32 files changed, 35 insertions, 36 deletions
diff --git a/noncore/games/sfcave-sdl/animatedimage.cpp b/noncore/games/sfcave-sdl/animatedimage.cpp index 441c647..680b603 100644 --- a/noncore/games/sfcave-sdl/animatedimage.cpp +++ b/noncore/games/sfcave-sdl/animatedimage.cpp @@ -1,68 +1,68 @@ -#include "SDL.h" -#include "SDL_image.h" +#include <SDL/SDL.h> +#include <SDL/SDL_image.h> #include "constants.h" #include "animatedimage.h" AnimatedImage :: AnimatedImage( string file, int nFrames ) { nrFrames = nFrames; currentFrame = 0; // Load image image = IMG_Load( (const char *)file.c_str() ); if ( !image ) { nrFrames = 0; image = 0; return; } SDL_SetColorKey(image, SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB( image->format, 0, 0, 0 ) ); frameWidth = image->w/nrFrames; frameHeight = image->h; } AnimatedImage :: ~AnimatedImage() { if ( image != 0 ) SDL_FreeSurface( image ); } bool AnimatedImage :: nextFrame() { bool rc = true; currentFrame ++; if ( currentFrame >= nrFrames ) { currentFrame --; rc = false; } return rc; } void AnimatedImage :: draw( SDL_Surface *screen, int x, int y ) { if ( !image ) return; SDL_Rect dst; dst.x = currentFrame * frameWidth; dst.y = 0; dst.w = frameWidth; dst.h = frameHeight; SDL_Rect dst2; dst2.x = x - (frameWidth/2); dst2.y = y - (frameHeight/2);; SDL_BlitSurface( image, &dst, screen, &dst2 ); } bool AnimatedImage :: AtEnd() { if ( currentFrame +1 >= nrFrames || image == 0 ) return true; return false; } diff --git a/noncore/games/sfcave-sdl/animatedimage.h b/noncore/games/sfcave-sdl/animatedimage.h index 3c03f52..ecebf03 100644 --- a/noncore/games/sfcave-sdl/animatedimage.h +++ b/noncore/games/sfcave-sdl/animatedimage.h @@ -1,25 +1,25 @@ #ifndef __ANIMATED_IMAGE_H #define __ANIMATED_IMAGE_H -#include "SDL.h" +#include <SDL/SDL.h> class AnimatedImage { public: AnimatedImage( string file, int nFrames ); ~AnimatedImage(); bool nextFrame(); void draw( SDL_Surface *screen, int x, int y ); bool AtEnd(); void reset() { currentFrame = 0; } private: SDL_Surface *image; int nrFrames; int currentFrame; int frameWidth; int frameHeight; }; #endif diff --git a/noncore/games/sfcave-sdl/bfont.cpp b/noncore/games/sfcave-sdl/bfont.cpp index 7dec8f5..3ba0f4f 100644 --- a/noncore/games/sfcave-sdl/bfont.cpp +++ b/noncore/games/sfcave-sdl/bfont.cpp @@ -1,438 +1,438 @@ /***********************************************************/ /* */ /* BFONT.c v. 1.0.2 - Billi Font Library by Diego Billi */ /* BFONT++ C++ port by Gianluigi Davassi */ /***********************************************************/ #include "iostream" using namespace std; #include "string.h" #include "stdlib.h" #include "stdarg.h" -#include "SDL_image.h" +#include <SDL/SDL_image.h> #include "bfont.h" void BFont::InitFont() { int x = 0, i = '!'; Uint32 sentry = GetPixel(0,0); if (SDL_MUSTLOCK(Surface)) SDL_LockSurface(Surface); while ( x < (Surface->w-1)) { if(GetPixel(x,0) != sentry) { Chars[i].x = x; Chars[i].y = 1; Chars[i].h = Surface->h; for (; GetPixel(x, 0) != sentry && x < (Surface->w); ++x) ; Chars[i].w = (x - Chars[i].x); i++; } else { x++; } } Chars[' '].x = 0; Chars[' '].y = 0; Chars[' '].h = Surface->h; Chars[' '].w = Chars['!'].w; if (SDL_MUSTLOCK(Surface)) SDL_UnlockSurface(Surface); h = Surface->h; SDL_SetColorKey(Surface, SDL_SRCCOLORKEY, GetPixel(0, Surface->h-1)); } /* Load the font and stores it in the BFont_Info structure */ void BFont::LoadFont (const char *filename) { SDL_Surface *surface(NULL); int x; // tutta roba inutile in C++.... :-) /* BFont_Info *Font=NULL; Font = (BFont_Info *) malloc(sizeof(BFont_Info));*/ if ((filename != NULL ) && (this != NULL)) { surface = IMG_Load( filename ); if (surface != NULL) { Surface = surface; for (x=0; x<256; x++) { Chars[x].x = 0; Chars[x].y = 0; Chars[x].h = 0; Chars[x].w = 0; } InitFont(); // Init the font } } } BFont * BFont :: SetFontColor(Uint8 r, Uint8 g, Uint8 b) { int x,y; BFont *newfont; SDL_Surface *surface = NULL; Uint32 pixel; Uint8 old_r, old_g, old_b; Uint8 new_r, new_g, new_b; Uint32 color_key; newfont = new BFont(NULL); if (newfont != NULL) { newfont->h = h; for (x=0; x<256; x++) { newfont->Chars[x].x = Chars[x].x; newfont->Chars[x].y = Chars[x].y; newfont->Chars[x].h = Chars[x].h; newfont->Chars[x].w = Chars[x].w; } surface = SDL_CreateRGBSurface(SDL_SWSURFACE, Surface->w, Surface->h, 32, 0x000000ff,0x0000ff00, 0x00ff0000, 0xff000000); if (surface != NULL) { if (SDL_MUSTLOCK(surface)) SDL_LockSurface(surface); if (SDL_MUSTLOCK(Surface)) SDL_LockSurface(Surface); color_key = xGetPixel(Surface, 0, Surface->h-1); for( x=0; x < Surface->w; x++) { for( y=0; y < Surface->h; y++) { old_r = old_g = old_b = 0; pixel = xGetPixel(Surface,x,y); if (pixel != color_key) { SDL_GetRGB(pixel, Surface->format, &old_r,&old_g,&old_b); new_r = (Uint8) ((old_r * r) / 255); new_g = (Uint8) ((old_g * g) / 255); new_b = (Uint8) ((old_b * b) / 255); pixel = SDL_MapRGB(surface->format,new_r,new_g,new_b); } PutPixel(surface,x,y,pixel); } } if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); if (SDL_MUSTLOCK(Surface)) SDL_UnlockSurface(Surface); SDL_SetColorKey(surface, SDL_SRCCOLORKEY, color_key); } newfont->Surface = surface; } return newfont; } /* Puts a single char on the surface with the specified font */ int BFont::PutChar(SDL_Surface *screen, int x, int y, char c) { int r=0; SDL_Rect dest; dest.w = CharWidth(' '); dest.h = FontHeight(); dest.x = x; dest.y = y; if (c != ' ') SDL_BlitSurface( Surface, &Chars[c], screen, &dest); r = dest.w; return r; } void BFont::PutString(SDL_Surface *screen, int x, int y, const char *text) { int i(0); while (text[i]!='\0') { x += PutChar(screen,x,y,text[i]); i++; } } int BFont::TextWidth(const char *text) { int i(0),x(0); while (text[i]!='\0') { x += CharWidth(text[i]); i++; } return x; } /* counts the spaces of the strings */ int BFont::count (const char *text) { char *p(NULL); int pos(-1),i(0); /* Calculate the space occupied by the text without spaces */ while ((p=strchr(&text[pos+1],' ')) != NULL) { i++; pos = p - text; } return i; } void BFont::JustifiedPutString( SDL_Surface *screen, int y, const char *text) { int spaces(0),gap,single_gap,dif; char *strtmp,*p; int pos(-1),xpos(0); if (strchr(text,' ') == NULL) { PutString(screen, 0, y, text); } else { gap = (screen->w-1) - TextWidth(text); if (gap <= 0) { PutString(screen, 0,y,text); } else { spaces = count(text); dif = gap % spaces; single_gap = (gap - dif) / spaces; xpos=0; pos = -1; while ( spaces > 0 ) { p = strstr(&text[pos+1]," "); strtmp = NULL; strtmp = (char *) calloc ( (p - &text[pos+1]) + 1,sizeof(char)); if (strtmp != NULL) { strncpy (strtmp, &text[pos+1], (p - &text[pos+1])); PutString(screen, xpos, y, strtmp); xpos = xpos + TextWidth(strtmp) + single_gap + CharWidth(' '); if (dif >= 0) { xpos ++; dif--; } pos = p - text; spaces--; free(strtmp); } } strtmp = NULL; strtmp = (char *) calloc ( strlen( &text[pos+1]) + 1,sizeof(char)); if (strtmp != NULL) { strncpy (strtmp, &text[pos+1], strlen( &text[pos+1])); PutString(screen, xpos, y, strtmp); free(strtmp); } } } } void BFont::CenteredPutString(SDL_Surface *screen, int y, const char *text) { printf( "xpos - %d, %d <%s>\n", screen->w/2-TextWidth(text)/2, TextWidth(text), text ); PutString( screen, screen->w/2-TextWidth(text)/2, y, text); } void BFont::RightPutString(SDL_Surface *screen, int y, const char *text) { PutString( screen, screen->w - TextWidth(text) - 1, y, text); } void BFont::LeftPutString(SDL_Surface *screen, int y, const char *text) { PutString( screen, 0, y, text); } /******/ void BFont::PrintString (SDL_Surface *screen, int x, int y, char *fmt, ...) { va_list args; char *temp; va_start (args,fmt); if ( (temp = (char *) malloc(1000+1)) != NULL) { vsprintf(temp,fmt,args); PutString(screen, x, y, temp); free (temp); } va_end(args); } void BFont::CenteredPrintString(SDL_Surface *screen, int y, char *fmt, ...) { va_list args; char *temp; va_start (args,fmt); if ( (temp = (char *) malloc(1000+1)) != NULL) { vsprintf(temp,fmt,args); CenteredPutString(screen, y, temp); free (temp); } va_end(args); } void BFont::RightPrintString(SDL_Surface *screen, int y, char *fmt, ...) { va_list args; char *temp; va_start (args,fmt); if ( (temp = (char *) malloc(1000+1)) != NULL) { vsprintf(temp,fmt,args); RightPutString(screen, y, temp); free (temp); } va_end(args); } void BFont::LeftPrintString( SDL_Surface *screen, int y, char *fmt, ...) { va_list args; char *temp; va_start (args,fmt); if ( (temp = (char *) malloc(1000+1)) != NULL) { vsprintf(temp,fmt,args); LeftPutString(screen, y, temp); free (temp); } va_end(args); } void BFont::JustifiedPrintString( SDL_Surface *screen, int y, char *fmt, ...) { va_list args; char *temp; va_start (args,fmt); if ( (temp = (char *) malloc(1000+1)) != NULL) { vsprintf(temp,fmt,args); JustifiedPutString( screen, y,temp); free (temp); } va_end(args); } void BFont::PutPixel(SDL_Surface *surface, int x, int y, Uint32 pixel) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to set */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: *p = pixel; break; case 2: *(Uint16 *)p = pixel; break; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) { p[0] = (pixel >> 16) & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = pixel & 0xff; } else { p[0] = pixel & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = (pixel >> 16) & 0xff; } break; case 4: *(Uint32 *)p = pixel; break; } } Uint32 BFont :: xGetPixel(SDL_Surface *surface, int x, int y) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to retrieve */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: return *p; case 2: return *(Uint16 *)p; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32 *)p; default: return 0; /* shouldn't happen, but avoids warnings */ } } Uint32 BFont::GetPixel( Sint32 X, Sint32 Y) { Uint8 *bits; Uint32 Bpp; if (X<0) puts("x too small in GetPixel!"); if (X>=Surface->w) puts("x too big in GetPixel!"); Bpp = Surface->format->BytesPerPixel; bits = ((Uint8 *)Surface->pixels)+Y*Surface->pitch+X*Bpp; // Get the pixel switch(Bpp) { case 1: return *((Uint8 *)Surface->pixels + Y * Surface->pitch + X); break; case 2: return *((Uint16 *)Surface->pixels + Y * Surface->pitch/2 + X); break; case 3: { // Format/endian independent Uint8 r, g, b; r = *((bits)+Surface->format->Rshift/8); g = *((bits)+Surface->format->Gshift/8); b = *((bits)+Surface->format->Bshift/8); return SDL_MapRGB(Surface->format, r, g, b); } break; case 4: return *((Uint32 *)Surface->pixels + Y * Surface->pitch/4 + X); break; } } diff --git a/noncore/games/sfcave-sdl/bfont.h b/noncore/games/sfcave-sdl/bfont.h index dee97f1..5c2d7e7 100644 --- a/noncore/games/sfcave-sdl/bfont.h +++ b/noncore/games/sfcave-sdl/bfont.h @@ -1,70 +1,70 @@ /************************************************************ BFONT v. 1.0.2 - Billi Font Library by Diego Billi BFONT++ C++ port by Gianluigi