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