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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: stage.c,v 1.1.1.1 1994/12/16 01:36:45 jck Exp $
* $Source: /usr5/legends/jck/xb/master/xboing/stage.c,v $
* $Revision: 1.1.1.1 $
* $Date: 1994/12/16 01:36:45 $
*
* $Log: stage.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 "bitmaps/bgrnds/mnbgrnd.xpm"
#include "bitmaps/bgrnds/space.xpm"
#include "bitmaps/bgrnds/bgrnd.xpm"
#include "bitmaps/bgrnds/bgrnd2.xpm"
#include "bitmaps/bgrnds/bgrnd3.xpm"
#include "bitmaps/bgrnds/bgrnd4.xpm"
#include "bitmaps/bgrnds/bgrnd5.xpm"
#include "bitmaps/icon.xpm"
#include "bitmaps/eyes/deveyes.xpm"
#include "bitmaps/eyes/deveyes1.xpm"
#include "bitmaps/eyes/deveyes2.xpm"
#include "bitmaps/eyes/deveyes3.xpm"
#include "bitmaps/eyes/deveyes4.xpm"
#include "bitmaps/eyes/deveyes5.xpm"
#include "error.h"
#include "blocks.h"
#include "editor.h"
#include "sfx.h"
#include "ball.h"
#include "misc.h"
#include "paddle.h"
#include "dialogue.h"
#include "version.h"
#include "init.h"
#include "stage.h"
/*
* Internal macro definitions:
*/
#define LEFT_OFFSET 10
#define RIGHT_OFFSET 10
#define TOP_OFFSET 10
#define MIDDLE_OFFSET 10
#define DEVILEYE_WIDTH 57
#define DEVILEYE_HEIGHT 16
#define DEVILEYE_WC (DEVILEYE_WIDTH / 2)
#define DEVILEYE_HC (DEVILEYE_HEIGHT / 2)
/*
* Internal type declarations:
*/
#if NeedFunctionPrototypes
static Window SetWMIcon(Display *display);
#else
static Window SetWMIcon();
#endif
/*
* Internal variable declarations:
*/
Window iconWindow;
Window inputWindow;
Window mainWindow;
Window scoreWindow;
Window levelWindow;
Window playWindow;
Window bufferWindow;
Window messWindow;
Window specialWindow;
Window timeWindow;
Window blockWindow;
Window typeWindow;
Pixmap mainBackPixmap, iconPixmap, spacePixmap;
Pixmap back1Pixmap, back2Pixmap, back3Pixmap, back4Pixmap, back5Pixmap;
Pixmap devilblink[6], devilblinkM[6];
int devilx, devily;
int blinkslides[] = { 0, 1, 2, 3, 4, 5, 5, 4, 3, 2, 1, 0, 0, 0,
0, 1, 2, 3, 4, 5, 5, 4, 3, 2, 1, 0 };
#if NeedFunctionPrototypes
void InitialiseMainBackPixmap(Display *display, Window window,
Colormap colormap)
#else
void InitialiseMainBackPixmap(display, window, colormap)
Display *display;
Window window;
Colormap colormap;
#endif
{
XpmAttributes attributes;
int XpmErrorStatus;
attributes.valuemask = XpmColormap;
attributes.colormap = colormap;
/* Create the playfield background pixmaps */
XpmErrorStatus = XpmCreatePixmapFromData(display, window,
mainbackground_xpm, &mainBackPixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseMainBackPixmap()");
XpmErrorStatus = XpmCreatePixmapFromData(display, window,
space_xpm, &spacePixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseMainBackPixmap(space)");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, background_xpm,
&back1Pixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseMainBackPixmap()");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, background2_xpm,
&back2Pixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseMainBackPixmap()");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, background3_xpm,
&back3Pixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseMainBackPixmap()");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, background4_xpm,
&back4Pixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseMainBackPixmap()");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, background5_xpm,
