/* * CDE - Common Desktop Environment * * Copyright (c) 1993-2012, The Open Group. All rights reserved. * * These libraries and programs are free software; you can * redistribute them and/or modify them under the terms of the GNU * Lesser General Public License as published by the Free Software * Foundation; either version 2 of the License, or (at your option) * any later version. * * These libraries and programs are distributed in the hope that * they will be useful, but WITHOUT ANY WARRANTY; without even the * implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU Lesser General Public License for more * details. * * You should have received a copy of the GNU Lesser General Public * License along with these libraries and programs; if not, write * to the Free Software Foundation, Inc., 51 Franklin Street, Fifth * Floor, Boston, MA 02110-1301 USA */ /* $XConsortium: pyro.c /main/3 1995/11/02 16:07:59 rswiston $ */ /* */ /* * * (c) Copyright 1993, 1994 Hewlett-Packard Company * * (c) Copyright 1993, 1994 International Business Machines Corp. * * (c) Copyright 1993, 1994 Sun Microsystems, Inc. * * (c) Copyright 1993, 1994 Novell, Inc. * */ /*- * pyro.c - Fireworks for dtscreen, the X Window System lockscreen. * * Copyright (c) 1991 by Patrick J. Naughton. * * See dtscreen.c for copying information. * * Revision History: * 16-Mar-91: Written. (received from David Brooks, brooks@osf.org). */ /* The physics of the rockets is a little bogus, but it looks OK. Each is * given an initial velocity impetus. They decelerate slightly (gravity * overcomes the rocket's impulse) and explode as the rocket's main fuse * gives out (we could add a ballistic stage, maybe). The individual * stars fan out from the rocket, and they decelerate less quickly. * That's called bouyancy, but really it's again a visual preference. */ #include "dtscreen.h" #include #include #define TWOPI 6.2831853 /* Define this >1 to get small rectangles instead of points */ #ifndef STARSIZE #define STARSIZE 2 #endif #define SILENT 0 #define REDGLARE 1 #define BURSTINGINAIR 2 #define CLOUD 0 #define DOUBLECLOUD 1 /* Clearly other types and other fascinating visual effects could be added...*/ /* P_xxx parameters represent the reciprocal of the probability... */ #define P_IGNITE 5000 /* ...of ignition per cycle */ #define P_DOUBLECLOUD 10 /* ...of an ignition being double */ #define P_MULTI 75 /* ...of an ignition being several @ once */ #define P_FUSILLADE 250 /* ...of an ignition starting a fusillade */ #define ROCKETW 2 /* Dimensions of rocket */ #define ROCKETH 4 #define XVELFACTOR 0.0025 /* Max horizontal velocity / screen width */ #define MINYVELFACTOR 0.016 /* Min vertical velocity / screen height */ #define MAXYVELFACTOR 0.018 #define GRAVFACTOR 0.0002 /* delta v / screen height */ #define MINFUSE 50 /* range of fuse lengths for rocket */ #define MAXFUSE 100 #define FUSILFACTOR 10 /* Generate fusillade by reducing P_IGNITE */ #define FUSILLEN 100 /* Length of fusillade, in ignitions */ #define SVELFACTOR 0.1 /* Max star velocity / yvel */ #define BOUYANCY 0.2 /* Reduction in grav deceleration for stars */ #define MAXSTARS 75 /* Number of stars issued from a shell */ #define MINSTARS 50 #define MINSFUSE 50 /* Range of fuse lengths for stars */ #define MAXSFUSE 100 #define INTRAND(min,max) (random()%((max+1)-(min))+(min)) #define FLOATRAND(min,max) ((min)+(random()/MAXRAND)*((max)-(min))) static void ignite(); static void animate(); static void shootup(); static void burst(); typedef struct { int state; int shelltype; int color1, color2; int fuse; float xvel, yvel; float x, y; int nstars; #if STARSIZE > 1 XRectangle