Davassi ************************************************************/ #ifndef __BFONT_HEADER_H__ #define __BFONT_HEADER_H__ #include <iostream> -#include "SDL.h" +#include <SDL/SDL.h> class BFont { int h; // font height SDL_Surface *Surface; // font surface SDL_Rect Chars[256]; // characters width const char* name; // font name BFont(const BFont&); void InitFont(); int count(const char *text); public: BFont(const char *__filename) // generator bill : name(__filename) { LoadFont(__filename); } ~BFont() { SDL_FreeSurface(Surface); } // screen must be free by application int FontHeight () // Returns the font height { return h; } void SetFontHeight (int height) // Change the font height { h = height ; } int CharWidth (char c) // Returns the character width of the specified font { return Chars[c].w; } void LoadFont (const char *filename); // Load and store le font in the BFont structure int PutChar (SDL_Surface *screen, int x, int y, char c); // Write a single character on the "Surface" with the current font int TextWidth (const char *text ); // Returns the width, in pixels, of the text calculated with the current font BFont *SetFontColor(Uint8 r, Uint8 g, Uint8 b); // Returns a new font colored with the color (r,g,b) void PutString ( SDL_Surface *screen, int x, int y, const char *text); // Write a string on the "Surface" with the specified font void LeftPutString ( SDL_Surface *screen, int y, const char *text); // Write a left-aligned string on the "Surface" with the specified font void CenteredPutString ( SDL_Surface *screen, int y, const char *text); // Write a center-aligned string on the "Surface" with the specified font void RightPutString ( SDL_Surface *screen, int y, const char *text); // Write a right-aligned string on the "Surface" with the specified font void JustifiedPutString ( SDL_Surface *screen, int y, const char *text); // Write a justify-aligned string on the "Surface" with the specified font // The following functions do the same task but have the classic "printf" sintax void PrintString ( SDL_Surface *screen, int x, int y, char *fmt, ...); void CenteredPrintString ( SDL_Surface *screen, int y, char *fmt, ...); void RightPrintString ( SDL_Surface *screen, int y, char *fmt, ...); void LeftPrintString ( SDL_Surface *screen, int y, char *fmt, ...); void JustifiedPrintString ( SDL_Surface *screen, int y, char *fmt, ...); private: Uint32 GetPixel( Sint32 X, Sint32 Y); Uint32 xGetPixel(SDL_Surface *surface, int x, int y); void PutPixel( SDL_Surface *,int x, int y, Uint32 pixel); }; #endif // __BFONT_HEADER_H__ diff --git a/noncore/games/sfcave-sdl/fly_game.cpp b/noncore/games/sfcave-sdl/fly_game.cpp index 8b05d8f..69413ba 100644 --- a/noncore/games/sfcave-sdl/fly_game.cpp +++ b/noncore/games/sfcave-sdl/fly_game.cpp @@ -1,111 +1,111 @@ -#include "SDL_gfxPrimitives.h" +#include <SDL/SDL_gfxPrimitives.h> #include "constants.h" #include "fly_game.h" #include "random.h" FlyGame :: FlyGame( SFCave *p, int w, int h, int diff ) : Game( p, w, h, diff ) { gameName = "Fly"; difficulty = MENU_DIFFICULTY_EASY; terrain = new FlyTerrain( w, h ); player = new Player( w, h ); highScore = 0; } FlyGame :: ~FlyGame() { // terrain and player get deleted by parent class } void FlyGame :: init() { switch( difficulty ) { case MENU_DIFFICULTY_EASY: player->setMovementInfo( 0.3, 0.2, 1.5, 1.5 ); break; case MENU_DIFFICULTY_NORMAL: player->setMovementInfo( 0.35, 0.4, 2.5, 3 ); break; case MENU_DIFFICULTY_HARD: player->setMovementInfo( 0.4, 0.6, 4, 5 ); break; case MENU_DIFFICULTY_CUSTOM: { double thrust = parent->loadDoubleSetting( "Fly_custom_player_thrust", 0.3 ); double gravity = parent->loadDoubleSetting( "Fly_custom_player_gravity", 0.2 ); double maxUp = parent->loadDoubleSetting( "Fly_custom_player_maxupspeed", 1.5 ); double maxDown = parent->loadDoubleSetting( "Fly_custom_player_maxdownspeed", 1.5 ); player->setMovementInfo( thrust, gravity, maxUp, maxDown ); break; } } startScoring = false; Game :: init(); } void FlyGame :: update( int state ) { Game::update( state ); if ( state == STATE_PLAYING ) { if ( nrFrames % 3 == 0 ) { int diff = terrain->getMapBottom( 10 ) - player->getY(); int tmpScore = ((FlyTerrain *)terrain)->getScore( 1, diff ); if ( !startScoring ) { if ( tmpScore > 0 ) startScoring = true; } if ( startScoring ) { // Update score // get distance between landscape and ship // the closer the difference is to 0 means more points score += tmpScore; } } if ( checkCollisions() ) { parent->changeState( STATE_CRASHING ); return; } // Game logic goes here terrain->moveTerrain( 5 ); player->move( press ); } } void FlyGame :: draw( SDL_Surface *screen ) { Game::preDraw( screen ); // Screen drawing goes here terrain->drawTerrain( screen ); player->draw( screen ); Game::draw( screen ); } bool FlyGame :: checkCollisions() { bool ret = false; // Check collision with landscape return terrain->checkCollision( player->getX(), player->getY(), player->getHeight() ); } diff --git a/noncore/games/sfcave-sdl/fly_game.h b/noncore/games/sfcave-sdl/fly_game.h index 1ab081a..f648deb 100644 --- a/noncore/games/sfcave-sdl/fly_game.h +++ b/noncore/games/sfcave-sdl/fly_game.h @@ -1,28 +1,28 @@ #ifndef __FLY_GAME_H #define __FLY_GAME_H #include "sfcave.h" #include "flyterrain.h" #include "player.h" #include "game.h" -#include "SDL.h" +#include <SDL/SDL.h> class FlyGame : public Game { public: FlyGame( SFCave *p, int w, int h, int diff ); ~FlyGame(); void init(); void update( int state ); void draw( SDL_Surface *screen ); private: // int movePlayer; bool startScoring; bool checkCollisions(); }; #endif diff --git a/noncore/games/sfcave-sdl/flyterrain.cpp b/noncore/games/sfcave-sdl/flyterrain.cpp index b1b8db5..bffe5c9 100644 --- a/noncore/games/sfcave-sdl/flyterrain.cpp +++ b/noncore/games/sfcave-sdl/flyterrain.cpp @@ -1,103 +1,102 @@ - -#include "SDL_gfxPrimitives.h" +#include <SDL/SDL_gfxPrimitives.h> #include "constants.h" #include "flyterrain.h" #include "random.h" int FlyTerrain :: flyScoreZones[][3] = { { 0, 20, 5 }, { 20, 30, 2 }, { 30, 40, 0 }, { 40, 100, -1 }, { 100, 300, -2 }, { -1, -1, -1 } }; FlyTerrain :: FlyTerrain( int w, int h ) : Terrain( w, h, false, true ) { showScoreZones = true; } FlyTerrain :: ~FlyTerrain() { } void FlyTerrain :: setPoint( int point ) { static int fly_difficulty_levels[] = { 5, 10, 15 }; if ( nextInt(100) >= 75 ) dir *= -1; int prevPoint = mapBottom[point-1]; int nextPoint = prevPoint + (dir * nextInt( fly_difficulty_levels[0] ) ); if ( nextPoint > sHeight ) { nextPoint = sHeight; dir *= -1; } else if ( nextPoint < maxHeight ) { nextPoint = maxHeight; dir *= 1; } mapBottom[point] = nextPoint; } void FlyTerrain :: drawTerrain( SDL_Surface *screen ) { Terrain::drawTerrain( screen ); int tmpOffset = offset + speed*segSize; for ( int i = 0 ; i < MAPSIZE -1; ++i ) { if ( showScoreZones ) { int r = 0; int g = 0; int b = 0; for ( int j = 1 ; flyScoreZones[j][0] != -1 ; ++j ) { if ( flyScoreZones[j][2] == 0 ) { g = 255; b = r = 0; } else if ( flyScoreZones[j][2] < 0 ) { r = 255; b = g = 0; } else { b = 255; r = g = 0; } lineRGBA( screen, (i*segSize) - tmpOffset, mapBottom[i]-flyScoreZones[j][0], ((i+1)*segSize)-tmpOffset, mapBottom[i+1]-flyScoreZones[j][0], r, g, b, 255 ); } } } } int FlyTerrain :: getScore( int difficulty, int dist ) { int score = 0; for ( int i = 0 ; flyScoreZones[i][0] != -1 ; ++i ) { if ( flyScoreZones[i][0] <= dist && flyScoreZones[i][1] > dist ) { score = flyScoreZones[i][2]; break; } } return score; } diff --git a/noncore/games/sfcave-sdl/flyterrain.h b/noncore/games/sfcave-sdl/flyterrain.h index 63b5731..6258fa0 100644 --- a/noncore/games/sfcave-sdl/flyterrain.h +++ b/noncore/games/sfcave-sdl/flyterrain.h @@ -1,29 +1,29 @@ #ifndef __FLYTERRAIN_H #define __FLYTERRAIN_H -#include <SDL.h> +#include <SDL/SDL.h> #include "terrain.h" class FlyTerrain : public Terrain { public: FlyTerrain( int w, int h ); ~FlyTerrain(); void drawTerrain( SDL_Surface *screen ); int getScore( int difficulty, int dist ); void displayScoreZones( bool val ) { showScoreZones = val; } protected: bool showScoreZones; static int flyScoreZones[][3]; void setPoint( int point ); }; #endif diff --git a/noncore/games/sfcave-sdl/font.h b/noncore/games/sfcave-sdl/font.h index 5f0674a..ed9c590 100644 --- a/noncore/games/sfcave-sdl/font.h +++ b/noncore/games/sfcave-sdl/font.h @@ -1,33 +1,33 @@ #ifndef __FONT_H #define __FONT_H -#include "SDL.h" +#include <SDL/SDL.h> #include "bfont.h" #define FONT_MENU_HIGHLIGHTED 1 #define FONT_MENU_UNHIGHLIGHTED 2 #define FONT_WHITE_TEXT 3 #define FONT_COLOURED_TEXT 4 #define FONT_HELP_FONT 5 class FontHandler { public: static bool init(); static void cleanUp(); static int TextWidth( int font, const char *text ); static int FontHeight( int font ); static void draw( SDL_Surface *screen, int font, const char *text, int x, int y ); static void changeColor( int font, int r, int g, int b ); static BFont *getFont( int font ); private: static BFont *menuSelFont; static BFont *menuUnSelFont; static BFont *whiteFont; static BFont *colouredFont; static BFont *helpFont; }; #endif diff --git a/noncore/games/sfcave-sdl/game.cpp b/noncore/games/sfcave-sdl/game.cpp index 1ee0230..bf9c46f 100644 --- a/noncore/games/sfcave-sdl/game.cpp +++ b/noncore/games/sfcave-sdl/game.cpp @@ -1,332 +1,332 @@ #include <stdio.h> #include <time.h> -#include <SDL.h> -#include <SDL_image.h> +#include <SDL/SDL.h> +#include <SDL/SDL_image.h> #include "font.h" #include "constants.h" #include "game.h" #include "player.h" #include "random.h" #include "sound.h" #include "stringtokenizer.h" #include "sfcave_game.h" #include "gates_game.h" #include "fly_game.h" #include "starfield.h" Game :: Game( SFCave *p, int w, int h, int diff ) { parent = p; sHeight = h; sWidth = w; difficulty = diff; replayIt = 0; replay = false; terrain = 0; player = 0; thrustChannel = -1; } Game :: ~Game() { if ( terrain ) delete terrain; if ( player ) delete player; replayList.clear(); } void Game :: init() { if ( replay ) { setSeed( currentSeed ); replayIt = replayList.begin(); } else { setSeed( -1 ); replayList.clear(); } score = 0; nrFrames = 0; press = false; // Load highscore string key = getGameName() + "_" + getGameDifficultyText() + "_highscore"; highScore = atoi( parent->loadSetting( key, "0" ).c_str() ); terrain->initTerrain(); player->init(); } void Game :: handleKeys( SDL_KeyboardEvent &key ) { if ( !replay && (key.keysym.sym == SDLK_SPACE || key.keysym.sym == SDLK_KP_ENTER || key.keysym.sym == SDLK_RETURN || key.keysym.sym == SDLK_UP) ) { if ( key.type == SDL_KEYDOWN ) { if ( !press ) replayList.push_back( nrFrames ); press = true; } else { if ( press ) replayList.push_back( nrFrames ); press = false; } } } string Game :: getGameDifficultyText() { string ret; if ( difficulty == MENU_DIFFICULTY_EASY ) ret = "Easy"; else if ( difficulty == MENU_DIFFICULTY_NORMAL ) ret = "Medium"; else if ( difficulty == MENU_DIFFICULTY_HARD ) ret = "Hard"; else if ( difficulty == MENU_DIFFICULTY_CUSTOM ) ret = "Custom"; return ret; } void Game :: setDifficulty( string diff ) { if ( diff == "Easy" ) difficulty = MENU_DIFFICULTY_EASY; else if ( diff == "Medium" ) difficulty = MENU_DIFFICULTY_NORMAL; else if ( diff == "Hard" ) difficulty = MENU_DIFFICULTY_HARD; else if ( diff == "Custom" ) difficulty = MENU_DIFFICULTY_CUSTOM; init(); } void Game :: setDifficulty( int diff ) { difficulty = diff; init(); } void Game :: update( int state ) { nrFrames ++; if ( score > highScore ) highScore = score; if ( state == STATE_PLAYING ) { if ( replay ) { while( replayIt != replayList.end() && (*replayIt) == nrFrames-1 ) { press = !press; replayIt ++; } } if ( press && thrustChannel == -1 ) thrustChannel = SoundHandler :: playSound( SND_THRUST, -1, -1, false ); if ( !press &&thrustChannel != -1 ) { SoundHandler :: stopSound( thrustChannel, true, 300 ); thrustChannel = -1; } } if ( state == STATE_CRASHING || state == STATE_CRASHED ) { // fade out any trail marks remainin if ( player->updateCrashing() ) parent->changeState( STATE_CRASHED ); } } void Game :: preDraw( SDL_Surface *screen ) { } void Game :: draw( SDL_Surface *screen ) { char tmp[100]; string scoreText; sprintf( tmp, "Score: %06ld High Score: %06ld", score, highScore ); FontHandler::draw( screen, FONT_WHITE_TEXT, tmp, 3, 10 ); if ( parent->getState() == STATE_CRASHED ) { string crashText; crashText = "Game Over"; int x = (240 - FontHandler::TextWidth( FONT_WHITE_TEXT, (const char *)crashText.c_str() )) / 2; FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)crashText.c_str(), x, 150 ); int fontHeight = FontHandler::FontHeight( FONT_WHITE_TEXT ); crashText = "Press Middle Button to play again"; x = (240 - FontHandler::TextWidth( FONT_WHITE_TEXT, (const char *)crashText.c_str() )) / 2; FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)crashText.c_str(), x, 150 + fontHeight ); crashText = "or OK for menu"; x = (240 - FontHandler::TextWidth( FONT_WHITE_TEXT, (const char *)crashText.c_str() )) / 2; FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)crashText.c_str(), x, 150 + 2*fontHeight ); } if ( parent->showFPS() ) { sprintf( tmp, "FPS : %d", parent->getFPS() ); FontHandler::draw( screen, FONT_WHITE_TEXT, tmp, 20, 300 ); } } void Game :: stateChanged( int from, int to ) { if ( from != STATE_CRASHING && to == STATE_CRASHING ) { // play explosion sound SoundHandler :: stopSound( -1, false ); SoundHandler :: playSound( SND_EXPLOSION ); // Check and save highscore printf( "Got Highscore = %d\n", gotHighScore() ); if ( gotHighScore() ) { string key = getGameName() + "_" + getGameDifficultyText() + "_highscore"; parent->saveSetting( key, getHighScore() ); } } } void Game :: setSeed( int seed ) { if ( seed == -1 ) currentSeed = ((unsigned long) time((time_t *) NULL)); else currentSeed = seed; PutSeed( currentSeed ); } void Game :: saveReplay( string file ) { FILE *out; out = fopen( file.c_str(), "w" ); if ( !out ) { printf( "Couldn't write to /home/root/%s\n", file.c_str() ); parent->setMenuStatusText( "Couldn't save replay file" ); return; } // Build up string of values // Format is:: <landscape seed> <game type> <difficulty> <framenr> <framenr>....... string val; char tmp[20]; sprintf( tmp, "%d %d ", currentSeed, difficulty ); val = tmp; list<int>::iterator it = replayList.begin(); while( it != replayList.end() ) { sprintf( tmp, "%d ", *it ); val += tmp; it++; } val += "\n"; string line; sprintf( tmp, "%d\n", val.length() ); line = tmp; fwrite( line.c_str(), 1, line.length(), out ); fwrite( val.c_str(), 1, val.length(), out ); fclose( out ); } void Game :: loadReplay( string file ) { FILE *in = fopen( (const char *)file.c_str(), "r" ); if ( in == 0 ) { printf( "Couldn't load replay file %s!\n", (const char *)file.c_str() ); parent->setMenuStatusText( "Couldn't load replay file" ); return; } // Read next line - contains the size of the options char line[10+1]; fgets( line, 10, in ); int length = -1; sscanf( line, "%d", &length ); char *data = new char[length+1]; fread( data, 1, length, in ); string sep = " "; StringTokenizer st( data, sep ); // print it out vector<string>::iterator it = st.begin(); currentSeed = atoi( (*it).c_str() ); ++it; difficulty = atoi( (*it).c_str() ); ++it; replayList.clear(); for ( ; it != st.end(); ++it ) { int v = atoi( (*it).c_str() ); replayList.push_back( v ); } delete data; fclose( in ); } Game *Game :: createGame( SFCave *p, int w, int h, string game, string difficulty ) { Game *g; if ( game == "SFCave" ) g = new SFCaveGame( p, w, h, 0 ); else if ( game == "Gates" ) g = new GatesGame( p, w, h, 0 ); else if ( game == "Fly" ) g = new FlyGame( p, w, h, 0 ); if ( g ) g->setDifficulty( difficulty ); return g; } diff --git a/noncore/games/sfcave-sdl/gates_game.cpp b/noncore/games/sfcave-sdl/gates_game.cpp index 700a6ec..638658b 100644 --- a/noncore/games/sfcave-sdl/gates_game.cpp +++ b/noncore/games/sfcave-sdl/gates_game.cpp @@ -1,201 +1,201 @@ -#include "SDL_gfxPrimitives.h" +#include <SDL/SDL_gfxPrimitives.h> #include "constants.h" #include "gates_game.h" #include "random.h" GatesGame :: GatesGame( SFCave *p, int w, int h, int diff ) : Game( p, w, h, diff ) { gameName = "Gates"; difficulty = MENU_DIFFICULTY_EASY; blockUpdateRate = 200; terrain = new Terrain( w, h ); player = new Player( w, h ); highScore = 0; } GatesGame :: ~GatesGame() { // terrain and player get deleted by parent class } void GatesGame :: init() { blockHeight = 80; blockWidth = 20; lastGateBottomY = 0; gateDistance = 75; nextGate = nextInt( 50 ) + gateDistance; gapHeight = 75; switch( difficulty ) { case MENU_DIFFICULTY_EASY: gapHeight = 75; player->setMovementInfo( 0.4, 0.6, 4, 5 ); break; case MENU_DIFFICULTY_NORMAL: gapHeight = 50; player->setMovementInfo( 0.4, 0.6, 4, 5 ); break; case MENU_DIFFICULTY_HARD: gapHeight = 25; player->setMovementInfo( 0.6, 0.8, 6, 7 ); break; case MENU_DIFFICULTY_CUSTOM: { // Read custom difficulty settings for this game gapHeight = parent->loadIntSetting( "Gates_custom_gapHeight", 75 ); double thrust = parent->loadDoubleSetting( "Gates_custom_player_thrust", 0.4 ); double gravity = parent->loadDoubleSetting( "Gates_custom_player_gravity", 0.6 ); double maxUp = parent->loadDoubleSetting( "Gates_custom_player_maxupspeed", 4.0 ); double maxDown = parent->loadDoubleSetting( "Gates_custom_player_maxdownspeed", 5.0 ); player->setMovementInfo( thrust, gravity, maxUp, maxDown ); break; } } for ( int i = 0 ; i < BLOCKSIZE ; ++i ) blocks[i].y( -1 ); Game :: init(); } void GatesGame :: update( int state ) { Game::update( state ); // Game logic goes here if ( state == STATE_PLAYING ) { if ( nrFrames % 3 == 0 ) score ++; if ( nrFrames % 500 == 0 ) { if ( gapHeight > 75 ) gapHeight -= 5; } // Slightly random gap distance if ( nrFrames >= nextGate ) { nextGate = nrFrames + nextInt( 50 ) + gateDistance; addGate(); } if ( checkCollisions() ) { parent->changeState( STATE_CRASHING ); return; } terrain->moveTerrain( 5 ); moveBlocks( 5 ); player->move( press ); } } void GatesGame :: draw( SDL_Surface *screen ) { Game::preDraw( screen ); if ( parent->getState() == STATE_PLAYING ) { // Screen drawing goes here terrain->drawTerrain( screen ); player->draw( screen ); drawBlocks( screen ); } else { // Screen drawing goes here terrain->drawTerrain( screen ); drawBlocks( screen ); player->draw( screen ); } Game::draw( screen ); } void GatesGame :: addGate() { printf( "gapHeight = %d\n", gapHeight ); for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() == -1 ) { int x1 = sWidth; int y1 = terrain->getMapTop(50); int b1Height = nextInt(terrain->getMapBottom( 50 ) - terrain->getMapTop(50) - gapHeight); // See if height between last gate and this one is too big if ( b1Height - 100 > lastGateBottomY ) b1Height -= 25; else if ( b1Height + 100 < lastGateBottomY ) b1Height += 25; lastGateBottomY = b1Height; int x2 = sWidth; int y2 = y1 + b1Height + gapHeight; int b2Height = terrain->getMapBottom( 50 ) - y2; blocks[i].setRect( x1, y1, blockWidth, b1Height ); blocks[i+1].setRect( x2, y2, blockWidth, b2Height ); break; } } } void GatesGame :: moveBlocks( int amountToMove ) { for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() != -1 ) { blocks[i].moveBy( -amountToMove, 0 ); if ( blocks[i].x() + blocks[i].y() < 0 ) blocks[i].y( -1 ); } } } void GatesGame :: drawBlocks( SDL_Surface *screen ) { for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() != -1 ) { SDL_Rect r = blocks[i].getRect(); SDL_FillRect( screen, &r, SDL_MapRGB( screen->format, 100, 100, 255 ) ); } } } bool GatesGame :: checkCollisions() { // Check collisions with blocks for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() != -1 ) { if ( blocks[i].intersects( player->getPos() ) ) return true; } } // Check collision with landscape return terrain->checkCollision( player->getX(), player->getY(), player->getHeight() ); } diff --git a/noncore/games/sfcave-sdl/gates_game.h b/noncore/games/sfcave-sdl/gates_game.h index 8499ff9..b44336a 100644 --- a/noncore/games/sfcave-sdl/gates_game.h +++ b/noncore/games/sfcave-sdl/gates_game.h @@ -1,45 +1,45 @@ #ifndef __GATES_GAME_H #define __GATES_GAME_H -#include "SDL.h" +#include <SDL/SDL.h> #include "rect.h" #include "sfcave.h" #include "terrain.h" #include "player.h" #include "game.h" class GatesGame : public Game { public: GatesGame( SFCave *p, int w, int h, int diff ); ~GatesGame(); void init(); void update( int state ); void draw( SDL_Surface *screen ); private: int gapHeight; int gateDistance; int nextGate; int lastGateBottomY; int blockDistance; int blockHeight; int blockWidth; int blockUpdateRate; Rect blocks[BLOCKSIZE]; void addGate(); void moveBlocks( int amountToMove ); void drawBlocks( SDL_Surface *screen ); bool checkCollisions(); }; #endif diff --git a/noncore/games/sfcave-sdl/help.cpp b/noncore/games/sfcave-sdl/help.cpp index f1728f6..0a7924b 100644 --- a/noncore/games/sfcave-sdl/help.cpp +++ b/noncore/games/sfcave-sdl/help.cpp @@ -1,236 +1,236 @@ -#include "SDL.h"
+#include <SDL/SDL.h> #include "constants.h"
#include "font.h"
#include "help.h"
#include "sfcave.h"
#include "starfield.h"
Help :: Help( SFCave *p )
{
parent = p;
stars = new StarField( false, 200 );
loadText();
init();
}
Help :: ~Help()
{
delete stars;
}
void Help :: handleKeys( SDL_KeyboardEvent &key )
{
if ( key.type == SDL_KEYDOWN )
{
if ( key.keysym.sym == SDLK_SPACE )
parent->changeState( STATE_MENU );
else if ( key.keysym.sym == SDLK_DOWN )
textSpeed = 5;
else if ( key.keysym.sym == SDLK_UP )
{
if ( textSpeed > 0 )
textSpeed = 0;
else textSpeed = 1;
}
}
else if ( key.type == SDL_KEYUP )
{
if ( key.keysym.sym == SDLK_DOWN )
textSpeed = 1;
}
}
void Help :: init()
{
startPos = 320;
currLine = 0;
textSpeed = 1;
// Create our coloured font
FontHandler :: changeColor( FONT_HELP_FONT, 0, 0, 255 );