&back5Pixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseMainBackPixmap()");
/* Devil blink animation */
XpmErrorStatus = XpmCreatePixmapFromData(display, window, devileyes_xpm,
&devilblink[0], &devilblinkM[0], &attributes);
HandleXPMError(display, XpmErrorStatus,
"InitialiseMainBackPixmap(devilblink[0])");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, devileyes1_xpm,
&devilblink[1], &devilblinkM[1], &attributes);
HandleXPMError(display, XpmErrorStatus,
"InitialiseMainBackPixmap(devilblink[1])");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, devileyes2_xpm,
&devilblink[2], &devilblinkM[2], &attributes);
HandleXPMError(display, XpmErrorStatus,
"InitialiseMainBackPixmap(devilblink[2])");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, devileyes3_xpm,
&devilblink[3], &devilblinkM[3], &attributes);
HandleXPMError(display, XpmErrorStatus,
"InitialiseMainBackPixmap(devilblink[3])");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, devileyes4_xpm,
&devilblink[4], &devilblinkM[4], &attributes);
HandleXPMError(display, XpmErrorStatus,
"InitialiseMainBackPixmap(devilblink[4])");
XpmErrorStatus = XpmCreatePixmapFromData(display, window, devileyes5_xpm,
&devilblink[5], &devilblinkM[5], &attributes);
HandleXPMError(display, XpmErrorStatus,
"InitialiseMainBackPixmap(devilblink[5])");
/* Free the xpm pixmap attributes */
XpmFreeAttributes(&attributes);
}
#if NeedFunctionPrototypes
void ClearMainWindow(Display *display, Window window)
#else
void ClearMainWindow(display, window)
Display *display;
Window window;
#endif
{
/* Make sure that it is drawn */
XSetWindowBackgroundPixmap(display, mainWindow, spacePixmap);
XClearWindow(display, mainWindow);
}
#if NeedFunctionPrototypes
void SetWindowSizeHints(Display *display, int w, int h)
#else
void SetWindowSizeHints(display, w, h)
Display *display;
int w, h;
#endif
{
XSizeHints sizehints;
/* Setup the max and minimum size that the window will be */
sizehints.flags = PPosition | PSize | PMinSize | PMaxSize;
sizehints.min_width = w;
sizehints.min_height = h;
sizehints.max_width = w;
sizehints.max_height = h;
/* Now set the window manager size hints properties */
XSetWMNormalHints(display, mainWindow, &sizehints);
}
#if NeedFunctionPrototypes
void CreateAllWindows(Display *display, Colormap colormap,
char **argv, int argc)
#else
void CreateAllWindows(display, colormap, argv, argc)
Display *display;
Colormap colormap;
char **argv;
int argc;
#endif
{
char title[80];
int offsetX, offsetY, scoreWidth;
XWMHints wmhints;
XClassHint classhints;
XSizeHints sizehints;
XTextProperty windowName, iconName;
XSetWindowAttributes winattr;
unsigned long valuemask;
int temp;
char *window_Name = "- XBoing II -";
char *icon_Name = "XBoing II";
offsetX = MAIN_WIDTH / 2;
offsetY = MAIN_HEIGHT / 2;
scoreWidth = 224;
DEBUG("Creating windows ....");
/* Create the main window */
mainWindow = XCreateSimpleWindow(display,
RootWindow(display, DefaultScreen(display)), 0, 0,
PLAY_WIDTH + MAIN_WIDTH + 10, PLAY_HEIGHT + MAIN_HEIGHT + 10, 2,
red, black);
/* Create the score window */
scoreWindow = XCreateSimpleWindow(display, mainWindow,
offsetX, 10, scoreWidth, 42, 0, white, black);
/* Create the level window */
levelWindow = XCreateSimpleWindow(display, mainWindow,
scoreWidth + offsetX + 25, 5,
PLAY_WIDTH + offsetX - 20 - scoreWidth, 52, 0, white, black);
/* Create the playing area window */
playWindow = XCreateSimpleWindow(display, mainWindow,
