+/* Copyright (c) 1999
+ * Adam Miller adum@aya.yale.edu
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+
+ * penetrate simulates the arcade classic with the cities and the stuff
+ * shooting down from the sky and stuff. The computer plays against itself,
+ * desperately defending the forces of good against those thingies raining
+ * down. Bonus cities are awarded at ever-increasing intervals. Every five
+ * levels appears a bonus round. The computer player gets progressively
+ * more intelligent as the game progresses. Better aim, more economical with
+ * ammo, and better target selection. Points are in the bottom right, and
+ * high score is in the bottom left. Start with -smart to have the computer
+ * player skip the learning process.
+
+ */
+
+#include "screenhack.h"
+
+#define kSleepTime 10000
+
+#define font_height(font) (font->ascent + font->descent)
+#define FONT_NAME "-*-times-*-*-*-*-80-*-*-*-*-*-*-*"
+
+#define kCityPause 500000
+#define kLevelPause 1
+#define SCORE_MISSILE 100
+#define kFirstBonus 5000
+#define kMinRate 30
+#define kMaxRadius 100
+
+static XFontStruct *font, *scoreFont;
+static GC draw_gc, erase_gc, level_gc;
+static unsigned int default_fg_pixel;
+static XColor scoreColor;
+
+int bgrowth;
+int lrate = 80, startlrate;
+long loop = 0;
+long score = 0, highscore = 0;
+long nextBonus = kFirstBonus;
+int numBonus = 0;
+int bround = 0;
+long lastLaser = 0;
+int gamez = 0;
+int aim = 180;
+int econpersen = 0;
+int choosypersen = 0;
+int carefulpersen = 0;
+int smart = 0;
+
+typedef struct {
+ int alive;
+ int x, y;
+ int startx, starty;
+ int endx, endy;
+ int dcity;
+ float pos;
+ int enemies;
+ int jenis;
+ int splits;
+ XColor color;
+} Missile;
+
+typedef struct {
+ int alive;
+ int x, y, rad, oflaser;
+ int max, outgoing;
+ XColor color;
+} Boom;
+
+typedef struct {
+ int alive;
+ int x;
+ XColor color;
+} City;
+
+typedef struct {
+ int alive;
+ int x, y;
+ int startx, starty;
+ int endx, endy;
+ int oldx, oldy;
+ float velx, vely, fposx, fposy;
+ float lenMul;
+ XColor color;
+ int target;
+} Laser;
+
+#define kMaxMissiles 256
+#define kMaxBooms 512
+#define kMaxLasers 128
+#define kBoomRad 40
+#define kNumCities 5
+
+#define kLaserLength 12
+
+#define kMissileSpeed 0.003
+#define kLaserSpeed (kMissileSpeed * 6)
+
+Missile missile[kMaxMissiles];
+Boom boom[kMaxBooms];
+City city[kNumCities];
+Laser laser[kMaxLasers];
+int blive[kNumCities];
+
+static void Explode(int x, int y, int max, XColor color, int oflaser)
+{
+ int i;
+ Boom *m = 0;
+ for (i=0;i<kMaxBooms;i++)
+ if (!boom[i].alive) {
+ m = &boom[i];
+ break;
+ }
+ if (!m)
+ return;
+
+ m->alive = 1;
+ m->x = x;
+ m->y = y;
+ m->rad = 0;
+ if (max > kMaxRadius)
