summarylogtreecommitdiffstats
path: root/01_legacy.patch
blob: b291b621a6f6f0c92249723c35b5b84c4ee76b1f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
--- xasteroids-5.0.orig/xast.c
+++ xasteroids-5.0/xast.c
@@ -3,6 +3,13 @@
 	goetz@cs.buffalo.EDU
 	Version 5, 9 Feb 93
 
+	Changes after version 5.0:
+        
+		Improved cursor-hiding.
+		Arrow keys.
+		ANSI-C cleanups.
+		Use usleep() instead of a delay loop, when available.
+
 	Changes from version 4.3:
 
 		High score script.
@@ -27,16 +34,29 @@
 			Pat Ryan <pat@jaameri.gsfc.nasa.gov>
 			Craig Smith <csmith@cscs.UUCP>
 			Doug Merritt <doug@netcom.com>
+			Stephen McCamant <alias@mcs.com>
 			Makefile by James Berg <berg@plains>
 			Hi score script by Chris Moore <moore@src.bae.co.uk>
 			Man page by David Partain <dpl@ida.liu.se>
 */
 #include <stdio.h>		/* For NULL	*/
+#include <stdlib.h>		/* For malloc(), rand() etc */
+#include <time.h>		/* For time() */
 #include <X11/Xlib.h>
 #include <X11/Xutil.h>
-#include <X11/cursorfont.h>	/* For erasing cursor - not important	*/
+#include <X11/keysym.h>
 #include <math.h>
 
+#ifdef HAS_USLEEP
+#include <unistd.h>
+#endif
+
+#ifndef __STDC__
+define void
+#endif
+
+#define rand(rndint) rand() /* ??? */
+
 /* Indexes for 1st dimension of obj	*/
 /* The order they are in is important	*/
 #define	AST	0
@@ -68,10 +88,10 @@
 #define M_BULLET 0.1
 
 /* Keys		*/
-#define FIRE		'p'
-#define PAUSE		27	/* escape	*/
-#define SHIELD		'`'
-#define THRUST		'o'
+#define FIRE		XK_p
+#define PAUSE		XK_Escape	/* escape	*/
+#define SHIELD		XK_grave	/* ` */
+#define THRUST		XK_o
 
 #define BMAX		300	/* Max particles in a "boom" + 1	*/
 #define letheight	20	/* height of font	*/
@@ -121,6 +141,7 @@
 	shapesize[LASTSHAPE+1]	= {44, 21, 10, 2, 1, SHIPSIZE+1, 35, 20},
 	shield_on;
 
+void
 initasts()
 {	int i;
 	extern Objtype obj[SHIP+1];
@@ -143,6 +164,7 @@
 		obj[i].mass = M_BULLET;
 }	}
 
+void
 makeasts()
 {	int i;
 	extern Objtype obj[SHIP+1];
@@ -163,7 +185,7 @@
 		if (a >  63)
 			obj[i].y = (double) a;
 			else obj[i].y = (double) height - a;
-		a = rand(rndint); a = 4 - a>>5;
+		a = rand(rndint); a = 4 - (a>>5);
 		obj[i].rot = (double) a;
 		a = rand(rndint);
 		obj[i].rotvel = ((double) a)/2048;
@@ -177,6 +199,7 @@
 	numasts = i;
 }
 
+void
 makeenemy()	/* Start an enemy ship	*/
 {	extern Objtype obj[SHIP+1];
 	extern int height, level, rndint;
@@ -258,6 +281,7 @@
 	return 0;
 }
 
+void
 blastpair(i, j)		/* Generate random velocity vector v.	*/
 	int i, j ;	/* Add v to i, -v to j.			*/
 {	extern int rndint;
@@ -266,7 +290,7 @@
 	double vx, vy;
 	c = rand(rndint);
 /*	c = 4 - c>>5;	if you need angles from -3 to 4		*/
-	c>>2;		/* possibly save some time on sin/cos	*/
+	c >>= 2;		/* possibly save some time on sin/cos	*/
 	vx = cos((double) c); vy = sin((double) c);
 	obj[i].xvel = obj[i].xvel + vx;
 	obj[i].yvel = obj[i].yvel + vy;
@@ -282,6 +306,7 @@
 #define rotinert(i)	(double) (obj[i].mass*shapesize[obj[i].shape]*shapesize[obj[i].shape])
 