offsetX, 60, PLAY_WIDTH, PLAY_HEIGHT, 2, red, black);
/* Create the buffer playing area window NON VISIBLE */
bufferWindow = XCreateSimpleWindow(display, mainWindow,
offsetX, 60, PLAY_WIDTH, PLAY_HEIGHT, 2, red, black);
/* Create the message area window */
messWindow = XCreateSimpleWindow(display, mainWindow,
offsetX, 65 + PLAY_HEIGHT + 10, PLAY_WIDTH / 2, MESS_HEIGHT, 0,
white, black);
/* Create the special bonus area window */
specialWindow = XCreateSimpleWindow(display, mainWindow,
offsetX + PLAY_WIDTH / 2 + 10, 65 + PLAY_HEIGHT + 10,
180, MESS_HEIGHT + 5, 0, white, black);
/* Create the timer area window */
timeWindow = XCreateSimpleWindow(display, mainWindow,
offsetX + PLAY_WIDTH / 2 + 10 + 180 + 5,
65 + PLAY_HEIGHT + 10, PLAY_WIDTH / 8, MESS_HEIGHT + 5,
0, white, black);
/* Create the blocks window for editor */
blockWindow = XCreateSimpleWindow(display, mainWindow,
offsetX + PLAY_WIDTH + 15, 60, EDITOR_TOOL_WIDTH, PLAY_HEIGHT,
2, red, black);
/* Create the type of blocks currently active window for editor */
typeWindow = XCreateSimpleWindow(display, mainWindow,
offsetX + PLAY_WIDTH + 15, 65 + PLAY_HEIGHT + 5,
EDITOR_TOOL_WIDTH, TYPE_HEIGHT,
2, red, black);
/* Create the input dialogue window */
inputWindow = XCreateSimpleWindow(display, mainWindow,
((PLAY_WIDTH + MAIN_WIDTH) / 2) - (DIALOGUE_WIDTH / 2),
((PLAY_HEIGHT + MAIN_HEIGHT) / 2) - (DIALOGUE_HEIGHT / 2),
DIALOGUE_WIDTH, DIALOGUE_HEIGHT,
4, red, black);
DEBUG("Creating windows finished.");
/* Set window manager properties */
sprintf(title, "XBoing V%d.%d", VERSION, REVNUM + buildNum);
if (XStringListToTextProperty(&window_Name, 1, &windowName) == 0)
ShutDown(display, 1, "Cannot create window name resource.");
if (XStringListToTextProperty(&icon_Name, 1, &iconName) == 0)
ShutDown(display, 1, "Cannot create icon name resource.");
if (noicon == False)
iconWindow = SetWMIcon(display);
/* Various window manager settings */
wmhints.initial_state = NormalState;
wmhints.input = True;
if (noicon == False)
{
/* Don't create an icon if the user doesn't want it */
wmhints.icon_pixmap = iconPixmap;
wmhints.icon_window = iconWindow;
wmhints.flags = StateHint | InputHint | IconPixmapHint | IconWindowHint;
}
else
wmhints.flags = StateHint | InputHint;
/* Set the class for XBoing */
classhints.res_name = "XBoing";
classhints.res_class = "XBoing";
/* Setup the max and minimum size that the window will be */
sizehints.flags = PPosition | PSize | PMinSize | PMaxSize;
sizehints.min_width = PLAY_WIDTH + MAIN_WIDTH + 10;
sizehints.min_height = PLAY_HEIGHT + MAIN_HEIGHT + 10;
sizehints.max_width = PLAY_WIDTH + MAIN_WIDTH + 10;
sizehints.max_height = PLAY_HEIGHT + MAIN_HEIGHT + 10;
/* Now set the window manager properties */
XSetWMProperties(display, mainWindow, &windowName, &iconName,
argv, argc, &sizehints, &wmhints, &classhints);
DEBUG("Setting WM properties.");
if (noicon == False)
{
/* Set the current icon as the window's background pixmap */
XSetWindowBackgroundPixmap(display, iconWindow, iconPixmap);
XClearWindow(display, iconWindow);
}
valuemask = CWColormap;
winattr.colormap = colormap;
/* Check if the server allows backing store */
if (DoesBackingStore(XDefaultScreenOfDisplay(display)) == Always)
{
/* Ok we want backing store as it is very useful */
valuemask |= CWBackingStore;
winattr.backing_store = Always;
}
DEBUG("Changing window attributes.");
XChangeWindowAttributes(display, mainWindow, valuemask, &winattr);
