/**********************************************************************
*                           S 3 2 2 0 C . C                           *
**-------------------------------------------------------------------**
*  Task             : Demonstrates sprites in 320x200 VGA graphic     *
*                     mode, using 256 colors and four screen pages.   *
*                     This program requires the assembly language     *
*                     modules V3220CA.ASM and S3220CA.ASM.            *
**-------------------------------------------------------------------**
*  Author           : Michael Tischer                                 *
*  Developed on     : 09/09/90                                        *
*  Last update      : 02/17/92                                        *
**-------------------------------------------------------------------**
*  Memory model     : SMALL                                           *
**-------------------------------------------------------------------**
*  (MICROSOFT C)                                                      *
*  Compilation      : CL /AS /c /W0 s3220c.c                          *
*                     LINK s3220c v3220ca s3220ca;                    *
**-------------------------------------------------------------------**
*  (BORLAND TURBO C)                                                  *
*  Compilation      : Create a project file containing the following: *
*                      s3220c.c                                       *
*                      v3220ca.asm                                    *
*                      s3220ca.asm                                    *
**-------------------------------------------------------------------**
*  Call             : s3220c                                          *
**********************************************************************/

#include <dos.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <conio.h>

/*-- Compiler-dependent declarations --------------------------------*/

#ifdef __TURBOC__
  #include <alloc.h>
#else
  #include <malloc.h>
  #define random(x) ( rand() % (x+1) )            /* Random function */
#endif

/*-- Type declarations ----------------------------------------------*/

typedef unsigned char BYTE;

typedef struct {                                    /* Sprite design */
                BYTE twidth,                          /* Total width */
                     theight,               /* Height in pixel lines */
                     ppage,                    /* Placed in page ... */
                     *bmskp,                  /* Pointer to bit mask */
                     msklen;                         /* Entry length */
                int  pxlin;                /* Pixel lines for sprite */
               } SPLOOK;                   /* in its page            */

typedef struct {                           /* Sprite descriptor (ID) */
                BYTE bkgpage;                     /* Background page */
                int  x[2], y[2],           /* Coordinates: pp. 0 & 1 */
                     bkx, bky;                  /* Background buffer */
                SPLOOK * splookp;        /* Pointer to sprite design */
               } SPID;

/*-- External references to assembler routines ----------------------*/

extern void init320200( void );
extern void setpix( int x, int y, unsigned char pcolor);
extern BYTE getpix( int x, int y );
extern void setpage( BYTE page );
extern void showpage( BYTE page );
extern void far * getfontptr( void );
extern void waitvsync( void );
extern void blockmove( BYTE frompage, int fromx, int fromy,
                       BYTE topage, int tox, int toy,
                       BYTE pwidth, BYTE pheight, BYTE *bmskp );

/*-- Constants ------------------------------------------------------*/

#define NOBITMASK (BYTE *) 0

#define MAXX 319                     /* Maximum X- and Y-coordinates */
#define MAXY 199

#define OUT_LEFT   1  /* For collision documentation in SpriteMove() */
#define OUT_TOP    2
#define OUT_RIGHT  4
#define OUT_BOTTOM 8
#define OUT_NO     0                                         /* None */

/**********************************************************************
*  IsVga: Determines whether a VGA card is installed.                 *
**-------------------------------------------------------------------**
*  Input   : None                                                     *
*  Output  : 0 if no VGA exists, otherwise <0                         *
**********************************************************************/

BYTE IsVga( void )
{
 union REGS Regs;          /* Processor registers for interrupt call */

 Regs.x.ax = 0x1a00;             /* Function 1AH applies to VGA only */
 int86( 0x10, &Regs, &Regs );
 return ( Regs.h.al == 0x1a );        /* Is this function available? */
}

/**********************************************************************
*  Line: Draws a line based on the Bresenham algorithm.               *
**-------------------------------------------------------------------**
*  Input   : X1, Y1 = Starting coordinates (0 - ...)                  *
*            X2, Y2 = Ending coordinates                              *
*            PCOLOR = Color of line pixels                            *
**********************************************************************/

