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-rw-r--r--noncore/games/sfcave-sdl/animatedimage.cpp68
-rw-r--r--noncore/games/sfcave-sdl/animatedimage.h25
-rw-r--r--noncore/games/sfcave-sdl/bfont.cpp443
-rw-r--r--noncore/games/sfcave-sdl/bfont.h70
-rw-r--r--noncore/games/sfcave-sdl/config.in5
-rw-r--r--noncore/games/sfcave-sdl/constants.h67
-rw-r--r--noncore/games/sfcave-sdl/fly_game.cpp103
-rw-r--r--noncore/games/sfcave-sdl/fly_game.h28
-rw-r--r--noncore/games/sfcave-sdl/flyterrain.cpp103
-rw-r--r--noncore/games/sfcave-sdl/flyterrain.h29
-rw-r--r--noncore/games/sfcave-sdl/font.cpp72
-rw-r--r--noncore/games/sfcave-sdl/font.h33
-rw-r--r--noncore/games/sfcave-sdl/game.cpp332
-rw-r--r--noncore/games/sfcave-sdl/game.h82
-rw-r--r--noncore/games/sfcave-sdl/gates_game.cpp188
-rw-r--r--noncore/games/sfcave-sdl/gates_game.h45
-rw-r--r--noncore/games/sfcave-sdl/help.cpp237
-rw-r--r--noncore/games/sfcave-sdl/help.h35
-rw-r--r--noncore/games/sfcave-sdl/menu.cpp337
-rw-r--r--noncore/games/sfcave-sdl/menu.h71
-rw-r--r--noncore/games/sfcave-sdl/player.cpp162
-rw-r--r--noncore/games/sfcave-sdl/player.h50
-rw-r--r--noncore/games/sfcave-sdl/random.cpp189
-rw-r--r--noncore/games/sfcave-sdl/random.h24
-rw-r--r--noncore/games/sfcave-sdl/rect.h61
-rw-r--r--noncore/games/sfcave-sdl/settings.cpp273
-rw-r--r--noncore/games/sfcave-sdl/settings.h52
-rw-r--r--noncore/games/sfcave-sdl/sfcave-sdl.pro55
-rw-r--r--noncore/games/sfcave-sdl/sfcave.cpp546
-rw-r--r--noncore/games/sfcave-sdl/sfcave.h50
-rw-r--r--noncore/games/sfcave-sdl/sfcave_game.cpp167
-rw-r--r--noncore/games/sfcave-sdl/sfcave_game.h39
-rw-r--r--noncore/games/sfcave-sdl/sound.cpp154
-rw-r--r--noncore/games/sfcave-sdl/sound.h35
-rw-r--r--noncore/games/sfcave-sdl/starfield.cpp223
-rw-r--r--noncore/games/sfcave-sdl/starfield.h41
-rw-r--r--noncore/games/sfcave-sdl/stringtokenizer.h23
-rw-r--r--noncore/games/sfcave-sdl/terrain.cpp313
-rw-r--r--noncore/games/sfcave-sdl/terrain.h50
-rw-r--r--noncore/games/sfcave-sdl/util.cpp64
-rw-r--r--noncore/games/sfcave-sdl/util.h10
41 files changed, 4954 insertions, 0 deletions
diff --git a/noncore/games/sfcave-sdl/animatedimage.cpp b/noncore/games/sfcave-sdl/animatedimage.cpp
new file mode 100644
index 0000000..d9d6ff6
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/animatedimage.cpp
@@ -0,0 +1,68 @@
1#include "SDL.h"
2#include "SDL_image.h"
3
4#include "constants.h"
5#include "animatedimage.h"
6
7AnimatedImage :: AnimatedImage( QString file, int nFrames )
8{
9 nrFrames = nFrames;
10 currentFrame = 0;
11
12 // Load image
13 image = IMG_Load( (const char *)file.c_str() );
14 if ( !image )
15 {
16 nrFrames = 0;
17 image = 0;
18 return;
19 }
20
21 SDL_SetColorKey(image, SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB( image->format, 0, 0, 0 ) );
22 //image = SDL_DisplayFormat( tmp );
23
24 //SDL_FreeSurface( tmp );
25 frameWidth = image->w/nrFrames;
26 frameHeight = image->h;
27}
28
29AnimatedImage :: ~AnimatedImage()
30{
31 if ( image != 0 )
32 SDL_FreeSurface( image );
33}
34
35bool AnimatedImage :: nextFrame()
36{
37 bool rc = true;
38 currentFrame ++;
39 if ( currentFrame >= nrFrames )
40 {
41 currentFrame --;
42 rc = false;
43 }
44
45 return rc;
46}
47
48void AnimatedImage :: draw( SDL_Surface *screen, int x, int y )
49{
50 SDL_Rect dst;
51 dst.x = currentFrame * frameWidth;
52 dst.y = 0;
53 dst.w = frameWidth;
54 dst.h = frameHeight;
55
56 SDL_Rect dst2;
57 dst2.x = x - (frameWidth/2);
58 dst2.y = y - (frameHeight/2);;
59 SDL_BlitSurface( image, &dst, screen, &dst2 );
60}
61
62bool AnimatedImage :: AtEnd()
63{
64 if ( currentFrame +1 >= nrFrames || image == 0 )
65 return true;
66 return false;
67}
68
diff --git a/noncore/games/sfcave-sdl/animatedimage.h b/noncore/games/sfcave-sdl/animatedimage.h
new file mode 100644
index 0000000..1b38e6d
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/animatedimage.h
@@ -0,0 +1,25 @@
1#ifndef __ANIMATED_IMAGE_H
2#define __ANIMATED_IMAGE_H
3
4#include "SDL.h"
5
6class AnimatedImage
7{
8public:
9 AnimatedImage( QString file, int nFrames );
10 ~AnimatedImage();
11
12 bool nextFrame();
13 void draw( SDL_Surface *screen, int x, int y );
14 bool AtEnd();
15 void reset() { currentFrame = 0; }
16private:
17
18 SDL_Surface *image;
19 int nrFrames;
20 int currentFrame;
21
22 int frameWidth;
23 int frameHeight;
24};
25#endif
diff --git a/noncore/games/sfcave-sdl/bfont.cpp b/noncore/games/sfcave-sdl/bfont.cpp
new file mode 100644
index 0000000..0f29104
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/bfont.cpp
@@ -0,0 +1,443 @@
1/***********************************************************/
2/* */
3/* BFONT.c v. 1.0.2 - Billi Font Library by Diego Billi */
4/* BFONT++ C++ port by Gianluigi Davassi */
5/***********************************************************/
6#include "iostream"
7using namespace std;
8#include "string.h"
9#include "stdlib.h"
10#include "stdarg.h"
11
12#include "SDL_image.h"
13#include "bfont.h"
14
15void BFont::InitFont()
16{
17 int x = 0, i = '!';
18 Uint32 sentry = GetPixel(0,0);
19
20 if (SDL_MUSTLOCK(Surface))
21 SDL_LockSurface(Surface);
22
23 while ( x < (Surface->w-1))
24 {
25 if(GetPixel(x,0) != sentry)
26 {
27 Chars[i].x = x;
28 Chars[i].y = 1;
29 Chars[i].h = Surface->h;
30 for (; GetPixel(x, 0) != sentry && x < (Surface->w); ++x) ;
31 Chars[i].w = (x - Chars[i].x);
32 i++;
33 } else
34 { x++; }
35 }
36 Chars[' '].x = 0;
37 Chars[' '].y = 0;
38 Chars[' '].h = Surface->h;
39 Chars[' '].w = Chars['!'].w;
40
41 if (SDL_MUSTLOCK(Surface))
42 SDL_UnlockSurface(Surface);
43
44 h = Surface->h;
45
46 SDL_SetColorKey(Surface, SDL_SRCCOLORKEY, GetPixel(0, Surface->h-1));
47}
48
49
50/* Load the font and stores it in the BFont_Info structure */
51void BFont::LoadFont (const char *filename)
52{
53 SDL_Surface *surface(NULL);
54 int x;
55 // tutta roba inutile in C++.... :-)
56 /* BFont_Info *Font=NULL;
57 Font = (BFont_Info *) malloc(sizeof(BFont_Info));*/
58
59 if ((filename != NULL ) && (this != NULL))
60 {
61 surface = IMG_Load( filename );
62
63 if (surface != NULL)
64 {
65 Surface = surface;
66 for (x=0; x<256; x++)
67 {
68 Chars[x].x = 0;
69 Chars[x].y = 0;
70 Chars[x].h = 0;
71 Chars[x].w = 0;
72 }
73 InitFont(); // Init the font
74 }
75 }
76 else
77 {
78 cerr << "Error! The font has not been loaded!" << endl;
79 }
80}
81
82BFont * BFont :: SetFontColor(Uint8 r, Uint8 g, Uint8 b)
83{
84 int x,y;
85
86 BFont *newfont;
87 SDL_Surface *surface = NULL;
88
89 Uint32 pixel;
90 Uint8 old_r, old_g, old_b;
91 Uint8 new_r, new_g, new_b;
92 Uint32 color_key;
93
94 newfont = new BFont(NULL);
95
96 if (newfont != NULL) {
97
98 newfont->h = h;
99
100 for (x=0; x<256; x++) {
101 newfont->Chars[x].x = Chars[x].x;
102 newfont->Chars[x].y = Chars[x].y;
103 newfont->Chars[x].h = Chars[x].h;
104 newfont->Chars[x].w = Chars[x].w;
105 }
106
107 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, Surface->w, Surface->h, 32,
108 0x000000ff,0x0000ff00, 0x00ff0000, 0xff000000);
109 if (surface != NULL) {
110
111 if (SDL_MUSTLOCK(surface)) SDL_LockSurface(surface);
112 if (SDL_MUSTLOCK(Surface)) SDL_LockSurface(Surface);
113
114 color_key = xGetPixel(Surface, 0, Surface->h-1);
115
116 printf("looking...\n");
117 for( x=0; x < Surface->w; x++) {
118 for( y=0; y < Surface->h; y++) {
119 old_r = old_g = old_b = 0;
120 pixel = xGetPixel(Surface,x,y);
121
122 if (pixel != color_key) {
123 SDL_GetRGB(pixel, Surface->format, &old_r,&old_g,&old_b);
124
125 new_r = (Uint8) ((old_r * r) / 255);
126 new_g = (Uint8) ((old_g * g) / 255);
127 new_b = (Uint8) ((old_b * b) / 255);
128
129 pixel = SDL_MapRGB(surface->format,new_r,new_g,new_b);
130 }
131 PutPixel(surface,x,y,pixel);
132 }
133 }
134 printf("unlooking...\n");
135 if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface);
136 if (SDL_MUSTLOCK(Surface)) SDL_UnlockSurface(Surface);
137
138 SDL_SetColorKey(surface, SDL_SRCCOLORKEY, color_key);
139 }
140
141 newfont->Surface = surface;
142 }
143 return newfont;
144}
145
146
147/* Puts a single char on the surface with the specified font */
148int BFont::PutChar(SDL_Surface *screen, int x, int y, char c)
149{
150 int r=0;
151 SDL_Rect dest;
152
153 dest.w = CharWidth(' ');
154 dest.h = FontHeight();
155 dest.x = x;
156 dest.y = y;
157
158 if (c != ' ')
159 SDL_BlitSurface( Surface, &Chars[c], screen, &dest);
160
161 r = dest.w;
162 return r;
163}
164
165
166void BFont::PutString(SDL_Surface *screen, int x, int y, const char *text)
167{
168 int i(0);
169 while (text[i]!='\0')
170 {
171 x += PutChar(screen,x,y,text[i]);
172 i++;
173 }
174}
175
176int BFont::TextWidth(const char *text)
177{
178 int i(0),x(0);
179
180 while (text[i]!='\0')
181 {
182 x += CharWidth(text[i]);
183 i++;
184 }
185 return x;
186}
187
188
189/* counts the spaces of the strings */
190int BFont::count (const char *text)
191{
192 char *p(NULL);
193 int pos(-1),i(0);
194
195 /* Calculate the space occupied by the text without spaces */
196 while ((p=strchr(&text[pos+1],' ')) != NULL)
197 {
198 i++;
199 pos = p - text;
200 }
201 return i;
202}
203
204
205void BFont::JustifiedPutString( SDL_Surface *screen, int y, const char *text)
206{
207 int spaces(0),gap,single_gap,dif;
208 char *strtmp,*p;
209 int pos(-1),xpos(0);
210
211
212 if (strchr(text,' ') == NULL)
213 {
214 PutString(screen, 0, y, text);
215 }
216 else {
217 gap = (screen->w-1) - TextWidth(text);
218
219 if (gap <= 0) {
220 PutString(screen, 0,y,text);
221 } else {
222 spaces = count(text);
223 dif = gap % spaces;
224 single_gap = (gap - dif) / spaces;
225 xpos=0;
226 pos = -1;
227 while ( spaces > 0 )
228 {
229 p = strstr(&text[pos+1]," ");
230 strtmp = NULL;
231 strtmp = (char *) calloc ( (p - &text[pos+1]) + 1,sizeof(char));
232 if (strtmp != NULL)
233 {
234 strncpy (strtmp, &text[pos+1], (p - &text[pos+1]));
235 PutString(screen, xpos, y, strtmp);
236 xpos = xpos + TextWidth(strtmp) + single_gap + CharWidth(' ');
237 if (dif >= 0)
238 {
239 xpos ++;
240 dif--;
241 }
242 pos = p - text;
243 spaces--;
244 free(strtmp);
245 }
246 }
247 strtmp = NULL;
248 strtmp = (char *) calloc ( strlen( &text[pos+1]) + 1,sizeof(char));
249
250 if (strtmp != NULL) {
251 strncpy (strtmp, &text[pos+1], strlen( &text[pos+1]));
252 PutString(screen, xpos, y, strtmp);
253 free(strtmp);
254 }
255 }
256 }
257}
258
259
260void BFont::CenteredPutString(SDL_Surface *screen, int y, const char *text)
261{
262 printf( "xpos - %d, %d <%s>\n", screen->w/2-TextWidth(text)/2, TextWidth(text), text );
263 PutString( screen, screen->w/2-TextWidth(text)/2, y, text);
264}
265
266
267void BFont::RightPutString(SDL_Surface *screen, int y, const char *text)
268{
269 PutString( screen, screen->w - TextWidth(text) - 1, y, text);
270}
271
272void BFont::LeftPutString(SDL_Surface *screen, int y, const char *text)
273{
274 PutString( screen, 0, y, text);
275}
276
277/******/
278
279void BFont::PrintString (SDL_Surface *screen, int x, int y, char *fmt, ...)
280{
281 va_list args;
282 char *temp;
283 va_start (args,fmt);
284
285 if ( (temp = (char *) malloc(1000+1)) != NULL) {
286 vsprintf(temp,fmt,args);
287 PutString(screen, x, y, temp);
288 free (temp);
289 }
290 va_end(args);
291}
292
293void BFont::CenteredPrintString(SDL_Surface *screen, int y, char *fmt, ...)
294{
295 va_list args;
296 char *temp;
297 va_start (args,fmt);
298
299 if ( (temp = (char *) malloc(1000+1)) != NULL) {
300 vsprintf(temp,fmt,args);
301 CenteredPutString(screen, y, temp);
302 free (temp);
303 }
304 va_end(args);
305}
306
307void BFont::RightPrintString(SDL_Surface *screen, int y, char *fmt, ...)
308{
309 va_list args;
310 char *temp;
311 va_start (args,fmt);
312
313 if ( (temp = (char *) malloc(1000+1)) != NULL) {
314 vsprintf(temp,fmt,args);
315 RightPutString(screen, y, temp);
316 free (temp);
317 }
318 va_end(args);
319}
320
321void BFont::LeftPrintString( SDL_Surface *screen, int y, char *fmt, ...)
322{
323 va_list args;
324 char *temp;
325 va_start (args,fmt);
326
327 if ( (temp = (char *) malloc(1000+1)) != NULL) {
328 vsprintf(temp,fmt,args);
329 LeftPutString(screen, y, temp);
330 free (temp);
331 }
332 va_end(args);
333}
334
335void BFont::JustifiedPrintString( SDL_Surface *screen, int y, char *fmt, ...)
