more gameplay improvements. level-editor is getting closer to a useable state . etc.
[supertux.git] / src / leveleditor.c
1 /***************************************************************************
2  *                                                                         *
3  *   This program is free software; you can redistribute it and/or modify  *
4  *   it under the terms of the GNU General Public License as published by  *
5  *   the Free Software Foundation; either version 2 of the License, or     *
6  *   (at your option) any later version.                                   *
7  *                                                                         *
8  ***************************************************************************/
9
10 /*  December 28, 2003 - February 1st, 2004 */
11
12 /* leveleditor.c - A built-in level editor for SuperTux
13  by Ricardo Cruz <rick2@aeiou.pt>                      */
14
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <string.h>
18 #include <errno.h>
19 #include <unistd.h>
20 #include <SDL.h>
21 #include <SDL_image.h>
22 #include "leveleditor.h"
23
24 #include "screen.h"
25 #include "defines.h"
26 #include "globals.h"
27 #include "setup.h"
28 #include "menu.h"
29 #include "level.h"
30 #include "badguy.h"
31 #include "scene.h"
32 #include "button.h"
33
34 /* definitions to aid development */
35 #define DONE_LEVELEDITOR 1
36 #define DONE_QUIT        2
37 #define DONE_CHANGELEVEL 3
38
39 /* definitions that affect gameplay */
40 #define KEY_CURSOR_SPEED 32
41 #define KEY_CURSOR_FASTSPEED 64
42
43 /* when pagedown/up pressed speed:*/
44 #define PAGE_CURSOR_SPEED 13*32
45
46 #define MOUSE_LEFT_MARGIN 80
47 #define MOUSE_RIGHT_MARGIN (560-32)
48 /* right_margin should noticed that the cursor is 32 pixels,
49    so it should subtract that value */
50 #define MOUSE_POS_SPEED 20
51
52 /* look */
53 #define SELECT_W 2 // size of the selections lines
54 #define SELECT_CLR 0, 255, 0, 255  // lines color (R, G, B, A)
55
56 /* gameloop funcs declerations */
57
58 void loadshared(void);
59 void unloadshared(void);
60
61 /* own declerations */
62 /* crutial ones (main loop) */
63 int le_init();
64 void le_quit();
65 void le_drawlevel();
66 void le_drawinterface();
67 void le_checkevents();
68 void le_change(float x, float y, unsigned char c);
69 void le_testlevel();
70 void le_showhelp();
71 void le_set_defaults(void);
72 void le_activate_bad_guys(void);
73
74 void le_highlight_selection();
75 void apply_level_settings_menu();
76
77 /* leveleditor internals */
78 static char **level_subsets;
79 static int subsets_num;
80 static int le_level_changed;  /* if changes, ask for saving, when quiting*/
81 static int pos_x, cursor_x, cursor_y, cursor_tile, fire;
82 static int le_level;
83 static st_level* le_current_level;
84 static st_subset le_level_subset;
85 static int le_show_grid;
86 static int le_frame;
87 static texture_type le_selection;
88 static int done;
89 static char le_current_tile;
90 static int le_mouse_pressed;
91 static button_type le_test_level_bt;
92 static button_type le_next_level_bt;
93 static button_type le_previous_level_bt;
94 static button_type le_move_right_bt;
95 static button_type le_move_left_bt;
96 static button_type le_rubber_bt;
97 static button_type le_select_mode_one_bt;
98 static button_type le_select_mode_two_bt;
99 static button_type le_bad_bsod_bt;
100 static button_type le_settings_bt;
101 static button_panel_type le_bt_panel;
102 static menu_type leveleditor_menu;
103 static menu_type subset_load_menu;
104 static menu_type subset_new_menu;
105 static menu_type subset_settings_menu;
106 static menu_type level_settings_menu;
107
108 static square selection;
109 static int le_selection_mode;
110 static SDL_Event event;
111
112 void le_activate_bad_guys(void)
113 {
114   int x,y;
115
116   /* Activate bad guys: */
117
118   /* as oposed to the gameloop.c func, this one doesn't remove
119   the badguys from tiles                                    */
120
121   for (y = 0; y < 15; ++y)
122     for (x = 0; x < le_current_level->width; ++x)
123       if (le_current_level->tiles[y][x] >= '0' && le_current_level->tiles[y][x] <= '9')
124         add_bad_guy(x * 32, y * 32, le_current_level->tiles[y][x] - '0');
125 }
126
127 void le_set_defaults()
128 {
129   if(le_current_level != NULL)
130     {
131       /* Set defaults: */
132
133       if(le_current_level->time_left == 0)
134         le_current_level->time_left = 255;
135     }
136 }
137
138 /* FIXME: Needs to be implemented. It should ask the user for the level(file)name and then let him create a new level based on this. */
139 void newlevel()
140 {}
141
142 /* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
143 void selectlevel()
144 {}
145
146 int leveleditor(int levelnb)
147 {
148   int last_time, now_time, i;
149
150   le_level = levelnb;
151   if(le_init() != 0)
152     return 1;
