354 lines
8.9 KiB
C
354 lines
8.9 KiB
C
/* xscreensaver, Copyright (c) 1999 Jamie Zawinski <jwz@jwz.org>
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation. No representations are made about the suitability of this
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* software for any purpose. It is provided "as is" without express or
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* implied warranty.
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*
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* Matrix -- simulate the text scrolls from the movie "The Matrix".
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*
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* The movie people distribute their own Windows/Mac screensaver that does
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* a similar thing, so I wrote one for Unix. However, that version (the
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* Windows/Mac version at http://www.whatisthematrix.com/) doesn't match my
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* memory of what the screens in the movie looked like, so my `xmatrix'
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* does things differently.
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*/
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#include <stdio.h>
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#include "images/small.xpm"
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#include "images/medium.xpm"
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#include "images/large.xpm"
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#include "images/matrix.xbm"
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/*
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#define CHAR_HEIGHT 4
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*/
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#include "matrix.h"
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/*
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#include "resources.h"
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*/
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extern GC NormalGC;
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extern GC EraseGC;
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extern Pixel back_pix, fore_pix;
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extern int PixmapSize;
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int CHAR_HEIGHT;
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static void load_images (m_state *state) {
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if (state->xgwa.depth > 1) {
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XpmAttributes xpmattrs;
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int result;
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xpmattrs.valuemask = 0;
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xpmattrs.valuemask |= XpmCloseness;
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xpmattrs.closeness = 40000;
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xpmattrs.valuemask |= XpmVisual;
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xpmattrs.visual = state->xgwa.visual;
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xpmattrs.valuemask |= XpmDepth;
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xpmattrs.depth = state->xgwa.depth;
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xpmattrs.valuemask |= XpmColormap;
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xpmattrs.colormap = state->xgwa.colormap;
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if (PixmapSize == 1){
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CHAR_HEIGHT = 4;
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result = XpmCreatePixmapFromData (state->dpy, state->window, small,
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&state->images, 0 /* mask */,
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&xpmattrs);
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} else if (PixmapSize == 2){
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CHAR_HEIGHT = 6;
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result = XpmCreatePixmapFromData (state->dpy, state->window, medium,
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&state->images, 0 /* mask */,
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&xpmattrs);
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} else {
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CHAR_HEIGHT = 8;
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result = XpmCreatePixmapFromData (state->dpy, state->window, large,
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&state->images, 0 /* mask */,
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&xpmattrs);
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}
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if (!state->images || (result != XpmSuccess && result != XpmColorError))
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state->images = 0;
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state->image_width = xpmattrs.width;
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state->image_height = xpmattrs.height;
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state->nglyphs = state->image_height / CHAR_HEIGHT;
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} else {
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state->image_width = matrix_width;
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state->image_height = matrix_height;
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state->nglyphs = state->image_height / CHAR_HEIGHT;
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state->images = XCreatePixmapFromBitmapData (state->dpy, state->window,
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(char *) matrix_bits,
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state->image_width, state->image_height,
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back_pix, fore_pix, state->xgwa.depth);
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}
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}
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m_state *init_matrix( Display *dpy, Window window ) {
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m_state *state = (m_state *) calloc (sizeof(*state), 1);
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state->dpy = dpy;
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state->window = window;
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XGetWindowAttributes (dpy, window, &state->xgwa);
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load_images (state);
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state->draw_gc = NormalGC;
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state->erase_gc = EraseGC;
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state->char_width = state->image_width / 2;
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state->char_height = CHAR_HEIGHT;
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state->grid_width = state->xgwa.width / state->char_width;
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state->grid_height = state->xgwa.height / state->char_height;
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state->grid_width++;
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state->grid_height++;
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state->cells = (m_cell *)calloc (sizeof(m_cell), state->grid_width * state->grid_height);
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state->feeders = (m_feeder *)calloc (sizeof(m_feeder), state->grid_width);
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state->density = 40;
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state->insert_top_p = False;
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state->insert_bottom_p = True;
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return state;
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}
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static void insert_glyph (m_state *state, int glyph, int x, int y) {
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Bool bottom_feeder_p = (y >= 0);
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m_cell *from, *to;
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if (y >= state->grid_height) return;
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if (bottom_feeder_p) {
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to = &state->cells[state->grid_width * y + x];
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} else {
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for (y = state->grid_height-1; y > 0; y--) {
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from = &state->cells[state->grid_width * (y-1) + x];
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to = &state->cells[state->grid_width * y + x];
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*to = *from;
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to->changed = True;
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}
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to = &state->cells[x];
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}
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to->glyph = glyph;
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to->changed = True;
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if (!to->glyph) ;
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else if (bottom_feeder_p) to->glow = 1 + (random() % 2);
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else to->glow = 0;
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}
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static void feed_matrix (m_state *state) {
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int x;
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/*
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* Update according to current feeders.