+ max = kMaxRadius;
+ m->max = max;
+ m->outgoing = 1;
+ m->color = color;
+ m->oflaser = oflaser;
+}
+
+static void launch (int xlim, int ylim,
+ Display *dpy, Colormap cmap, int src)
+{
+ int i;
+ Missile *m = 0, *msrc;
+ for (i=0;i<kMaxMissiles;i++)
+ if (!missile[i].alive) {
+ m = &missile[i];
+ break;
+ }
+ if (!m)
+ return;
+
+ m->alive = 1;
+ m->startx = (random() % xlim);
+ m->starty = 0;
+ m->endy = ylim;
+ m->pos = 0.0;
+ m->jenis = random() % 360;
+ m->splits = 0;
+ if (m->jenis < 50) {
+ m->splits = random() % ((int) (ylim * 0.4));
+ if (m->splits < ylim * 0.08)
+ m->splits = 0;
+ }
+
+ /* special if we're from another missile */
+ if (src >= 0) {
+ int dc = random() % (kNumCities - 1);
+ msrc = &missile[src];
+ if (dc == msrc->dcity)
+ dc++;
+ m->dcity = dc;
+ m->startx = msrc->x;
+ m->starty = msrc->y;
+ if (m->starty > ylim * 0.4 || m->splits <= m->starty)
+ m->splits = 0; /* too far down already */
+ m->jenis = msrc->jenis;
+ }
+ else
+ m->dcity = random() % kNumCities;
+ m->endx = city[m->dcity].x + (random() % 20) - 10;
+ m->x = m->startx;
+ m->y = m->starty;
+ m->enemies = 0;
+
+ if (!mono_p) {
+ hsv_to_rgb (m->jenis, 1.0, 1.0,
+ &m->color.red, &m->color.green, &m->color.blue);
+ m->color.flags = DoRed | DoGreen | DoBlue;
+ if (!XAllocColor (dpy, cmap, &m->color)) {
+ m->color.pixel = WhitePixel (dpy, DefaultScreen (dpy));
+ m->color.red = m->color.green = m->color.blue = 0xFFFF;
+ }
+ }
+}
+
+static int fire(int xlim, int ylim,
+ Display *dpy, Window window, Colormap cmap)
+{
+ int i, j, cnt = 0;
+ int dcity;
+ long dx, dy, ex, ey;
+ Missile *mis = 0;
+ Laser *m = 0;
+ int untargeted = 0;
+ int choosy = 0, economic = 0, careful = 0;
+ int suitor[kMaxMissiles];
+ int livecity = 0;
+ int ytargetmin = ylim * 0.75;
+ int deepest = 0;
+ int misnum = 0;
+
+ choosy = (random() % 100) < choosypersen;
+ economic = (random() % 100) < econpersen;
+ careful = (random() % 100) < carefulpersen;
+
+ /* count our cities */
+ for (i=0;i<kNumCities;i++)
+ livecity += city[i].alive;
+ if (livecity == 0)
+ return 1; /* no guns */
+
+ for (i=0;i<kMaxLasers;i++)
+ if (!laser[i].alive) {
+ m = &laser[i];
+ break;
+ }
+ if (!m)
+ return 1;
+
+ /* if no missiles on target, no need to be choosy */
+ if (choosy) {
+ int choo = 0;
+ for (j=0;j<kMaxMissiles;j++) {
+ mis = &missile[j];
+ if (!mis->alive || (mis->y > ytargetmin))
+ continue;
+ if (city[mis->dcity].alive)
+ choo++;
+ }
+ if (choo == 0)
+ choosy = 0;
+ }
+
+ for (j=0;j<kMaxMissiles;j++) {
+ mis = &missile[j];
+ suitor[j] = 0;
+ if (!mis->alive || (mis->y > ytargetmin))
+ continue;
+ if (choosy && (city[mis->dcity].alive == 0))
+ continue;
+ cnt++;
+ suitor[j] = 1;
+ }
+
+ /* count missiles that are on target and not being targeted */
