From: Pat Thoyts Date: Tue, 15 Jun 2010 19:47:54 +0000 (+0100) Subject: Imported anagramarama-src-01.tar.gz X-Git-Tag: v0.1 X-Git-Url: https://privyetmir.co.uk/gitweb.cgi?a=commitdiff_plain;h=534cc9c02aa6aa776abd6c6716f77a977333bc23;p=anagramarama Imported anagramarama-src-01.tar.gz --- 534cc9c02aa6aa776abd6c6716f77a977333bc23 diff --git a/audio/badword.wav b/audio/badword.wav new file mode 100755 index 0000000..6797b3a Binary files /dev/null and b/audio/badword.wav differ diff --git a/audio/clearword.wav b/audio/clearword.wav new file mode 100755 index 0000000..87ece75 Binary files /dev/null and b/audio/clearword.wav differ diff --git a/audio/click-answer.wav b/audio/click-answer.wav new file mode 100755 index 0000000..c5ab537 Binary files /dev/null and b/audio/click-answer.wav differ diff --git a/audio/click-shuffle.wav b/audio/click-shuffle.wav new file mode 100755 index 0000000..26b982b Binary files /dev/null and b/audio/click-shuffle.wav differ diff --git a/audio/clock-tick.wav b/audio/clock-tick.wav new file mode 100755 index 0000000..37afcd7 Binary files /dev/null and b/audio/clock-tick.wav differ diff --git a/audio/duplicate.wav b/audio/duplicate.wav new file mode 100755 index 0000000..6797b3a Binary files /dev/null and b/audio/duplicate.wav differ diff --git a/audio/found.wav b/audio/found.wav new file mode 100755 index 0000000..7334d18 Binary files /dev/null and b/audio/found.wav differ diff --git a/audio/foundbig.wav b/audio/foundbig.wav new file mode 100755 index 0000000..f388a0f Binary files /dev/null and b/audio/foundbig.wav differ diff --git a/audio/shuffle.wav b/audio/shuffle.wav new file mode 100755 index 0000000..25bc499 Binary files /dev/null and b/audio/shuffle.wav differ diff --git a/gpl.txt b/gpl.txt new file mode 100755 index 0000000..5b6e7c6 --- /dev/null +++ b/gpl.txt @@ -0,0 +1,340 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc. + 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. 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See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Library General +Public License instead of this License. diff --git a/images/.xvpics/background.bmp b/images/.xvpics/background.bmp new file mode 100755 index 0000000..24ea5c6 --- /dev/null +++ b/images/.xvpics/background.bmp @@ -0,0 +1,5 @@ +P7 332 +#IMGINFO:800x600 RGB (1440054 bytes) +#END_OF_COMMENTS +80 60 255 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\ No newline at end of file diff --git a/images/background-al.bmp b/images/background-al.bmp new file mode 100755 index 0000000..3d21942 Binary files /dev/null and b/images/background-al.bmp differ diff --git a/images/background-old.bmp b/images/background-old.bmp new file mode 100755 index 0000000..bd0d0b9 Binary files /dev/null and b/images/background-old.bmp differ diff --git a/images/background.bmp b/images/background.bmp new file mode 100755 index 0000000..4f97ff8 Binary files /dev/null and b/images/background.bmp differ diff --git a/images/letterBank.bmp b/images/letterBank.bmp new file mode 100755 index 0000000..069210f Binary files /dev/null and b/images/letterBank.bmp differ diff --git a/images/numberBank.bmp b/images/numberBank.bmp new file mode 100755 index 0000000..4720148 Binary files /dev/null and b/images/numberBank.bmp differ diff --git a/images/smallLetterBank.bmp b/images/smallLetterBank.bmp new file mode 100755 index 0000000..f9ad926 Binary files /dev/null and b/images/smallLetterBank.bmp differ diff --git a/makefile b/makefile new file mode 100755 index 0000000..a473217 --- /dev/null +++ b/makefile @@ -0,0 +1,26 @@ +CFLAGS=-Wall `sdl-config --libs --cflags` -lSDL_mixer +CFLAGS2=-Wall +CC=cc + +LIBS= + +C_FILES=src/dlb.c src/linked.c src/sprite.c src/ag.c +OBJ_FILES=src/dlb.o src/linked.o src/sprite.o src/ag.o +OUT_FILE=ag + +all:ag + +ag: $(OBJ_FILES) + $(CC) $(CFLAGS) -o $(OUT_FILE) $(OBJ_FILES) + +src/dlb.o: src/dlb.c + $(CC) $(CFLAGS2) -c -o $@ $^ + +src/linked.o: src/linked.c + $(CC) $(CFLAGS2) -c -o $@ $^ + +src/sprite.o: src/sprite.c + $(CC) $(CFLAGS2) -c -o $@ $^ + +src/ag.o: src/ag.c + $(CC) $(CFLAGS2) -c -o $@ $^ diff --git a/makefile.WIN32 b/makefile.WIN32 new file mode 100755 index 0000000..c7047a2 --- /dev/null +++ b/makefile.WIN32 @@ -0,0 +1,28 @@ +SDL_FLAGS = -Wall -O2 -I/usr/local/include -Dmain=SDL_main -I/usr/include/mingw -DWIN32 -Uunix -mno-cygwin -DHAVE_OPENGL +SDL_LIBS = -L/usr/local/lib -lmingw32 -lSDLmain -lSDL -mwindows -mno-cygwin -lSDL_mixer + +CFLAGS2=-Wall -O2 -I. -I/usr/local/include -Dmain=SDL_main -I/usr/include/mingw -DWIN32 -Uunix -mno-cygwin -DHAVE_OPENGL -c +CC=gcc + +LIBS= + +C_FILES=src/dlb.c src/linked.c src/sprite.c src/ag.c +OBJ_FILES=src/dlb.o src/linked.o src/sprite.o src/ag.o +OUT_FILE=ag + +all:ag + +ag: $(OBJ_FILES) + $(CC) $(SDL_FLAGS) -o $(OUT_FILE) $(OBJ_FILES) $(SDL_LIBS) + +src/dlb.o: src/dlb.c + $(CC) $(CFLAGS2) -c -o $@ $^ + +src/linked.o: src/linked.c + $(CC) $(CFLAGS2) -c -o $@ $^ + +src/sprite.o: src/sprite.c + $(CC) $(CFLAGS) -c -o $@ $^ + +src/ag.o: src/ag.c + $(CC) $(CFLAGS2) -c -o $@ $^ diff --git a/readme b/readme new file mode 100644 index 0000000..62d0050 --- /dev/null +++ b/readme @@ -0,0 +1,15 @@ +Anagramarama 0.1 +(c) 2003 Colm Gallagher - under the terms of the GPL - see gpl.txt for details. + +Version 0.1 - still needs a high score table and some + informational messages, but you can play a game. + +Need to do a major code clean up too and document some stuff... + +I'll get round to it for the v1 release + +in the meantime have fun and let me know if you find any problems + + +-- +colm@coralquest.com diff --git a/src/ag.c b/src/ag.c new file mode 100755 index 0000000..ca5f943 --- /dev/null +++ b/src/ag.c @@ -0,0 +1,1435 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +#include +#include +#include +#include +#include +#include +//#include + +#include "dlb.h" +#include "linked.h" +#include "sprite.h" +#include "ag.h" + +//module level variables for game control +char shuffle[] = "£££££££"; +char answer[] = "£££££££"; + +char* rootWord; +int updateAnswers = 0; +int startNewGame = 0; +int solvePuzzle = 0; +int shuffleRemaining = 0; +int clearGuess = 0; +//int winGame = 0; + +int gameStart = 0; +int gameTime = 0; +int stopTheClock = 0; + +int totalScore = 0; +int score = 0; +int answersSought = 0; +int answersGot = 0; +int gotBigWord = 0; +int bigWordLen = 0; +int updateTheScore = 0; +int gamePaused = 0; +int foundDuplicate = 0; +int quitGame = 0; +int winGame = 0; + +int letterSpeed = LETTER_FAST; + +// Graphics cache +SDL_Surface* letterBank = NULL; +SDL_Surface* smallLetterBank = NULL; +SDL_Surface* numberBank = NULL; +struct sprite* clockSprite = NULL; +struct sprite* scoreSprite = NULL; + +// audio vars +Uint32 audio_len; +Uint8 *audio_pos; + +struct sound{ + char* name; + Mix_Chunk *audio_chunk; + struct sound* next; +}; + +struct sound* soundCache = NULL; +/*******************************************************************************/ +Mix_Chunk* getSound(char* name){ + +struct sound* currentSound = soundCache; + + while (currentSound!