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*/
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for (x = 0; x < state->grid_width; x++) {
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m_feeder *f = &state->feeders[x];
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if (f->throttle) { /* this is a delay tick, synced to frame. */
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f->throttle--;
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} else if (f->remaining > 0) { /* how many items are in the pipe */
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int g = (random() % state->nglyphs) + 1;
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insert_glyph (state, g, x, f->y);
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f->remaining--;
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if (f->y >= 0) f->y++; /* bottom_feeder_p */
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} else { /* if pipe is empty, insert spaces */
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insert_glyph (state, 0, x, f->y);
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if (f->y >= 0) f->y++; /* bottom_feeder_p */
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}
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if ((random() % 10) == 0) { /* randomly change throttle speed */
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f->throttle = ((random() % 5) + (random() % 5));
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}
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}
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}
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static int densitizer (m_state *state) {
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/* Horrid kludge that converts percentages (density of screen coverage)
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to the parameter that actually controls this. I got this mapping
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empirically, on a 1024x768 screen. Sue me. */
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if (state->density < 10) return 85;
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else if (state->density < 15) return 60;
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else if (state->density < 20) return 45;
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else if (state->density < 25) return 25;
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else if (state->density < 30) return 20;
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else if (state->density < 35) return 15;
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else if (state->density < 45) return 10;
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else if (state->density < 50) return 8;
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else if (state->density < 55) return 7;
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else if (state->density < 65) return 5;
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else if (state->density < 80) return 3;
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else if (state->density < 90) return 2;
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else return 1;
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}
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static void hack_matrix (m_state *state) {
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int x;
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/* Glow some characters. */
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if (!state->insert_bottom_p) {
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int i = random() % (state->grid_width / 2);
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while (--i > 0) {
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int x = random() % state->grid_width;
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int y = random() % state->grid_height;
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m_cell *cell = &state->cells[state->grid_width * y + x];
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if (cell->glyph && cell->glow == 0) {
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cell->glow = random() % 10;
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cell->changed = True;
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}
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}
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}
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/* Change some of the feeders. */
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for (x = 0; x < state->grid_width; x++) {
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m_feeder *f = &state->feeders[x];
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Bool bottom_feeder_p;
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if (f->remaining > 0) /* never change if pipe isn't empty */
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continue;
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if ((random() % densitizer(state)) != 0) /* then change N% of the time */
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continue;
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f->remaining = 3 + (random() % state->grid_height);
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f->throttle = ((random() % 5) + (random() % 5));
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if ((random() % 4) != 0)
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f->remaining = 0;
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if (state->insert_top_p && state->insert_bottom_p)
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bottom_feeder_p = (random() & 1);
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else
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bottom_feeder_p = state->insert_bottom_p;
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if (bottom_feeder_p)
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f->y = random() % (state->grid_height / 2);
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else
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f->y = -1;
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}
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}
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void draw_matrix (m_state *state, int d) {
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int x, y;
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int count = 0;
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state->density = d;
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feed_matrix( state );
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hack_matrix( state );
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for (y = 0; y < state->grid_height; y++) {
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for (x = 0; x < state->grid_width; x++) {
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m_cell *cell = &state->cells[state->grid_width * y + x];
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if ( cell->glyph ) count++;
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if ( !cell->changed ) continue;
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if ( cell->glyph == 0 ) {
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XFillRectangle( state->dpy, state->window, state->erase_gc,
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x * state->char_width, y * state->char_height,
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state->char_width, state->char_height );
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} else {
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XCopyArea( state->dpy, state->images, state->window, state->draw_gc,
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(cell->glow ? state->char_width : 0), (cell->glyph - 1) * state->char_height,
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state->char_width, state->char_height, x * state->char_width, y * state->char_height );
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}
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cell->changed = False;
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if (cell->glow > 0) {
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cell->glow--;
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cell->changed = True;
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}
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}
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}
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#if 0
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{
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static int i = 0;
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static int ndens = 0;
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static int tdens = 0;
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i++;
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if (i > 50)
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{
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int dens = (100.0 *
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(((double)count) /
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((double) (state->grid_width * state->grid_height))));
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tdens += dens;
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ndens++;
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printf ("density: %d%% (%d%%)\n", dens, (tdens / ndens));
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i = 0;
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}
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}
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#endif
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}
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