--- /dev/null
+/* -*- Mode: C; tab-width: 4 -*-
+ * sproingies.c --- 3D sproingies
+ */
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)sproingies.c 4.04 97/07/26 xlockmore";
+#endif
+/* Copyright 1996 by Ed Mackey, 12/7/96 freely distributable.
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind. The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof. In no
+ * event will the author be liable for any lost revenue or profits or
+ * other special, indirect and consequential damages.
+ */
+
+#ifdef STANDALONE
+# include "xlockmoreI.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include "buildlwo.h"
+
+#define MAXSPROING 100
+#define T_COUNT 40
+#define BOOM_FRAME 50
+
+struct sPosColor {
+ int x, y, z, frame, life;
+ GLfloat r, g, b;
+};
+
+typedef struct {
+ int rotx, roty, dist, wireframe, flatshade, groundlevel,
+ maxsproingies, mono;
+ int sframe, target_rx, target_ry, target_dist, target_count;
+ GLuint sproingies[6], TopsSides, SproingieBoom;
+ struct sPosColor *positions;
+} sp_instance;
+
+static sp_instance *si_list = NULL;
+static int active_screens = 0;
+
+void SproingieSwap(void);
+
+extern struct lwo LWO_s1_1, LWO_s1_2, LWO_s1_3, LWO_s1_4;
+extern struct lwo LWO_s1_5, LWO_s1_6, LWO_s1_b;
+
+static int
+myrand(int range)
+{
+ return ((int) (((float) range) * LRAND() / (MAXRAND)));
+}
+
+static GLuint
+build_TopsSides(int wireframe)
+{
+ GLuint dl_num;
+ GLfloat mat_color[4] =
+ {0.0, 0.0, 0.0, 1.0};
+
+ dl_num = glGenLists(2);
+ if (!dl_num)
+ return (0); /* 0 means out of display lists. */
+
+ /* Surface: Tops */
+ glNewList(dl_num, GL_COMPILE);
+ mat_color[0] = 0.392157;
+ mat_color[1] = 0.784314;
+ mat_color[2] = 0.941176;
+ if (wireframe)
+ glColor3fv(mat_color);
+ else {
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
+ }
+ glEndList();
+
+ /* Surface: Sides */
+ glNewList(dl_num + 1, GL_COMPILE);
+ mat_color[0] = 0.156863;
+ mat_color[1] = 0.156863;
+ mat_color[2] = 0.392157;
+ if (wireframe)
+ glColor3fv(mat_color);
+ else {
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
+ }
+ glEndList();
+ return (dl_num);
+}
+
+static void
+LayGround(int sx, int sy, int sz, int width, int height, sp_instance * si)
+{
+ int x, y, z, w, h;
+ GLenum begin_polygon;
+
+ if (si->wireframe)
+ begin_polygon = GL_LINE_LOOP;
+ else
+ begin_polygon = GL_POLYGON;
+
+ if (!si->wireframe) {
+ if (!si->mono)
+ glCallList(si->TopsSides); /* Render the tops */
+ glNormal3f(0.0, 1.0, 0.0);
+
+ for (h = 0; h < height; ++h) {
+ x = sx + h;
+ y = sy - (h << 1);
+ z = sz + h;
+ for (w = 0; w < width; ++w) {
+ glBegin(begin_polygon);
+ glVertex3i(x, y, z);
+ glVertex3i(x, y, z - 1);
+ glVertex3i(x + 1, y, z - 1);
+ glVertex3i(x + 1, y, z);
+ glEnd();
+ glBegin(begin_polygon);
+ glVertex3i(x + 1, y - 1, z);
+ glVertex3i(x + 1, y - 1, z - 1);
+ glVertex3i(x + 2, y - 1, z - 1);
+ glVertex3i(x + 2, y - 1, z);
+ glEnd();
+ ++x;
+ --z;
+ }
+ }
+ }
+ if (!si->mono)
+ glCallList(si->TopsSides + 1); /* Render the sides */
+ if (!si->wireframe)