/*-- Function for swapping two integer variables --------------------*/

void SwapInt( int *i1, int *i2 )
{
 int dummy;

 dummy = *i2;
 *i2   = *i1;
 *i1   = dummy;
}

/*-- Main part of function ------------------------------------------*/

void Line( int x1, int y1, int x2, int y2, BYTE pcolor )
{
 int d, dx, dy,
     aincr, bincr,
     xincr, yincr,
     x, y;

 if ( abs(x2-x1) < abs(y2-y1) )            /* X- or Y-axis overflow? */
  {                                                  /* Check Y-axis */
  if ( y1 > y2 )                                         /* y1 > y2? */
    {
     SwapInt( &x1, &x2 );                 /* Yes --> Swap X1 with X2 */
     SwapInt( &y1, &y2 );                 /*         and Y1 with Y2  */
    }

   xincr = ( x2 > x1 ) ?  1 : -1;            /* Set X-axis increment */

   dy = y2 - y1;
   dx = abs( x2-x1 );
   d  = 2 * dx - dy;
   aincr = 2 * (dx - dy);
   bincr = 2 * dx;
   x = x1;
   y = y1;

   setpix( x, y, pcolor );                        /* Set first pixel */
   for (y=y1+1; y<= y2; ++y )              /* Execute line on Y-axes */
    {
     if ( d >= 0 )
      {
       x += xincr;
       d += aincr;
      }
     else
      d += bincr;
     setpix(x, y, pcolor);
    }
  }
 else                                                /* Check X-axis */
  {
   if ( x1 > x2 )                                        /* x1 > x2? */
    {
     SwapInt( &x1, &x2 );                 /* Yes --> Swap X1 with X2 */
     SwapInt( &y1, &y2 );                 /*         and Y1 with Y2  */
    }

   yincr = ( y2 > y1 ) ? 1 : -1;             /* Set Y-axis increment */

   dx = x2 - x1;
   dy = abs( y2-y1 );
   d  = 2 * dy - dx;
   aincr = 2 * (dy - dx);
   bincr = 2 * dy;
   x = x1;
   y = y1;

   setpix(x, y, pcolor);                          /* Set first pixel */
   for (x=x1+1; x<=x2; ++x )               /* Execute line on X-axes */
    {
     if ( d >= 0 )
      {
       y += yincr;
       d += aincr;
      }
     else
      d += bincr;
     setpix(x, y, pcolor);
    }
  }
}

/**********************************************************************
*  PrintChar : Writes a character to the screen while in graphic mode.*
**-------------------------------------------------------------------**
*  Input   :  THECHAR  = Character to be written                      *
*              X, Y    = X- and Y-coordinates of upper-left corner    *
*              FG      = Foreground color                             *
*              BK      = Background color                             *
*  Info    : Character is created in an 8x8 matrix, based on the      *
*            8x8 ROM font.                                            *
**********************************************************************/

void PrintChar( char thechar, int x, int y, BYTE fg, BYTE bk )
{
 typedef BYTE FDEF[256][8];                            /* Font array */
 typedef FDEF far *TPTR;                          /* Pointer to font */

 BYTE         i, k,                                  /* Loop counter */
              BMask;                /* Bit mask for character design */

 static TPTR fptr = (TPTR) 0;              /* Pointer to font in ROM */

 if ( fptr == (TPTR) 0 )             /* Pointer to font already set? */
  fptr = getfontptr();  /* No --> Use the assembler function to load */

 /*- Generate character pixel by pixel ------------------------------*/

 if ( bk == 255 )                 /* Drawing transparent characters? */
  for ( i = 0; i < 8; ++i )    /* Yes --> Set foreground pixels only */
   {
    BMask = (*fptr)[thechar][i];     /* Get bit pattern for one line */
    for ( k = 0; k < 8; ++k, BMask <<= 1 )         /* Execute column */
     if ( BMask & 128 )                                /* Pixel set? */
      setpix( x+k, y+i, fg );                                 /* Yes */
   }
 else                          /* No --> Consider background as well */
  for ( i = 0; i < 8; ++i )                         /* Execute lines */
  {
   BMask = (*fptr)[thechar][i];      /* Get bit pattern for one line */
   for ( k = 0; k < 8; ++k, BMask <<= 1 )         /* Execute columns */
    setpix( x+k, y+i, ( BMask & 128 ) ? fg : bk );
  }
}