336{
337 va_list args;
338 char *temp;
339 va_start (args,fmt);
340
341 if ( (temp = (char *) malloc(1000+1)) != NULL) {
342 vsprintf(temp,fmt,args);
343 JustifiedPutString( screen, y,temp);
344 free (temp);
345 }
346 va_end(args);
347}
348
349
350void BFont::PutPixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
351{
352 int bpp = surface->format->BytesPerPixel;
353 /* Here p is the address to the pixel we want to set */
354 Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
355
356 switch(bpp) {
357 case 1:
358 *p = pixel;
359 break;
360
361 case 2:
362 *(Uint16 *)p = pixel;
363 break;
364
365 case 3:
366 if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
367 p[0] = (pixel >> 16) & 0xff;
368 p[1] = (pixel >> 8) & 0xff;
369 p[2] = pixel & 0xff;
370 } else {
371 p[0] = pixel & 0xff;
372 p[1] = (pixel >> 8) & 0xff;
373 p[2] = (pixel >> 16) & 0xff;
374 }
375 break;
376
377 case 4:
378 *(Uint32 *)p = pixel;
379 break;
380 }
381}
382
383Uint32 BFont :: xGetPixel(SDL_Surface *surface, int x, int y)
384{
385 int bpp = surface->format->BytesPerPixel;
386 /* Here p is the address to the pixel we want to retrieve */
387 Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
388
389 switch(bpp) {
390 case 1:
391 return *p;
392
393 case 2:
394 return *(Uint16 *)p;
395
396 case 3:
397 if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
398 return p[0] << 16 | p[1] << 8 | p[2];
399 else
400 return p[0] | p[1] << 8 | p[2] << 16;
401
402 case 4:
403 return *(Uint32 *)p;
404
405 default:
406 return 0; /* shouldn't happen, but avoids warnings */
407 }
408}
409
410Uint32 BFont::GetPixel( Sint32 X, Sint32 Y)
411{
412
413 Uint8 *bits;
414 Uint32 Bpp;
415
416 if (X<0) puts("x too small in GetPixel!");
417 if (X>=Surface->w) puts("x too big in GetPixel!");
418
419 Bpp = Surface->format->BytesPerPixel;
420
421 bits = ((Uint8 *)Surface->pixels)+Y*Surface->pitch+X*Bpp;
422
423 // Get the pixel
424 switch(Bpp) {
425 case 1:
426 return *((Uint8 *)Surface->pixels + Y * Surface->pitch + X);
427 break;
428 case 2:
429 return *((Uint16 *)Surface->pixels + Y * Surface->pitch/2 + X);
430 break;
431 case 3: { // Format/endian independent
432 Uint8 r, g, b;
433 r = *((bits)+Surface->format->Rshift/8);
434 g = *((bits)+Surface->format->Gshift/8);
435 b = *((bits)+Surface->format->Bshift/8);
436 return SDL_MapRGB(Surface->format, r, g, b);
437 }
438 break;
439 case 4:
440 return *((Uint32 *)Surface->pixels + Y * Surface->pitch/4 + X);
441 break;
442 }
443}
diff --git a/noncore/games/sfcave-sdl/bfont.h b/noncore/games/sfcave-sdl/bfont.h
new file mode 100644
index 0000000..dee97f1
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/bfont.h
@@ -0,0 +1,70 @@
1
2/************************************************************
3
4 BFONT v. 1.0.2 - Billi Font Library by Diego Billi
5 BFONT++ C++ port by Gianluigi Davassi
6************************************************************/
7
8#ifndef __BFONT_HEADER_H__
9#define __BFONT_HEADER_H__
10
11#include <iostream>
12#include "SDL.h"
13
14class BFont
15{
16 int h; // font height
17 SDL_Surface *Surface; // font surface
18 SDL_Rect Chars[256]; // characters width
19 const char* name; // font name
20
21 BFont(const BFont&);
22
23 void InitFont();
24 int count(const char *text);
25public:
26
27 BFont(const char *__filename) // generator bill
28 : name(__filename)
29 { LoadFont(__filename); }
30
31 ~BFont()
32 { SDL_FreeSurface(Surface); } // screen must be free by application
33
34 int FontHeight () // Returns the font height
35 { return h; }
36
37 void SetFontHeight (int height) // Change the font height
38 { h = height ; }
39
40 int CharWidth (char c) // Returns the character width of the specified font
41 { return Chars[c].w; }
42
43 void LoadFont (const char *filename); // Load and store le font in the BFont structure
44 int PutChar (SDL_Surface *screen, int x, int y, char c); // Write a single character on the "Surface" with the current font
45 int TextWidth (const char *text ); // Returns the width, in pixels, of the text calculated with the current font
46
47 BFont *SetFontColor(Uint8 r, Uint8 g, Uint8 b); // Returns a new font colored with the color (r,g,b)
48
49 void PutString ( SDL_Surface *screen, int x, int y, const char *text); // Write a string on the "Surface" with the specified font
50 void LeftPutString ( SDL_Surface *screen, int y, const char *text); // Write a left-aligned string on the "Surface" with the specified font
51 void CenteredPutString ( SDL_Surface *screen, int y, const char *text); // Write a center-aligned string on the "Surface" with the specified font
52 void RightPutString ( SDL_Surface *screen, int y, const char *text); // Write a right-aligned string on the "Surface" with the specified font
53 void JustifiedPutString ( SDL_Surface *screen, int y, const char *text); // Write a justify-aligned string on the "Surface" with the specified font
54
55 // The following functions do the same task but have the classic "printf" sintax
56 void PrintString ( SDL_Surface *screen, int x, int y, char *fmt, ...);
57 void CenteredPrintString ( SDL_Surface *screen, int y, char *fmt, ...);
58 void RightPrintString ( SDL_Surface *screen, int y, char *fmt, ...);
59 void LeftPrintString ( SDL_Surface *screen, int y, char *fmt, ...);
60 void JustifiedPrintString ( SDL_Surface *screen, int y, char *fmt, ...);
61
62private:
63 Uint32 GetPixel( Sint32 X, Sint32 Y);
64 Uint32 xGetPixel(SDL_Surface *surface, int x, int y);
65 void PutPixel( SDL_Surface *,int x, int y, Uint32 pixel);
66
67};
68
69#endif // __BFONT_HEADER_H__
70
diff --git a/noncore/games/sfcave-sdl/config.in b/noncore/games/sfcave-sdl/config.in
new file mode 100644
index 0000000..9d56c0c
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/config.in
@@ -0,0 +1,5 @@
1 config SFCAVE-SDL
2 boolean "sfcave-sdl"
3 default "y"
4 depends ( LIBQPE || LIBQPE-X11 ) && LIBOPIE
5 string "sfcave-sdl (warning: requires libsdl)"
diff --git a/noncore/games/sfcave-sdl/constants.h b/noncore/games/sfcave-sdl/constants.h
new file mode 100644
index 0000000..8fadae4
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/constants.h
@@ -0,0 +1,67 @@
1#ifndef __CONSTANTS_H
2#define __CONSTANTS_H
3
4#include <string>
5using namespace std;
6#define QString string
7
8#ifdef QWS
9#define IMAGES_PATH "/opt/QtPalmtop/pics/sfcave/data/"
10#define SOUND_PATH "/opt/QtPalmtop/sounds/sfcave/"
11#else
12#define IMAGES_PATH "./images/"
13#define SOUND_PATH "./sounds/"
14#endif
15
16// Width and height of app
17 #define WIDTH240
18 #define HEIGHT320
19
20//Number of map segments
21#define MAPSIZE 51
22
23// Maximum number of blocks visible on screen at any one time
24#define BLOCKSIZE 6
25
26// length of players trail
27#define TRAILSIZE 60
28
29// Game States
30 #define STATE_QUIT -1
31 #define STATE_PLAYING 0
32 #define STATE_CRASHING 1
33 #define STATE_CRASHED 2
34 #define STATE_NEWGAME 3
35 #define STATE_MENU 4
36 #define STATE_REPLAY 5
37#define STATE_HELP 6
38
39// Menu Options
40 #define MENU_STARTGAME 1
41 #define MENU_REPLAYS 2
42 #define MENU_OPTIONS 3
43 #define MENU_HELP 4
44 #define MENU_QUIT 5
45 #define MENU_PLAY_REPLAY 6
46 #define MENU_LOAD_REPLAY 7
47 #define MENU_SAVE_REPLAY 8
48 #define MENU_BACK 9
49 #define MENU_GAME_TYPE 10
50 #define MENU_DIFFICULTY 11
51 #define MENU_CLEAR_SCORES 12
52 #define MENU_GAME_SFCAVE13
53 #define MENU_GAME_GATES 14
54 #define MENU_GAME_FLY 15
55 #define MENU_DIFFICULTY_EASY16
56 #define MENU_DIFFICULTY_NORMAL17
57 #define MENU_DIFFICULTY_HARD18
58 #define MENU_SOUNDS 19
59 #define MENU_SOUND_ON 20
60 #define MENU_SOUND_OFF 21
61 #define MENU_MUSIC_ON 22
62 #define MENU_MUSIC_OFF 23
63
64// Sounds
65 #define SND_EXPLOSION 0
66 #define SND_THRUST 1
67#endif
diff --git a/noncore/games/sfcave-sdl/fly_game.cpp b/noncore/games/sfcave-sdl/fly_game.cpp
new file mode 100644
index 0000000..f5ab401
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/fly_game.cpp
@@ -0,0 +1,103 @@
1#include "SDL_gfxPrimitives.h"
2
3#include "constants.h"
4#include "fly_game.h"
5#include "random.h"
6
7FlyGame :: FlyGame( SFCave *p, int w, int h, int diff )
8 : Game( p, w, h, diff )
9{
10 gameName = "Fly";
11 difficulty = MENU_DIFFICULTY_EASY;
12
13 terrain = new FlyTerrain( w, h );
14 player = new Player( w, h );
15 highScore = 0;
16}
17
18FlyGame :: ~FlyGame()
19{
20}
21
22void FlyGame :: init()
23{
24 Game :: init();
25
26 switch( difficulty )
27 {
28 case MENU_DIFFICULTY_EASY:
29 player->setMovementInfo( 0.3, 0.2, 1.5, 1.5 );
30 break;
31 case MENU_DIFFICULTY_NORMAL:
32 player->setMovementInfo( 0.35, 0.4, 2.5, 3 );
33 break;
34 case MENU_DIFFICULTY_HARD:
35 player->setMovementInfo( 0.4, 0.6, 4, 5 );
36 break;
37 }
38
39 startScoring = false;
40}
41
42void FlyGame :: update( int state )
43{
44 Game::update( state );
45
46 if ( state == STATE_PLAYING )
47 {
48
49 if ( nrFrames % 3 == 0 )
50 {
51 int diff = terrain->getMapBottom( 10 ) - player->getY();
52 int tmpScore = ((FlyTerrain *)terrain)->getScore( 1, diff );
53 // printf( "diff - %d score - %d\n", diff, tmpScore );
54 if ( !startScoring )
55 {
56 if ( tmpScore > 0 )
57 startScoring = true;
58 }
59
60 if ( startScoring )
61 {
62 // Update score
63 // get distance between landscape and ship
64
65 // the closer the difference is to 0 means more points
66 score += tmpScore;
67 }
68 }
69
70 if ( checkCollisions() )
71 {
72 // printf( "Crashed!\n" );
73 parent->changeState( STATE_CRASHING );
74 return;
75 }
76
77 // Game logic goes here
78 terrain->moveTerrain( 5 );
79 player->move( press );
80 }
81}
82
83void FlyGame :: draw( SDL_Surface *screen )
84{
85 Game::preDraw( screen );
86
87 // Screen drawing goes here
88 terrain->drawTerrain( screen );
89
90 player->draw( screen );
91
92 Game::draw( screen );
93}
94
95
96bool FlyGame :: checkCollisions()
97{
98 bool ret = false;
99
100 // Check collision with landscape
101
102 return terrain->checkCollision( player->getX(), player->getY(), player->getHeight() );
103}
diff --git a/noncore/games/sfcave-sdl/fly_game.h b/noncore/games/sfcave-sdl/fly_game.h
new file mode 100644
index 0000000..1ab081a
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/fly_game.h
@@ -0,0 +1,28 @@
1#ifndef __FLY_GAME_H
2#define __FLY_GAME_H
3
4#include "sfcave.h"
5#include "flyterrain.h"
6#include "player.h"
7#include "game.h"
8#include "SDL.h"
9
10class FlyGame : public Game
11{
12public:
13 FlyGame( SFCave *p, int w, int h, int diff );
14 ~FlyGame();
15
16 void init();
17 void update( int state );
18 void draw( SDL_Surface *screen );
19
20private:
21
22 //int movePlayer;
23 bool startScoring;
24
25 bool checkCollisions();
26};
27
28#endif
diff --git a/noncore/games/sfcave-sdl/flyterrain.cpp b/noncore/games/sfcave-sdl/flyterrain.cpp
new file mode 100644
index 0000000..b1b8db5
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/flyterrain.cpp
@@ -0,0 +1,103 @@
1
2#include "SDL_gfxPrimitives.h"
3
4#include "constants.h"
5#include "flyterrain.h"
6#include "random.h"
7
8
9 int FlyTerrain :: flyScoreZones[][3] = { { 0, 20, 5 },
10 { 20, 30, 2 },
11 { 30, 40, 0 },
12 { 40, 100, -1 },
13 { 100, 300, -2 },
14 { -1, -1, -1 } };
15
16FlyTerrain :: FlyTerrain( int w, int h )
17 : Terrain( w, h, false, true )
18{
19 showScoreZones = true;
20}
21
22FlyTerrain :: ~FlyTerrain()
23{
24}
25
26void FlyTerrain :: setPoint( int point )
27{
28 static int fly_difficulty_levels[] = { 5, 10, 15 };
29 if ( nextInt(100) >= 75 )
30 dir *= -1;
31
32 int prevPoint = mapBottom[point-1];
33
34 int nextPoint = prevPoint + (dir * nextInt( fly_difficulty_levels[0] ) );
35
36 if ( nextPoint > sHeight )
37 {
38 nextPoint = sHeight;
39 dir *= -1;
40 }
41 else if ( nextPoint < maxHeight )
42 {
43 nextPoint = maxHeight;
44 dir *= 1;
45 }
46
47 mapBottom[point] = nextPoint;
48}
49
50void FlyTerrain :: drawTerrain( SDL_Surface *screen )
51{
52 Terrain::drawTerrain( screen );
53 int tmpOffset = offset + speed*segSize;
54
55 for ( int i = 0 ; i < MAPSIZE -1; ++i )
56 {
57
58 if ( showScoreZones )
59 {
60 int r = 0;
61 int g = 0;
62 int b = 0;
63 for ( int j = 1 ; flyScoreZones[j][0] != -1 ; ++j )
64 {
65 if ( flyScoreZones[j][2] == 0 )
66 {
67 g = 255;
68 b = r = 0;
69 }
70 else if ( flyScoreZones[j][2] < 0 )
71 {
72 r = 255;
73 b = g = 0;
74 }
75 else
76 {
77 b = 255;
78 r = g = 0;
79 }
80
81 lineRGBA( screen, (i*segSize) - tmpOffset, mapBottom[i]-flyScoreZones[j][0], ((i+1)*segSize)-tmpOffset, mapBottom[i+1]-flyScoreZones[j][0], r, g, b, 255 );
82
83 }
84
85 }
86 }
87}
88
89int FlyTerrain :: getScore( int difficulty, int dist )
90{
91 int score = 0;
92 for ( int i = 0 ; flyScoreZones[i][0] != -1 ; ++i )
93 {
94 if ( flyScoreZones[i][0] <= dist && flyScoreZones[i][1] > dist )
95 {
96 score = flyScoreZones[i][2];
97 break;
98 }
99 }
100
101 return score;
102}
103
diff --git a/noncore/games/sfcave-sdl/flyterrain.h b/noncore/games/sfcave-sdl/flyterrain.h
new file mode 100644
index 0000000..63b5731
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/flyterrain.h
@@ -0,0 +1,29 @@
1#ifndef __FLYTERRAIN_H
2#define __FLYTERRAIN_H
3
4#include <SDL.h>
5
6#include "terrain.h"
7
8class FlyTerrain : public Terrain
9{
10public:
11 FlyTerrain( int w, int h );
12 ~FlyTerrain();
13
14 void drawTerrain( SDL_Surface *screen );
15 int getScore( int difficulty, int dist );
16
17 void displayScoreZones( bool val ) { showScoreZones = val; }
18
19protected:
20 bool showScoreZones;
21
22 static int flyScoreZones[][3];
23
24 void setPoint( int point );
25};
26
27
28#endif
29
diff --git a/noncore/games/sfcave-sdl/font.cpp b/noncore/games/sfcave-sdl/font.cpp
new file mode 100644
index 0000000..2976d48
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/font.cpp
@@ -0,0 +1,72 @@
1#include "font.h"
2
3#include "constants.h"
4
5BFont *FontHandler :: menuSelFont;
6BFont *FontHandler :: menuUnSelFont;
7BFont *FontHandler :: whiteFont;
8BFont *FontHandler :: colouredFont;
9BFont *FontHandler :: helpFont;
10
11void FontHandler :: init()
12{
13 // Load font images
14 // Convert to fonts
15 menuSelFont = new BFont( IMAGES_PATH "sel_menu_font.bmp" );
16 menuUnSelFont = new BFont( IMAGES_PATH "unsel_menu_font.bmp" );
17 whiteFont = new BFont( IMAGES_PATH "score_font.bmp" );
18 helpFont = new BFont( IMAGES_PATH "help_font.bmp" );
19 colouredFont = 0;
20}
21
22void FontHandler :: cleanUp()
23{
24 delete menuSelFont;
25 delete menuUnSelFont;
26 delete whiteFont;
27 delete helpFont;
28
29 if ( colouredFont )
30 delete colouredFont;
31}
32
33int FontHandler :: TextWidth( int font, const char *text )
34{
35 return getFont( font )->TextWidth( text );
36}
37
38int FontHandler :: FontHeight( int font )
39{
40 return getFont( font )->FontHeight();
41}
42
43void FontHandler :: draw( SDL_Surface *screen, int font, const char *text, int x, int y )
44{
45 if ( x == -1 )
46 getFont( font )->CenteredPutString( screen, y, text );
47 else
48 getFont( font )->PutString( screen, x, y, text );
49}
50
51void FontHandler :: changeColor( int font, int r, int g, int b )
52{
53 if ( colouredFont )
54 delete colouredFont;
55
56 colouredFont = getFont( font )->SetFontColor( r, g, b );
57}
58
59
60BFont *FontHandler :: getFont( int font )
61{
62 if ( font == FONT_MENU_HIGHLIGHTED )
63 return menuSelFont;
64 else if ( font == FONT_MENU_UNHIGHLIGHTED )
65 return menuUnSelFont;
66 else if ( font == FONT_COLOURED_TEXT )
67 return colouredFont;
68 else if ( font == FONT_HELP_FONT )
69 return helpFont;
70 else
71 return whiteFont;
72}
diff --git a/noncore/games/sfcave-sdl/font.h b/noncore/games/sfcave-sdl/font.h
new file mode 100644
index 0000000..e5bb707
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/font.h
@@ -0,0 +1,33 @@
1#ifndef __FONT_H
2#define __FONT_H
3
4#include "SDL.h"
5#include "bfont.h"
6
7 #define FONT_MENU_HIGHLIGHTED 1
8 #define FONT_MENU_UNHIGHLIGHTED 2
9 #define FONT_WHITE_TEXT 3
10 #define FONT_COLOURED_TEXT 4
11 #define FONT_HELP_FONT 5
12
13class FontHandler
14{
15public:
16 static void init();
17 static void cleanUp();
18
19 static int TextWidth( int font, const char *text );
20 static int FontHeight( int font );
21 static void draw( SDL_Surface *screen, int font, const char *text, int x, int y );
22 static void changeColor( int font, int r, int g, int b );
23
24 static BFont *getFont( int font );
25private:
26 static BFont *menuSelFont;
27 static BFont *menuUnSelFont;
28 static BFont *whiteFont;
29 static BFont *colouredFont;
30 static BFont *helpFont;
31};
32
33#endif
diff --git a/noncore/games/sfcave-sdl/game.cpp b/noncore/games/sfcave-sdl/game.cpp
new file mode 100644
index 0000000..a644696
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/game.cpp
@@ -0,0 +1,332 @@
1#include <stdio.h>
2#include <time.h>
3
4#include <SDL.h>
5#include <SDL_image.h>
6
7#include "font.h"
8
9#include "constants.h"
10#include "game.h"
11#include "player.h"
12#include "random.h"
13#include "sound.h"
14#include "stringtokenizer.h"
15
16#include "sfcave_game.h"
17#include "gates_game.h"
18#include "fly_game.h"
19#include "starfield.h"
20
21Game :: Game( SFCave *p, int w, int h, int diff )
22{
23 parent = p;
24 sHeight = h;
25 sWidth = w;
26 difficulty = diff;
27 replayIt = 0;
28 replay = false;
29 terrain = 0;
30 player = 0;
31 thrustChannel = -1;
32}
33
34Game :: ~Game()
35{
36 if ( terrain )
37 delete terrain;
38
39 if ( player )
40 delete player;
41
42 replayList.clear();
43}
44
45void Game :: init()
46{
47 if ( replay )
48 {
49 setSeed( currentSeed );
50 replayIt = replayList.begin();
51 }
52 else
53 {
54 setSeed( -1 );
55 replayList.clear();
56 }
57
58 score = 0;
59 nrFrames = 0;
60 press = false;
61
62 // Load highscore
63 string key = getGameName() + "_" + getGameDifficultyText() + "_highscore";
64 highScore = atoi( parent->loadSetting( key, "0" ).c_str() );
65
66 terrain->initTerrain();
67 player->init();
68}
69
70void Game :: handleKeys( SDL_KeyboardEvent &key )
71{
72 if ( !replay && key.keysym.sym == SDLK_SPACE )
73 {
74 if ( key.type == SDL_KEYDOWN )
75 {
76 if ( !press )
77 replayList.push_back( nrFrames );
78 press = true;
79
80 // if ( thrustChannel == -1 && parent->getState() == STATE_PLAYING )
81 // thrustChannel = SoundHandler :: playSound( SND_THRUST, -1, -1, false );
82 }
83 else
84 {
85 if ( press )
86 replayList.push_back( nrFrames );
87 press = false;
88
89 if ( thrustChannel != -1 )
90 {
91 // SoundHandler :: stopSound( thrustChannel, true, 300 );
92 // thrustChannel = -1;
93 }
94 }
95 }
96}
97
98
99
100QString Game :: getGameDifficultyText()
101{
102 QString ret;
103
104 if ( difficulty == MENU_DIFFICULTY_EASY )
105 ret = "Easy";
106 else if ( difficulty == MENU_DIFFICULTY_NORMAL )
107 ret = "Medium";
108 else if ( difficulty == MENU_DIFFICULTY_HARD )
109 ret = "Hard";
110
111 return ret;
112}
113
114void Game :: setDifficulty( string diff )
115{
116 if ( diff == "Easy" )
117 difficulty = MENU_DIFFICULTY_EASY;
118 else if ( diff == "Medium" )
119 difficulty = MENU_DIFFICULTY_NORMAL;
120 else if ( diff == "Hard" )
121 difficulty = MENU_DIFFICULTY_HARD;
122}
123
124void Game :: update( int state )
125{
126 nrFrames ++;
127
128 if ( score > highScore )
129 highScore = score;
130
131
132 if ( state == STATE_PLAYING )
133 {
134 if ( replay )
135 {
136 while( replayIt != replayList.end() && (*replayIt) == nrFrames-1 )
137 {
138 press = !press;
139 replayIt ++;
140 }
141 }
142
143 if ( press && thrustChannel == -1 )
144 thrustChannel = SoundHandler :: playSound( SND_THRUST, -1, -1, false );
145
146 if ( !press &&thrustChannel != -1 )
147 {
148 SoundHandler :: stopSound( thrustChannel, true, 300 );
149 thrustChannel = -1;
150 }
151 }
152
153 if ( state == STATE_CRASHING || state == STATE_CRASHED )
154 {
155 // fade out any trail marks remainin
156 if ( player->updateCrashing() )
157 parent->changeState( STATE_CRASHED );
158
159 }
160}
161
162void Game :: preDraw( SDL_Surface *screen )
163{
164}
165
166void Game :: draw( SDL_Surface *screen )
167{
168 char tmp[100];
169 QString scoreText;
170 sprintf( tmp, "Score: %06ld High Score: %06ld", score, highScore );
171 //printf( "%s\n", (const char *)scoreText );
172 FontHandler::draw( screen, FONT_WHITE_TEXT, tmp, 3, 10 );
173
174 if ( parent->getState() == STATE_CRASHED )
175 {
176 QString crashText;
177 crashText = "Game Over";
178 int x = (240 - FontHandler::TextWidth( FONT_WHITE_TEXT, (const char *)crashText.c_str() )) / 2;
179 FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)crashText.c_str(), x, 150 );
180
181 int fontHeight = FontHandler::FontHeight( FONT_WHITE_TEXT );
182 crashText = "Press Middle Button to play again";
183 x = (240 - FontHandler::TextWidth( FONT_WHITE_TEXT, (const char *)crashText.c_str() )) / 2;
184 FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)crashText.c_str(), x, 150 + fontHeight );
185
186 crashText = "or OK for menu";
187 x = (240 - FontHandler::TextWidth( FONT_WHITE_TEXT, (const char *)crashText.c_str() )) / 2;
188 FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)crashText.c_str(), x, 150 + 2*fontHeight );
189 }
190
191 if ( parent->showFPS() )
192 {
193 sprintf( tmp, "FPS : %d", parent->getFPS() );
194 FontHandler::draw( screen, FONT_WHITE_TEXT, tmp, 20, 300 );
195 }
196}
197
198void Game :: stateChanged( int from, int to )
199{
200 if ( from != STATE_CRASHING && to == STATE_CRASHING )
201 {
202 // play explosion sound
203 SoundHandler :: stopSound( -1, false );
204 SoundHandler :: playSound( SND_EXPLOSION );
205
206 // Check and save highscore
207 printf( "Got Highscore = %d\n", gotHighScore() );
208 if ( gotHighScore() )
209 {
210 string key = getGameName() + "_" + getGameDifficultyText() + "_highscore";
211 parent->saveSetting( key, getHighScore() );
212 }
213
214 }
215}
216
217void Game :: setSeed( int seed )
218{
219 if ( seed == -1 )
220 currentSeed = ((unsigned long) time((time_t *) NULL));
221 else
222 currentSeed = seed;
223 PutSeed( currentSeed );
224}
225
226void Game :: saveReplay( QString file )
227{
228 FILE *out;
229 out = fopen( file.c_str(), "w" );
230 if ( !out )
231 {
232 printf( "Couldn't write to /home/root/%s\n", file.c_str() );
233 parent->setMenuStatusText( "Couldn't save replay file" );
234 return;
235 }
236
237 // Build up string of values
238 // Format is:: <landscape seed> <game type> <difficulty> <framenr> <framenr>.......