}
void Help :: draw( SDL_Surface *screen )
{
stars->draw( screen );
list<string>::iterator it = textList.begin();
// Move to start of text
for ( int i = 0 ; i < currLine && it != textList.end() ; ++i )
it++;
int pos = startPos;
while ( pos < 320 && it != textList.end() )
{
// get next line
string text = *it;
// draw text
FontHandler::draw( screen, FONT_COLOURED_TEXT, text.c_str(), -1, pos );
pos += FontHandler::FontHeight( FONT_COLOURED_TEXT );
it ++;
}
}
void Help :: update()
{
stars->move();
startPos -= textSpeed;
if ( startPos <= -FontHandler::FontHeight( FONT_COLOURED_TEXT ) )
{
startPos = 0;
currLine ++;
if ( currLine > textList.size() )
{
startPos = 320;
currLine = 0;
}
}
}
void Help :: loadText()
{
textList.push_back( "SFCave" );
textList.push_back( "Written By AndyQ" );
textList.push_back( "" );
textList.push_back( "Instructions" );
textList.push_back( "To return to the menu" );
textList.push_back( "press the space or " );
textList.push_back( "middle button." );
textList.push_back( "" );
textList.push_back( "To speed up the text" );
textList.push_back( "hold the down button" );
textList.push_back( "(releasing will return" );
textList.push_back( "to normal speed)" );
textList.push_back( "" );
textList.push_back( "" );
textList.push_back( "SFCave is a flying game" );
textList.push_back( "writtin originally for the" );
textList.push_back( "Sharp Zaurus." );
textList.push_back( "" );
textList.push_back( "The aim is to stay alive" );
textList.push_back( "for as long as possible," );
textList.push_back( "and get the highest score" );
textList.push_back( "you can." );
textList.push_back( "" );
textList.push_back( "There are currently three" );
textList.push_back( "game types - SFCave," );
textList.push_back( "Gates, and Fly." );
textList.push_back( "" );
textList.push_back( "SFCave is a remake of" );
textList.push_back( "the classic SFCave game." );
textList.push_back( "Fly through the cavern" );
textList.push_back( "avoiding all the blocks" );
textList.push_back( "that just happen to be" );
textList.push_back( "hanging in mid-air" );
textList.push_back( "" );
textList.push_back( "Gates is similar to" );
textList.push_back( "SFCave but instead of" );
textList.push_back( "avoiding blocks you must" );
textList.push_back( "fly through gates without" );
textList.push_back( "crashing." );
textList.push_back( "" );
textList.push_back( "Fly is a different kettle of" );
textList.push_back( "fish altogether. Instead," );
textList.push_back( "you are flying in the " );
textList.push_back( "open air above a" );
textList.push_back( "scrolling landscape and" );
textList.push_back( "the aim is to fly as close" );
textList.push_back( "to the land as possible." );
textList.push_back( "The closer to the land" );
textList.push_back( "you fly the more points" );
textList.push_back( "you score. But beware," );
textList.push_back( "fly too high above the" );
textList.push_back( "land and points get" );
textList.push_back( "deducted." );
textList.push_back( "" );
textList.push_back( "How to play" );
textList.push_back( "Press the space or middle" );
textList.push_back( "button (Zaurus only) to " );
textList.push_back( "apply thrust (makes you" );
textList.push_back( "go up) and release it" );
textList.push_back( "to go down." );
textList.push_back( "" );
textList.push_back( "Have fun" );
textList.push_back( "AndyQ" );
}
// Test
#ifdef DEBUG_HELP
SDL_Surface *screen;
Help *help;
void go()
{
FontHandler :: init();
/* Initialize SDL */
if ( SDL_Init(SDL_INIT_VIDEO) < 0 )
{
fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
exit(1);
}
atexit(SDL_Quit);
int videoflags = SDL_SWSURFACE ;
if ( (screen=SDL_SetVideoMode(240, 320,32,videoflags)) == NULL )
{
fprintf(stderr, "Couldn't set %ix%i video mode: %s\n",240,320,SDL_GetError());
exit(2);
}
help = new Help();
bool done = false;
while ( !done )
{
SDL_FillRect( screen, 0, 0 );
help->draw( screen );
help->update( );
SDL_Flip( screen );
SDL_Delay( 10 );
SDL_Event event;
while ( SDL_PollEvent(&event) )
{
switch (event.type)
{
case SDL_KEYDOWN:
// Escape keypress quits the app
if ( event.key.keysym.sym != SDLK_ESCAPE )
{
break;
}
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
}
}
#ifdef __cplusplus
extern "C"
#endif
int main( int argc, char *argv[] )
{
go();
}
#endif
diff --git a/noncore/games/sfcave-sdl/help.h b/noncore/games/sfcave-sdl/help.h index dc9e80e..2cc32cd 100644 --- a/noncore/games/sfcave-sdl/help.h +++ b/noncore/games/sfcave-sdl/help.h diff --git a/noncore/games/sfcave-sdl/menu.cpp b/noncore/games/sfcave-sdl/menu.cpp index a4a4216..fb2a635 100644 --- a/noncore/games/sfcave-sdl/menu.cpp +++ b/noncore/games/sfcave-sdl/menu.cpp @@ -1,360 +1,360 @@ -#include <SDL_image.h> -#include "SDL_rotozoom.h" +#include <SDL/SDL_image.h> +#include <SDL/SDL_rotozoom.h> #include "constants.h" #include "sfcave.h" #include "game.h" #include "menu.h" #include "font.h" #include "starfield.h" MenuOption :: MenuOption( string text, int id ) { menuText = text; menuId = id; nextMenu = 0; highlighted = false; } MenuOption :: ~MenuOption() { } int MenuOption :: draw( SDL_Surface *screen, int y ) { if ( highlighted ) { int x = (240 - FontHandler::TextWidth( FONT_MENU_HIGHLIGHTED, (const char *)menuText.c_str() ))/2; FontHandler::draw( screen, FONT_MENU_HIGHLIGHTED, (const char *)menuText.c_str(), x, y ); return FontHandler::FontHeight( FONT_MENU_HIGHLIGHTED ); } else { int x = (240 - FontHandler::TextWidth( FONT_MENU_UNHIGHLIGHTED, (const char *)menuText.c_str() ))/2; FontHandler::draw( screen, FONT_MENU_UNHIGHLIGHTED, (const char *)menuText.c_str(), x, y ); return FontHandler::FontHeight( FONT_MENU_UNHIGHLIGHTED ); } } void MenuOption :: setNextMenu( Menu *item, bool down ) { nextMenu = item; downMenuTree = down; } //----------------- Menu Class ------------- SDL_Surface * Menu :: sfcaveTextImage; Menu *Menu :: mainMenu; Menu *Menu :: currentMenu; // This is the Master Menu constructor Menu :: Menu( SFCave *p ) { parent = p; parentMenu = 0; statusText = ""; // listItems.setAutoDelete( TRUE ); SDL_Surface *tmp = IMG_Load( IMAGES_PATH "sfcave_text.bmp" ); sfcaveTextImage = SDL_CreateRGBSurface(SDL_SWSURFACE, tmp->w, tmp->h, 32, 0x000000ff,0x0000ff00, 0x00ff0000, 0xff000000); SDL_BlitSurface(tmp, NULL, sfcaveTextImage, NULL); SDL_FreeSurface(tmp); // Create menu structure // Top level menu has 5 items - Start Game, Replays, Options, Help, and Quit // Replays, Option menu items hav submenus MenuOption *replayMenu = 0; MenuOption *optionsMenu = 0; MenuOption *item = 0; addMenuOption( "Start Game", MENU_STARTGAME ); replayMenu = addMenuOption( "Replays", MENU_REPLAYS ); optionsMenu = addMenuOption( "Options", MENU_OPTIONS ); addMenuOption( "Help", MENU_HELP ); addMenuOption( "Quit", MENU_QUIT ); // Now deal with the Replays Menu Menu *replay = new Menu( this ); replay->addMenuOption( "Play Replay", MENU_PLAY_REPLAY ); replay->addMenuOption( "Load Replay", MENU_LOAD_REPLAY ); replay->addMenuOption( "Save Replay", MENU_SAVE_REPLAY ); item = replay->addMenuOption( "Back", MENU_BACK ); item->setNextMenu( this, false ); replayMenu->setNextMenu( replay ); // Now deal with the Options Menu currentMenu->currentMenuOption->setHighlighted( false ); listItems.front()->highlight( true ); Menu *options = new Menu( this ); MenuOption *typeMenu = 0; MenuOption *difficultyMenu = 0; MenuOption *soundsMenu = 0; typeMenu = options->addMenuOption( "Game Type", MENU_GAME_TYPE ); difficultyMenu = options->addMenuOption( "Difficulty", MENU_DIFFICULTY ); soundsMenu = options->addMenuOption( "Sound", MENU_SOUNDS ); options->addMenuOption( "Clear Scores", MENU_CLEAR_SCORES ); item = options->addMenuOption( "Back", MENU_BACK ); item->setNextMenu( this, false ); optionsMenu->setNextMenu( options ); // Game Type menu Menu *gameType = new Menu( options ); item = gameType->addMenuOption( "SFCave", MENU_GAME_SFCAVE ); item->setNextMenu( options ); item = gameType->addMenuOption( "Gates", MENU_GAME_GATES ); item->setNextMenu( options ); item = gameType->addMenuOption( "Fly", MENU_GAME_FLY ); item->setNextMenu( options ); item = gameType->addMenuOption( "Back", MENU_BACK ); item->setNextMenu( options ); typeMenu->setNextMenu( gameType ); // Game Difficulty menu MenuOption *customMenu = 0; Menu *gameDifficulty = new Menu( options ); item = gameDifficulty->addMenuOption( "Easy", MENU_DIFFICULTY_EASY ); item->setNextMenu( options, false ); item = gameDifficulty->addMenuOption( "Normal", MENU_DIFFICULTY_NORMAL ); item->setNextMenu( options, false ); item = gameDifficulty->addMenuOption( "Hard", MENU_DIFFICULTY_HARD ); item->setNextMenu( options, false ); customMenu = gameDifficulty->addMenuOption( "Custom", MENU_DIFFICULTY_CUSTOM ); item = gameDifficulty->addMenuOption( "Back", MENU_BACK ); item->setNextMenu( options, false ); difficultyMenu->setNextMenu( gameDifficulty ); // Sounds Menu Menu *sounds = new Menu( options ); sounds->addMenuOption( "Sound On", MENU_SOUND_ON ); sounds->addMenuOption( "Sound Off", MENU_SOUND_OFF ); sounds->addMenuOption( "Music On", MENU_MUSIC_ON ); sounds->addMenuOption( "Music Off", MENU_MUSIC_OFF ); item = sounds->addMenuOption( "Back", MENU_BACK ); item->setNextMenu( options, false ); soundsMenu->setNextMenu( sounds ); // Custom Menu Menu *custom = new Menu( gameDifficulty ); Menu *updown = new Menu( custom ); item = custom->addMenuOption( "Thrust", MENU_CUSTOM_THRUST ); item->setNextMenu( updown ); item = custom->addMenuOption( "Gravity", MENU_CUSTOM_GRAVITY ); item->setNextMenu( updown ); item = custom->addMenuOption( "Max Speed Up", MENU_CUSTOM_MAXSPEEDUP ); item->setNextMenu( updown ); item = custom->addMenuOption( "Max Speed Down", MENU_CUSTOM_MAXSPEEDDOWN ); item->setNextMenu( updown ); item = custom->addMenuOption( "Back", MENU_BACK ); item->setNextMenu( gameDifficulty, false ); customMenu->setNextMenu( custom ); // Up down menu item = updown->addMenuOption( "Increase", MENU_CUSTOM_INCREASE ); item = updown->addMenuOption( "Decrease", MENU_CUSTOM_DECREASE ); item = updown->addMenuOption( "Save", MENU_CUSTOM_SAVE ); item->setNextMenu( custom, false ); item = updown->addMenuOption( "Cancel", MENU_CUSTOM_CANCEL ); item->setNextMenu( custom, false ); // Set static variables for menu selection up mainMenu = this; currentMenuOption = 0; resetToTopMenu(); angle = 0; stars = new StarField; } // This is a private constructor used for creating sub menus - only called by the Master Menu Menu :: Menu( Menu *p ) { parentMenu = p; // listItems.setAutoDelete( TRUE ); currentMenuOption = 0; } Menu :: ~Menu() { if ( this == mainMenu ) { SDL_FreeSurface( sfcaveTextImage ); delete stars; } } void Menu :: draw( SDL_Surface *screen ) { // draw stafield stars->draw( screen ); stars->move( ); // Draw the spinning SFCave logo SDL_Surface *rotozoom_pic; SDL_Rect dest; angle += 2; if ( angle > 359 ) angle = 0; if ((rotozoom_pic=rotozoomSurface (sfcaveTextImage, angle*1, 1, SMOOTHING_ON))!