153
154   /* Clear screen: */
155
156   clearscreen(0, 0, 0);
157   updatescreen();
158
159   while (SDL_PollEvent(&event))
160   {}
161
162   while(YES)
163     {
164       last_time = SDL_GetTicks();
165       le_frame++;
166
167       le_checkevents();
168
169       if(le_current_level != NULL)
170         {
171           /* making events results to be in order */
172           if(pos_x < 0)
173             pos_x = 0;
174           if(pos_x > (le_current_level->width * 32) - screen->w)
175             pos_x = (le_current_level->width * 32) - screen->w;
176
177           /* draw the level */
178           le_drawlevel();
179         }
180       else
181         clearscreen(0, 0, 0);
182
183       /* draw editor interface */
184       le_drawinterface();
185
186       if(show_menu)
187         {
188           menu_process_current();
189           if(current_menu == &leveleditor_menu)
190             {
191               switch (menu_check(&leveleditor_menu))
192                 {
193                 case 2:
194                   show_menu = NO;
195                   break;
196                 case 7:
197                   done = DONE_LEVELEDITOR;
198                   break;
199                 }
200             }
201           else if(current_menu == &level_settings_menu)
202             {
203               switch (menu_check(&level_settings_menu))
204                 {
205                 case 0:
206                   break;
207                 case 1:
208                   show_menu = YES;
209                   break;
210                 case 4:
211                   break;
212                 case 13:
213                   apply_level_settings_menu();
214                   break;
215                 }
216             }
217           else if(current_menu == &subset_load_menu)
218             {
219               switch (i = menu_check(&subset_load_menu))
220                 {
221                 case 0:
222                   break;
223                 default:
224                   if(i != -1)
225                     {
226                       subset_load(&le_level_subset,level_subsets[i-2]);
227                       leveleditor_menu.item[3].kind = MN_GOTO;
228                       le_level = 1;
229                       arrays_init();
230                       loadshared();
231                       le_current_level = (st_level*) malloc(sizeof(st_level));
232                       if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
233                         {
234                           le_quit();
235                           return 1;
236                         }
237                       le_set_defaults();
238                       level_load_gfx(le_current_level);
239                       le_activate_bad_guys();
240                       show_menu = YES;
241                     }
242                   break;
243                 }
244             }
245           else if(current_menu == &subset_new_menu)
246             {
247               if(subset_new_menu.item[2].input[0] == '\0')
248                 subset_new_menu.item[3].kind = MN_DEACTIVE;
249               else
250                 subset_new_menu.item[3].kind = MN_ACTION;
251
252               /*switch (i = menu_check(&subset_load_menu))
253                 {
254                 case 0:
255                   break;
256                 default:
257                   if(i != -1)
258                     {
259                       subset_load(&le_level_subset,level_subsets[i-2]);
260                       leveleditor_menu.item[3].kind = MN_GOTO;
261                       le_level = 1;
262                       arrays_init();
263                       loadshared();
264               le_current_level = (st_level*) malloc(sizeof(st_level));
265                       if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
266                         {
267                           le_quit();
268                           return 1;
269                         }
270                       le_set_defaults();
271                       level_load_gfx(le_current_level);
272                       le_activate_bad_guys();
273                       show_menu = YES;
274                     }
275                   break;
276                 }*/
277             }
278         }
279
280       if(done)
281         {
282           le_quit();
283           return 0;
284         }
285
286       if(done == DONE_QUIT)
287         {
288           le_quit();
289           return 1;
290         }
291
292       SDL_Delay(25);
293       now_time = SDL_GetTicks();
294       if (now_time < last_time + FPS)
295         SDL_Delay(last_time + FPS - now_time);  /* delay some time */
296
297       flipscreen();
298     }
299
300   return done;
301 }
302
303 int le_init()
304 {
305   int i;
306   char str[80];
307   level_subsets = NULL;
