//Stub stolen from: // klines 0.1.1 - Basic screen saver for KDE // by Dirk Staneker 1997 #include #include #include #include #include #include #include "screen.h" #include "frame.h" #include "sprite.h" #include "aasaver.h" #include "AASaverConfig.h" #include "settingswidget.h" #define ARRAY_SIZE(arr) sizeof(arr)/sizeof(arr[0]) AASaver::AASaver( WId id ): KScreenSaver(id) { screen = new Screen(this); addEnvironment(); addCastle(); addAllSeaweed(); addAllFish(); addRandom(screen); setBackgroundMode(NoBackground); setWFlags(WNoAutoErase); update(rect()); } TQString AASaver::randColor(TQString color_mask) { char colors[] = {'c','C','r','R','y','Y','b','B','g','G','m','M'}; for (int i = 1; i <= 9; ++i) { char color = colors[intRand(ARRAY_SIZE(colors))]; color_mask.replace('0' + i, color); } return color_mask; } void AASaver::addCastle() { TQString castle_image = " T~~\n" " |\n" " /^\\\n" " / \\\n" " _ _ _ / \\ _ _ _\n" "[ ]_[ ]_[ ]/ _ _ \\[ ]_[ ]_[ ]\n" "|_=__-_ =_|_[ ]_[ ]_|_=-___-__|\n" " | _- = | =_ = _ |= _= |\n" " |= -[] |- = _ = |_-=_[] |\n" " | =_ |= - ___ | =_ = |\n" " |= []- |- /| |\\ |=_ =[] |\n" " |- =_ | =| | | | |- = - |\n" " |_______|__|_|_|_|__|_______|\n"; TQString castle_mask = " RR\n" "\n" " yyy\n" " y y\n" " y y\n" " y y\n" "\n" "\n" "\n" " yyy\n" " yy yy\n" " y y y y\n" " yyyyyyy\n"; Frame f(castle_image, castle_mask, 0x686868/* XXX: why grey? */ ); Sprite* castle = new Sprite(screen, screen->width() - 32, screen->height() - 13, 22); castle->addFrame(f); screen->addSprite(castle); } void AASaver::addEnvironment() { TQString water_line_segment[] = { "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~", "^^^^ ^^^ ^^^ ^^^ ^^^^ ", "^^^^ ^^^^ ^^^ ^^ ", "^^ ^^^^ ^^^ ^^^^^^ " }; // tile the segments so they stretch across the screen int segment_size = water_line_segment[0].length(); int segment_repeat = int(screen->width()/segment_size) + 1; for (unsigned i = 0; i < ARRAY_SIZE(water_line_segment); ++i) { //do the tiling TQString out; for (int r = 0; r < segment_repeat; ++r) out += water_line_segment[i]; //create a sprite. Sprite* s = new Sprite(screen, 0, i + 5, 22); s->addFrame(Frame(out, TQString::null, 0x149494)); screen->addSprite(s); } } void AASaver::addAllSeaweed() { // figure out how many seaweed to add by the width of the screen int seaweed_count = int(screen->width() / 15.0); for (int i = 1; i <= seaweed_count; ++i) addSeaweed(screen); } /** * Special class to represent seaweed. Seaweed can disappear over time, and * when this happens, this class will automatically spawn another one. */ class Seaweed: public Sprite { int m_ticks; ///< Number of animation ticks elapsed. int m_lifeTimeMS; ///< Life time of seaweed in milliseconds. public: /** * Constructor. The \p x, \p y, and \p z coordinates are all in logical * coordinates. * * @param s The Screen to be created in. * @param x The x coordinate to place the seaweed at. * @param y The y coordinate to place the seaweed at. * @param life The length of time in milliseconds the seaweed will live for. */ Seaweed(Screen* s, int x, int y, int life): Sprite(s, x, y, 21), m_ticks(0), m_lifeTimeMS(life) { } /** * Reimplemented from Sprite::tickUpdate() to handle keeping track of * Seaweed lifetime. Calls the inherited tickUpdate() as well. */ virtual bool tickUpdate() { ++m_ticks; if (m_ticks * m_screen->msPerTick() > m_lifeTimeMS) { kill(); AASaver::addSeaweed(m_screen); } return Sprite::tickUpdate(); } }; void AASaver::addSeaweed(Screen* screen) { TQString