+ if (choosy && economic)
+ for (j=0;j<kMaxMissiles;j++)
+ if (suitor[j] && missile[j].enemies == 0)
+ untargeted++;
+
+ if (economic)
+ for (j=0;j<kMaxMissiles;j++) {
+ if (suitor[j] && cnt > 1)
+ if (missile[j].enemies > 0)
+ if (missile[j].enemies > 1 || untargeted == 0) {
+ suitor[j] = 0;
+ cnt--;
+ }
+ /* who's closest? biggest threat */
+ if (suitor[j] && missile[j].y > deepest)
+ deepest = missile[j].y;
+ }
+
+ if (deepest > 0 && careful) {
+ /* only target deepest missile */
+ cnt = 1;
+ for (j=0;j<kMaxMissiles;j++)
+ if (suitor[j] && missile[j].y != deepest)
+ suitor[j] = 0;
+ }
+
+ if (cnt == 0)
+ return 1; /* no targets available */
+ cnt = random() % cnt;
+ for (j=0;j<kMaxMissiles;j++)
+ if (suitor[j])
+ if (cnt-- == 0) {
+ mis = &missile[j];
+ misnum = j;
+ break;
+ }
+
+ if (mis == 0)
+ return 1; /* shouldn't happen */
+
+ dcity = random() % livecity;
+ for (j=0;j<kNumCities;j++)
+ if (city[j].alive)
+ if (dcity-- == 0) {
+ dcity = j;
+ break;
+ }
+ m->startx = city[dcity].x;
+ m->starty = ylim;
+#define kExpHelp 0.2
+#define kSpeedDiff 3.5
+ ex = mis->startx + ((float) (mis->endx - mis->startx)) * (mis->pos + kExpHelp + (1.0 - mis->pos) / kSpeedDiff);
+ ey = mis->starty + ((float) (mis->endy - mis->starty)) * (mis->pos + kExpHelp + (1.0 - mis->pos) / kSpeedDiff);
+ m->endx = ex + random() % 16 - 8 + (random() % aim) - aim / 2;
+ m->endy = ey + random() % 16 - 8 + (random() % aim) - aim / 2;
+ if (ey > ylim * 0.75)
+ return 0; /* too far down */
+ mis->enemies++;
+ m->target = misnum;
+ m->x = m->startx;
+ m->y = m->starty;
+ m->oldx = m->x;
+ m->oldy = m->y;
+ m->fposx = m->x;
+ m->fposy = m->y;
+ dx = (m->endx - m->x);
+ dy = (m->endy - m->y);
+ m->velx = dx / 100.0;
+ m->vely = dy / 100.0;
+ m->alive = 1;
+ /* m->lenMul = (kLaserLength * kLaserLength) / (m->velx * m->velx + m->vely * m->vely); */
+ m->lenMul = -(kLaserLength / m->vely);
+
+ if (!mono_p) {
+ m->color.blue = 0x0000;
+ m->color.green = 0xFFFF;
+ m->color.red = 0xFFFF;
+ m->color.flags = DoRed | DoGreen | DoBlue;
+ if (!XAllocColor (dpy, cmap, &m->color)) {
+ m->color.pixel = WhitePixel (dpy, DefaultScreen (dpy));
+ m->color.red = m->color.green = m->color.blue = 0xFFFF;
+ }
+ }
+ return 1;
+}
+
+static Colormap
+init_penetrate(Display *dpy, Window window)
+{
+ int i;
+ /*char *fontname = "-*-new century schoolbook-*-r-*-*-*-380-*-*-*-*-*-*"; */
+ char *fontname = "-*-courier-*-r-*-*-*-380-*-*-*-*-*-*";
+ char **list;
+ int foo;
+ Colormap cmap;
+ XGCValues gcv;
+ XWindowAttributes xgwa;
+ XGetWindowAttributes (dpy, window, &xgwa);
+ cmap = xgwa.colormap;
+
+ if (get_string_resource("smart","String")!=NULL && get_string_resource("smart","String")[0]!=0)