+ glNormal3f(0.0, 0.0, 1.0);
+
+ for (h = 0; h < height; ++h) {
+ x = sx + h;
+ y = sy - (h << 1);
+ z = sz + h;
+ for (w = 0; w < width; ++w) {
+ glBegin(begin_polygon);
+ glVertex3i(x, y, z);
+ glVertex3i(x + 1, y, z);
+ glVertex3i(x + 1, y - 1, z);
+ glVertex3i(x, y - 1, z);
+ glEnd();
+ glBegin(begin_polygon);
+ glVertex3i(x + 1, y - 1, z);
+ glVertex3i(x + 2, y - 1, z);
+ glVertex3i(x + 2, y - 2, z);
+ glVertex3i(x + 1, y - 2, z);
+/*-
+ * PURIFY 4.0.1 reports an unitialized memory read on the next line when using
+ * MesaGL 2.2 and -mono. This has been fixed in MesaGL 2.3 and later. */
+ glEnd();
+ ++x;
+ --z;
+ }
+ }
+
+ /* Render the other sides */
+ if (!si->wireframe)
+ glNormal3f(1.0, 0.0, 0.0);
+
+ for (h = 0; h < height; ++h) {
+ x = sx + h;
+ y = sy - (h << 1);
+ z = sz + h;
+ for (w = 0; w < width; ++w) {
+ glBegin(begin_polygon);
+ glVertex3i(x + 1, y, z);
+ glVertex3i(x + 1, y, z - 1);
+ glVertex3i(x + 1, y - 1, z - 1);
+ glVertex3i(x + 1, y - 1, z);
+ glEnd();
+ glBegin(begin_polygon);
+ glVertex3i(x + 2, y - 1, z);
+ glVertex3i(x + 2, y - 1, z - 1);
+ glVertex3i(x + 2, y - 2, z - 1);
+ glVertex3i(x + 2, y - 2, z);
+ glEnd();
+ ++x;
+ --z;
+ }
+ }
+
+ if (si->wireframe) {
+ if (!si->mono)
+ glCallList(si->TopsSides); /* Render the tops */
+
+ for (h = 0; h < height; ++h) {
+ x = sx + h;
+ y = sy - (h << 1);
+ z = sz + h;
+ for (w = 0; w < width; ++w) {
+ glBegin(begin_polygon);
+ glVertex3i(x, y, z);
+ glVertex3i(x, y, z - 1);
+ glVertex3i(x + 1, y, z - 1);
+ glVertex3i(x + 1, y, z);
+ glEnd();
+ glBegin(begin_polygon);
+ glVertex3i(x + 1, y - 1, z);
+ glVertex3i(x + 1, y - 1, z - 1);
+ glVertex3i(x + 2, y - 1, z - 1);
+ glVertex3i(x + 2, y - 1, z);
+ glEnd();
+ ++x;
+ --z;
+ }
+ }
+ }
+}
+
+#define RESET_SPROINGIE (-30 + myrand(28))
+
+static void
+AdvanceSproingie(int t, sp_instance * si)
+{
+ int g_higher, g_back, t2;
+ struct sPosColor *thisSproingie = &(si->positions[t]);
+ struct sPosColor *S2 = &(si->positions[0]);
+
+ if (thisSproingie->life > 0) {
+ if ((++(thisSproingie->frame)) > 11) {
+ if (thisSproingie->frame >= BOOM_FRAME) {
+ if ((thisSproingie->r -= 0.08) < 0.0)
+ thisSproingie->r = 0.0;
+ if ((thisSproingie->g -= 0.08) < 0.0)
+ thisSproingie->g = 0.0;
+ if ((thisSproingie->b -= 0.08) < 0.0)
+ thisSproingie->b = 0.0;
+ if ((--(thisSproingie->life)) < 1) {
+ thisSproingie->life = RESET_SPROINGIE;
+ }
+ return;
+ }
+ thisSproingie->x += 1;
+ thisSproingie->y -= 2;
+ thisSproingie->z += 1;
+ thisSproingie->frame = 0;
+
+ for (t2 = 0; t2 < si->maxsproingies; ++t2) {
+ if ((t2 != t) && (thisSproingie->x == S2->x) &&
+ (thisSproingie->y == S2->y) && (thisSproingie->z == S2->z) &&
+ (S2->life > 10) && (S2->frame < 6)) {
+#if 0
+ if (thisSproingie->life > S2->life) {
+ S2->life = 10;
+ } else {
+#endif
+ if (thisSproingie->life > 10) {
+ thisSproingie->life = 10;
+ thisSproingie->frame = BOOM_FRAME;
+ if ((thisSproingie->r += 0.5) > 1.0)
+ thisSproingie->r = 1.0;
+ if ((thisSproingie->g += 0.5) > 1.0)
+ thisSproingie->g = 1.0;