308   level_subsets = dsubdirs("/levels", "info", &subsets_num);
309
310   le_show_grid = YES;
311
312   /*  level_changed = NO;*/
313   fire = DOWN;
314   done = 0;
315   le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
316   le_level_changed = NO;
317
318   /*
319     subset_load(&le_level_subset,"default");
320     arrays_init();
321     loadshared();
322     le_set_defaults();
323    
324    
325     if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
326       {
327         le_quit();
328         return 1;
329       }
330     if(le_current_level.time_left == 0)
331       le_current_level.time_left = 255;
332    
333     level_load_gfx(&le_current_level);
334       le_activate_bad_guys();
335     */
336   le_current_level = NULL;
337
338   le_current_tile = '.';
339   le_mouse_pressed = NO;
340
341   texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
342
343   /* Load buttons */
344   button_load(&le_next_level_bt,"/images/icons/up.png","Test Level", SDLK_PAGEUP,screen->w-64,0);
345   button_load(&le_previous_level_bt,"/images/icons/down.png","Test Level",SDLK_PAGEDOWN,screen->w-32,0);
346   button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-64,32);
347   button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select Tile",SDLK_F3,screen->w-64,16);
348   button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select Tiles",SDLK_F3,screen->w-32,16);
349   button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level",SDLK_F4,screen->w-64,screen->h - 64);
350   button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_0,screen->w-32,screen->h - 64);
351   button_load(&le_move_left_bt,"/images/icons/left.png","Test Level",SDLK_F4,screen->w-64,screen->h - 32);
352   button_load(&le_move_right_bt,"/images/icons/right.png","Level settings",SDLK_0,screen->w-48,screen->h - 32);
353   button_panel_init(&le_bt_panel, screen->w - 64,64, 64, 380);
354
355   menu_init(&leveleditor_menu);
356   menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0));
357   menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
358   menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0));
359   menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu));
360   menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu));
361   menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu));
362   menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
363   menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0));
364
365   menu_reset();
366   menu_set_current(&leveleditor_menu);
367   show_menu = YES;
368
369   menu_init(&subset_load_menu);
370   menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0));
371   menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
372   for(i = 0; i < subsets_num; ++i)
373     {
374       menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0));
375     }
376   menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
377   menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0));
378
379   menu_init(&subset_new_menu);
380   menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0));
381   menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
382   menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0));
383   menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0));
384   menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
385   menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0));
386
387   menu_init(&subset_settings_menu);
388   menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0));
389   menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
390   menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0));
391
392   menu_init(&level_settings_menu);
393   level_settings_menu.arrange_left = YES;
394   menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0));
395   menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
396   menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0));
397   menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Theme:",0,0));
398   menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Song:",0,0));
399   menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Background:",0,0));
400   menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0));
401   menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time:   ",0,0));
402   menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0));
403   menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red:    ",0,0));
404   menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green:  ",0,0));
405   menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue:   ",0,0));
406   menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
407   menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
408   /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu));
409   menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu));
