Initial import of the CDE 2.1.30 sources from the Open Group.
This commit is contained in:
395
cde/programs/dtscreen/pyro.c
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395
cde/programs/dtscreen/pyro.c
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/* $XConsortium: pyro.c /main/3 1995/11/02 16:07:59 rswiston $ */
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/*
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*/
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/* *
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* (c) Copyright 1993, 1994 Hewlett-Packard Company *
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* (c) Copyright 1993, 1994 International Business Machines Corp. *
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* (c) Copyright 1993, 1994 Sun Microsystems, Inc. *
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* (c) Copyright 1993, 1994 Novell, Inc. *
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*/
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/*-
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* pyro.c - Fireworks for dtscreen, the X Window System lockscreen.
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*
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* Copyright (c) 1991 by Patrick J. Naughton.
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*
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* See dtscreen.c for copying information.
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*
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* Revision History:
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* 16-Mar-91: Written. (received from David Brooks, brooks@osf.org).
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*/
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/* The physics of the rockets is a little bogus, but it looks OK. Each is
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* given an initial velocity impetus. They decelerate slightly (gravity
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* overcomes the rocket's impulse) and explode as the rocket's main fuse
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* gives out (we could add a ballistic stage, maybe). The individual
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* stars fan out from the rocket, and they decelerate less quickly.
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* That's called bouyancy, but really it's again a visual preference.
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*/
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#include "dtscreen.h"
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#include <math.h>
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#define TWOPI 6.2831853
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/* Define this >1 to get small rectangles instead of points */
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#ifndef STARSIZE
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#define STARSIZE 2
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#endif
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#define SILENT 0
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#define REDGLARE 1
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#define BURSTINGINAIR 2
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#define CLOUD 0
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#define DOUBLECLOUD 1
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/* Clearly other types and other fascinating visual effects could be added...*/
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/* P_xxx parameters represent the reciprocal of the probability... */
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#define P_IGNITE 5000 /* ...of ignition per cycle */
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#define P_DOUBLECLOUD 10 /* ...of an ignition being double */
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#define P_MULTI 75 /* ...of an ignition being several @ once */
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#define P_FUSILLADE 250 /* ...of an ignition starting a fusillade */
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#define ROCKETW 2 /* Dimensions of rocket */
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#define ROCKETH 4
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#define XVELFACTOR 0.0025 /* Max horizontal velocity / screen width */
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#define MINYVELFACTOR 0.016 /* Min vertical velocity / screen height */
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#define MAXYVELFACTOR 0.018
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#define GRAVFACTOR 0.0002 /* delta v / screen height */
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#define MINFUSE 50 /* range of fuse lengths for rocket */
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#define MAXFUSE 100
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#define FUSILFACTOR 10 /* Generate fusillade by reducing P_IGNITE */
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#define FUSILLEN 100 /* Length of fusillade, in ignitions */
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#define SVELFACTOR 0.1 /* Max star velocity / yvel */
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#define BOUYANCY 0.2 /* Reduction in grav deceleration for stars */
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#define MAXSTARS 75 /* Number of stars issued from a shell */
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#define MINSTARS 50
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#define MINSFUSE 50 /* Range of fuse lengths for stars */
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#define MAXSFUSE 100
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#define INTRAND(min,max) (random()%((max+1)-(min))+(min))
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#define FLOATRAND(min,max) ((min)+(random()/MAXRAND)*((max)-(min)))
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static void ignite();
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static void animate();
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static void shootup();
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static void burst();
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typedef struct {
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int state;
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int shelltype;
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int color1, color2;
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int fuse;
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float xvel, yvel;
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float x, y;
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int nstars;
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#if STARSIZE > 1
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XRectangle Xpoints[MAXSTARS];
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XRectangle Xpoints2[MAXSTARS];
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#else
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XPoint Xpoints[MAXSTARS];
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XPoint Xpoints2[MAXSTARS];
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#endif
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float sx[MAXSTARS], sy[MAXSTARS]; /* Distance from notional
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* center */
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float sxvel[MAXSTARS], syvel[MAXSTARS]; /* Relative to notional
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* center */
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} rocket;
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typedef struct {
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Screen *scr;
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Colormap cmap;
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int p_ignite;
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unsigned long bgpixel;
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unsigned long fgpixel;
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unsigned long rockpixel;
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GC bgGC;
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int nflying;
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int fusilcount;
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int width, lmargin, rmargin, height;
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float minvelx, maxvelx;
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float minvely, maxvely;
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float maxsvel;
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float rockdecel, stardecel;
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rocket *rockq;
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} pyrostruct;
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static int orig_p_ignite;
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static int just_started = True;/* Greet the user right away */
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void
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initpyro(pwin)
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perwindow *pwin;
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{
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pyrostruct *pp;
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rocket *rp;
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XWindowAttributes xwa;
