/*
* Copyright (c) 1988-91 by Patrick J. Naughton.
*
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*/
/*
* Copyright (c) 1991, 1996, Oracle and/or its affiliates. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/*-
* pyro.c - Fireworks for xlock, the X Window System lockscreen.
*
* Copyright (c) 1991 by Patrick J. Naughton.
*
* See xlock.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 "xlock.h"
#include <math.h>
#define TWOPI 6.2831853
/* Define this >1 to get small rectangles instead of points */
#ifndef STARSIZE
#define STARSIZE 1
#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;
extern XColor ssblack[];
extern XColor sswhite[];
static pyrostruct pyros[MAXSCREENS];
static int orig_p_ignite;
static int just_started = True;/* Greet the user right away */
void
initpyro(win)
Window win;
{
pyrostruct *pp = &pyros[screen];
rocket *rp;
XWindowAttributes xwa;
XGCValues xgcv;
int rockn, starn, bsize;
XGetWindowAttributes(dsp, win, &xwa);
orig_p_ignite = P_IGNITE / batchcount;
if (orig_p_ignite <= 0)
orig_p_ignite = 1;
pp->p_ignite = orig_p_ignite;
if (!pp->rockq) {
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 = ScreenOfDisplay(dsp, screen);
pp->cmap = xwa.colormap;
pp->fgpixel = sswhite[screen].pixel;
pp->bgpixel = ssblack[screen].pixel;
if (!mono && Scr[screen].npixels > 3)
pp->rockpixel = Scr[screen].pixels[3]; /* Just the right shade of
* orange */
else
pp->rockpixel = pp->fgpixel;
if (!pp->bgGC) {
xgcv.foreground = pp->bgpixel;
pp->bgGC = XCreateGC(dsp, win, 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, win, pp->bgGC, 0, 0, xwa.width, xwa.height);
}
/*ARGSUSED*/
void
drawpyro(win)
Window win;
{
pyrostruct *pp = &pyros[screen];
rocket *rp;
int rockn;
if (pp->p_ignite == 0)
pp->p_ignite = 1;
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(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(win, pp, rp);
rockn--;
}
}
}
static void
ignite(pp)
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 = Scr[screen].npixels) > 2) {
color1 = Scr[screen].pixels[pix = random() % npix];
color2 = Scr[screen].pixels[(pix + (npix / 2)) % npix];
} else {
color1 = color2 = sswhite[screen].pixel;
}
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(win, pp, rp)
Window win;
pyrostruct *pp;
rocket *rp;
{
int starn;
float r, theta;
if (rp->state == REDGLARE) {
shootup(win, 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(win, pp, rp);
}
}
static void
shootup(win, pp, rp)
Window win;
pyrostruct *pp;
rocket *rp;
{
XFillRectangle(dsp, win, 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, Scr[screen].gc, pp->rockpixel);
XFillRectangle(dsp, win, Scr[screen].gc, (int) (rp->x), (int) (rp->y),
ROCKETW, ROCKETH + random() % 4);
}
static void
burst(win, pp, rp)
Window win;
pyrostruct *pp;
rocket *rp;
{
register int starn;
register int nstars, stype;
register float rx, ry, sd; /* Help compiler optimize :-) */
register float sx, sy;
nstars = rp->nstars;
stype = rp->shelltype;
#if STARSIZE > 1
XFillRectangles(dsp, win, pp->bgGC, rp->Xpoints, nstars);
if (stype == DOUBLECLOUD)
XFillRectangles(dsp, win, pp->bgGC, rp->Xpoints2, nstars);
#else
XDrawPoints(dsp, win, pp->bgGC, rp->Xpoints, nstars, CoordModeOrigin);
if (stype == DOUBLECLOUD)
XDrawPoints(dsp, win, 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, Scr[screen].gc, rp->color1);
#if STARSIZE > 1
XFillRectangles(dsp, win, Scr[screen].gc, rp->Xpoints, nstars);
if (stype == DOUBLECLOUD) {
XSetForeground(dsp, Scr[screen].gc, rp->color2);
XFillRectangles(dsp, win, Scr[screen].gc, rp->Xpoints2, nstars);
}
#else
XDrawPoints(dsp, win, Scr[screen].gc, rp->Xpoints, nstars, CoordModeOrigin);
if (stype == DOUBLECLOUD) {
XSetForeground(dsp, Scr[screen].gc, rp->color2);
XDrawPoints(dsp, win, Scr[screen].gc, rp->Xpoints2, nstars,
CoordModeOrigin);
}
#endif
}