dos_compilers/Microsoft C v5/SRC/SAMPLE/LIFE.C

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2024-07-02 15:09:28 +02:00
/* life.c
*
* Game of LIFE demonstration program.
*
* This program runs a version of the game LIFE that requires little
* interaction. Yet user is able to stop the game if desired, and edit
* the cells on the game grid.
*/
#include <stdio.h>
#include <dos.h>
#define ROWS 21 /* Dimensions of population matrix */
#define COLS 78
#define SCRNSIZE ((ROWS+2)*(COLS+2)*2)
char mat1[ROWS][COLS]; /* Matrix 1: stores current population */
char mat2[ROWS][COLS]; /* Matrix 2: stores crowding-numbers */
int speed; /* Timing factor (1-10) */
int cell; /* Cell character */
int attrib; /* Video attribute of each location */
char far *videomem; /* Address of video memory
monochrome = b0000, cga = b8000 */
int adapter; /* Graphic adapter? cga, ega, mono */
int more_rounds = 0; /* Boolean: Continue LIFE? */
int forever; /* Boolean: unlimited no. of generations? */
int pause; /* Boolean: pause execution? */
long repeat; /* Maximum number of generations to do */
float density; /* Density of random distribution (0.0-100.0) */
char scrnbuf[SCRNSIZE]; /* Screen Buffer area */
#define BUFLIMIT (scrnbuf + SCRNSIZE)
#define MONO 1 /* Constant values for adapter */
#define CGA 2 /* variable */
#define EGA 3
/* Main function.
*
* Determine if command-line argument (an integer) is present.
* If so, run the number of generations given on the command line.
* Otherwise, run generations indefinitely.
*/
main(argc, argv)
int argc;
char **argv;
{
long atol(); /* Alpha string to long int conversion */
if (argc == 1) /* No command-line argument */
forever = 1; /* So run forever */
else
repeat = atol(argv[1]); /* Else, run given number */
init_life();
do {
more_rounds = 0;
init_buf();
draw_box(attrib);
init_mats();
rand_dist(density/100.0);
pause = 0;
while (forever || repeat--) {
proc_key();
if (!pause) {
if (speed < 10)
timer();
generation();
} else
if (pause_screen())
break;
}
} while(more_rounds);
set_cursor(24,0);
}
/* Initialize LIFE.
*
* Initialize parameters (static variables) used in the game, including
* background, cell type, population density, and location of video memory.
*/
init_life()
{
init_adapter();
switch (adapter) {
case MONO: videomem = (char far *) 0xb0000000;
speed = 5;
break;
case CGA: videomem = (char far *) 0xb8000000;
speed = 10;
break;
case EGA: videomem = (char far *) 0xb8000000;
speed = 5;
break;
}
cell = 254;
attrib = 11;
density = 40.0;
}
/* Initialize buffer.
*
* Initialize the screen buffer array with spaces and the attribute
* inidicated in the variable attrib.
*/
init_buf()
{
register char *p = scrnbuf;
while (p < BUFLIMIT) {
*p++ = ' ';
*p++ = attrib;
}
}
/* Draw box.
*
* Clear screen, and then use extended-ascii line characters to
* draw the frame (box) for the game of life.
*/
draw_box(attrib_val)
int attrib_val; /* Foreground/background attribute of box */
{
char *p; /* pointer into screen buffer */
int i, incr;
set_cursor(26,0);
p = scrnbuf;
/* Draw top of box. */
*p = 218;
p += 2;
for (i = 0; i < COLS; p += 2, i++)
*p = 196;
*p = 191;
p += 2;
/* Draw side of box. */
for (i = 0; i < ROWS; p += 160, i++) {
incr = (COLS + 1) * 2;
*p = 179;
*(p + incr) = 179;
}
/* Draw bottom of box. */
*p = 192;
p += 2;
for (i = 0; i < COLS; p += 2, i++)
*p = 196;
*p = 217;
p += 2;
refresh(scrnbuf, videomem); /* Copy scrnbuf to video memory */
draw_prompt_box();
}
/* Draw Prompt Box.
