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/*
* XBoing - An X11 blockout style computer game
*
* (c) Copyright 1993, 1994, 1995, Justin C. Kibell, All Rights Reserved
*
* The X Consortium, and any party obtaining a copy of these files from
* the X Consortium, directly or indirectly, is granted, free of charge, a
* full and unrestricted irrevocable, world-wide, paid up, royalty-free,
* nonexclusive right and license to deal in this software and
* documentation files (the "Software"), including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons who receive
* copies from any such party to do so. This license includes without
* limitation a license to do the foregoing actions under any patents of
* the party supplying this software to the X Consortium.
*
* In no event shall the author be liable to any party for direct, indirect,
* special, incidental, or consequential damages arising out of the use of
* this software and its documentation, even if the author has been advised
* of the possibility of such damage.
*
* The author specifically disclaims any warranties, including, but not limited
* to, the implied warranties of merchantability and fitness for a particular
* purpose. The software provided hereunder is on an "AS IS" basis, and the
* author has no obligation to provide maintenance, support, updates,
* enhancements, or modifications.
*/
/*
* =========================================================================
*
* $Id: sfx.c,v 1.1.1.1 1994/12/16 01:36:45 jck Exp $
* $Source: /usr5/legends/jck/xb/master/xboing/sfx.c,v $
* $Revision: 1.1.1.1 $
* $Date: 1994/12/16 01:36:45 $
*
* $Log: sfx.c,v $
* Revision 1.1.1.1 1994/12/16 01:36:45 jck
* The XBoing distribution requires configuration management. This is why the
* cvs utility is being used. This is the initial import of all source etc..
*
*
* =========================================================================
*/
/*
* Include file dependencies:
*/
#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xos.h>
#include <xpm.h>
#include "error.h"
#include "init.h"
#include "stage.h"
#include "score.h"
#include "blocks.h"
#include "ball.h"
#include "main.h"
#include "mess.h"
#include "misc.h"
#include "intro.h"
#include "sfx.h"
/*
* Internal macro definitions:
*/
#define SHAKE_DELAY 5
#define NUM_SCAT 10
#define RANDY(range) (rand() % (range))
/*
* Internal type declarations:
*/
/*
* Internal variable declarations:
*/
static int sfxEndFrame, useSfx;
int modeSfx;
static int xscat[NUM_SCAT] = { 1, 9, 3, 6, 2, 4, 0, 7, 5, 8 };
static int yscat[NUM_SCAT] = { 2, 1, 0, 8, 6, 4, 9, 3, 7, 5 };
#if NeedFunctionPrototypes
void useSpecialEffects(int state)
#else
void useSpecialEffects(state)
int state;
#endif
{
/* Set the state of the special effects - True = use */
/* Of course - if the sfx are not possible then no effect */
useSfx = state;
}
#if NeedFunctionPrototypes
int getSpecialEffects(Display *display)
#else
int getSpecialEffects(display)
Display *display;
#endif
{
/* Only shake around if the server has backing store on */
if (DoesBackingStore(XDefaultScreenOfDisplay(display)) != Always)
return -1;
/* Return special effects state - on or off */
return useSfx;
}
#if NeedFunctionPrototypes
void changeSfxMode(int newMode)
#else
void changeSfxMode(newMode)
int newMode;
#endif
{
modeSfx = newMode;
}
#if NeedFunctionPrototypes
int currentSfxMode(void)
#else
int currentSfxMode()
#endif
{
/* Return the current special effects mode */
return modeSfx;
}
#if NeedFunctionPrototypes
static void resetEffect(Display *display)
#else
static void resetEffect(display)
Display *display;
#endif
{
/* Just re-centre window return */
modeSfx = SFX_NONE;
XMoveWindow(display, playWindow, 35, 60);
}
#if NeedFunctionPrototypes
int WindowBlindEffect(Display *display, Window window)
#else
int WindowBlindEffect(display, window)
Display *display;
Window window;
#endif
{
int x, i;
/* Does the user want special effects */
if (useSfx == False)
{
/* No - Just return out */
resetEffect(display);
return False;
}
XSetBackground(display, gcsfx, black);
/* Draw a blinds effect where little doors close over screen */
for (i = 0; i <= (PLAY_WIDTH / 8); i++)
for (x = 0; x <= PLAY_WIDTH; x += (PLAY_WIDTH / 8))
XCopyArea(display, bufferWindow, window, gc,
x+i, 0, 1, PLAY_HEIGHT, x+i, 0);
/* End of special effect - reset off */
resetEffect(display);
return False;
}
#if NeedFunctionPrototypes
int WindowStaticEffect(Display *display, Window window, int w, int h)
#else
int WindowStaticEffect(display, window, w, h)
Display *display;
Window window;
int w, h;
#endif
{
static int start = True;
if (start)
{
SetSfxEndFrame(frame + 50);
start = False;
}
/* Do somehting in here */
if (frame >= sfxEndFrame)
{
/* End of special effect - reset off */