seaweed_image[] = {"", ""}; int height = intRand(5) + 3; for (int i = 1; i <= height; ++i) { int left_side = i % 2; int right_side = !left_side; seaweed_image[left_side] += "(\n"; seaweed_image[right_side] += " )\n"; } int x = intRand(screen->width() - 2) + 1; int y = screen->height() - height; Seaweed* s = new Seaweed(screen, x, y, intRand(4*60000) + (8*60000)); // seaweed lives for 8 to 12 minutes s->addFrame(Frame(seaweed_image[0], TQString::null, 0x18AF18)); s->addFrame(Frame(seaweed_image[1], TQString::null, 0x18AF18)); s->setFrameDelay(intRand(50) + 250); screen->addSprite(s); } /** * Class to represent an AirBubble. The bubble will automatically float up, * even though it is not descended from MovingSprite. */ class AirBubble : public Sprite { const int m_startY; ///< Y coordinate we started at, needed to choose a frame. public: /** * Constructor. The \p x, \p y, and \p z coordinates are all in logical * coordinates. * * @param screen The Screen to be created in. * @param x The x coordinate to start at. * @param y The y coordinate to start at. * @param z The depth to start at. */ AirBubble(Screen *screen, int x, int y, int z) : Sprite(screen, x, y, z), m_startY(y) { addFrame(Frame(".", TQString(), 0x18B2B2)); addFrame(Frame("o", TQString(), 0x18B2B2)); addFrame(Frame("O", TQString(), 0x18B2B2)); setFrameDelay(100); } /** * Reimplemented from Sprite::tickUpdate() to handle moving the sprite and * updating the current frame. The inherited tickUpdate() is not called. */ virtual bool tickUpdate() { if (!timerTick()) return false; erase(); m_currentFrame = 0; if(m_startY - m_y > 5) m_currentFrame = 1; if(m_startY - m_y > 11) m_currentFrame = 2; m_y--; if(m_y < 9) kill(); return true; } }; /** * Moving sprite, will be killed when it moves off of the screen. */ class MovingSprite: public Sprite { protected: int m_direct; ///< Direction to move in, -1 == left, 1 == right. double m_speed; ///< Speed to move at (Currently m_speed per tick). double m_realX; ///< Used for accuracy, holds fractional x position. int m_ticksSinceLastChange; ///< Number of timer ticks since last frame change. int m_frameTime; ///< Amount of time in milliseconds to show each frame. public: /** * Constructor. The \p x, \p y, and \p z coordinates are all in logical * coordinates. * * @param screen The Screen to be created in. * @param direct The direction to move the sprite in along the X axis, either * -1 for the left direction, or 1 for the right direction. * @param speed The speed to move the sprite in along the X axis, in * character cells per tick. Use Screen::msPerTick() to find * out how long a tick takes. The speed can be fractional * (e.g. 1.5 cells per tick). * @param x The x coordinate to start at. * @param y The y coordinate to start at. * @param z The depth to start at. */ MovingSprite(Screen* screen, int direct, double speed, int x, int y, int z): Sprite(screen, x, y, z), m_direct(direct), m_speed(speed), m_realX(x), m_ticksSinceLastChange(0), m_frameTime(250) { } /** * Sets the amount of time a frame is shown. Use this function for * MovingSprites that are also animated. * * @param milliseconds Amount of time to show a frame for in milliseconds. */ void setFrameTime(int milliseconds) { m_frameTime = milliseconds; } /// Returns the amount of time a frame lasts in milliseconds. int frameTime() const { return m_frameTime; } /// Returns the direction the sprite travels in. int direction() const { return m_direct; } /// Returns the fractional speed of the sprite. double realSpeed() const { return m_speed; } /// Returns the real (fractional) X position of the sprite. double realX() const { return m_realX; } /** * Reimplemented from Sprite::tickUpdate() to handle motion and frame * animation. This function will automatically kill() this sprite when * it moves off screen. The inherited tickUpdate() is not called. */ virtual bool tickUpdate() { if (!timerTick()) return false; erase(); m_realX += (m_direct * m_speed); m_x = (int) m_realX; ++m_ticksSinceLastChange; if(m_ticksSinceLastChange * m_screen->msPerTick() > m_frameTime) { m_ticksSinceLastChange = 0; ++m_currentFrame; if(m_currentFrame == m_frames.size()) m_currentFrame = 0; } if((m_x + m_frames[m_currentFrame].width() < 0) || (m_x > m_screen->width())) kill(); return true; } }; /** * Will spawn a random sprite when killed, otherwise behaves just like * MovingSprite. */ class RandomMovingSprite : public MovingSprite { public: RandomMovingSprite(Screen *screen, int direct, double speed, int x, int y, int z): MovingSprite(screen, direct, speed, x, y, z) { } /// Spawns another RandomMovingSprite before dying. virtual void kill() { MovingSprite::kill(); AASaver::addRandom(m_screen); } }; /** * Special subclass that represents a fish. Used so TeethSprite knows when it * has caused a collision, and also to handle air bubble generation. */ class FishSprite : public MovingSprite { double m_spacesPerBubble; ///< Amount of spaces a fish moves for each bubble. double m_lastBubbleRelease; ///< Amount of space traveled since the last bubble. public: FishSprite(Screen* screen, int direct, double speed, int x, int y, int z): MovingSprite(screen, direct, speed, x, y, z), m_lastBubbleRelease(x) { m_spacesPerBubble = AASaver::doubleRand(screen->width()) + 12.0; } /// Spawns another fish before dying. virtual void kill() { MovingSprite::kill(); AASaver::addFish(m_screen); } /** * Reimplemented from MovingSprite::tickUpdate() to handle creating air * bubbles. Inherited tickUpdate() is still called. */ virtual bool tickUpdate() { if(!MovingSprite::tickUpdate()) return false; if(isKilled()) return true; if(TQABS(realX() - m_lastBubbleRelease) >= m_spacesPerBubble) { m_lastBubbleRelease = realX(); int bubbleX = m_x; TQRect geometry = geom(); if(m_direct > 0) // Moving right bubbleX += geometry.width(); AASaver::addBubble(m_screen, bubbleX, m_y + geometry.height() / 2 - 1, m_z - 1); } return true; } }; void AASaver::addAllFish() { // Determine how many logical pixels we are dealing with, and find out how // many we'd be dealing with in full screen, and then scale the user's // number down to adjust so that we look about the same in a window as we // do fullscreen. TODO: Xinerama issues? TQRect fullScreenGeometry = kapp->desktop()->screenGeometry(); int full_width = fullScreenGeometry.width() / screen->cellWidth(); int full_height = fullScreenGeometry.height() / screen->cellHeight() - 9; int full_size = full_width * full_height; int screen_size = (screen->height() - 9) * screen->width(); int fish_count = AASaverConfig::fishCount() * screen_size / full_size; if(fish_count < 5) fish_count = 5; for (int i = 1; i <= fish_count; ++ i) addFish(screen); } Sprite *AASaver::newFish(Screen *screen) { TQString fish_image[] = { " \\\n" " ...\\..,\n" "\\" "??" "/' \\\n" // trigraphs suck " >= ( ' >\n" "/??\\ / /\n" " `\"'\"'/''\n", " 2\n" " 1112111\n" "6 11 1\n" " 66 7 4 5\n" "6 1 3 1\n" " 11111311\n", ////////////////////////////// " /\n" " ,../...