+ if ((thisSproingie->b += 0.5) > 1.0)
+ thisSproingie->b = 1.0;
+ }
+#if 0
+ }
+#endif
+ }
+ ++S2;
+ }
+ }
+ if (!((thisSproingie->life == 10) &&
+ (thisSproingie->frame > 0) &&
+ (thisSproingie->frame < BOOM_FRAME))) {
+ if ((--(thisSproingie->life)) < 1) {
+ thisSproingie->life = RESET_SPROINGIE;
+ } else if (thisSproingie->life < 9) {
+ thisSproingie->frame -= 2;
+ }
+ } /* else wait here for frame 0 to come about. */
+ } else if (++(thisSproingie->life) >= 0) {
+ if (t > 1) {
+ g_higher = -3 + myrand(5);
+ g_back = -2 + myrand(5);
+ } else if (t == 1) {
+ g_higher = -2 + myrand(3);
+ g_back = -1 + myrand(3);
+ } else {
+ g_higher = -1;
+ g_back = 0;
+ }
+
+ thisSproingie->x = (-g_higher - g_back);
+ thisSproingie->y = (g_higher << 1);
+ thisSproingie->z = (g_back - g_higher);
+ thisSproingie->life = 40 + myrand(200);
+ thisSproingie->frame = -10;
+ thisSproingie->r = (GLfloat) (40 + myrand(200)) / 255.0;
+ thisSproingie->g = (GLfloat) (40 + myrand(200)) / 255.0;
+ thisSproingie->b = (GLfloat) (40 + myrand(200)) / 255.0;
+
+ for (t2 = 0; t2 < si->maxsproingies; ++t2) {
+ if ((t2 != t) && (thisSproingie->x == S2->x) &&
+ (thisSproingie->y == S2->y) && (thisSproingie->z == S2->z) &&
+ (S2->life > 10) && (S2->frame < 0)) {
+ /* If one is already being born, just wait. */
+ thisSproingie->life = -1;
+ }
+ ++S2;
+ }
+ }
+}
+
+static void
+NextSproingie(int screen)
+{
+ sp_instance *si = &si_list[screen];
+ int ddx, t;
+ struct sPosColor *thisSproingie = &(si->positions[0]);
+
+ if (++si->sframe > 11) {
+ si->sframe = 0;
+ for (t = 0; t < si->maxsproingies; ++t) {
+ thisSproingie->x -= 1;
+ thisSproingie->y += 2;
+ thisSproingie->z -= 1;
+ ++thisSproingie;
+ }
+ }
+ for (t = 0; t < si->maxsproingies; ++t) {
+ AdvanceSproingie(t, si);
+ }
+
+ if (si->target_count < 0) { /* track to current target */
+ if (si->target_rx < si->rotx)
+ --si->rotx;
+ else if (si->target_rx > si->rotx)
+ ++si->rotx;
+
+ if (si->target_ry < si->roty)
+ --si->roty;
+ else if (si->target_ry > si->roty)
+ ++si->roty;
+
+ ddx = (si->target_dist - si->dist) / 8;
+ if (ddx)
+ si->dist += ddx;
+ else if (si->target_dist < si->dist)
+ --si->dist;
+ else if (si->target_dist > si->dist)
+ ++si->dist;
+
+ if ((si->target_rx == si->rotx) && (si->target_ry == si->roty) &&
+ (si->target_dist == si->dist)) {
+ si->target_count = T_COUNT;
+ if (si->target_dist <= 32)
+ si->target_count >>= 2;
+ }
+ } else if (--si->target_count < 0) { /* make up new target */
+ si->target_rx = myrand(100) - 35;
+ si->target_ry = -myrand(90);
+ si->target_dist = 32 << myrand(2); /* could be 32, 64, or 128, (previously or 256) */
+
+ if (si->target_dist >= si->dist) /* no duplicate distances */
+ si->target_dist <<= 1;
+ }
+ /* Otherwise just hang loose for a while here */
+}
+
+#ifdef __AUXFUNCS__
+void
+PrintEm(void)
+{
+ int t, count = 0;
+
+ for (t = 0; t < maxsproingies; ++t) {
+ if (positions[t].life > 0)
+ ++count;
+ }
+ (void) printf("RotX: %d, RotY: %d, Dist: %d. Targets: X %d, Y %d, D %d. Visible: %d\n",
