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Close #5345.
276 lines
11 KiB
C
276 lines
11 KiB
C
/*
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* Copyright (c) 2018, Salvatore Sanfilippo <antirez at gmail dot com>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Redis nor the names of its contributors may be used
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* to endorse or promote products derived from this software without
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* specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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* ----------------------------------------------------------------------------
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*
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* This file implements the LOLWUT command. The command should do something
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* fun and interesting, and should be replaced by a new implementation at
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* each new version of Redis.
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*/
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#include "server.h"
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#include <math.h>
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/* This structure represents our canvas. Drawing functions will take a pointer
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* to a canvas to write to it. Later the canvas can be rendered to a string
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* suitable to be printed on the screen, using unicode Braille characters. */
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typedef struct lwCanvas {
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int width;
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int height;
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char *pixels;
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} lwCanvas;
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/* Translate a group of 8 pixels (2x4 vertical rectangle) to the corresponding
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* braille character. The byte should correspond to the pixels arranged as
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* follows, where 0 is the least significant bit, and 7 the most significant
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* bit:
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*
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* 0 3
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* 1 4
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* 2 5
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* 6 7
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*
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* The corresponding utf8 encoded character is set into the three bytes
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* pointed by 'output'.
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*/
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#include <stdio.h>
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void lwTranslatePixelsGroup(int byte, char *output) {
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int code = 0x2800 + byte;
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/* Convert to unicode. This is in the U0800-UFFFF range, so we need to
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* emit it like this in three bytes:
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* 1110xxxx 10xxxxxx 10xxxxxx. */
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output[0] = 0xE0 | (code >> 12); /* 1110-xxxx */
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output[1] = 0x80 | ((code >> 6) & 0x3F); /* 10-xxxxxx */
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output[2] = 0x80 | (code & 0x3F); /* 10-xxxxxx */
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}
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/* Allocate and return a new canvas of the specified size. */
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lwCanvas *lwCreateCanvas(int width, int height) {
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lwCanvas *canvas = zmalloc(sizeof(*canvas));
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canvas->width = width;
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canvas->height = height;
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canvas->pixels = zmalloc(width*height);
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memset(canvas->pixels,0,width*height);
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return canvas;
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}
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/* Free the canvas created by lwCreateCanvas(). */
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void lwFreeCanvas(lwCanvas *canvas) {
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zfree(canvas->pixels);
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zfree(canvas);
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}
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/* Set a pixel to the specified color. Color is 0 or 1, where zero means no
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* dot will be displyed, and 1 means dot will be displayed.
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* Coordinates are arranged so that left-top corner is 0,0. You can write
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* out of the size of the canvas without issues. */
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void lwDrawPixel(lwCanvas *canvas, int x, int y, int color) {
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if (x < 0 || x >= canvas->width ||
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y < 0 || y >= canvas->height) return;
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canvas->pixels[x+y*canvas->width] = color;
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}
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/* Return the value of the specified pixel on the canvas. */
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int lwGetPixel(lwCanvas *canvas, int x, int y) {
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if (x < 0 || x >= canvas->width ||
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y < 0 || y >= canvas->height) return 0;
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return canvas->pixels[x+y*canvas->width];
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}
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/* Draw a line from x1,y1 to x2,y2 using the Bresenham algorithm. */
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void lwDrawLine(lwCanvas *canvas, int x1, int y1, int x2, int y2, int color) {
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int dx = abs(x2-x1);
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int dy = abs(y2-y1);
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int sx = (x1 < x2) ? 1 : -1;
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int sy = (y1 < y2) ? 1 : -1;
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int err = dx-dy, e2;
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while(1) {
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lwDrawPixel(canvas,x1,y1,color);
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if (x1 == x2 && y1 == y2) break;
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e2 = err*2;
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if (e2 > -dy) {
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err -= dy;
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x1 += sx;
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}
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if (e2 < dx) {
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err += dx;
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y1 += sy;
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}
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}
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}
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/* Draw a square centered at the specified x,y coordinates, with the specified
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* rotation angle and size. In order to write a rotated square, we use the
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* trivial fact that the parametric equation:
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*
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* x = sin(k)
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* y = cos(k)
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*
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* Describes a circle for values going from 0 to 2*PI. So basically if we start
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* at 45 degrees, that is k = PI/4, with the first point, and then we find
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* the other three points incrementing K by PI/2 (90 degrees), we'll have the
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* points of the square. In order to rotate the square, we just start with
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* k = PI/4 + rotation_angle, and we are done.
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*
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* Of course the vanilla equations above will descrive the square inside a
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* circle of radius 1, so in order to draw larger squares we'll have to
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* multiply the obtained coordinates, and then translate them. However this
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* is much simpler than implementing the abstract concept of 2D shape and then
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* performing the rotation/translation transformation, so for LOLWUT it's
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* a good approach. */
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void lwDrawSquare(lwCanvas *canvas, int x, int y, float size, float angle) {
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int px[4], py[4];
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/* Adjust the desired size according to the fact that the square inscribed
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* into a circle of radius 1 has the side of length SQRT(2). This way
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* size becomes a simple multiplication factor we can use with our
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* coordinates to magnify them. */
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size /= 1.4142135623;
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size = round(size);
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/* Compute the four points. */
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float k = M_PI/4 + angle;
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for (int j = 0; j < 4; j++) {
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px[j] = round(sin(k) * size + x);
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py[j] = round(cos(k) * size + y);
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k += M_PI/2;
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}
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/* Draw the square. */
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for (int j = 0; j < 4; j++)
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lwDrawLine(canvas,px[j],py[j],px[(j+1)%4],py[(j+1)%4],1);
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}
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/* Schotter, the output of LOLWUT of Redis 5, is a computer graphic art piece
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* generated by Georg Nees in the 60s. It explores the relationship between
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* caos and order.