\n" " / '\\" "??" "/\n" // trigraphs suck "< ' ) =<\n" " \\ \\ /??\\\n" " `'\\'\"'\"'\n", " 2\n" " 1112111\n" " 1 11 6\n" "5 4 7 66\n" " 1 3 1 6\n" " 11311111\n", ////////////////////////////// " \\\n" "\\?/--\\\n" ">= (o>\n" "/?\\__/\n" " /\n", " 2\n" "6 1111\n" "66 745\n" "6 1111\n" " 3\n", ////////////////////////////// " /\n" " /--\\?/\n" "::::::::;;\\\\\\\n" " ''\\\\\\\\\\''?';\\\n", " 222\n" " 1122211 666\n" " 4111111111666\n" "51111111111666\n" " 113333311 666\n", ////////////////////////////// " __\n" "><_'>\n" " '\n", " 11\n" "61145\n" " 3\n", ////////////////////////////// " __\n" "<'_><\n" " `\n", " 11\n" "54116\n" " 3\n", ////////////////////////////// " ..\\,\n" ">=' ('>\n" " '''/''\n", " 1121\n" "661 745\n" " 111311\n", ////////////////////////////// " ,/..\n" "<') `=<\n" " ``\\```\n", " 1211\n" "547 166\n" " 113111\n", ////////////////////////////// " \\\n" " / \\\n" ">=_('>\n" " \\_/\n" " /\n", " 2\n" " 1 1\n" "661745\n" " 111\n" " 3\n", ////////////////////////////// " /\n" " / \\\n" "<')_=<\n" " \\_/\n" " \\\n", " 2\n" " 1 1\n" "547166\n" " 111\n" " 3\n", ////////////////////////////// " ,\\\n" ">=('>\n" " '/\n", " 12\n" "66745\n" " 13\n", ////////////////////////////// " /,\n" "<')=<\n" " \\`\n", " 21\n" "54766\n" " 31\n", ////////////////////////////// " __\n" "\\/ o\\\n" "/\\__/\n", " 11\n" "61 41\n" "61111\n", ////////////////////////////// " __\n" "/o \\/\n" "\\__/\\\n", " 11\n" "14 16\n" "11116\n" }; // # 1: body // # 2: dorsal fin // # 3: flippers // # 4: eye // # 5: mouth // # 6: tailfin // # 7: gills* int fish_num = intRand(ARRAY_SIZE(fish_image)/2); int fish_index = fish_num * 2; double speed = doubleRand(2) + 0.25; int depth = 3 + intRand(18); TQString color_mask = fish_image[fish_index+1]; color_mask.replace('4', 'W'); color_mask = randColor(color_mask); Frame fishFrame(fish_image[fish_index], color_mask, 0); int max_height = 9; int min_height = screen->height() - fishFrame.height(); int x, y, dir; y = max_height + intRand(min_height - max_height); if (fish_num % 2) { x = screen->width() - 2; dir = -1; } else { x = 1 - fishFrame.width(); dir = 1; } Sprite* fish = new FishSprite(screen, dir, speed, x, y, depth); fish->addFrame(fishFrame); return fish; } void AASaver::addFish(Screen* screen) { screen->addSprite(newFish(screen)); } /** * Sprite that represents a blood "splat" in the water. */ class Splat : public Sprite { public: /** * Constructor. * * @param screen The Screen to create the splat in. * @param center The point to center the splat around. * @param depth The depth to create the splat at. */ Splat(Screen *screen, TQPoint center, int depth) : Sprite(screen, 0, 0, depth, 450 /* frame Delay */) { TQString splats[] = { "\n" " .\n" " ***\n" " '\n" "" , "\n" " \",*;`\n" " \"*,**\n" " *\"'~'\n" "" , " , ,\n" " \" \",\"'\n" " *\" *'\"\n" " \" ; .\n" "" , "* ' , ' `\n" "' ` * . '\n" " ' `' \",'\n" "* ' \" * .