+ rotx, roty, dist, target_rx, target_ry, target_dist, count);
+}
+
+void
+ResetEm(void)
+{
+ int t;
+
+ for (t = 0; t < maxsproingies; ++t) {
+ positions[t].x = 0;
+ positions[t].y = 0;
+ positions[t].z = 0;
+ positions[t].life = -2;
+ positions[t].frame = 0;
+ }
+}
+
+void
+distAdd(void)
+{
+ if (dist < (1 << 16 << 4))
+ dist <<= 1;
+}
+
+void
+distSubtract(void)
+{
+ if (dist > 1)
+ dist >>= 1;
+}
+
+void
+rotxAdd(void)
+{
+ rotx = (rotx + 5) % 360;
+}
+
+void
+rotxSubtract(void)
+{
+ rotx = (rotx - 5) % 360;
+}
+
+void
+rotyAdd(void)
+{
+ roty = (roty + 5) % 360;
+}
+
+void
+rotySubtract(void)
+{
+ roty = (roty - 5) % 360;
+}
+
+void
+rotxBAdd(void)
+{
+ rotx = (rotx + 45) % 360;
+}
+
+void
+rotxBSubtract(void)
+{
+ rotx = (rotx - 45) % 360;
+}
+
+void
+rotyBAdd(void)
+{
+ roty = (roty + 45) % 360;
+}
+
+void
+rotyBSubtract(void)
+{
+ roty = (roty - 45) % 360;
+}
+
+#endif
+
+static void
+RenderSproingie(int t, sp_instance * si)
+{
+ GLfloat scale, pointsize, mat_color[4] =
+ {0.0, 0.0, 0.0, 1.0};
+ GLdouble clipplane[4] =
+ {0.0, 1.0, 0.0, 0.0};
+ struct sPosColor *thisSproingie = &(si->positions[t]);
+
+ if (thisSproingie->life < 1)
+ return;
+
+ glPushMatrix();
+
+ if (!si->mono) {
+ mat_color[0] = thisSproingie->r;
+ mat_color[1] = thisSproingie->g;
+ mat_color[2] = thisSproingie->b;
+ if (si->wireframe)
+ glColor3fv(mat_color);
+ else {
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
+ }
+ }
+ if (thisSproingie->frame < 0) {
+ glEnable(GL_CLIP_PLANE0);
+ glTranslatef((GLfloat) (thisSproingie->x),
+ (GLfloat) (thisSproingie->y) +
+ ((GLfloat) (thisSproingie->frame) / 9.0),
+ (GLfloat) (thisSproingie->z));
+ clipplane[3] = ((GLdouble) (thisSproingie->frame) / 9.0) +
+ (si->wireframe ? 0.0 : 0.1);
+ glClipPlane(GL_CLIP_PLANE0, clipplane);
+ glCallList(si->sproingies[0]);
+ glDisable(GL_CLIP_PLANE0);
+ } else if (thisSproingie->frame >= BOOM_FRAME) {
+ glTranslatef((GLfloat) (thisSproingie->x) + 0.5,
+ (GLfloat) (thisSproingie->y) + 0.5,
+ (GLfloat) (thisSproingie->z) - 0.5);
+ scale = (GLfloat) (1 << (thisSproingie->frame - BOOM_FRAME));
+ glScalef(scale, scale, scale);
+ if (!si->wireframe) {
+ if (!si->mono)
+ glColor3fv(mat_color);
+ glDisable(GL_LIGHTING);
+ }
+ pointsize = (GLfloat) ((BOOM_FRAME + 8) - thisSproingie->frame) -
+ (si->dist / 64.0);
+ glPointSize((pointsize < 1.0) ? 1.0 : pointsize);
+/*-
+ * PURIFY 4.0.1 reports an unitialized memory read on the next line when using
+ * MesaGL 2.2. This has been tracked to MesaGL 2.2 src/points.c line 313. */
+ glCallList(si->SproingieBoom);
+ glPointSize(1.0);
+ if (!si->wireframe) {
+ glEnable(GL_LIGHTING);
+ }
+ } else if (thisSproingie->frame > 5) {
+ glTranslatef((GLfloat) (thisSproingie->x + 1),
+ (GLfloat) (thisSproingie->y - 1), (GLfloat) (thisSproingie->z - 1));
+ glRotatef((GLfloat) - 90.0, 0.0, 1.0, 0.0);
+ glCallList(si->sproingies[thisSproingie->frame - 6]);
+ } else {
+ glTranslatef((GLfloat) (thisSproingie->x), (GLfloat) (thisSproingie->y),
+ (GLfloat) (thisSproingie->z));