*
* Put main prompt sequence at bottom of the screen.
*/
draw_prompt_box()
{
set_cursor(23,0);
printf( "Press key to control execution: ");
printf( "F=faster S=slower P=pause(restart, quit) ");
set_cursor(26,0);
}
/* Initialize Matrixes.
*
* Clear Matrix 1 and Matrix 2, then initialize all the zones
* (1-9) of Matrix 1.
*
* The "zones" are used by the LIFE algorithm to determine method of
* calculating neighbors. Zones are pertinent to edges and corners:
*
* +-+--------------+-+
* |6| 2 |7|
* +-+--------------+-+
* | | | |
* |4| 1 |5|
* | | | |
* +-+--------------+-+
* |8| 3 |9|
* +-+--------------+-+
*
* Zones are recorded in Matrix 1 for ease of computation. If a cell
* lives, then we add 100 to mark cell's existence.
*/
init_mats()
{
int i, j; /* Loop counters. */
char *p = (char *) mat1; /* Pointer into Matrix 1. */
/* Initialize zones in Matrix 1 */
clear_mat(mat1, ROWS * COLS); /* Initialize matrix to all 0's */
clear_mat(mat2, ROWS * COLS);
*p++ = 6; /* Initilialize row 1 */
for (i = 0; i < COLS-2; i++)
*p++ = 2;
*p++ = 7;
for (j = 0; j < ROWS-2; j++) { /* Initialize center rows */
*p++ = 4;
for (i = 0; i < COLS-2; i++)
*p++ = 1;
*p++ = 5;
}
*p++ = 8; /* Initialize bottom row */
for (i = 0; i < COLS-2; i++)
*p++ = 3;
*p++ = 9;
}
/* Random Distribution.
*
* Put a random distribution into Matrix 1.
* Add 100 to each cell that is alive, according to the distribution.
*/
rand_dist(chance)
float chance;
{
char *p;
char *bp = (char *) scrnbuf;
int rnd; /* output from rand() */
int amt; /* Amount to exceed for a cell to live */
int i, j; /* Loop counters */
long time(); /* Grab time for seed of random sequence */
p = (char *) mat1;
amt = chance * 32768;
srand((unsigned) time(0));
bp += 162;
for (i = 0; i < ROWS; i++, bp += 4)
for (j = 0; j < COLS; j++, p++, bp += 2) {
rnd = rand();
if (rnd < amt) {
*p += 100;
*bp = cell;
*(bp+1) = attrib;
}
}
refresh(scrnbuf, videomem); /* Put results to the screen */
}
/* Timing mechanism.
*
* Use the variable "speed" to determine how long to delay before
* the next generation of life.
*/
timer()
{
long period; /* Count to this number */
long i; /* Loop variable */
long j; /* Dummy variable, to slow down loop */
period = (10 - speed);
period *= period;
period *= 700;
for (i = 0; i < period; i++)
j = i * 2;
}
#define NW (-1-COLS) /* Directional constants, within */
#define N (-COLS) /* Matrix 2. For example, NW refers */
#define NE (1-COLS) /* to the upper, left-hand neighbor */
#define E (1)
#define SE (1+COLS)
#define S (COLS)
#define SW (-1+COLS)
#define W (-1)
#define LIMIT ((char *)mat1+ROWS*COLS)
/* Do one generation of life.
*
* The algorithm used here first clears all of Matrix 2, calling
* an assembly routine for maximum speed. Then, Matrix 1 is scanned.
* Wherever a living cell is found, the CORRESPONDING NEIGHBOR CELLS
* IN MATRIX 2 are incremented by 1, and the corresponding cell itself
* is incremented by 100. If no living cell is found, do nothing.
* This gives us a fast method for determining neighbor count, which is
* kept track of in Matrix 2.
*
* The "zone" of each cell is checked, and used as a guide for determining
* neighbors. Nothern neighbors of northernmost row are found in the
* southernmost row, so that the game has a "boundless" effect...formations
* that move off one side automatically circle around to the other side.
