From: Pat Thoyts Date: Tue, 15 Jun 2010 19:57:37 +0000 (+0100) Subject: Imported anagramarama-0.2.tar.gz X-Git-Tag: v0.2 X-Git-Url: https://privyetmir.co.uk/gitweb.cgi?a=commitdiff_plain;h=e420538849c44c7555fd7f975b23a166671aa4d5;p=anagramarama Imported anagramarama-0.2.tar.gz --- diff --git a/images/.xvpics/background.bmp b/images/.xvpics/background.bmp deleted file mode 100755 index 24ea5c6..0000000 --- a/images/.xvpics/background.bmp +++ /dev/null @@ -1,5 +0,0 @@ -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/makefile b/makefile index a473217..82cf077 100755 --- a/makefile +++ b/makefile @@ -1,8 +1,6 @@ -CFLAGS=-Wall `sdl-config --libs --cflags` -lSDL_mixer -CFLAGS2=-Wall -CC=cc - -LIBS= +LFLAGS=-Wall -funroll-loops -fomit-frame-pointer -pipe -O9 +CFLAGS=-Wall `sdl-config --cflags --libs` -funroll-loops -fomit-frame-pointer -pipe -O9 -lSDL_mixer +CC=gcc 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 @@ -14,13 +12,16 @@ ag: $(OBJ_FILES) $(CC) $(CFLAGS) -o $(OUT_FILE) $(OBJ_FILES) src/dlb.o: src/dlb.c - $(CC) $(CFLAGS2) -c -o $@ $^ + $(CC) $(LFLAGS) -c -o $@ $^ src/linked.o: src/linked.c - $(CC) $(CFLAGS2) -c -o $@ $^ + $(CC) $(LFLAGS) -c -o $@ $^ src/sprite.o: src/sprite.c - $(CC) $(CFLAGS2) -c -o $@ $^ + $(CC) $(LFLAGS) -c -o $@ $^ src/ag.o: src/ag.c - $(CC) $(CFLAGS2) -c -o $@ $^ + $(CC) $(LFLAGS) -c -o $@ $^ + +clean: + rm -f src/*.o diff --git a/makefile.BEOS b/makefile.BEOS new file mode 100644 index 0000000..f013c71 --- /dev/null +++ b/makefile.BEOS @@ -0,0 +1,27 @@ +LFLAGS=`sdl-config --libs` -lSDL_mixer -Wl, -s, -x +CFLAGS=-Wall `sdl-config --cflags` -funroll-loops -fomit-frame-pointer -pipe -O9 +CC=gcc + +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) $(LFLAGS) -o $(OUT_FILE) $(OBJ_FILES) + +src/dlb.o: src/dlb.c + $(CC) $(CFLAGS) -c -o $@ $^ + +src/linked.o: src/linked.c + $(CC) $(CFLAGS) -c -o $@ $^ + +src/sprite.o: src/sprite.c + $(CC) $(CFLAGS) -c -o $@ $^ + +src/ag.o: src/ag.c + $(CC) $(CFLAGS) -c -o $@ $^ + +clean: + rm -f src/*.o $(OUT_FILE) diff --git a/src/ag.c b/src/ag.c index ca5f943..0e2ca8e 100755 --- a/src/ag.c +++ b/src/ag.c @@ -20,6 +20,40 @@ Contact Details: colm@coralquest.com 12 Weston Terrace, West Kilbride, KA23 9JX. Scotland. */ + +/*********************************************************** +Contributors + +Colm Gallagher : Concept and initial programming +Alan Grier : Graphics +THomas Plunkett : Audio +Shard : BEOS Port and bugfixes +Adolfo : Bugfix for Linux Red-Hat version 7.3 + +************************************************************ +version who changes +------------------------------------------------------------------- +0.1 Colm initial Linux & Windows revisions + +0.2 Shard Bugfix: buffer overrun in clearWord + function corrupted memory. Strange + thing is it crashed BEOS, but not + Linux or Windows - guess they handle + memory differently or BEOS is much + better at detecting exceptions + +0.3 Shard added BEOS port (new makefile) + +0.4 Adolfo Bugfix: oops! in the checkGuess + function, I tried to initialise + test[] using a variable as if I was + using vb6 ! Have changed this to a + static buffer and all is now well. + +0.5 Colm Added keyboard input + +***********************************************************/ + #include #include #include @@ -43,7 +77,6 @@ int startNewGame = 0; int solvePuzzle = 0; int shuffleRemaining = 0; int clearGuess = 0; -//int winGame = 0; int gameStart = 0; int gameTime = 0; @@ -73,15 +106,25 @@ 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; -/*******************************************************************************/ + + + + +/*********************************************************** +synopsis: walk the module level soundCache until the required + name is found. when found, return the audio data + if name is not found, return NULL instead. + +inputs: name - the unique id string of the required sound + +outputs: returns a chunk of audio or NULL if not found +***********************************************************/ Mix_Chunk* getSound(char* name){ struct sound* currentSound = soundCache; @@ -98,7 +141,19 @@ struct sound* currentSound = soundCache; return NULL; } -/*******************************************************************************/ + + + +/*********************************************************** +synopsis: push a sound onto the soundCache + +inputs: soundCache - pointer to the head of the soundCache + name - unique id string for the sound, this is used + to later play the sound + filename - the filename of the WAV file + +outputs: n/a +***********************************************************/ void pushSound(struct sound** soundCache, char* name, char* filename){ struct sound* thisSound = NULL; @@ -114,7 +169,19 @@ struct sound* thisSound = NULL; *soundCache = thisSound; } -/*******************************************************************************/ + + + +/*********************************************************** +synopsis: push all the game sounds onto the soundCache + linked list. Not that soundCache is passed into + pushSound by reference, so that the head pointer + can be updated + +inputs: pointer to the soundCache + +outputs: n/a +***********************************************************/ void bufferSounds(struct sound** soundCache){ pushSound(&(*soundCache),"click-answer", "audio/click-answer.wav"); @@ -129,7 +196,17 @@ void bufferSounds(struct sound** soundCache){ } -/*******************************************************************************/ + + + +/*********************************************************** +synopsis: free all of the data in the audio buffer + the audio buffer is a module variable + +inputs: n/a + +outputs: n/a +***********************************************************/ void clearSoundBuffer(){ struct sound* currentSound = soundCache, *previousSound = NULL; @@ -144,9 +221,19 @@ struct sound* currentSound = soundCache, *previousSound = NULL; } } -/***********************************************************/ + + + +/*********************************************************** +synopsis: determine the next blank space in a string + blanks are indicated by pound £ not space + +inputs: pointer the string to check + +outputs: returns position of next blank (1 is first character) + or 0 if no blanks found +***********************************************************/ int nextBlank(char* string){ -// determine the next blank space in a string - blanks are indicated by pound £ not space int i; int found=0; @@ -165,9 +252,18 @@ int found=0; } } -/***********************************************************/ + + + +/*********************************************************** +synopsis: shift a string of characters 1 character to the left + truncating the leftmost character + +inputs: pointer to string to shift + +outputs: pointer to the shifted string +***********************************************************/ char* shiftLeftKill(char* string){ -// shift a string of characters 1 character to the left int i; char start; @@ -190,10 +286,19 @@ int len; free(newString); } -/***********************************************************/ + + + +/*********************************************************** +synopsis: shift a string of characters 1 character to the left + move the first character to the end of the string + so it wraps around + +inputs: pointer to string to shift + +outputs: pointer to the shifted string +***********************************************************/ char* shiftLeft(char* string){ -// shift a string of characters 1 character to the left -// move the first character to the end of the string int i; char start; @@ -217,11 +322,22 @@ int len; free(newString); } -/***********************************************************/ + + + +/*********************************************************** +synopsis: Generate all possible combinations of the root word + the initial letter is fixed, so to work out all + anagrams of a word, prefix with space. + +inputs: head - pointer to the answers list + dlbHead - pointer to the dictionary + guess - pointer to the current guess + remain - pointer to the remaining letters + +outputs: all parameters are in/out +***********************************************************/ void ag(struct node** head, struct dlb_node* dlbHead, char** guess, char** remain){ -// generate all possible combinations of the root word -// the initial letter is fixed (hence the space character -// at the end of the possible list) char* newGuess; char* newRemain; @@ -242,8 +358,6 @@ int totalLen=0, guessLen=0, remainLen=0, i; newGuess[guessLen+1] = '\0'; newRemain[remainLen-1] = '\0'; -// printf("%s\n", newGuess); - if(strlen(newGuess) > 3){ if (dlb_lookup(dlbHead,shiftLeftKill(newGuess))){ push(&(*head), shiftLeftKill(newGuess)); @@ -265,7 +379,16 @@ int totalLen=0, guessLen=0, remainLen=0, i; free(newRemain); } -/***********************************************************/ + + + +/*********************************************************** +synopsis: update all of the answers to "found" + +inputs: head - pointer to the answers linked list + +outputs: n/a +***********************************************************/ void solveIt(struct node* head){ struct node* current = head; @@ -276,7 +399,19 @@ struct node* current = head; } } -/***********************************************************/ + + + +/*********************************************************** +synopsis: load the named image to position x,y onto the + required surface + +inputs: file - the filename to load (.BMP) + screen - the SDL_Surface to display the image + x,y - the top left postion + +outputs: n/a +***********************************************************/ void ShowBMP(char *file, SDL_Surface *screen, int x, int y){ SDL_Surface *image; SDL_Rect dest; @@ -301,74 +436,26 @@ void ShowBMP(char *file, SDL_Surface *screen, int x, int y){ 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; +/*********************************************************** +synopsis: for each letter to each answer in the nodelist, + display a neat little box. If the answer has + been found display the letter for each box. + if the answer was guessed (as opposed to set found + by solveIt), display a white background, otherwise + display a blue background. - while (current != NULL){ +inputs: head - pointer to the answers linked list + screen - pointer to the SDL_Surface to update - // 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); -} -*/ -/***********************************************************/ +outputs: n/a +***********************************************************/ 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; @@ -377,7 +464,6 @@ 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; @@ -416,10 +502,7 @@ int listLetters = 0; 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); } @@ -445,19 +528,36 @@ int listLetters = 0; current=current->next; } -// SDL_Flip(screen); } -/***********************************************************/ + + + +/*********************************************************** +synopsis: walk the linked list of answers checking + for our guess. If the guess exists, mark it as + found and guessed. + if it's the longest word play the foundbig + sound otherwise play the got word sound. + If the word has already been found, play the + duplicate sound. + If it cannot be found, play the badword sound + +inputs: answer - the string that we're checking + head - pointer to the linked list of answers + +outputs: n/a +***********************************************************/ void checkGuess(char* answer, struct node* head){ // check the guess against the answers struct node* current = head; int i, len; int foundWord = 0; +char test[7]; len = nextBlank(answer) -1; if (len<0) len=7; - char test[len]; +// char test[len]; //bugfix by Adolfo - what was I thinking! and why does it only fail on RH 7.3?? for (i=0; ikey.keysym.sym; + + if (!gamePaused){ + + switch(keyedLetter){ + + case SDLK_BACKSPACE: case SDLK_ESCAPE: + // clear has been pressed + clearGuess = 1; + break; + + case SDLK_RETURN: + //enter has been pressed + checkGuess(answer, head); + break; + case ' ': + // shuffle has been pressed + shuffleRemaining = 1; + Mix_PlayChannel(-1, getSound("shuffle"),0); + break; + default: + // loop round until we find the first instance of the selected letter in SHUFFLE + while (current!=NULL&¤t->box!=CONTROLS){ + if (current->box == SHUFFLE){ + if (current->letter == keyedLetter){ + current->toX = nextBlankPosition(ANSWER, ¤t->index); + current->toY = ANSWER_BOX_Y; + current->box = ANSWER; + Mix_PlayChannel(-1, getSound("click-shuffle"), 0); + break; //while + } + } + current=current->next; + } + + } + + } +} + + + + +/*********************************************************** +synopsis: checks where the mouse click occurred - if it's in + a defined hotspot then perform the appropriate action + + Hotspot Action + ----------------------------------------------------- + A letter set the new x,y of the letter + and play the appropriate sound + + ClearGuess set the clearGuess flag + + checkGuess pass the current answer to the + checkGuess routine + + solvePuzzle set the solvePuzzle flag + + shuffle set the shuffle flag and + play the appropriate sound + + newGame set the newGame flag + + quitGame set the quitGame flag + +inputs: button - mouse button that has ben clicked + x, y - the x,y coords of the mouse + screen - the SDL_Surface to display the image + head - pointer to the top of the answers list + letters - pointer to the letters sprites + +outputs: n/a +***********************************************************/ void clickDetect(int button, int x, int y, SDL_Surface *screen, struct node* head, struct sprite** letters){ struct sprite* current = *letters; @@ -600,7 +812,16 @@ struct sprite* current = *letters; } } -/***********************************************************/ + + + +/*********************************************************** +synopsis: move all letters from answer to shuffle + +inputs: letters - the letter sprites + +outputs: n/a +***********************************************************/ int clearWord(struct sprite** letters){ struct sprite* current = *letters; @@ -608,7 +829,8 @@ struct sprite* orderedLetters[7]; int i; int count = 0; - for (i=0;i<=7;i++){ + //for (i=0;i<=7;i++){ // bug fixed by Shard - killed BEOSr, but not linux or windows! + for (i=0;i<7;i++){ orderedLetters[i] = NULL; } @@ -623,14 +845,24 @@ int count = 0; current=current->next; } - for (i=0;i<=7;i++){ + for (i=0;i<7;i++){ if(orderedLetters[i] != NULL) orderedLetters[i]->toX = nextBlankPosition(SHUFFLE, &orderedLetters[i]->index); } return count; } -/***********************************************************/ + + + + +/*********************************************************** +synopsis: display the score graphic + +inputs: screen - the SDL_Surface to display the image + +outputs: n/a +***********************************************************/ void updateScore(SDL_Surface* screen){ // we'll display the total Score, this is the game score @@ -661,7 +893,17 @@ SDL_Rect fromrect, torect, blankRect; SDL_BlitSurface(numberBank, &fromrect, scoreSprite->sprite, &torect); } } -/***********************************************************/ + + + + +/*********************************************************** +synopsis: displays the graphical representation of time + +inputs: screen - the SDL_Surface to display the image + +outputs: n/a +***********************************************************/ void updateTime(SDL_Surface* screen){ // the time is x seconds minus the number of seconds of game time @@ -715,16 +957,28 @@ SDL_Rect fromrect, torect, blankRect; Mix_PlayChannel(-1, getSound("clock-tick"), 0); } } -/***********************************************************/ + + + + +/*********************************************************** +synopsis: spin the word file to a random location and then + loop until a 7 or 8 letter word is found + this is quite a weak way to get a random word + considering we've got a nice dbl Dictionary to + hand - but it works for now. + +inputs: n/a + +outputs: a random word +***********************************************************/ 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 len=0; int done = 0; filelocation = rand()%10000; @@ -771,12 +1025,19 @@ int done = 0; wordFromList[len+1] = '\0'; return wordFromList; - free(wordFromList); } -/***********************************************************/ + + + +/*********************************************************** +synopsis: swap 2 characters in a string + +inputs: from, to - the characters to swap + +outputs: the swapped string +***********************************************************/ char* swapChars(int from, int to, char* string){ -// swap 2 characters in a string char swap; @@ -788,10 +1049,18 @@ char swap; } -/***********************************************************/ + + + +/*********************************************************** +synopsis: working backwards in the string, + find the first non space character + +inputs: a string to check + +outputs: the position of the character +***********************************************************/ int revFirstNonSpace(char* thisWord){ -// working backwards in the string, -// find the first non space character int i; for (i = strlen(thisWord) ; i>0; i--){ @@ -803,9 +1072,17 @@ int i; return 0; } -/***********************************************************/ + + + +/*********************************************************** +synopsis: replace characters randomly + +inputs: string to randomise (in/out) + +outputs: n/a +***********************************************************/ void shuffleWord(char** thisWord){ -// replace characters randomly int numSwaps; int from, to; @@ -822,27 +1099,20 @@ int len; strcpy(*thisWord, swapChars(from, to, *thisWord)); } - // move all the spaces to the end -// strcpy(buffer, *thisWord); -// for (i=0;ireplace, NULL); thisLetter->x = rand()%799;//i * (GAME_LETTER_WIDTH + GAME_LETTER_SPACE) + BOX_START_X; thisLetter->y = rand()%599;//SHUFFLE_BOX_Y; + thisLetter->letter = shuffle[i]; thisLetter->h = thisLetter->sprite->h; thisLetter->w = thisLetter->sprite->w; thisLetter->toX = i * (GAME_LETTER_WIDTH + GAME_LETTER_SPACE) + BOX_START_X; @@ -998,10 +1271,20 @@ int index = 0; } } -/***********************************************************/ + + + +/*********************************************************** +synopsis: add the clock to the sprites + keep a module reference to it for quick and easy update + this sets the clock to a fixed 5:00 start + +inputs: letters - letter sprites head node (in/out) + screen - the SDL_Surface to display the image + +outputs: n/a +***********************************************************/ 