410   menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0));
411   menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/
412
413   SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
414
415   return 0;
416 }
417
418 void update_level_settings_menu()
419 {
420   char str[80];
421
422   menu_item_change_input(&level_settings_menu.item[2], le_current_level->name);
423   sprintf(str,"%d",le_current_level->width);
424   menu_item_change_input(&level_settings_menu.item[6], str);
425   sprintf(str,"%d",le_current_level->time_left);
426   menu_item_change_input(&level_settings_menu.item[7], str);
427   sprintf(str,"%2.0f",le_current_level->gravity);
428   menu_item_change_input(&level_settings_menu.item[8], str);
429   sprintf(str,"%d",le_current_level->bkgd_red);
430   menu_item_change_input(&level_settings_menu.item[9], str);
431   sprintf(str,"%d",le_current_level->bkgd_green);
432   menu_item_change_input(&level_settings_menu.item[10], str);
433   sprintf(str,"%d",le_current_level->bkgd_blue);
434   menu_item_change_input(&level_settings_menu.item[11], str);
435 }
436
437 void apply_level_settings_menu()
438 {
439   int i,y,j;
440   strcpy(le_current_level->name,level_settings_menu.item[2].input);
441
442   i = le_current_level->width;
443   le_current_level->width = atoi(level_settings_menu.item[6].input);
444   if(le_current_level->width < i)
445     {
446       if(le_current_level->width < 21)
447         le_current_level->width = 21;
448       for(y = 0; y < 15; ++y)
449         {
450           le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
451           le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
452         }
453     }
454   else if(le_current_level->width > i)
455     {
456       for(y = 0; y < 15; ++y)
457         {
458           le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
459           for(j = 0; j < le_current_level->width - i; ++j)
460             le_current_level->tiles[y][i+j] = (unsigned char) '.';
461           le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
462         }
463     }
464   le_current_level->time_left = atoi(level_settings_menu.item[7].input);
465   le_current_level->gravity = atof(level_settings_menu.item[8].input);
466   le_current_level->bkgd_red = atoi(level_settings_menu.item[9].input);
467   le_current_level->bkgd_green = atoi(level_settings_menu.item[10].input);
468   le_current_level->bkgd_blue = atoi(level_settings_menu.item[11].input);
469 }
470
471 void le_goto_level(int levelnb)
472 {
473   arrays_free();
474   arrays_init();
475
476   level_free(le_current_level);
477   if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
478     {
479       level_load(le_current_level, le_level_subset.name, le_level);
480     }
481   else
482     {
483       le_level = levelnb;
484     }
485
486   le_set_defaults();
487
488   level_free_gfx();
489   level_load_gfx(le_current_level);
490
491   le_activate_bad_guys();
492 }
493
494 void le_quit(void)
495 {
496   /*if(level_changed == YES)
497     if(askforsaving() == CANCEL)
498       return;*/ //FIXME
499
500   SDL_EnableKeyRepeat(0, 0);    // disables key repeating
501
502   button_free(&le_test_level_bt);
503   texture_free(&le_selection);
504   menu_free(&leveleditor_menu);
505
506   if(le_current_level != NULL)
507     {
508       level_free_gfx();
509       level_free(le_current_level);
510       unloadshared();
511       arrays_free();
512     }
513 }
514
515 void le_drawinterface()
516 {
517   int x,y;
518   char str[80];
519
520   if(le_current_level != NULL)
521     {
522       /* draw a grid (if selected) */
523       if(le_show_grid)
524         {
525           for(x = 0; x < 19; x++)
526             fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
527           for(y = 0; y < 15; y++)
528             fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
529         }
530     }
531
532   if(le_selection_mode == CURSOR)
533     texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
534   else if(le_selection_mode == SQUARE)
535     {
536       int w, h;
537       le_highlight_selection();
538       /* draw current selection */
539       w = selection.x2 - selection.x1;
540       h = selection.y2 - selection.y1;
541       fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
542       fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
543       fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
544       fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
545     }
546
547
548   /* draw button bar */
549   fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
550   drawshape(19 * 32, 14 * 32, le_current_tile);
551
552   if(le_current_level != NULL)
553     {
554       button_draw(&le_test_level_bt);
555       button_draw(&le_next_level_bt);
556       button_draw(&le_previous_level_bt);
557       button_draw(&le_rubber_bt);
558       button_draw(&le_select_mode_one_bt);