+ smart = 1;
+ bgrowth = get_integer_resource ("bgrowth", "Integer");
+ lrate = get_integer_resource ("lrate", "Integer");
+ if (bgrowth < 0) bgrowth = 2;
+ if (lrate < 0) lrate = 2;
+ startlrate = lrate;
+
+ if (!fontname || !(font = XLoadQueryFont(dpy, fontname))) {
+ list = XListFonts(dpy, FONT_NAME, 32767, &foo);
+ for (i = 0; i < foo; i++)
+ if ((font = XLoadQueryFont(dpy, list[i])))
+ break;
+ if (!font) {
+ fprintf (stderr, "%s: Can't find a large font.", progname);
+ exit (1);
+ }
+ XFreeFontNames(list);
+ }
+
+ if (!(scoreFont = XLoadQueryFont(dpy, "-*-times-*-r-*-*-*-180-*-*-*-*-*-*")))
+ fprintf(stderr, "%s: Can't load Times font.", progname);
+
+ for (i = 0; i < kMaxMissiles; i++)
+ missile[i].alive = 0;
+
+ for (i = 0; i < kMaxLasers; i++)
+ laser[i].alive = 0;
+
+ for (i = 0; i < kMaxBooms; i++)
+ boom[i].alive = 0;
+
+ for (i = 0; i < kNumCities; i++) {
+ City *m = &city[i];
+ m->alive = 1;
+ m->color.red = m->color.green = m->color.blue = 0xFFFF;
+ m->color.blue = 0x1111; m->color.green = 0x8888;
+ m->color.flags = DoRed | DoGreen | DoBlue;
+ if (!XAllocColor (dpy, cmap, &m->color)) {
+ m->color.pixel = WhitePixel (dpy, DefaultScreen (dpy));
+ m->color.red = m->color.green = m->color.blue = 0xFFFF;
+ }
+ }
+
+ gcv.foreground = default_fg_pixel =
+ get_pixel_resource("foreground", "Foreground", dpy, cmap);
+ gcv.font = scoreFont->fid;
+ draw_gc = XCreateGC(dpy, window, GCForeground | GCFont, &gcv);
+ gcv.font = font->fid;
+ level_gc = XCreateGC(dpy, window, GCForeground | GCFont, &gcv);
+ XSetForeground (dpy, level_gc, city[0].color.pixel);
+ gcv.foreground = get_pixel_resource("background", "Background", dpy, cmap);
+ erase_gc = XCreateGC(dpy, window, GCForeground, &gcv);
+
+ /* make a gray color for score */
+ if (!mono_p) {
+ scoreColor.red = scoreColor.green = scoreColor.blue = 0xAAAA;
+ scoreColor.flags = DoRed | DoGreen | DoBlue;
+ if (!XAllocColor (dpy, cmap, &scoreColor)) {
+ scoreColor.pixel = WhitePixel (dpy, DefaultScreen (dpy));
+ scoreColor.red = scoreColor.green = scoreColor.blue = 0xFFFF;
+ }
+ }
+
+ XClearWindow(dpy, window);
+ return cmap;
+}
+
+static void DrawScore(Display *dpy, Window window, Colormap cmap, int xlim, int ylim)
+{
+ char buf[16];
+ int width, height;
+ sprintf(buf, "%ld", score);
+ width = XTextWidth(scoreFont, buf, strlen(buf));
+ height = font_height(scoreFont);
+ XSetForeground (dpy, draw_gc, scoreColor.pixel);
+ XFillRectangle(dpy, window, erase_gc,
+ xlim - width - 6, ylim - height - 2, width + 6, height + 2);
+ XDrawString(dpy, window, draw_gc, xlim - width - 2, ylim - 2,
+ buf, strlen(buf));
+
+ sprintf(buf, "%ld", highscore);
+ width = XTextWidth(scoreFont, buf, strlen(buf));
+ XFillRectangle(dpy, window, erase_gc,
