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Gamers Delight 2
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Friends.lha
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Friends
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Friends.c
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C/C++ Source or Header
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1988-10-02
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4KB
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147 lines
/* is your mouse pointer feeling lonely ? try this little program to
help him out... */
#include <functions.h>
#include <exec/memory.h>
#include <graphics/gfxbase.h>
#include <graphics/sprite.h>
#define AllocChip(size) AllocMem((ULONG)size,(ULONG)(MEMF_CHIP|MEMF_CLEAR))
#define DataBytes (height*2+4)*2
#define prec 8
struct IntuitionBase *IntuitionBase;
struct GfxBase *GfxBase;
/* my control window... */
struct NewWindow newwin =
{ 0, 30, 160, 10, -1, -1,
CLOSEWINDOW,
WINDOWCLOSE | WINDOWDRAG | WINDOWDEPTH |
SMART_REFRESH,
NULL, NULL, (UBYTE *)" Friends! ", NULL, NULL,
0, 0, 0, 0,
WBENCHSCREEN };
struct IntuiMessage *msg;
struct Window *win;
struct Screen *wb; /* workbench screen */
struct ViewPort *vp; /* screen's viewport */
USHORT *clrs; /* viewport's colour table */
struct SimpleSprite ss[8]; /* only use 1 to 7 */
struct SimpleSprite *ptr; /* a copy of pointer sprite */
short height; /* pointer height */
short which[8] /* which sprites i'm using */
= { 0,0,0,0,0,0,0,0 };
long px[8],py[8]; /* fixed point sprite positions */
long rate = 100; /* scale factor for moving */
long rnd = 100; /* randomness factor */
long fixmult(a,b) /* fixed point multiply */
long a,b;
{ return( a>>(prec/2) * b>>(prec/2) ); }
long tofix(a) /* convert short a to fixed point */
short a;
{ return( ((long)a) << (prec/2) ); }
short toint(a) /* convert fixed point a to short */
long a;
{ return( (short)(a>>(prec/2)) ); }
void init() /* set up sprite system */
{
short i,j,any;
IntuitionBase = (void *)OpenLibrary("intuition.library",0L);
GfxBase = (void *)OpenLibrary("graphics.library",0L);
wb = IntuitionBase->ActiveWindow->WScreen;
vp = &wb->ViewPort;
clrs = (USHORT *)(vp->ColorMap->ColorTable); /* base of colour table */
ptr = *GfxBase->SimpleSprites; /* get pointer to ptr */
height = ptr->height; /* pointer height */
any = FALSE;
for (i=1; i<8; i++) { /* set up sprites */
if (any |= which[i] = ~GetSprite(&ss[i],(long)i)) {
ss[i].height = height;
if (!(ss[i].posctldata = AllocChip(DataBytes))) exit(0); /* data */
movmem(ptr->posctldata,ss[i].posctldata,DataBytes);
ss[i].posctldata[1] = ss[i].posctldata[0] = 0;
ss[i].posctldata[DataBytes/2-2] = ss[i].posctldata[DataBytes/2-1]
= 0xffff;
px[i] = tofix(ss[i].x = (short)RangeRand(640L)); /* set position */
py[i] = tofix(ss[i].y = (short)RangeRand(200L));
}
}
if (!any) exit(0); /* stingy bloody user! */
for (i=1; i<=3; i++)
movmem(&clrs[16],&clrs[16+i*4],4*2); /* set all sprite colours same */
LoadRGB4(vp,clrs,32L);
if (!(win=OpenWindow(&newwin))) exit(0); /* open window */
}
void move() /* move all ptr's friends */
{
static long vx[8] = { 0,0,0,0,0,0,0,0 };
static long vy[8] = { 0,0,0,0,0,0,0,0 };
long ax,ay; /* x and y acceleration (fixed point) */
long mx,my; /* mouse x and y (fixed point) */
short i;
mx = tofix(wb->MouseX); my = tofix(wb->MouseY);
for (i=1; i<8; i++) {
if (which[i]) {
ax = (mx-px[i]) - 2*vx[i] + tofix((short)(RangeRand(3*rnd)-3*rnd/2));
ay = (my-py[i]) - 2*vy[i] + tofix((short)(RangeRand(rnd)-rnd/2));
vx[i] += ax/rate;
vy[i] += ay/rate;
px[i] += vx[i]; py[i] += vy[i]; /* position */
if (toint(px[i])<0) { px[i]=-px[i]; vx[i]=-vx[i]; }
if (toint(px[i])>639) { px[i]=tofix(639*2)-px[i]; vx[i]=-vx[i]; }
if (toint(py[i])<0) { py[i]=-py[i]; vy[i]=-vy[i]; }
if (toint(py[i])>199) { py[i]=tofix(199*2)-py[i]; vy[i]=-vy[i]; }
MoveSprite(vp,&ss[i],
(long)toint(px[i]),
(long)toint(py[i]));
}
}
}
main(argc,argv)
int argc; char *argv[];
{
short i;
if (argv[1]) {
rate = atol(argv[1]);
if (argv[2]) rnd = atol(argv[2]);
}
init();
while (!(msg=(void *)GetMsg(win->UserPort))) {
WaitTOF();
move();
}
ReplyMsg(msg);
for (i=1; i<8; i++) {
if (which[i]) {
FreeSprite((long)i);
if (ss[i].posctldata)
FreeMem(ss[i].posctldata,(long)DataBytes);
}
}
CloseWindow(win);
CloseLibrary(GfxBase);
CloseLibrary(IntuitionBase);
}