239 QString val;
240 char tmp[20];
241 sprintf( tmp, "%d %d ", currentSeed, difficulty );
242 val = tmp;
243
244 list<int>::iterator it = replayList.begin();
245 while( it != replayList.end() )
246 {
247 sprintf( tmp, "%d ", *it );
248 val += tmp;
249
250 it++;
251 }
252 val += "\n";
253
254 QString line;
255 sprintf( tmp, "%d\n", val.length() );
256 line = tmp;
257 fwrite( line.c_str(), 1, line.length(), out );
258
259 fwrite( val.c_str(), 1, val.length(), out );
260
261 fclose( out );
262
263 printf( "Replay saved to %s\n", (const char *)file.c_str() );
264
265}
266
267void Game :: loadReplay( QString file )
268{
269
270 FILE *in = fopen( (const char *)file.c_str(), "r" );
271
272 if ( in == 0 )
273 {
274 printf( "Couldn't load replay file %s!\n", (const char *)file.c_str() );
275 parent->setMenuStatusText( "Couldn't load replay file" );
276 return;
277 }
278
279 // Read next line - contains the size of the options
280 char line[10+1];
281 fgets( line, 10, in );
282
283 int length = -1;
284 sscanf( line, "%d", &length );
285 char *data = new char[length+1];
286
287 fread( data, 1, length, in );
288// printf( "data - %s", data );
289
290 QString sep = " ";
291
292 StringTokenizer st( data, sep );
293
294 // print it out
295 vector<string>::iterator it = st.begin();
296 currentSeed = atoi( (*it).c_str() );
297 ++it;
298 difficulty = atoi( (*it).c_str() );
299 ++it;
300
301 replayList.clear();
302 for ( ; it != st.end(); ++it )
303 {
304 int v = atoi( (*it).c_str() );
305 replayList.push_back( v );
306 }
307
308 delete data;
309
310 fclose( in );
311
312 printf( "Replay loaded from %s\n", (const char *)file.c_str() );
313
314}
315
316
317Game *Game :: createGame( SFCave *p, int w, int h, string game, string difficulty )
318{
319 Game *g;
320
321 if ( game == "SFCave" )
322 g = new SFCaveGame( p, w, h, 0 );
323 else if ( game == "Gates" )
324 g = new GatesGame( p, w, h, 0 );
325 else if ( game == "Fly" )
326 g = new FlyGame( p, w, h, 0 );
327
328 if ( g )
329 g->setDifficulty( difficulty );
330
331 return g;
332}
diff --git a/noncore/games/sfcave-sdl/game.h b/noncore/games/sfcave-sdl/game.h
new file mode 100644
index 0000000..56fa6a1
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/game.h
@@ -0,0 +1,82 @@
1#ifndef __GAME_H
2#define __GAME_H
3
4#include <list>
5using namespace std;
6
7#include "sfcave.h"
8
9class Terrain;
10class Player;
11
12class Game
13{
14public:
15 Game( SFCave *p, int w, int h, int diff );
16 virtual ~Game();
17
18 virtual void init( );
19 virtual void update( int state );
20 virtual void preDraw( SDL_Surface * );
21 virtual void draw( SDL_Surface * );
22
23 virtual void stateChanged( int from, int to );
24
25 void setReplay( bool val ) { replay = val; }
26
27 void handleKeys( SDL_KeyboardEvent &key );
28 QString getGameName() { return gameName; }
29 int getDifficulty() { return difficulty; }
30 QString getGameDifficultyText();
31 void setDifficulty( int diff ) { difficulty = diff; }
32 void setDifficulty( string diff );
33
34 long getScore() { return score; }
35 long getHighScore() { return highScore; }
36 void increaseScore( long val ) { score += val; }
37 void clearScore() { score = 0; }
38 bool gotHighScore() { return (score >= highScore); }
39 bool isReplayAvailable() { return replayList.size() > 0; }
40
41 Terrain *getTerrain() { return terrain; }
42
43 void setSeed( int seed );
44 void loadReplay( QString file );
45 void saveReplay( QString file );
46
47 static Game *createGame( SFCave *p, int w, int h, string game, string difficulty );
48
49protected:
50 QString gameName;
51
52 int thrustChannel;
53
54 int difficulty;
55
56 SFCave *parent;
57 Terrain *terrain;
58 Player *player;
59
60 int nrFrames;
61
62 bool press;
63
64 int sHeight;
65 int sWidth;
66 long score;
67 long highScore;
68
69 // Stuff for the replays
70 int currentSeed;
71
72// QListIterator<int> *replayIt;
73 list<int> replayList;
74 list<int>::iterator replayIt;
75 //QList<int> replayList;
76 bool replay;
77 QString replayFile;
78
79private:
80};
81
82#endif
diff --git a/noncore/games/sfcave-sdl/gates_game.cpp b/noncore/games/sfcave-sdl/gates_game.cpp
new file mode 100644
index 0000000..1a9bc89
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/gates_game.cpp
@@ -0,0 +1,188 @@
1#include "SDL_gfxPrimitives.h"
2
3#include "constants.h"
4#include "gates_game.h"
5#include "random.h"
6
7GatesGame :: GatesGame( SFCave *p, int w, int h, int diff )
8 : Game( p, w, h, diff )
9{
10 gameName = "Gates";
11 difficulty = MENU_DIFFICULTY_EASY;
12 blockUpdateRate = 200;
13
14 terrain = new Terrain( w, h );
15 player = new Player( w, h );
16 highScore = 0;
17}
18
19GatesGame :: ~GatesGame()
20{
21}
22
23void GatesGame :: init()
24{
25 Game :: init();
26
27 blockHeight = 80;
28 blockWidth = 20;
29 lastGateBottomY = 0;
30
31 gateDistance = 75;
32 nextGate = nextInt( 50 ) + gateDistance;
33 gapHeight = 75;
34
35 switch( difficulty )
36 {
37 case MENU_DIFFICULTY_EASY:
38 gapHeight = 75;
39 player->setMovementInfo( 0.4, 0.6, 4, 5 );
40 break;
41 case MENU_DIFFICULTY_NORMAL:
42 gapHeight = 50;
43 player->setMovementInfo( 0.4, 0.6, 4, 5 );
44 break;
45 case MENU_DIFFICULTY_HARD:
46 gapHeight = 25;
47 player->setMovementInfo( 0.6, 0.8, 6, 7 );
48 break;
49 }
50
51 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
52 blocks[i].y( -1 );
53}
54
55void GatesGame :: update( int state )
56{
57 Game::update( state );
58
59 // Game logic goes here
60 if ( state == STATE_PLAYING )
61 {
62 if ( nrFrames % 3 == 0 )
63 score ++;
64
65 if ( nrFrames % 500 == 0 )
66 {
67 if ( gapHeight > 75 )
68 gapHeight -= 5;
69 }
70
71 // Slightly random gap distance
72 if ( nrFrames >= nextGate )
73 {
74 nextGate = nrFrames + nextInt( 50 ) + gateDistance;
75 addGate();
76 }
77
78 if ( checkCollisions() )
79 {
80 // printf( "Crashed!\n" );
81 parent->changeState( STATE_CRASHING );
82 return;
83 }
84
85 terrain->moveTerrain( 5 );
86 moveBlocks( 5 );
87 player->move( press );
88 }
89}
90
91void GatesGame :: draw( SDL_Surface *screen )
92{
93 Game::preDraw( screen );
94
95 if ( parent->getState() == STATE_PLAYING )
96 {
97 // Screen drawing goes here
98 terrain->drawTerrain( screen );
99
100 player->draw( screen );
101
102 drawBlocks( screen );
103 }
104 else
105 {
106 // Screen drawing goes here
107 terrain->drawTerrain( screen );
108
109 drawBlocks( screen );
110
111 player->draw( screen );
112 }
113
114 Game::draw( screen );
115}
116
117
118void GatesGame :: addGate()
119{
120 printf( "gapHeight = %d\n", gapHeight );
121 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
122 {
123 if ( blocks[i].y() == -1 )
124 {
125 int x1 = sWidth;
126 int y1 = terrain->getMapTop(50);
127 int b1Height = nextInt(terrain->getMapBottom( 50 ) - terrain->getMapTop(50) - gapHeight);
128
129 // See if height between last gate and this one is too big
130 if ( b1Height - 100 > lastGateBottomY )
131 b1Height -= 25;
132 else if ( b1Height + 100 < lastGateBottomY )
133 b1Height += 25;
134 lastGateBottomY = b1Height;
135
136
137 int x2 = sWidth;
138 int y2 = y1 + b1Height + gapHeight;
139 int b2Height = terrain->getMapBottom( 50 ) - y2;
140
141
142 blocks[i].setRect( x1, y1, blockWidth, b1Height );
143 blocks[i+1].setRect( x2, y2, blockWidth, b2Height );
144
145 break;
146 }
147 }
148}
149
150void GatesGame :: moveBlocks( int amountToMove )
151{
152 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
153 {
154 if ( blocks[i].y() != -1 )
155 {
156 blocks[i].moveBy( -amountToMove, 0 );
157 if ( blocks[i].x() + blocks[i].y() < 0 )
158 blocks[i].y( -1 );
159 }
160 }
161}
162
163void GatesGame :: drawBlocks( SDL_Surface *screen )
164{
165 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
166 {
167 if ( blocks[i].y() != -1 )
168 {
169 SDL_Rect r = blocks[i].getRect();
170 SDL_FillRect( screen, &r, SDL_MapRGB( screen->format, 100, 100, 255 ) );
171 }
172 }
173}
174
175bool GatesGame :: checkCollisions()
176{
177 // Check collisions with blocks
178 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
179 {
180 if ( blocks[i].y() != -1 )
181 {
182 if ( blocks[i].intersects( player->getPos() ) )
183 return true;
184 }
185 }
186 // Check collision with landscape
187 return terrain->checkCollision( player->getX(), player->getY(), player->getHeight() );
188}
diff --git a/noncore/games/sfcave-sdl/gates_game.h b/noncore/games/sfcave-sdl/gates_game.h
new file mode 100644
index 0000000..8499ff9
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/gates_game.h
@@ -0,0 +1,45 @@
1#ifndef __GATES_GAME_H
2#define __GATES_GAME_H
3
4#include "SDL.h"
5
6#include "rect.h"
7
8#include "sfcave.h"
9#include "terrain.h"
10#include "player.h"
11#include "game.h"
12
13class GatesGame : public Game
14{
15public:
16 GatesGame( SFCave *p, int w, int h, int diff );
17 ~GatesGame();
18
19 void init();
20 void update( int state );
21 void draw( SDL_Surface *screen );
22
23private:
24
25 int gapHeight;
26
27 int gateDistance;
28 int nextGate;
29 int lastGateBottomY;
30
31 int blockDistance;
32 int blockHeight;
33 int blockWidth;
34 int blockUpdateRate;
35
36 Rect blocks[BLOCKSIZE];
37
38 void addGate();
39 void moveBlocks( int amountToMove );
40 void drawBlocks( SDL_Surface *screen );
41 bool checkCollisions();
42
43};
44
45#endif
diff --git a/noncore/games/sfcave-sdl/help.cpp b/noncore/games/sfcave-sdl/help.cpp
new file mode 100644
index 0000000..91c62da
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/help.cpp
@@ -0,0 +1,237 @@
1#include "SDL.h"
2#include "constants.h"
3
4#include "font.h"
5#include "help.h"
6#include "sfcave.h"
7#include "starfield.h"
8
9Help :: Help( SFCave *p )
10{
11 parent = p;
12 stars = new StarField( false, 200 );
13
14 loadText();
15
16 init();
17}
18
19Help :: ~Help()
20{
21 delete stars;
22}
23
24void Help :: handleKeys( SDL_KeyboardEvent &key )
25{
26 if ( key.type == SDL_KEYDOWN )
27 {
28 if ( key.keysym.sym == SDLK_SPACE )
29 parent->changeState( STATE_MENU );
30 else if ( key.keysym.sym == SDLK_DOWN )
31 textSpeed = 5;
32 else if ( key.keysym.sym == SDLK_UP )
33 {
34 if ( textSpeed > 0 )
35 textSpeed = 0;
36 else textSpeed = 1;
37 }
38
39 }
40 else if ( key.type == SDL_KEYUP )
41 {
42 if ( key.keysym.sym == SDLK_DOWN )
43 textSpeed = 1;
44 }
45}
46void Help :: init()
47{
48 startPos = 320;
49 currLine = 0;
50 textSpeed = 1;
51
52 // Create our coloured font
53 FontHandler :: changeColor( FONT_HELP_FONT, 0, 0, 255 );
54}
55
56void Help :: draw( SDL_Surface *screen )
57{
58 stars->draw( screen );
59
60
61 list<string>::iterator it = textList.begin();
62
63 // Move to start of text
64 for ( int i = 0 ; i < currLine && it != textList.end() ; ++i )
65 it++;
66
67 int pos = startPos;
68 while ( pos < 320 && it != textList.end() )
69 {
70 // get next line
71 string text = *it;
72
73 // draw text
74 FontHandler::draw( screen, FONT_COLOURED_TEXT, text.c_str(), -1, pos );
75 pos += FontHandler::FontHeight( FONT_COLOURED_TEXT );
76 it ++;
77 }
78
79}
80
81void Help :: update()
82{
83 stars->move();
84
85 startPos -= textSpeed;
86 if ( startPos <= -FontHandler::FontHeight( FONT_COLOURED_TEXT ) )
87 {
88 startPos = 0;
89 currLine ++;
90
91 if ( currLine > textList.size() )
92 {
93 startPos = 320;
94 currLine = 0;
95 }
96 }
97
98}
99
100void Help :: loadText()
101{
102 textList.push_back( "SFCave" );
103 textList.push_back( "Written By AndyQ" );
104 textList.push_back( "" );
105 textList.push_back( "Instructions" );
106 textList.push_back( "To return to the menu" );
107 textList.push_back( "press the space or " );
108 textList.push_back( "middle button." );
109 textList.push_back( "" );
110 textList.push_back( "To speed up the text" );
111 textList.push_back( "hold the down button" );
112 textList.push_back( "(releasing will return" );
113 textList.push_back( "to normal speed)" );
114 textList.push_back( "" );
115 textList.push_back( "" );
116 textList.push_back( "SFCave is a flying game" );
117 textList.push_back( "writtin originally for the" );
118 textList.push_back( "Sharp Zaurus." );
119 textList.push_back( "" );
120 textList.push_back( "The aim is to stay alive" );
121 textList.push_back( "for as long as possible," );
122 textList.push_back( "and get the highest score" );
123 textList.push_back( "you can." );
124 textList.push_back( "" );
125 textList.push_back( "There are currently three" );
126 textList.push_back( "game types - SFCave," );
127 textList.push_back( "Gates, and Fly." );
128 textList.push_back( "" );
129 textList.push_back( "SFCave is a remake of" );
130 textList.push_back( "the classic SFCave game." );
131 textList.push_back( "Fly through the cavern" );
132 textList.push_back( "avoiding all the blocks" );
133 textList.push_back( "that just happen to be" );
134 textList.push_back( "hanging in mid-air" );
135 textList.push_back( "" );
136 textList.push_back( "Gates is similar to" );
137 textList.push_back( "SFCave but instead of" );
138 textList.push_back( "avoiding blocks you must" );
139 textList.push_back( "fly through gates without" );
140 textList.push_back( "crashing." );
141 textList.push_back( "" );
142 textList.push_back( "Fly is a different kettle of" );
143 textList.push_back( "fish altogether. Instead," );
144 textList.push_back( "you are flying in the " );
145 textList.push_back( "open air above a" );
146 textList.push_back( "scrolling landscape and" );
147 textList.push_back( "the aim is to fly as close" );
148 textList.push_back( "to the land as possible." );
149 textList.push_back( "The closer to the land" );
150 textList.push_back( "you fly the more points" );
151 textList.push_back( "you score. But beware," );
152 textList.push_back( "fly too high above the" );
153 textList.push_back( "land and points get" );
154 textList.push_back( "deducted." );
155 textList.push_back( "" );
156 textList.push_back( "How to play" );
157 textList.push_back( "Press the space or middle" );
158 textList.push_back( "button (Zaurus only) to " );
159 textList.push_back( "apply thrust (makes you" );
160 textList.push_back( "go up) and release it" );
161 textList.push_back( "to go down." );
162 textList.push_back( "" );
163 textList.push_back( "Have fun" );
164 textList.push_back( "AndyQ" );
165}
166
167// Test
168#ifdef DEBUG_HELP
169SDL_Surface *screen;
170Help *help;
171
172void go()
173{
174 FontHandler :: init();
175
176 /* Initialize SDL */
177 if ( SDL_Init(SDL_INIT_VIDEO) < 0 )
178 {
179 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
180 exit(1);
181 }
182 atexit(SDL_Quit);
183
184 int videoflags = SDL_SWSURFACE ;
185
186 if ( (screen=SDL_SetVideoMode(240, 320,32,videoflags)) == NULL )
187 {
188 fprintf(stderr, "Couldn't set %ix%i video mode: %s\n",240,320,SDL_GetError());
189 exit(2);
190 }
191
192 help = new Help();
193
194 bool done = false;
195 while ( !done )
196 {
197 SDL_FillRect( screen, 0, 0 );
198 help->draw( screen );
199 help->update( );
200
201 SDL_Flip( screen );
202