\n" "\" * ', '" }; for(unsigned i = 0; i < ARRAY_SIZE(splats); ++i) addFrame(Frame(splats[i], TQString(), 0xB21818, ' ')); TQRect r(center, TQSize(9, 5)); r.moveCenter(center); m_x = r.x(); m_y = r.y(); setDieAfterLastFrame(true); } }; /** * Invisible sprite which are created on a shark's teeth, to handle collisions * with fish, creating splats and kill()'ing the fish. */ class TeethSprite : public MovingSprite { public: /** * Constructor. Copied parameters as appropriate from \p shark. * * @param shark The shark to create the teeth over. */ TeethSprite(MovingSprite *shark) : MovingSprite(shark->screen(), shark->direction(), shark->realSpeed(), 2 + shark->geom().left(), shark->geom().top(), shark->depth()) { m_y += 7; m_z -= 1; m_realX = 2 + shark->realX(); if(m_direct > 0) // Moving to right. m_realX = -10; addFrame(Frame("????????", TQString(), 0)); } /// Returns true since we can collide. bool canCollide() const { return true; } /** * Reimplemented in order to handle collisions. When colliding with a * FishSprite, the fish is kill()'ed and a splat is created in its place. * Otherwise, nothing is done. * * @param sprite The Sprite we collided with. */ void collision(Sprite *sprite) { if(dynamic_cast(sprite)) { kdDebug() << "A fish just got killinated!\n"; sprite->erase(); sprite->kill(); screen()->addSprite(new Splat(screen(), sprite->geom().center(), depth() - 1)); } } }; void AASaver::addShark(Screen* screen) { TQString shark_image[] = { " __\n" " ( `\\\n" " ,??????????????????????????" ") `\\\n" // trigraphs suck ";' `.????????????????????????" "( `\\__\n" // trigraphs suck " ; `.?????????????__..---'' `~~~~-._\n" " `. `.____...--'' (b `--._\n" " > _.-' .(( ._ )\n" " .`.-`--...__ .-' -.___.....-(|/|/|/|/'\n" " ;.'?????????`. ...----`.___.',,,_______......---'\n" " '???????????" "'-'\n", // trigraphs suck " \n" " \n" " \n" " \n" " \n" " cR \n" " \n" " cWWWWWWWW \n" " \n" " \n", " __\n" " /' )\n" " /' (??????????????????????????,\n" " __/' )????????????????????????.' `;\n" " _.-~~~~' ``---..__?????????????.' ;\n" " _.--' b) ``--...____.' .'\n" "( _. )). `-._ <\n" " `\\|\\|\\|\\|)-.....___.- `-. __...--'-.'.\n" " `---......_______,,,`.___.'----... .'?????????`.;\n" " `-`???????????`\n", " \n" " \n" " \n" " \n" " \n" " Rc \n" " \n" " WWWWWWWWc \n" " \n" " \n" }; int shark_num = intRand(ARRAY_SIZE(shark_image)/2); int shark_index = shark_num * 2; TQString color_mask = randColor(shark_image[shark_index+1]); Frame sharkFrame(shark_image[shark_index], color_mask, 0x18B2B2); int x = -53; int y = 9 + intRand(screen->height() - (10 + 9)); int dir = (shark_num % 2) ? -1 : 1; if(dir < 0) x = screen->width() - 2; RandomMovingSprite* shark = new RandomMovingSprite(screen, dir, 2, x, y, 2 /* Always at 2 */); shark->addFrame(sharkFrame); screen->addSprite(shark); TeethSprite *teeth = new TeethSprite(shark); screen->addSprite(teeth); } void AASaver::addBubble(Screen *screen, int x, int y, int z) { screen->addSprite(new AirBubble(screen, x, y, z)); } void AASaver::addShip(Screen* screen) { TQString ship_image[] = { " | | |\n" " )_) )_) )_)\n" " )___))___))___)\\\n" " )____)____)_____)\\\\\n" "_____|____|____|____\\\\\\__\n" "\\ /", " y y y\n" " \n" " w\n" " ww\n" "yyyyyyyyyyyyyyyyyyyywwwyy\n" "y y", " | | |\n" " (_( (_( (_(\n" " /(___((___((___(\n" " //(_____(____(____(\n" "__///____|____|____|_____\n" " \\ /", " y y y\n" " \n" " w \n" " ww \n" "yywwwyyyyyyyyyyyyyyyyyyyy\n" " y y" }; int ship_num = intRand(17) % 2; // right == 0, left == 1 int x = -24, dir = 1; if(ship_num == 1) { x = screen->width() - 2; dir = -1; } RandomMovingSprite *ship = new RandomMovingSprite(screen, dir, 1.0, x, 0, 2); ship->addFrame(Frame(ship_image[2 * ship_num], ship_image[2 * ship_num + 1], 0xFFFFFF)); screen->addSprite(ship); } void AASaver::addWhale(Screen* screen) { TQString whale_image[] = { " .-----:\n" " .' `.\n" ",????/ (o) \\\n" "\\`._/ ,__)", " C C\n" " CCCCCCC\n" " C C C\n" " BBBBBBB\n" " BB BB\n" "B B BWB B\n" "BBBBB BBBB", " :-----.