You too can have crabs!
Doug Gwyn <gwyn>
gwyn at brl-tgr.ARPA
Wed Sep 4 13:50:28 AEST 1985
/*
crabs -- see September 1985 Scientific American pages 18..23
last edit: 85/09/03 D A Gwyn
SCCS ID: @(#)crabs.c 1.1 Teletype 5620 DMD version
To compile:
$ dmdcc -o crabs.m crabs.c # -g -O also recommended
To run:
$ 32ld crabs.m # only runs under mpx mode
or
$ 32ld crabs.m - # for invisible crabs
*/
#ifndef lint
static char SCCS_ID[] = "@(#)crabs.c 1.1 85/09/03"; /* for "what" utility */
#endif
#include <blit.h>
typedef int bool; /* Boolean data type */
#define false 0
#define true 1
#define NCRABS 32 /* total number of crabs (1..32) */
#define MAXVEL 8 /* bound on absolute velocity component */
#define PERIOD 2 /* sleep time (ticks) per cycle */
static bool visible; /* true if crabs are to be shown */
static Texture grey = /* background texture */
{
0x11111111, 0x44444444, 0x11111111, 0x44444444,
0x11111111, 0x44444444, 0x11111111, 0x44444444,
0x11111111, 0x44444444, 0x11111111, 0x44444444,
0x11111111, 0x44444444, 0x11111111, 0x44444444,
0x11111111, 0x44444444, 0x11111111, 0x44444444,
0x11111111, 0x44444444, 0x11111111, 0x44444444,
0x11111111, 0x44444444, 0x11111111, 0x44444444,
0x11111111, 0x44444444, 0x11111111, 0x44444444
};
static struct
{
Point ulc; /* upper left corner screen coordinates */
Point vel; /* velocity (pixels/cycle) */
} crab[NCRABS]; /* keeps track of crabs' state */
static Bitmap screen = /* full screen definition */
{
(Word *)0x700000L, /* DMD screen image base address */
(XMAX + 31) / 32, /* bitmap width in 32-bit Words */
0, 0, XMAX, YMAX /* screen rectangle within bitmap */
};
/* There are 4 possible crab orientations, each of which
has 4 possible relationships with the grey background.
(Scientific American article says 8, but it's wrong.) */
/* Crab images XORed with grey texture at various offsets: */
static Word upcrab[] = /* facing up */
{
0x6E4C2A66,
0xB377E6D5,
0x80818101,
0xB935AC9D,
0x6E5C3A76,
0x3A766E5C,
0xAC9DB935,
0x02424240
};
static Word downcrab[] = /* facing down */
{
0x42400242,
0xB935AC9D,
0x6E5C3A76,
0x3A766E5C,
0xAC9DB935,
0x81018081,
0xEECDAB67,
0x32766654
};
static Word rightcrab[] = /* facing right */
{
0x4E4C0A46,
0xB333A291,
0x6A593B73,
0x3A726A58,
0x68593971,
0x3B736A59,
0xA291B333,
0x0A464E4C
};
static Word leftcrab[] = /* facing left */
{
0x62503272,
0x8945CCCD,
0xCEDC9A56,
0x9A168E9C,
0x4E5C1A56,
0x9A56CEDC,
0xCCCD8945,
0x32726250
};
/* The bitmaps for the four orientations: */
static Bitmap upmap = { upcrab, 1, 0, 0, 32, 8 }; /* facing up */
static Bitmap downmap = { downcrab, 1, 0, 0, 32, 8 }; /* facing down */
static Bitmap rightmap = { rightcrab, 1, 0, 0, 32, 8 }; /* facing right */
static Bitmap leftmap = { leftcrab, 1, 0, 0, 32, 8 }; /* facing left */
/* Crab "vicinities" are recorded in the following
global map; see Collide() and Draw() for details: */
static int vicinity[(XMAX + 31) / 32 + 2][(YMAX + 31) / 32 + 2];
/* includes margins all around */
static void Cycle(), DrawCrab(), HideCrabs(), Init(), ModVel(), NewVel();
static int Collide(), RandInt();
main( argc, argv )