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; @@ -1093,10 +1376,19 @@ int index = 0; clockSprite = thisLetter; } -/***********************************************************/ + + + +/*********************************************************** +synopsis: add the Score to the sprites + keep a module reference to it for quick and easy update + +inputs: letters - letter sprites head node (in/out) + screen - the SDL_Surface to display the image + +outputs: n/a +***********************************************************/ 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; @@ -1167,12 +1459,28 @@ int i; previousLetter->next = thisLetter; scoreSprite = thisLetter; } -/***********************************************************/ + + + + +/*********************************************************** +synopsis: do all of the initialisation for a new game: + build the screen + get a random word and generate anagrams + (must get less than 66 anagrams to display on screen) + initialise all the game control flags + +inputs: head - first node in the answers list (in/out) + dblHead - first node in the dictionary list + screen - the SDL_Surface to display the image + letters - first node in the letter sprites (in/out) + +outputs: n/a +***********************************************************/ 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; @@ -1213,13 +1521,11 @@ int 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); @@ -1244,10 +1550,42 @@ int i; gameTime = 0; stopTheClock = 0; - // create the clock loop on a new thread - //pthread_create(&clock, NULL, updateClock, NULL); } -/***********************************************************/ + + + + +/*********************************************************** +synopsis: a big while loop that runs the full length of the + game, checks the game events and responds + accordingly + + event action + ------------------------------------------------- + winGame stop the clock and solve puzzle + timeRemaining update the clock tick + timeUp stop the clock and solve puzzle + solvePuzzle trigger solve puzzle and stop clock + updateAnswers trigger update answers + startNew trigger start new + updateScore trigger update score + shuffle trigger shuffle + clear trigger clear answer + quit end loop + poll events check for keyboard/mouse and quit + + finally, move the sprites -this is always called + so the sprites are always considered to be moving + no "move sprites" event exists - sprites x&y just + needs to be updated and they will always be moved + +inputs: head - first node in the answers list (in/out) + dblHead - first node in the dictionary list + screen - the SDL_Surface to display the image + letters - first node in the letter sprites (in/out) + +outputs: n/a +***********************************************************/ void gameLoop(struct node** head, struct dlb_node* dlbHead, SDL_Surface* screen, struct sprite** letters){ int done=0; @@ -1351,19 +1689,33 @@ int timeNow; { 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: + + case SDL_KEYUP: + handleKeyboardEvent(&event, *head, &(*letters)); + break; + case SDL_QUIT: done=1; } - } + } moveSprites(&screen, &(*letters), letterSpeed); - } + } } -/***********************************************************/ + + + +/*********************************************************** +synopsis: initialise graphics and sound, build the dictionary + cache the images and start the game loop + when the game is done tidy up + +inputs: argc - argument count + argv - arguments + +outputs: retval 0 = success 1 = failure +***********************************************************/ int main(int argc, char *argv[]){ struct node* head = NULL; @@ -1404,9 +1756,6 @@ struct sprite* letters = NULL; bufferSounds(&soundCache); - // create the audio handler on a new thread - //pthread_create(&audio, NULL, handleSounds, NULL); - // create dictionary createDLBTree(&dlbHead); diff --git a/src/sound.c b/src/sound.c deleted file mode 100755 index 01d9bad..0000000 --- a/src/sound.c +++ /dev/null @@ -1,289 +0,0 @@ -/* -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 deleted file mode 100755 index 6c700f5..0000000 --- a/src/sound.h +++ /dev/null @@ -1,44 +0,0 @@ -/* -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.h b/src/sprite.h index e72d64d..c54c2c1 100755 --- a/src/sprite.h +++ b/src/sprite.h @@ -32,6 +32,7 @@ Contact Details: colm@coralquest.com struct sprite{ SDL_Surface* sprite; SDL_Surface* replace; + char letter; int x,y,w,h; int toX, toY; struct sprite* next; diff --git a/wordlist.txt b/wordlist.txt index b8980f0..d314cb9 100755 --- a/wordlist.txt +++ b/wordlist.txt @@ -10124,6 +10124,7 @@ negator neglect neigh neither +neon nephew nephews nerve