plugins/crazychat/sharky.c

Tue, 14 Feb 2006 05:43:43 +0000

author
Richard Laager <rlaager@pidgin.im>
date
Tue, 14 Feb 2006 05:43:43 +0000
changeset 13281
3558cb15ebb9
parent 11218
886e6862af56
permissions
-rw-r--r--

[gaim-migrate @ 15646]
Always show a vertical scrollbar on conversations imhtmls. This will solve the shrinking conversation window bug. I chose this approach instead of saving the size of the window (as I had previous talked about), as this prevents the contents of the scrollback from rewrapping when the scrollbars appear or disappear. It also just seems to feel like the right thing to do, but maybe that's me being lazy.

#include "face.h"
#include "sharky.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include "models.h"

#define NUM_SHARKS 12
#define NUM_SHARK_LIDS 10
#define NUM_FINS 4
#define NUM_SHARK_EYES 1
#define NUM_SHARK_PUPILS 1
#define NUM_SHARK_IRIS 1
#define SHARK_SCALE .025
#define SHARK_EYES_Y 7.5*SHARK_SCALE // .295
#define SHARK_EYES_X 28.89*SHARK_SCALE // .26
#define SHARK_EYES_Z 56*SHARK_SCALE // .38
#define SHARK_FINS_X 75*SHARK_SCALE //.65
#define SHARK_FINS_Y -44*SHARK_SCALE//.18
#define SHARK_FINS_Z -15*SHARK_SCALE //.05
#define SHARK_IRIS_X 0*SHARK_SCALE
#define SHARK_IRIS_Y 1.67*SHARK_SCALE//.015
#define SHARK_IRIS_Z 5.0*SHARK_SCALE//.08
#define SHARK_PUP_X 0*SHARK_SCALE
#define SHARK_PUP_Y 0*SHARK_SCALE 
#define SHARK_PUP_Z 2.5*SHARK_SCALE //.028
#define SHARK_IRIS_SCALE .10*SHARK_SCALE
#define SHARK_PUP_SCALE .08*SHARK_SCALE
#define SHARK_FIN_SCALE .9*SHARK_SCALE
#define SHARK_EYE_SCALE .7*SHARK_SCALE
#define SHARK_LID_SCALE .84*SHARK_SCALE
#define SHARK_HEAD_SCALE .58*SHARK_SCALE
#define TOP_FIN_X 0*SHARK_SCALE
#define TOP_FIN_Y 4*SHARK_SCALE
#define TOP_FIN_Z 25*SHARK_SCALE
#define BOT_FIN_X 0*SHARK_SCALE
#define BOT_FIN_Y 9*SHARK_SCALE
#define BOT_FIN_Z -70*SHARK_SCALE
#define TOP_FIN_SCALE 2*SHARK_SCALE
#define MAX_FIN_ANGLE 90.0
#define MIN_FIN_ANGLE -20.0
#define ANGLE_INC 60
float fins=0;


char shark_mtl_file[MAX_FILE_LEN] = "dog.mtl";
// the initial dog materials
GLint init_shark_mats[NUM_PARTS] = {1, 2, 3, 4, 5, 3, 5, 0, 0, 0};

void draw_shark_pupil(FACE f, PART p) {
	struct shark_struct* shark=(struct shark_struct*)f->char_struct;
	glPushMatrix();
	glTranslatef(SHARK_IRIS_X, -SHARK_IRIS_Z, SHARK_IRIS_Y);
	if(p==LEFT_IRIS)
		glmSetMat(f->materials, f->mat_indeces[LEFT_IRIS]);
	else
		glmSetMat(f->materials, f->mat_indeces[RIGHT_IRIS]);
	glCallList(shark->iris[0]);
	glTranslatef(SHARK_PUP_X, -SHARK_PUP_Z, SHARK_PUP_Y);
	glmSetMat(f->materials, f->mat_indeces[PUPIL]);
	glCallList(shark->pupil[0]);
	glPopMatrix();
}