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XGCValues xgcv;
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int rockn, starn, bsize;
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if (pwin->data) free(pwin->data);
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pwin->data = (pyrostruct *)malloc(sizeof(pyrostruct));
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memset(pwin->data, '\0', sizeof(pyrostruct));
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pp = (pyrostruct *)pwin->data;
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XGetWindowAttributes(dsp, pwin->w, &xwa);
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orig_p_ignite = P_IGNITE / batchcount;
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if (orig_p_ignite <= 0)
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orig_p_ignite = 1;
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pp->p_ignite = orig_p_ignite;
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pp->rockq = (rocket *) malloc(batchcount * sizeof(rocket));
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pp->nflying = pp->fusilcount = 0;
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bsize = (xwa.height <= 64) ? 1 : STARSIZE;
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for (rockn = 0, rp = pp->rockq; rockn < batchcount; rockn++, rp++) {
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rp->state = SILENT;
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#if STARSIZE > 1
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for (starn = 0; starn < MAXSTARS; starn++) {
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rp->Xpoints[starn].width = rp->Xpoints[starn].height =
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rp->Xpoints2[starn].width = rp->Xpoints2[starn].height = bsize;
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}
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#endif
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}
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pp->width = xwa.width;
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pp->lmargin = xwa.width / 16;
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pp->rmargin = xwa.width - pp->lmargin;
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pp->height = xwa.height;
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pp->scr = pwin->perscreen->screen;
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pp->cmap = DefaultColormapOfScreen(pp->scr);
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pp->fgpixel = WhitePixelOfScreen(pp->scr);
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pp->bgpixel = BlackPixelOfScreen(pp->scr);
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if (!mono && pwin->perscreen->npixels > 3)
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pp->rockpixel = pwin->perscreen->pixels[3];/* Just the right shade of
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* orange */
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else
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pp->rockpixel = pp->fgpixel;
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xgcv.foreground = pp->bgpixel;
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pp->bgGC = XCreateGC(dsp, pwin->w, GCForeground, &xgcv);
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/* Geometry-dependent physical data: */
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pp->maxvelx = (float) (xwa.width) * XVELFACTOR;
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pp->minvelx = -pp->maxvelx;
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pp->minvely = -(float) (xwa.height) * MINYVELFACTOR;
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pp->maxvely = -(float) (xwa.height) * MAXYVELFACTOR;
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pp->maxsvel = pp->minvely * SVELFACTOR;
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pp->rockdecel = (float) (pp->height) * GRAVFACTOR;
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pp->stardecel = pp->rockdecel * BOUYANCY;
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XFillRectangle(dsp, pwin->w, pp->bgGC, 0, 0, xwa.width, xwa.height);
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}
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/*ARGSUSED*/
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void
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drawpyro(pwin)
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perwindow *pwin;
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{
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pyrostruct *pp;
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rocket *rp;
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int rockn;
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pp = (pyrostruct *)pwin->data;
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if (just_started || (random() % pp->p_ignite == 0)) {
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just_started = False;
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if (random() % P_FUSILLADE == 0) {
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pp->p_ignite = orig_p_ignite / FUSILFACTOR;
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pp->fusilcount = INTRAND(FUSILLEN * 9 / 10, FUSILLEN * 11 / 10);
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}
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ignite(pwin, pp);
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if (pp->fusilcount > 0) {
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if (--pp->fusilcount == 0)
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pp->p_ignite = orig_p_ignite;
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}
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}
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for (rockn = pp->nflying, rp = pp->rockq; rockn > 0; rp++) {
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if (rp->state != SILENT) {
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animate(pwin, pp, rp);
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rockn--;
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}
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}
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}
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static void
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ignite(pwin, pp)
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perwindow *pwin;
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pyrostruct *pp;
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{
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rocket *rp;
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int multi, shelltype, nstars, fuse, npix, pix, color1, color2;
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float xvel, yvel, x;
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x = random() % pp->width;
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xvel = FLOATRAND(-pp->maxvelx, pp->maxvelx);
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/* All this to stop too many rockets going offscreen: */
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if (x < pp->lmargin && xvel < 0.0 || x > pp->rmargin && xvel > 0.0)
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xvel = -xvel;
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yvel = FLOATRAND(pp->minvely, pp->maxvely);
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fuse = INTRAND(MINFUSE, MAXFUSE);
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nstars = INTRAND(MINSTARS, MAXSTARS);
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if (!mono && (npix = pwin->perscreen->npixels) > 2) {
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color1 = pwin->perscreen->pixels[pix = random() % npix];
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color2 = pwin->perscreen->pixels[(pix + (npix / 2)) % npix];
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} else {
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color1 = color2 = WhitePixelOfScreen(pwin->perscreen->screen);
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}
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multi = 1;
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if (random() % P_DOUBLECLOUD == 0)
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shelltype = DOUBLECLOUD;
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else {
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shelltype = CLOUD;
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if (random() % P_MULTI == 0)
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multi = INTRAND(5, 15);
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}
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rp = pp->rockq;
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while (multi--) {
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if (pp->nflying >= batchcount)
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return;
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while (rp->state != SILENT)
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rp++;
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pp->nflying++;
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rp->shelltype = shelltype;
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rp->state = REDGLARE;
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rp->color1 = color1;
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rp->color2 = color2;
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rp->xvel = xvel;
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rp->yvel = FLOATRAND(yvel * 0.97, yvel * 1.03);