/**********************************************************************
*  GrfxPrintf: Displays a formatted string on the graphic screen.     *
*---------------------------------------------------------------------*
*  Input   : X, Y   = Starting coordinates (0 - ...)                  *
*            FG     = Foreground color                                *
*            BK     = Background color (255 = transparent)            *
*            STRING = String with format information                  *
*            ...    = Arguments similar to printf                     *
**********************************************************************/

void GrfxPrintf( int x, int y, BYTE fg, BYTE bk, char * string, ... )
{
 va_list parameter;              /* Parameter list for VA_... macros */
 char stngbuf[255],                   /* Buffer for formatted string */
      *cp;

 va_start( parameter, string );                 /* Convert parameter */
 vsprintf( stngbuf, string, parameter );                   /* Format */
 for ( cp = stngbuf; *cp; ++cp, x+= 8 )          /* Formatted string */
   PrintChar( *cp, x, y, fg, bk );        /* Display using PrintChar */
}

/**********************************************************************
*  CreateSprite: Creates a sprite based on a user-defined             *
*                pixel pattern.                                       *
**-------------------------------------------------------------------**
*  Input   : SPLOOKP = Pointer the data structure from CompileSprite()*
*            BKGPAGE = Screen page in which sprite background should  *
*                      be stored                                      *
*            BKX,   =  bkpage coordinates at which sprite background  *
*            BKY       is stored                                      *
*  Output  : Pointer to created sprite structure                      *
*  Info    : The sprite background requires two areas the same size   *
*            as the corresponding sprite.                             *
**********************************************************************/

SPID *CreateSprite( SPLOOK *splookp, BYTE bkgpage, int bkx, int bky )
{
 SPID *spidp;                 /* Pointer to created sprite structure */

 spidp = (SPID *) malloc( sizeof(SPID) );  /* Allocate sprite struc. */
 spidp->splookp = splookp;                       /* Pass data to the */
 spidp->bkgpage = bkgpage;                       /* sprite structure */
 spidp->bkx = bkx;
 spidp->bky = bky;

 return spidp;             /* Return pointer to the sprite structure */
}

/**********************************************************************
*  CompileSprite: Creates a sprite's pixel and bit patterns, based on *
*                 the sprite's definition at runtime.                 *
**-------------------------------------------------------------------**
*  Input   : BUFP    = Pointer to array contains string pointers      *
*                      controlling sprite's pattern                   *
*            SHEIGHT = Sprite height (and number of strings needed)   *
*            GPAGE   = Graphic page for sprite design                 *
*            Y       = Pixel lines needed for sprite                  *
*            FB      = ASCII cahracters for the smallest color        *
*            FGCOLOR = First color code for FB                        *
*  Info    : Sprite structure of pixel lines starts at left margin.   *
**********************************************************************/

SPLOOK *CompileSprite( char **bufp, BYTE sheight, BYTE gpage, BYTE y,
                       char fb, BYTE fgcolor )
{
 BYTE   swidth,                                      /* String width */
        c,                      /* Get character from c sprite array */
        i, k, l,                                   /* Loop variables */
        pixc,             /* Pixel counter for creating the bit mask */
        pixm,                                          /* Pixel mask */
        *lspb;                  /* Floating pointer in sprite buffer */
 int    spacing,  /* Spacing from start of sprite to start of sprite */
        lx, ly;                              /* Floating coordinates */
 SPLOOK *splookp;             /* Pointer to created sprite structure */

 /*-- Create SpriteLook structure and fill with data ----------------*/

 splookp = (SPLOOK *) malloc( sizeof(SPLOOK) );
 swidth = strlen( *bufp );
 splookp->twidth = spacing = ( ( swidth + 3 + 3 ) / 4 ) * 4;
 splookp->bmskp = (BYTE *) malloc( (spacing*sheight+7)/8*4 );
 splookp->theight = sheight;
 splookp->pxlin = y;
 splookp->ppage = gpage;
 splookp->msklen = (spacing*sheight+7)/8;