=NULL){ + + if(!strcmp(currentSound->name, name)){ + return currentSound->audio_chunk; + break; + } + currentSound = currentSound->next; + } + + return NULL; +} + +/*******************************************************************************/ +void pushSound(struct sound** soundCache, char* name, char* filename){ + +struct sound* thisSound = NULL; + + thisSound = malloc(sizeof(struct sound)); + thisSound->name = malloc(sizeof(name)*strlen(name)); + strcpy(thisSound->name, name); + thisSound->next = *soundCache; + + // Attempt to load a sample + thisSound->audio_chunk = Mix_LoadWAV(filename); + + *soundCache = thisSound; +} + +/*******************************************************************************/ +void bufferSounds(struct sound** soundCache){ + + pushSound(&(*soundCache),"click-answer", "audio/click-answer.wav"); + pushSound(&(*soundCache),"click-shuffle", "audio/click-shuffle.wav"); + pushSound(&(*soundCache),"foundbig", "audio/foundbig.wav"); + pushSound(&(*soundCache),"found", "audio/found.wav"); + pushSound(&(*soundCache),"clear", "audio/clearword.wav"); + pushSound(&(*soundCache),"duplicate", "audio/duplicate.wav"); + pushSound(&(*soundCache),"badword", "audio/badword.wav"); + pushSound(&(*soundCache),"shuffle", "audio/shuffle.wav"); + pushSound(&(*soundCache),"clock-tick", "audio/clock-tick.wav"); + +} + +/*******************************************************************************/ +void clearSoundBuffer(){ + +struct sound* currentSound = soundCache, *previousSound = NULL; + + while (currentSound!=NULL){ + + Mix_FreeChunk(currentSound->audio_chunk); + free(currentSound->name); + previousSound = currentSound; + currentSound = currentSound->next; + free(previousSound); + } +} + +/***********************************************************/ +int nextBlank(char* string){ +// determine the next blank space in a string - blanks are indicated by pound £ not space + +int i; +int found=0; + + for(i=0;i<7;i++){ + if (string[i]==SPACE_CHAR){ + found = 1; + break; + } + } + if (found){ + return i+1; + } + else{ + return 0; + } +} + +/***********************************************************/ +char* shiftLeftKill(char* string){ +// shift a string of characters 1 character to the left + +int i; +char start; +char* newString; +int len; + + len = strlen(string); + + newString = malloc(sizeof(char) * (len)); + + start = string[0]; + + for (i=1;i 3){ + if (dlb_lookup(dlbHead,shiftLeftKill(newGuess))){ + push(&(*head), shiftLeftKill(newGuess)); + } + } + + if (strlen(newRemain)){ + ag(&(*head), dlbHead, &newGuess, &newRemain); + + for (i=totalLen-1;i>0;i--){ + if(strlen(newRemain) > i){ + strcpy(newRemain, shiftLeft(newRemain)); + ag(&(*head), dlbHead, &newGuess, &newRemain); + } + } + } + // free the space + free(newGuess); + free(newRemain); +} + +/***********************************************************/ +void solveIt(struct node* head){ + +struct node* current = head; + + while (current != NULL){ + current->found = 1; + current = current->next; + } +} + +/***********************************************************/ +void ShowBMP(char *file, SDL_Surface *screen, int x, int y){ + SDL_Surface *image; + SDL_Rect dest; + + /* Load the BMP file into a surface */ + image = SDL_LoadBMP(file); + if ( image == NULL ) { + fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError()); + return; + } + + /* Blit onto the screen surface. + * The surfaces should not be locked at this point. + */ + dest.x = x; + dest.y = y; + dest.w = 50; + dest.h = 50; + + SDL_SetColorKey(image, SDL_SRCCOLORKEY, SDL_MapRGB(image->format,255,0,255)); + + SDL_BlitSurface(image, NULL, screen, &dest); + + /* Update the changed portion of the screen */ + //SDL_UpdateRects(screen, 1, &dest); + SDL_FreeSurface(image); +} + +/***********************************************************/ +/*void displayAnswerBoxes(struct node* head, SDL_Surface* screen){ +// for each letter to each answer in the nodelist, +// display a neat little box to fill in later + +struct node* current = head; +SDL_Rect outerrect, innerrect; +int i; + +char imagePath[] = "images/small-£.bmp"; +int twoOnALine = 0; + + // width and height are always the same + outerrect.w = 17; + outerrect.h = 17; + outerrect.x = 70; + outerrect.y = 380; + + while (current != NULL){ + + // update the x for each letter + for (i=0;ilength;i++){ + SDL_FillRect(screen, &outerrect,0); + innerrect.w = outerrect.w - 2; + innerrect.h = outerrect.h - 2; + innerrect.x = outerrect.x + 1; + innerrect.y = outerrect.y + 1; + + if (current->guessed){ + SDL_FillRect(screen, &innerrect,SDL_MapRGB(screen->format,255,255,255)); + } + else{ + SDL_FillRect(screen, &innerrect,SDL_MapRGB(screen->format,217,220,255)); + } + + if (current->found){ + imagePath[13] = current->anagram[i]; + ShowBMP(imagePath, screen, innerrect.x+2, innerrect.y ); + } + + outerrect.x += 18; + } + + if ( twoOnALine<4 ){ + // shift x along to show the next word + outerrect.x += (8-current->length) * 18; + twoOnALine++; + } + else{ + // reset the x, ready for the next line + outerrect.x = 70; + twoOnALine = 0; + // update the y for each word + outerrect.y += 19; + } + current=current->next; + } + SDL_Flip(screen); +} +*/ +/***********************************************************/ +void displayAnswerBoxes(struct node* head, SDL_Surface* screen){ +// for each letter to each answer in the nodelist, +// display a neat little box to fill in later + +struct node* current = head; +SDL_Rect outerrect, innerrect, letterBankRect; +int i; +int numWords = 0; +int acrossOffset = 70; +int numLetters = 0; +int listLetters = 0; +//char imagePath[] = "images/small-£.bmp"; + + // width and height are always the same + outerrect.w = 16; + outerrect.h = 16; + outerrect.x = acrossOffset; + outerrect.y = 380; + + letterBankRect.w = 10; + letterBankRect.h = 16; + letterBankRect.y = 0; + letterBankRect.x = 0; // letter is chosen by 10*letter where a is 0 + + while (current != NULL){ + + // new word + numWords++; + numLetters =0; + + // update the x for each letter + for (i=0;ilength;i++){ + + numLetters++; + + SDL_FillRect(screen, &outerrect,0); + innerrect.w = outerrect.w - 1; + innerrect.h = outerrect.h - 1; + innerrect.x = outerrect.x + 1; + innerrect.y = outerrect.y + 1; + + if (current->guessed){ + SDL_FillRect(screen, &innerrect,SDL_MapRGB(screen->format,255,255,255)); + } + else{ + SDL_FillRect(screen, &innerrect,SDL_MapRGB(screen->format,217,220,255)); + } + + if (current->found){ + innerrect.x+=2; +// innerrect.y-=1; + letterBankRect.x = 10 * ((int)current->anagram[i] - 97); + //imagePath[13] = current->anagram[i]; + //ShowBMP(imagePath, screen, innerrect.x+2, innerrect.y ); + SDL_SetColorKey(smallLetterBank, SDL_SRCCOLORKEY, SDL_MapRGB(smallLetterBank->format,255,0,255)); + SDL_BlitSurface(smallLetterBank, &letterBankRect, screen, &innerrect); + } + + outerrect.x += 18; + + } + + if (numLetters > listLetters){ + listLetters = numLetters; + } + + if (numWords == 11){ + numWords = 0; + acrossOffset += (listLetters * 18) + 9; + outerrect.y = 380; + outerrect.x = acrossOffset; + } + else{ + outerrect.x = acrossOffset; + outerrect.y += 19; + } + + current=current->next; + } +// SDL_Flip(screen); +} + +/***********************************************************/ +void checkGuess(char* answer, struct node* head){ +// check the guess against the answers +struct node* current = head; +int i, len; +int foundWord = 0; + + len = nextBlank(answer) -1; + if (len<0) len=7; + char test[len]; + for (i=0; ianagram, test)){ + foundWord = 1; + if (!current->found){ + score+=current->length; + totalScore+=current->length; + answersGot++; + if (len==bigWordLen){ + gotBigWord = 1; + Mix_PlayChannel(-1, getSound("foundbig"), 0); + } + else{ + // just a normal word + Mix_PlayChannel(-1, getSound("found"),0); + } + if (answersSought==answersGot){ + // getting all answers gives us the game score again!! + totalScore+=score; + winGame = 1; + } + current->found = 1; + current->guessed=1; + updateTheScore = 1; + + } + else{ + foundDuplicate = 1; + Mix_PlayChannel(-1, getSound("duplicate"),0); + } + updateAnswers = 1; + break; + } + + current=current->next; + } + + if (!foundWord){ + Mix_PlayChannel(-1, getSound("badword"),0); + } +} + +/***********************************************************/ +int nextBlankPosition(int box, int* index){ +// determine the next blank space in a string - blanks are indicated by pound £ not space + +int i; + + switch(box){ + case ANSWER: + for(i=0;i<7;i++){ + if (answer[i]==SPACE_CHAR){ + break; + } + } + answer[i] = shuffle[*index]; + shuffle[*index] = SPACE_CHAR; + break; + case SHUFFLE: + for(i=0;i<7;i++){ + if (shuffle[i]==SPACE_CHAR){ + break; + } + } + shuffle[i] = answer[*index]; + answer[*index] = SPACE_CHAR; + break; + default: + break; + + } + + *index = i; + + return i * (GAME_LETTER_WIDTH+GAME_LETTER_SPACE)+BOX_START_X; +} +/***********************************************************/ +void clickDetect(int button, int x, int y, SDL_Surface *screen, struct node* head, struct sprite** letters){ + +struct sprite* current = *letters; + + if (!gamePaused) { + + while (current!=NULL&¤t->box!=CONTROLS){ + if (x>= current->x && x<= current->x+current->w && y>= current->y && y<=current->y + current->h){ + if (current->box == SHUFFLE){ + current->toX = nextBlankPosition(ANSWER, ¤t->index); + current->toY = ANSWER_BOX_Y; + current->box = ANSWER; + Mix_PlayChannel(-1, getSound("click-shuffle"), 0); + } + else{ + current->toX = nextBlankPosition(SHUFFLE, ¤t->index); + current->toY = SHUFFLE_BOX_Y; + current->box = SHUFFLE; + Mix_PlayChannel(-1, getSound("click-answer"), 0); + } + + break; + } + current=current->next; + } + + if (x > CLEARBOXSTARTX && x < CLEARBOXLENGTH+CLEARBOXSTARTX && y > CLEARBOXSTARTY && y < CLEARBOXSTARTY+CLEARBOXHEIGHT){ + // clear has been pressed + clearGuess = 1; + } + + // check the other hotspots + if (x > ENTERBOXSTARTX && x < ENTERBOXLENGTH+ENTERBOXSTARTX && y > ENTERBOXSTARTY && y < ENTERBOXSTARTY+ENTERBOXHEIGHT){ + // enter has been pressed + checkGuess(answer, head); + } + + if (x > SOLVEBOXSTARTX && x < SOLVEBOXLENGTH+SOLVEBOXSTARTX && y > SOLVEBOXSTARTY && y < SOLVEBOXSTARTY+SOLVEBOXHEIGHT){ + // solve has been pressed + solvePuzzle = 1; + } + + if (x > SHUFFLEBOXSTARTX && x < SHUFFLEBOXLENGTH+SHUFFLEBOXSTARTX && y > SHUFFLEBOXSTARTY && y < SHUFFLEBOXSTARTY+SHUFFLEBOXHEIGHT){ + // shuffle has been pressed + shuffleRemaining = 1; + Mix_PlayChannel(-1, getSound("shuffle"),0); + } + } + + if (x > NEWBOXSTARTX && x < NEWBOXLENGTH+NEWBOXSTARTX && y > NEWBOXSTARTY && y < NEWBOXSTARTY+NEWBOXHEIGHT){ + // new has been pressed + startNewGame = 1; + } + + if (x > QUITBOXSTARTX && x < QUITBOXLENGTH+QUITBOXSTARTX && y > QUITBOXSTARTY && y < QUITBOXSTARTY+QUITBOXHEIGHT){ + // new has been pressed + quitGame = 1; + } +} + +/***********************************************************/ +int clearWord(struct sprite** letters){ + +struct sprite* current = *letters; +struct sprite* orderedLetters[7]; +int i; +int count = 0; + + for (i=0;i<=7;i++){ + orderedLetters[i] = NULL; + } + + // move the letters back up + while(current != NULL){ + if(current->box == ANSWER){ + count ++; + orderedLetters[current->index] = current; + current->toY = SHUFFLE_BOX_Y; + current->box = SHUFFLE; + } + current=current->next; + } + + for (i=0;i<=7;i++){ + if(orderedLetters[i] != NULL) + orderedLetters[i]->toX = nextBlankPosition(SHUFFLE, &orderedLetters[i]->index); + } + + return count; +} +/***********************************************************/ +void updateScore(SDL_Surface* screen){ +// we'll display the total Score, this is the game score + +char buffer [256]; +int i; +SDL_Rect fromrect, torect, blankRect; + + blankRect.x = SCORE_WIDTH * 11; + blankRect.y = 0; + blankRect.w = SCORE_WIDTH; + blankRect.h = SCORE_HEIGHT; + + fromrect.x = 0; + fromrect.y = 0; + fromrect.w = SCORE_WIDTH; + fromrect.h = SCORE_HEIGHT; + + torect.y = 0; + torect.w = SCORE_WIDTH; + torect.h = SCORE_HEIGHT; + + // move the totalScore into a string + snprintf (buffer, sizeof (buffer), "%i", totalScore); + + for (i = 0; i < strlen(buffer); i++){ + fromrect.x = SCORE_WIDTH * ((int)buffer[i]-48); + torect.x = SCORE_WIDTH * i; + SDL_BlitSurface(numberBank, &fromrect, scoreSprite->sprite, &torect); + } +} +/***********************************************************/ +void updateTime(SDL_Surface* screen){ + +// the time is x seconds minus the number of seconds of game time +int thisTime; +int seconds; +int minutes; +int minute_units; +int minute_tens; +int second_units; +int second_tens; + +SDL_Rect fromrect, torect, blankRect; + + blankRect.x = CLOCK_WIDTH * 11; + blankRect.y = 0; + blankRect.w = CLOCK_WIDTH; + blankRect.h = CLOCK_HEIGHT; + + fromrect.x = 0; + fromrect.y = 0; + fromrect.w = CLOCK_WIDTH; + fromrect.h = CLOCK_HEIGHT; + + torect.y = 0; + torect.w = CLOCK_WIDTH; + torect.h = CLOCK_HEIGHT; + + thisTime = AVAILABLE_TIME-gameTime; + minutes = thisTime/60; + seconds = thisTime-(minutes*60); + minute_tens = minutes/10; + minute_units = minutes-(minute_tens*10); + second_tens = seconds/10; + second_units = seconds-(second_tens*10); + + fromrect.x = CLOCK_WIDTH * minute_tens; + torect.x = CLOCK_WIDTH * 0; + SDL_BlitSurface(numberBank, &fromrect, clockSprite->sprite, &torect); + fromrect.x = CLOCK_WIDTH * minute_units; + torect.x = CLOCK_WIDTH * 1; + SDL_BlitSurface(numberBank, &fromrect, clockSprite->sprite, &torect); + fromrect.x = CLOCK_WIDTH * second_tens; + torect.x = CLOCK_WIDTH * 3; + SDL_BlitSurface(numberBank, &fromrect, clockSprite->sprite, &torect); + fromrect.x = CLOCK_WIDTH * second_units; + torect.x = CLOCK_WIDTH * 4; + SDL_BlitSurface(numberBank, &fromrect, clockSprite->sprite, &torect); + + // tick out the last 10 seconds + if (thisTime<=10 && thisTime>0){ + Mix_PlayChannel(-1, getSound("clock-tick"), 0); + } +} +/***********************************************************/ +char* getRandomWord(){ +// spin the word file to a random location and then +// loop until a 7 or 8 letter word is found + +FILE* wordlist; +int filelocation; +int i; +char* wordFromList = malloc(sizeof(char) * 50); +int len; +int done = 0; + + filelocation = rand()%10000; + wordlist=fopen("wordlist.txt","r"); + + for (i=0;i<=filelocation;i++){ + + if(fscanf(wordlist, "%s", wordFromList) != EOF){ + // spin on + } + else{ + // go back to the start of the file + fclose(wordlist); + fopen("wordlist.txt", "r"); + } + } + + // ok random location reached + while (!done){ + + len = strlen(wordFromList); + if ((len==7)){//||(len==6)||(len==5)){ + done = 1; + } + else{ + + if(fscanf(wordlist, "%s", wordFromList) != EOF){ + // spin on + } + else{ + // go back to the start of the file + fclose(wordlist); + fopen("wordlist.txt", "r"); + fscanf(wordlist, "%s", wordFromList); + } + } + } + + + fclose(wordlist); + + // add in our space character + wordFromList[len] = ' '; + wordFromList[len+1] = '\0'; + + return