559       button_draw(&le_select_mode_two_bt);
560       button_draw(&le_bad_bsod_bt);
561       button_draw(&le_settings_bt);
562       button_draw(&le_move_right_bt);
563       button_draw(&le_move_left_bt);
564       button_panel_draw(&le_bt_panel);
565
566       sprintf(str, "%d/%d", le_level,le_level_subset.levels);
567       text_draw(&white_text, "LEV", 0, 0, 1, NO_UPDATE);
568       text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE);
569
570       text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
571     }
572   else
573     {
574       if(show_menu == NO)
575         text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
576       else
577         text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
578     }
579
580 }
581
582 void le_drawlevel()
583 {
584   int y,x,i,s;
585   static char str[LEVEL_NAME_MAX];
586
587   /* Draw the real background */
588   if(le_current_level->bkgd_image[0] != '\0')
589     {
590       s = pos_x / 30;
591       texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
592       texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE);
593     }
594   else
595     {
596       clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
597     }
598
599   /*       clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
600
601   for (y = 0; y < 15; ++y)
602     for (x = 0; x < 20; ++x)
603       {
604         drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
605
606         /* draw whats inside stuff when cursor is selecting those */
607         /* (draw them all the time - is this the right behaviour?) */
608         switch(le_current_level->tiles[y][x + (int)(pos_x/32)])
609           {
610           case 'B':
611             texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
612             break;
613           case '!':
614             texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
615             break;
616           case 'x':
617           case 'y':
618           case 'A':
619             texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
620             break;
621           default:
622             break;
623           }
624       }
625
626   /* Draw the Bad guys: */
627   for (i = 0; i < num_bad_guys; ++i)
628     {
629       if(bad_guys[i].base.alive == NO)
630         continue;
631       /* to support frames: img_bsod_left[(frame / 5) % 4] */
632       if(bad_guys[i].kind == BAD_BSOD)
633         texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
634       else if(bad_guys[i].kind == BAD_LAPTOP)
635         texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
636       else if (bad_guys[i].kind == BAD_MONEY)
637         texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
638     }
639
640
641   /* Draw the player: */
642   /* for now, the position is fixed at (0, 240) */
643   texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE);
644 }
645
646 void le_checkevents()
647 {
648   SDLKey key;
649   SDLMod keymod;
650   int x,y;
651
652   keymod = SDL_GetModState();
653
654   while(SDL_PollEvent(&event))
655     {
656       /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
657       if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > 0 && event.motion.x < screen->w - 64 &&
658                                        event.motion.y > 0 && event.motion.y < screen->h)))
659         {
660
661           switch(event.type)
662             {
663             case SDL_KEYDOWN:   // key pressed
664               key = event.key.keysym.sym;
665               if(show_menu)
666                 {
667                   menu_event(&event.key.keysym);
668                   break;
669                 }
670               switch(key)
671                 {
672                 case SDLK_ESCAPE:
673                   if(!show_menu)
674                     show_menu = YES;
675                   else
676                     show_menu = NO;
677                   break;
678                 case SDLK_LEFT:
679                   if(fire == DOWN)
680                     cursor_x -= KEY_CURSOR_SPEED;
681                   else
682                     cursor_x -= KEY_CURSOR_FASTSPEED;
683
684                   if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
685                     pos_x = cursor_x - MOUSE_LEFT_MARGIN;
686
687                   break;
688                 case SDLK_RIGHT:
689                   if(fire == DOWN)
690                     cursor_x += KEY_CURSOR_SPEED;
691                   else
692                     cursor_x += KEY_CURSOR_FASTSPEED;
693
694                   if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
695                     pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
696
697                   break;
698                 case SDLK_UP:
699                   if(fire == DOWN)
700                     cursor_y -= KEY_CURSOR_SPEED;
701                   else