 /* cause two objects to collide elastically	*/
+void
 bounce(i, j)
 int	i,j;
 {
@@ -345,6 +370,7 @@
 obj[j].rotvel = temp;
 }
 
+void
 botline(disp, window, gc)	/* Print status line text	*/
 	Display *disp;
 	Drawable window;
@@ -357,6 +383,7 @@
 			text, strlen(text));
 }
 
+void
 printss(disp, window, gc)	/* Print ships and score	*/
 	Display *disp;
 	Drawable window;
@@ -389,6 +416,7 @@
 	XClearArea(disp, window, 340+(energy>>1), height+8, 8, 10, False);
 }
 
+void
 upscore(killer, up)	/* Only award score for things the player shot */
 	int killer, up;
 {	extern int score;
@@ -397,6 +425,7 @@
 }
 
 /* boom, movebooms, drawbooms all by Peter Phillips */
+void
 boom(ob, particles, duration)
 int ob;
 int particles;
@@ -429,6 +458,7 @@
 }
 
 /* move the various booms that are active */
+void
 movebooms()
 {
   int i;
@@ -461,6 +491,7 @@
 }
 
 /* Draw the various booms */
+void
 drawbooms(disp, window, gc)
      Display *disp;
      Drawable window;
@@ -481,6 +512,7 @@
   }
 }
 
+void
 deletebooms()	/* delete all booms */
 {	Boom b;
 
@@ -490,11 +522,12 @@
 		b = b->next;
 }	}
 
+void
 killast(killer, i)
 	int killer, i;		/* i = Asteroid # to kill	*/
 {	extern Objtype obj[SHIP+1];
 	extern int numasts;
-	int k, na, oldna;
+	int k, na = 0, oldna;
 
 	if (obj[i].shape == ASTSHAPE1)
 	{	na = nextast();		/* Could put 6 lines in a sub */
@@ -543,6 +576,8 @@
 	{	boom(i, 9, 7);
 		obj[i].alive = 0; upscore(killer, 500);}
 }
+
+void
 moveobjs(crash)
 	int *crash;
 {	extern Objtype obj[SHIP+1];
@@ -585,6 +620,7 @@
 	    }
 }
 
+void
 fire()
 {	extern Objtype obj[SHIP+1];
 	extern int width, nextbul;
@@ -603,6 +639,7 @@
 	nextbul++; if (nextbul == LASTBUL+1) nextbul = FBUL;
 }
 
+void
 hyper()
 {	extern Objtype obj[SHIP+1];
 	extern int width, height, rndint;
@@ -617,6 +654,7 @@
 	obj[SHIP].y = (double) i;
 }
 
+void
 vdraw(disp, window, gc, shape, x, y, rot)
 	Display *disp;
 	Drawable window;
@@ -639,6 +677,7 @@
 	XDrawLines (disp, window, gc, figure, numpairs[shape], CoordModePrevious);
 }
 
+int
 main(argc, argv)
 	int argc;
 	char **argv;
@@ -663,8 +702,8 @@
 	extern int level, numasts, rndint, ships, score, oldscore;
 	extern Objtype obj[SHIP+1];
 	unsigned char c;	/* for rand	*/
-	double *temp, dx, dy, dist;
-	int crashed, flashon, len, pause = 0, delay = 64,
+	double dx, dy, dist;
+	int crashed, flashon, pause = 0, delay = 64,
 		enemycount, counter, counterstart = 1,
 		i,	/* index for drawing objs, counting bullets */
 		r;	/* radius of shield circle	*/
@@ -704,11 +743,30 @@
 		KeyPressMask | KeyReleaseMask | StructureNotifyMask);
 	XMapRaised (disp, window);
 