int argc;
char *argv[];
{
Init( argc, argv ); /* set up initial grey crab layer */
for ( ; ; ) /* no way out! */
{
sleep( PERIOD ); /* relinquish the processor */
Cycle(); /* move the crabs */
}
/*NOTREACHED*/
}
static void
Init( argc, argv ) /* set up initial crab layer */
int argc;
char *argv[];
{
int i; /* crab # */
visible = argc <= 1; /* default is to show crabs */
texture( &display, display.rect, &grey, F_STORE ); /* crab layer */
/* DEBUG
display.rect.corner = display.rect.origin; /* make unpickable */
/* Create initial set of crabs: */
for ( i = 0; i < NCRABS; ++i )
{
/* Assign random position within "crabs" layer: */
crab[i].ulc.x = RandInt( display.rect.origin.x,
display.rect.corner.x - 8
);
crab[i].ulc.y = RandInt( display.rect.origin.y,
display.rect.corner.y - 8
);
/* Assign random velocity: */
NewVel( i );
/* Draw crab at initial position (within "crabs" layer): */
if ( visible )
DrawCrab( i );
}
}
static void
Cycle() /* one motion cycle for all crabs */
{
static Word old[8]; /* old contents of new crab position */
static Bitmap oldmap = { old, 1, 0, 0, 8, 8 };
Point p; /* new crab upper left corner */
Rectangle r; /* new crab area */
int syndrome; /* crab collision mask */
int i; /* crab # */
int w; /* index for old[.] */
for ( i = 0; i < NCRABS; ++i )
{
DrawCrab( i ); /* erase crab from previous position */
for ( ; ; ) /* determine a new position */
{
p.x = crab[i].ulc.x + crab[i].vel.x; /* motion */
p.y = crab[i].ulc.y + crab[i].vel.y;
if ( p.x >= 0 && p.x < XMAX - 8
&& p.y >= 0 && p.y < YMAX - 8
)
break; /* on-screen, proceed */
/* Bounce off edge of screen: */
NewVel( i ); /* assign new velocity */
}
r.origin = p;
r.corner.x = p.x + 8;
r.corner.y = p.y + 8;
/* Check for collision with other crabs;
if you don't worry about this, you get
crud left behind from crab collisions
(visible in Scientific American article).
(Note that crab # i has been removed.) */
/* The strategy is: only undraw possibly colliding crabs.
The obvious alternative, not showing any crabs until
all locations have been painted, would probably cause
the set of crabs to flicker or to appear too faint. */
if ( (syndrome = Collide( p )) != 0 )
HideCrabs( syndrome ); /* save from the following code */
/* Save old contents of new crab location: */
bitblt( &screen, r, &oldmap, Pt( 0, 0 ), F_STORE );
/* Paint the new location grey: */
texture( &screen, r, &grey, F_STORE );
/* Determine if new location used to be grey: */
bitblt( &screen, r, &oldmap, Pt( 0, 0 ), F_XOR );
for ( w = 0; w < 8; ++w )
if ( old[w] != 0 )
{ /* this location has been nibbled */
p = crab[i].ulc; /* reset position */
NewVel( i ); /* bounce away from bite */
break;
}
if ( syndrome != 0 )
HideCrabs( syndrome ); /* bring them back */
/* Draw the crab in its new position: */
crab[i].ulc = p;
ModVel( i ); /* randomly alter crab velocity */
DrawCrab( i );
}
}
static int
Collide( p ) /* return syndrome for crab collision */
Point p; /* crab upper left corner */
{
int syndrome; /* accumulate syndrome here */
bool right = p.x % 32 > 32 - 8,
down = p.y % 32 > 32 - 8; /* more than one vicinity? */