void draw_shark_left_eye(FACE f, BOOL open, int max) {
	struct shark_struct* shark=(struct shark_struct*)f->char_struct;
	if(f->my_mode==CRAZY2)
		shark->curr_left_lid=NUM_SHARK_LIDS-1;
	else
		shark->curr_left_lid = compute_lid(open, shark->curr_left_lid, max);
	glPushMatrix();
	glTranslatef(-SHARK_EYES_X, 0.0, 0.0);
	glPushMatrix();
	glTranslatef(0.0, -f->curr_eye_pop, 0.0);
	draw_shark_pupil(f, LEFT_IRIS);
	glmSetMat(f->materials, f->mat_indeces[EYES]);
	glCallList(shark->eyes[shark->curr_left_eye]);
	glPopMatrix();
	glmSetMat(f->materials, f->mat_indeces[LIDS]);
	glCallList(shark->lids[shark->curr_left_lid]);
	glPopMatrix();
}

void draw_shark_right_eye(FACE f, BOOL open, int max) {
	struct shark_struct* shark=(struct shark_struct*)f->char_struct;
	if(f->my_mode==CRAZY2)
		shark->curr_right_lid=NUM_SHARK_LIDS-1;
	else
		shark->curr_right_lid = compute_lid(open, shark->curr_right_lid, max);
	glPushMatrix();
	glTranslatef(SHARK_EYES_X, 0.0, 0.0);
	glPushMatrix();
	glTranslatef(0.0, -f->curr_eye_pop, 0.0);
	draw_shark_pupil(f, RIGHT_IRIS);
	glmSetMat(f->materials, f->mat_indeces[EYES]);
	glCallList(shark->eyes[shark->curr_right_eye]);
	glPopMatrix();
	glmSetMat(f->materials, f->mat_indeces[LIDS]);
	glCallList(shark->lids[shark->curr_right_lid]);
	glPopMatrix();
}

void shark_eyes(FACE f, GLfloat angle, GLfloat yangle, BOOL left_open, BOOL right_open, DIRECTION dir)
{
	struct shark_struct* shark=(struct shark_struct*)f->char_struct;
	int max_eye;
	if(dir==CONST) { //then not moving, eyes are gettin sleepy
		f->eye_count--;
	}
	else{
		f->eye_count=EYE_TIME*NUM_SHARK_LIDS-1;
	}
	max_eye=f->eye_count/EYE_TIME;
	if(max_eye<0)
		max_eye=0;
	if(f->my_mode==CRAZY2)
		f->curr_eye_pop=f->curr_eye_pop + (MAX_EYE_POP - f->curr_eye_pop)/2;
	else
		f->curr_eye_pop=f->curr_eye_pop - (f->curr_eye_pop-0)/2;
	glPushMatrix();
	glTranslatef(0, 0, SHARK_EYES_Y);
	glTranslatef(0, -SHARK_EYES_Z,0);
	draw_shark_left_eye(f, left_open, max_eye);
	draw_shark_right_eye(f, right_open, max_eye);	
	glPopMatrix();
}

void shark_fins(FACE f, DIRECTION dir){
	struct shark_struct* shark=(struct shark_struct*)f->char_struct;

	if(dir==DOWN){
		if(shark->curr_fin < (NUM_FINS-1))
			shark->curr_fin++;
		shark->curr_fin_angle = shark->curr_fin_angle+(MAX_FIN_ANGLE-shark->curr_fin_angle)/2;
	}
	if(dir==UP){
		if(shark->curr_fin > 0)
			shark->curr_fin--;
		shark->curr_fin_angle = shark->curr_fin_angle+(MIN_FIN_ANGLE-shark->curr_fin_angle)/2;
	}
	else if(dir==CONST){
		shark->curr_fin=1;
		shark->curr_fin_angle = shark->curr_fin_angle+(0-shark->curr_fin_angle)/3;
	}

	glPushMatrix();
	glTranslatef(-SHARK_FINS_X, -SHARK_FINS_Z, SHARK_FINS_Y);
	if(f->my_mode==CRAZY1)
		glRotatef(MAX_FIN_ANGLE, 0.0, 1.0, 0.0);
	else
		glRotatef(shark->curr_fin_angle, 0.0, 1.0, 0.0);
	glmSetMat(f->materials, f->mat_indeces[APPENDAGE]);
	glCallList(shark->fins[shark->curr_fin]);
	glPopMatrix();
	glPushMatrix();
	glTranslatef(SHARK_FINS_X, -SHARK_FINS_Z, SHARK_FINS_Y);
	glScalef(-1, 1, 1);
	if(f->my_mode==CRAZY1)
		glRotatef(MIN_FIN_ANGLE, 0.0, 1.0, 0.0);
	else
		glRotatef(shark->curr_fin_angle, 0.0, 1.0, 0.0);
	glCallList(shark->fins[shark->curr_fin]);
	glPopMatrix();
}