=NULL) { dest.x = (screen->w - rotozoom_pic->w)/2; dest.y = 10; dest.w = rotozoom_pic->w; dest.h = rotozoom_pic->h; SDL_BlitSurface( rotozoom_pic, NULL, screen, &dest ); SDL_FreeSurface(rotozoom_pic); } // Draw what game is selected char text[100]; sprintf( text, "Current Game: %s", (const char *)parent->getCurrentGame()->getGameName().c_str() ); // Menu::scoreFont.PutString( screen, (240 - Menu::scoreFont.TextWidth( (const char *)text ))/2, 120, (const char *)text ); FontHandler::draw( screen, FONT_WHITE_TEXT, (const char *)text, (240 - FontHandler::TextWidth( FONT_WHITE_TEXT,(const char *)text ))/2, 120 ); sprintf( text, "Difficulty: %s", (const char *)parent->getCurrentGame()->getGameDifficultyText().c_str() ); // Menu::scoreFont.PutString( screen, (240 - Menu::scoreFont.TextWidth( (const char *)text ))/2, 120 + Menu::scoreFont.FontHeight()+2, (const char *)text ); 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 ) ); if ( statusText != "" ) 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 ); // Menu::scoreFont.PutString( screen, (240 - Menu::scoreFont.TextWidth( (const char *)statusText ))/2, 120 + (Menu::scoreFont.FontHeight()*2)+6, (const char *)statusText ); // Loop round each menu option and draw it int y = 155; list<MenuOption *>::iterator it; for ( it = currentMenu->listItems.begin(); it != currentMenu->listItems.end() ; ++it ) { y += (*it)->draw( screen, y ) + 2; } } int Menu :: handleKeys( SDL_KeyboardEvent &key ) { if ( key.type != SDL_KEYDOWN ) return -1; switch( key.keysym.sym ) { case SDLK_DOWN: { // Move to next menu item currentMenu->currentMenuOption->highlight( false ); list<MenuOption *>::iterator it; for ( it = currentMenu->listItems.begin(); it != currentMenu->listItems.end() ; ++it ) { if ( (*it) == currentMenu->currentMenuOption ) { it++; break; } } if ( it == currentMenu->listItems.end() ) it = currentMenu->listItems.begin(); currentMenu->currentMenuOption = *it; currentMenu->currentMenuOption->highlight( true ); break; } case SDLK_UP: { // Move to previous menu item currentMenu->currentMenuOption->highlight( false ); list<MenuOption *>::iterator it; bool reachedBeginning = false; for ( it = (currentMenu->listItems).end()--; ; --it ) { if ( (*it) == currentMenu->currentMenuOption ) { if ( it == currentMenu->listItems.begin( ) ) { reachedBeginning = true; break; } else it--; break; } } if ( reachedBeginning ) currentMenu->currentMenuOption = currentMenu->listItems.back(); else currentMenu->currentMenuOption = *it; currentMenu->currentMenuOption->highlight( true ); break; } case SDLK_LEFT: if ( currentMenu->parentMenu != 0 ) { statusText = ""; currentMenu = currentMenu->parentMenu; return -1; } break; case SDLK_RETURN: case SDLK_SPACE: { statusText = ""; // select menu item int id = currentMenu->currentMenuOption->getMenuId(); // if the current item has a child menu then move to that menu Menu *next = currentMenu->currentMenuOption->getNextMenu(); if ( next != 0 ) { bool down = currentMenu->currentMenuOption->isDownMenuTree(); currentMenu = next; if ( down ) initCurrentMenu(); } return id; break; } default: break; } return -1; } MenuOption *Menu :: addMenuOption( string text, int id ) { MenuOption *item = new MenuOption( text, id ); listItems.push_back( item ); return item; } void Menu :: resetToTopMenu() { currentMenu = mainMenu; initCurrentMenu(); } void Menu :: initCurrentMenu() { if ( currentMenu->currentMenuOption != 0 ) currentMenu->currentMenuOption->highlight( false ); currentMenu->currentMenuOption = currentMenu->listItems.front(); currentMenu->currentMenuOption->highlight( true ); } diff --git a/noncore/games/sfcave-sdl/menu.h b/noncore/games/sfcave-sdl/menu.h index 6a5ef40..c263bcc 100644 --- a/noncore/games/sfcave-sdl/menu.h +++ b/noncore/games/sfcave-sdl/menu.h @@ -1,71 +1,71 @@ #ifndef __MENU_H #define __MENU_H #include <list> using namespace std; -#include <SDL.h> +#include <SDL/SDL.h> class SFCave; class StarField; class Menu; class MenuOption { public: MenuOption( string text, int id ); ~MenuOption(); void highlight( bool val ) { highlighted = val; } int draw( SDL_Surface *screen, int y ); void setNextMenu( Menu *item, bool down = true ); Menu *getNextMenu() { return nextMenu; } int getMenuId() { return menuId; } bool isDownMenuTree() { return downMenuTree; } private: int menuId; string menuText; bool highlighted; bool downMenuTree; Menu *nextMenu; }; class Menu { public: Menu( SFCave *p ); ~Menu(); void draw( SDL_Surface *screen ); int handleKeys( SDL_KeyboardEvent & ); MenuOption *addMenuOption( string text, int id ); void resetToTopMenu(); void initCurrentMenu(); void setStatusText( string text ) { statusText = text; } protected: private: static SDL_Surface * sfcaveTextImage; int angle; static Menu *mainMenu; static Menu *currentMenu; Menu *parentMenu; StarField *stars; string statusText; SFCave *parent; list<MenuOption *> listItems; MenuOption *currentMenuOption; Menu( Menu* p ); }; #endif diff --git a/noncore/games/sfcave-sdl/player.cpp b/noncore/games/sfcave-sdl/player.cpp index f024d6b..b491e53 100644 --- a/noncore/games/sfcave-sdl/player.cpp +++ b/noncore/games/sfcave-sdl/player.cpp @@ -1,284 +1,284 @@ -#include <SDL.h> -#include "SDL_gfxPrimitives.h" +#include <SDL/SDL.h> +#include <SDL/SDL_gfxPrimitives.h> #include "constants.h" #include "player.h" #include "random.h" #include "animatedimage.h" Player :: Player( int w, int h ) { sWidth = w; sHeight = h; thrust = 0.4; gravity = 0.6; maxUpSpeed = 4.0; maxDownSpeed = 5.0; explosion = new AnimatedImage( IMAGES_PATH "explosion.bmp", 15 ); init(); } Player :: ~Player() { if ( explosion ) delete explosion; } void Player :: init() { // Set player position pos.x( 50 ); pos.y( sWidth/2 ); pos.h( 2 ); pos.w( 4 ); currentThrust = 0; crashing = false; crashLineLength = 0; crashed = false; explosion->reset(); allFaded = false; expNextFrame = false; // Reset Trail for ( int i = 0 ; i < TRAILSIZE ; ++i ) { trail[i].x( -1 ); trail[i].y( 0 ); trail[i].w( 2 ); trail[i].h( 2 ); } } void Player :: draw( SDL_Surface *screen ) { if ( !crashing ) { // Draw Player // ellipseRGBA( screen, pos.x(), pos.y(), pos.x()+ pos.width(), pos.y()+pos.height(), 0, 255, 255, 255 ); filledEllipseRGBA( screen, pos.x() + pos.w(), pos.y(), pos.w(), pos.h(), 0, 255, 255, 255 ); // Draw Trail drawTrails( screen ); } else { drawTrails( screen ); if ( !crashed ) explosion->draw( screen, pos.x(), pos.y() ); } } void Player :: drawTrails( SDL_Surface *screen ) { if ( allFaded && crashing ) return; for ( int i = 0 ; i < TRAILSIZE ; ++i ) { if ( trail[i].x() >= 0 ) { int c = (int)((150.0/50) * (50.0 - (pos.x() - trail[i].x() ) )); boxRGBA( screen, trail[i].x(), trail[i].y(), trail[i].x() + 2, trail[i].y() + 2, 255, (int)(1.5*c), 0, c ); } } } void Player :: move( bool up ) { // Find enpty trail and move others moveTrails(); if ( up ) currentThrust -= thrust; else currentThrust += gravity; if ( currentThrust > maxDownSpeed ) currentThrust = maxDownSpeed; else if ( currentThrust < -maxUpSpeed ) currentThrust = -maxUpSpeed; pos.moveBy( 0, (int)(currentThrust) ); } void Player :: moveTrails() { bool done = false; bool stillVisible = false; // Dont do anything here if all faded when were crashing if ( allFaded && crashing ) return; for ( int i = 0 ; i < TRAILSIZE ; ++i ) { if ( trail[i].x() < 0 ) { stillVisible = true; if ( !crashing && !done ) { trail[i].x( pos.x() - 5 ); trail[i].y( pos.y() ); done = true; } } else trail[i].x( trail[i].x() - 1 ); } if ( !stillVisible ) allFaded = true; } bool Player :: updateCrashing() { crashing = true; moveTrails(); if ( expNextFrame ) { expNextFrame = false; crashed = !explosion->nextFrame(); } else expNextFrame = true; return crashed; } void Player :: setMovementInfo( double up, double grav, double maxUp, double maxDown ) { thrust = up; gravity = grav; maxUpSpeed = maxUp; maxDownSpeed = maxDown; } void Player :: incValue( int valueType ) { switch( valueType ) { case PLAYER_THRUST: thrust += 0.1; break; case PLAYER_GRAVITY: gravity += 0.1; break; case PLAYER_MAX_SPEED_UP: maxUpSpeed += 0.1; break; case PLAYER_MAX_SPEED_DOWN: maxDownSpeed += 0.1; break; } } void Player :: decValue( int valueType ) { switch( valueType ) { case PLAYER_THRUST: thrust -= 0.1; break; case PLAYER_GRAVITY: gravity -= 0.1; break; case PLAYER_MAX_SPEED_UP: maxUpSpeed -= 0.1; break; case PLAYER_MAX_SPEED_DOWN: maxDownSpeed -= 0.1; break; } } void Player :: setValue( int valueType, double val ) { switch( valueType ) { case PLAYER_THRUST: thrust = val; break; case PLAYER_GRAVITY: gravity = val; break; case PLAYER_MAX_SPEED_UP: maxUpSpeed = val; break; case PLAYER_MAX_SPEED_DOWN: maxDownSpeed = val; break; } } double Player :: getValue( int valueType ) { double val; switch( valueType ) { case PLAYER_THRUST: val = thrust; break; case PLAYER_GRAVITY: val = gravity; break; case PLAYER_MAX_SPEED_UP: val = maxUpSpeed; break; case PLAYER_MAX_SPEED_DOWN: val = maxDownSpeed; break; } return val; } string Player :: getValueTypeString( int valueType ) { string val; switch( valueType ) { case PLAYER_THRUST: val = "thrust"; break; case PLAYER_GRAVITY: val = "gravity"; break; case PLAYER_MAX_SPEED_UP: val = "maxupspeed"; break; case PLAYER_MAX_SPEED_DOWN: val = "maxdownspeed"; break; } return val; } string Player :: getValueString( int valueType ) { char val[50]; switch( valueType ) { case PLAYER_THRUST: sprintf( val, "Thrust - %lf", thrust ); break; case PLAYER_GRAVITY: sprintf( val, "Gravity - %lf", gravity ); break; case PLAYER_MAX_SPEED_UP: sprintf( val, "Max Speed Up - %lf", maxUpSpeed ); break; case PLAYER_MAX_SPEED_DOWN: sprintf( val, "Max Speed Down - %lf", maxDownSpeed ); break; } string ret = val; return ret; } diff --git a/noncore/games/sfcave-sdl/rect.h b/noncore/games/sfcave-sdl/rect.h index dc9c9d5..30f082c 100644 --- a/noncore/games/sfcave-sdl/rect.h +++ b/noncore/games/sfcave-sdl/rect.h @@ -1,61 +1,61 @@ #ifndef __RECT_H
#define __RECT_H
-#include "SDL.h"
+#include <SDL/SDL.h> class Rect
{
public:
Rect() { r.x = r.y = r.w = r.h = 0; }
Rect( int x, int y, int w, int h ) { setRect( x, y, w, h ); }
~Rect() {}
void setRect( int x, int y, int w, int h ) { r.x = x; r.y = y; r.w = w; r.h = h; }
SDL_Rect getRect() { return r; }
int x() { return r.x; }
int y() { return r.y; }
int w() { return r.w; }
int h() { return r.h; }
void x( int x) { r.x = x; }
void y( int y) { r.y = y; }
void w( int w) { r.w = w; }
void h( int h) { r.h = h; }
void moveBy( int x, int y )
{
r.x += x;
r.y += y;
}
bool intersects( Rect r2 )
{
int tw = r.w;
int th = r.h;
int rw = r2.w();
int rh = r2.h();
if (rw <= 0 || rh <= 0 || tw <= 0 || th <= 0) {
return false;
}
int tx = r.x;
int ty = r.y;
int rx = r2.x();
int ry = r2.y();
rw += rx;
rh += ry;
tw += tx;
th += ty;
// overflow || intersect
return ((rw < rx || rw > tx) &&
(rh < ry || rh > ty) &&