\n" " .' `.\n" " / (o) \\????,\n" "(__, \\_.'/", " C C\n" " CCCCCCC\n" " C C C\n" " BBBBBBB\n" " BB BB\n" " B BWB B B\n" "BBBB BBBBB" }; TQString spouty[] = { "\n" "\n" " :", "\n" " :\n" " :", " . .\n" " -:-\n" " :", " . .\n" " .-:-.\n" " :", " . .\n" "'.-:-.`\n" "' : '", "\n" " .- -.\n" "; : ;", "\n" "\n" "; ;" }; int whale_num = intRand(2); // 0 = right, 1 = left int x = -18, spout_align = 11, dir = 1; if (whale_num == 1) { x = screen->width() - 2; spout_align = 1; // Waterspout closer to left side now. dir = -1; } TQString mask = whale_image[2 * whale_num + 1]; RandomMovingSprite *whale = new RandomMovingSprite(screen, dir, 1.0, x, 0, 2); whale->setFrameDelay(80); whale->setFrameTime(40); // We have to add some frames now. The first five will have no water spout. TQString blankWhaleFrame = TQString("\n\n\n") + whale_image[2 * whale_num]; for(unsigned i = 0; i < 5; ++i) whale->addFrame(Frame(blankWhaleFrame, mask, 0xFFFFFF)); // Now add frames for the animated water spout. TQString whaleFrame = whale_image[2 * whale_num]; for (unsigned i = 0; i < ARRAY_SIZE(spouty); ++i) { TQStringList spoutLines = TQStringList::split("\n", spouty[i], true); TQString spout; TQString padding; padding.fill(' ', spout_align); // Move spout over an appropriate distance to line up right. for(TQStringList::ConstIterator it = spoutLines.begin(); it != spoutLines.end(); ++it) { spout += padding; spout += *it; spout += "\n"; } // Add spout to whale frame. whale->addFrame(Frame(spout + whaleFrame, mask, 0xFFFFFF)); } screen->addSprite(whale); } void AASaver::addBigFish(Screen* screen) { TQString big_fish_image[] = { " ______\n" "`\"\"-. `````-----.....__\n" " `. . . `-.\n" " : . . `.\n" " ,?????: . . _ :\n" ": `.???: (@) `._\n" " `. `..' . =`-. .__)\n" " ; . = ~ : .-\"\n" " .' .'`. . . =.-' `._ .'\n" ": .'???: . .'\n" " '???.' . . . .-'\n" " .'____....----''.'=.'\n" " \"\"?????????????.'.'\n" " ''\"'`", " 111111\n" "11111 11111111111111111\n" " 11 2 2 111\n" " 1 2 2 11\n" " 1 1 2 2 1 1\n" "1 11 1 1W1 111\n" " 11 1111 2 1111 1111\n" " 1 2 1 1 1 111\n" " 11 1111 2 2 1111 111 11\n" "1 11 1 2 11\n" " 1 11 2 2 2 111\n" " 111111111111111111111\n" " 11 1111\n" " 11111", " ______\n" " __.....-----''''' .-\"\"'\n" " .-' . . .'\n" " .' . . :\n" " : _ . . :?????,\n" " _.' (@) :???.' :\n" "(__. .-'= . `..' .'\n" " \"-. : ~ = . ;\n" " `. _.' `-.= . . .'`. `.\n" " `. . :???`. :\n" " `-. . . . `.???`\n" " `.=`.``----....____`.\n" " `.`.?????????????\"\"\n" " '`\"``", " 111111\n" " 11111111111111111 11111\n" " 111 2 2 11\n" " 11 2 2 1\n" " 1 1 2 2 1 1\n" " 111 1W1 1 11 1\n" "1111 1111 2 1111 11\n" " 111 1 1 1 2 1\n" " 11 111 1111 2 2 1111 11\n" " 11 2 1 11 1\n" " 111 2 2 2 11 1\n" " 111111111111111111111\n" " 1111 11\n" " 11111" }; int big_fish_num = intRand(2); // right = 0, left = 1 int maxHeight = 9, minHeight = screen->height() - 15; int y = intRand(minHeight - maxHeight) + maxHeight; int x = -34, dir = 1; if(big_fish_num == 1) { x = screen->width() - 1; dir = -1; } TQString colors = randColor(big_fish_image[2 * big_fish_num + 1]); RandomMovingSprite *bigFish = new RandomMovingSprite(screen, dir, 3.0, x, y, 2); bigFish->addFrame(Frame(big_fish_image[2 * big_fish_num], colors, 0xFFFF54)); screen->addSprite(bigFish); } void AASaver::addNessie(Screen* screen) { TQString nessie_image[] = { " ____\n" " __??????????????????????????????????????????/ o \\\n" " / \\????????_?????????????????????_???????/ ____ >\n" " _??????