+ 4, ylim - height - 2, width + 4, height + 2);
+ XDrawString(dpy, window, draw_gc, 4, ylim - 2,
+ buf, strlen(buf));
+}
+
+static void AddScore(Display *dpy, Window window, Colormap cmap, int xlim, int ylim, long dif)
+{
+ int i, sumlive = 0;
+ for (i=0;i<kNumCities;i++)
+ sumlive += city[i].alive;
+ if (sumlive == 0)
+ return; /* no cities, not possible to score */
+
+ score += dif;
+ if (score > highscore)
+ highscore = score;
+ DrawScore(dpy, window, cmap, xlim, ylim);
+}
+
+static void DrawCity(Display *dpy, Window window, Colormap cmap, int x, int y, XColor col)
+{
+ XSetForeground (dpy, draw_gc, col.pixel);
+ XFillRectangle(dpy, window, draw_gc,
+ x - 30, y - 40, 60, 40);
+ XFillRectangle(dpy, window, draw_gc,
+ x - 20, y - 50, 10, 10);
+ XFillRectangle(dpy, window, draw_gc,
+ x + 10, y - 50, 10, 10);
+}
+
+static void DrawCities(Display *dpy, Window window, Colormap cmap, int xlim, int ylim)
+{
+ int i, x;
+ for (i = 0; i < kNumCities; i++) {
+ City *m = &city[i];
+ if (!m->alive)
+ continue;
+ x = (i + 1) * (xlim / (kNumCities + 1));
+ m->x = x;
+
+ DrawCity(dpy, window, cmap, x, ylim, m->color);
+ }
+}
+
+static void LoopMissiles(Display *dpy, Window window, Colormap cmap, int xlim, int ylim)
+{
+ int i, j, max = 0;
+ for (i = 0; i < kMaxMissiles; i++) {
+ int old_x, old_y;
+ Missile *m = &missile[i];
+ if (!m->alive)
+ continue;
+ old_x = m->x;
+ old_y = m->y;
+ m->pos += kMissileSpeed;
+ m->x = m->startx + ((float) (m->endx - m->startx)) * m->pos;
+ m->y = m->starty + ((float) (m->endy - m->starty)) * m->pos;
+
+ /* erase old one */
+
+ XSetLineAttributes(dpy, draw_gc, 4, 0,0,0);
+ XSetForeground (dpy, draw_gc, m->color.pixel);
+ XDrawLine(dpy, window, draw_gc,
+ old_x, old_y, m->x, m->y);
+
+ /* maybe split off a new missile? */
+ if (m->splits && (m->y > m->splits)) {
+ m->splits = 0;
+ launch(xlim, ylim, dpy, cmap, i);
+ }
+
+ if (m->y >= ylim) {
+ m->alive = 0;
+ if (city[m->dcity].alive) {
+ city[m->dcity].alive = 0;
+ Explode(m->x, m->y, kBoomRad * 2, m->color, 0);
+ }
+ }
+
+ /* check hitting explosions */
+ for (j=0;j<kMaxBooms;j++) {
+ Boom *b = &boom[j];
+ if (!b->alive)
+ continue;
+ else {
+ int dx = abs(m->x - b->x);
+ int dy = abs(m->y - b->y);
+ int r = b->rad + 2;
+ if ((dx < r) && (dy < r))
+ if (dx * dx + dy * dy < r * r) {
+ m->alive = 0;
+ max = b->max + bgrowth - kBoomRad;
+ AddScore(dpy, window, cmap, xlim, ylim, SCORE_MISSILE);
+ }
+ }
+ }
+
+ if (m->alive == 0) {
+ /* we just died */
+ Explode(m->x, m->y, kBoomRad + max, m->color, 0);
+ XSetLineAttributes(dpy, erase_gc, 5, 0,0,0);
+ XDrawLine(dpy, window, erase_gc,
+ m->startx, m->starty, m->x, m->y);
+ }
+ }
+}
+
+static void LoopLasers(Display *dpy, Window window, Colormap cmap, int xlim, int ylim)