Xpoints[MAXSTARS]; XRectangle Xpoints2[MAXSTARS]; #else XPoint Xpoints[MAXSTARS]; XPoint Xpoints2[MAXSTARS]; #endif float sx[MAXSTARS], sy[MAXSTARS]; /* Distance from notional * center */ float sxvel[MAXSTARS], syvel[MAXSTARS]; /* Relative to notional * center */ } rocket; typedef struct { Screen *scr; Colormap cmap; int p_ignite; unsigned long bgpixel; unsigned long fgpixel; unsigned long rockpixel; GC bgGC; int nflying; int fusilcount; int width, lmargin, rmargin, height; float minvelx, maxvelx; float minvely, maxvely; float maxsvel; float rockdecel, stardecel; rocket *rockq; } pyrostruct; static int orig_p_ignite; static int just_started = True;/* Greet the user right away */ void initpyro(perwindow *pwin) { pyrostruct *pp; rocket *rp; XWindowAttributes xwa; XGCValues xgcv; int rockn, starn, bsize; if (pwin->data) free(pwin->data); pwin->data = (pyrostruct *)malloc(sizeof(pyrostruct)); memset(pwin->data, '\0', sizeof(pyrostruct)); pp = (pyrostruct *)pwin->data; XGetWindowAttributes(dsp, pwin->w, &xwa); orig_p_ignite = P_IGNITE / batchcount; if (orig_p_ignite <= 0) orig_p_ignite = 1; pp->p_ignite = orig_p_ignite; pp->rockq = (rocket *) malloc(batchcount * sizeof(rocket)); pp->nflying = pp->fusilcount = 0; bsize = (xwa.height <= 64) ? 1 : STARSIZE; for (rockn = 0, rp = pp->rockq; rockn < batchcount; rockn++, rp++) { rp->state = SILENT; #if STARSIZE > 1 for (starn = 0; starn < MAXSTARS; starn++) { rp->Xpoints[starn].width = rp->Xpoints[starn].height = rp->Xpoints2[starn].width = rp->Xpoints2[starn].height = bsize; } #endif } pp->width = xwa.width; pp->lmargin = xwa.width / 16; pp->rmargin = xwa.width - pp->lmargin; pp->height = xwa.height; pp->scr = pwin->perscreen->screen; pp->cmap = DefaultColormapOfScreen(pp->scr); pp->fgpixel = WhitePixelOfScreen(pp->scr); pp->bgpixel = BlackPixelOfScreen(pp->scr); if (!mono && pwin->perscreen->npixels > 3) pp->rockpixel = pwin->perscreen->pixels[3];/* Just the right shade of * orange */ else pp->rockpixel = pp->fgpixel; xgcv.foreground = pp->bgpixel; pp->bgGC = XCreateGC(dsp, pwin->w, GCForeground, &xgcv); /* Geometry-dependent physical data: */ pp->maxvelx = (float) (xwa.width) * XVELFACTOR; pp->minvelx = -pp->maxvelx; pp->minvely = -(float) (xwa.height) * MINYVELFACTOR; pp->maxvely = -(float) (xwa.height) * MAXYVELFACTOR; pp->maxsvel = pp->minvely * SVELFACTOR; pp->rockdecel = (float) (pp->height) * GRAVFACTOR; pp->stardecel = pp->rockdecel * BOUYANCY; XFillRectangle(dsp, pwin->w, pp->bgGC, 0, 0, xwa.width, xwa.height); } /*ARGSUSED*/ void drawpyro(perwindow *pwin) { pyrostruct *pp; rocket *rp; int rockn; pp = (pyrostruct *)pwin->data; if (just_started || (random() % pp->p_ignite == 0)) { just_started = False; if (random() % P_FUSILLADE == 0) { pp->p_ignite = orig_p_ignite / FUSILFACTOR; pp->fusilcount = INTRAND(FUSILLEN * 9 / 10, FUSILLEN * 11 / 10); } ignite(pwin, pp); if (pp->fusilcount > 0) { if (--pp->fusilcount == 0) pp->p_ignite = orig_p_ignite; } } for (rockn = pp->nflying, rp = pp->rockq; rockn > 0; rp++) { if (rp->state != SILENT) { animate(pwin, pp, rp); rockn--; } } } static void ignite(perwindow *pwin, pyrostruct *pp) { rocket *rp; int multi, shelltype, nstars, fuse, npix, pix, color1, color2; float xvel, yvel, x; x = random() % pp->width; xvel = FLOATRAND(-pp->maxvelx, pp->maxvelx); /* All this to stop too many rockets going offscreen: */ if ((x < pp->lmargin && xvel < 0.0) || (x > pp->rmargin && xvel > 0.0)) xvel = -xvel; yvel = FLOATRAND(pp->minvely, pp->maxvely); fuse = INTRAND(MINFUSE, MAXFUSE); nstars = INTRAND(MINSTARS, MAXSTARS); if (!mono && (npix = pwin->perscreen->npixels) > 2) { color1 = pwin->perscreen->pixels[pix = random() % npix]; color2 = pwin->perscreen->pixels[(pix + (npix / 2)) % npix]; } else { color1 = color2 = WhitePixelOfScreen(pwin->perscreen->screen); } multi = 1; if (random() % P_DOUBLECLOUD == 0) shelltype = DOUBLECLOUD; else { shelltype = CLOUD; if (random() % P_MULTI == 0) multi = INTRAND(5, 15); } rp = pp->rockq; while (multi--) { if (pp->nflying >= batchcount) return; while (rp->state != SILENT) rp++; pp->nflying++; rp->shelltype = shelltype; rp->state = REDGLARE; rp->color1 = color1; rp->color2 = color2; rp->xvel = xvel; rp->yvel = FLOATRAND(yvel * 0.97, yvel * 1.03); rp->fuse = INTRAND((fuse * 90) / 100, (fuse * 110) / 100); rp->x = x + FLOATRAND(multi * 7.6, multi * 8.4); rp->y = pp->height - 1; rp->nstars = nstars; } } static void animate(perwindow *pwin, pyrostruct *pp, rocket *rp) { int starn; float r, theta; if (rp->state == REDGLARE) { shootup(pwin, pp, rp); /* Handle setup for explosion */ if (rp->state == BURSTINGINAIR) { for (starn = 0; starn < rp->nstars; starn++) { rp->sx[starn] = rp->sy[starn] = 0.0; rp->Xpoints[starn].x = (int) rp->x; rp->Xpoints[starn].y = (int) rp->y; if (rp->shelltype == DOUBLECLOUD) { rp->Xpoints2[starn].x = (int) rp->x; rp->Xpoints2[starn].y = (int) rp->y; } /* This isn't accurate solid geometry, but it looks OK. */ r = FLOATRAND(0.0, pp->maxsvel); theta = FLOATRAND(0.0, TWOPI); rp->sxvel[starn] = r * cos(theta); rp->syvel[starn] = r * sin(theta); } rp->fuse = INTRAND(MINSFUSE, MAXSFUSE); } } if (rp->state == BURSTINGINAIR) { burst(pwin, pp, rp); } } static void shootup(perwindow *pwin, pyrostruct *pp, rocket *rp) { XFillRectangle(dsp, pwin->w, pp->bgGC, (int) (rp->x), (int) (rp->y), ROCKETW, ROCKETH + 3); if (rp->fuse-- <= 0) { rp->state = BURSTINGINAIR; return; } rp->x += rp->xvel; rp->y += rp->yvel; rp->yvel += pp->rockdecel; XSetForeground(dsp, pwin->gc, pp->rockpixel); XFillRectangle(dsp, pwin->w, pwin->gc, (int) (rp->x), (int) (rp->y), ROCKETW, ROCKETH + random() % 4); } static void burst(perwindow *pwin, pyrostruct *pp, rocket *rp) { int starn; int nstars, stype; float rx, ry, sd; /* Help compiler optimize :-) */ float sx, sy; nstars = rp->nstars; stype = rp->shelltype; #if STARSIZE > 1 XFillRectangles(dsp, pwin->w, pp->bgGC, rp->Xpoints, nstars); if (stype == DOUBLECLOUD) XFillRectangles(dsp, pwin->w, pp->bgGC, rp->Xpoints2, nstars); #else XDrawPoints(dsp, pwin->w, pp->bgGC, rp->Xpoints, nstars, CoordModeOrigin); if (stype == DOUBLECLOUD) XDrawPoints(dsp, pwin->w, pp->bgGC, rp->Xpoints2, nstars, CoordModeOrigin); #endif if (rp->fuse-- <= 0) { rp->state = SILENT; pp->nflying--; return; } /* Stagger the stars' decay */ if (rp->fuse <= 7) { if ((rp->nstars = nstars = nstars * 90 / 100) == 0) return; } rx = rp->x; ry = rp->y; sd = pp->stardecel; for (starn = 0; starn < nstars; starn++) { sx = rp->sx[starn] += rp->sxvel[starn]; sy = rp->sy[starn] += rp->syvel[starn]; rp->syvel[starn] += sd; rp->Xpoints[starn].x = (int) (rx + sx); rp->Xpoints[starn].y = (int) (ry + sy); if (stype == DOUBLECLOUD) { rp->Xpoints2[starn].x = (int) (rx + 1.7 * sx); rp->Xpoints2[starn].y = (int) (ry + 1.7 * sy); } } rp->x = rx + rp->xvel; rp->y = ry + rp->yvel; rp->yvel += sd; XSetForeground(dsp, pwin->gc, rp->color1); #if STARSIZE > 1 XFillRectangles(dsp, pwin->w, pwin->gc, rp->Xpoints, nstars); if (stype == DOUBLECLOUD) { XSetForeground(dsp, pwin->gc, rp->color2); XFillRectangles(dsp, pwin->w, pwin->gc, rp->Xpoints2, nstars); } #else XDrawPoints(dsp, pwin->w, pwin->gc, rp->Xpoints, nstars, CoordModeOrigin); if (stype == DOUBLECLOUD) { XSetForeground(dsp, pwin->gc, rp->color2); XDrawPoints(dsp, pwin->w, pwin->gc, rp->Xpoints2, nstars, CoordModeOrigin); } #endif }