702                     cursor_y -= KEY_CURSOR_FASTSPEED;
703
704                   if(cursor_y < 0)
705                     cursor_y = 0;
706                   break;
707                 case SDLK_DOWN:
708                   if(fire == DOWN)
709                     cursor_y += KEY_CURSOR_SPEED;
710                   else
711                     cursor_y += KEY_CURSOR_FASTSPEED;
712
713                   if(cursor_y > screen->h-32)
714                     cursor_y = screen->h-32;
715                   break;
716                 case SDLK_LCTRL:
717                   fire =UP;
718                   break;
719                 case SDLK_F1:
720                   le_showhelp();
721                   break;
722                 case SDLK_HOME:
723                   cursor_x = 0;
724                   pos_x = cursor_x;
725                   break;
726                 case SDLK_END:
727                   cursor_x = (le_current_level->width * 32) - 32;
728                   pos_x = cursor_x;
729                   break;
730                 case SDLK_PAGEUP:
731                   cursor_x -= PAGE_CURSOR_SPEED;
732
733                   if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
734                     pos_x = cursor_x - MOUSE_LEFT_MARGIN;
735
736                   break;
737                 case SDLK_PAGEDOWN:
738                   cursor_x += PAGE_CURSOR_SPEED;
739
740                   if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
741                     pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
742
743                   break;
744                 case SDLK_F9:
745                   le_show_grid = !le_show_grid;
746                   break;
747                 case SDLK_PERIOD:
748                   le_change(cursor_x, cursor_y, '.');
749                   break;
750                 case SDLK_a:
751                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
752                     le_current_tile = 'A';
753                   else
754                     le_current_tile = 'a';
755                   break;
756                 case SDLK_b:
757                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
758                     le_change(cursor_x, cursor_y, 'B');
759                   break;
760                 case SDLK_c:
761                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
762                     le_change(cursor_x, cursor_y, 'C');
763                   else
764                     le_change(cursor_x, cursor_y, 'c');
765                   break;
766                 case SDLK_d:
767                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
768                     le_change(cursor_x, cursor_y, 'D');
769                   else
770                     le_change(cursor_x, cursor_y, 'd');
771                   break;
772                 case SDLK_e:
773                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
774                     le_change(cursor_x, cursor_y, 'E');
775                   else
776                     le_change(cursor_x, cursor_y, 'e');
777                   break;
778                 case SDLK_f:
779                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
780                     le_change(cursor_x, cursor_y, 'F');
781                   else
782                     le_change(cursor_x, cursor_y, 'f');
783                   break;
784                 case SDLK_g:
785                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
786                     le_change(cursor_x, cursor_y, 'G');
787                   else
788                     le_change(cursor_x, cursor_y, 'g');
789                   break;
790                 case SDLK_h:
791                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
792                     le_change(cursor_x, cursor_y, 'H');
793                   else
794                     le_change(cursor_x, cursor_y, 'h');
795                   break;
796                 case SDLK_i:
797                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
798                     le_change(cursor_x, cursor_y, 'I');
799                   else
800                     le_change(cursor_x, cursor_y, 'i');
801                   break;
802                 case SDLK_j:
803                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
804                     le_change(cursor_x, cursor_y, 'J');
805                   else
806                     le_change(cursor_x, cursor_y, 'j');
807                   break;
808                 case SDLK_x:
809                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
810                     le_change(cursor_x, cursor_y, 'X');
811                   else
812                     le_change(cursor_x, cursor_y, 'x');
813                   break;
814                 case SDLK_y:
815                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