-	/* Erase cursor. Just delete next 5 lines if any error.	*/
+	/* Make cursor invisible. Just delete chunk if any error.	*/
 	cmap = XDefaultColormap(disp, screen);
 	XAllocNamedColor(disp, cmap, "Black", &exact, &black);
+#if 0   /* Easy way, but can leave a black spot */
+#include <X11/cursorfont.h>
 	cursor = XCreateFontCursor(disp, XC_dot);
 	XRecolorCursor(disp, cursor, &black, &black);
+#else   /* Hard, good way */
+	{	unsigned wd, ht;
+		Pixmap pm, maskpm;
+		GC cleargc;
+		XQueryBestCursor(disp, window, 1, 1, &wd, &ht);
+		pm = XCreatePixmap(disp, window, wd, ht, 1);
+		maskpm = XCreatePixmap(disp, window, wd, ht, 1);
+		cleargc = XCreateGC(disp, pm, 0, 0);
+		XFillRectangle(disp, pm, cleargc, 0, 0, wd, ht); 
+		XFillRectangle(disp, maskpm, cleargc, 0, 0, wd, ht); 
+		cursor = XCreatePixmapCursor(disp, pm, maskpm, 
+						&black, &black, 1, 1);
+		XFreePixmap(disp, pm);
+		XFreePixmap(disp, maskpm);
+		XFreeGC(disp, cleargc);
+	}
+#endif
 	XDefineCursor(disp, window, cursor);
 