(tw < tx || tw > rx) &&
(th < ty || th > ry));
}
private:
SDL_Rect r;
};
#endif
diff --git a/noncore/games/sfcave-sdl/sfcave-sdl.pro b/noncore/games/sfcave-sdl/sfcave-sdl.pro index a4eb918..a02eeb3 100644 --- a/noncore/games/sfcave-sdl/sfcave-sdl.pro +++ b/noncore/games/sfcave-sdl/sfcave-sdl.pro diff --git a/noncore/games/sfcave-sdl/sfcave.cpp b/noncore/games/sfcave-sdl/sfcave.cpp index dbd788c..5d1cdd5 100644 --- a/noncore/games/sfcave-sdl/sfcave.cpp +++ b/noncore/games/sfcave-sdl/sfcave.cpp @@ -1,633 +1,633 @@ #include <stdio.h> #include <stdlib.h> #include <time.h> #include <sys/timeb.h> -#include "SDL.h" -#include "SDL_gfxPrimitives.h" +#include <SDL/SDL.h> +#include <SDL/SDL_gfxPrimitives.h> #include "constants.h" #include "sound.h" #include "menu.h" #include "help.h" #include "game.h" #include "terrain.h" #include "random.h" #include "sfcave.h" #include "font.h" #include "settings.h" #include "util.h" #include "sfcave_game.h" #include "gates_game.h" #include "fly_game.h" void start( int argc, char *argv[] ) { SFCave *app = new SFCave( argc, argv ); app->mainEventLoop(); delete app; } #ifdef __cplusplus extern "C" #endif int main(int argc, char *argv[]) { start( argc, argv ); return 0; } SFCave :: SFCave( int argc, char *argv[] ) { setupOK = false; // Load settings string diff = loadSetting( "GameDifficulty", "Easy" ); string game = loadSetting( "GameType", "SFCave" ); musicPath = loadSetting( "MusicPath", SOUND_PATH ); musicType = loadSetting( "MusicType", "mod,ogg" ); bool soundOn = loadBoolSetting( "SoundOn", true ); bool musicOn = loadBoolSetting( "MusicOn", true ); if ( musicPath[musicPath.size()-1] != '/' ) musicPath += "/"; printf( "musicPath %s\n", musicPath.c_str() ); // Init main SDL Library initSDL( argc, argv ); // Init font handler if ( !FontHandler::init() ) { printf( "Unable to initialise fonts!\n" ); return; } // Init SoundHandler if ( !SoundHandler :: init() ) printf("Unable to open audio!\n"); SoundHandler :: setSoundsOn( soundOn ); SoundHandler :: setMusicOn( musicOn ); currentGame = Game::createGame( this, WIDTH, HEIGHT, game, diff ); if ( !currentGame ) currentGame = new SFCaveGame( this, WIDTH, HEIGHT, 0 ); currentGame->setSeed(-1); // Create menu menu = new Menu( this ); // Create help screen help = new Help( this ); maxFPS = 50; showFps = false; setupOK = true; } SFCave :: ~SFCave() { if ( currentGame ) delete currentGame; if ( menu ) delete menu; if ( help ) delete help; SDL_FreeSurface( screen ); FontHandler::cleanUp(); SoundHandler :: cleanUp(); SDL_Quit(); } void SFCave :: initSDL( int argc, char *argv[] ) { const SDL_VideoInfo *info; Uint8 video_bpp; Uint32 videoflags; // Initialize SDL if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); exit(1); } video_bpp = 16; if ( !SDL_VideoModeOK(WIDTH, HEIGHT, video_bpp, SDL_DOUBLEBUF) ) printf( "No double buffering\n" ); videoflags = SDL_HWSURFACE | SDL_SRCALPHA; while ( argc > 1 ) { --argc; if ( strcmp(argv[argc-1], "-bpp") == 0 ) { video_bpp = atoi(argv[argc]); --argc; } else if ( strcmp(argv[argc], "-hw") == 0 ) { videoflags |= SDL_HWSURFACE; } else if ( strcmp(argv[argc], "-warp") == 0 ) { videoflags |= SDL_HWPALETTE; } else if ( strcmp(argv[argc], "-fullscreen") == 0 ) { videoflags |= SDL_FULLSCREEN; } else if ( strcmp(argv[argc], "-h") == 0 ) { fprintf(stderr, "Usage: %s [-bpp N] [-warp] [-hw] [-fullscreen]\n", argv[0]); exit(1); } } // Set 240x320 video mode if ( (screen = SDL_SetVideoMode( WIDTH,HEIGHT,video_bpp,videoflags )) == NULL ) { printf( "Couldn't set %ix%i video mode: %s\n",WIDTH,HEIGHT,SDL_GetError() ); exit(2); } // Use alpha blending //SDL_SetAlpha(screen, SDL_RLEACCEL, 0); // Set title for window SDL_WM_SetCaption("SFCave","SFCave"); } void SFCave :: mainEventLoop() { if ( !setupOK ) return; // Wait for a keystroke finish = false; state = 0; state = STATE_CRASHED; changeState( STATE_MENU ); FPS = 0; actualFPS = 0; time1 = 0; limitFPS = true; while ( !finish ) { // calc FPS calcFPS(); SDL_FillRect( screen, 0, 0 ); handleGameState( ); SDL_Flip( screen ); if ( limitFPS ) FPSDelay(); else SDL_Delay( 5 ); handleEvents(); } } void SFCave :: handleGameState() { switch( state ) { case STATE_MENU: SDL_FillRect( screen, 0, 0 ); menu->draw( screen ); break; case STATE_HELP: SDL_FillRect( screen, 0, 0 ); help->update(); help->draw( screen ); break; case STATE_NEWGAME: currentGame->setReplay( false ); currentGame->init(); changeState( STATE_PLAYING ); break; case STATE_REPLAY: currentGame->setReplay( true ); currentGame->init(); changeState( STATE_PLAYING ); break; case STATE_PLAYING: case STATE_CRASHING: case STATE_CRASHED: currentGame->update( state ); currentGame->draw( screen ); break; case STATE_QUIT: finish = true; break; } } void SFCave :: handleEvents() { SDL_Event event; // Check for events while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: case SDL_KEYUP: { // Escape keypress quits the app if ( event.key.keysym.sym == SDLK_ESCAPE ) { finish = true; break; } if ( state == STATE_MENU ) { int rc = menu->handleKeys( event.key ); if ( rc != -1 ) handleMenuSelect( rc ); } else if ( state == STATE_HELP ) { help->handleKeys( event.key ); } else if ( state == STATE_CRASHED ) { if ( event.type == SDL_KEYDOWN ) { if ( event.key.keysym.sym == SDLK_UP || event.key.keysym.sym == SDLK_DOWN || event.key.keysym.sym == SDLK_SPACE ) changeState( STATE_NEWGAME ); else if ( event.key.keysym.sym == SDLK_RETURN || event.key.keysym.sym == 0 ) { changeState( STATE_MENU ); menu->resetToTopMenu(); } else if ( event.key.keysym.sym == SDLK_r ) { changeState( STATE_REPLAY ); } else if ( event.key.keysym.sym == SDLK_s ) { SoundHandler :: playSound( SND_EXPLOSION ); } } } else { switch ( event.key.keysym.sym ) { case SDLK_f: if ( event.type == SDL_KEYDOWN ) showFps = !showFps; break; case SDLK_l: if ( event.type == SDL_KEYDOWN ) limitFPS = !limitFPS; break; default: currentGame->handleKeys( event.key ); break; } } break; } case SDL_QUIT: finish = true; break; default: break; } } } void SFCave :: changeState( int s ) { if ( state != s ) currentGame->stateChanged( state, s ); if ( state == STATE_MENU && s == STATE_HELP ) help->init(); if ( state == STATE_CRASHED && s == STATE_MENU ) { SoundHandler :: stopMusic( true ); string musicFile = chooseRandomFile( musicPath, musicType ); SoundHandler :: setMusicVolume( 128 ); SoundHandler :: playMusic( musicFile ); } else if ( state == STATE_MENU && (s == STATE_NEWGAME || s == STATE_REPLAY) ) { SoundHandler :: stopMusic( ); // Start the in game music string musicFile = INGAME_MUSIC; SoundHandler :: playMusic( musicFile ); SoundHandler :: setMusicVolume( 25 ); } state = s; } void SFCave :: handleMenuSelect( int menuId ) { switch( menuId ) { case MENU_STARTGAME: changeState( STATE_NEWGAME ); break; case MENU_HELP: changeState( STATE_HELP ); break; case MENU_QUIT: changeState( STATE_QUIT ); break; case MENU_PLAY_REPLAY: if ( currentGame->isReplayAvailable() ) changeState( STATE_REPLAY ); else setMenuStatusText( "No replay available yet" ); break; case MENU_LOAD_REPLAY: { string replayFile = getHomeDir() + "/" + currentGame->getGameName() + ".replay"; currentGame->loadReplay( replayFile ); break; } case MENU_SAVE_REPLAY: { if ( currentGame->isReplayAvailable() ) { string replayFile = getHomeDir() + "/" + currentGame->getGameName() + ".replay"; currentGame->saveReplay( replayFile ); } else setMenuStatusText( "No replay available yet" ); break; } case MENU_CLEAR_SCORES: break; case MENU_GAME_SFCAVE: if ( currentGame->getGameName() != "SFCave" ) { int diff = currentGame->getDifficulty(); delete currentGame; currentGame = new SFCaveGame( this, WIDTH, HEIGHT, 0 ); currentGame->setDifficulty( diff ); saveSetting( "GameType", "SFCave" ); } break; case MENU_GAME_GATES: if ( currentGame->getGameName() != "Gates" ) { int diff = currentGame->getDifficulty(); delete currentGame; currentGame = new GatesGame( this, WIDTH, HEIGHT, 0 ); currentGame->setDifficulty( diff ); saveSetting( "GameType", "Gates" ); } break; break; case MENU_GAME_FLY: if ( currentGame->getGameName() != "Fly" ) { int diff = currentGame->getDifficulty(); delete currentGame; currentGame = new FlyGame( this, WIDTH, HEIGHT, 0 ); currentGame->setDifficulty( diff ); saveSetting( "GameType", "Fly" ); } break; case MENU_DIFFICULTY_EASY: currentGame->setDifficulty( MENU_DIFFICULTY_EASY ); saveSetting( "GameDifficulty", "Easy" ); break; case MENU_DIFFICULTY_NORMAL: currentGame->setDifficulty( MENU_DIFFICULTY_NORMAL ); saveSetting( "GameDifficulty", "Medium" ); break; case MENU_DIFFICULTY_HARD: currentGame->setDifficulty( MENU_DIFFICULTY_HARD ); saveSetting( "GameDifficulty", "Hard" ); break; case MENU_DIFFICULTY_CUSTOM: currentGame->setDifficulty( MENU_DIFFICULTY_CUSTOM ); saveSetting( "GameDifficulty", "Custom" ); break; case MENU_SOUND_ON: SoundHandler :: setSoundsOn( true ); saveSetting( "SoundOn", "true" ); break; case MENU_SOUND_OFF: SoundHandler :: setSoundsOn( false ); saveSetting( "SoundOn", "false" ); break; case MENU_MUSIC_ON: SoundHandler :: setMusicOn( true ); saveSetting( "MusicOn", "true" ); break; case MENU_MUSIC_OFF: SoundHandler :: setMusicOn( false ); saveSetting( "MusicOn", "false" ); break; case MENU_CUSTOM_THRUST: customPlayerMenuVal = PLAYER_THRUST; origValue = currentGame->getPlayer()->getValue( customPlayerMenuVal ); setMenuStatusText( currentGame->getPlayer()->getValueString( customPlayerMenuVal ) ); break; case MENU_CUSTOM_GRAVITY: customPlayerMenuVal = PLAYER_GRAVITY; origValue = currentGame->getPlayer()->getValue( customPlayerMenuVal ); setMenuStatusText( currentGame->getPlayer()->getValueString( customPlayerMenuVal ) ); break; case MENU_CUSTOM_MAXSPEEDUP: customPlayerMenuVal = PLAYER_MAX_SPEED_UP; origValue = currentGame->getPlayer()->getValue( customPlayerMenuVal ); setMenuStatusText( currentGame->getPlayer()->getValueString( customPlayerMenuVal ) ); break; case MENU_CUSTOM_MAXSPEEDDOWN: customPlayerMenuVal = PLAYER_MAX_SPEED_DOWN; origValue = currentGame->getPlayer()->getValue( customPlayerMenuVal ); setMenuStatusText( currentGame->getPlayer()->getValueString( customPlayerMenuVal ) ); break; case MENU_CUSTOM_INCREASE: currentGame->getPlayer()->incValue( customPlayerMenuVal ); setMenuStatusText( currentGame->getPlayer()->getValueString( customPlayerMenuVal ) ); break; case MENU_CUSTOM_DECREASE: currentGame->getPlayer()->decValue( customPlayerMenuVal ); setMenuStatusText( currentGame->getPlayer()->getValueString( customPlayerMenuVal ) ); break; case MENU_CUSTOM_SAVE: { // save settings string key = currentGame->getGameName() + "_custom_player_" + currentGame->getPlayer()->getValueTypeString( customPlayerMenuVal ); saveSetting( key, currentGame->getPlayer()->getValue( customPlayerMenuVal ) ); break; } case MENU_CUSTOM_CANCEL: currentGame->getPlayer()->setValue( customPlayerMenuVal, origValue ); break; default: break; } } void SFCave :: setMenuStatusText( string