-/* Bumps, Copyright (c) 1999 Shane Smit <blackend@inconnect.com>
+/* Bumps, Copyright (c) 2002 Shane Smit <CodeWeaver@DigitalLoom.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*
- * Module: "Bumps.cpp"
+ * Module: "bumps.c"
* Tab Size: 4
*
* Description:
* Modification History:
* [10/01/99] - Shane Smit: Creation
* [10/08/99] - Shane Smit: Port to C. (Ick)
+ * [03/08/02] - Shane Smit: New movement code.
*/
pSpotLight->aLightMap[ ( ( iHeight + (pSpotLight->nDiameter/2) ) * pSpotLight->nDiameter ) + iWidth + (pSpotLight->nDiameter/2) ] = (uint8_)nDelta;
}
- /* The actual lightmap... 1/2 of the entire lightmap. */
+ /* The actual lightmap... Use 1/4 to save time within the loop. */
pSpotLight->nRadius = pSpotLight->nDiameter / 4;
for( iHeight=-pSpotLight->nRadius; iHeight<pSpotLight->nRadius; iHeight++ )
pSpotLight->aLightMap[ ( ( iHeight + (pSpotLight->nDiameter/2) ) * pSpotLight->nDiameter ) + iWidth + (pSpotLight->nDiameter/2) ] = (uint8_)nDelta;
}
- CreateTables( pSpotLight );
-
pSpotLight->nRadius = pSpotLight->nDiameter / 2; /* Now set the radius back to what it should be. */
- pSpotLight->nAngleX = RANDOM() % pSpotLight->nDegreeCount;
- pSpotLight->nAngleY = RANDOM() % pSpotLight->nDegreeCount;
- pSpotLight->nVelocityX = ( RANDOM() % 3 ) + 1;
- pSpotLight->nVelocityY = ( RANDOM() % 3 ) + 1;
+ pSpotLight->nAccelX = 0;
+ pSpotLight->nAccelY = 0;
+ pSpotLight->nVelocityX = ( RANDOM() % 2 ) ? pSpotLight->nVelocityMax : -pSpotLight->nVelocityMax;
+ pSpotLight->nVelocityY = ( RANDOM() % 2 ) ? pSpotLight->nVelocityMax : -pSpotLight->nVelocityMax;
}
-void CreateTables( SSpotLight *pSpotLight )
+void CalcLightPos( SBumps *pBumps )
{
- double nUnit;
- uint16_ iDegree;
-
- pSpotLight->nDegreeCount = get_integer_resource( "degrees", "Integer" );
- if( pSpotLight->nDegreeCount < 180 ) pSpotLight->nDegreeCount = 180; /* Less than 180 will show trails in higher resolutions. */
-#ifdef VERBOSE
- printf( "%s: Using a %d degree circle.\n", progclass, pSpotLight->nDegreeCount );
-#endif
-
- pSpotLight->aSinTable = calloc( pSpotLight->nDegreeCount, sizeof(double) );
-
- /* This funtion builds the Sine Lookup Tables. */
- nUnit = (double)( PI * 2.0F ) / (double)( pSpotLight->nDegreeCount );
-
- for( iDegree=0; iDegree<pSpotLight->nDegreeCount; iDegree++)
- pSpotLight->aSinTable[ iDegree ] = sin( nUnit * (double)iDegree );
-}
+ SSpotLight *pSpotLight = &pBumps->SpotLight;
+ float nGravity;
+ /* X */
+ if( pSpotLight->nXPos < pSpotLight->nDiameter * 1 ) nGravity = 1.0f;
+ else if( pSpotLight->nXPos > pBumps->iWinWidth - ( pSpotLight->nDiameter * 1 ) ) nGravity = -1.0f;
+ else nGravity = ( ( RANDOM() % 201 ) / 100.0f ) - 1.0f;
+
+ pSpotLight->nAccelX += nGravity * ( pSpotLight->nAccelMax / 10.0f );
+ if( pSpotLight->nAccelX < -pSpotLight->nAccelMax ) pSpotLight->nAccelX = -pSpotLight->nAccelMax;
+ else if( pSpotLight->nAccelX > pSpotLight->nAccelMax ) pSpotLight->nAccelX = pSpotLight->nAccelMax;
-void CalcLightPos( SSpotLight *pSpotLight, uint16_ *pXPos, uint16_ *pYPos )
-{
- pSpotLight->nVelocityX += ( RANDOM() % 2 ) ? 0.05F : -0.05F;
- if( pSpotLight->nVelocityX < 1 ) pSpotLight->nVelocityX = 1;
- else if( pSpotLight->nVelocityX > 3 ) pSpotLight->nVelocityX = 3;
+ pSpotLight->nVelocityX += pSpotLight->nAccelX;
+ if( pSpotLight->nVelocityX < -pSpotLight->nVelocityMax ) pSpotLight->nVelocityX = -pSpotLight->nVelocityMax;
+ else if( pSpotLight->nVelocityX > pSpotLight->nVelocityMax ) pSpotLight->nVelocityX = pSpotLight->nVelocityMax;
