball();
Init_game();
}
/* pretty much straight from SAMP in I.M. */
Handle_Events()
{
SystemTask();
if (GetNextEvent(everyEvent, &gameEvent))
{
switch (gameEvent.what)
{
case mouseDown :
done = TRUE;
break;
case updateEvt :
SetPort(gamewindow);
BeginUpdate(gamewindow);
FillRect(&l_paddle.r, &PAD_PAT);
FillRect(&r_paddle.r, &PAD_PAT);
FillRect(&top_wall, &WALL_PAT);
FillRect(&bottom_wall, &WALL_PAT);
if (ball.on)
PaintRgn(ball.Rgn);
EndUpdate(gamewindow);
break;
}
}
}
play_pong()
{
if (!paused)
{
if (! ball.on)
serve_ball();
check_status();
move_left_paddle();
move_right_paddle();
move_ball();
}
if(l_paddle.score > HIGHSCORE || r_paddle.score > HIGHSCORE)
done = TRUE;
}
create_l_paddle()
{
l_paddle.dir = STOPPED;
l_paddle.speed = PADDLESPEED;
l_paddle.score = 0;
SetRect (&l_paddle.r,
gamewindow->portRect.left + PADINSET,
gamewindow->portRect.top + PADINSET,
gamewindow->portRect.left + PADINSET + PADWIDTH,
gamewindow->portRect.top + PADINSET + PADLENGTH);
FillRect(&l_paddle.r, &PAD_PAT);
}
create_r_paddle()
{
r_paddle.dir = STOPPED;
r_paddle.speed = PADDLESPEED;
r_paddle.score = 0;
SetRect (&r_paddle.r,
gamewindow->portRect.right - PADWIDTH - PADINSET,
gamewindow->portRect.top + PADINSET,
gamewindow->portRect.right - PADWIDTH - PADINSET + PADWIDTH,
gamewindow->portRect.top + PADINSET + PADLENGTH);
FillRect(&r_paddle.r, &PAD_PAT);
}
create_walls()
{
SetRect(&top_wall,
gamewindow->portRect.left + 20,
gamewindow->portRect.top + 5,
gamewindow->portRect.right - 20,
gamewindow->portRect.top + 20);
FillRect(&top_wall, &WALL_PAT);
SetRect(&bottom_wall,
gamewindow->portRect.left + 20,
gamewindow->portRect.bottom - 20,
gamewindow->portRect.right - 20,
gamewindow->portRect.bottom - 5);
FillRect(&bottom_wall, &WALL_PAT);
}
create_ball()
{
ball.Rgn = NewRgn();
ball.oldRgn = NewRgn();
ball.unRgn = NewRgn();
ball.dir = LEFT;
ball.speed = BALLSPEED;
SetRect (&r, 250, 150, 250 + BALLWIDTH, 150 + BALLLENGTH);
OpenRgn();
FrameOval(&r);
CloseRgn(ball.Rgn);
}
serve_ball()
{
register i;
OffsetRgn(ball.Rgn, 250 - ((**ball.Rgn).rgnBBox.right),
150 - ((**ball.Rgn).rgnBBox.top) );
for (i = 0; i < 250; i++){
check_status();
move_right_paddle();
move_left_paddle();
move_ball();
}
ball.dir = (last_won == RIGHT) ? LEFT : RIGHT;
ball.speed = BALLSPEED;
ball.on = 1;
PaintRgn(ball.Rgn);
}
/* someone scored a point */
kill_ball()
{
ball.on = volleys = 0;
CopyRgn(ball.Rgn, ball.unRgn);
EraseRgn(ball.Rgn);
recover_from_collision();
display_score();
}
Init_game()
{
l_paddle.score = r_paddle.score = 0;
ball.speed = BALLSPEED;
kill_ball();
}
/* check for bounces, diRection changes, scoring, etc */
check_status()
{
static Rect *ball_r;
register ball_top = (**ball.Rgn).rgnBBox.top;
register ball_bottom = (**ball.Rgn).rgnBBox.bottom;
register ball_left = (**ball.Rgn).rgnBBox.left;
register ball_right = (**ball.Rgn).rgnBBox.right;
ball_r = &((**ball.Rgn).rgnBBox);
/* make it a little harder as time goes by */
if (volleys > 35)
ball.speed = BALLSPEED + 6;
else if (volleys > 30)
ball.speed = BALLSPEED + 5;
else if (volleys > 25)
ball.speed = BALLSPEED + 4;
else if (volleys > 20)
ball.speed = BALLSPEED + 3;
else if (volleys > 15)
ball.speed = BALLSPEED + 2;
else if (volleys > 10)
ball.speed = BALLSPEED + 1;
r_paddle.speed = ball.speed + 2;
/* the right paddle tries to track the ball */
if ( (ball_right > 250) &&
(ball.dir == UP_RIGHT || ball.dir == DOWN_RIGHT ||
ball.dir == RIGHT) ){
if (ball_top + handicap() < r_paddle.r.top)
r_paddle.dir = UP;
else if (ball_bottom - handicap() > r_paddle.r.bottom)
r_paddle.dir = DOWN;
else
r_paddle.dir = STOPPED;
}
else
r_paddle.dir = STOPPED;
/* the ball and the left boundry */
if (ball_left < l_paddle.r.right ){
if (SectRect(ball_r, &l_paddle.r, &r)){
volleys++;
if (ball_top <= l_paddle.r.top + 15)
ball.dir = UP_RIGHT;
else if (ball_top > l_paddle.r.top + 15 && ball_bottom < l_paddle.r.top + 30)
ball.dir = RIGHT;
else
ball.dir = DOWN_RIGHT;
}