statusText ) { menu->setStatusText( statusText ); } void SFCave :: saveSetting( string key, string val ) { Settings cfg( "sfcave-sdl" ); cfg.writeSetting( key, val ); } void SFCave :: saveSetting( string key, int val ) { Settings cfg( "sfcave-sdl" ); cfg.writeSetting( key, val ); } void SFCave :: saveSetting( string key, long val ) { Settings cfg( "sfcave-sdl" ); cfg.writeSetting( key, val ); } void SFCave :: saveSetting( string key, double val ) { Settings cfg( "sfcave-sdl" ); cfg.writeSetting( key, val ); } string SFCave :: loadSetting( string key, string defaultVal ) { string val; Settings cfg( "sfcave-sdl" ); cfg.readSetting( key, val ); if ( val == "" ) val = defaultVal; return val; } bool SFCave :: loadBoolSetting( string key, bool defaultVal ) { bool val = defaultVal; Settings cfg( "sfcave-sdl" ); cfg.readSetting( key, val ); return val; } int SFCave :: loadIntSetting( string key, int defaultVal ) { int val = defaultVal; Settings cfg( "sfcave-sdl" ); cfg.readSetting( key, val ); return val; } double SFCave :: loadDoubleSetting( string key, double defaultVal ) { double val = defaultVal; Settings cfg( "sfcave-sdl" ); cfg.readSetting( key, val ); return val; } void SFCave :: calcFPS() { struct timeb tp; ftime( &tp ); start =(tp.time%10000)*10000 + tp.millitm; if ( start - time1 >= 1000 ) { actualFPS = FPS; FPS = 0; time1 = start; } else FPS ++; } void SFCave :: FPSDelay() { struct timeb tp; // Slow down polling - limit to x FPS ftime( &tp ); end = abs((tp.time%10000)*10000 + tp.millitm); if ( end-start < (1000/maxFPS) ) { if ( (1000/maxFPS)-(end-start) > 500 ) { // Should never happen but in case it does sleep for 5 seconds printf( "WARNING WILL ROBINSON! delay = %ld - start %ld, end %ld\n", (1000/maxFPS)-(end-start), start, end ); SDL_Delay( 5 ); } else SDL_Delay((1000/maxFPS)-(end-start) ); } } diff --git a/noncore/games/sfcave-sdl/sfcave.h b/noncore/games/sfcave-sdl/sfcave.h index c707919..4e45ec2 100644 --- a/noncore/games/sfcave-sdl/sfcave.h +++ b/noncore/games/sfcave-sdl/sfcave.h @@ -1,72 +1,72 @@ #ifndef __SFCAVE_H #define __SFCAVE_H -#include "SDL.h" +#include <SDL/SDL.h> #include "terrain.h" class Game; class Menu; class Help; class SFCave { public: SFCave( int argc, char *argv[] ); ~SFCave(); void initSDL( int argc, char *argv[] ); void mainEventLoop(); void setCrashed( bool val ); void changeState( int s ); int getState() { return state; } Game *getCurrentGame() { return currentGame; } int getFPS() { return actualFPS; } bool showFPS() { return showFps; } void setMenuStatusText( string statusText ); void saveSetting( string key, string val ); void saveSetting( string key, int val ); void saveSetting( string key, long val ); void saveSetting( string key, double val ); string loadSetting( string key, string defaultVal = "" ); bool loadBoolSetting( string key, bool defaultVal); int loadIntSetting( string key, int defaultVal ); double loadDoubleSetting( string key, double defaultVal ); private: SDL_Surface *screen; bool setupOK; Game *currentGame; Menu *menu; Help *help; int state; bool showFps; string musicPath; string musicType; bool finish; bool limitFPS; int maxFPS; int actualFPS; int FPS; long time1; long start; long end; // This is used when the user is setting the custom // values in the menu int customPlayerMenuVal; double origValue; void handleMenuSelect( int menuId ); void handleGameState(); void handleEvents(); void calcFPS(); void FPSDelay(); }; #endif diff --git a/noncore/games/sfcave-sdl/sfcave_game.cpp b/noncore/games/sfcave-sdl/sfcave_game.cpp index 8fdbbe5..ccdd625 100644 --- a/noncore/games/sfcave-sdl/sfcave_game.cpp +++ b/noncore/games/sfcave-sdl/sfcave_game.cpp @@ -1,179 +1,179 @@ -#include "SDL_gfxPrimitives.h" +#include <SDL/SDL_gfxPrimitives.h> #include "constants.h" #include "sfcave_game.h" #include "random.h" SFCaveGame :: SFCaveGame( SFCave *p, int w, int h, int diff ) : Game( p, w, h, diff ) { gameName = "SFCave"; difficulty = MENU_DIFFICULTY_EASY; blockUpdateRate = 200; terrain = new Terrain( w, h ); player = new Player( w, h ); highScore = 0; } SFCaveGame :: ~SFCaveGame() { } void SFCaveGame :: init() { blockDistance = 50; blockHeight = 80; blockWidth = 20; switch( difficulty ) { case MENU_DIFFICULTY_EASY: blockDistance = 50; break; case MENU_DIFFICULTY_NORMAL: blockDistance = 40; break; case MENU_DIFFICULTY_HARD: blockDistance = 30; break; case MENU_DIFFICULTY_CUSTOM: { // Read custom difficulty settings for this game blockDistance = parent->loadIntSetting( "SFCave_custom_blockdistance", 50 ); double thrust = parent->loadDoubleSetting( "SFCave_custom_player_thrust", 0.4 ); double gravity = parent->loadDoubleSetting( "SFCave_custom_player_gravity", 0.6 ); double maxUp = parent->loadDoubleSetting( "SFCave_custom_player_maxupspeed", 4.0 ); double maxDown = parent->loadDoubleSetting( "SFCave_custom_player_maxdownspeed", 5.0 ); player->setMovementInfo( thrust, gravity, maxUp, maxDown ); break; } } for ( int i = 0 ; i < BLOCKSIZE ; ++i ) blocks[i].y( -1 ); Game :: init(); } void SFCaveGame :: update( int state ) { Game::update( state ); if ( state == STATE_PLAYING ) { if ( nrFrames % 3 == 0 ) score ++; if ( nrFrames % 200 == 0 ) { if ( terrain->getMaxHeight() < sHeight - 100 ) { terrain->increaseMaxHeight( 10 ); // Reduce block height if ( terrain->getMaxHeight() > sHeight - 150 ) blockHeight -= 5; } } if ( checkCollisions() ) { parent->changeState( STATE_CRASHING ); return; } if ( nrFrames % blockDistance == 0 ) addBlock(); // Game logic goes here terrain->moveTerrain( 5 ); moveBlocks( 5 ); player->move( press ); } } void SFCaveGame :: draw( SDL_Surface *screen ) { Game::preDraw( screen ); if ( parent->getState() == STATE_PLAYING ) { // Screen drawing goes here terrain->drawTerrain( screen ); player->draw( screen ); drawBlocks( screen ); } else { // Screen drawing goes here terrain->drawTerrain( screen ); drawBlocks( screen ); player->draw( screen ); } Game::draw( screen ); } void SFCaveGame :: addBlock() { for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() == -1 ) { int x = sWidth; int y = terrain->getMapTop( MAPSIZE-1 ) + (int)(nextInt(terrain->getMapBottom( MAPSIZE-1 ) - terrain->getMapTop( MAPSIZE-1 ) - blockHeight)); blocks[i].setRect( x, y, blockWidth, blockHeight ); break; } } } void SFCaveGame :: moveBlocks( int amountToMove ) { for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() != -1 ) { blocks[i].moveBy( -amountToMove, 0 ); if ( blocks[i].x() + blocks[i].y() < 0 ) blocks[i].y( -1 ); } } } void SFCaveGame :: drawBlocks( SDL_Surface *screen ) { for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() != -1 ) { SDL_Rect r = blocks[i].getRect(); SDL_FillRect( screen, &r, SDL_MapRGB( screen->format, 100, 100, 255 ) ); } } } bool SFCaveGame :: checkCollisions() { // Check collisions with blocks for ( int i = 0 ; i < BLOCKSIZE ; ++i ) { if ( blocks[i].y() != -1 ) { if ( blocks[i].intersects( player->getPos() ) ) return true; } } // Check collision with landscape return terrain->checkCollision( player->getX(), player->getY(), player->getHeight() ); } diff --git a/noncore/games/sfcave-sdl/sfcave_game.h b/noncore/games/sfcave-sdl/sfcave_game.h index 92a0f5d..6dddf5e 100644 --- a/noncore/games/sfcave-sdl/sfcave_game.h +++ b/noncore/games/sfcave-sdl/sfcave_game.h @@ -1,39 +1,39 @@ #ifndef __SFCAVE_GAME_H #define __SFCAVE_GAME_H -#include "SDL.h" +#include <SDL/SDL.h> #include "rect.h" #include "sfcave.h" #include "terrain.h" #include "player.h" #include "game.h" class SFCaveGame : public Game { public: SFCaveGame( SFCave *p, int w, int h, int diff ); ~SFCaveGame(); void init(); void update( int state ); void draw( SDL_Surface *screen ); private: int blockDistance; int blockHeight; int blockWidth; int blockUpdateRate; Rect blocks[BLOCKSIZE]; void addBlock(); void moveBlocks( int amountToMove ); void drawBlocks( SDL_Surface *screen ); bool checkCollisions(); }; #endif diff --git a/noncore/games/sfcave-sdl/sound.cpp b/noncore/games/sfcave-sdl/sound.cpp index 855f2e6..0be1abf 100644 --- a/noncore/games/sfcave-sdl/sound.cpp +++ b/noncore/games/sfcave-sdl/sound.cpp diff --git a/noncore/games/sfcave-sdl/sound.h b/noncore/games/sfcave-sdl/sound.h index d46b5bc..180429a 100644 --- a/noncore/games/sfcave-sdl/sound.h +++ b/noncore/games/sfcave-sdl/sound.h @@ -1,35 +1,35 @@ #ifndef __SOUND_H
#define __SOUND_H
-#include <SDL.h>
-#include "SDL_mixer.h"
+#include <SDL/SDL.h> +#include <SDL/SDL_mixer.h> #define NR_SOUNDS 3
class SoundHandler
{
public:
static bool init();
static void cleanUp();
static int playSound( int soundNr, int channel = -1, int nrLoops = 0, int playBeforeFinished = false );
static void stopSound( int channel, bool fadeOut, int nrMilliSecs = 1000 );
static void setSoundsOn( bool val );
static void setMusicOn( bool val );
static void playMusic( string musicFile );
static void playMusic( bool fadeIn = false );
static void stopMusic( bool fadeOut = false );
static void setMusicVolume( int vol );
private:
static Mix_Music *music;
static Mix_Chunk *sounds[NR_SOUNDS];
static int soundChannels[NR_SOUNDS];
static bool soundOn;
static bool musicOn;
SoundHandler() {}
};
#endif
diff --git a/noncore/games/sfcave-sdl/starfield.cpp b/noncore/games/sfcave-sdl/starfield.cpp index 82edfc1..3b26895 100644 --- a/noncore/games/sfcave-sdl/starfield.cpp +++ b/noncore/games/sfcave-sdl/starfield.cpp @@ -1,295 +1,295 @@ -#include "SDL.h"
-#include "SDL_gfxPrimitives.h"
+#include <SDL/SDL.h> +#include <SDL/SDL_gfxPrimitives.h> #include <stdlib.h>
#include "starfield.h"
#include "random.h"
#include "util.h"
#define VERTICAL_VELOCITY 0
StarField :: StarField( bool side, int nStars, int mx, int my, int minz, int maxz )
{
nrStars = nStars;
maxX = mx;
maxY = my;
minZ = minz;
maxZ = maxz;
min_brightness = 50;
top_star_speed = 6;
sideways = side;
if ( !sideways )
{
x = new int[nrStars];
y = new int[nrStars];
z = new int[nrStars];
star_color = 0;
vel_x = 0;
vel_y = 0;
pos_x = 0;
pos_y = 0;
}
else
{
star_color = new int[nrStars];
vel_x = new int[nrStars];
vel_y = new int[nrStars];
pos_x = new int[nrStars];
pos_y = new int[nrStars];
x = 0;
y = 0;
z = 0;
}
init();
}
StarField :: ~StarField()
{
if ( star_color )
delete []star_color;
if ( vel_x )
delete []vel_x;
if ( vel_y )
delete []vel_y;
if ( pos_x )
delete []pos_x;
if ( pos_y )
delete []pos_y;
if ( x )
delete []x;
if ( y )
delete []y;
if ( z )
delete []z;
}
void StarField :: init()
{
if ( !sideways )
{
for ( int i = 0 ; i < nrStars ; ++i )
{
newStar( i );
z[i] = (int)(Random() * (double)(maxZ - minZ)) + minZ ;
}
}
else
{
int brightness;
//Initialise each star
for(int i = 0; i < nrStars ; i++)
{
//Inialise velocities
vel_x[i] = -(int)floor( (Random() * top_star_speed)+1 );
vel_y[i] = VERTICAL_VELOCITY;
//Initialise positions randomly
pos_x[i] = (int)floor((Random() * 240));
pos_y[i] = (int)floor((Random() * 320));
//The Faster it goes, the Dimmer it is