resetEffect(display);
start = True;
return False;
}
return True;
}
#if NeedFunctionPrototypes
int WindowShatterEffect(Display *display, Window window)
#else
int WindowShatterEffect(display, window)
Display *display;
Window window;
#endif
{
int offx, offy, sizeWidth, sizeHeight;
int srcx, srcy, destx, desty;
/* Does the user want special effects */
if (useSfx == False)
{
/* No - Just return out */
resetEffect(display);
return False;
}
offx = RANDY(NUM_SCAT);
offy = RANDY(NUM_SCAT);
sizeWidth = 200;
sizeHeight = 200;
/* Spend a bit of time scattering new pixmap into view */
/* Original idea for this effect from xjewel */
for (srcx = 0; srcx < NUM_SCAT; srcx++)
{
for (srcy = 0; srcy < NUM_SCAT; srcy++)
{
for (destx = 0; destx <= 4; destx++)
{
for (desty = 0; desty <= 5; desty++)
{
XCopyArea(display, bufferWindow, window, gc,
(destx * sizeWidth) +
xscat[(srcx + srcy + offx) % NUM_SCAT]
* (sizeWidth / NUM_SCAT),
(desty * sizeHeight) +
yscat[(srcy + offy) % NUM_SCAT]
* (sizeHeight / NUM_SCAT),
(sizeWidth / NUM_SCAT),
(sizeHeight / NUM_SCAT),
(destx * sizeWidth) +
xscat[(srcx + srcy + offx) % NUM_SCAT]
* (sizeWidth / NUM_SCAT),
(desty * sizeHeight) +
yscat[(srcy + offy) % NUM_SCAT]
* (sizeHeight / NUM_SCAT));
}
}
}
}
/* End of special effect - reset off */
resetEffect(display);
return False;
}
#if NeedFunctionPrototypes
int WindowFadeEffect(Display *display, Window window, int w, int h)
#else
int WindowFadeEffect(display, window, w, h)
Display *display;
Window window;
int w, h;
#endif
{
static int done = False;
static int first = True;
int y;
int x;
static int i = 0;
/* Does the user want special effects */
if (useSfx == False)
{
/* No - Just return out */
resetEffect(display);
return False;
}
if (first == True)
{
first = False;
XSetForeground(display, gcsfx, black);
XSetBackground(display, gcsfx, black);
XSetWindowBorder(display, window, red);
}
/* Draw vertical lines */
for (x = i; x <= w; x += 12)
XDrawLine(display, window, gcsfx, x, 0, x, h);
/* Draw horizontal lines */
for (y = i; y <= h; y += 12)
XDrawLine(display, window, gcsfx, 0, y, w, y);
/* Fill in grid slowly */
i++;
if (i > 12) done = True;
if (done == True)
{
/* End of special effect - reset off */
done = False;
first = True;
i = 0;
resetEffect(display);
return False;
}
/* Keep efect going please */
return True;
}
#if NeedFunctionPrototypes
int WindowShakeEffect(Display *display, Window window)
#else
int WindowShakeEffect(display, window)
Display *display;
Window window;
#endif
{
static int x = 35;
static int y = 60;
int xi, yi;
/* Does the user want special effects */
if (useSfx == False)
{
/* No - Just return out */
resetEffect(display);
return False;
}
/* Only shake around if the server has backing store on */
if (DoesBackingStore(XDefaultScreenOfDisplay(display)) != Always)
{
resetEffect(display);
return False;
}
if (frame >= sfxEndFrame)
{
/* End of special effect - reset off */
resetEffect(display);
return False;
}
if ((frame % SHAKE_DELAY) != 0) return True;
XMoveWindow(display, window, x, y);
XFlush(display);
xi = (rand() % 6) - 3;
yi = (rand() % 6) - 3;
x = xi + 35; y = yi + 60;
return True;
}
#if NeedFunctionPrototypes
void SetSfxEndFrame(int endFrame)
#else
void SetSfxEndFrame(endFrame)
int endFrame;
#endif
{
sfxEndFrame = endFrame;
}
#if NeedFunctionPrototypes
void BorderGlow(Display *display, Window window)
#else
void BorderGlow(display, window)
Display *display;
Window window;
#endif
{
static int i = 0;
static int d = 1;
static int t = 1;
/* Does the user want special effects */
if (useSfx == False)
{
/* No - Just return out */
return;
}
/* Only update every n frames */
if ((frame % 40) == 0)
{
/* Alternate between the red and the green ranges */
if (t > 0)
XSetWindowBorder(display, playWindow, reds[i]);
else
XSetWindowBorder(display, playWindow, greens[i]);
/* Ok change range or fade down again */
if (i == 6)
{
d = -1;
t *= -1;
}
if (i == 0)
d = 1;
/* Next range index */
i += d;
}
}
#if NeedFunctionPrototypes
void ResetBorderGlow(Display *display, Window window)
#else
void ResetBorderGlow(display, window)
Display *display;
Window window;
#endif
{
XSetWindowBorder(display, playWindow, red);
}
#if NeedFunctionPrototypes
void FadeAwayArea(Display *display, Window window, int x, int y, int w, int h)
#else
void FadeAwayArea(display, window, x, y, w, h)
Display *display;
Window window;
int x, y, w, h;
#endif
{
int i, x1, y1, step;
step = w / 15;
/* Fade away an area slowly so it looks good */
for (i = 0; i <= step; i++)
{
/* Draw vertical lines */
for (x1 = i; x1 <= w; x1 += 15)
XClearArea(display, window, x + x1, y, 1, h, False);
/* Draw horizontal lines */
for (y1 = i; y1 <= h; y1 += 15)
XClearArea(display, window, x, y + y1, w, 1, False);
}
}
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