+ glCallList(si->sproingies[thisSproingie->frame]);
+ }
+
+ glPopMatrix();
+
+}
+
+static void
+ComputeGround(sp_instance * si)
+{
+ int g_higher, g_back, g_width, g_height;
+
+ /* higher: x-1, y+2, z-1 */
+ /* back: x-1, y, z+1 */
+
+ if (si->groundlevel == 0) {
+ g_back = 2;
+ g_width = 5;
+ } else if (si->groundlevel == 1) {
+ g_back = 4;
+ g_width = 8;
+ } else {
+ g_back = 8;
+ g_width = 16;
+ }
+
+ if ((g_higher = si->dist >> 3) < 4)
+ g_higher = 4;
+ if (g_higher > 16)
+ g_higher = 16;
+ g_height = g_higher << 1;
+
+ if (si->rotx < -10)
+ g_higher += (g_higher >> 2);
+ else if (si->rotx > 10)
+ g_higher -= (g_higher >> 2);
+
+#if 0
+ if (si->dist > 128) {
+ ++g_higher;
+ ++g_back;
+ g_back <<= 1;
+ } else if (si->dist > 64) {
+ ++g_higher;
+ ++g_back;
+ } else if (si->dist > 32) {
+ /* nothing special */
+ } else {
+ if (g_higher > 2) {
+ g_higher = g_back = 4;
+ }
+ }
+#endif
+
+ /* startx, starty, startz, width, height */
+ LayGround((-g_higher - g_back), (g_higher << 1), (g_back - g_higher),
+ (g_width), (g_height), si);
+}
+
+void
+DisplaySproingies(int screen)
+{
+ sp_instance *si = &si_list[screen];
+ int t;
+ GLfloat position[] =
+ {8.0, 5.0, -2.0, 0.1};
+
+ if (si->wireframe)
+ glClear(GL_COLOR_BUFFER_BIT);
+ else
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, -(GLfloat) (si->dist) / 16.0); /* viewing transform */
+ glRotatef((GLfloat) si->rotx, 1.0, 0.0, 0.0);
+ glRotatef((GLfloat) si->roty, 0.0, 1.0, 0.0);
+
+ if (!si->wireframe)
+ glLightfv(GL_LIGHT0, GL_POSITION, position);
+
+#if 0 /* Show light pos */
+ glPushMatrix();
+ glTranslatef(position[0], position[1], position[2]);
+ glColor3f(1.0, 1.0, 1.0);
+ if (!si->wireframe) {
+ glDisable(GL_LIGHTING);
+ }
+ glCallList(si->SproingieBoom);
+ if (!si->wireframe) {
+ glEnable(GL_LIGHTING);
+ }
+ glPopMatrix();
+#endif
+
+ glTranslatef((GLfloat) si->sframe * (-1.0 / 12.0) - 0.75,
+ (GLfloat) si->sframe * (2.0 / 12.0) - 0.5,
+ (GLfloat) si->sframe * (-1.0 / 12.0) + 0.75);
+
+ if (si->wireframe)
+ ComputeGround(si);
+
+ for (t = 0; t < si->maxsproingies; ++t) {
+ RenderSproingie(t, si);
+ }
+
+ if (!si->wireframe)
+ ComputeGround(si);
+
+ glPopMatrix();
+ glFlush();
+
+ SproingieSwap();
+}
+
+void
+NextSproingieDisplay(int screen)
+{
+ NextSproingie(screen);
+ DisplaySproingies(screen);
+}
+
+#if 0
+void
+ReshapeSproingies(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(65.0, (GLfloat) w / (GLfloat) h, 0.1, 2000.0); /* was 200000.0 */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+#endif
+
+void
+CleanupSproingies(int screen)
+{
+ sp_instance *si = &si_list[screen];
+ int t;
+
+ if (si->SproingieBoom) {
+ for (t = 0; t < 6; ++t)
+ glDeleteLists(si->sproingies[t], 1);
+
+ glDeleteLists(si->TopsSides, 2);
+ glDeleteLists(si->SproingieBoom, 1);
+
+ --active_screens;
+ si->SproingieBoom = 0;
+ }
+ if (si->positions) {
+ (void) free((void *) (si->positions));
+ si->positions = NULL;
+ }
+ if ((active_screens == 0) && si_list) {
+ (void) free((void *) (si_list));
+ si_list = NULL;
+ }
+}
+
+void