if (vel_x[i] != 0)
{
brightness = (int)(255 / fabs(vel_x[i]) );
if (brightness < min_brightness)
brightness = min_brightness;
}
else
brightness = 255;
star_color[i] = brightness;
}
}
}
void StarField :: newStar( int starNr )
{
if ( !sideways )
{
x[starNr] = (int)(Random() * (double)maxX) + 1;
y[starNr] = (int)(Random() * (double)maxY) + 1;
z[starNr] = maxZ;
int i = (int)(Random() * 4.0);
if(i < 2)
x[starNr] = -x[starNr];
if(i == 0 || i == 2)
y[starNr] = -y[starNr];
}
}
void StarField :: move( )
{
if ( !sideways )
{
int amountToMove = 16;
for(int i = 0; i < nrStars; i++)
{
// Rotate star
z[i] = z[i] - amountToMove;
if(z[i] < minZ)
newStar(i);
}
}
else
{
for(int i = 0; i < nrStars ; i++)
{
//Check speed limits x
if (vel_x[i] > top_star_speed)
vel_x[i] = top_star_speed;
else if (vel_x[i] < -top_star_speed)
vel_x[i] = -top_star_speed;
//Check speed limits y
if (vel_y[i] > top_star_speed)
vel_y[i] = top_star_speed;
else if (vel_y[i] < -top_star_speed)
vel_y[i] = -top_star_speed;
//Move Star
pos_x[i] += vel_x[i];
pos_y[i] += vel_y[i];
if (pos_x[i] < 0)
pos_x[i] = pos_x[i] + 240;
if (pos_x[i] > 240)
pos_x[i] = pos_x[i] - 240;
if (pos_y[i] < 0)
pos_y[i] = pos_y[i] + 320;
if (pos_y[i] > 320)
pos_y[i] = pos_y[i] - 320;
}
}
}
void StarField :: draw( SDL_Surface *screen, int w, int h )
{
if ( !sideways )
{
int scrW = w / 2;
int scrH = h / 2;
for(int i = 0; i < nrStars; i++)
{
int sx = (x[i] * 256) / z[i] + scrW;
int sy = (y[i] * 256) / z[i] + scrH;
if(sx < 0 || sx > w || sy < 0 || sy > h)
{
newStar(i);
}
else
{
int size = (z[i] * 3) / maxZ;
SDL_Rect r;
r.x = sx;
r.y = sy;
r.w = 3 - size;
r.h = 3 - size;
SDL_FillRect( screen, &r, SDL_MapRGB( screen->format, 255, 255, 255 ) );
}
}
}
else
{
SDL_LockSurface( screen );
for(int i = 0; i < nrStars ; i++)
{
Uint32 c = getpixel( screen, pos_x[i], pos_y[i] );
if ( c == 0 )
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 );
//*** 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 ***
}
SDL_UnlockSurface( screen );
}
}
// Test
#ifdef DEBUG_STARS
SDL_Surface *screen;
StarField *stars;
void go()
{
/* Initialize SDL */
if ( SDL_Init(SDL_INIT_VIDEO) < 0 )
{
fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
exit(1);
}
atexit(SDL_Quit);
int videoflags = SDL_SWSURFACE ;
if ( (screen=SDL_SetVideoMode(240, 320,32,videoflags)) == NULL )
{
fprintf(stderr, "Couldn't set %ix%i video mode: %s\n",240,320,SDL_GetError());
exit(2);
}
stars = new StarField( false, 200 );
bool done = false;
while ( !done )
{
SDL_FillRect( screen, 0, 0 );
stars->draw( screen );
stars->move( );
SDL_Flip( screen );
SDL_Delay( 10 );
SDL_Event event;
while ( SDL_PollEvent(&event) )
{
switch (event.type)
{
case SDL_KEYDOWN:
// Escape keypress quits the app
if ( event.key.keysym.sym != SDLK_ESCAPE )
{
break;
}
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
}
}
#ifdef __cplusplus
extern "C"
#endif
int main( int argc, char *argv[] )
{
go();
}
#endif
diff --git a/noncore/games/sfcave-sdl/starfield.h b/noncore/games/sfcave-sdl/starfield.h index ae9bd34..133cb54 100644 --- a/noncore/games/sfcave-sdl/starfield.h +++ b/noncore/games/sfcave-sdl/starfield.h diff --git a/noncore/games/sfcave-sdl/stringtokenizer.h b/noncore/games/sfcave-sdl/stringtokenizer.h index 3f299a6..51daa42 100644 --- a/noncore/games/sfcave-sdl/stringtokenizer.h +++ b/noncore/games/sfcave-sdl/stringtokenizer.h diff --git a/noncore/games/sfcave-sdl/terrain.cpp b/noncore/games/sfcave-sdl/terrain.cpp index b243f45..5943275 100644 --- a/noncore/games/sfcave-sdl/terrain.cpp +++ b/noncore/games/sfcave-sdl/terrain.cpp @@ -1,297 +1,297 @@ -#include "SDL.h" -#include "SDL_rotozoom.h" -#include "SDL_gfxPrimitives.h" +#include <SDL/SDL.h> +#include <SDL/SDL_rotozoom.h> +#include <SDL/SDL_gfxPrimitives.h> #include "constants.h" #include "terrain.h" #include "random.h" #include "util.h" #include "starfield.h" Terrain :: Terrain( int w, int h, bool drawTop, bool drawBottom ) { sWidth = w; sHeight = h; speed = 1; segSize = sWidth/(MAPSIZE-2)+1; this->drawTop = drawTop; this->drawBottom = drawBottom; stars = new StarField( true ); SDL_Surface *tmp = SDL_CreateRGBSurface(SDL_SWSURFACE, sWidth + 20, sHeight, 32, 0x000000ff,0x0000ff00, 0x00ff0000, 0xff000000); terrainSurface = SDL_DisplayFormat( tmp ); SDL_FreeSurface( tmp ); initTerrain(); } Terrain :: ~Terrain() { SDL_FreeSurface( terrainSurface ); delete stars; } void Terrain :: initTerrain() { dir = 1; offset = 0; maxHeight = 50; mapTop[0] = (int)(nextInt(50)) + 5; mapBottom[0] = sHeight - (maxHeight - mapTop[0]); for ( int i = 1 ; i < MAPSIZE ; ++i ) setPoint( i ); SDL_FillRect( terrainSurface, 0, 0 ); // Draw Terrain into surface Sint16 px[5]; Sint16 py[5]; for ( int i = 0 ; i < MAPSIZE ; ++i ) { int left = (i*segSize); int right = ((i+1)*segSize); px[0] = left; py[0] = mapTop[i]; px[1] = right; py[1] = mapTop[i+1]; px[2] = right; py[2] = 0; px[3] = left; py[3] = 0; if ( drawTop ) { // Only display top landscape if not running FLY_GAME filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 ); } if ( drawBottom ) { py[0] = mapBottom[i]; py[1] = mapBottom[i+1]; py[2] = sHeight; py[3] = sHeight; filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 ); } } } void Terrain :: moveTerrain( int amountToMove ) { stars->move(); offset += amountToMove; speed = offset/segSize; if ( offset >= segSize ) { for ( int i = 0 ; i < (MAPSIZE)-speed ; ++i ) { mapTop[i] = mapTop[i+speed]; mapBottom[i] = mapBottom[i+speed]; } for ( int i = (MAPSIZE)-speed ; i < MAPSIZE ; ++i ) { setPoint( i ); } SDL_Rect dst; dst.x = offset; dst.y = 0; dst.w = sWidth; dst.h = sHeight; SDL_Rect dst2; dst2.x = 0; dst2.y = 0; SDL_BlitSurface(terrainSurface, &dst, terrainSurface, &dst2 ); dst.x = sWidth-5; dst.y = 0; dst.w = offset; dst.h = sHeight; SDL_FillRect( terrainSurface, &dst, 0 ); for ( int i = (MAPSIZE-1) - speed -1; i < MAPSIZE-1 ; ++i ) { Sint16 px[4]; Sint16 py[5]; int left = ((i-1)*segSize); int right = ((i)*segSize); // printf( "left = %d, right = %d\n", left, right ); px[0] = left; py[0] = mapTop[i]; px[1] = right; py[1] = mapTop[i+1]; px[2] = right; py[2] = 0; px[3] = left; py[3] = 0; if ( drawTop ) { // Only display top landscape if not running FLY_GAME filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 ); } if ( drawBottom ) { py[0] = mapBottom[i]; py[1] = mapBottom[i+1]; py[2] = sHeight; py[3] = sHeight; filledPolygonRGBA( terrainSurface, px, py, 4, 0, 190, 0, 255 ); } } offset -= speed*segSize; } } void Terrain :: setPoint( int point ) { if ( nextInt( 100 ) >= 80 ) dir *= -1; mapTop[point] = mapTop[point-1] + (dir * nextInt( 5 )); if ( mapTop[point] < 0 ) { mapTop[point] = 0; dir *= -1; } else if ( mapTop[point] >= maxHeight ) { mapTop[point] = maxHeight; dir *= -1; } mapBottom[point] = sHeight - (maxHeight - mapTop[point]); } void Terrain :: increaseMaxHeight( int amount ) { maxHeight += amount; } void Terrain :: drawTerrain( SDL_Surface *screen ) { // Blit terrain surface onto screen SDL_Rect dst; dst.x = offset; dst.y = 0; dst.w = sWidth; dst.h = sHeight; SDL_Rect dst2; dst2.x = 0; dst2.y = 0; SDL_BlitSurface(terrainSurface, &dst, screen, &dst2 ); stars->draw( screen ); } bool Terrain :: checkCollision( int x, int y, int h ) { if ( y < 0 || y > sHeight ) return true; // First get segment that matches x SDL_LockSurface( terrainSurface ); Uint32 c = getpixel( terrainSurface, x, y ); SDL_UnlockSurface( terrainSurface ); if ( c == 0 ) return false; else return true; } // Test #ifdef DEBUG_TERRAIN SDL_Surface *screen; Terrain *terrain; void go() { // Initialize SDL if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); exit(1); } atexit(SDL_Quit); int videoflags = SDL_SWSURFACE ; if ( (screen=SDL_SetVideoMode(280, 320,32,videoflags)) == NULL ) { fprintf(stderr, "Couldn't set %ix%i video mode: %s\n",WIDTH,HEIGHT,SDL_GetError()); exit(2); } terrain = new Terrain( 240, 320 ); bool done = false; while ( !done ) { SDL_FillRect( screen, 0, 0 ); terrain->drawTerrain( screen ); terrain->moveTerrain( 5 ); SDL_Flip( screen ); SDL_Delay( 5 ); SDL_Event event; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: // Escape keypress quits the app if ( event.key.keysym.sym != SDLK_ESCAPE ) { terrain->moveTerrain( 5 ); break; } case SDL_QUIT: done = 1; break; default: break; } } } } #ifdef __cplusplus extern "C" #endif int main( int argc, char *argv[] ) { go(); } #endif diff --git a/noncore/games/sfcave-sdl/terrain.h b/noncore/games/sfcave-sdl/terrain.h index 4070318..3cc9691 100644 --- a/noncore/games/sfcave-sdl/terrain.h +++ b/noncore/games/sfcave-sdl/terrain.h @@ -1,50 +1,50 @@ #ifndef __TERRAIN_H #define __TERRAIN_H -#include <SDL.h> +#include <SDL/SDL.h> class StarField; class Terrain { public: Terrain( int w, int h, bool drawTop = true, bool drawBottom = true ); virtual ~Terrain(); virtual void initTerrain(); virtual void moveTerrain( int amountToMove ); virtual bool checkCollision( int x, int y, int h ); virtual void drawTerrain( SDL_Surface *screen ); int getMapTop( int pos ) { return mapTop[pos]; } int getMapBottom( int pos ) { return mapBottom[pos]; } int getMaxHeight() { return maxHeight; } void increaseMaxHeight( int amount ); int offset; protected: int sWidth; int sHeight; int drawTop; int drawBottom; int mapTop[MAPSIZE]; int mapBottom[MAPSIZE]; int maxTop; int maxBottom; int maxHeight; int dir; int speed; int segSize; SDL_Surface *terrainSurface; StarField *stars; void setPoint( int point ); }; #endif diff --git a/noncore/games/sfcave-sdl/util.cpp b/noncore/games/sfcave-sdl/util.cpp index f73e256..743f16e 100644 --- a/noncore/games/sfcave-sdl/util.cpp +++ b/noncore/games/sfcave-sdl/util.cpp @@ -1,75 +1,75 @@ -#include "SDL.h"
+#include <SDL/SDL.h> #include <dirent.h>
#include <vector>
using namespace std;
#include "util.h"
#include "random.h"
Uint32 getpixel(SDL_Surface *surface, int x, int y)
{
int bpp = surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
switch(bpp) {
case 1:
return *p;
case 2:
return *(Uint16 *)p;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
case 4:
return *(Uint32 *)p;
default:
return 0; /* shouldn't happen, but avoids warnings */
}
}
string chooseRandomFile( string path, string fileType )
{
vector<string> files;
DIR *d = opendir( path.c_str() );
if ( !d )
return "";
struct dirent *item = readdir( d );
while ( item )
{
string file = string( path ) + item->d_name;
// Rip extension from file
int pos = file.find( ".", 1 ) + 1;
string tmp = file.substr( pos );
if ( tmp.size() > 0 && fileType.find( tmp ) != -1 )
{
files.push_back( file );
}
item = readdir( d );
}
closedir( d );
return files[nextInt( files.size() )];
}
string getHomeDir()
{
string home;
#ifdef QWS
home = getenv( "HOME" );
#else
home = ".";
#endif
return home;
}
diff --git a/noncore/games/sfcave-sdl/util.h b/noncore/games/sfcave-sdl/util.h index e3aa31a..a67707b 100644 --- a/noncore/games/sfcave-sdl/util.h +++ b/noncore/games/sfcave-sdl/util.h |