203 SDL_Delay( 10 );
204
205 SDL_Event event;
206 while ( SDL_PollEvent(&event) )
207 {
208 switch (event.type)
209 {
210 case SDL_KEYDOWN:
211 // Escape keypress quits the app
212 if ( event.key.keysym.sym != SDLK_ESCAPE )
213 {
214 break;
215 }
216 case SDL_QUIT:
217 done = 1;
218 break;
219 default:
220 break;
221 }
222 }
223 }
224 }
225
226
227
228
229#ifdef __cplusplus
230extern "C"
231#endif
232int main( int argc, char *argv[] )
233{
234 go();
235}
236
237#endif
diff --git a/noncore/games/sfcave-sdl/help.h b/noncore/games/sfcave-sdl/help.h
new file mode 100644
index 0000000..dc9e80e
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/help.h
@@ -0,0 +1,35 @@
1
2#ifndef __HELP_H
3#define __help_h
4
5#include <list>
6#include <string>
7using namespace std;
8
9class SFCave;
10class StarField;
11
12class Help
13{
14public:
15 Help( SFCave *p );
16 ~Help();
17
18 void init();
19 void handleKeys( SDL_KeyboardEvent &key );
20 void draw( SDL_Surface *screen );
21 void update();
22private:
23
24 SFCave *parent;
25 StarField *stars;
26
27 int textSpeed;
28 list<string> textList;
29 int startPos;
30 int currLine;
31
32 void loadText();
33};
34
35#endif
diff --git a/noncore/games/sfcave-sdl/menu.cpp b/noncore/games/sfcave-sdl/menu.cpp
new file mode 100644
index 0000000..0a7366f
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/menu.cpp
@@ -0,0 +1,337 @@
1#include <SDL_image.h>
2#include "SDL_rotozoom.h"
3
4#include "constants.h"
5#include "sfcave.h"
6#include "game.h"
7#include "menu.h"
8#include "font.h"
9#include "starfield.h"
10
11MenuOption :: MenuOption( QString text, int id )
12{
13 menuText = text;
14 menuId = id;
15 nextMenu = 0;
16 highlighted = false;
17}
18
19MenuOption :: ~MenuOption()
20{
21}
22
23
24int MenuOption :: draw( SDL_Surface *screen, int y )
25{
26 if ( highlighted )
27 {
28 int x = (240 - FontHandler::TextWidth( FONT_MENU_HIGHLIGHTED, (const char *)menuText.c_str() ))/2;
29 FontHandler::draw( screen, FONT_MENU_HIGHLIGHTED, (const char *)menuText.c_str(), x, y );
30 return FontHandler::FontHeight( FONT_MENU_HIGHLIGHTED );
31 }
32 else
33 {
34 int x = (240 - FontHandler::TextWidth( FONT_MENU_UNHIGHLIGHTED, (const char *)menuText.c_str() ))/2;
35 FontHandler::draw( screen, FONT_MENU_UNHIGHLIGHTED, (const char *)menuText.c_str(), x, y );
36 return FontHandler::FontHeight( FONT_MENU_UNHIGHLIGHTED );
37 }
38}
39
40void MenuOption :: setNextMenu( Menu *item, bool down )
41{
42 nextMenu = item;
43 downMenuTree = down;
44}
45
46
47
48//----------------- Menu Class -------------
49
50SDL_Surface * Menu :: sfcaveTextImage;
51Menu *Menu :: mainMenu;
52Menu *Menu :: currentMenu;
53
54// This is the Master Menu constructor
55Menu :: Menu( SFCave *p )
56{
57 parent = p;
58 parentMenu = 0;
59 statusText = "";
60
61 //listItems.setAutoDelete( TRUE );
62
63 SDL_Surface *tmp = IMG_Load( IMAGES_PATH "sfcave_text.bmp" );
64 sfcaveTextImage = SDL_CreateRGBSurface(SDL_SWSURFACE, tmp->w, tmp->h, 32,
65 0x000000ff,0x0000ff00, 0x00ff0000, 0xff000000);
66 SDL_BlitSurface(tmp, NULL, sfcaveTextImage, NULL);
67 SDL_FreeSurface(tmp);
68
69 // Create menu structure
70 // Top level menu has 5 items - Start Game, Replays, Options, Help, and Quit
71 // Replays, Option menu items hav submenus
72 MenuOption *replayMenu = 0;
73 MenuOption *optionsMenu = 0;
74 MenuOption *item = 0;
75 addMenuOption( "Start Game", MENU_STARTGAME );
76 replayMenu = addMenuOption( "Replays", MENU_REPLAYS );
77 optionsMenu = addMenuOption( "Options", MENU_OPTIONS );
78 addMenuOption( "Help", MENU_HELP );
79 addMenuOption( "Quit", MENU_QUIT );
80
81 // Now deal with the Replays Menu
82 Menu *replay = new Menu( this );
83 replay->addMenuOption( "Play Replay", MENU_PLAY_REPLAY );
84 replay->addMenuOption( "Load Replay", MENU_LOAD_REPLAY );
85 replay->addMenuOption( "Save Replay", MENU_SAVE_REPLAY );
86 item = replay->addMenuOption( "Back", MENU_BACK );
87 item->setNextMenu( this, false );
88 replayMenu->setNextMenu( replay );
89
90 // Now deal with the Options MenucurrentMenu->currentMenuOption->setHighlighted( false );
91 listItems.front()->highlight( true );
92
93 Menu *options = new Menu( this );
94 MenuOption *typeMenu = 0;
95 MenuOption *difficultyMenu = 0;
96 MenuOption *soundsMenu = 0;
97 typeMenu = options->addMenuOption( "Game Type", MENU_GAME_TYPE );
98 difficultyMenu = options->addMenuOption( "Difficulty", MENU_DIFFICULTY );
99 soundsMenu = options->addMenuOption( "Sound", MENU_SOUNDS );
100 options->addMenuOption( "Clear Scores", MENU_CLEAR_SCORES );
101 item = options->addMenuOption( "Back", MENU_BACK );
102 item->setNextMenu( this, false );
103 optionsMenu->setNextMenu( options );
104
105 // Game Type menu
106 Menu *gameType = new Menu( options );
107 item = gameType->addMenuOption( "SFCave", MENU_GAME_SFCAVE );
108 item->setNextMenu( options );
109 item = gameType->addMenuOption( "Gates", MENU_GAME_GATES );
110 item->setNextMenu( options );
111 item = gameType->addMenuOption( "Fly", MENU_GAME_FLY );
112 item->setNextMenu( options );
113 item = gameType->addMenuOption( "Back", MENU_BACK );
114 item->setNextMenu( options );
115 typeMenu->setNextMenu( gameType );
116
117 // Game Difficulty menu
118 Menu *gameDifficulty = new Menu( options );
119 item = gameDifficulty->addMenuOption( "Easy", MENU_DIFFICULTY_EASY );
120 item->setNextMenu( options, false );
121 item = gameDifficulty->addMenuOption( "Normal", MENU_DIFFICULTY_NORMAL );
122 item->setNextMenu( options, false );
123 item = gameDifficulty->addMenuOption( "Hard", MENU_DIFFICULTY_HARD );
124 item->setNextMenu( options, false );
125 item = gameDifficulty->addMenuOption( "Back", MENU_BACK );
126 item->setNextMenu( options, false );
127 difficultyMenu->setNextMenu( gameDifficulty );
128
129 // Sounds Menu
130 Menu *sounds = new Menu( options );
131 sounds->addMenuOption( "Sound On", MENU_SOUND_ON );
132 sounds->addMenuOption( "Sound Off", MENU_SOUND_OFF );
133 sounds->addMenuOption( "Music On", MENU_MUSIC_ON );
134 sounds->addMenuOption( "Music Off", MENU_MUSIC_OFF );
135 item = sounds->addMenuOption( "Back", MENU_BACK );
136 item->setNextMenu( options, false );
137 soundsMenu->setNextMenu( sounds );
138
139 // Set static variables for menu selection up
140 mainMenu = this;
141 currentMenuOption = 0;
142
143 resetToTopMenu();
144
145 angle = 0;
146
147 stars = new StarField;
148}
149
150// This is a private constructor used for creating sub menus - only called by the Master Menu
151Menu :: Menu( Menu *p )
152{
153 parentMenu = p;
154 //listItems.setAutoDelete( TRUE );
155 currentMenuOption = 0;
156}
157
158Menu :: ~Menu()
159{
160 if ( this == mainMenu )
161 {
162 SDL_FreeSurface( sfcaveTextImage );
163 delete stars;
164 }
165}
166
167void Menu :: draw( SDL_Surface *screen )
168{
169 // draw stafield
170 stars->draw( screen );
171 stars->move( );
172
173 // Draw the spinning SFCave logo
174 SDL_Surface *rotozoom_pic;
175 SDL_Rect dest;
176
177 angle += 2;
178 if ( angle > 359 )
179 angle = 0;
180 if ((rotozoom_pic=rotozoomSurface (sfcaveTextImage, angle*1, 1, SMOOTHING_ON))!=NULL)
181 {
182 dest.x = (screen->w - rotozoom_pic->w)/2;
183 dest.y = 10;
184 dest.w = rotozoom_pic->w;
185 dest.h = rotozoom_pic->h;
186 SDL_BlitSurface( rotozoom_pic, NULL, screen, &dest );
187 SDL_FreeSurface(rotozoom_pic);
188 }
189
190 // Draw what game is selected
191 char text[100];
192 sprintf( text, "Current Game: %s", (const char *)parent->getCurrentGame()->getGameName().c_str() );
193 //Menu::scoreFont.PutString( screen, (240 - Menu::scoreFont.TextWidth( (const char *)text ))/2, 120, (const char *)text );
194 FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)text, (240 - FontHandler::TextWidth( FONT_WHITE_TEXT,(const char *)text ))/2, 120 );
195 sprintf( text, "Difficulty: %s", (const char *)parent->getCurrentGame()->getGameDifficultyText().c_str() );
196 //Menu::scoreFont.PutString( screen, (240 - Menu::scoreFont.TextWidth( (const char *)text ))/2, 120 + Menu::scoreFont.FontHeight()+2, (const char *)text );
197 FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)text, (240 - FontHandler::TextWidth( FONT_WHITE_TEXT,(const char *)text ))/2, 120 + FontHandler::FontHeight( FONT_WHITE_TEXT ) );
198
199 if ( statusText != "" )
200 FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)statusText.c_str(), (240 - FontHandler::TextWidth( FONT_WHITE_TEXT,(const char *)statusText.c_str() ))/2, 120 + (2*FontHandler::FontHeight( FONT_WHITE_TEXT ))+6 );
201 // Menu::scoreFont.PutString( screen, (240 - Menu::scoreFont.TextWidth( (const char *)statusText ))/2, 120 + (Menu::scoreFont.FontHeight()*2)+6, (const char *)statusText );
202
203
204 // Loop round each menu option and draw it
205 int y = 155;
206 list<MenuOption *>::iterator it;
207 for ( it = currentMenu->listItems.begin(); it != currentMenu->listItems.end() ; ++it )
208 {
209 y += (*it)->draw( screen, y ) + 2;
210 }
211}
212
213int Menu :: handleKeys( SDL_KeyboardEvent &key )
214{
215 if ( key.type != SDL_KEYDOWN )
216 return -1;
217
218 statusText = "";
219 switch( key.keysym.sym )
220 {
221 case SDLK_DOWN:
222 {
223 // Move to next menu item
224 currentMenu->currentMenuOption->highlight( false );
225
226 list<MenuOption *>::iterator it;
227 for ( it = currentMenu->listItems.begin(); it != currentMenu->listItems.end() ; ++it )
228 {
229 if ( (*it) == currentMenu->currentMenuOption )
230 {
231 it++;
232 break;
233 }
234 }
235
236 if ( it == currentMenu->listItems.end() )
237 it = currentMenu->listItems.begin();
238
239 currentMenu->currentMenuOption = *it;
240 currentMenu->currentMenuOption->highlight( true );
241
242 break;
243 }
244 case SDLK_UP:
245 {
246 // Move to previous menu item
247 currentMenu->currentMenuOption->highlight( false );
248 list<MenuOption *>::iterator it;
249 bool reachedBeginning = false;
250 for ( it = (currentMenu->listItems).end()--; ; --it )
251 {
252 if ( (*it) == currentMenu->currentMenuOption )
253 {
254
255 if ( it == currentMenu->listItems.begin( ) )
256 {
257 reachedBeginning = true;
258 break;
259 }
260 else
261 it--;
262 break;
263 }
264
265 }
266
267 if ( reachedBeginning )
268 currentMenu->currentMenuOption = currentMenu->listItems.back();
269 else
270 currentMenu->currentMenuOption = *it;
271
272 currentMenu->currentMenuOption->highlight( true );
273
274 break;
275 }
276 case SDLK_LEFT:
277 if ( currentMenu->parentMenu != 0 )
278 {
279 currentMenu = currentMenu->parentMenu;
280 printf( "HERE\n" );
281
282 return -1;
283 }
284 break;
285
286 case SDLK_RETURN:
287 case SDLK_SPACE:
288 {
289 // select menu item
290 int id = currentMenu->currentMenuOption->getMenuId();
291 // // if the current item has a child menu then move to that menu
292 Menu *next = currentMenu->currentMenuOption->getNextMenu();
293 if ( next != 0 )
294 {
295 bool down = currentMenu->currentMenuOption->isDownMenuTree();
296 currentMenu = next;
297 if ( down )
298 initCurrentMenu();
299 // return -1;
300 }
301 // else
302 {
303 return id;
304 }
305
306 break;
307 }
308
309 default:
310 break;
311 }
312
313 return -1;
314}
315
316MenuOption *Menu :: addMenuOption( QString text, int id )
317{
318 MenuOption *item = new MenuOption( text, id );
319
320 listItems.push_back( item );
321
322 return item;
323}
324
325void Menu :: resetToTopMenu()
326{
327 currentMenu = mainMenu;
328 initCurrentMenu();
329}
330
331void Menu :: initCurrentMenu()
332{
333 if ( currentMenu->currentMenuOption != 0 )
334 currentMenu->currentMenuOption->highlight( false );
335 currentMenu->currentMenuOption = currentMenu->listItems.front();
336 currentMenu->currentMenuOption->highlight( true );
337}
diff --git a/noncore/games/sfcave-sdl/menu.h b/noncore/games/sfcave-sdl/menu.h
new file mode 100644
index 0000000..08f7528
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/menu.h
@@ -0,0 +1,71 @@
1#ifndef __MENU_H
2#define __MENU_H
3
4#include <list>
5using namespace std;
6
7#include <SDL.h>
8
9class SFCave;
10class StarField;
11class Menu;
12
13class MenuOption
14{
15public:
16 MenuOption( QString text, int id );
17 ~MenuOption();
18
19 void highlight( bool val ) { highlighted = val; }
20 int draw( SDL_Surface *screen, int y );
21 void setNextMenu( Menu *item, bool down = true );
22 Menu *getNextMenu() { return nextMenu; }
23 int getMenuId() { return menuId; }
24 bool isDownMenuTree() { return downMenuTree; }
25
26private:
27 int menuId;
28 QString menuText;
29 bool highlighted;
30 bool downMenuTree;
31
32 Menu *nextMenu;
33};
34
35class Menu
36{
37public:
38 Menu( SFCave *p );
39 ~Menu();
40
41 void draw( SDL_Surface *screen );
42 int handleKeys( SDL_KeyboardEvent & );
43 MenuOption *addMenuOption( QString text, int id );
44 void resetToTopMenu();
45 void initCurrentMenu();
46
47 void setStatusText( QString text ) { statusText = text; }
48
49protected:
50
51private:
52 static SDL_Surface * sfcaveTextImage;
53 int angle;
54
55 static Menu *mainMenu;
56 static Menu *currentMenu;
57 Menu *parentMenu;
58
59 StarField *stars;
60
61 QString statusText;
62
63 SFCave *parent;
64 list<MenuOption *> listItems;
65 MenuOption *currentMenuOption;
66
67 Menu( Menu* p );
68};
69
70
71#endif
diff --git a/noncore/games/sfcave-sdl/player.cpp b/noncore/games/sfcave-sdl/player.cpp
new file mode 100644
index 0000000..830ee78
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/player.cpp
@@ -0,0 +1,162 @@
1#include <SDL.h>
2#include "SDL_gfxPrimitives.h"
3
4#include "constants.h"
5#include "player.h"
6#include "random.h"
7#include "animatedimage.h"
8
9Player :: Player( int w, int h )
10{
11 sWidth = w;
12 sHeight = h;
13
14 thrustUp = 0.4;
15 thrustDown = 0.6;
16 maxUpSpeed = 4.0;
17 maxDownSpeed = 5.0;
18
19 explosion = new AnimatedImage( IMAGES_PATH "explosion.bmp", 15 );
20 init();
21}
22
23Player :: ~Player()
24{
25 if ( explosion )
26 delete explosion;
27}
28
29void Player :: init()
30{
31 // Set player position
32 pos.x( 50 );
33 pos.y( sWidth/2 );
34 pos.h( 2 );
35 pos.w( 4 );
36 thrust = 0;
37 crashing = false;
38 crashLineLength = 0;
39 crashed = false;
40 explosion->reset();
41 allFaded = false;
42 expNextFrame = false;
43
44 // Reset Trail
45 for ( int i = 0 ; i < TRAILSIZE ; ++i )
46 {
47 trail[i].x( -1 );
48 trail[i].y( 0 );
49 trail[i].w( 2 );
50 trail[i].h( 2 );
51 }
52}
53
54void Player :: draw( SDL_Surface *screen )
55{
56 if ( !crashing )
57 {
58 // Draw Player
59 // ellipseRGBA( screen, pos.x(), pos.y(), pos.x()+ pos.width(), pos.y()+pos.height(), 0, 255, 255, 255 );
60 filledEllipseRGBA( screen, pos.x() + pos.w(), pos.y(), pos.w(), pos.h(), 0, 255, 255, 255 );
61
62 // Draw Trail
63 drawTrails( screen );
64 }
65 else
66 {
67 drawTrails( screen );
68
69 if ( !crashed )
70 explosion->draw( screen, pos.x(), pos.y() );
71 }
72}
73
74void Player :: drawTrails( SDL_Surface *screen )
75{
76 if ( allFaded && crashing )
77 return;
78
79 for ( int i = 0 ; i < TRAILSIZE ; ++i )
80 {
81 if ( trail[i].x() >= 0 )