 /*-- Fill sprite background in  home page  with --------------------*/
 /*-- codes for transparent character background --------------------*/

 setpage( gpage );                    /* Set page for drawing sprite */
 for ( ly = y + sheight-1, lx = 4 * spacing - 1; ly >= (int) y; --ly)
   Line( 0, ly, lx, ly, 255 );

 /*-- Draw four matching sprites in the home page -------------------*/

 for ( l = 0, lx = 0; l < 4; ++l, lx+=spacing+1 )
  for ( i = 0; i < sheight; ++i )
   for ( k = 0; k < swidth; ++k )
     setpix( lx+k, y+i, ( c = *(*(bufp+i)+k) ) == ' ' ? 255
                                                      : fgcolor+(c-fb));

 /*-- Execute the four sprites and create bit masks -----------------*/
 /*-- for copying the sprites into the bitplanes    -----------------*/

 for ( l = pixm = pixc = 0, lx = 0; l < 4; ++l, lx+=spacing )
  {
   lspb = splookp->bmskp + splookp->msklen * l;
   for ( i = 0; i < sheight; ++i )
    for ( k = 0; k < spacing; ++k )
     {
      pixm >>= 1;                    /* Shift pixel mask 1 bit right */
      if ( getpix( lx+k, y+i ) != 255 )         /* Background pixel? */
       pixm |= 128;                       /* No --> Set bit for mask */
      if ( ++pixc == 8 )            /* Eight pixels already handled? */
       {                  /* Yes --> Place bit mask in sprite buffer */
        *lspb++ = pixm;
        pixc = pixm = 0;          /* Set pixel counter and mask to 0 */
       }
     }
    if ( pixc )                  /* Last nibble still not in buffer? */
     {                                 /* No --> Move high nibble to */
      *lspb = pixm >> 4;               /*  low nibble and store them */
      pixc = pixm = 0;            /* Set pixel counter and mask to 0 */
     }
   }
 return splookp;                  /* Return pointer to sprite buffer */
}

/**********************************************************************
*  PrintSprite : Displays sprite in a specified page.                 *
**-------------------------------------------------------------------**
*  Input   : SPIDP   = Pointer to the sprite structure                *
*            SPRPAGE = Page in which sprite should be drawn (0 or 1)  *
**********************************************************************/

void PrintSprite( register SPID *spidp, BYTE sprpage )
{
 BYTE twidth;                               /* Total width of sprite */
 int  x;                       /* X-coordinate of sprite in its page */
 SPLOOK *splookp;                  /* Pointer to sprite's appearance */

 twidth = (splookp = spidp->splookp)->twidth;
 x = spidp->x[sprpage];
 blockmove( splookp->ppage, twidth * (x % 4), splookp->pxlin, sprpage,
            x & ~3, spidp->y[sprpage], twidth, splookp->theight,
            splookp->bmskp + (x % 4) * splookp->msklen );
}

/**********************************************************************
*  GetSpriteBg: Gets a sprite background and specifies the position.  *
**-------------------------------------------------------------------**
*  Input   : SPIDP   = Pointer to the sprite structure                *
*            SPRPAGE = Page from which the background should be taken *
*                    (0 or 1)                                         *
**********************************************************************/

void GetSpriteBg( register SPID *spidp, BYTE sprpage )
{
 SPLOOK *splookp;                       /* Pointer to sprite graphic */

 splookp = spidp->splookp;
 blockmove( sprpage, spidp->x[sprpage], spidp->y[sprpage],
            spidp->bkgpage, spidp->bkx + ( splookp->twidth * sprpage ),
            spidp->bky, splookp->twidth, splookp->theight, NOBITMASK );
}