- pSpotLight->nVelocityX += ( RANDOM() % 2 ) ? 0.05F : -0.05F;
- if( pSpotLight->nVelocityY < 1 ) pSpotLight->nVelocityX = 1;
- else if( pSpotLight->nVelocityY > 3 ) pSpotLight->nVelocityX = 3;
-
- pSpotLight->nAngleX += pSpotLight->nVelocityX;
- if( pSpotLight->nAngleX >= pSpotLight->nDegreeCount ) pSpotLight->nAngleX -= pSpotLight->nDegreeCount;
+ pSpotLight->nXPos += pSpotLight->nVelocityX;
- pSpotLight->nAngleY += pSpotLight->nVelocityY;
- if( pSpotLight->nAngleY >= pSpotLight->nDegreeCount ) pSpotLight->nAngleY -= pSpotLight->nDegreeCount;
+ /* Y */
+ if( pSpotLight->nYPos < pSpotLight->nDiameter * 1 ) nGravity = 1.0f;
+ else if( pSpotLight->nYPos > pBumps->iWinHeight - ( pSpotLight->nDiameter * 1 ) ) nGravity = -1.0f;
+ else nGravity = ( ( RANDOM() % 201 ) / 100.0f ) - 1.0f;
+
+ pSpotLight->nAccelY += nGravity * ( pSpotLight->nAccelMax / 10.0f );
+ if( pSpotLight->nAccelY < -pSpotLight->nAccelMax ) pSpotLight->nAccelY = -pSpotLight->nAccelMax;
+ else if( pSpotLight->nAccelY > pSpotLight->nAccelMax ) pSpotLight->nAccelY = pSpotLight->nAccelMax;
- *pXPos = (uint16_)( ( pSpotLight->iWinXCenter - pSpotLight->nRadius ) * pSpotLight->aSinTable[ (uint16_)pSpotLight->nAngleX ] ) + pSpotLight->iWinXCenter;
- *pYPos = (uint16_)( ( pSpotLight->iWinYCenter - pSpotLight->nRadius ) * pSpotLight->aSinTable[ (uint16_)pSpotLight->nAngleY ] ) + pSpotLight->iWinYCenter;
+ pSpotLight->nVelocityY += pSpotLight->nAccelY;
+ if( pSpotLight->nVelocityY < -pSpotLight->nVelocityMax ) pSpotLight->nVelocityY = -pSpotLight->nVelocityMax;
+ else if( pSpotLight->nVelocityY > pSpotLight->nVelocityMax ) pSpotLight->nVelocityY = pSpotLight->nVelocityMax;
- /* Offset to upper left hand corner. */
- *pXPos -= pSpotLight->nRadius;
- *pYPos -= pSpotLight->nRadius;
+ pSpotLight->nYPos += pSpotLight->nVelocityY;
}
XGetWindowAttributes( pNewDisplay, NewWin, &XWinAttribs );
pBumps->iWinWidth = XWinAttribs.width;
pBumps->iWinHeight = XWinAttribs.height;
- pBumps->SpotLight.iWinXCenter = XWinAttribs.width / 2;
- pBumps->SpotLight.iWinYCenter = XWinAttribs.height / 2;
+ pBumps->SpotLight.nXPos = XWinAttribs.width / 2.0f;
+ pBumps->SpotLight.nYPos = XWinAttribs.height / 2.0f;
+ pBumps->SpotLight.nVelocityMax = ( ( XWinAttribs.width < XWinAttribs.height ) ? XWinAttribs.width : XWinAttribs.height ) / 128.0f;
+ pBumps->SpotLight.nAccelMax = pBumps->SpotLight.nVelocityMax / 10.0f;
pBumps->pDisplay = pNewDisplay;
pBumps->Win = NewWin;
Color.red = RANDOM() % 0xFFFF;
Color.green = RANDOM() % 0xFFFF;
Color.blue = RANDOM() % 0xFFFF;
+
+ /* Make one color full intesity to avoid dark spotlights. */
+ switch( RANDOM() % 3 )
+ {
+ case 0: Color.red = 0xFFFF; break;
+ case 1: Color.green = 0xFFFF; break;
+ case 2: Color.blue = 0xFFFF; break;
+ }
if( strcasecmp( sColor, "random" ) && !XParseColor( pBumps->pDisplay, pXWinAttribs->colormap, sColor, &Color ) )
fprintf( stderr, "%s: color %s not found in database. Choosing random...\n", progname, sColor );
uint8_ *pLOffset;
int16_ nX, nY;
uint16_ nColor;
- CalcLightPos( &pBumps->SpotLight, &nLightXPos, &nLightYPos );
+ CalcLightPos( pBumps );
+
+ /* Offset to upper left hand corner. */
+ nLightXPos = pBumps->SpotLight.nXPos - pBumps->SpotLight.nRadius;
+ nLightYPos = pBumps->SpotLight.nYPos - pBumps->SpotLight.nRadius;
for( iHeight=nLightYPos, iLightHeight=0; iLightHeight<pBumps->SpotLight.nDiameter; iHeight++, iLightHeight++ )
{
}
-/*
- * End of Module: "Bumps.cpp"
- */
-
/* vim: ts=4
*/