+{
+ int i, j, miny = ylim * 0.8;
+ int x, y;
+ for (i = 0; i < kMaxLasers; i++) {
+ Laser *m = &laser[i];
+ if (!m->alive)
+ continue;
+ m->fposx += m->velx;
+ m->fposy += m->vely;
+ m->x = m->fposx;
+ m->y = m->fposy;
+
+ x = m->fposx + (-m->velx * m->lenMul);
+ y = m->fposy + (-m->vely * m->lenMul);
+
+ XSetLineAttributes(dpy, erase_gc, 4, 0,0,0);
+ XDrawLine(dpy, window, erase_gc,
+ x, y, m->oldx, m->oldy);
+ m->oldx = x;
+ m->oldy = y;
+
+ XSetLineAttributes(dpy, draw_gc, 2, 0,0,0);
+ XSetForeground (dpy, draw_gc, m->color.pixel);
+ XDrawLine(dpy, window, draw_gc,
+ m->x, m->y, x, y);
+
+ if (m->y < m->endy) {
+ m->alive = 0;
+ }
+
+ /* check hitting explosions */
+ if (m->y < miny)
+ for (j=0;j<kMaxBooms;j++) {
+ Boom *b = &boom[j];
+ if (!b->alive)
+ continue;
+ else {
+ int dx = abs(m->x - b->x);
+ int dy = abs(m->y - b->y);
+ int r = b->rad + 2;
+ if (b->oflaser)
+ continue;
+ if ((dx < r) && (dy < r))
+ if (dx * dx + dy * dy < r * r) {
+ m->alive = 0;
+ /* one less enemy on this missile -- it probably didn't make it */
+ if (missile[m->target].alive)
+ missile[m->target].enemies--;
+ }
+ }
+ }
+
+ if (m->alive == 0) {
+ /* we just died */
+ XDrawLine(dpy, window, erase_gc,
+ m->x, m->y, x, y);
+ Explode(m->x, m->y, kBoomRad, m->color, 1);
+ }
+ }
+}
+
+static void LoopBooms(Display *dpy, Window window, Colormap cmap, int xlim, int ylim)
+{
+ int i;
+ for (i = 0; i < kMaxBooms; i++) {
+ Boom *m = &boom[i];
+ if (!m->alive)
+ continue;
+
+ if (loop & 1)
+ if (m->outgoing) {
+ m->rad++;
+ if (m->rad >= m->max)
+ m->outgoing = 0;
+ XSetLineAttributes(dpy, draw_gc, 1, 0,0,0);
+ XSetForeground (dpy, draw_gc, m->color.pixel);
+ XDrawArc(dpy, window, draw_gc, m->x - m->rad, m->y - m->rad, m->rad * 2, m->rad * 2, 0, 360 * 64);
+ }
+ else {
+ XSetLineAttributes(dpy, erase_gc, 1, 0,0,0);
+ XDrawArc(dpy, window, erase_gc, m->x - m->rad, m->y - m->rad, m->rad * 2, m->rad * 2, 0, 360 * 64);
+ m->rad--;
+ if (m->rad <= 0)
+ m->alive = 0;
+ }
+ }
+}
+
+int level = 0, levMissiles, levFreq;
+
+/* after they die, let's change a few things */
+static void Improve(void)
+{
+ if (smart)
+ return;
+ if (level > 20)
+ return; /* no need, really */
+ aim -= 4;
+ if (level <= 2) aim -= 8;
+ if (level <= 5) aim -= 6;
+ if (gamez < 3)
+ aim -= 10;
+ carefulpersen += 6;
+ choosypersen += 4;
+ if (level <= 5) choosypersen += 3;
+ econpersen += 4;
+ lrate -= 2;
+ if (startlrate < kMinRate) {
+ if (lrate < startlrate)
+ lrate = startlrate;
+ }
+ else {
+ if (lrate < kMinRate)
+ lrate = kMinRate;
+ }
+ if (level <= 5) econpersen += 3;
+ if (aim < 1) aim = 1;
+ if (choosypersen > 100) choosypersen = 100;
+ if (carefulpersen > 100) carefulpersen = 100;