void draw_back_fins(FACE f){
	struct shark_struct* shark=(struct shark_struct*)f->char_struct;
	glPushMatrix();
	glTranslatef(0, fins, TOP_FIN_Y);
	glRotatef(180, 0.0, 1.0, 0.0);
	glScalef(.5*TOP_FIN_SCALE,TOP_FIN_SCALE,TOP_FIN_SCALE);
	glmSetMat(f->materials, f->mat_indeces[APPENDAGE]);
	glCallList(shark->fins[2]);
	glPopMatrix();
	
}

void draw_shark(FACE f, GLfloat angle, GLfloat yangle, BOOL left_open, BOOL right_open, GLfloat open, DIRECTION dir, OUTPUT_MODE mode){
	int next_face; 
	struct shark_struct* shark;	

	f->crazy_count--;
	if(f->crazy_count==0){
		f->my_mode = mode;
		if(mode!=NORMAL)
			f->crazy_count = CRAZY_COUNT;
		else
			f->crazy_count = 1;
	}
	apply_output_mode(f, &angle, &yangle, &left_open, &right_open, &open, &dir);
	next_face = NUM_SHARKS - open*NUM_SHARKS - 1;
	shark  = (struct shark_struct*)f->char_struct;
	if(next_face > shark->curr_face)
		shark->curr_face++;
	else if(next_face < shark->curr_face)
		shark->curr_face--;

	glPushMatrix();
	glRotatef(-90, 1.0, 0.0, 0.0);
	glRotatef(-yangle, 0.0, 0.0, -1.0);
	glRotatef(-angle, 0, 1, 0);
	shark_eyes(f, angle, yangle, left_open, right_open, dir);	
	shark_fins(f, dir);
	//draw_back_fins(f);
	glmSetMat(f->materials, f->mat_indeces[HEAD]);
	glCallList(shark->faces[shark->curr_face]);
	glPopMatrix();
}


void init_shark(FACE f){
	int i;
	struct shark_struct* shark;
	f->char_struct = (struct shark_struct*)malloc(sizeof(struct shark_struct));
	f->materials = glmMTL(shark_mtl_file);
	f->mat_indeces=(GLint*)malloc(sizeof(GLint)*NUM_PARTS);
	//initialize all of the parts to some colors
	change_materials(f, init_shark_mats, NUM_PARTS);
	f->my_mode = NORMAL;
	f->eye_count = EYE_TIME*NUM_SHARK_LIDS-1;
	f->crazy_count = 1;
	f->curr_z_angle = 0;
	f->curr_eye_pop = 0;
	f->name = strdup("sharky");
	f->draw_func = draw_shark;
	shark = (struct shark_struct*)f->char_struct;
	
	printf("\nReading models: ");
	fflush(0);
	
	//initialize the draw lists
	init_lists(&shark->faces, &shark->m_faces, NUM_SHARKS, f->name, SHARK_HEAD_SCALE);
	init_lists(&shark->lids, &shark->m_lids, NUM_SHARK_LIDS, "sharkylid", SHARK_LID_SCALE);
	init_lists(&shark->fins, &shark->m_fins, NUM_FINS, "sharkyfin", SHARK_FIN_SCALE);
	init_lists(&shark->eyes, &shark->m_eyes, NUM_SHARK_EYES, "sharkyeye", SHARK_EYE_SCALE);
	init_lists(&shark->pupil, &shark->m_pupil, NUM_SHARK_PUPILS, "sharkypupil", SHARK_PUP_SCALE);
	init_lists(&shark->iris, &shark->m_iris, NUM_SHARK_IRIS, "sharkyiris", SHARK_IRIS_SCALE);

	printf("\n");
	fflush(0);
		
	shark->curr_face = 0;
	shark->curr_fin = 1;
	shark->curr_left_lid = 0;
	shark->curr_right_lid = 0;
	shark->curr_left_eye = 0;
	shark->curr_right_eye = 0;
	shark->curr_pupil = 0;
	shark->curr_fin_angle = 0;
}

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