wordFromList; + free(wordFromList); +} + +/***********************************************************/ +char* swapChars(int from, int to, char* string){ +// swap 2 characters in a string + +char swap; + + swap = string[from]; + string[from] = string[to]; + string[to] = swap; + + return string; + +} + +/***********************************************************/ +int revFirstNonSpace(char* thisWord){ +// working backwards in the string, +// find the first non space character +int i; + + for (i = strlen(thisWord) ; i>0; i--){ + if (thisWord[i-1] != SPACE_CHAR){ + return i; + } + } + + return 0; +} + +/***********************************************************/ +void shuffleWord(char** thisWord){ +// replace characters randomly + +int numSwaps; +int from, to; +int i; +int len; + + len = 7; + + numSwaps = (rand()%len)+20; + + for (i=0;ibox == SHUFFLE){ + thisLetter->toX = (whereinstr(shufflePos, thisLetter->index+1) * (GAME_LETTER_WIDTH + GAME_LETTER_SPACE)) + BOX_START_X; + thisLetter->index = whereinstr(shufflePos, thisLetter->index+1); + } + + thisLetter = thisLetter->next; + } + + strcpy(*thisWord, shuffleChars); + + free(shuffleChars); + free(shufflePos); +} +/***********************************************************/ +/*void* updateClock(void *arg){ + +int timeNow; + while((gameTime < AVAILABLE_TIME) && !stopTheClock){ + timeNow = time(0) - gameStart; + if (timeNow!=gameTime){ + gameTime = timeNow; + updateTimeDisplay = 1; + //sleep(1); + } + } + stopTheClock = 1; + solvePuzzle = 1; + return NULL; +} +*/ +/********************************************************************/ +void buildLetters(struct sprite** letters, SDL_Surface* screen){ +// build letter string into linked list of letter graphics + +struct sprite *thisLetter = NULL, *previousLetter = NULL; +int i; +int len; +SDL_Rect rect, blankRect; +Uint32 flags = SDL_SRCCOLORKEY; +Uint8 bpp; +Uint32 rmask, gmask, bmask, amask; +int index = 0; + + + blankRect.x = 27 * GAME_LETTER_WIDTH; + blankRect.y = 0; + blankRect.w = GAME_LETTER_WIDTH; + blankRect.h = GAME_LETTER_HEIGHT; + + rect.y = 0; + rect.w = GAME_LETTER_WIDTH; + rect.h = GAME_LETTER_HEIGHT; + + len = strlen(shuffle); + + if(screen->flags & SDL_SWSURFACE) + flags |= SDL_SWSURFACE; + if(screen->flags & SDL_HWSURFACE) + flags |= SDL_HWSURFACE; + + bpp = screen->format->BitsPerPixel; + rmask = screen->format->Rmask; + gmask = screen->format->Gmask; + bmask = screen->format->Bmask; + amask = screen->format->Amask; + + for (i=0;isprite = SDL_CreateRGBSurface(flags, GAME_LETTER_WIDTH, GAME_LETTER_HEIGHT, bpp, rmask, gmask, bmask, amask); + thisLetter->replace = SDL_CreateRGBSurface(flags, GAME_LETTER_WIDTH, GAME_LETTER_HEIGHT, bpp, rmask, gmask, bmask, amask); + + SDL_BlitSurface(letterBank, &rect, thisLetter->sprite, NULL); + SDL_BlitSurface(letterBank, &blankRect, thisLetter->replace, NULL); + thisLetter->x = rand()%799;//i * (GAME_LETTER_WIDTH + GAME_LETTER_SPACE) + BOX_START_X; + thisLetter->y = rand()%599;//SHUFFLE_BOX_Y; + thisLetter->h = thisLetter->sprite->h; + thisLetter->w = thisLetter->sprite->w; + thisLetter->toX = i * (GAME_LETTER_WIDTH + GAME_LETTER_SPACE) + BOX_START_X; + thisLetter->toY = SHUFFLE_BOX_Y; + thisLetter->next = previousLetter; + thisLetter->box = SHUFFLE; + thisLetter->index = index++; + + previousLetter = thisLetter; + + *letters = thisLetter; + + thisLetter = NULL; + } + else{ + shuffle[i] = '£'; + // rect.x = 26 * GAME_LETTER_WIDTH; + } + + } +} + +/***********************************************************/ +void addClock(struct sprite** letters, SDL_Surface* screen){ +// add the clock to the sprites +// keep a module reference to it for quick and easy update + +struct sprite *thisLetter = NULL, *previousLetter = NULL, *current = *letters; +int i; +SDL_Rect fromrect, torect, blankRect; +Uint32 flags = SDL_SRCCOLORKEY; +Uint8 bpp; +Uint32 rmask, gmask, bmask, amask; +int index = 0; + + blankRect.x = CLOCK_WIDTH * 11; + blankRect.y = 0; + blankRect.w = CLOCK_WIDTH; + blankRect.h = CLOCK_HEIGHT; + + fromrect.x = 0; + fromrect.y = 0; + fromrect.w = CLOCK_WIDTH; + fromrect.h = CLOCK_HEIGHT; + + torect.y = 0; + torect.w = CLOCK_WIDTH; + torect.h = CLOCK_HEIGHT; + + if(screen->flags & SDL_SWSURFACE) + flags |= SDL_SWSURFACE; + if(screen->flags & SDL_HWSURFACE) + flags |= SDL_HWSURFACE; + + bpp = screen->format->BitsPerPixel; + rmask = screen->format->Rmask; + gmask = screen->format->Gmask; + bmask = screen->format->Bmask; + amask = screen->format->Amask; + + // add the clock onto the end - so we don't slow letter processing any + while (current != NULL){ + previousLetter = current; + current =current->next; + } + + thisLetter=malloc(sizeof(struct sprite)); + + thisLetter->sprite = SDL_CreateRGBSurface(flags, CLOCK_WIDTH*5, CLOCK_HEIGHT, bpp, rmask, gmask, bmask, amask); + thisLetter->replace = SDL_CreateRGBSurface(flags, CLOCK_WIDTH*5, CLOCK_HEIGHT, bpp, rmask, gmask, bmask, amask); + + // initialise with 05:00 + for (i=0;i<5;i++){ + +// printf("i:%i\n", CLOCK_WIDTH * i); + + torect.x = CLOCK_WIDTH * i; + switch(i){ + + case 1: + fromrect.x = 5 * CLOCK_WIDTH; + break; + case 2: + fromrect.x = CLOCK_WIDTH * 10; // the colon + break; + case 0: + case 3: + case 4: + fromrect.x = 0; + break; + default: + break; + } + //if(i!=2) + // fromrect.x = 0; + //else + // fromrect.x = CLOCK_WIDTH * 10; //the colon + + SDL_BlitSurface(numberBank, &fromrect, thisLetter->sprite, &torect); + + SDL_BlitSurface(numberBank, &blankRect, thisLetter->replace, &torect); + } + + thisLetter->x = CLOCK_X; + thisLetter->y = CLOCK_Y; + thisLetter->h = thisLetter->sprite->h; + thisLetter->w = thisLetter->sprite->w; + thisLetter->toX = thisLetter->x; + thisLetter->toY = thisLetter->y; + thisLetter->next = NULL; + thisLetter->box = CONTROLS; + thisLetter->index = index++; + + previousLetter->next = thisLetter; + clockSprite = thisLetter; +} + +/***********************************************************/ +void addScore(struct sprite** letters, SDL_Surface* screen){ +// add the Score to the sprites +// keep a module reference to it for quick and easy update + +struct sprite *thisLetter = NULL, *previousLetter = NULL, *current = *letters; +SDL_Rect fromrect, torect, blankRect; +Uint32 flags = SDL_SRCCOLORKEY; +Uint8 bpp; +Uint32 rmask, gmask, bmask, amask; +int index = 0; +int i; + + blankRect.x = SCORE_WIDTH * 11; + blankRect.y = 0; + blankRect.w = SCORE_WIDTH; + blankRect.h = SCORE_HEIGHT; + + fromrect.x = 0; + fromrect.y = 0; + fromrect.w = SCORE_WIDTH; + fromrect.h = SCORE_HEIGHT; + + torect.y = 0; + torect.w = SCORE_WIDTH; + torect.h = SCORE_HEIGHT; + + if(screen->flags & SDL_SWSURFACE) + flags |= SDL_SWSURFACE; + if(screen->flags & SDL_HWSURFACE) + flags |= SDL_HWSURFACE; + + bpp = screen->format->BitsPerPixel; + rmask = screen->format->Rmask; + gmask = screen->format->Gmask; + bmask = screen->format->Bmask; + amask = screen->format->Amask; + + // add the score onto the end - so we don't slow letter processing any + while (current != NULL){ + previousLetter = current; + current =current->next; + } + + //previousLetter = clockSprite; + + thisLetter=malloc(sizeof(struct sprite)); + + thisLetter->sprite = SDL_CreateRGBSurface(flags, SCORE_WIDTH*5, SCORE_HEIGHT, bpp, rmask, gmask, bmask, amask); + thisLetter->replace = SDL_CreateRGBSurface(flags, SCORE_WIDTH*5, SCORE_HEIGHT, bpp, rmask, gmask, bmask, amask); + + for (i=0;i<5;i++){ + if (i==0) + fromrect.x = 0; + else + fromrect.x = SCORE_WIDTH*11; + torect.x = i * SCORE_WIDTH; + SDL_BlitSurface(numberBank, &fromrect, thisLetter->sprite, &torect); + SDL_BlitSurface(numberBank, &blankRect, thisLetter->replace, &torect); + } + + thisLetter->x = SCORE_X; + thisLetter->y = SCORE_Y; + thisLetter->h = thisLetter->sprite->h; + thisLetter->w = thisLetter->sprite->w; + thisLetter->toX = thisLetter->x; + thisLetter->toY = thisLetter->y; + thisLetter->next = NULL; + thisLetter->box = CONTROLS; + thisLetter->index = index++; + + previousLetter->next = thisLetter; + scoreSprite = thisLetter; +} +/***********************************************************/ +void newGame(struct node** head, struct dlb_node* dlbHead, SDL_Surface* screen, struct sprite** letters){ + +char* guess; +char* remain; +//pthread_t clock; +int happy = 0; // we don't want any more than ones with 66 answers - that's all we can show... +int i; + + // show background + ShowBMP("images/background.bmp",screen, 0,0); + + destroyLetters(&(*letters)); + + guess = malloc(sizeof(char)*50); + remain = malloc(sizeof(char)*50); + + while (!happy){ + strcpy(guess,""); + strcpy(rootWord, getRandomWord()); + bigWordLen = strlen(rootWord)-1; + strcpy(remain,rootWord); + + rootWord[bigWordLen] = '\0'; + + // destroy answers list + destroyAnswers(&(*head)); + + // generate anagrams from random word + ag(&(*head), dlbHead, &guess, &remain); + + sort(&(*head)); + answersSought = Length(*head); + happy = ((answersSought <= 77) && (answersSought >= 6)); + + if(!happy){ + printf("Too Many Answers! word: %s, answers: %i\n", rootWord, answersSought); + } + } + + for (i=bigWordLen;i<7;i++){ + remain[i]='£'; + } + + remain[7] = '\0'; + +// printf("%s,%i\n", remain, bigWordLen); + remain[bigWordLen]='\0'; + + shuffleWord(&remain); + strcpy(shuffle, remain); + +// printf("shuffle:%s\n", shuffle); + free(guess); + free(remain); + + strcpy(answer, "£££££££"); + + //build up the letter sprites + buildLetters(&(*letters), screen); + addClock(&(*letters), screen); + addScore(&(*letters), screen); + + // display all answer boxes + displayAnswerBoxes(*head, screen); + + gotBigWord = 0; + score = 0; + updateTheScore = 1; + gamePaused = 0; + winGame = 0; + answersGot = 0; + + gameStart = time(0); + gameTime = 0; + stopTheClock = 0; + + // create the clock loop on a new thread + //pthread_create(&clock, NULL, updateClock, NULL); +} +/***********************************************************/ +void gameLoop(struct node** head, struct dlb_node* dlbHead, SDL_Surface* screen, struct sprite** letters){ + +int done=0; +SDL_Event event; +int timeNow; + + // main game loop + while (!done){ + + if(winGame){ + + stopTheClock = 1; + solvePuzzle = 1; + } + + if((gameTime < AVAILABLE_TIME) && !stopTheClock){ + timeNow = time(0) - gameStart; + if (timeNow!=gameTime){ + gameTime = timeNow; + updateTime(screen); + } + } + else{ + if (!stopTheClock){ + stopTheClock = 1; + solvePuzzle = 1; + } + } + + // check messages + if(solvePuzzle){ + // walk the list, setting everything to found + solveIt(*head); + clearWord(&(*letters)); + strcpy(shuffle, "£££££££"); + strcpy(answer, rootWord); + //displayLetters(screen); + displayAnswerBoxes(*head, screen); + gamePaused = 1; + if (!stopTheClock){ + stopTheClock = 1; + } + + solvePuzzle = 0; + } + + if (updateAnswers){ + //move letters back down again + clearWord(&(*letters)); + //displayLetters(screen); + displayAnswerBoxes(*head, screen); + + updateAnswers = 0; + } + + if(startNewGame){ + //move letters back down again + if (!gotBigWord){ + totalScore = 0; + } + newGame(&(*head), dlbHead, screen, &(*letters)); + + startNewGame = 0; + } + + if(updateTheScore){ + updateScore(screen); + + updateTheScore = 0; + } + + if (shuffleRemaining){ + // shuffle up the shuffle box + char* shuffler; + shuffler = malloc(sizeof(char)*8); + strcpy(shuffler, shuffle); + shuffleAvailableLetters(&shuffler, &(*letters)); + strcpy(shuffle, shuffler); + free(shuffler); + //clearLetters(screen); + //displayLetters(screen); + + shuffleRemaining = 0; + + + } + + if (clearGuess){ + // clear the guess; + if (clearWord(&(*letters)) > 0) + Mix_PlayChannel(-1, getSound("clear"),0); + + clearGuess = 0; + } + + if (quitGame){ + done=1; + } + + while (SDL_PollEvent(&event)) + { + switch (event.type) { + case SDL_MOUSEBUTTONDOWN: +// printf("shuffle: %s\n", shuffle); +// printf("guess: %s\n", answer); + clickDetect(event.button.button, event.button.x, event.button.y, screen, *head, &(*letters)); + break; + case SDL_QUIT: + done=1; + } + } + moveSprites(&screen, &(*letters), letterSpeed); + } +} + +/***********************************************************/ +int main(int argc, char *argv[]){ + +struct node* head = NULL; +struct dlb_node* dlbHead = NULL; +SDL_Surface *screen; +struct sprite* letters = NULL; +//pthread_t audio; + + // seed the random generator + srand(time(NULL)); + + if (SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0){ + fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError()); + exit(1); + } + + atexit(SDL_Quit); + + screen=SDL_SetVideoMode(800,600,16,SDL_HWSURFACE|SDL_DOUBLEBUF);//|SDL_FULLSCREEN); + if (screen == NULL) + { + printf("Unable to set 800x600 video: %s\n", SDL_GetError()); + exit(1); + } + + SDL_WM_SetCaption("Anagramarama", "ANAGRAMARAMA"); + + // buffer sounds + int audio_rate = MIX_DEFAULT_FREQUENCY; + Uint16 audio_format = AUDIO_S16; + int audio_channels = 1; + int audio_buffers = 256; + + if(Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers)){ + printf("unable to open audio!\n"); + exit(1); + } + + bufferSounds(&soundCache); + + // create the audio handler on a new thread + //pthread_create(&audio, NULL, handleSounds, NULL); + + // create dictionary + createDLBTree(&dlbHead); + + // cache in-game graphics + letterBank = SDL_LoadBMP("images/letterBank.bmp"); + smallLetterBank = SDL_LoadBMP("images/smallLetterBank.bmp"); + numberBank = SDL_LoadBMP("images/numberBank.bmp"); + + rootWord = malloc(sizeof(char)*9); + newGame(&head, dlbHead, screen, &letters); + + gameLoop(&head, dlbHead, screen, &letters); + + // tidy up and exit + free(rootWord); + Mix_CloseAudio(); + clearSoundBuffer(&soundCache); + //trashDLBTree(); + destroyLetters(&letters); + SDL_FreeSurface(screen); + SDL_FreeSurface(letterBank); + SDL_FreeSurface(smallLetterBank); + SDL_FreeSurface(numberBank); + //SDL_Quit(); - no need to call this directly - we do it with the atexit() command + return 0; +} diff --git a/src/ag.h b/src/ag.h new file mode 100755 index 0000000..71ef861 --- /dev/null +++ b/src/ag.h @@ -0,0 +1,93 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +// ASCII OFFSET to convert a number to it's character equivalent +#define NUM_TO_CHAR 48 + +// pixel locations of boxes +#define SHUFFLEBOX 110 +#define ANSWERBOX 245 +#define BOX_START 30 +#define BOX_LENGTH 644 + +#define LETTERSTARTPOS 80 +#define LETTERWIDTH 80 +#define LETTERHEIGHT 65 +#define LETTERSPACING 5 + +// which box are we working with +#define ANSWER 1 +#define SHUFFLE 2 +#define CONTROLS 3 + +// enter button size and position +#define ENTERBOXSTARTX 690 +#define ENTERBOXLENGTH 40 +#define ENTERBOXSTARTY 254 +#define ENTERBOXHEIGHT 35 + +// clear button size and position +#define