+ if (econpersen > 100) econpersen = 100;
+}
+
+static void NewLevel(Display *dpy, Window window, Colormap cmap, int xlim, int ylim)
+{
+ char buf[32];
+ int width, i, sumlive = 0;
+ int liv[kNumCities];
+ int freecity = 0;
+
+ if (level == 0) {
+ level++;
+ goto END_LEVEL;
+ }
+
+ /* check for a free city */
+ if (score >= nextBonus) {
+ numBonus++;
+ nextBonus += kFirstBonus * numBonus;
+ freecity = 1;
+ }
+
+ for (i=0;i<kNumCities;i++) {
+ if (bround)
+ city[i].alive = blive[i];
+ liv[i] = city[i].alive;
+ sumlive += liv[i];
+ if (!bround)
+ city[i].alive = 0;
+ }
+
+ /* print out screen */
+ XFillRectangle(dpy, window, erase_gc,
+ 0, 0, xlim, ylim);
+ if (bround)
+ sprintf(buf, "Bonus Round Over");
+ else {
+ if (sumlive || freecity)
+ sprintf(buf, "Level %d Cleared", level);
+ else
+ sprintf(buf, "GAME OVER");
+ }
+ if (level > 0) {
+ width = XTextWidth(font, buf, strlen(buf));
+ XDrawString(dpy, window, level_gc, xlim / 2 - width / 2, ylim / 2 - font_height(font) / 2,
+ buf, strlen(buf));
+ XSync(dpy, True);
+ sleep(1);
+ }
+
+ if (!bround) {
+ if (sumlive || freecity) {
+ int sumwidth;
+ /* draw live cities */
+ XFillRectangle(dpy, window, erase_gc,
+ 0, ylim - 100, xlim, 100);
+
+ sprintf(buf, "X %ld", level * 100L);
+ /* how much they get */
+ sumwidth = XTextWidth(font, buf, strlen(buf));
+ /* add width of city */
+ sumwidth += 60;
+ /* add spacer */
+ sumwidth += 40;
+ DrawCity(dpy, window, cmap, xlim / 2 - sumwidth / 2 + 30, ylim * 0.70, city[0].color);
+ XDrawString(dpy, window, level_gc, xlim / 2 - sumwidth / 2 + 40 + 60, ylim * 0.7, buf, strlen(buf));
+ for (i=0;i<kNumCities;i++) {
+ if (liv[i]) {
+ city[i].alive = 1;
+ AddScore(dpy, window, cmap, xlim, ylim, 100 * level);
+ DrawCities(dpy, window, cmap, xlim, ylim);
+ XSync(dpy, True);
+ usleep(kCityPause);
+ }
+ }
+ }
+ else {
+ /* we're dead */
+ sleep(3);
+ /* start new */
+ gamez++;
+ Improve();
+ for (i=0;i<kNumCities;i++)
+ city[i].alive = 1;
+ level = 0;
+ loop = 1;
+ score = 0;
+ nextBonus = kFirstBonus;
+ numBonus = 0;
+ DrawCities(dpy, window, cmap, xlim, ylim);
+ }
+ }
+
+ /* do free city part */
+ if (freecity && sumlive < 5) {
+ int ncnt = random() % (5 - sumlive) + 1;
+ for (i=0;i<kNumCities;i++)
+ if (!city[i].alive)
+ if (!--ncnt)
+ city[i].alive = 1;
+ strcpy(buf, "Bonus City");
+ width = XTextWidth(font, buf, strlen(buf));
+ XDrawString(dpy, window, level_gc, xlim / 2 - width / 2, ylim / 4, buf, strlen(buf));
+ DrawCities(dpy, window, cmap, xlim, ylim);
+ XSync(dpy, True);
+ sleep(1);
+ }
+
+ XFillRectangle(dpy, window, erase_gc,
+ 0, 0, xlim, ylim - 100);
+
+ if (!bround)
+ level++;
+ if (level == 1) {
+ nextBonus = kFirstBonus;
+ }
+
+ if (level > 3 && (level % 5 == 1)) {
