Mercurial > pidgin.yaz
view pidgin/plugins/crazychat/sharky.c @ 17247:d63075ed73c9
When closing IM windows on MSN, don't release the switchboard connection
immediately, let it timeout peacefully. This will prevent incorrect
errors about messages being unable to be sent if the user closes the
window before we receive the ACK about the sent message. It will also
totally mess up any client that tries to show "User has closed the
conversation window" type messages, but they have *never* been accurate
anyway.
Fixes #241
author | Stu Tomlinson <stu@nosnilmot.com> |
---|---|
date | Wed, 23 May 2007 01:20:42 +0000 |
parents | 5fe8042783c1 |
children | a8cc50c2279f |
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#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; }