+InitSproingies(int wfmode, int grnd, int mspr, int screen, int numscreens,
+ int mono)
+{
+ GLfloat ambient[] =
+ {0.2, 0.2, 0.2, 1.0};
+ GLfloat position[] =
+ {10.0, 1.0, 1.0, 10.0};
+ GLfloat mat_diffuse[] =
+ {0.6, 0.6, 0.6, 1.0};
+ GLfloat mat_specular[] =
+ {0.8, 0.8, 0.8, 1.0};
+ GLfloat mat_shininess[] =
+ {50.0};
+
+ sp_instance *si;
+ int t;
+
+ if (si_list == NULL) {
+ if ((si_list = (sp_instance *) calloc(numscreens,
+ sizeof (sp_instance))) == NULL)
+ return;
+ }
+ si = &si_list[screen];
+
+ active_screens++;
+ CleanupSproingies(screen);
+
+ if (mspr < 0)
+ mspr = 0;
+ if (mspr >= MAXSPROING)
+ mspr = MAXSPROING - 1;
+
+ si->rotx = 0;
+ si->roty = -45;
+ si->dist = (16 << 2);
+ si->sframe = 0;
+ si->target_count = 0;
+ si->mono = mono;
+
+ si->wireframe = si->flatshade = 0;
+
+ if (wfmode == 2)
+ si->flatshade = 1;
+ else if (wfmode)
+ si->wireframe = 1;
+
+ si->groundlevel = grnd;
+ si->maxsproingies = mspr;
+
+ if (si->maxsproingies) {
+ si->positions = (struct sPosColor *) calloc(si->maxsproingies,
+ sizeof (struct sPosColor));
+
+ if (!(si->positions))
+ si->maxsproingies = 0;
+ }
+ for (t = 0; t < si->maxsproingies; ++t) {
+ si->positions[t].x = 0;
+ si->positions[t].y = 0;
+ si->positions[t].z = 0;
+ si->positions[t].life = (-t * ((si->maxsproingies > 19) ? 1 : 4)) - 2;
+ si->positions[t].frame = 0;
+ }
+
+#if 0 /* Test boom */
+ si->positions[0].x = 0;
+ si->positions[0].y = 0;
+ si->positions[0].z = 0;
+ si->positions[0].life = 10;
+ si->positions[0].frame = BOOM_FRAME;
+ si->positions[0].r = 0.656863;
+ si->positions[0].g = 1.0;
+ si->positions[0].b = 0.656863;
+#endif
+
+ if (!(si->TopsSides = build_TopsSides(si->wireframe)))
+ (void) fprintf(stderr, "build_TopsSides\n");
+
+ if (!(si->sproingies[0] = BuildLWO(si->wireframe, &LWO_s1_1)))
+ (void) fprintf(stderr, "BuildLWO - 1\n");
+ if (!(si->sproingies[1] = BuildLWO(si->wireframe, &LWO_s1_2)))
+ (void) fprintf(stderr, "BuildLWO - 2\n");
+ if (!(si->sproingies[2] = BuildLWO(si->wireframe, &LWO_s1_3)))
+ (void) fprintf(stderr, "BuildLWO - 3\n");
+ if (!(si->sproingies[3] = BuildLWO(si->wireframe, &LWO_s1_4)))
+ (void) fprintf(stderr, "BuildLWO - 4\n");
+ if (!(si->sproingies[4] = BuildLWO(si->wireframe, &LWO_s1_5)))
+ (void) fprintf(stderr, "BuildLWO - 5\n");
+ if (!(si->sproingies[5] = BuildLWO(si->wireframe, &LWO_s1_6)))
+ (void) fprintf(stderr, "BuildLWO - 6\n");
+
+ if (!(si->SproingieBoom = BuildLWO(si->wireframe, &LWO_s1_b)))
+ (void) fprintf(stderr, "BuildLWO - b\n");
+
+ if (si->wireframe) {
+ glShadeModel(GL_FLAT);
+ glDisable(GL_LIGHTING);
+ } else {
+ if (si->flatshade) {
+ glShadeModel(GL_FLAT);
+ position[0] = 1.0;
+ position[3] = 0.0;
+ }
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_POSITION, position);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
+
+ /* glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); */
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+
+ glFrontFace(GL_CW);
+ /* glEnable(GL_NORMALIZE); */
+ }
+}
+
+#endif
+
+/* End of sproingies.c */