XChangeWindowAttributes(display, playWindow, valuemask, &winattr);
XChangeWindowAttributes(display, bufferWindow, valuemask, &winattr);
XChangeWindowAttributes(display, levelWindow, valuemask, &winattr);
XChangeWindowAttributes(display, scoreWindow, valuemask, &winattr);
XChangeWindowAttributes(display, messWindow, valuemask, &winattr);
XChangeWindowAttributes(display, specialWindow, valuemask, &winattr);
XChangeWindowAttributes(display, timeWindow, valuemask, &winattr);
XChangeWindowAttributes(display, inputWindow, valuemask, &winattr);
XChangeWindowAttributes(display, blockWindow, valuemask, &winattr);
XChangeWindowAttributes(display, typeWindow, valuemask, &winattr);
}
#if NeedFunctionPrototypes
void SetBackgrounds(Display *display, Colormap colormap)
#else
void SetBackgrounds(display, colormap)
Display *display;
Colormap colormap;
#endif
{
InitialiseMainBackPixmap(display, mainWindow, colormap);
ClearMainWindow(display, mainWindow);
XSetWindowBackgroundPixmap(display, levelWindow, ParentRelative);
XClearWindow(display, levelWindow);
XSetWindowBackgroundPixmap(display, scoreWindow, ParentRelative);
XClearWindow(display, scoreWindow);
XSetWindowBackgroundPixmap(display, specialWindow, ParentRelative);
XClearWindow(display, specialWindow);
XSetWindowBackgroundPixmap(display, timeWindow, ParentRelative);
XClearWindow(display, timeWindow);
XClearWindow(display, inputWindow);
}
#if NeedFunctionPrototypes
void MapAllWindows(Display *display)
#else
void MapAllWindows(display)
Display *display;
#endif
{
/* Actually make everything visible */
XMapWindow(display, specialWindow);
XMapWindow(display, timeWindow);
XMapWindow(display, messWindow);
XMapWindow(display, playWindow);
XMapWindow(display, levelWindow);
XMapWindow(display, scoreWindow);
XMapWindow(display, mainWindow);
XFlush(display);
}
#if NeedFunctionPrototypes
void RedrawPlayWindow(Display *display, Window window)
#else
void RedrawPlayWindow(display, window)
Display *display;
Window window;
#endif
{
/* Redraw the main playfield */
XClearWindow(display, playWindow);
RedrawAllBlocks(display, window);
RedrawPaddle(display, window);
RedrawBall(display, window);
}
#if NeedFunctionPrototypes
void FreeBackgroundPixmaps(Display *display)
#else
void FreeBackgroundPixmaps(display)
Display *display;
#endif
{
int i;
/* Free all the backgound pixmaps */
if (back1Pixmap) XFreePixmap(display, back1Pixmap);
if (back2Pixmap) XFreePixmap(display, back2Pixmap);
if (back3Pixmap) XFreePixmap(display, back3Pixmap);
if (back4Pixmap) XFreePixmap(display, back4Pixmap);
if (back5Pixmap) XFreePixmap(display, back5Pixmap);
/* Free the icon and main background pixmaps */
if (iconPixmap) XFreePixmap(display, iconPixmap);
if (mainBackPixmap) XFreePixmap(display, mainBackPixmap);
if (spacePixmap) XFreePixmap(display, spacePixmap);
for (i = 0; i < 6; i++)
{
/* Free all devil blink eyes */
if (devilblink[i]) XFreePixmap(display, devilblink[i]);
if (devilblinkM[i]) XFreePixmap(display, devilblinkM[i]);
}
}
#if NeedFunctionPrototypes
static Window SetWMIcon(Display *display)
#else
static Window SetWMIcon(display)
Display *display;
#endif
{
XpmAttributes attributes;
Window win, root;
Colormap iconcolormap;
int XpmErrorStatus;
/* Suss out the root window */
root = RootWindow(display, DefaultScreen(display));
if (!(win = XCreateSimpleWindow(display, root,
0, 0, 50, 50, 0, CopyFromParent, CopyFromParent)))
{