+ if (bround) {
+ bround = 0;
+ DrawCities(dpy, window, cmap, xlim, ylim);
+ }
+ else {
+ /* bonus round */
+ bround = 1;
+ levMissiles = 20 + level * 10;
+ levFreq = 10;
+ for (i=0;i<kNumCities;i++)
+ blive[i] = city[i].alive;
+ sprintf(buf, "Bonus Round");
+ width = XTextWidth(font, buf, strlen(buf));
+ XDrawString(dpy, window, level_gc, xlim / 2 - width / 2, ylim / 2 - font_height(font) / 2, buf, strlen(buf));
+ XSync(dpy, True);
+ sleep(1);
+ XFillRectangle(dpy, window, erase_gc,
+ 0, 0, xlim, ylim - 100);
+ }
+ }
+
+ END_LEVEL: ;
+
+ if (!bround) {
+ levMissiles = 5 + level * 3;
+ if (level > 5)
+ levMissiles += level * 5;
+ /* levMissiles = 2; */
+ levFreq = 120 - level * 5;
+ if (levFreq < 30)
+ levFreq = 30;
+ }
+
+ /* ready to fire */
+ lastLaser = 0;
+}
+
+static void penetrate(Display *dpy, Window window, Colormap cmap)
+{
+ XWindowAttributes xgwa;
+ static int xlim, ylim;
+
+ XGetWindowAttributes(dpy, window, &xgwa);
+ xlim = xgwa.width;
+ ylim = xgwa.height;
+
+ /* see if just started */
+ if (loop == 0) {
+ if (smart) {
+ choosypersen = econpersen = carefulpersen = 100;
+ lrate = kMinRate; aim = 1;
+ }
+ NewLevel(dpy, window, cmap, xlim, ylim);
+ DrawScore(dpy, window, cmap, xlim, ylim);
+ }
+
+ loop++;
+
+ if (levMissiles == 0) {
+ /* see if anything's still on the screen, to know when to end level */
+ int i;
+ for (i=0;i<kMaxMissiles;i++)
+ if (missile[i].alive)
+ goto END_CHECK;
+ for (i=0;i<kMaxBooms;i++)
+ if (boom[i].alive)
+ goto END_CHECK;
+ for (i=0;i<kMaxLasers;i++)
+ if (laser[i].alive)
+ goto END_CHECK;
+ /* okay, nothing's alive, start end of level countdown */
+ sleep(kLevelPause);
+ NewLevel(dpy, window, cmap, xlim, ylim);
+ return;
+ END_CHECK: ;
+ }
+ else if ((random() % levFreq) == 0) {
+ launch(xlim, ylim, dpy, cmap, -1);
+ levMissiles--;
+ }
+
+ if (loop - lastLaser >= lrate) {
+ if (fire(xlim, ylim, dpy, window, cmap))
+ lastLaser = loop;
+ }
+
+ XSync(dpy, True);
+ if (kSleepTime)
+ usleep(kSleepTime);
+
+ if ((loop & 7) == 0)
+ DrawCities(dpy, window, cmap, xlim, ylim);
+ LoopMissiles(dpy, window, cmap, xlim, ylim);
+ LoopLasers(dpy, window, cmap, xlim, ylim);
+ LoopBooms(dpy, window, cmap, xlim, ylim);
+}
+
+char *progclass = "Penetrate";
+
+char *defaults [] = {
+ ".background: black",
+ ".foreground: white",
+ "*bgrowth: 5",
+ "*lrate: 80",
+ "*geometry: 800x500",
+ 0
+};
+
+XrmOptionDescRec options [] = {
+ { "-bgrowth", ".bgrowth", XrmoptionSepArg, 0 },
+ { "-lrate", ".lrate", XrmoptionSepArg, 0 },
+ {"-smart", ".smart", XrmoptionIsArg,0},
+ { 0, 0, 0, 0 }
+};
+
+void
+screenhack (Display *dpy, Window window)
+{
+ Colormap cmap = init_penetrate(dpy, window);
+ while (1)
+ penetrate(dpy, window, cmap);
+}