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rp->fuse = INTRAND((fuse * 90) / 100, (fuse * 110) / 100);
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rp->x = x + FLOATRAND(multi * 7.6, multi * 8.4);
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rp->y = pp->height - 1;
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rp->nstars = nstars;
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}
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}
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static void
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animate(pwin, pp, rp)
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perwindow *pwin;
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pyrostruct *pp;
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rocket *rp;
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{
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int starn;
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float r, theta;
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if (rp->state == REDGLARE) {
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shootup(pwin, pp, rp);
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/* Handle setup for explosion */
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if (rp->state == BURSTINGINAIR) {
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for (starn = 0; starn < rp->nstars; starn++) {
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rp->sx[starn] = rp->sy[starn] = 0.0;
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rp->Xpoints[starn].x = (int) rp->x;
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rp->Xpoints[starn].y = (int) rp->y;
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if (rp->shelltype == DOUBLECLOUD) {
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rp->Xpoints2[starn].x = (int) rp->x;
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rp->Xpoints2[starn].y = (int) rp->y;
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}
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/* This isn't accurate solid geometry, but it looks OK. */
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r = FLOATRAND(0.0, pp->maxsvel);
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theta = FLOATRAND(0.0, TWOPI);
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rp->sxvel[starn] = r * cos(theta);
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rp->syvel[starn] = r * sin(theta);
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}
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rp->fuse = INTRAND(MINSFUSE, MAXSFUSE);
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}
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}
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if (rp->state == BURSTINGINAIR) {
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burst(pwin, pp, rp);
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}
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}
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static void
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shootup(pwin, pp, rp)
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perwindow *pwin;
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pyrostruct *pp;
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rocket *rp;
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{
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XFillRectangle(dsp, pwin->w, pp->bgGC, (int) (rp->x), (int) (rp->y),
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ROCKETW, ROCKETH + 3);
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if (rp->fuse-- <= 0) {
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rp->state = BURSTINGINAIR;
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return;
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}
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rp->x += rp->xvel;
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rp->y += rp->yvel;
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rp->yvel += pp->rockdecel;
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XSetForeground(dsp, pwin->gc, pp->rockpixel);
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XFillRectangle(dsp, pwin->w, pwin->gc, (int) (rp->x), (int) (rp->y),
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ROCKETW, ROCKETH + random() % 4);
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}
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static void
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burst(pwin, pp, rp)
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perwindow *pwin;
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pyrostruct *pp;
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rocket *rp;
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{
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register int starn;
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register int nstars, stype;
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register float rx, ry, sd; /* Help compiler optimize :-) */
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register float sx, sy;
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nstars = rp->nstars;
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stype = rp->shelltype;
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#if STARSIZE > 1
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XFillRectangles(dsp, pwin->w, pp->bgGC, rp->Xpoints, nstars);
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if (stype == DOUBLECLOUD)
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XFillRectangles(dsp, pwin->w, pp->bgGC, rp->Xpoints2, nstars);
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#else
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XDrawPoints(dsp, pwin->w, pp->bgGC, rp->Xpoints, nstars, CoordModeOrigin);
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if (stype == DOUBLECLOUD)
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XDrawPoints(dsp, pwin->w, pp->bgGC, rp->Xpoints2, nstars, CoordModeOrigin);
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#endif
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if (rp->fuse-- <= 0) {
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rp->state = SILENT;
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pp->nflying--;
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return;
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}
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/* Stagger the stars' decay */
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if (rp->fuse <= 7) {
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if ((rp->nstars = nstars = nstars * 90 / 100) == 0)
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return;
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}
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rx = rp->x;
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ry = rp->y;
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sd = pp->stardecel;
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for (starn = 0; starn < nstars; starn++) {
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sx = rp->sx[starn] += rp->sxvel[starn];
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sy = rp->sy[starn] += rp->syvel[starn];
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rp->syvel[starn] += sd;
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rp->Xpoints[starn].x = (int) (rx + sx);
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rp->Xpoints[starn].y = (int) (ry + sy);
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if (stype == DOUBLECLOUD) {
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rp->Xpoints2[starn].x = (int) (rx + 1.7 * sx);
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rp->Xpoints2[starn].y = (int) (ry + 1.7 * sy);
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}
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}
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rp->x = rx + rp->xvel;
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rp->y = ry + rp->yvel;
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rp->yvel += sd;
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XSetForeground(dsp, pwin->gc, rp->color1);
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#if STARSIZE > 1
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XFillRectangles(dsp, pwin->w, pwin->gc, rp->Xpoints, nstars);
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if (stype == DOUBLECLOUD) {
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XSetForeground(dsp, pwin->gc, rp->color2);
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XFillRectangles(dsp, pwin->w, pwin->gc, rp->Xpoints2, nstars);
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}
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#else
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XDrawPoints(dsp, pwin->w, pwin->gc, rp->Xpoints, nstars, CoordModeOrigin);
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if (stype == DOUBLECLOUD) {
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XSetForeground(dsp, pwin->gc, rp->color2);
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XDrawPoints(dsp, pwin->w, pwin->gc, rp->Xpoints2, nstars,
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CoordModeOrigin);
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}
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#endif
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}
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