82 {
83 // int r = (int) ((255.0/pos.x()) * (trail[i].x));
84 // int g = (int) ((150.0/pos.x()) * (trail[i].x));
85 int c = (int)((150.0/50) * (50.0 - (pos.x() - trail[i].x() ) ));
86 // SDL_FillRect( screen, &trail[i], SDL_MapRGBA( screen->format, r, g, 0, 0 ) ); //(int)(1.5*c), 0, 255 ) );
87 boxRGBA( screen, trail[i].x(), trail[i].y(), trail[i].x() + 2, trail[i].y() + 2, 255, (int)(1.5*c), 0, c );
88 }
89 }
90}
91
92void Player :: move( bool up )
93{
94 // Find enpty trail and move others
95 moveTrails();
96
97 if ( up )
98 thrust -= thrustUp;
99 else
100 thrust += thrustDown;
101
102 if ( thrust > maxDownSpeed )
103 thrust = maxDownSpeed;
104 else if ( thrust < -maxUpSpeed )
105 thrust = -maxUpSpeed;
106
107 pos.moveBy( 0, (int)(thrust) );
108}
109
110void Player :: moveTrails()
111{
112 bool done = false;
113 bool stillVisible = false;
114
115 // Dont do anything here if all faded when were crashing
116 if ( allFaded && crashing )
117 return;
118
119 for ( int i = 0 ; i < TRAILSIZE ; ++i )
120 {
121 if ( trail[i].x() < 0 )
122 {
123 stillVisible = true;
124 if ( !crashing && !done )
125 {
126 trail[i].x( pos.x() - 5 );
127 trail[i].y( pos.y() );
128 done = true;
129 }
130 }
131 else
132 trail[i].x( trail[i].x() - 1 );
133 }
134
135 if ( !stillVisible )
136 allFaded = true;
137}
138
139bool Player :: updateCrashing()
140{
141 crashing = true;
142
143 moveTrails();
144 if ( expNextFrame )
145 {
146 expNextFrame = false;
147 crashed = !explosion->nextFrame();
148 }
149 else
150 expNextFrame = true;
151
152 return crashed;
153}
154
155void Player :: setMovementInfo( double up, double down, double maxUp, double maxDown )
156{
157 thrustUp = up;
158 thrustDown = down;
159 maxUpSpeed = maxUp;
160 maxDownSpeed = maxDown;
161}
162
diff --git a/noncore/games/sfcave-sdl/player.h b/noncore/games/sfcave-sdl/player.h
new file mode 100644
index 0000000..e4c904a
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/player.h
@@ -0,0 +1,50 @@
1#ifndef __PLAYER_H
2#define __PLAYER_H
3
4#include "rect.h"
5
6class SDL_Surface;
7class AnimatedImage;
8
9class Player
10{
11public:
12 Player( int w, int h );
13 ~Player();
14
15 void init();
16 void draw( SDL_Surface *screen );
17 void drawTrails( SDL_Surface *screen );
18 void move( bool up );
19 void moveTrails();
20 Rect getPos() { return pos; }
21 int getX() { return pos.x(); }
22 int getY() { return pos.y(); }
23 int getHeight() { return pos.h(); }
24 bool updateCrashing();
25 void setMovementInfo( double up, double down, double maxUp, double maxDown );
26
27private:
28 AnimatedImage *explosion;
29
30 int sWidth;
31 int sHeight;
32
33 bool expNextFrame;
34 bool allFaded;
35 bool crashing;
36 bool crashed;
37 int crashLineLength;
38 Rect pos;
39 double thrust;
40
41 double thrustUp;
42 double thrustDown;
43 double maxUpSpeed;
44 double maxDownSpeed;
45
46 Rect trail[TRAILSIZE];
47
48};
49
50#endif
diff --git a/noncore/games/sfcave-sdl/random.cpp b/noncore/games/sfcave-sdl/random.cpp
new file mode 100644
index 0000000..9f716f2
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/random.cpp
@@ -0,0 +1,189 @@
1/* -------------------------------------------------------------------------
2 * This is an ANSI C library for multi-stream random number generation.
3 * The use of this library is recommended as a replacement for the ANSI C
4 * rand() and srand() functions, particularly in simulation applications
5 * where the statistical 'goodness' of the random number generator is
6 * important. The library supplies 256 streams of random numbers; use
7 * SelectStream(s) to switch between streams indexed s = 0,1,...,255.
8 *
9 * The streams must be initialized. The recommended way to do this is by
10 * using the function PlantSeeds(x) with the value of x used to initialize
11 * the default stream and all other streams initialized automatically with
12 * values dependent on the value of x. The following convention is used
13 * to initialize the default stream:
14 * if x > 0 then x is the state
15 * if x < 0 then the state is obtained from the system clock
16 * if x = 0 then the state is to be supplied interactively.
17 *
18 * The generator used in this library is a so-called 'Lehmer random number
19 * generator' which returns a pseudo-random number uniformly distributed
20 * 0.0 and 1.0. The period is (m - 1) where m = 2,147,483,647 and the
21 * smallest and largest possible values are (1 / m) and 1 - (1 / m)
22 * respectively. For more details see:
23 *
24 * "Random Number Generators: Good Ones Are Hard To Find"
25 * Steve Park and Keith Miller
26 * Communications of the ACM, October 1988
27 *
28 * Name : rngs.c (Random Number Generation - Multiple Streams)
29 * Authors : Steve Park & Dave Geyer
30 * Language : ANSI C
31 * Latest Revision : 09-22-98
32 * -------------------------------------------------------------------------
33 */
34
35#include <stdio.h>
36#include <time.h>
37
38#define __RANDOM_CPP
39#include "random.h"
40
41#define MODULUS 2147483647 /* DON'T CHANGE THIS VALUE */
42#define MULTIPLIER 48271 /* DON'T CHANGE THIS VALUE */
43#define CHECK 399268537 /* DON'T CHANGE THIS VALUE */
44#define STREAMS 256 /* # of streams, DON'T CHANGE THIS VALUE */
45#define A256 22925 /* jump multiplier, DON'T CHANGE THIS VALUE */
46#define DEFAULT 123456789 /* initial seed, use 0 < DEFAULT < MODULUS */
47
48static long seed[STREAMS] = {DEFAULT}; /* current state of each stream */
49static int stream = 0; /* stream index, 0 is the default */
50static int initialized = 0; /* test for stream initialization */
51
52
53 double Random(void)
54/* ----------------------------------------------------------------
55 * Random returns a pseudo-random real number uniformly distributed
56 * between 0.0 and 1.0.
57 * ----------------------------------------------------------------
58 */
59{
60 const long Q = MODULUS / MULTIPLIER;
61 const long R = MODULUS % MULTIPLIER;
62 long t;
63
64 t = MULTIPLIER * (seed[stream] % Q) - R * (seed[stream] / Q);
65 if (t > 0)
66 seed[stream] = t;
67 else
68 seed[stream] = t + MODULUS;
69 return ((double) seed[stream] / MODULUS);
70}
71
72
73 void PlantSeeds(long x)
74/* ---------------------------------------------------------------------
75 * Use this function to set the state of all the random number generator
76 * streams by "planting" a sequence of states (seeds), one per stream,
77 * with all states dictated by the state of the default stream.
78 * The sequence of planted states is separated one from the next by
79 * 8,367,782 calls to Random().
80 * ---------------------------------------------------------------------
81 */
82{
83 const long Q = MODULUS / A256;
84 const long R = MODULUS % A256;
85 int j;
86 int s;
87
88 initialized = 1;
89 s = stream; /* remember the current stream */
90 SelectStream(0); /* change to stream 0 */
91 PutSeed(x); /* set seed[0] */
92 stream = s; /* reset the current stream */
93 for (j = 1; j < STREAMS; j++) {
94 x = A256 * (seed[j - 1] % Q) - R * (seed[j - 1] / Q);
95 if (x > 0)
96 seed[j] = x;
97 else
98 seed[j] = x + MODULUS;
99 }
100}
101
102
103int nextInteger( int range,const char *file, int line )
104{
105 int val = (int)(Random( ) * range);
106 //printf( "nextInt() called from %s line %d - returning %d\n", file, line, val );
107
108 return val;
109
110}
111 void PutSeed(long x)
112/* ---------------------------------------------------------------
113 * Use this function to set the state of the current random number
114 * generator stream according to the following conventions:
115 * if x > 0 then x is the state (unless too large)
116 * if x < 0 then the state is obtained from the system clock
117 * if x = 0 then the state is to be supplied interactively
118 * ---------------------------------------------------------------
119 */
120{
121 char ok = 0;
122
123 if (x > 0)
124 x = x % MODULUS; /* correct if x is too large */
125 if (x < 0)
126 x = ((unsigned long) time((time_t *) NULL)) % MODULUS;
127 if (x == 0)
128 while (!ok) {
129 printf("\nEnter a positive integer seed (9 digits or less) >> ");
130 scanf("%ld", &x);
131 ok = (0 < x) && (x < MODULUS);
132 if (!ok)
133 printf("\nInput out of range ... try again\n");
134 }
135 seed[stream] = x;
136}
137
138
139 void GetSeed(long *x)
140/* ---------------------------------------------------------------
141 * Use this function to get the state of the current random number
142 * generator stream.
143 * ---------------------------------------------------------------
144 */
145{
146 *x = seed[stream];
147}
148
149
150 void SelectStream(int index)
151/* ------------------------------------------------------------------
152 * Use this function to set the current random number generator
153 * stream -- that stream from which the next random number will come.
154 * ------------------------------------------------------------------
155 */
156{
157 stream = ((unsigned int) index) % STREAMS;
158 if ((initialized == 0) && (stream != 0)) /* protect against */
159 PlantSeeds(DEFAULT); /* un-initialized streams */
160}
161
162
163 void TestRandom(void)
164/* ------------------------------------------------------------------
165 * Use this (optional) function to test for a correct implementation.
166 * ------------------------------------------------------------------
167 */
168{
169 long i;
170 long x;
171 double u;
172 char ok = 0;
173
174 SelectStream(0); /* select the default stream */
175 PutSeed(1); /* and set the state to 1 */
176 for(i = 0; i < 10000; i++)
177 u = Random();
178 GetSeed(&x); /* get the new state value */
179 ok = (x == CHECK); /* and check for correctness */
180
181 SelectStream(1); /* select stream 1 */
182 PlantSeeds(1); /* set the state of all streams */
183 GetSeed(&x); /* get the state of stream 1 */
184 ok = ok && (x == A256); /* x should be the jump multiplier */
185 if (ok)
186 printf("\n The implementation of rngs.c is correct.\n\n");
187 else
188 printf("\n\a ERROR -- the implementation of rngs.c is not correct.\n\n");
189}
diff --git a/noncore/games/sfcave-sdl/random.h b/noncore/games/sfcave-sdl/random.h
new file mode 100644
index 0000000..d416b59
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/random.h
@@ -0,0 +1,24 @@
1/* -----------------------------------------------------------------------
2 * Name : rngs.h (header file for the library file rngs.c)
3 * Author : Steve Park & Dave Geyer
4 * Language : ANSI C
5 * Latest Revision : 09-22-98
6 * -----------------------------------------------------------------------
7 */
8
9#if !defined( _RNGS_ )
10#define _RNGS_
11
12
13#define nextInt(x) nextInteger( (x),__FILE__, __LINE__ )
14//#define DEBUG_NEW new
15
16double Random(void);
17int nextInteger( int range,const char *file, int line);
18void PlantSeeds(long x);
19void GetSeed(long *x);
20void PutSeed(long x);
21void SelectStream(int index);
22void TestRandom(void);
23
24#endif
diff --git a/noncore/games/sfcave-sdl/rect.h b/noncore/games/sfcave-sdl/rect.h
new file mode 100644
index 0000000..dc9c9d5
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/rect.h
@@ -0,0 +1,61 @@
1#ifndef __RECT_H
2#define __RECT_H
3
4#include "SDL.h"
5
6class Rect
7{
8public:
9 Rect() { r.x = r.y = r.w = r.h = 0; }
10 Rect( int x, int y, int w, int h ) { setRect( x, y, w, h ); }
11 ~Rect() {}
12
13 void setRect( int x, int y, int w, int h ) { r.x = x; r.y = y; r.w = w; r.h = h; }
14 SDL_Rect getRect() { return r; }
15 int x() { return r.x; }
16 int y() { return r.y; }
17 int w() { return r.w; }
18 int h() { return r.h; }
19
20 void x( int x) { r.x = x; }
21 void y( int y) { r.y = y; }
22 void w( int w) { r.w = w; }
23 void h( int h) { r.h = h; }
24
25 void moveBy( int x, int y )
26 {
27 r.x += x;
28 r.y += y;
29 }
30
31 bool intersects( Rect r2 )
32 {
33 int tw = r.w;
34 int th = r.h;
35 int rw = r2.w();
36 int rh = r2.h();
37 if (rw <= 0 || rh <= 0 || tw <= 0 || th <= 0) {
38 return false;
39 }
40 int tx = r.x;
41 int ty = r.y;
42 int rx = r2.x();
43 int ry = r2.y();
44 rw += rx;
45 rh += ry;
46 tw += tx;
47 th += ty;
48
49 // overflow || intersect
50 return ((rw < rx || rw > tx) &&
51 (rh < ry || rh > ty) &&
52 (tw < tx || tw > rx) &&
53 (th < ty || th > ry));
54 }
55
56private:
57 SDL_Rect r;
58};
59
60#endif
61
diff --git a/noncore/games/sfcave-sdl/settings.cpp b/noncore/games/sfcave-sdl/settings.cpp
new file mode 100644
index 0000000..914c4ec
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/settings.cpp
@@ -0,0 +1,273 @@
1#include <stdio.h>
2#include <stdlib.h>
3#include <sys/stat.h>
4#include <vector>
5
6#include "settings.h"
7
8
9#define DEFAULT_DIR "."
10#define DEFAULT_FILE "Settings.cfg"
11#define MAX_LINE_SIZE 2048
12
13
14Settings::Settings( char * env_file, char * env_dir )
15{
16 // Store the correct environment directory
17 if (env_dir == NULL)
18 {
19 char * homeDir = getenv( "HOME" );;
20
21 if ( homeDir )
22 {
23 envFile.append(homeDir);
24 envFile.append("/");
25 }
26 else
27 printf( "Environment var HOME not set!\n" );
28
29 envFile.append(DEFAULT_DIR);
30 }
31 else
32 envFile.append(env_dir);
33
34 envFile.append("/");
35
36 // Store the correct environment file
37 if (env_file == NULL)
38 envFile.append(DEFAULT_FILE);
39 else
40 envFile.append(env_file);
41}
42
43Settings::Settings()
44{
45 char * homeDir = getenv("HOME");
46
47 if ( homeDir)
48 {
49 envFile.append(homeDir);
50 envFile.append("/");
51 }
52 else
53 printf( "Environment var HOME not set!\n" );
54
55 envFile.append(DEFAULT_DIR);
56 envFile.append("/");
57
58 envFile.append(DEFAULT_FILE);
59}
60
61Settings::~Settings()
62{
63}
64
65bool Settings::readSetting(const string key_str,int& result)
66{
67 string Buffer;
68 if (readSetting(key_str,Buffer))
69 {
70 result = atoi(Buffer.c_str());
71 return true;
72 }
73 else
74 return false;
75}
76
77bool Settings::readSetting(const string key_str,unsigned int& result)
78{
79 string Buffer;
80 if (readSetting(key_str,Buffer))
81 {
82 result = atoi(Buffer.c_str());
83 return true;
84 }
85 else
86 return false;
87}
88
89bool Settings::readSetting(const string key_str,long int& result)
90{
91 string Buffer;
92 if (readSetting(key_str,Buffer))
93 {
94 result = atol(Buffer.c_str());
95 return true;
96 }
97 else
98 return false;
99}
100
101bool Settings::readSetting(const string key_str,unsigned long& result)
102{
103 string Buffer;
104 if (readSetting(key_str,Buffer))
105 {
106 result = atol(Buffer.c_str());
107 return true;
108 }
109 else
110 return false;
111}
112
113bool Settings::readSetting(const string key_str,bool& result)
114{
115 string Buffer;
116 if (readSetting(key_str,Buffer))
117 {
118 result = (Buffer == "true");
119 return true;
120 }
121 else
122 return false;
123}
124
125bool Settings::readSetting(const string key_str,string& results)
126{
127 // This function will read a string from the env file that corresponds to the
128 // key key_str passed in.