*
* Pass 2 is called to determine what actually lives or dies, based on
* the neighbor-count of each cell.
*/
generation()
{
register char *p1; /* Pointers into mat1, mat2 */
register char *p2;
int diff; /* No. of bytes between mat1 & mat2 */
int zone; /* Which "zone" does cell lie in? */
clear_mat(mat2, ROWS * COLS);
diff = (char *) mat2 - (char *) mat1;
for (p1 = (char *) mat1; p1 < LIMIT; p1++) {
if (*p1 > 100) { /* Is cell alive? */
p2 = p1 + diff; /* P2 is corresponding cell */
*p2 += 100;
zone = (*p1 - 100); /* Zone is residue of 100 */
switch (zone) { /* Take action based on zone */
case 1: ++*(p2 + NW);
++*(p2 + N);
++*(p2 + NE);
++*(p2 + E);
++*(p2 + SE);
++*(p2 + S);
++*(p2 + SW);
++*(p2 + W);
break;
case 2: ++*(p2 + (NW + ROWS * COLS));
++*(p2 + (N + ROWS * COLS));
++*(p2 + (NE + ROWS * COLS));
++*(p2 + E);
++*(p2 + SE);
++*(p2 + S);
++*(p2 + SW);
++*(p2 + W);
break;
case 3: ++*(p2 + NW);
++*(p2 + N);
++*(p2 + NE);
++*(p2 + E);
++*(p2 + (SE - ROWS * COLS));
++*(p2 + (S - ROWS * COLS));
++*(p2 + (SW - ROWS * COLS));
++*(p2 + W);
break;
case 4: ++*(p2 + (NW + COLS));
++*(p2 + N);
++*(p2 + NE);
++*(p2 + E);
++*(p2 + SE);
++*(p2 + S);
++*(p2 + (SW + COLS));
++*(p2 + (W + COLS));
break;
case 5: ++*(p2 + NW);
++*(p2 + N);
++*(p2 + (NE - COLS));
++*(p2 + (E - COLS));
++*(p2 + (SE - COLS));
++*(p2 + S);
++*(p2 + SW);
++*(p2 + W);
break;
case 6: ++*(p2 + NW + ROWS * COLS + COLS);
++*(p2 + N + ROWS * COLS);
++*(p2 + NE + ROWS * COLS);
++*(p2 + E);
++*(p2 + SE);
++*(p2 + S);
++*(p2 + SW + COLS);
++*(p2 + W + COLS);
break;
case 7: ++*(p2 + NW + ROWS * COLS);
++*(p2 + N + ROWS * COLS);
++*(p2 + NE + ROWS * COLS - COLS);
++*(p2 + E - COLS);
++*(p2 + SE - COLS);
++*(p2 + S);
++*(p2 + SW);
++*(p2 + W);
break;
case 8: ++*(p2 + NW + COLS);
++*(p2 + N);
++*(p2 + NE);
++*(p2 + E);
++*(p2 + SE - ROWS * COLS);
++*(p2 + S - ROWS * COLS);
++*(p2 + SW + COLS - ROWS * COLS);
++*(p2 + W + COLS);
break;
case 9: ++*(p2 + NW);
++*(p2 + N);
++*(p2 + NE - COLS);
++*(p2 + E - COLS);
++*(p2 + SE - ROWS * COLS - COLS);
++*(p2 + S - ROWS * COLS);
++*(p2 + SW - ROWS * COLS);
++*(p2 + W);
break;
default: break;
}
} /* End if. */
} /* End for. */
pass2(); /* Call pass2, for birth & death */
refresh(scrnbuf, videomem); /* Write final results to screen */
}
/* Do scan of Matrix 2 (pass 2).
*
* Scan Matrix 2: a value of 3 indicates a blank cell which should
* undergo a "birth." A value > 100 (cell was alive) but NOT equal
* to 102 or 103 means that there is a living cell that must die.
* Adjust screen buffer and Matrix 1 accordingly.