/**********************************************************************
*  RestoreSpriteBg: Restores sprite background from original graphic  *
*                   page.                                             *
**-------------------------------------------------------------------**
*  Input   : SPIDP   = Pointer to the sprite structure                *
*            SPRPAGE = Page from which the background should be copied*
*                      (0 or 1)                                       *
**********************************************************************/

void RestoreSpriteBg( register SPID *spidp, BYTE sprpage )
{
 SPLOOK *splookp;                       /* Pointer to sprite graphic */

 splookp = spidp->splookp;
 blockmove( spidp->bkgpage, spidp->bkx + ( splookp->twidth * sprpage ),
            spidp->bky, sprpage, spidp->x[sprpage], spidp->y[sprpage],
            splookp->twidth, splookp->theight, NOBITMASK );
}

/**********************************************************************
*  MoveSprite: Copy sprite within background to original graphic page.*
**-------------------------------------------------------------------**
*  Input   : SPIDP   = Pointer to the sprite structure                *
*            SPRPAGE = Page to which the background should be copied  *
*                      (0 or 1)                                       *
*            DELTAX  = Movement counter in X-                         *
*            DELTAY    and Y-directions                               *
*  Output  : Collision marker (see OUT_ constants)                    *
**********************************************************************/

BYTE MoveSprite( SPID *spidp, BYTE sprpage, int deltax, int deltay )
{
 int  newx, newy;                          /* New sprite coordinates */
 BYTE out;                          /* Display collision with border */

 /*-- Move X-coordinates and test for border collision --------------*/

 if ( ( newx = spidp->x[sprpage] + deltax ) < 0 )
  {
   newx = 0 - deltax - spidp->x[sprpage];
   out = OUT_LEFT;
  }
 else
  if ( newx > 319 - spidp->splookp->twidth )
   {
    newx = 640-newx-2*(spidp->splookp->twidth);
    out = OUT_RIGHT;
   }
  else
    out = OUT_NO;

 /*-- Move Y-coordinates and test for border collision --------------*/

 if ( ( newy = spidp->y[sprpage] + deltay ) < 0 )     /* Top border? */
  {                               /* Yes --> Deltay must be negative */
   newy = 0 - deltay - spidp->y[sprpage];
   out |= OUT_TOP;
  }
 else
  if ( newy + spidp->splookp->theight > 199+1  )   /* Bottom border? */
   {                              /* Yes --> Deltay must be positive */
    newy = 400-newy-2*(spidp->splookp->theight);
    out |= OUT_BOTTOM;
   }

 /*-- Set new position only if different from old position ----------*/

 if ( newx != spidp->x[sprpage]  ||  newy != spidp->y[sprpage] )
  {                                     /* If there's a new position */
   RestoreSpriteBg( spidp, sprpage );   /* then reset background and */
   spidp->x[sprpage] = newx;            /* store new coordinates     */
   spidp->y[sprpage] = newy;
   GetSpriteBg( spidp, sprpage );              /* Get new background */
   PrintSprite( spidp, sprpage );   /* Draw sprite in specified page */
  }
 return out;
}

/**********************************************************************
*  SetSprite: Sets sprite at a specific position.                     *
**-------------------------------------------------------------------**
*  Input   : SPIDP = Pointer to the sprite structure                  *
*            x0, y0 = Sprite coordinates for page 0                   *
*            x1, y1 = Sprite coordinates for page 1                   *
*  Info    : This function call should be made the first time that    *
*            MoveSprite() is called.                                  *
**********************************************************************/

void SetSprite( SPID *spidp, int x0, int y0, int x1, int y1 )
{
 spidp->x[0] = x0;          /* Store coordinates in sprite structure */
 spidp->x[1] = x1;
 spidp->y[0] = y0;
 spidp->y[1] = y1;

 GetSpriteBg( spidp, 0 );                  /* Get sprite backgrounds */
 GetSpriteBg( spidp, 1 );                  /* in pages 0 and 1       */
 PrintSprite( spidp, 0 );                          /* Draw sprite in */
 PrintSprite( spidp, 1 );                          /* pages 0 and 1  */
}

/**********************************************************************
*  RemoveSprite: Removes a sprite from its current position and makes *
*                 it invisible.                                       *
**-------------------------------------------------------------------**
*  Input   : SPIDP = Pointer to the sprite structure                  *
*  Info    : After calling this function the SetSprite() function     *
*            must be called before the sprite can be moved using the  *
*            MoveSprite() function.                                   *
**********************************************************************/

void RemoveSprite( SPID *spidp )
{
 RestoreSpriteBg( spidp, 0 );            /* Reset sprite backgrounds */
 RestoreSpriteBg( spidp, 1 );            /* in pages 0 and 1         */
}