 	XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
@@ -746,7 +804,7 @@
 		{   XNextEvent(disp, &event);
 		    switch (event.type)
 		    {	case MappingNotify:
-			    XRefreshKeyboardMapping (&event);
+			    XRefreshKeyboardMapping ((XMappingEvent *)&event);
 			    break;
 			case ConfigureNotify:
 			    width = event.xconfigure.width;
@@ -757,28 +815,29 @@
 			    botline(disp, window, gc);
 			    break;
 			case KeyPress:
-			    len = XLookupString (&event, text, 10, &key, 0);
-			    if (len == 1 && !shield_on) switch (text[0])
-			    {	case 'e':
+			    key = XLookupKeysym ((XKeyEvent *)&event, 0);
+			    if (!shield_on) switch (key)
+			    {	case XK_Left: case XK_e:
 				    obj[SHIP].rotvel = obj[SHIP].rotvel - .1; break;
-				case 'r':
+				case XK_Right: case XK_r:
 				    obj[SHIP].rotvel = obj[SHIP].rotvel + .1; break;
-				case 'w':
+				case XK_w:
 				    obj[SHIP].rot -= pi/4; break;
-				case 't':
+				case XK_t:
 				    obj[SHIP].rot += pi/4; break;
-				case 'd':
+				case XK_d:
 				    obj[SHIP].rotvel = obj[SHIP].rotvel - .02; break;
-				case 'f':
+				case XK_f:
 				    obj[SHIP].rotvel = obj[SHIP].rotvel + .02; break;
-				case THRUST:
+				case XK_Up: case THRUST:
 				    obj[SHIP].xvel += cos(obj[SHIP].rot);
 				    obj[SHIP].yvel += sin(obj[SHIP].rot);
 				    obj[SHIP].shape = SHIPTHRSHAPE;
 				    break;
+				case XK_Control_L: case XK_Control_R:
 				case FIRE:
 				    if (obj[SHIP].alive) fire(); break;
-				case ' ':
+				case XK_space:
 				    if (obj[SHIP].alive)
 				    {	hyper(); flashon = 1;
 /*				    NOT XSetForeground (disp, gc, bg);
@@ -787,35 +846,37 @@
 					XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
 				    }
 				    break;
-				case SHIELD:
+				case XK_Down: case SHIELD:
 				    if (energy)
 				    {	shield_on = 1;
 					obj[SHIP].shape = SHIPSHAPE;}
 					break;
-				case '.':	/* decrease delay	*/
+				case XK_period:	/* decrease delay	*/
 				    if (delay > 1) delay >>=1; break;
-				case ',':	/* increase delay	*/
+				case XK_comma:	/* increase delay	*/
 				    delay <<=1; break;
-				case 'm':	/* decrease drawscale - may go negative */
+				case XK_m:	/* decrease drawscale - may go negative */
 				    drawscale -= .1; break;
-				case 'n':	/* increase drawscale	*/
+				case XK_n:	/* increase drawscale	*/
 				    drawscale += .1; break;
-				case '2':	/* increase speedscale	*/
+				case XK_2:	/* increase speedscale	*/
 				    speedscale += .1; break;
-				case '1':	/* decrease speedscale	*/
+				case XK_1:	/* decrease speedscale	*/
 				    speedscale -= .1; break;
-				case 'b':	/* increase moves/update */
+				case XK_b:	/* increase moves/update */
 				    counterstart++; break;
-				case 'v':	/* decrease moves/update */
+				case XK_v:	/* decrease moves/update */
 				    if (counterstart > 1) counterstart--;
 				    break;
 				case PAUSE:	/* pause	*/
 				    pause = 1 - pause; break;
-				case '+':	/* cheat	*/
+				case XK_plus:	/* cheat	*/
 				    ships++; botline(disp, window, gc); break;
-				case 'Q':	/* quit		*/
-				    goto End;
-				case 's':	/* start new ship */
+				case XK_q:	/* quit		*/
+				    if (event.xkey.state & ShiftMask)
+					goto End;
+				    break;
+				case XK_s:	/* start new ship */
 				    if (!obj[SHIP].alive)
 					if (ships < 1) goto Newgame;
 					else goto Newship;
@@ -823,16 +884,16 @@
 			    }
 			    break;
 			case KeyRelease:
-			    len = XLookupString(&event, text, 10, &key, 0);
-			    if (len == 1) switch (text[0])
-			    {	case 'e':
+			    key = XLookupKeysym((XKeyEvent *)&event, 0);
+			    switch (key)
+			    {	case XK_Left: case XK_e:
 				    obj[SHIP].rotvel = 0; break;
-				case 'r':
+				case XK_Right: case XK_r:
 				    obj[SHIP].rotvel = 0; break;
-				case THRUST:
+				case XK_Up: case THRUST:
 				    obj[SHIP].shape = SHIPSHAPE;
 				    break;
-				case SHIELD:
+				case XK_Down: case SHIELD:
 				    shield_on = 0; break;
 			    }
 /*			    break;		*/
@@ -850,7 +911,7 @@
 			    botline(disp, window, gc);
 			}
 			/* Write copyright notice	*/
-			if (!ships && blist == NULL)
+			if (!ships)
 			{   sprintf(text, "Xasteroids");
 			    XDrawImageString (disp, pixmap, gc,
 				width/2-50, height/2-2*letheight,
@@ -917,7 +978,11 @@
 			}
 			else	obj[ENEMYBUL].alive = 0;
 		    }
+#ifdef HAS_USLEEP
+		    usleep(delay);
+#else
 		    for (i = 0; i < delay; i++);
+#endif
 		}
 	    }
 	}
--- xasteroids-5.0.orig/xast.docs
+++ xasteroids-5.0/xast.docs
@@ -4,16 +4,16 @@
 
 Keypress	Command
 --------        -------
-    e		Rotate counterclockwise ("left")
-    r		Rotate clockwise ("right")
+  e / <-	Rotate counterclockwise ("left")
+  r / ->	Rotate clockwise ("right")
     w		Rotate 45 degrees counterclockwise
     t		Rotate 45 degrees clockwise
     d		Increase counterclockwise rotational velocity
     f		Increase clockwise rotational velocity
-    o		Thrust
-    p		Fire
+ o / Up Arrow	Thrust
+ p / Control	Fire
   space		Hyperspace
-    `		Shields
+ ` / Down Arrow	Shields
     s		Start new ship in center of playing field
 		(Also used to start a new game)
    esc		Pause
@@ -42,6 +42,3 @@
 
