/* * Copyright (c) 2019, Salvatore Sanfilippo * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Redis nor the names of its contributors may be used * to endorse or promote products derived from this software without * specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * * ---------------------------------------------------------------------------- * * This file implements the LOLWUT command. The command should do something * fun and interesting, and should be replaced by a new implementation at * each new version of Redis. * * Thanks to Michele Hiki Falcone for the original image that inspired * the image, part of his game, Plaguemon. * * Thanks to the Shhh computer art collective for the help in tuning the * output to have a better artistic effect. */ #include "server.h" #include "lolwut.h" /* Render the canvas using the four gray levels of the standard color * terminal: they match very well to the grayscale display of the gameboy. */ static sds renderCanvas(lwCanvas *canvas) { sds text = sdsempty(); for (int y = 0; y < canvas->height; y++) { for (int x = 0; x < canvas->width; x++) { int color = lwGetPixel(canvas,x,y); char *ce; /* Color escape sequence. */ /* Note that we set both the foreground and background color. * This way we are able to get a more consistent result among * different terminals implementations. */ switch(color) { case 0: ce = "0;30;40m"; break; /* Black */ case 1: ce = "0;90;100m"; break; /* Gray 1 */ case 2: ce = "0;37;47m"; break; /* Gray 2 */ case 3: ce = "0;97;107m"; break; /* White */ default: ce = "0;30;40m"; break; /* Just for safety. */ } text = sdscatprintf(text,"\033[%s \033[0m",ce); } if (y != canvas->height-1) text = sdscatlen(text,"\n",1); } return text; } /* Draw a skyscraper on the canvas, according to the parameters in the * 'skyscraper' structure. Window colors are random and are always one * of the two grays. */ struct skyscraper { int xoff; /* X offset. */ int width; /* Pixels width. */ int height; /* Pixels height. */ int windows; /* Draw windows if true. */ int color; /* Color of the skyscraper. */ }; void generateSkyscraper(lwCanvas *canvas, struct skyscraper *si) { int starty = canvas->height-1; int endy = starty - si->height + 1; for (int y = starty; y >= endy; y--) { for (int x = si->xoff; x < si->xoff+si->width; x++) { /* The roof is four pixels less wide. */ if (y == endy && (x <= si->xoff+1 || x >= si->xoff+si->width-2)) continue; int color = si->color; /* Alter the color if this is a place where we want to * draw a window. We check that we are in the inner part of the * skyscraper, so that windows are far from the borders. */ if (si->windows && x > si->xoff+1 && x < si->xoff+si->width-2 && y > endy+1 && y < starty-1) { /* Calculate the x,y position relative to the start of * the window area. */ int relx = x - (si->xoff+1); int rely = y - (endy+1); /* Note that we want the windows to be two pixels wide * but just one pixel tall, because terminal "pixels" * (characters) are not square. */ if (relx/2 % 2 && rely % 2) { do { color = 1 + rand() % 2; } while (color == si->color); /* Except we want adjacent pixels creating the same * window to be the same color. */ if (relx % 2) color = lwGetPixel(canvas,x-1,y); } } lwDrawPixel(canvas,x,y,color); } } } /* Generate a skyline inspired by the parallax backgrounds of 8 bit games. */ void generateSkyline(lwCanvas *canvas) { struct skyscraper si; /* First draw the background skyscraper without windows, using the * two different grays. We use two passes to make sure that the lighter * ones are always in the background. */ for (int color = 2; color >= 1; color--) { si.color = color; for (int offset = -10; offset < canvas->width;) { offset += rand() % 8; si.xoff = offset; si.width = 10 + rand()%9; if (color == 2) si.height = canvas->height/2 + rand()%canvas->height/2; else si.height = canvas->height/2 + rand()%canvas->height/3; si.windows = 0; generateSkyscraper(canvas, &si); if (color == 2) offset += si.width/2; else offset += si.width+1; } } /* Now draw the foreground skyscraper with the windows. */ si.color = 0; for (int offset = -10; offset < canvas->width;) { offset += rand() % 8; si.xoff = offset; si.width = 5 + rand()%14; if (si.width % 4) si.width += (si.width % 3); si.height = canvas->height/3 + rand()%canvas->height/2; si.windows = 1; generateSkyscraper(canvas, &si); offset += si.width+5; } } /* The LOLWUT 6 command: * * LOLWUT [columns] [rows] * * By default the command uses 80 columns, 40 squares per row * per column. */ void lolwut6Command(client *c) { long cols = 80; long rows = 20; /* Parse the optional arguments if any. */ if (c->argc > 1 && getLongFromObjectOrReply(c,c->argv[1],&cols,NULL) != C_OK) return; if (c->argc > 2 && getLongFromObjectOrReply(c,c->argv[2],&rows,NULL) != C_OK) return; /* Limits. We want LOLWUT to be always reasonably fast and cheap to execute * so we have maximum number of columns, rows, and output resolution. */ if (cols < 1) cols = 1; if (cols > 1000) cols = 1000; if (rows < 1) rows = 1; if (rows > 1000) rows = 1000; /* Generate the city skyline and reply. */ lwCanvas *canvas = lwCreateCanvas(cols,rows,3); generateSkyline(canvas); sds rendered = renderCanvas(canvas); rendered = sdscat(rendered, "\nDedicated to the 8 bit game developers of past and present.\n" "Original 8 bit image from Plaguemon by hikikomori. Redis ver. "); rendered = sdscat(rendered,REDIS_VERSION); rendered = sdscatlen(rendered,"\n",1); addReplyVerbatim(c,rendered,sdslen(rendered),"txt"); sdsfree(rendered); lwFreeCanvas(canvas); }