예제 #1
0
static void
rock_compute (struct state *st, struct rock *rock)
{
  double factor = st->depths [rock->depth];
  double rsize = rock->real_size * factor;

  rock->size = (int) (rsize + 0.5);
  rock->diff = (int) GETZDIFF(rock->depth);
  rock->x = st->midx + (st->coss [rock->theta] * rock->r * factor);
  rock->y = st->midy + (st->sins [rock->theta] * rock->r * factor);

  if (st->move_p)
    {
      double move_factor = (((double) MOVE_STYLE) -
			    (((double) rock->depth) /
			     (((double) (MAX_DEPTH + 1)) *
			      ((double) DEPTH_SCALE))));
      /* move_factor is 0 when the rock is close, 1 when far */
      rock->x += (((double) st->dep_x) * move_factor);
      rock->y += (((double) st->dep_y) * move_factor);
    }
}
예제 #2
0
void
draw_bouboule(ModeInfo * mi)
/****************/

{
	Display    *display = MI_DISPLAY(mi);
	Window      window = MI_WINDOW(mi);
	GC          gc = MI_GC(mi);
	int         i, diff = 0;
	double      CX, CY, CZ, SX, SY, SZ;
	Star       *star;
	XArc       *arc, *arcleft = (XArc *) NULL;
	StarField  *sp;

#if (ADAPT_ERASE == 1)
	struct timeval tv1;
	struct timeval tv2;

#endif

#if ((USEOLDXARCS == 0) || (ADAPT_ERASE == 1))
	short       x_1, y_1, x_2, y_2;

	/* bounding rectangle around the old starfield,
	 * for erasing with the smallest rectangle
	 * instead of filling the whole screen */
	int         maxdiff = 0;	/* maximal distance between left and right */

	/* star in 3d mode, otherwise 0 */
#endif

	if (starfield == NULL)
		return;
	sp = &starfield[MI_SCREEN(mi)];
	if (sp->star == NULL)
		return;

	MI_IS_DRAWN(mi) = True;

#if ((USEOLDXARCS == 0) || (ADAPT_ERASE == 1))
	if (MI_IS_USE3D(mi)) {
		maxdiff = (int) MAXDIFF;
	}
	x_1 = (int) sp->x.value - (int) sp->sizex.value -
		sp->max_star_size - maxdiff;
	y_1 = (int) sp->y.value - (int) sp->sizey.value -
		sp->max_star_size;
	x_2 = 2 * ((int) sp->sizex.value + sp->max_star_size + maxdiff);
	y_2 = 2 * ((int) sp->sizey.value + sp->max_star_size);
#endif
	/* We make variables vary. */
	sinvary(&sp->thetax);
	sinvary(&sp->thetay);
	sinvary(&sp->thetaz);

	sinvary(&sp->x);
	sinvary(&sp->y);
	if (MI_IS_USE3D(mi))
		sinvary(&sp->z);

	/* A little trick to prevent the bouboule from being
	 * bigger than the screen */
	sp->sizex.maximum =
		MIN(((double) sp->width) - sp->x.value,
		    sp->x.value);
	sp->sizex.minimum = sp->sizex.maximum / 3.0;

	/* Another trick to make the ball not too flat */
	sp->sizey.minimum =
		MAX(sp->sizex.value / MAX_SIZEX_SIZEY,
		    sp->sizey.maximum / 3.0);
	sp->sizey.maximum =
		MIN(sp->sizex.value * MAX_SIZEX_SIZEY,
		    MIN(((double) sp->height) - sp->y.value,
			sp->y.value));

	sinvary(&sp->sizex);
	sinvary(&sp->sizey);