CLEARBOXSTARTX 690 +#define CLEARBOXLENGTH 40 +#define CLEARBOXSTARTY 304 +#define CLEARBOXHEIGHT 40 + +// shuffle button size and position +#define SHUFFLEBOXSTARTX 618 +#define SHUFFLEBOXLENGTH 66 +#define SHUFFLEBOXSTARTY 206 +#define SHUFFLEBOXHEIGHT 16 + +// solve button size and position +#define SOLVEBOXSTARTX 612 +#define SOLVEBOXLENGTH 66 +#define SOLVEBOXSTARTY 0 +#define SOLVEBOXHEIGHT 30 + +// new button size and position +#define NEWBOXSTARTX 686 +#define NEWBOXLENGTH 46 +#define NEWBOXSTARTY 0 +#define NEWBOXHEIGHT 30 + +// quit button size and position +#define QUITBOXSTARTX 742 +#define QUITBOXLENGTH 58 +#define QUITBOXSTARTY 0 +#define QUITBOXHEIGHT 30 + +// define the clock position and character width +#define CLOCK_X 690 +#define CLOCK_Y 35 +#define CLOCK_WIDTH 18 +#define CLOCK_HEIGHT 32 + +// define the clock position and character width +#define SCORE_X 690 +#define SCORE_Y 67 +#define SCORE_WIDTH 18 +#define SCORE_HEIGHT 32 + +#define SPACE_CHAR '£' +#define ASCII_SPACE 32 + +#define AVAILABLE_TIME 300 diff --git a/src/dlb.c b/src/dlb.c new file mode 100755 index 0000000..029aacf --- /dev/null +++ b/src/dlb.c @@ -0,0 +1,154 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +#include +#include +#include +#include "dlb.h" + +/***************************************************************/ +struct dlb_node* dlb_insertLetter(char thisLetter){ +// create and return a new letter node +struct dlb_node* newNode = malloc(sizeof(struct dlb_node)); + +// printf("dbl_insertLetter %c\n", thisLetter); + + newNode->letter = thisLetter; + newNode->valid = 0; + newNode->sibling = NULL; + newNode->child = NULL; + + return newNode; +} + +/***************************************************************/ +void dlb_push(struct dlb_node** dlbHead, char* thisWord){ +// add a new word to the dictionary +struct dlb_node* current = *dlbHead; +struct dlb_node* previous = NULL; +int i=0; +char letter; +int child = 0; +int sibling = 0; +int newHead = (*dlbHead==NULL); + +// printf("dbl_push %s\n", thisWord); +// printf("head : %i\n", newHead); + + while (i<=strlen(thisWord)-1){ + + letter = thisWord[i]; + + if (current == NULL){ + current = dlb_insertLetter(letter); + if (newHead){ + *dlbHead = current; + newHead = 0; + } + if (child){ + previous->child = current; + } + if (sibling){ + previous->sibling = current; + } + } + + child = 0; + sibling = 0; + + previous = current; + + if (letter == previous->letter){ + i++; + child = 1; + current = previous->child; + } + else{ + sibling = 1; + current = previous->sibling; + } + } + previous->valid = 1; +} + +/***************************************************************/ +void createDLBTree(struct dlb_node** dlbHead){ +// open the wordlist file and push all words onto the dictionary + +FILE* wordlist; +char wordFromList[50]; + + //printf("createDLBTree\n"); + + // open wordlist file + wordlist = fopen("wordlist.txt", "r"); + + // get each word from the list + while (fscanf(wordlist, "%s", wordFromList) != EOF){ + dlb_push(&(*dlbHead),wordFromList); + } + + // close wordlist file + fclose(wordlist); +} + +/***************************************************************/ +int dlb_lookup(struct dlb_node* dlbHead, char* thisWord){ +// determine if a given word is in the dictionary +// essentially the same as a push, but doesn't add +// any of the new letters + +struct dlb_node* current = dlbHead; +struct dlb_node* previous = NULL; +int i=0; +char letter; +int retval = 0; + + //printf("dlb_lookup %s\n", thisWord); + + while (i<=strlen(thisWord)-1){ + + if (current == NULL) { + retval = 0; + break; + } + + //printf("%c",current->letter); + + letter = thisWord[i]; + + previous = current; + + if (letter == previous->letter){ + i++; + current = previous->child; + //printf(".%c., %i\n",previous->letter,previous->valid); + retval = previous->valid; + } + else{ + current = previous->sibling; + retval = 0; + } + } + + return retval; +} diff --git a/src/dlb.h b/src/dlb.h new file mode 100755 index 0000000..8cebd20 --- /dev/null +++ b/src/dlb.h @@ -0,0 +1,36 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +#include + +struct dlb_node{ + + char letter; + int valid; + struct dlb_node* sibling; + struct dlb_node* child; +}; + +struct dlb_node* dlb_insertLetter(char thisLetter); +void dlb_push(struct dlb_node** dlbHead, char* thisWord); +void createDLBTree(struct dlb_node** dlbHead); +int dlb_lookup(struct dlb_node* dlbHead, char* thisWord); diff --git a/src/linked.c b/src/linked.c new file mode 100755 index 0000000..3bb0204 --- /dev/null +++ b/src/linked.c @@ -0,0 +1,167 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +#include +#include +#include "linked.h" + +/***********************************************************/ +int Length(struct node* head){ + +struct node* current = head; +int count = 0; + + while (current != NULL){ + //printf("%s\n", current->anagram); + count++; + current = current->next; + } + + return count; +} + +/***********************************************************/ +void swap(struct node** from, struct node** to){ +// swaps the contents of 2 linked list nodes +// doesn't disturb the pointers + +char* swap; + + swap = malloc(sizeof((*from)->anagram)); + strcpy(swap, (*from)->anagram); + (*from)->anagram = (*to)->anagram; + (*from)->length = (*to)->length; + (*to)->anagram = swap; + (*to)->length = strlen(swap); + +} + +/***********************************************************/ +void sort(struct node** headRef){ +// sort the linked list alpha/num of chars +struct node* current = *headRef; +struct node* next = malloc(sizeof(struct node)); +int done = 0; +int swaps = 0; + + // walk the list + while (!done){ + while (current !=NULL){ + next = current->next; + if (next != NULL){ + //printf("%s, %s - %i\n", next->anagram, current->anagram, strcmp(next->anagram, current->anagram)); + if (strcmp(next->anagram, current->anagram)<0){ + swap(&next, ¤t); + swaps++; + } + } + current = current->next; + } + if (!swaps){ + done = 1; + } + else{ + swaps = 0; + current = *headRef; + } + } + + done = 0; + current = *headRef; + swaps = 0; + + // walk the list + while (!done){ + while (current !=NULL){ + next = current->next; + if (next != NULL){ + //printf("%s, %s \n", next->anagram, current->anagram); + if (strlen(next->anagram) < strlen(current->anagram)){ + swap(&next, ¤t); + swaps++; + } + } + current = current->next; + } + if (!swaps){ + done = 1; + } + else{ + swaps = 0; + current = *headRef; + } + } + + free(next); +} + +/***********************************************************/ +void destroyAnswers(struct node** headRef){ +// destroy the whole answers list + +struct node* current = *headRef; +struct node* previous = *headRef; + + while (current != NULL){ + free(current->anagram); + previous = current; + current = current->next; + free(previous); + previous = NULL; + } + + *headRef = NULL; +} + + + +/***********************************************************/ +void push(struct node** headRef, char* anagram){ + +struct node* newNode = malloc(sizeof(struct node)); +int len; +struct node* current = *headRef; +int duplicate = 0; + + // walk the list first, so we can ignore duplicates... + // this is probably slower than clearing duplicates at the end + // but simpler to write in the first instance + while (current != NULL){ + if (!strcmp(anagram, current->anagram)){ + duplicate = 1; + break; + } + current = current->next; + } + + if (!duplicate){ + len = strlen(anagram+1); + newNode->anagram = malloc(sizeof(char)*len); + strcpy(newNode->anagram, anagram); + newNode->length = len + 1; + newNode->found = 0; + newNode->guessed = 0; + newNode->next = *headRef; // dereference back the the real head pointer + + *headRef = newNode; // ditto when replacing it with the new one + } +} diff --git a/src/linked.h b/src/linked.h new file mode 100755 index 0000000..4c6d772 --- /dev/null +++ b/src/linked.h @@ -0,0 +1,35 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +struct node { + char* anagram; + int found; + int guessed; + int length; + struct node* next; +}; + +int Length(struct node* head); +void swap(struct node** from, struct node** to); +void sort(struct node** headRef); +void destroyAnswers(struct node** headRef); +void push(struct node** headRef, char* anagram); diff --git a/src/sound.c b/src/sound.c new file mode 100755 index 0000000..01d9bad --- /dev/null +++ b/src/sound.c @@ -0,0 +1,289 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +#include +#include +#include +#include +#include + +struct sound{ + char* name; + SDL_AudioSpec spec; + Uint8 *audio_chunk; + Uint32 audio_len; + Uint8 *audio_pos; + struct sound* next; +}; + +struct soundQueue{ + char* name; + struct soundQueue* next; +}; + +//Uint32 audio_len; +//Uint8 *audio_pos; + +//struct sound* soundCache = NULL; +//struct soundQueue* sounds = NULL; + +/*******************************************************************************/ +//void fill_audio(void *udata, Uint8 *stream, int len){ +// The audio function callback takes the following parameters: +// stream: A pointer to the audio buffer to be filled +// len: The length (in bytes) of the audio buffer + + /* Only play if we have data left */ +// if ( audio_len == 0 ) +// return; + + /* Mix as much data as possible */ +// len = ( len > audio_len ? audio_len : len ); +// SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME); +// audio_pos += len; +// audio_len -= len; +//} + +/*******************************************************************************/ +void pushSound(struct sound** soundCache, char* name, char* filename){ + +struct sound* thisSound = NULL; + + thisSound = malloc(sizeof(struct sound)); + thisSound->name = malloc(sizeof(name)*strlen(name)); + strcpy(thisSound->name, name); + /* Set the audio format */ + thisSound->spec.freq = 22050; + thisSound->spec.format = AUDIO_S16; + thisSound->spec.channels = 2; /* 1 = mono, 2 = stereo */ + thisSound->spec.samples = 1024; /* Good low-latency value for callback */ + thisSound->spec.callback = NULL; // null for now - we'll set the local ref in the play routine + thisSound->spec.userdata = NULL; + thisSound->next = *soundCache; + + if (!strcmp(name, "playArea")){ + // create a big area to mix and play the audio in +// thisSound->audio_len = malloc(sizeof(Uint32)); + thisSound->audio_len = 8152; + thisSound->audio_chunk = malloc(sizeof(Uint8)*thisSound->audio_len); + } + else{ + // Attempt to load a sample + if (!SDL_LoadWAV(filename, &thisSound->spec, &thisSound->audio_chunk, &thisSound->audio_len)){ + SDL_CloseAudio(); + fprintf(stderr, "Error: %s", SDL_GetError()); + return; + } + } + + *soundCache = thisSound; +} + +/*******************************************************************************/ +void bufferSounds(struct sound** soundCache){ + + pushSound(&(*soundCache),"click", "audio/click.wav"); + pushSound(&(*soundCache),"click2", "audio/click2.wav"); + pushSound(&(*soundCache),"found", "audio/found.wav"); + pushSound(&(*soundCache),"playArea", ""); +} + +/*******************************************************************************/ +void clearSoundBuffer(struct sound** soundCache){ + +struct sound* currentSound = *soundCache, *previousSound = NULL; + + printf("top\n"); + + while (currentSound!=NULL){ + + printf("in top\n"); + + SDL_FreeWAV(currentSound->audio_chunk); + free(currentSound->name); + previousSound = currentSound; + currentSound = currentSound->next; + free(previousSound); + + printf("in botton\n"); + } + + printf("bottom\n"); +} + +/*******************************************************************************/ +//void playSound(struct sound* soundCache, char* name){ + +//struct sound* currentSound = soundCache; + +// while (currentSound!=NULL){ +// if (!strcmp(currentSound->name, name)){ +// printf("current sound is : %s\n", currentSound->name); +// audio_pos = currentSound->audio_chunk; +// audio_len = currentSound->audio_len; + /* Open the audio device, forcing the desired format */ +// currentSound->spec.callback = fill_audio; +// if ( SDL_OpenAudio(¤tSound->spec, NULL) < 0 ) { +// fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); +// return; +// } + + // Unpause the audio +// SDL_PauseAudio(0); + + /* Wait for sound to complete */ +// while ( audio_len > 0 ) { +// SDL_Delay(100); /* Sleep 1/10 second */ +// } + +// SDL_CloseAudio(); +// break; + +// } +// currentSound = currentSound->next; +// } +//} + +/*******************************************************************************/ +void pushSoundQueue(struct soundQueue** sounds, char* name){ + +struct soundQueue* current = *sounds; +struct soundQueue* previous = NULL; + + + // get the tail - won't ever be very many, so not too lossy + // and saves handling a tail pointer + while (current != NULL){ + previous = current; + current = current->next; + } + + current = NULL; + // OK a bit nasty - i'm reusing current here, i only + // used it above for running through the list + + current = malloc(sizeof(struct soundQueue)); + current->name = malloc(sizeof(char)*strlen(name)); + strcpy(current->name,name); + current->next = NULL; + + + // join up the queue + if (previous == NULL) + // first time only, the head is previous + *sounds = current; + else + previous->next = current; + +} + +/*******************************************************************************/ +void popSoundQueue(struct soundQueue** sounds, char* name){ + +struct soundQueue* oldHead = *sounds; + + *sounds = oldHead->next; + + free(oldHead->name); + free(oldHead); +} + +/*******************************************************************************/ +//int doneSounds = 0; +//int audioThreadOpen = 0; +//void* handleSounds(void *arg){ + +//char* name; + +// audioThreadOpen = 1; + + // if we're currently playing a sound or have none to handle - just leave +// while(!doneSounds){ + +// if(SDL_GetAudioStatus() == SDL_AUDIO_STOPPED && sounds != NULL){ + // get next sound off the queue and then pop it +// name = malloc(sizeof(char)*strlen(sounds->name)); +// strcpy(name, sounds->name); +// popSoundQueue(&sounds, name); +// printf("sound: %s\n", name); +// playSound(soundCache, name); + +// free(name); +// } +// } +// audioThreadOpen = 0; +// return 0; +//} + +/*******************************************************************************/ +/*int main(int argc, char** argv){ + +SDL_Surface* screen = NULL; +SDL_Event event; +Uint8* key; + +pthread_t audio; + + if (SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0){ + fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError()); + exit(1); + } + + screen=SDL_SetVideoMode(640,480,8,0); + + atexit(SDL_Quit); + + soundCache=NULL; + soundCache = malloc(sizeof(struct sound)); + bufferSounds(&soundCache); + + //sounds = malloc(sizeof(struct soundQueue)); + pushSoundQueue(&sounds, "click"); + pushSoundQueue(&sounds, "click2"); + pushSoundQueue(&sounds, "click"); + pushSoundQueue(&sounds, "click2"); + pushSoundQueue(&sounds, "click2"); + pushSoundQueue(&sounds, "found"); + + // create the audio handler on a new thread + pthread_create(&audio, NULL, handleSounds, NULL); + +// playSound(soundCache, "click"); +// playSound(soundCache, "click2"); +// playSound(soundCache, "found"); + + do{ + key = SDL_GetKeyState(NULL); + if(SDL_PollEvent(&event)) + if(event.type == SDL_QUIT) + break; + } + while (!key[SDLK_ESCAPE]); + + doneSounds=1; + while (audioThreadOpen){ + SDL_Delay(500); + } + + clearSoundBuffer(&soundCache); + return 0; +}*/ diff --git a/src/sound.h b/src/sound.h new file mode 100755 index 0000000..6c700f5 --- /dev/null +++ b/src/sound.h @@ -0,0 +1,44 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +struct sound{ + char* name; + SDL_AudioSpec spec; + Uint8 *audio_chunk; + Uint32 audio_len; + Uint8 *audio_pos; + struct sound* next; +}; + +struct soundQueue{ + char* name; + struct soundQueue* next; +}; + +//void fill_audio(void *udata, Uint8 *stream, int len); +void pushSound(struct sound** soundCache, char* name, char* filename); +void bufferSounds(struct sound** soundCache); +void clearSoundBuffer(); +void playSound(struct sound* soundCache, char* name); +void pushSoundQueue(struct soundQueue** sounds, char* name); +void popSoundQueue(struct soundQueue** sounds, char* name); +void* handleSounds(void *arg); diff --git a/src/sprite.c b/src/sprite.c new file mode 100755 index 0000000..051703a --- /dev/null +++ b/src/sprite.c @@ -0,0 +1,153 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +#include +#include +#include +#include "sprite.h" + +/********************************************************************/ +void setBackground(SDL_Surface** screen, struct sprite** movie){ + +SDL_Rect rect; + + rect.x = (*movie)->x; + rect.y = (*movie)->y; + rect.w = (*movie)->w; + rect.h = (*movie)->h; + + // copy the background into the replace buffer + SDL_BlitSurface(*screen, &rect, (*movie)->replace, NULL); +} + +/********************************************************************/ +void showSprite(SDL_Surface** screen, struct sprite** movie){ + +SDL_Rect rect; + + rect.x = (*movie)->x; + rect.y = (*movie)->y; + rect.w = (*movie)->w; + rect.h = (*movie)->h; + + // display the image in new location + SDL_SetColorKey((*movie)->sprite, SDL_SRCCOLORKEY, SDL_MapRGB((*movie)->sprite->format,255,0,255)); + SDL_BlitSurface((*movie)->sprite, NULL, *screen, &rect); +} + +/********************************************************************/ +void resetBackground(SDL_Surface** screen, struct sprite** movie){ + +SDL_Rect rect; + + rect.x = (*movie)->x; + rect.y = (*movie)->y; + rect.w = (*movie)->w; + rect.h = (*movie)->h; + + // put the screen back the way it was + SDL_SetColorKey((*movie)->replace, SDL_SRCCOLORKEY, SDL_MapRGB((*movie)->replace->format,255,0,255)); + SDL_BlitSurface((*movie)->replace, NULL, *screen, &rect); +} + +/********************************************************************/ +void moveSprite(SDL_Surface** screen, struct sprite** movie, int letterSpeed){ + +int i; +int x, y; +int Xsteps; + + // move a sprite from it's curent location to the new location + if( ( (*movie)->y != (*movie)->toY ) || ( (*movie)->x != (*movie)->toX ) ){ + + x = (*movie)->toX - (*movie)->x; + y = (*movie)->toY - (*movie)->y; + if (y){ + if (x<0) x *= -1; + if (y<0) y *= -1; + Xsteps = (x / y) * letterSpeed; + } + else{ + Xsteps = letterSpeed; + } + + for (i = 0; ix < (*movie)->toX){ + (*movie)->x++; + } + if((*movie)->x > (*movie)->toX){ + (*movie)->x--; + } + } + + for (i=0;iy < (*movie)->toY){ + (*movie)->y++; + } + if((*movie)->y > (*movie)->toY){ + (*movie)->y--; + } + } + } + + setBackground(&(*screen), &(*movie)); +} + +/********************************************************************/ +void moveSprites(SDL_Surface** screen, struct sprite** letters, int letterSpeed){ + +struct sprite* current; + + current= *letters; + while(current!=NULL){ + moveSprite(&(*screen), ¤t, letterSpeed); + current = current->next; + } + current = *letters; + while(current!=NULL){ + showSprite(&(*screen), ¤t); + current=current->next; + } + SDL_Flip(*screen); + current = *letters; + while(current!=NULL){ + resetBackground(&(*screen), ¤t); + current= current->next; + } +} + +/********************************************************************/ +void destroyLetters(struct sprite** letters){ +struct sprite* current = *letters; +struct sprite* previous = NULL; + + while(current!=NULL){ + SDL_FreeSurface(current->sprite); + SDL_FreeSurface(current->replace); + previous = current; + current = current->next; + free(previous); + } + + (*letters)=NULL; + +} diff --git a/src/sprite.h b/src/sprite.h new file mode 100755 index 0000000..e72d64d --- /dev/null +++ b/src/sprite.h @@ -0,0 +1,50 @@ +/* +Anagramarama - A word game. Like anagrams? You'll love anagramarama! +Copyright (C) 2003 Colm Gallagher + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Contact Details: colm@coralquest.com + 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. +*/ + +#define LETTER_FAST 15 +#define LETTER_SLOW 1 +#define GAME_LETTER_HEIGHT 90 +#define GAME_LETTER_WIDTH 80 +#define GAME_LETTER_SPACE 2 +#define SHUFFLE_BOX_Y 107 +#define BOX_START_X 80 +#define ANSWER_BOX_Y 243 + +struct sprite{ + SDL_Surface* sprite; + SDL_Surface* replace; + int x,y,w,h; + int toX, toY; + struct sprite* next; + int index; + int box; +}; + +void setBackground(SDL_Surface** screen, struct sprite** movie); +void showSprite(SDL_Surface** screen, struct sprite** movie); +void resetBackground(SDL_Surface** screen, struct sprite** movie); +void moveSprite(SDL_Surface** screen, struct sprite** movie, int letterSpeed); +void moveSprites(SDL_Surface** screen, struct sprite** letters, int LetterSpeed); +int nextBlankPosition(int box, int* index); +//void clickDetect(int button, int x, int y, SDL_Surface *screen, struct sprite** letters); +void destroyLetters(struct sprite** letters); +//void buildLetters(struct sprite** letters, SDL_Surface* screen); diff --git a/wordlist.txt b/wordlist.txt new file mode 100755 index 0000000..b8980f0 --- /dev/null +++ b/wordlist.txt @@ -0,0 +1,17454 @@ +aback +abaft +abandon +abase +abased +abaser +abases +abash +abashed +abashes +abasing +abate +abated +abater +abates +abating +abbe +abbey +abbeys +abbot +abbots +abdomen +abduct +abducts +abed +abet +abets +abetted +abetter +abettor +abhor +abhors +abide +abided +abider +abides +abiding +ability +abject +abjure +abjured +abjurer +abjures +ablate +ablated +ablates +ablaze +able +abler +ablest +ably +aboard +abode +abodes +abolish +abort +aborted +aborter +aborts +abound +abounds +about +above +abrade +abraded +abrader +abrades +abreast +abridge +abroad +abrupt +abscess +abscond +absence +absent +absents +absolve +absorb +absorbs +abstain +absurd +abuse +abused +abuser +abusers +abuses +abusing +abusive +abut +abuts +abutted +abutter +abysmal +abyss +abysses +acacia +academy +accede +acceded +accedes +accent +accents +accept +accepts +access +acclaim 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