*/
pass2()
{
int i; /* Loop variable */
register char *p2; /* Pointer into Matrix 2 */
register int j; /* Inner-loop variable */
char *bp; /* Pointer into screen buffer */
char *top_left; /* Location of top-right cell within
video buffer */
int diff; /* Distance between Matrixes 1 & 2 */
top_left = scrnbuf + 162;
p2 = (char *) mat2;
diff = (char *) mat2 - (char *) mat1;
for (i = 0; i < ROWS * 160; i += 160)
for (j = 0; j < COLS; j++, p2++) {
if (*p2 < 100) {
if (*p2 == 3) {
*(p2 - diff) += 100;
bp = top_left + i + (j * 2);
*bp = cell;
*(bp + 1) = attrib;
}
} else
if (*p2 < 102 || *p2 > 103) {
*(p2 - diff) -= 100;
bp = top_left + i + (j * 2);
*bp = ' ';
*(bp + 1) = attrib;
}
}
}
/* Process keystroke.
*
* Check keyboard buffer and take action if a keystroke is waiting
* there in the buffer.
*/
proc_key()
{
int key; /* value of keystroke */
while (get_key(&key)) {
switch (key) {
case('p'):
case('P'): pause = 1;
break;
case('s'):
case('S'): if (speed > 1)
--speed;
break;
case('f'):
case('F'): if (speed < 10)
++speed;
break;
default: break;
}
}
}
/* Pause screen.
*
* Print "pause condition" prompt and wait for a meaningful
* keystroke. Then take action based on this keystroke.
*/
pause_screen()
{
int key; /* value of keystroke */
set_cursor(23,0);
printf("PAUSE screen controls: C=continue Q=quit");
printf(" S=step R=restart ");
set_cursor(26,0);
do {
while (!get_key(&key))
;
} while (key!='c' && key!='C' && key!='Q' && key!= 'q' &&
key!='S' && key!='s' && key!='R' && key!='r');
switch(key) {
case('C'):
case('c'):
draw_prompt_box();
pause = 0;
break;
case('Q'):
case('q'):
more_rounds = 0;
return(1);
break;
case('S'):
case('s'):
generation();
repeat--;
break;
case('E'):
case('e'):
edit();
break;
case('R'):
case('r'):
more_rounds = 1;
return(1);
default:
break;
}
return(0);
}
/* Initialize video adapter indicator.
*
* Determine whether adapter is monochrome, ega, or cga.
* Issue set mode BIOS command, using standard mode for color,
* B&W, or monochrome.
*/
init_adapter()
{
int mode; /* Value returned by BIOS call */
union REGS regs;
regs.h.ah = 0xF;
int86(0x10, &regs, &regs); /* Get video mode, place in AL */
mode = regs.h.al;
if (mode == 7) /* 7 and 15 are MONO modes */
adapter = MONO;
else if (mode == 15) {
adapter = MONO;
set_mode(7); /* Set to 7, standard MONO mode */
} else {
adapter = is_ega(); /* Test for CGA vs. EGA */
if (mode >= 8 && mode <=14)
set_mode(3);
else switch (mode) {
case 1: /* Color */
case 3:
case 4: set_mode(3); /* 3 is standard color mode */
break;
case 0: /* B & W */
case 2:
case 5:
case 6: set_mode(2); /* 2 is standard B & W mode */
break;
} /* end switch */
} /* end else */
}
is_ega()
{
union REGS regs;
char far *ega_byte = (char far *) 0x487;
int ega_inactive;
regs.h.ah = 0x12;
regs.x.cx = 0;
regs.h.bl = 0x10;
int86(0x10, &regs, &regs);
if (regs.x.cx == 0)
return (CGA);
ega_inactive = *ega_byte & 0x8;
if (ega_inactive)
return (CGA);
return (EGA);
}
set_mode(mode)
int mode;
{
union REGS regs;
regs.h.al = (char) mode;
regs.h.ah = 0;
int86(0x10, &regs, &regs);
regs.h.al = 0;
regs.h.ah = 5;
int86(0x10, &regs, &regs);
}