816                     le_change(cursor_x, cursor_y, 'Y');
817                   else
818                     le_change(cursor_x, cursor_y, 'y');
819                   break;
820                 case SDLK_LEFTBRACKET:
821                   le_change(cursor_x, cursor_y, '[');
822                   break;
823                 case SDLK_RIGHTBRACKET:
824                   le_change(cursor_x, cursor_y, ']');
825                   break;
826                 case SDLK_HASH:
827                 case SDLK_3:
828                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
829                     le_change(cursor_x, cursor_y, '#');
830                   break;
831                 case SDLK_DOLLAR:
832                 case SDLK_4:
833                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
834                     le_change(cursor_x, cursor_y, '$');
835                   break;
836                 case SDLK_BACKSLASH:
837                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
838                     le_change(cursor_x, cursor_y, '|');
839                   else
840                     le_change(cursor_x, cursor_y, '\\');
841                   break;
842                 case SDLK_CARET:
843                   le_change(cursor_x, cursor_y, '^');
844                   break;
845                 case SDLK_AMPERSAND:
846                 case SDLK_6:
847                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
848                     le_change(cursor_x, cursor_y, '&');
849                   break;
850                 case SDLK_EQUALS:
851                 case SDLK_0:
852                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
853                     le_change(cursor_x, cursor_y, '=');
854                   else          /* let's add a bad guy */
855                     le_change(cursor_x, cursor_y, '0');
856                   break;
857                 case SDLK_1:
858                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
859                     le_change(cursor_x, cursor_y, '!');
860                   else          /* let's add a bad guy */
861                     le_change(cursor_x, cursor_y, '1');
862                   break;
863                 case SDLK_2:
864                   le_change(cursor_x, cursor_y, '2');
865                   break;
866                 case SDLK_PLUS:
867                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
868                     le_change(cursor_x, cursor_y, '*');
869                   break;
870                 default:
871                   break;
872                 }
873               break;
874             case SDL_KEYUP:     /* key released */
875               switch(event.key.keysym.sym)
876                 {
877                 case SDLK_LCTRL:
878                   fire = DOWN;
879                   break;
880                 default:
881                   break;
882                 }
883               break;
884             case SDL_MOUSEBUTTONDOWN:
885               if(event.button.button == SDL_BUTTON_LEFT)
886                 {
887                   le_mouse_pressed = YES;
888
889                   selection.x1 = event.motion.x + pos_x;
890                   selection.y1 = event.motion.y;
891                   selection.x2 = event.motion.x + pos_x;
892                   selection.y2 = event.motion.y;
893                 }
894               break;
895             case SDL_MOUSEBUTTONUP:
896               if(event.button.button == SDL_BUTTON_LEFT)
897                 {
898                   le_mouse_pressed = NO;
899                 }
900               break;
901             case SDL_MOUSEMOTION:
902               if(!show_menu)
903                 {
904                   x = event.motion.x;
905                   y = event.motion.y;
906
907                   cursor_x = ((int)(pos_x + x) / 32) * 32;
908                   cursor_y = ((int) y / 32) * 32;
909
910                   if(le_mouse_pressed == YES)
911                     {
912                       selection.x2 = x + pos_x;
913                       selection.y2 = y;
914                     }
915                 }
916               break;
917             case SDL_QUIT:      // window closed
918               done = DONE_QUIT;
919               break;
920             default:
921               break;
922             }
923         }
924
925
926     }
927
928   if(le_current_level != NULL)
929     {
930       if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
931                                        event.motion.y > 0 && event.motion.y < screen->h)))
932         {
933           /* Check for button events */
934           button_event(&le_test_level_bt,&event);
935           if(button_get_state(&le_test_level_bt) == BN_CLICKED)
936             le_testlevel();
937           button_event(&le_next_level_bt,&event);