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*
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* The function creates the canvas itself, depending on the columns available
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* in the output display and the number of squares per row and per column
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* requested by the caller. */
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lwCanvas *lwDrawSchotter(int console_cols, int squares_per_row, int squares_per_col) {
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/* Calculate the canvas size. */
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int canvas_width = console_cols*2;
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int padding = console_cols > 2 ? 2 : 0;
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float square_side = (float)(canvas_width-padding*2) / squares_per_row;
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int canvas_height = square_side * squares_per_col + padding*2;
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lwCanvas *canvas = lwCreateCanvas(canvas_width, canvas_height);
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for (int y = 0; y < squares_per_col; y++) {
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for (int x = 0; x < squares_per_row; x++) {
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int sx = x * square_side + square_side/2 + padding;
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int sy = y * square_side + square_side/2 + padding;
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/* Rotate and translate randomly as we go down to lower
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* rows. */
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float angle = 0;
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if (y > 1) {
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float r1 = (float)rand() / RAND_MAX / squares_per_col * y;
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float r2 = (float)rand() / RAND_MAX / squares_per_col * y;
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float r3 = (float)rand() / RAND_MAX / squares_per_col * y;
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if (rand() % 2) r1 = -r1;
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if (rand() % 2) r2 = -r2;
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if (rand() % 2) r3 = -r3;
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angle = r1;
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sx += r2*square_side/3;
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sy += r3*square_side/3;
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}
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lwDrawSquare(canvas,sx,sy,square_side,angle);
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}
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}
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return canvas;
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}
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/* Converts the canvas to an SDS string representing the UTF8 characters to
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* print to the terminal in order to obtain a graphical representaiton of the
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* logical canvas. The actual returned string will require a terminal that is
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* width/2 large and height/4 tall in order to hold the whole image without
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* overflowing or scrolling, since each Barille character is 2x4. */
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sds lwRenderCanvas(lwCanvas *canvas) {
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sds text = sdsempty();
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for (int y = 0; y < canvas->height; y += 4) {
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for (int x = 0; x < canvas->width; x += 2) {
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/* We need to emit groups of 8 bits according to a specific
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* arrangement. See lwTranslatePixelsGroup() for more info. */
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int byte = 0;
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if (lwGetPixel(canvas,x,y)) byte |= (1<<0);
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if (lwGetPixel(canvas,x,y+1)) byte |= (1<<1);
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if (lwGetPixel(canvas,x,y+2)) byte |= (1<<2);
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if (lwGetPixel(canvas,x+1,y)) byte |= (1<<3);
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if (lwGetPixel(canvas,x+1,y+1)) byte |= (1<<4);
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if (lwGetPixel(canvas,x+1,y+2)) byte |= (1<<5);
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if (lwGetPixel(canvas,x,y+3)) byte |= (1<<6);
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if (lwGetPixel(canvas,x+1,y+3)) byte |= (1<<7);
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char unicode[3];
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lwTranslatePixelsGroup(byte,unicode);
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text = sdscatlen(text,unicode,3);
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}
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if (y != canvas->height-1) text = sdscatlen(text,"\n",1);
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}
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return text;
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}
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/* The LOLWUT command:
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*
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* LOLWUT [terminal columns] [squares-per-row] [squares-per-col]
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*
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* By default the command uses 66 columns, 8 squares per row, 12 squares
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* per column.
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*/
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void lolwutCommand(client *c) {
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long cols = 66;
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long squares_per_row = 8;
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long squares_per_col = 12;
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/* Parse the optional arguments if any. */
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if (c->argc > 1 &&
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getLongFromObjectOrReply(c,c->argv[1],&cols,NULL) != C_OK)
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return;
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if (c->argc > 2 &&
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getLongFromObjectOrReply(c,c->argv[2],&squares_per_row,NULL) != C_OK)
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return;
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if (c->argc > 3 &&
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getLongFromObjectOrReply(c,c->argv[3],&squares_per_col,NULL) != C_OK)
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return;
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if (cols < 1) cols = 1;
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if (squares_per_row < 1) squares_per_row = 1;
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if (squares_per_col < 1) squares_per_col = 1;
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/* Generate some computer art and reply. */
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lwCanvas *canvas = lwDrawSchotter(cols,squares_per_row,squares_per_col);
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sds rendered = lwRenderCanvas(canvas);
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rendered = sdscat(rendered,
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"\nGeorg Ness - Schotter, Plotter on paper, 1968.\n");
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addReplyBulkSds(c,rendered);
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lwFreeCanvas(canvas);
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}
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