	/*
	 * We calculate the rotation matrix values. We just make the
	 * rotation on the fly, without using a matrix.
	 * Star positions are recorded as unit vectors pointing in various
	 * directions. We just make them all rotate.
	 */
	CX = cos(sp->thetax.value);
	SX = sin(sp->thetax.value);
	CY = cos(sp->thetay.value);
	SY = sin(sp->thetay.value);
	CZ = cos(sp->thetaz.value);
	SZ = sin(sp->thetaz.value);

	for (i = 0; i < sp->NbStars; i++) {
		star = &(sp->star[i]);
		arc = &(sp->xarc[i]);
		if (MI_IS_USE3D(mi)) {
			arcleft = &(sp->xarcleft[i]);
			/* to help the eyes, the starfield is always as wide as */
			/* deep, so .sizex.value can be used. */
			diff = (int) GETZDIFF(sp->sizex.value *
				      ((SY * CX) * star->x + (SX) * star->y +
				       (CX * CY) * star->z) + sp->z.value);
		}
		arc->x = (short) ((sp->sizex.value *
				   ((CY * CZ - SX * SY * SZ) * star->x +
				    (-CX * SZ) * star->y +
				    (SY * CZ + SZ * SX * CY) * star->z) +
				   sp->x.value));
		arc->y = (short) ((sp->sizey.value *
				   ((CY * SZ + SX * SY * CZ) * star->x +
				    (CX * CZ) * star->y +
				    (SY * SZ - SX * CY * CZ) * star->z) +
				   sp->y.value));

		if (MI_IS_USE3D(mi)) {
			arcleft->x = (short) ((sp->sizex.value *
					((CY * CZ - SX * SY * SZ) * star->x +
					 (-CX * SZ) * star->y +
					 (SY * CZ + SZ * SX * CY) * star->z) +
					       sp->x.value));
			arcleft->y = (short) ((sp->sizey.value *
					((CY * SZ + SX * SY * CZ) * star->x +
					 (CX * CZ) * star->y +
					 (SY * SZ - SX * CY * CZ) * star->z) +
					       sp->y.value));
			arc->x += diff;
			arcleft->x -= diff;
		}
		if (star->size != 0) {
			arc->x -= star->size;
			arc->y -= star->size;
			if (MI_IS_USE3D(mi)) {
				arcleft->x -= star->size;
				arcleft->y -= star->size;
			}
		}
	}

	/* First, we erase the previous starfield */
	if (MI_IS_INSTALL(mi) && MI_IS_USE3D(mi))
		XSetForeground(display, gc, MI_NONE_COLOR(mi));
	else
		XSetForeground(display, gc, MI_BLACK_PIXEL(mi));

#if (ADAPT_ERASE == 1)
	if (sp->hasbeenchecked == 0) {
		/* We just calculate which method is the faster and eventually free
		 * the oldxarc list */
		if (sp->xarc_time >
		    ADAPT_ARC_PREFERED * sp->rect_time) {
			sp->hasbeenchecked = -2;	/* XFillRectangle mode */
			free(sp->oldxarc);
			sp->oldxarc = (XArc *) NULL;
			if (MI_IS_USE3D(mi)) {
				free(sp->oldxarcleft);
				sp->oldxarcleft = (XArc *) NULL;
			}
		} else {
			sp->hasbeenchecked = -1;	/* XFillArcs mode */
		}
	}
	if (sp->hasbeenchecked == -2) {
		/* Erasing is done with XFillRectangle */
		XFillRectangle(display, window, gc,
			       x_1, y_1, x_2, y_2);
	} else if (sp->hasbeenchecked == -1) {
		/* Erasing is done with XFillArcs */
		XFillArcs(display, window, gc,
			  sp->oldxarc, sp->NbStars);
		if (MI_IS_USE3D(mi))
			XFillArcs(display, window, gc,
				  sp->oldxarcleft, sp->NbStars);
	} else {
		long        usec;