/* Well, what a bummer. Just use default icon then. */
ErrorMessage("Cannot create icon pixmap.");
return ((Window) NULL);
}
/* Create a new colourmap for the icon window */
iconcolormap = XDefaultColormap(display, XDefaultScreen(display));
/* Create all xpm pixmap blocks from the files */
attributes.colormap = iconcolormap;
attributes.valuemask = XpmColormap;
XpmErrorStatus = XpmCreatePixmapFromData(display, win,
icon_xpm, &iconPixmap, NULL, &attributes);
HandleXPMError(display, XpmErrorStatus, "InitialiseWMIcon()");
/* Make the new window have the new colourmap */
XSetWindowColormap(display, win, iconcolormap);
/* Free the background pixmap attributes */
XpmFreeAttributes(&attributes);
return win;
}
#if NeedFunctionPrototypes
void DrawStageBackground(Display *display, Window window, int stageType,
int clear)
#else
void DrawStageBackground(display, window, stageType, clear)
Display *display;
Window window;
int stageType;
int clear;
#endif
{
char type[80];
if (debug == True)
{
sprintf(type, "Changing background to type %d.", stageType);
DEBUG(type);
}
switch (stageType)
{
case BACKGROUND_SPACE:
XSetWindowBackgroundPixmap(display, window, spacePixmap);
break;
case BACKGROUND_SEE_THRU:
XSetWindowBackgroundPixmap(display, window, ParentRelative);
break;
case BACKGROUND_BLACK:
XSetWindowBackground(display, window, black);
break;
case BACKGROUND_WHITE:
XSetWindowBackground(display, window, white);
break;
case BACKGROUND_0:
XSetWindowBackgroundPixmap(display, window, mainBackPixmap);
break;
case BACKGROUND_1:
XSetWindowBackgroundPixmap(display, window, back1Pixmap);
break;
case BACKGROUND_2:
XSetWindowBackgroundPixmap(display, window, back2Pixmap);
break;
case BACKGROUND_3:
XSetWindowBackgroundPixmap(display, window, back3Pixmap);
break;
case BACKGROUND_4:
XSetWindowBackgroundPixmap(display, window, back4Pixmap);
break;
case BACKGROUND_5:
XSetWindowBackgroundPixmap(display, window, back5Pixmap);
break;
default:
ErrorMessage("Unknown background type requested.");
}
/* Flush the new background */
if (clear == True)
XClearWindow(display, window);
}
#if NeedFunctionPrototypes
void ClearDevilEyes(Display *display, Window window)
#else
void ClearDevilEyes(display, window)
Display *display;
Window window;
#endif
{
/* Clear the devil eyes from current location */
XClearArea(display, window,
devilx - DEVILEYE_WC, devily - DEVILEYE_HC,
DEVILEYE_WIDTH, DEVILEYE_HEIGHT, False);
}
#if NeedFunctionPrototypes
static void DrawTheDevilEye(Display *display, Window window, int x, int y,
int slide)
#else
static void DrawTheDevilEye(display, window, x, y, slide)
Display *display;
Window window;
int x;
int y;
int slide;
#endif
{
/* Draw a frame of the devil eyes */
RenderShape(display, window, devilblink[slide], devilblinkM[slide],
x - DEVILEYE_WC, y - DEVILEYE_HC, DEVILEYE_WIDTH, DEVILEYE_HEIGHT,
False);
}
#if NeedFunctionPrototypes
int BlinkDevilEyes(Display *display, Window window)
#else
int BlinkDevilEyes(display, window)
Display *display;
Window window;
#endif
{
static int slide = 0;
static int first = True;
if (first)
{
/* Setup the eyes */
devilx = PLAY_WIDTH - DEVILEYE_WC - 5;
devily = PLAY_HEIGHT - DEVILEYE_HC - 5;
first = False;
slide = 0;
}
/*ClearDevilEyes(display, playWindow);*/
DrawTheDevilEye(display, playWindow, devilx, devily, blinkslides[slide]);
slide++;
if (slide == 26)
{
first = True;
slide = 0;
return False;
}
return True;
}
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