Esempio n. 1
0
static void *
critical_init (Display *dpy, Window window)
{
  struct state *st = (struct state *) calloc (1, sizeof(*st));
  int			model_w, model_h;
  st->dpy = dpy;
  st->window = window;

  /* Find window attributes */
  XGetWindowAttributes (st->dpy, st->window, &st->wattr);

  st->batchcount = get_integer_resource (st->dpy, "batchcount", "Integer");
  if (st->batchcount < 5)
    st->batchcount = 5;

  st->lines_per_color = 10;

  /* For the moment the model size is just fixed -- making it vary
     with the screen size just makes the hack boring on large
     screens. */
  model_w = 80;
  st->settings.cell_size = st->wattr.width / model_w;
  model_h = st->settings.cell_size ?
    st->wattr.height / st->settings.cell_size : 1;

  /* Construct the initial model state. */

  st->settings.trail = clip(2, get_integer_resource (st->dpy, "trail", "Integer"), 1000);
  
  st->history = calloc (st->settings.trail, sizeof (st->history[0]));
  if (!st->history)
    {
      fprintf (stderr, "critical: "
	       "couldn't allocate trail history of %d cells\n",
	       st->settings.trail);
      abort();
    }

  st->model = model_allocate (model_w, model_h);
  if (!st->model)
    {
      fprintf (stderr, "critical: error preparing the model\n");
      abort();
    }
  
  /* make a black gc for the background */
  st->gcv.foreground = get_pixel_resource (st->dpy, st->wattr.colormap,
                                       "background", "Background");
  st->bgc = XCreateGC (st->dpy, st->window, GCForeground, &st->gcv);

  st->fgc = XCreateGC (st->dpy, st->window, 0, &st->gcv);

#ifdef HAVE_JWXYZ
  jwxyz_XSetAntiAliasing (dpy, st->fgc, False);
  jwxyz_XSetAntiAliasing (dpy, st->bgc, False);
#endif

  st->delay_usecs = get_integer_resource (st->dpy, "delay", "Integer");
  st->n_restart = get_integer_resource (st->dpy, "restart", "Integer");
    
  setup_colormap (st, &st->d_colors, &st->d_n_colors);
  model_initialize (st->model);
  model_step (st->model, &st->history[0]);
  st->d_pos = 1;
  st->d_wrapped = 0;
  st->i_restart = 0;
  st->d_i_batch = st->batchcount;

  return st;
}
Esempio n. 2
0
static unsigned long
critical_draw (Display *dpy, Window window, void *closure)
{
  struct state *st = (struct state *) closure;

  if (st->eraser) {
    st->eraser = erase_window (st->dpy, st->window, st->eraser);
    return st->delay_usecs;
  }

  /* for (d_i_batch = batchcount; d_i_batch; d_i_batch--) */
    {
      /* Set color */
      if ((st->d_i_batch % st->lines_per_color) == 0)
        {
          st->d_i_color = (st->d_i_color + 1) % st->d_n_colors;
          st->gcv.foreground = st->d_colors[st->d_i_color].pixel;
          XChangeGC (st->dpy, st->fgc, GCForeground, &st->gcv);
        }
	
      assert(st->d_pos >= 0 && st->d_pos < st->settings.trail);
      model_step (st->model, &st->history[st->d_pos]);

      draw_step (st, st->fgc, st->d_pos);

      /* we use the history as a ring buffer, but don't start erasing until
         we've d_wrapped around once. */
      if (++st->d_pos >= st->settings.trail)
        {
          st->d_pos -= st->settings.trail;
          st->d_wrapped = 1;
        }

      if (st->d_wrapped)
        {
          draw_step (st, st->bgc, st->d_pos+1);
        }

    }
    
  st->d_i_batch--;
  if (st->d_i_batch < 0)
    st->d_i_batch = st->batchcount;
  else
    return st->delay_usecs;

  st->i_restart = (st->i_restart + 1) % st->n_restart;

  if (st->i_restart == 0)
    {
      /* Time to start a new simulation, this one has probably got
         to be a bit boring. */
      free_colormap (st, &st->d_colors, st->d_n_colors);
      setup_colormap (st, &st->d_colors, &st->d_n_colors);
      st->eraser = erase_window (st->dpy, st->window, st->eraser);
      model_initialize (st->model);
      model_step (st->model, &st->history[0]);
      st->d_pos = 1;
      st->d_wrapped = 0;
      st->d_i_batch = st->batchcount;
    }

  return st->delay_usecs;
}
Esempio n. 3
0
bool server_game_start(char *game_script_name,int skill,network_reply_join_remotes *remotes,char *err_str)
{
	int							n;
	network_request_object_add	*obj_add;
	
		// initialize lists
		
	model_initialize();
		
	object_initialize_list();
	weapon_initialize_list();
	proj_setup_initialize_list();
	
	scripts_initialize();
	script_globals_initialize();
	timers_initialize();

		// setup skill level

	server.skill=skill;
	
		// run game script

	map.info.name[0]=0x0;
	map.info.player_start_name[0]=0x0;
	map.info.player_start_type[0]=0x0;
	map.info.in_load=FALSE;
	
	server.player_obj_uid=-1;
	
	js.game_attach.thing_type=thing_type_game;
	js.game_attach.thing_uid=-1;

	scripts_clear_attach_data(&js.game_attach);
	
	if (!scripts_add(&js.game_attach,"Game",game_script_name,NULL,err_str)) return(FALSE);
	
		// editor map override?
		
	if (setup.editor_override.on) {
		strcpy(map.info.name,setup.editor_override.map);
	}
	
		// can't start a game without a map
	
	if (map.info.name[0]==0x0) {
		strcpy(err_str,"Game: No start map specified in game script");
		return(FALSE);
	}

		// prepare for any script based spawns

	object_script_spawn_start();
	
		// put in additional objects (remotes, bots)
		
	if (remotes!=NULL) {
	
		obj_add=remotes->objects;
		
		for (n=0;n!=remotes->count;n++) {
			remote_add(obj_add,FALSE);
			obj_add++;
		}
	}
	
		// start player object
	
	server.player_obj_uid=object_start(NULL,TRUE,bt_game,-1,err_str);
	if (server.player_obj_uid==-1) {
		scripts_dispose(js.game_attach.script_uid);
		return(FALSE);
	}
			
		// force player to auto-spawn
		// spawing of player needs to happen before map_start events
		
	object_spawn(object_find_uid(server.player_obj_uid));

		// finish any script based spawns

	object_script_spawn_finish();
	
	return(TRUE);
}