| __ |?????/ \\????????_????????/ \\????| |\n" " | \\?????| || |????| |?????/ \\?????| |???| |", " ____\n" " __?????????/ o \\\n" " _?????????????????????_???????/ \\?????/ ____ >\n" " _???????/ \\????????_????????/ \\????| __ |???| |\n" " | \\?????| |?????/ \\?????| |???| || |???| |\n", " ____\n" " __????????????????????/ o \\\n" " _??????????????????????_???????/ \\????????_???????/ ____ >\n" "| \\??????????_????????/ \\????| __ |?????/ \\????| |\n" " \\ \\???????/ \\?????| |???| || |????| |???| |", " ____\n" " __???????????????????????????????/ o \\\n" " _??????????_???????/ \\????????_??????????????????/ ____ >\n" " | \\???????/ \\????| __ |?????/ \\????????_??????| |\n" " \\ \\?????| |???| || |????| |?????/ \\????| |", " ____\n" " / o \\??????????????????????????????????????????__\n" "< ____ \\???????_?????????????????????_????????/ \\\n" " | |????/ \\????????_????????/ \\?????| __ |??????_\n" " | |???| |?????/ \\?????| |????| || |?????/ |", " ____\n" " / o \\?????????__\n" "< ____ \\?????/ \\???????_?????????????????????_\n" " | |???| __ |????/ \\????????_????????/ \\???????_\n" " | |???| || |???| |?????/ \\?????| |?????/ |", " ____\n" " / o \\????????????????????__\n" "< ____ \\???????_????????/ \\???????_??????????????????????_\n" " | |????/ \\?????| __ |????/ \\????????_??????????/ |\n" " | |???| |????| || |???| |?????/ \\???????/ /", " ____\n" " / o \\???????????????????????????????__\n" "< ____ \\??????????????????_????????/ \\???????_??????????_\n" " | |??????_????????/ \\?????| __ |????/ \\???????/ |\n" " | |????/ \\?????| |????| || |???| |?????/ /" }; TQString nessie_mask[] = { "\n" " W\n" "\n" "\n" "\n" "", "\n" " W\n" "\n" "\n" "\n" "" }; int nessie_num = intRand(2); // 0 = right, 1 = left. int x = -64, dir = 1; if(nessie_num == 1) { x = screen->width() - 2; dir = -1; } RandomMovingSprite *nessie = new RandomMovingSprite(screen, dir, 1.4, x, 2, 2); nessie->setFrameDelay(75); nessie->setFrameTime(400); for(unsigned i = 0; i < 4; ++i) nessie->addFrame(Frame(nessie_image[nessie_num * 4 + i], nessie_mask[nessie_num], 0x18B218)); screen->addSprite(nessie); } void AASaver::addRandom(Screen* screen) { const char *const cute_messages[] = { "Quick, someone cue the ominous music!", "Her continuing mission... to explore strange new seas...", "I caught one that big once, but it got away. :(", "Nessie, an Earthbound hero's best friend...", "Thar be WHALES, Cap'n!!" }; int choice = intRand(5); if(intRand(45) < 7 && choice < ARRAY_SIZE(cute_messages)) kdDebug() << cute_messages[choice] << endl; switch(choice) { case 0: addShark(screen); break; case 1: addShip(screen); break; case 2: addBigFish(screen); break; case 3: addNessie(screen); break; case 4: addWhale(screen); break; } } void AASaver::paintEvent(TQPaintEvent* pe) { screen->paint(pe->region()); } // libkscreensaver interface extern "C" { TDE_EXPORT const char *kss_applicationName = "tdeasciiquarium.kss"; TDE_EXPORT const char *kss_description = I18N_NOOP( "TDEAsciiquarium" ); TDE_EXPORT const char *kss_version = "0.3.2"; TDE_EXPORT KScreenSaver *kss_create( WId id ) { return new AASaver( id ); } TDE_EXPORT TQDialog *kss_setup() { TDEConfigDialog *dialog = TDEConfigDialog::exists("settings"); if(dialog) return dialog; dialog = new TDEConfigDialog(0, "settings", AASaverConfig::self()); SettingsWidget *settings = new SettingsWidget(0, "settings_widget"); dialog->addPage(settings, i18n("TDEAsciiquarium Settings"), "tdescreensaver"); return dialog; } }