/**********************************************************************
*  Demo: Demonstrates these functions.                                *
**********************************************************************/

void Demo( void )
{
 static char *StarShipUp[20] =
                { "               AA               ",
                  "              AAAA              ",
                  "              AAAA              ",
                  "               AA               ",
                  "             GGBBGG             ",
                  "            GBBCCBBG            ",
                  "           GBBBCCBBBG           ",
                  "          GBBBBBBBBBBG          ",
                  "          GBBBBBBBBBBG          ",
                  " G       GBBBBBBBBBBBBG       G ",
                  "GCG     GGDBBBBBBBBBBDGG     GCG",
                  "GCG   GGBBBDBBB  BBBDBBBGG   GCG",
                  "GCBGGGBBBBBDBB    BBDBBBBBGGGBCG",
                  "GCBBBBBBBBBBDB    BDBBBBBBBBBBCG",
                  "BBBBBBBBBBBBDB BB BDBBBBBBBBBBBB",
                  "GGCBBBBBBBDBBBBBBBBBBDBBBBBBBCG ",
                  "  GGCCBBBDDDDDDDDDDDDDDBBBCCG   ",
                  "    GGBBDDDDDGGGGGDDDDDDBBG     ",
                  "      GDDDDGGG    GGGDDDDG      ",
                  "       DDDD          DDDD       "  };


 static char *StarShipDown[20] =
                {
                  "       DDDD          DDDD       ",
                  "      GDDDDGGG    GGGDDDDG      ",
                  "    GGBBDDDDDGGGGGDDDDDDBBG     ",
                  "  GGCCBBBDDDDDDDDDDDDDDBBBCCG   ",
                  "GGCBBBBBBBDBBBBBBBBBBDBBBBBBBCG ",
                  "BBBBBBBBBBBBDB BB BDBBBBBBBBBBBB",
                  "GCBBBBBBBBBBDB    BDBBBBBBBBBBCG",
                  "GCBGGGBBBBBDBB    BBDBBBBBGGGBCG",
                  "GCG   GGBBBDBBB  BBBDBBBGG   GCG",
                  "GCG     GGDBBBBBBBBBBDGG     GCG",
                  " G       GBBBBBBBBBBBBG       G ",
                  "          GBBBBBBBBBBG          ",
                  "          GBBBBBBBBBBG          ",
                  "           GBBBCCBBBG           ",
                  "            GBBCCBBG            ",
                  "             GGBBGG             ",
                  "               AA               ",
                  "              AAAA              ",
                  "              AAAA              ",
                  "               AA               " };

 #define SPRNUM 6                               /* Number of sprites */
 #define CWIDTH 38       /* Width of copyright message in characters */
 #define CHEIGHT  6                        /* Message height in rows */
 #define SX     (MAXX-(CWIDTH*8)) / 2       /* Starting X-coordinate */
 #define SY     (MAXY-(CHEIGHT*8)) / 2      /* Starting Y-coordinate */

 struct {                                   /* For sprite management */
          SPID *spidp;                       /* Pointer to sprite ID */
          int  deltax[2],            /* X-movement for pages 0 and 1 */
               deltay[2];            /* Y-movement for pages 0 and 1 */
        } sprites[ SPRNUM ];
 BYTE   page,                                        /* Current page */
        out;                         /* Get flags for page collision */
 int    x, y, i,                                     /* Loop counter */
        dx, dy;                                    /* Movement value */
 char   lc;
 SPLOOK *starshipupp, *starshipdnp;                /* Sprite pointer */

 srand( *(long far *) 0x0040006c );             /* Initialize random */
                                                /* number generator  */

 /*-- Fill the first two graphic pages with characters --------------*/

 for ( page = 0; page < 2; ++ page )
  {
   setpage( page );
   for ( lc = 0, y = 0; y < 200-8; y += 12 )
     for ( x = 0; x < 320-8; x += 8 )
       GrfxPrintf( x, y, lc % 255, 255, "%c", lc++ & 127 );