		if (sp->hasbeenchecked > ADAPT_CHECKS) {
			GETTIMEOFDAY(&tv1);
			XFillRectangle(display, window, gc,
				       x_1, y_1, x_2, y_2);
			GETTIMEOFDAY(&tv2);
			usec = (tv2.tv_sec - tv1.tv_sec) * 1000000;
			if (usec + tv2.tv_usec - tv1.tv_usec > 0) {
				sp->rect_time += usec + tv2.tv_usec - tv1.tv_usec;
				sp->hasbeenchecked--;
			}
		} else {
			GETTIMEOFDAY(&tv1);
			XFillArcs(display, window, gc,
				  sp->oldxarc, sp->NbStars);
			if (MI_IS_USE3D(mi))
				XFillArcs(display, window, gc,
					  sp->oldxarcleft, sp->NbStars);
			GETTIMEOFDAY(&tv2);
			usec = (tv2.tv_sec - tv1.tv_sec) * 1000000;
			if (usec + tv2.tv_usec - tv1.tv_usec > 0) {
				sp->xarc_time += usec + tv2.tv_usec - tv1.tv_usec;
				sp->hasbeenchecked--;
			}
		}
	}
#else
#if (USEOLDXARCS == 1)
	XFillArcs(display, window, gc,
		  sp->oldxarc, sp->NbStars);
	if (MI_IS_USE3D(mi))
		XFillArcs(display, window, gc,
			  sp->oldxarcleft, sp->NbStars);
#else
	XFillRectangle(display, window, gc,
		       x_1, y_1, x_2, y_2);
#endif
#endif

	/* Then we draw the new one */
	if (MI_IS_USE3D(mi)) {
		if (MI_IS_INSTALL(mi))
			XSetFunction(display, gc, GXor);
		XSetForeground(display, gc, MI_RIGHT_COLOR(mi));
		XFillArcs(display, window, gc, sp->xarc, sp->NbStars);
		XSetForeground(display, gc, MI_LEFT_COLOR(mi));
		XFillArcs(display, window, gc, sp->xarcleft, sp->NbStars);
		if (MI_IS_INSTALL(mi))
			XSetFunction(display, gc, GXcopy);
	} else {
		XSetForeground(display, gc, sp->color);
		XFillArcs(display, window, gc, sp->xarc, sp->NbStars);
	}

#if ((USEOLDXARCS == 1) || (ADAPT_ERASE == 1))
#if (ADAPT_ERASE == 1)
	if (sp->hasbeenchecked >= -1) {
		arc = sp->xarc;
		sp->xarc = sp->oldxarc;
		sp->oldxarc = arc;
		if (MI_IS_USE3D(mi)) {
			arcleft = sp->xarcleft;
			sp->xarcleft = sp->oldxarcleft;
			sp->oldxarcleft = arcleft;
		}
	}
#else
	arc = sp->xarc;
	sp->xarc = sp->oldxarc;
	sp->oldxarc = arc;
	if (MI_IS_USE3D(mi)) {
		arcleft = sp->xarcleft;
		sp->xarcleft = sp->oldxarcleft;
		sp->oldxarcleft = arcleft;
	}
#endif
#endif

	/* We set up the color for the next drawing */
	if (!MI_IS_USE3D(mi) && MI_NPIXELS(mi) > 2 &&
	    (++sp->colorchange >= COLOR_CHANGES)) {
		sp->colorchange = 0;
		if (++sp->colorp >= MI_NPIXELS(mi))
			sp->colorp = 0;
		sp->color = MI_PIXEL(mi, sp->colorp);
	}
}
예제 #3
0
static void
worm_doit(ModeInfo * mi, int which, unsigned long color)
{
	Display    *display = MI_DISPLAY(mi);
	Window      window = MI_WINDOW(mi);
	GC          gc = MI_GC(mi);
	wormstruct *wp = &worms[MI_SCREEN(mi)];
	wormstuff  *ws = &wp->worm[which];
	int         x, y, z;
	int         diff;

	ws->tail++;
	if (ws->tail == wp->wormlength)
		ws->tail = 0;

	x = ws->circ[ws->tail].x;
	y = ws->circ[ws->tail].y;