129 FILE * fd = 0;
130 char buf[MAX_LINE_SIZE];
131 bool ret_flag = false;
132 char* key;
133 char* value;
134
135 // open file
136 fd = fopen(envFile.c_str(), "r");
137
138 if (fd)
139 {
140 while (fgets(buf, MAX_LINE_SIZE-1, fd))
141 {
142 key = strtok(buf, "\t");
143 value = strtok(NULL, "\n");
144 // find key in file
145 if (!strcasecmp(key,key_str.c_str()))
146 {
147 results = value;
148 ret_flag = true;
149 }
150 }
151 fclose(fd);
152 }
153
154 return(ret_flag);
155}
156
157void Settings::writeSetting(const string key_str,const bool value)
158{
159 value ?writeSetting(key_str,string("true")) :writeSetting(key_str,string("false"));
160}
161
162void Settings::writeSetting(const string key_str,const int value)
163{
164 char Buffer[30];
165
166 sprintf(Buffer,"%i",value);
167 writeSetting(key_str,string(Buffer));
168}
169
170void Settings::writeSetting(const string key_str,const unsigned int value)
171{
172 char Buffer[30];
173
174 sprintf(Buffer,"%i",value);
175 writeSetting(key_str,string(Buffer));
176}
177
178void Settings::writeSetting(const string key_str,const long int value)
179{
180 char Buffer[30];
181
182 sprintf(Buffer,"%li",value);
183 writeSetting(key_str,string(Buffer));
184}
185
186void Settings::writeSetting(const string key_str,const unsigned long value)
187{
188 char Buffer[30];
189
190 sprintf(Buffer,"%lu",value);
191 writeSetting(key_str,string(Buffer));
192}
193
194void Settings::writeSetting(const string key_str,const string value)
195{
196 // This function will write a value for the key key_str. If the key_str
197 // already exists then it will be overwritten.
198
199 std::vector<string> FileEntries;
200 FILE *fd=NULL,*ftemp=NULL;
201 char * dir_str;
202 char * dir_ptr;
203 char buf[MAX_LINE_SIZE];
204 char tempname[12];
205
206 dir_str = strdup(envFile.c_str());
207 printf( "dir = %s, file - %s\n", dir_str, envFile.c_str() );
208 if (dir_str)
209 {
210 // remove file from the directory string
211 dir_ptr = strrchr(dir_str, (int)'/');
212 if (dir_ptr)
213 {
214 *dir_ptr = 0;
215
216 // make the directory path if it does not exist
217 // mkdir(dir_str, 777 );
218
219 // if file exists we need to save contents
220 if ((fd = fopen(envFile.c_str(), "r")) != NULL)
221 {
222 while (fgets(buf, MAX_LINE_SIZE-1, fd))
223 FileEntries.push_back(string(buf));
224 fclose(fd);
225 }
226
227 char *home = getenv( "HOME" );
228 string tmp;
229 if ( home )
230 tmp = home + string( "/" ) + "tmpsfcave.dat";
231 else
232 tmp = "./tmpsfcave.dat";
233 strcpy(tempname,tmp.c_str() );
234 printf( "tmp - %s\n", tempname );
235 if ((ftemp = fopen(tempname,"w")) != NULL)
236 {
237 char *key1,*key2;
238 char buff1[80],buff2[80];
239
240 strncpy(buff1,key_str.c_str(),80);
241 key1 = strtok(buff1,"\t");
242 for (std::vector<string>::iterator iter = FileEntries.begin(); iter < FileEntries.end(); iter++)
243 {
244 strncpy(buff2,(*iter).c_str(),80);
245 key2 = strtok(buff2,"\t");
246 // IF not the key string then write out to file
247 if (strcmp(key1,key2) != 0)
248 {
249 fprintf(ftemp,"%s",iter->c_str());
250 fflush(ftemp);
251 }
252 }
253
254 fprintf(ftemp, "%s\t%s\n", key_str.c_str(),value.c_str());
255 fflush(ftemp);
256 fclose(ftemp);
257
258 remove(envFile.c_str());
259
260 rename( tempname, envFile.c_str() );
261 }
262 else
263 printf( "Can't open file %s\n", envFile.c_str() );
264 }
265
266 delete dir_str;
267 }
268}
269
270void Settings::deleteFile(void)
271{
272 remove(envFile.c_str());
273}
diff --git a/noncore/games/sfcave-sdl/settings.h b/noncore/games/sfcave-sdl/settings.h
new file mode 100644
index 0000000..5e828ed
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/settings.h
@@ -0,0 +1,52 @@
1#ifndef __SETTINGS_H
2#define __SETTINGS_H
3
4// This class will create a .<name> directory in the users home directory or
5// a directory for the users choice. It will then manage a set of key values
6// that the programmer can search for. This allows programmers to save a users
7// settings and then retrieve then at a latter time. It currently supports
8// upto 1024 different settings.
9// Two constructors are provided. They will dertermine what directory to look
10// for the settings file and what the name of the file is. If the directory is
11// not specified then a default directory of .<DEFAULT_DIR> will be created in
12// the users home directory. A file will be created in this directory. The name
13// will be the one specified by the caller. If none is specified then
14// DEFAULT_FILE will be created.
15// To retrieve and store strings into the file readSetting and writeSetting
16// should be called.
17
18#include <string>
19using namespace std;
20
21class Settings
22{
23
24public:
25
26 Settings( char * env_file = 0, char * env_dir = 0 );
27 Settings();
28 ~Settings();
29
30 bool readSetting(const string key_str,string& results);
31 bool readSetting(const string key_str,int& result);
32 bool readSetting(const string key_str,unsigned int& result);
33 bool readSetting(const string key_str,long int& result);
34 bool readSetting(const string key_str,unsigned long& result);
35 bool readSetting(const string key_str,bool& result);
36
37 void writeSetting(const string key_str,const string value);
38 void writeSetting(const string key_str,const int value);
39 void writeSetting(const string key_str,const unsigned int result);
40 void writeSetting(const string key_str,const long int result);
41 void writeSetting(const string key_str,const unsigned long result);
42 void writeSetting(const string key_str,const bool value);
43
44 void deleteFile(void);
45
46private:
47
48 string envFile;
49};
50
51
52#endif
diff --git a/noncore/games/sfcave-sdl/sfcave-sdl.pro b/noncore/games/sfcave-sdl/sfcave-sdl.pro
new file mode 100644
index 0000000..e874f0d
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/sfcave-sdl.pro
@@ -0,0 +1,55 @@
1 TEMPLATE= app
2 CONFIG += qt warn_on release
3 DESTDIR = $(OPIEDIR)/bin
4 TARGET = sfcave-sdl
5
6DEFINES = _REENTRANT main=SDL_main
7
8INCLUDEPATH += $(OPIEDIR)/include
9INCLUDEPATH += $(OPIEDIR)/include/SDL
10DEPENDPATH += $(OPIEDIR)/include
11
12LIBS += -lqpe -L${SDLDIR}/lib -lSDL -lSDLmain -lSDL_gfx -lSDL_image -lSDL_mixer -lstdc++
13
14 SOURCES = animatedimage.cpp \
15 bfont.cpp \
16 font.cpp \
17 game.cpp \
18 menu.cpp \
19 help.cpp \
20 player.cpp \
21 random.cpp \
22 sfcave.cpp \
23 sfcave_game.cpp \
24 gates_game.cpp \
25 fly_game.cpp \
26 flyterrain.cpp \
27 sound.cpp \
28 terrain.cpp \
29 settings.cpp \
30 starfield.cpp \
31 util.cpp
32
33 HEADERS = animatedimage.h \
34 bfont.h \
35 constants.h \
36 font.h \
37 game.h \
38 menu.h \
39 player.h \
40 random.h \
41 rect.h \
42 sfcave.h \
43 help.h \
44 sfcave_game.h \
45 gates_game.h \
46 fly_game.h \
47 flyterrain.h \
48 sound.h \
49 terrain.h \
50 stringtokenizer.h \
51 settings.h \
52 starfield.h \
53 util.h
54
55include ( ../../../include.pro ) \ No newline at end of file
diff --git a/noncore/games/sfcave-sdl/sfcave.cpp b/noncore/games/sfcave-sdl/sfcave.cpp
new file mode 100644
index 0000000..8d376a1
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/sfcave.cpp
@@ -0,0 +1,546 @@
1#include <stdio.h>
2#include <stdlib.h>
3
4#include <time.h>
5#include <sys/timeb.h>
6
7#include "SDL.h"
8#include "SDL_gfxPrimitives.h"
9
10#include "constants.h"
11
12#include "sound.h"
13#include "menu.h"
14#include "help.h"
15#include "game.h"
16#include "terrain.h"
17#include "random.h"
18#include "sfcave.h"
19#include "font.h"
20#include "settings.h"
21#include "util.h"
22
23#include "sfcave_game.h"
24#include "gates_game.h"
25#include "fly_game.h"
26
27void start( int argc, char *argv[] )
28{
29 FontHandler::init();
30 SFCave app( argc, argv );
31 FontHandler::cleanUp();
32}
33
34#ifdef __cplusplus
35extern "C"
36#endif
37int main(int argc, char *argv[])
38{
39 start( argc, argv );
40 return 0;
41}
42
43
44SFCave :: SFCave( int argc, char *argv[] )
45{
46 string diff = loadSetting( "GameDifficulty", "Easy" );
47 string game = loadSetting( "GameType", "SFCave" );
48 musicPath = loadSetting( "MusicPath", SOUND_PATH );
49 printf( "musicPath %s\n", musicPath.c_str() );
50 musicType = loadSetting( "MusicType", "mod,ogg" );
51 if ( musicPath[musicPath.size()-1] != '/' )
52 musicPath += "/";
53
54 // Init main SDL Library
55 initSDL( argc, argv );
56
57 // Init SoundHandler
58 if ( !SoundHandler :: init() )
59 printf("Unable to open audio!\n");
60
61 currentGame = Game::createGame( this, WIDTH, HEIGHT, game, diff );
62 if ( !currentGame )
63 currentGame = new SFCaveGame( this, WIDTH, HEIGHT, 0 );
64 currentGame->setSeed(-1);
65 menu = new Menu( this );
66
67 help = new Help( this );
68
69 maxFPS = 50;
70 showFps = false;
71 mainEventLoop();
72
73 SoundHandler :: cleanUp();
74 SDL_Quit();
75}
76
77SFCave :: ~SFCave()
78{
79 if ( currentGame )
80 delete currentGame;
81
82 if ( menu )
83 delete menu;
84
85 SDL_FreeSurface( screen );
86}
87
88
89void SFCave :: drawGameScreen( )
90{
91 //ClearScreen(screen, "Titletext");
92
93}
94
95void SFCave :: initSDL( int argc, char *argv[] )
96{
97 const SDL_VideoInfo *info;
98 Uint8 video_bpp;
99 Uint32 videoflags;
100
101
102
103 /* Initialize SDL */
104 if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0 ) {
105 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
106 exit(1);
107 }
108 atexit(SDL_Quit);
109
110 /* Alpha blending doesn't work well at 8-bit color */
111 video_bpp = 16;
112
113 if ( !SDL_VideoModeOK(WIDTH, HEIGHT, 16, SDL_DOUBLEBUF) )
114 printf( "No double buffering\n" );
115
116 videoflags = SDL_HWSURFACE | SDL_SRCALPHA;//|| SDL_DOUBLEBUF;// | SDL_SRCALPHA | SDL_RESIZABLE;
117 while ( argc > 1 ) {
118 --argc;
119 if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
120 video_bpp = atoi(argv[argc]);
121 --argc;
122 } else
123 if ( strcmp(argv[argc], "-hw") == 0 ) {
124 videoflags |= SDL_HWSURFACE;
125 } else
126 if ( strcmp(argv[argc], "-warp") == 0 ) {
127 videoflags |= SDL_HWPALETTE;
128 } else
129 if ( strcmp(argv[argc], "-fullscreen") == 0 ) {
130 videoflags |= SDL_FULLSCREEN;
131 } else {
132 fprintf(stderr,
133 "Usage: %s [-bpp N] [-warp] [-hw] [-fullscreen]\n",
134 argv[0]);
135 exit(1);
136 }
137 }
138
139 /* Set 240x320 video mode */
140 if ( (screen=SDL_SetVideoMode(WIDTH,HEIGHT,video_bpp,videoflags)) == NULL ) {
141 fprintf(stderr, "Couldn't set %ix%i video mode: %s\n",WIDTH,HEIGHT,SDL_GetError());
142 exit(2);
143 }
144
145 /* Use alpha blending */
146 SDL_SetAlpha(screen, SDL_RLEACCEL, 0);
147
148 /* Set title for window */
149 SDL_WM_SetCaption("SFCave","SFCave");
150}
151
152void SFCave :: mainEventLoop()
153{
154 SDL_Event event;
155 int done;
156
157 /* Wait for a keystroke */
158 done = 0;
159 state = 0;
160 state = STATE_CRASHED;
161 changeState( STATE_MENU );
162
163 int FPS = 0;
164 bool limitFPS = true;
165 actualFPS = 0;
166 long time1 = 0;
167 long start;
168 long end;
169 //long nrTimes = 0;
170 struct timeb tp;
171 while ( !done )
172 {
173 // calc FPS
174 ftime( &tp );
175 start =(tp.time%10000)*10000 + tp.millitm;
176 // printf( "start = %ld, time1 - %d, st-tm - %d, tp.time - %ld\n", start, time1, start-time1, (tp.time%1000)*1000 );
177 if ( start - time1 >= 1000 )
178 {
179 actualFPS = FPS;
180 // printf( "%d FPS = %d\n", nrTimes++, actualFPS );
181 FPS = 0;
182 time1 = start;
183 }
184 else
185 FPS ++;
186
187 SDL_FillRect( screen, 0, 0 );
188 switch( state )
189 {
190 case STATE_MENU:
191 SDL_FillRect( screen, 0, 0 );
192 menu->draw( screen );
193 break;
194 case STATE_HELP:
195 SDL_FillRect( screen, 0, 0 );
196 help->update();
197 help->draw( screen );
198 break;
199 case STATE_NEWGAME:
200 printf( "STATE_NEWGAME\n" );
201 currentGame->setReplay( false );
202 currentGame->init();
203 changeState( STATE_PLAYING );
204 break;
205
206 case STATE_REPLAY:
207 printf( "STATE_NEWGAME\n" );
208 currentGame->setReplay( true );
209 currentGame->init();
210 changeState( STATE_PLAYING );
211 break;
212
213 case STATE_PLAYING:
214 case STATE_CRASHING:
215 currentGame->update( state );
216 currentGame->draw( screen );
217 break;
218
219 case STATE_CRASHED:
220 currentGame->update( state );
221 currentGame->draw( screen );
222
223 // Display Game Over message
224 break;
225
226 case STATE_QUIT:
227 done = 1;
228 break;
229 }
230
231 /* Show */
232 // if ( state != STATE_CRASHED )
233 SDL_Flip( screen );
234 // SDL_UpdateRect(screen, 0, 0, 0, 0);
235
236 if ( limitFPS )
237 {
238 /* Slow down polling - limit to x FPS*/
239 ftime( &tp );
240 end = abs((tp.time%10000)*10000 + tp.millitm);
241 if ( end-start < (1000/maxFPS) )
242 {
243 // printf( "end - %ld, timetaken for frame = %ld, sleeping for %ld %d\n", end, end-start, (1000/maxFPS)-(end-start), actualFPS );
244 if ( (1000/maxFPS)-(end-start) > 500 )
245 {
246 // Should never happen but in case it does sleep for 5 seconds
247 printf( "WARNING WILL ROBINSON! delay = %ld - start %ld, end %ld\n", (1000/maxFPS)-(end-start), start, end );
248 SDL_Delay( 5 );
249 }
250 else
251 SDL_Delay((1000/maxFPS)-(end-start) );
252 }
253 }
254 else
255 SDL_Delay( 5 );
256
257 /* Check for events */
258 while ( SDL_PollEvent(&event) )
259 {
260 switch (event.type)
261 {
262 case SDL_KEYDOWN:
263 case SDL_KEYUP:
264 // Escape keypress quits the app
265 if ( event.key.keysym.sym != SDLK_ESCAPE )
266 {
267 // printf( "Key Pressed was %d %s\n", event.key.keysym.sym, SDL_GetKeyName( event.key.keysym.sym ) );
268
269 if ( state == STATE_MENU )
270 {
271 int rc = menu->handleKeys( event.key );
272 if ( rc != -1 )
273 handleMenuSelect( rc );
274 }
275 else if ( state == STATE_HELP )
276 {
277 help->handleKeys( event.key );
278 }
279 else if ( state == STATE_CRASHED )
280 {
281 if ( event.type == SDL_KEYDOWN )
282 {
283 if ( event.key.keysym.sym == SDLK_UP ||
284 event.key.keysym.sym == SDLK_DOWN ||
285 event.key.keysym.sym == SDLK_SPACE )
286 changeState( STATE_NEWGAME );