else{
last_won = RIGHT;
r_paddle.score++;
kill_ball();
}
return;
}
/* the ball and the right boundry */
if (ball_right > r_paddle.r.left){
if (SectRect(ball_r, &r_paddle.r, &r)){
volleys++;
if (ball_top <= r_paddle.r.top + 15)
ball.dir = UP_LEFT;
else if (ball_top > r_paddle.r.top + 15 && ball_bottom < r_paddle.r.top + 30)
ball.dir = LEFT;
else
ball.dir = DOWN_LEFT;
}
else{
last_won = LEFT;
l_paddle.score++;
kill_ball();
}
return;
}
/* the ball and the top wall */
if (ball_top < top_wall.bottom){
if (ball.dir == UP_LEFT)
ball.dir = DOWN_LEFT;
else if (ball.dir == UP_RIGHT)
ball.dir = DOWN_RIGHT;
return;
}
/* the ball and the bottom wall */
if (ball_bottom > bottom_wall.top){
if (ball.dir == DOWN_LEFT)
ball.dir = UP_LEFT;
else if (ball.dir == DOWN_RIGHT)
ball.dir = UP_RIGHT;
return;
}
}
/* the ball eats the walls and paddles */
recover_from_collision()
{
register Rect *rp = &((**ball.unRgn).rgnBBox);
if (SectRect(rp, &top_wall, &r))
FillRect(&r, &WALL_PAT);
else if (SectRect(rp, &bottom_wall, &r))
FillRect(&r, &WALL_PAT);
if (SectRect(rp, &l_paddle.r, &r))
FillRect(&r, &PAD_PAT);
else if (SectRect(rp, &r_paddle.r, &r))
FillRect(&r, &PAD_PAT);
}
move_left_paddle()
{
static Point mouseloc;
register int newtop, newbottom;
GetMouse(&mouseloc);
if (mouseloc.v != l_paddle.r.top){
r.left = l_paddle.r.left;
r.right = l_paddle.r.right;
if (mouseloc.v <= gamewindow->portRect.top){
newtop = gamewindow->portRect.top;
newbottom = newtop + PADLENGTH;
}
else if (mouseloc.v + PADLENGTH >= gamewindow->portRect.bottom){
newbottom = gamewindow->portRect.bottom;
newtop = newbottom - PADLENGTH;
}
else{
newtop = mouseloc.v;
newbottom = newtop + PADLENGTH;
}
if (newtop > l_paddle.r.top){
r.top = l_paddle.r.top;
r.bottom = (newtop > l_paddle.r.bottom) ? l_paddle.r.bottom : newtop;
}
else if (newtop < l_paddle.r.top){
r.bottom = l_paddle.r.bottom;
r.top = (newbottom < l_paddle.r.top) ? l_paddle.r.top : newbottom;
}
l_paddle.r.top = newtop;
l_paddle.r.bottom = newbottom;
EraseRect(&r);
FillRect(&l_paddle.r, &PAD_PAT);
}
else
FillRect(&l_paddle.r, &PAD_PAT);
}
move_right_paddle()
{
if (r_paddle.dir == STOPPED)
FillRect(&r_paddle.r, &PAD_PAT);
else{
r.left = r_paddle.r.left;
r.right = r_paddle.r.right;
switch (r_paddle.dir){
case UP:
r.bottom = r_paddle.r.bottom;
r_paddle.r.top -= r_paddle.speed;
r_paddle.r.bottom -= r_paddle.speed;
r.top = r_paddle.r.bottom;
break;
case DOWN:
r.top = r_paddle.r.top;
r_paddle.r.top += r_paddle.speed;
r_paddle.r.bottom += r_paddle.speed;
r.bottom = r_paddle.r.top;
break;
}
EraseRect(&r);
FillRect(&r_paddle.r, &PAD_PAT);
}
}
move_ball()
{
if (ball.on){
CopyRgn(ball.Rgn, ball.oldRgn);
switch (ball.dir){
case LEFT:
OffsetRgn(ball.Rgn, -ball.speed, 0);
break;
case RIGHT:
OffsetRgn(ball.Rgn, ball.speed, 0);
break;
case UP_LEFT:
OffsetRgn(ball.Rgn, -ball.speed, -ball.speed);
break;
case UP_RIGHT:
OffsetRgn(ball.Rgn, ball.speed, -ball.speed);
break;
case DOWN_LEFT:
OffsetRgn(ball.Rgn, -ball.speed, ball.speed);
break;
case DOWN_RIGHT:
OffsetRgn(ball.Rgn, ball.speed, ball.speed);
break;
}
UnionRgn(ball.Rgn, ball.oldRgn, ball.unRgn);
DiffRgn(ball.unRgn, ball.Rgn, ball.unRgn);
EraseRgn(ball.unRgn);
PaintRgn(ball.Rgn);
recover_from_collision();
}
}
display_score()
{
static long i;
i = l_paddle.score;
title[15]=0x30+(i/100);
title[16]=0x30+((i%100)/10);
title[17]=0x30+(i%10);
i = r_paddle.score;
title[63]=0x30+(i/100);
title[64]=0x30+((i%100)/10);
title[65]=0x30+(i%10);
SetWTitle(gamewindow, title);
}
/* Every so often, let the Mac's paddle fail to track the ball until
the ball has passed it by a certain amount.
This is the heart of a satisfying game. */
int handicap()
{
register mac_skill;
int skill_level = DIFFICULTY;
switch(skill_level){
case 1 :
mac_skill = 2;
break;
case 2 :
mac_skill = 8;
break;
case 3 :
mac_skill = 27;
break;
case 4 :
mac_skill = 64;
break;
default :
mac_skill = 2;
break;
}
return ((Random() % mac_skill) == 0) ? 5 : 0;
}