 Resize the window with your window manager
 at any time for a different playing field.
-
-Use the command-line option -s on the xasteroids script
-to see the high score list.
--- xasteroids-5.0.orig/xast.man
+++ xasteroids-5.0/xast.man
@@ -1,9 +1,9 @@
-.TH xasteroids n
+.TH xasteroids 6
 .SH NAME
 xasteroids - X windows based asteroids style arcade game
 .SH SYNOPSIS
-.ta 8n
-\fBxasteroids\fP
+.ta 6
+\fBxasteroids\fP [-s]
 .br
 .SH DESCRIPTION
 Make big rocks into little ones.
@@ -11,60 +11,70 @@
 .SH COMMANDS
 .I xasteroids 
 
- e           Rotate counterclockwise ("left")
- r           Rotate clockwise ("right")
- w           Rotate 45 degrees counterclockwise
- t           Rotate 45 degrees clockwise
- d           Increase counterclockwise rotational velocity
- f           Increase clockwise rotational velocity
- o           Thrust
- p           Fire
- `           Shields
- space       Hyperspace
- s           Start new ship in center of playing field
-             (Also used to start a new game)
- esc         Pause
- Q           Quit
+.ft CW
+ e Left Arrow  Rotate counterclockwise ("left")
+ r Right Arrow Rotate clockwise ("right")
+ w             Rotate 45 degrees counterclockwise
+ t             Rotate 45 degrees clockwise
+ d             Increase CCWise rotational velocity
+ f             Increase clockwise rotational velocity
+ o Up Arrow    Thrust
+ p Control     Fire
+ ` Down Arrow  Shields
+ space         Hyperspace
+ s             Start new ship in center of playing field
+               (Also used to start a new game)
+ esc           Pause
+ Q             Quit
+.ft R
 
 Speed commands: Key associated with faster speed is to the right of its
-                corresponding key associated with slower speed.
+corresponding key associated with slower speed.
 
- .           Decrease delay:  Speed game up
- ,           Increase delay:  Slow the game down
- m           Decrease size   ("Minimize")
- n           Increase size
- b           Increase # of moves/frame
- v           Decrease # of moves/frame
- 2           Increase scale of movement
- 1           Decrease scale of movement
+.ft CW
+ .             Decrease delay:  Speed game up
+ ,             Increase delay:  Slow the game down
+ m             Decrease size   ("Minimize")
+ n             Increase size
+ b             Increase # of moves/frame
+ v             Decrease # of moves/frame
+ 2             Increase scale of movement
+ 1             Decrease scale of movement
 
 Object          Score
 
- Big asteroid    25, or 2000*level if it is the last asteroid remaining
- Medium asteroid 50, or  500*level if it is the last asteroid remaining
+ Big asteroid    25, or
+                 2000*level if last asteroid remaining
+ Medium asteroid 50, or
+                 500*level if last asteroid remaining
  Little asteroid 100
  Enemy spaceship 500
  Enemy bullet    500
+.ft R
 
 Commands can only be entered when the mouse pointer is in the
 asteroids window.
 
 Resize the window with your window manager
 at any time for a different playing field.
-
-.SH OPTIONS
-.I xasteroids [-s]
--s Display high scores without running game.
 .PP
 .SH AUTHOR
 Phil Goetz
 .br
 goetz@cs.Buffalo.EDU
 .SH CONTRIBUTORS
-Peter Phillips	pphillip@cs.ubc.ca
-Pat Ryan	pat@jaameri.gsfc.nasa.gov
-Craig Smith	csmith@cscs.UUCP
-Doug Merritt	doug@netcom.com
-James Berg	berg@plains		(makefile)
-Chris Moore	moore@src.bae.co.uk	(hi score script)
-David Partain	dlp@ida.liu.se		(original man page)
+Peter Phillips <pphillip@cs.ubc.ca>
+.br
+Pat Ryan <pat@jaameri.gsfc.nasa.gov>
+.br
+Craig Smith <csmith@cscs.UUCP>
+.br
+Doug Merritt <doug@netcom.com>
+.br
+Stephen McCamant <alias@mcs.com>
+.br
+James Berg <berg@plains> (makefile)
+.br
+Chris Moore <moore@src.bae.co.uk> (hi score script)
+.br
+David Partain <dlp@ida.liu.se> (original man page)