287 else if ( event.key.keysym.sym == SDLK_RETURN || event.key.keysym.sym == 0 )
288 {
289 changeState( STATE_MENU );
290 menu->resetToTopMenu();
291 }
292 else if ( event.key.keysym.sym == SDLK_r )
293 {
294 changeState( STATE_REPLAY );
295 }
296 else if ( event.key.keysym.sym == SDLK_s )
297 {
298 SoundHandler :: playSound( SND_EXPLOSION );
299 }
300 }
301 }
302 else
303 {
304 switch ( event.key.keysym.sym )
305 {
306 case SDLK_f:
307 printf( "showFPS - %d\n", showFps );
308 if ( event.type == SDL_KEYDOWN )
309 showFps = !showFps;
310 break;
311 case SDLK_l:
312 if ( event.type == SDL_KEYDOWN )
313 limitFPS = !limitFPS;
314 break;
315
316 case SDLK_p:
317 if ( event.type == SDL_KEYDOWN )
318 {
319 maxFPS ++;
320 printf( "maxFPS - %d\n", maxFPS );
321 }
322 break;
323
324 case SDLK_o:
325 if ( event.type == SDL_KEYDOWN )
326 {
327 maxFPS --;
328 printf( "maxFPS - %d\n", maxFPS );
329 }
330 break;
331
332 case SDLK_n:
333 currentGame->getTerrain()->offset++;
334 break;
335
336 default:
337 currentGame->handleKeys( event.key );
338 break;
339 }
340 }
341
342 break;
343 }
344
345
346 case SDL_QUIT:
347 done = 1;
348 break;
349 default:
350 break;
351 }
352 }
353 }
354}
355
356void SFCave :: changeState( int s )
357{
358 if ( state != s )
359 currentGame->stateChanged( state, s );
360
361 if ( state == STATE_MENU && s == STATE_HELP )
362 help->init();
363 if ( state == STATE_CRASHED && s == STATE_MENU )
364 {
365 SoundHandler :: stopMusic( true );
366
367 string musicFile = chooseRandomFile( musicPath, musicType );
368 printf("playing music %s\n", musicFile.c_str() );
369 SoundHandler :: setMusicVolume( 128 );
370 SoundHandler :: playMusic( musicFile );
371 }
372 else if ( state == STATE_MENU && (s == STATE_NEWGAME || s == STATE_REPLAY) )
373 {
374 SoundHandler :: stopMusic( );
375
376 // Start the in game music
377 string musicFile = SOUND_PATH "ingame.mod";
378 SoundHandler :: playMusic( musicFile );
379 SoundHandler :: setMusicVolume( 25 );
380 }
381
382 state = s;
383}
384
385
386void SFCave :: handleMenuSelect( int menuId )
387{
388 switch( menuId )
389 {
390 case MENU_STARTGAME:
391 changeState( STATE_NEWGAME );
392 break;
393
394 case MENU_HELP:
395 changeState( STATE_HELP );
396 break;
397
398 case MENU_QUIT:
399 changeState( STATE_QUIT );
400 break;
401
402 case MENU_PLAY_REPLAY:
403 if ( currentGame->isReplayAvailable() )
404 changeState( STATE_REPLAY );
405 else
406 setMenuStatusText( "No replay available yet" );
407 break;
408
409 case MENU_LOAD_REPLAY:
410 {
411#ifdef QWS
412 QString replayFile = getenv( "HOME" );
413#else
414 QString replayFile = ".";
415#endif
416 replayFile += string( "/" ) + currentGame->getGameName() + ".replay";
417
418 currentGame->loadReplay( replayFile );
419
420 break;
421 }
422
423 case MENU_SAVE_REPLAY:
424 {
425
426 if ( currentGame->isReplayAvailable() )
427 {
428#ifdef QWS
429 QString replayFile = getenv( "HOME" );
430#else
431 QString replayFile = ".";
432#endif
433 replayFile += string( "/" ) + currentGame->getGameName() + ".replay";
434
435 currentGame->saveReplay( replayFile );
436 }
437 else
438 setMenuStatusText( "No replay available yet" );
439
440 break;
441 }
442 case MENU_CLEAR_SCORES:
443 break;
444
445 case MENU_GAME_SFCAVE:
446 if ( currentGame->getGameName() != "SFCave" )
447 {
448 int diff = currentGame->getDifficulty();
449 delete currentGame;
450 currentGame = new SFCaveGame( this, WIDTH, HEIGHT, 0 );
451 currentGame->setDifficulty( diff );
452
453 saveSetting( "GameType", "SFCave" );
454 }
455 break;
456
457 case MENU_GAME_GATES:
458 if ( currentGame->getGameName() != "Gates" )
459 {
460 int diff = currentGame->getDifficulty();
461 delete currentGame;
462 currentGame = new GatesGame( this, WIDTH, HEIGHT, 0 );
463 currentGame->setDifficulty( diff );
464
465 saveSetting( "GameType", "Gates" );
466 }
467 break;
468 break;
469
470 case MENU_GAME_FLY:
471 if ( currentGame->getGameName() != "Fly" )
472 {
473 int diff = currentGame->getDifficulty();
474 delete currentGame;
475 currentGame = new FlyGame( this, WIDTH, HEIGHT, 0 );
476 currentGame->setDifficulty( diff );
477
478 saveSetting( "GameType", "Fly" );
479 }
480 break;
481
482 case MENU_DIFFICULTY_EASY:
483 currentGame->setDifficulty( MENU_DIFFICULTY_EASY );
484 saveSetting( "GameDifficulty", "Easy" );
485 break;
486
487 case MENU_DIFFICULTY_NORMAL:
488 currentGame->setDifficulty( MENU_DIFFICULTY_NORMAL );
489 saveSetting( "GameDifficulty", "Medium" );
490 break;
491
492 case MENU_DIFFICULTY_HARD:
493 currentGame->setDifficulty( MENU_DIFFICULTY_HARD );
494 saveSetting( "GameDifficulty", "Hard" );
495 break;
496
497 case MENU_SOUND_ON:
498 SoundHandler :: setSoundsOn( true );
499 break;
500
501 case MENU_SOUND_OFF:
502 SoundHandler :: setSoundsOn( false );
503 break;
504
505 case MENU_MUSIC_ON:
506 SoundHandler :: setMusicOn( true );
507 break;
508
509 case MENU_MUSIC_OFF:
510 SoundHandler :: setMusicOn( false );
511 break;
512
513 default:
514 break;
515 }
516}
517
518void SFCave :: setMenuStatusText( string statusText )
519{
520 menu->setStatusText( statusText );
521}
522
523
524void SFCave :: saveSetting( string key, string val )
525{
526 Settings cfg( "sfcave-sdl" );
527 cfg.writeSetting( key, val );
528}
529
530void SFCave :: saveSetting( string key, int val )
531{
532 Settings cfg( "sfcave-sdl" );
533 cfg.writeSetting( key, val );
534}
535
536string SFCave :: loadSetting( string key, string defaultVal )
537{
538 string val;
539 Settings cfg( "sfcave-sdl" );
540 cfg.readSetting( key, val );
541
542 if ( val == "" )
543 val = defaultVal;
544
545 return val;
546}
diff --git a/noncore/games/sfcave-sdl/sfcave.h b/noncore/games/sfcave-sdl/sfcave.h
new file mode 100644
index 0000000..96c2334
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/sfcave.h
@@ -0,0 +1,50 @@
1#ifndef __SFCAVE_H
2#define __SFCAVE_H
3
4#include "SDL.h"
5
6#include "terrain.h"
7
8class Game;
9class Menu;
10class Help;
11
12class SFCave
13{
14public:
15 SFCave( int argc, char *argv[] );
16 ~SFCave();
17
18 void drawGameScreen();
19 void initSDL( int argc, char *argv[] );
20 void mainEventLoop();
21
22 void setCrashed( bool val );
23 void changeState( int s );
24 int getState() { return state; }
25 Game *getCurrentGame() { return currentGame; }
26 int getFPS() { return actualFPS; }
27 bool showFPS() { return showFps; }
28
29 void setMenuStatusText( string statusText );
30
31 void saveSetting( string key, string val );
32 void saveSetting( string key, int val );
33 string loadSetting( string key, string defaultVal = "" );
34private:
35 SDL_Surface *screen;
36
37 Game *currentGame;
38 Menu *menu;
39 Help *help;
40 int state;
41 int maxFPS;
42 int actualFPS;
43 bool showFps;
44 string musicPath;
45 string musicType;
46
47 void handleMenuSelect( int menuId );
48};
49
50#endif
diff --git a/noncore/games/sfcave-sdl/sfcave_game.cpp b/noncore/games/sfcave-sdl/sfcave_game.cpp
new file mode 100644
index 0000000..72c5ce3
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/sfcave_game.cpp
@@ -0,0 +1,167 @@
1#include "SDL_gfxPrimitives.h"
2
3#include "constants.h"
4#include "sfcave_game.h"
5#include "random.h"
6
7SFCaveGame :: SFCaveGame( SFCave *p, int w, int h, int diff )
8 : Game( p, w, h, diff )
9{
10 gameName = "SFCave";
11 difficulty = MENU_DIFFICULTY_EASY;
12 blockUpdateRate = 200;
13
14 terrain = new Terrain( w, h );
15 player = new Player( w, h );
16 highScore = 0;
17}
18
19SFCaveGame :: ~SFCaveGame()
20{
21}
22
23void SFCaveGame :: init()
24{
25 Game :: init();
26
27 blockDistance = 50;
28 blockHeight = 80;
29 blockWidth = 20;
30
31 switch( difficulty )
32 {
33 case MENU_DIFFICULTY_EASY:
34 blockDistance = 50;
35 break;
36 case MENU_DIFFICULTY_NORMAL:
37 blockDistance = 40;
38 break;
39 case MENU_DIFFICULTY_HARD:
40 blockDistance = 30;
41 break;
42 }
43
44 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
45 blocks[i].y( -1 );
46}
47
48void SFCaveGame :: update( int state )
49{
50 Game::update( state );
51
52 if ( state == STATE_PLAYING )
53 {
54 if ( nrFrames % 3 == 0 )
55 score ++;
56
57 if ( nrFrames % 200 == 0 )
58 {
59 if ( terrain->getMaxHeight() < sHeight - 100 )
60 {
61 terrain->increaseMaxHeight( 10 );
62
63 // Reduce block height
64 if ( terrain->getMaxHeight() > sHeight - 150 )
65 blockHeight -= 5;
66 }
67 }
68
69 if ( checkCollisions() )
70 {
71 // printf( "Crashed!\n" );
72 parent->changeState( STATE_CRASHING );
73 return;
74 }
75
76 if ( nrFrames % blockDistance == 0 )
77 addBlock();
78
79 // Game logic goes here
80 terrain->moveTerrain( 5 );
81 moveBlocks( 5 );
82 player->move( press );
83 }
84}
85
86void SFCaveGame :: draw( SDL_Surface *screen )
87{
88 Game::preDraw( screen );
89
90 if ( parent->getState() == STATE_PLAYING )
91 {
92 // Screen drawing goes here
93 terrain->drawTerrain( screen );
94
95 player->draw( screen );
96
97 drawBlocks( screen );
98 }
99 else
100 {
101 // Screen drawing goes here
102 terrain->drawTerrain( screen );
103
104 drawBlocks( screen );
105
106 player->draw( screen );
107 }
108
109 Game::draw( screen );
110}
111
112void SFCaveGame :: addBlock()
113{
114 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
115 {
116 if ( blocks[i].y() == -1 )
117 {
118 int x = sWidth;
119
120 int y = terrain->getMapTop( MAPSIZE-1 ) + (int)(nextInt(terrain->getMapBottom( MAPSIZE-1 ) - terrain->getMapTop( MAPSIZE-1 ) - blockHeight));
121
122 blocks[i].setRect( x, y, blockWidth, blockHeight );
123
124 break;
125 }
126 }
127}
128
129void SFCaveGame :: moveBlocks( int amountToMove )
130{
131 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
132 {
133 if ( blocks[i].y() != -1 )
134 {
135 blocks[i].moveBy( -amountToMove, 0 );
136 if ( blocks[i].x() + blocks[i].y() < 0 )
137 blocks[i].y( -1 );
138 }
139 }
140}
141
142void SFCaveGame :: drawBlocks( SDL_Surface *screen )
143{
144 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
145 {
146 if ( blocks[i].y() != -1 )
147 {
148 SDL_Rect r = blocks[i].getRect();
149 SDL_FillRect( screen, &r, SDL_MapRGB( screen->format, 100, 100, 255 ) );
150 }
151 }
152}
153
154bool SFCaveGame :: checkCollisions()
155{
156 // Check collisions with blocks
157 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
158 {
159 if ( blocks[i].y() != -1 )
160 {
161 if ( blocks[i].intersects( player->getPos() ) )
162 return true;
163 }
164 }
165 // Check collision with landscape
166 return terrain->checkCollision( player->getX(), player->getY(), player->getHeight() );
167}
diff --git a/noncore/games/sfcave-sdl/sfcave_game.h b/noncore/games/sfcave-sdl/sfcave_game.h
new file mode 100644
index 0000000..92a0f5d
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/sfcave_game.h
@@ -0,0 +1,39 @@
1#ifndef __SFCAVE_GAME_H
2#define __SFCAVE_GAME_H
3
4#include "SDL.h"
5
6#include "rect.h"
7
8#include "sfcave.h"
9#include "terrain.h"
10#include "player.h"
11#include "game.h"
12
13class SFCaveGame : public Game
14{
15public:
16 SFCaveGame( SFCave *p, int w, int h, int diff );
17 ~SFCaveGame();
18
19 void init();
20 void update( int state );
21 void draw( SDL_Surface *screen );
22
23private:
24
25 int blockDistance;
26 int blockHeight;
27 int blockWidth;
28 int blockUpdateRate;
29
30 Rect blocks[BLOCKSIZE];
31
32 void addBlock();
33 void moveBlocks( int amountToMove );
34 void drawBlocks( SDL_Surface *screen );
35 bool checkCollisions();
36
37};
38
39#endif
diff --git a/noncore/games/sfcave-sdl/sound.cpp b/noncore/games/sfcave-sdl/sound.cpp
new file mode 100644
index 0000000..5fda859
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/sound.cpp
@@ -0,0 +1,154 @@
1#include "constants.h"
2#include "sound.h"
3
4Mix_Chunk *SoundHandler :: sounds[NR_SOUNDS];
5Mix_Music *SoundHandler :: music;
6int SoundHandler :: soundChannels[NR_SOUNDS];
7bool SoundHandler :: soundOn;
8bool SoundHandler :: musicOn;
9
10bool SoundHandler :: init( )
11{
12 // We're going to be requesting certain things from our audio
13 // device, so we set them up beforehand
14 int audio_rate = 22050;
15 Uint16 audio_format = AUDIO_S16; //AUDIO_S16; /* 16-bit stereo */
16 int audio_channels = 2;
17 int audio_buffers = 1024;//4096;
18
19 // This is where we open up our audio device. Mix_OpenAudio takes
20 // as its parameters the audio format we'd /like/ to have.
21 if(Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers))
22 {
23 printf("Unable to open audio!\n");
24 return false;
25 }
26
27 // We're going to pre-load the sound effects that we need right here
28 sounds[SND_EXPLOSION] = Mix_LoadWAV( SOUND_PATH "explosion.wav");
29 sounds[SND_THRUST] = Mix_LoadWAV( SOUND_PATH "thrust.wav");
30
31 music = 0;
32
33 soundOn = true;
34
35 return true;
36}
37
38void SoundHandler :: cleanUp()
39{
40 // Free audio sounds
41 Mix_FreeChunk( sounds[SND_EXPLOSION] );
42 Mix_FreeChunk( sounds[SND_THRUST] );
43
44 if ( music )
45 Mix_FreeMusic( music );
46
47 Mix_CloseAudio();
48}
49
50int SoundHandler :: playSound( int soundNr, int channel, int nrLoops, int playBeforeFinished )
51{
52 if ( !soundOn )
53 return -1;
54
55 if ( soundNr >= NR_SOUNDS )
56 return -1;
57
58 Mix_Chunk *chunk = sounds[soundNr];
59 if( channel == -1 || !Mix_Playing( channel ) )
60 channel = Mix_PlayChannel(-1, sounds[soundNr], nrLoops);
61
62 Mix_Volume( channel, MIX_MAX_VOLUME );
63 return channel;
64}
65
66void SoundHandler :: stopSound( int channel, bool fadeOut, int nrMilliSecs )
67{
68 if ( !soundOn )
69 return;
70
71 if ( !fadeOut )
72 Mix_HaltChannel( channel );
73 else
74 {
75 Mix_FadeOutChannel( channel, nrMilliSecs );
76 }
77}
78
79void SoundHandler :: playMusic( string musicFile )
80{
81 if ( !soundOn )
82 return;
83
84 // If music already exists - stop it playing if necessary and free it up
85 if ( music )
86 {
87 stopMusic();
88 Mix_FreeMusic( music );
89 }
90
91 // Load music
92 music = Mix_LoadMUS( musicFile.c_str() );
93 if(!music)
94 {
95 printf("Mix_LoadMUS(%s): %s\n", musicFile.c_str(), Mix_GetError());
96 // this might be a critical error...