   /*-- Display copyright message -----------------------------------*/

   Line( SX-1, SY-1, SX+CWIDTH*8, SY-1, 15 );
   Line( SX+CWIDTH*8, SY-1, SX+CWIDTH*8, SY+CHEIGHT*8,15 );
   Line( SX+CWIDTH*8, SY+CHEIGHT*8, SX-1, SY+CHEIGHT*8, 15 );
   Line( SX-1, SY+CHEIGHT*8, SX-1, SY-1, 15 );
   GrfxPrintf( SX, SY,    15, 4,
               "                                      "  );
   GrfxPrintf( SX, SY+8,  15, 4,
               " S3220C.C (c) 1992 by Michael Tischer " );
   GrfxPrintf( SX, SY+16, 15, 4,
               "                                      "  );
   GrfxPrintf( SX, SY+24, 15, 4,
               "    Sprite demo for 320x200 mode      "  );
   GrfxPrintf( SX, SY+32, 15, 4,
               "             on VGA cards             "  );
   GrfxPrintf( SX, SY+40, 15, 4,
               "                                      "  );
  }

 /*-- Create patterns for the different sprites ---------------------*/

 starshipupp = CompileSprite( StarShipUp,   20, 2, 0, 'A', 1 );
 starshipdnp = CompileSprite( StarShipDown, 20, 2, 40, 'A', 1 );

 /*-- Create different sprites --------------------------------------*/

 for ( i = 0; i < SPRNUM ; ++ i)
  {
   sprites[ i ].spidp = CreateSprite( starshipupp, 3, ( i % 3 ) * 100,
                                      (i / 3) * 30 );
   do                           /* Select movement value for sprites */
    {
     dx = 0;
     dy = random(8) - 4;
    }
   while ( dx==0  &&  dy==0 );

   sprites[ i ].deltax[0] = sprites[ i ].deltax[1] = dx * 2;
   sprites[ i ].deltay[0] = sprites[ i ].deltay[1] = dy * 2;

   x = ( 320 / SPRNUM * i ) + (320 / SPRNUM - 40) / 2 ;
   y = random( 200 - 40 );
   SetSprite( sprites[ i ].spidp, x, y, x - dx, y - dy );
  }

 /*-- Move sprites and bounce them off the page borders -------------*/

 page = 1;                                      /* Start with page 1 */
 while ( !kbhit() )                   /* Press a key to end the loop */
  {
   showpage( 1 - page );                       /* Display other page */

   for ( i = 0; i < SPRNUM; ++ i)                 /* Execute sprites */
    {                    /* Move sprite and check for page collision */
     out = MoveSprite( sprites[i].spidp, page, sprites[i].deltax[page],
                       sprites[i].deltay[page] );
     if ( out & OUT_TOP  ||  out & OUT_BOTTOM )       /* Top/bottom  */
                                                      /* collision?  */
      {   /* Yes --> Change direction of movement and sprite graphic */
       sprites[i].deltay[page] = 0 - sprites[i].deltay[page];
       sprites[i].spidp->splookp = ( out & OUT_TOP ) ? starshipdnp
                                                     : starshipupp;
      }
     if ( out & OUT_LEFT  ||  out & OUT_RIGHT )
      sprites[i].deltax[page] = 0 - sprites[i].deltax[page];
    }
   page = (page+1) & 1;                    /* Toggle between 1 and 0 */
  }
}

/*********************************************************************/
/**                   M A I N   P R O G R A M                       **/
/*********************************************************************/

void main( void )
{
 union REGS regs;

 if ( IsVga() )                               /* VGA card installed? */
  {                                              /* Yes --> Go ahead */
   init320200();                          /* Initialize graphic mode */
   Demo();
   getch();                                        /* Wait for a key */
   regs.x.ax = 0x0003;                       /* Shift into text mode */
   int86( 0x10, &regs, &regs );
  }
 else
  printf( "S3220C.C - (c) 1992 by Michael Tischer\n\n"\
          "This program requires a VGA card\n\n" );
}


ÿ