int x32 = p.x / 32,
y32 = p.y / 32; /* vicinity array indices */
/* "Or" in crabs from overlapping vicinities: */
syndrome = vicinity[x32 + 1][y32 + 1];
if ( right )
syndrome |= vicinity[x32 + 1 + 1][y32 + 1];
if ( down )
syndrome |= vicinity[x32 + 1][y32 + 1 + 1];
if ( right && down )
syndrome |= vicinity[x32 + 1 + 1][y32 + 1 + 1];
return syndrome;
}
static void
HideCrabs( syndrome ) /* draw crabs contained in syndrome */
int syndrome; /* syndrome (crab bit flags) */
{
int i; /* indexes crab[.] */
int m; /* bit mask for crab # i */
for ( m = 1, i = 0; i < NCRABS; m <<= 1, ++i )
if ( (m & syndrome) != 0 ) /* crab contained in syndrome */
DrawCrab( i ); /* toggle crab */
}
static void
DrawCrab( i ) /* draw specified crab */
int i; /* crab # (0..NCRABS-1) */
{
Point p; /* upper left corner for crab image */
Point v; /* crab velocity */
Bitmap *whichmap; /* -> 1 of 4 possible crab orientations */
int index; /* selects 1 of 4 crab offsets wrt grey */
int x32, y32; /* vicinity array indices */
bool right, down; /* more than one vicinity? */
int syn_bit; /* crab possible-occupancy bit */
if ( visible )
{
p = crab[i].ulc;
v = crab[i].vel;
if ( abs( v.x ) >= abs( v.y ) )
if ( v.x > 0 )
whichmap = &upmap;
else
whichmap = &downmap;
else
if ( v.y > 0 )
whichmap = &rightmap;
else
whichmap = &leftmap;
index = (p.x + p.y * 2) % 4 * 8;
bitblt( whichmap,
Rect( index, 0, index + 8, 8 ),
&screen,
p,
F_XOR
);
/* A crab's vicinities are the disjoint 32x32 regions
that contain any piece of the crab's 8x8 square.
On the average, 9 out of 16 crabs occupy just 1
vicinity; 6 out of 16 crabs occupy 2 vicinities,
and 1 out of every 16 crabs occupies 4 vicinities. */
x32 = p.x / 32;
y32 = p.y / 32; /* coords for upper left vicinity */
right = p.x % 32 > 32 - 8; /* also next vicinity right? */
down = p.y % 32 > 32 - 8; /* also next vicinty down? */
/* Toggle crab's occupancy bit in all occupied vicinities: */
syn_bit = 1 << i;
vicinity[x32 + 1][y32 + 1] ^= syn_bit;
if ( right )
vicinity[x32 + 1 + 1][y32 + 1] ^= syn_bit;
if ( down )
vicinity[x32 + 1][y32 + 1 + 1] ^= syn_bit;
if ( right && down )
vicinity[x32 + 1 + 1][y32 + 1 + 1] ^= syn_bit;
}
/* else nibble away but don't show crabs */
}
static void
NewVel( i ) /* assign new velocity to crab */
int i; /* crab # */
{
crab[i].vel.x = RandInt( 1 - MAXVEL, MAXVEL );
crab[i].vel.y = RandInt( 1 - MAXVEL, MAXVEL );
/* Velocity (0,0) is okay since we repeatedly modify all velocities. */
}
static void
ModVel( i ) /* randomly modify crab velocity */
int i; /* crab # */
{
int d; /* increment */
if ( crab[i].vel.x >= MAXVEL - 1 )
d = RandInt( -1, 1 );
else if ( crab[i].vel.x <= 1 - MAXVEL )
d = RandInt( 0, 2 );
else
d = RandInt( -1, 2 );
crab[i].vel.x += d;
if ( crab[i].vel.y >= MAXVEL - 1 )
d = RandInt( -1, 1 );
else if ( crab[i].vel.y <= 1 - MAXVEL )
d = RandInt( 0, 2 );
else
d = RandInt( -1, 2 );
crab[i].vel.y += d;
}
static int
RandInt( lo, hi ) /* generate random integer in range */
int lo, hi; /* range lo..hi-1 */
{
return lo + (hi - lo) * rand() / 32768;
}
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