97 }
98
99 playMusic();
100}
101
102void SoundHandler :: playMusic( bool fade )
103{
104 if ( !soundOn )
105 return;
106
107 if ( music )
108 {
109 Mix_VolumeMusic( MIX_MAX_VOLUME );
110 Mix_RewindMusic();
111
112 if ( fade )
113 Mix_FadeInMusic( music, -1, 1000 );
114 else
115 Mix_PlayMusic( music, -1 );
116
117 }
118}
119
120void SoundHandler :: stopMusic( bool fadeOut )
121{
122 if ( !music || !Mix_PlayingMusic() )
123 return;
124
125 if ( fadeOut && Mix_FadingMusic() == MIX_NO_FADING )
126 {
127 Mix_FadeOutMusic( 1000 );
128 }
129 else
130 {
131 Mix_HaltMusic();
132 }
133
134}
135
136void SoundHandler :: setMusicVolume( int vol )
137{
138 Mix_VolumeMusic( vol );
139}
140
141void SoundHandler :: setSoundsOn( bool val )
142{
143 soundOn = val;
144}
145
146void SoundHandler :: setMusicOn( bool val )
147{
148 musicOn = val;
149
150 if ( !musicOn )
151 stopMusic();
152 else
153 playMusic( true );
154}
diff --git a/noncore/games/sfcave-sdl/sound.h b/noncore/games/sfcave-sdl/sound.h
new file mode 100644
index 0000000..d46b5bc
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/sound.h
@@ -0,0 +1,35 @@
1#ifndef __SOUND_H
2#define __SOUND_H
3
4#include <SDL.h>
5#include "SDL_mixer.h"
6
7#define NR_SOUNDS 3
8
9class SoundHandler
10{
11public:
12 static bool init();
13 static void cleanUp();
14
15 static int playSound( int soundNr, int channel = -1, int nrLoops = 0, int playBeforeFinished = false );
16 static void stopSound( int channel, bool fadeOut, int nrMilliSecs = 1000 );
17 static void setSoundsOn( bool val );
18 static void setMusicOn( bool val );
19 static void playMusic( string musicFile );
20 static void playMusic( bool fadeIn = false );
21 static void stopMusic( bool fadeOut = false );
22 static void setMusicVolume( int vol );
23
24
25private:
26 static Mix_Music *music;
27 static Mix_Chunk *sounds[NR_SOUNDS];
28 static int soundChannels[NR_SOUNDS];
29 static bool soundOn;
30 static bool musicOn;
31
32 SoundHandler() {}
33};
34
35#endif
diff --git a/noncore/games/sfcave-sdl/starfield.cpp b/noncore/games/sfcave-sdl/starfield.cpp
new file mode 100644
index 0000000..c1f2d73
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/starfield.cpp
@@ -0,0 +1,223 @@
1#include "SDL.h"
2#include "SDL_gfxPrimitives.h"
3
4#include <stdlib.h>
5
6#include "starfield.h"
7#include "random.h"
8#include "util.h"
9
10#define VERTICAL_VELOCITY 0
11
12StarField :: StarField( bool side, int nStars, int mx, int my, int minz, int maxz )
13{
14 nrStars = nStars;
15 maxX = mx;
16 maxY = my;
17 minZ = minz;
18 maxZ = maxz;
19
20 min_brightness = 50;
21 top_star_speed = 6;
22
23 sideways = side;
24
25 if ( !sideways )
26 {
27 x = new int[nrStars];
28 y = new int[nrStars];
29 z = new int[nrStars];
30
31 star_color = 0;
32 vel_x = 0;
33 vel_y = 0;
34 pos_x = 0;
35 pos_y = 0;
36 }
37 else
38 {
39 star_color = new int[nrStars];
40 vel_x = new int[nrStars];
41 vel_y = new int[nrStars];
42 pos_x = new int[nrStars];
43 pos_y = new int[nrStars];
44
45 x = 0;
46 y = 0;
47 z = 0;
48 }
49
50 init();
51}
52
53StarField :: ~StarField()
54{
55 if ( star_color )
56 delete []star_color;
57 if ( vel_x )
58 delete []vel_x;
59 if ( vel_y )
60 delete []vel_y;
61 if ( pos_x )
62 delete []pos_x;
63 if ( pos_y )
64 delete []pos_y;
65
66 if ( x )
67 delete []x;
68 if ( y )
69 delete []y;
70 if ( z )
71 delete []z;
72}
73
74void StarField :: init()
75{
76 if ( !sideways )
77 {
78 for ( int i = 0 ; i < nrStars ; ++i )
79 {
80 newStar( i );
81 z[i] = (int)(Random() * (double)(maxZ - minZ)) + minZ;
82 }
83 }
84 else
85 {
86 int brightness;
87
88 //Initialise each star
89 for(int i = 0; i < nrStars ; i++)
90 {
91 //Inialise velocities
92 vel_x[i] = -(int)floor( (Random() * top_star_speed)+1 );
93 vel_y[i] = VERTICAL_VELOCITY;
94
95 //Initialise positions randomly
96 pos_x[i] = (int)floor((Random() * 240));
97 pos_y[i] = (int)floor((Random() * 320));
98
99 //The Faster it goes, the Dimmer it is
100 if (vel_x[i] != 0)
101 {
102 brightness = (int)(255 / fabs(vel_x[i]) );
103 if (brightness < min_brightness)
104 brightness = min_brightness;
105 }
106 else
107 brightness = 255;
108
109 star_color[i] = brightness;
110 }
111 }
112}
113
114void StarField :: newStar( int starNr )
115{
116 if ( !sideways )
117 {
118 x[starNr] = (int)(Random() * (double)maxX) + 1;
119 y[starNr] = (int)(Random() * (double)maxY) + 1;
120 z[starNr] = maxZ;
121
122 int i = (int)(Random() * 4.0);
123 if(i < 2)
124 x[starNr] = -x[starNr];
125 if(i == 0 || i == 2)
126 y[starNr] = -y[starNr];
127 }
128}
129
130void StarField :: move( )
131{
132 if ( !sideways )
133 {
134 int amountToMove = 16;
135 for(int i = 0; i < nrStars; i++)
136 {
137 // Rotate star
138 z[i] = z[i] - amountToMove;
139 if(z[i] < minZ)
140 newStar(i);
141 }
142 }
143 else
144 {
145 for(int i = 0; i < nrStars ; i++)
146 {
147 //Check speed limits x
148 if (vel_x[i] > top_star_speed)
149 vel_x[i] = top_star_speed;
150 else if (vel_x[i] < -top_star_speed)
151 vel_x[i] = -top_star_speed;
152
153 //Check speed limits y
154 if (vel_y[i] > top_star_speed)
155 vel_y[i] = top_star_speed;
156 else if (vel_y[i] < -top_star_speed)
157 vel_y[i] = -top_star_speed;
158
159
160
161 //Move Star
162 pos_x[i] += vel_x[i];
163 pos_y[i] += vel_y[i];
164
165 if (pos_x[i] < 0)
166 pos_x[i] = pos_x[i] + 240;
167
168 if (pos_x[i] > 240)
169 pos_x[i] = pos_x[i] - 240;
170 if (pos_y[i] < 0)
171 pos_y[i] = pos_y[i] + 320;
172
173 if (pos_y[i] > 320)
174 pos_y[i] = pos_y[i] - 320;
175 }
176 }
177}
178
179void StarField :: draw( SDL_Surface *screen, int w, int h )
180{
181 if ( !sideways )
182 {
183 int scrW = w / 2;
184 int scrH = h / 2;
185 for(int i = 0; i < nrStars; i++)
186 {
187 int sx = (x[i] * 256) / z[i] + scrW;
188 int sy = (y[i] * 256) / z[i] + scrH;
189 if(sx < 0 || sx > w || sy < 0 || sy > h)
190 {
191 newStar(i);
192 }
193 else
194 {
195 int size = (z[i] * 3) / maxZ;
196
197 SDL_Rect r;
198 r.x = sx;
199 r.y = sy;
200 r.w = 3 - size;
201 r.h = 3 - size;
202
203 SDL_FillRect( screen, &r, SDL_MapRGB( screen->format, 255, 255, 255 ) );
204 }
205 }
206 }
207 else
208 {
209 SDL_LockSurface( screen );
210 for(int i = 0; i < nrStars ; i++)
211 {
212
213 Uint32 c = getpixel( screen, pos_x[i], pos_y[i] );
214
215
216 if ( c == 0 )
217 lineRGBA( screen, pos_x[i], pos_y[i], pos_x [i]+ vel_x[i], pos_y[i] + vel_y[i], star_color[i], star_color[i], star_color[i], 255 );
218
219 //*** NOTE : if the velocity of the stars never changes then the values such as 'pos_x[i] + vel_x[i]' could be precalculated for each star ***
220 }
221 SDL_UnlockSurface( screen );
222 }
223}
diff --git a/noncore/games/sfcave-sdl/starfield.h b/noncore/games/sfcave-sdl/starfield.h
new file mode 100644
index 0000000..ae9bd34
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/starfield.h
@@ -0,0 +1,41 @@
1#ifndef __STARFIELD_H
2#define __STARFIELD_H
3
4class StarField
5{
6public:
7 StarField( bool side = false, int nrStars = 100, int mx = 240, int my = 320, int minz = 32, int maxz = 725 );
8 ~StarField();
9
10 void init();
11 void move( );
12 void draw( SDL_Surface *screen, int w = 240, int h = 320 );
13
14private:
15 // 3d effect
16 int *x;
17 int *y;
18 int *z;
19
20 int maxX;
21 int maxY;
22 int minZ;
23 int maxZ;
24
25 // Sideways
26 int *star_color;
27 int *vel_x;
28 int *vel_y;
29 int *pos_x;
30 int *pos_y;
31 int min_brightness;
32 int top_star_speed;
33
34 bool sideways;
35 int nrStars;
36
37 void newStar( int i );
38};
39
40
41#endif
diff --git a/noncore/games/sfcave-sdl/stringtokenizer.h b/noncore/games/sfcave-sdl/stringtokenizer.h
new file mode 100644
index 0000000..3f299a6
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/stringtokenizer.h
@@ -0,0 +1,23 @@
1#ifndef __STRINGTOKENIZER_H
2#define __STRINGTOKENIZER_H
3
4#include <vector>
5using namespace std;
6
7class StringTokenizer : public vector<string>
8{
9 public:
10 StringTokenizer(const string &rStr, const string &rDelimiters = " ,\n")
11 {
12 string::size_type lastPos(rStr.find_first_not_of(rDelimiters, 0));
13 string::size_type pos(rStr.find_first_of(rDelimiters, lastPos));
14 while (string::npos != pos || string::npos != lastPos)
15 {
16 push_back(rStr.substr(lastPos, pos - lastPos));
17 lastPos = rStr.find_first_not_of(rDelimiters, pos);
18 pos = rStr.find_first_of(rDelimiters, lastPos);
19 }
20 }
21};
22
23#endif
diff --git a/noncore/games/sfcave-sdl/terrain.cpp b/noncore/games/sfcave-sdl/terrain.cpp
new file mode 100644
index 0000000..c001a56
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/terrain.cpp
@@ -0,0 +1,313 @@
1#include "SDL.h"
2#include "SDL_rotozoom.h"
3#include "SDL_gfxPrimitives.h"
4
5#include "constants.h"
6#include "terrain.h"
7#include "random.h"
8#include "util.h"
9#include "starfield.h"
10
11Terrain :: Terrain( int w, int h, bool drawTop, bool drawBottom )
12{
13 sWidth = w;
14 sHeight = h;
15 speed = 1;
16 segSize = sWidth/(MAPSIZE-2)+1;
17 this->drawTop = drawTop;
18 this->drawBottom = drawBottom;
19
20 stars = new StarField( true );
21
22 SDL_Surface *tmp = SDL_CreateRGBSurface(SDL_SWSURFACE, sWidth + 20, sHeight, 32,
23 0x000000ff,0x0000ff00, 0x00ff0000, 0xff000000);
24 terrainSurface = SDL_DisplayFormat( tmp );
25 SDL_FreeSurface( tmp );
26
27 initTerrain();
28
29}
30
31Terrain :: ~Terrain()
32{
33 SDL_FreeSurface( terrainSurface );
34 delete stars;
35}
36
37void Terrain :: initTerrain()
38{
39 dir = 1;
40 offset = 0;
41
42 maxHeight = 50;
43
44 mapTop[0] = (int)(nextInt(50)) + 5;
45 mapBottom[0] = sHeight - (maxHeight - mapTop[0]);
46 for ( int i = 1 ; i < MAPSIZE ; ++i )
47 setPoint( i );
48
49 SDL_FillRect( terrainSurface, 0, 0 );
50 // Draw Terrain into surface
51 Sint16 px[5];
52 Sint16 py[5];
53
54 for ( int i = 0 ; i < MAPSIZE ; ++i )
55 {
56 int left = (i*segSize);
57 int right = ((i+1)*segSize);
58 px[0] = left;
59 py[0] = mapTop[i];
60 px[1] = right;
61 py[1] = mapTop[i+1];
62 px[2] = right;
63 py[2] = 0;
64 px[3] = left;
65 py[3] = 0;
66
67 if ( drawTop )
68 {
69 // Only display top landscape if not running FLY_GAME
70 filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 );
71 }
72
73 if ( drawBottom )
74 {
75 py[0] = mapBottom[i];
76 py[1] = mapBottom[i+1];
77 py[2] = sHeight;
78 py[3] = sHeight;
79 filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 );
80 }
81
82 }
83
84
85}
86
87void Terrain :: moveTerrain( int amountToMove )
88{
89 stars->move();
90
91 offset += amountToMove;
92 speed = offset/segSize;
93
94 //printf( "offset - %d, speed - %d\n", offset, speed );
95 if ( offset >= segSize )
96 {
97 for ( int i = 0 ; i < (MAPSIZE)-speed ; ++i )
98 {
99 mapTop[i] = mapTop[i+speed];
100 mapBottom[i] = mapBottom[i+speed];
101 }
102
103 for ( int i = (MAPSIZE)-speed ; i < MAPSIZE ; ++i )
104 {
105 setPoint( i );
106 }
107
108 SDL_Rect dst;
109 dst.x = offset;
110 dst.y = 0;
111 dst.w = sWidth;
112 dst.h = sHeight;
113
114 SDL_Rect dst2;
115 dst2.x = 0;
116 dst2.y = 0;
117
118 SDL_BlitSurface(terrainSurface, &dst, terrainSurface, &dst2 );
119
120 dst.x = sWidth-5;
121 dst.y = 0;
122 dst.w = offset;
123 dst.h = sHeight;
124 SDL_FillRect( terrainSurface, &dst, 0 );
125 for ( int i = (MAPSIZE-1) - speed -1; i < MAPSIZE-1 ; ++i )
126 {
127 Sint16 px[4];
128 Sint16 py[5];
129 int left = ((i-1)*segSize);
130 int right = ((i)*segSize);
131 // printf( "left = %d, right = %d\n", left, right );
132
133 px[0] = left;
134 py[0] = mapTop[i];
135 px[1] = right;
136 py[1] = mapTop[i+1];
137 px[2] = right;
138 py[2] = 0;
139 px[3] = left;
140 py[3] = 0;
141
142 if ( drawTop )
143 {
144 // Only display top landscape if not running FLY_GAME
145 filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 );
146 }
147
148 if ( drawBottom )
149 {
150 py[0] = mapBottom[i];
151 py[1] = mapBottom[i+1];
152 py[2] = sHeight;
153 py[3] = sHeight;
154 filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 );
155 }
156 }
157
158 offset -= speed*segSize;
159
160 }
161
162}
163
164void Terrain :: setPoint( int point )
165{
166 if ( nextInt( 100 ) >= 80 )
167 dir *= -1;
168
169 mapTop[point] = mapTop[point-1] + (dir * nextInt( 5 ));
170 if ( mapTop[point] < 0 )
171 {
172 mapTop[point] = 0;
173 dir *= -1;
174 }
175 else if ( mapTop[point] >= maxHeight )
176 {
177 mapTop[point] = maxHeight;
178 dir *= -1;
179 }
180
181 mapBottom[point] = sHeight - (maxHeight - mapTop[point]);
182}
183
184void Terrain :: increaseMaxHeight( int amount )
185{
186 maxHeight += amount;
187}
188
189void Terrain :: drawTerrain( SDL_Surface *screen )
190{
191 // Blit terrain surface onto screen
192
193 SDL_Rect dst;
194 dst.x = offset;
195 dst.y = 0;
196 dst.w = sWidth;
197 dst.h = sHeight;
198 //dst.h = maxHeight;
199
200 SDL_Rect dst2;
201 dst2.x = 0;
202 dst2.y = 0;
203
204 SDL_BlitSurface(terrainSurface, &dst, screen, &dst2 );
205
206 stars->draw( screen );
207
208 //dst.y = sHeight - maxHeight;
209 //dst2.y = sHeight - maxHeight;
210 //SDL_BlitSurface(terrainSurface, &dst, screen, &dst2 );
211
212/*
213 for ( int i = 0 ; i < MAPSIZE ; ++i )
214 {
215 int x1 = (i*segSize) - (offset*speed);
216 int x2 = ((i+1)*segSize)-(offset*speed);
217 if ( x2 >= sWidth )
218 x2 = sWidth-1;
219 aalineRGBA( screen, x1, mapTop[i], x2, mapTop[i+1], 0, 220, 0, 255 );
220 aalineRGBA( screen, x1, mapBottom[i], x2, mapBottom[i+1], 0, 220, 0, 255 );
221 }
222*/
223}
224
225bool Terrain :: checkCollision( int x, int y, int h )
226{
227 if ( y < 0 || y > sHeight )
228 return true;
229 // First get segment that matches x
230 SDL_LockSurface( terrainSurface );
231
232 Uint32 c = getpixel( terrainSurface, x, y );
233
234 SDL_UnlockSurface( terrainSurface );
235
236 if ( c == 0 )
237 return false;
238 else
239 return true;
240}
241
242
243// Test
244#ifdef DEBUG_TERRAIN
245SDL_Surface *screen;
246Terrain *terrain;
247
248void go()
249{
250 /* Initialize SDL */
251 if ( SDL_Init(SDL_INIT_VIDEO) < 0 )
252 {
253 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
254 exit(1);
255 }
256 atexit(SDL_Quit);
257
258 int videoflags = SDL_SWSURFACE ;
259
260 if ( (screen=SDL_SetVideoMode(280, 320,32,videoflags)) == NULL )
261 {
262 fprintf(stderr, "Couldn't set %ix%i video mode: %s\n",WIDTH,HEIGHT,SDL_GetError());
263 exit(2);
264 }
265
266 terrain = new Terrain( 240, 320 );
267
268 bool done = false;
269 while ( !done )
270 {
271 SDL_FillRect( screen, 0, 0 );
272 terrain->drawTerrain( screen );
273 terrain->moveTerrain( 5 );
274
275 SDL_Flip( screen );
276
277 SDL_Delay( 5 );
278
279 SDL_Event event;
280 while ( SDL_PollEvent(&event) )
281 {
282 switch (event.type)
283 {
284 case SDL_KEYDOWN:
285 // Escape keypress quits the app
286 if ( event.key.keysym.sym != SDLK_ESCAPE )
287 {
288 terrain->moveTerrain( 5 );
289 break;
290 }
291 case SDL_QUIT:
292 done = 1;
293 break;
294 default:
295 break;
296 }
297 }
298 }
299 }
300
301
302
303
304#ifdef __cplusplus
305extern "C"
306#endif
307int main( int argc, char *argv[] )
308{
309 go();
310}
311
312#endif
313
diff --git a/noncore/games/sfcave-sdl/terrain.h b/noncore/games/sfcave-sdl/terrain.h
new file mode 100644
index 0000000..4070318
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/terrain.h
@@ -0,0 +1,50 @@
1#ifndef __TERRAIN_H
2#define __TERRAIN_H
3
4#include <SDL.h>
5
6class StarField;
7class Terrain
8{
9public:
10 Terrain( int w, int h, bool drawTop = true, bool drawBottom = true );
11 virtual ~Terrain();
12
13 virtual void initTerrain();
14 virtual void moveTerrain( int amountToMove );
15 virtual bool checkCollision( int x, int y, int h );
16 virtual void drawTerrain( SDL_Surface *screen );
17
18 int getMapTop( int pos ) { return mapTop[pos]; }
19 int getMapBottom( int pos ) { return mapBottom[pos]; }
20 int getMaxHeight() { return maxHeight; }
21 void increaseMaxHeight( int amount );
22
23 int offset;
24protected:
25
26 int sWidth;
27 int sHeight;
28
29 int drawTop;
30 int drawBottom;
31
32 int mapTop[MAPSIZE];
33 int mapBottom[MAPSIZE];
34 int maxTop;
35 int maxBottom;
36
37 int maxHeight;
38 int dir;
39 int speed;
40 int segSize;
41
42 SDL_Surface *terrainSurface;
43 StarField *stars;
44
45 void setPoint( int point );
46};
47
48
49#endif
50
diff --git a/noncore/games/sfcave-sdl/util.cpp b/noncore/games/sfcave-sdl/util.cpp
new file mode 100644
index 0000000..86738ad
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/util.cpp
@@ -0,0 +1,64 @@
1#include "SDL.h"
2
3#include <dirent.h>
4
5#include <vector>
6using namespace std;
7
8#include "util.h"
9#include "random.h"
10
11Uint32 getpixel(SDL_Surface *surface, int x, int y)
12{
13 int bpp = surface->format->BytesPerPixel;
14 /* Here p is the address to the pixel we want to retrieve */
15 Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
16
17 switch(bpp) {
18 case 1:
19 return *p;
20
21 case 2:
22 return *(Uint16 *)p;
23
24 case 3:
25 if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
26 return p[0] << 16 | p[1] << 8 | p[2];
27 else
28 return p[0] | p[1] << 8 | p[2] << 16;
29
30 case 4:
31 return *(Uint32 *)p;
32
33 default:
34 return 0; /* shouldn't happen, but avoids warnings */
35 }
36}
37
38const char *chooseRandomFile( string path, string fileType )
39{
40 vector<string> files;
41 DIR *d = opendir( path.c_str() );
42 if ( !d )
43 return "";
44
45 struct dirent *item = readdir( d );
46 while ( item )
47 {
48 string file = string( path ) + item->d_name;
49
50 // Rip extension from file
51 int pos = file.find( ".", 1 ) + 1;
52 string tmp = file.substr( pos );
53 printf( "pos = %d, tmp =%s\n", pos, tmp.c_str() );
54 if ( tmp.size() > 0 && fileType.find( tmp ) != -1 )
55 {
56 printf( "Matching <%s> - %s with <%s>\n", file.substr( pos ).c_str(), file.c_str(), fileType.c_str() );
57 files.push_back( file );
58 }
59 item = readdir( d );
60 }
61
62 closedir( d );
63 return files[nextInt( files.size() )].c_str();
64}
diff --git a/noncore/games/sfcave-sdl/util.h b/noncore/games/sfcave-sdl/util.h
new file mode 100644
index 0000000..fe3e9c0
--- a/dev/null
+++ b/noncore/games/sfcave-sdl/util.h
@@ -0,0 +1,10 @@
1#ifndef __UTIL_H
2#define __UTIL_H
3
4#include <string>
5using namespace std;
6
7Uint32 getpixel(SDL_Surface *surface, int x, int y);
8const char *chooseRandomFile( string path, string fileType );
9
10#endif