	if (MI_WIN_IS_USE3D(mi)) {
		diff = ws->diffcirc[ws->tail];
		if (MI_WIN_IS_INSTALL(mi)) {
			XSetForeground(display, gc, MI_NONE_COLOR(mi));
			XFillRectangle(display, window, gc, x - diff, y,
				       wp->circsize, wp->circsize);
			XFillRectangle(display, window, gc, x + diff, y,
				       wp->circsize, wp->circsize);
		} else {
			XClearArea(display, window, x - diff, y,
				   wp->circsize, wp->circsize, False);
			XClearArea(display, window, x + diff, y,
				   wp->circsize, wp->circsize, False);
		}
	} else
		XClearArea(display, window, x, y, wp->circsize, wp->circsize, False);

	if (LRAND() & 1)
		ws->dir = (ws->dir + 1) % SEGMENTS;
	else
		ws->dir = (ws->dir + SEGMENTS - 1) % SEGMENTS;

	x = (ws->x + IRINT((float) wp->circsize * costab[ws->dir]) +
	     wp->xsize) % wp->xsize;
	y = (ws->y + IRINT((float) wp->circsize * sintab[ws->dir]) +
	     wp->ysize) % wp->ysize;

	ws->circ[ws->tail].x = x;
	ws->circ[ws->tail].y = y;
	ws->x = x;
	ws->y = y;

	if (MI_WIN_IS_USE3D(mi)) {
		if (LRAND() & 1)
			ws->dir2 = (ws->dir2 + 1) % SEGMENTS;
		else
			ws->dir2 = (ws->dir2 + SEGMENTS - 1) % SEGMENTS;
		/* for the z-axis the wrap-around looks bad, so worms should just turn around. */
		z = (int) (ws->z + wp->circsize * sintab[ws->dir2]);
		if (z < 0 || z >= wp->zsize)
			z = (int) (ws->z - wp->circsize * sintab[ws->dir2]);

		diff = (int) (GETZDIFF(z) + 0.5);	/* ROUND */
		ws->diffcirc[ws->tail] = diff;

		ws->z = z;

		/* right eye */
		color = 0;
		wp->rects[color * wp->maxsize + wp->size[color]].x = x + diff;
		wp->rects[color * wp->maxsize + wp->size[color]].y = y;
		wp->size[color]++;

		/* left eye */
		color = 1;
		wp->rects[color * wp->maxsize + wp->size[color]].x = x - diff;
		wp->rects[color * wp->maxsize + wp->size[color]].y = y;
		wp->size[color]++;

#if 0
		if (ws->redrawing) {	/* Too hard for now */
			int         j;

			for (j = 0; j < REDRAWSTEP; j++) {
				int         k = (ws->tail - ws->redrawpos + wp->wormlength)
				% wp->wormlength;

				color = 0;
				wp->rects[color * wp->maxsize + wp->size[color]].x =
					ws->circ[k].x + ws->diffcirc[k];
				wp->rects[color * wp->maxsize + wp->size[color]].y =
					ws->circ[k].y;
				wp->size[color]++;

				color = 1;
				wp->rects[color * wp->maxsize + wp->size[color]].x =
					ws->circ[k].x - ws->diffcirc[k];
				wp->rects[color * wp->maxsize + wp->size[color]].y =
					ws->circ[k].y;
				wp->size[color]++;

				if (++(ws->redrawpos) >= wp->wormlength) {
					ws->redrawing = 0;
					break;
				}
			}
		}
#endif

	} else {

		wp->rects[color * wp->maxsize + wp->size[color]].x = x;
		wp->rects[color * wp->maxsize + wp->size[color]].y = y;
		wp->size[color]++;
		if (ws->redrawing) {
			int         j;

			ws->redrawpos++;
			/* Compensates for the changed ws->tail
			   since the last callback. */

			for (j = 0; j < REDRAWSTEP; j++) {
				int         k = (ws->tail - ws->redrawpos + wp->wormlength)
				% wp->wormlength;

				wp->rects[color * wp->maxsize + wp->size[color]].x = ws->circ[k].x;
				wp->rects[color * wp->maxsize + wp->size[color]].y = ws->circ[k].y;
				wp->size[color]++;

				if (++(ws->redrawpos) >= wp->wormlength) {
					ws->redrawing = 0;
					break;
				}
			}
		}
	}
}