938           if(button_get_state(&le_next_level_bt) == BN_CLICKED)
939             {
940               if(le_level < le_level_subset.levels)
941                 le_goto_level(++le_level);
942             }
943           button_event(&le_previous_level_bt,&event);
944           if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
945             {
946               if(le_level > 1)
947                 le_goto_level(--le_level);
948             }
949           button_event(&le_move_left_bt,&event);
950           if(button_get_state(&le_move_left_bt) == BN_PRESSED)
951             pos_x -= 180;
952           button_event(&le_move_right_bt,&event);
953           if(button_get_state(&le_move_right_bt) == BN_PRESSED)
954             pos_x += 180;
955           button_event(&le_rubber_bt,&event);
956           if(button_get_state(&le_rubber_bt) == BN_CLICKED)
957             le_current_tile = '.';
958           button_event(&le_select_mode_one_bt,&event);
959           if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
960             le_selection_mode = CURSOR;
961           button_event(&le_select_mode_two_bt,&event);
962           if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
963             le_selection_mode = SQUARE;
964           button_event(&le_bad_bsod_bt,&event);
965           if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
966             le_current_tile = '0';
967           button_event(&le_settings_bt,&event);
968           if(button_get_state(&le_settings_bt) == BN_CLICKED)
969             {
970               if(show_menu == NO)
971                 {
972                   update_level_settings_menu();
973                   menu_set_current(&level_settings_menu);
974                   show_menu = YES;
975                 }
976               else
977                 {
978                   menu_set_current(&leveleditor_menu);
979                   show_menu = NO;
980                 }
981             }
982         }
983     }
984
985   if(le_mouse_pressed)
986     {
987       le_change(cursor_x, cursor_y, le_current_tile);
988     }
989
990 }
991
992 void le_highlight_selection()
993 {
994   int x,y,i;
995   int x1, x2, y1, y2;
996
997   if(selection.x1 < selection.x2)
998     {
999       x1 = selection.x1;
1000       x2 = selection.x2;
1001     }
1002   else
1003     {
1004       x1 = selection.x2;
1005       x2 = selection.x1;
1006     }
1007   if(selection.y1 < selection.y2)
1008     {
1009       y1 = selection.y1;
1010       y2 = selection.y2;
1011     }
1012   else
1013     {
1014       y1 = selection.y2;
1015       y2 = selection.y1;
1016     }
1017
1018   x1 /= 32;
1019   x2 /= 32;
1020   y1 /= 32;
1021   y2 /= 32;
1022
1023   fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
1024 }
1025
1026 void le_change(float x, float y, unsigned char c)
1027 {
1028   if(le_current_level != NULL)
1029     {
1030       int xx,yy,i;
1031       int x1, x2, y1, y2;
1032
1033       /*  level_changed = YES; */
1034
1035       switch(le_selection_mode)
1036         {
1037         case CURSOR:
1038           level_change(le_current_level,x,y,c);
1039
1040           yy = ((int)y / 32);
1041           xx = ((int)x / 32);
1042
1043           /* if there is a bad guy over there, remove it */
1044           for(i = 0; i < num_bad_guys; ++i)
1045             if (bad_guys[i].base.alive)
1046               if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
1047                 bad_guys[i].base.alive = NO;
1048
1049           if(c == '0')  /* if it's a bad guy */
1050             add_bad_guy(xx*32, yy*32, BAD_BSOD);
1051           else if(c == '1')
1052             add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1053           else if(c == '2')
1054             add_bad_guy(xx*32, yy*32, BAD_MONEY);
1055
1056           break;
1057         case SQUARE:
1058           if(selection.x1 < selection.x2)
1059             {
1060               x1 = selection.x1;
1061               x2 = selection.x2;
1062             }
1063           else
1064             {
1065               x1 = selection.x2;
1066               x2 = selection.x1;
1067             }
1068           if(selection.y1 < selection.y2)
1069             {
1070               y1 = selection.y1;
1071               y2 = selection.y2;
1072             }
1073           else
1074             {
1075               y1 = selection.y2;
1076               y2 = selection.y1;
1077             }
1078
1079           x1 /= 32;
1080           x2 /= 32;
1081           y1 /= 32;
1082           y2 /= 32;
1083
1084           /* if there is a bad guy over there, remove it */
1085           for(i = 0; i < num_bad_guys; ++i)
1086             if(bad_guys[i].base.alive)
1087               if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
1088                   && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
1089                 bad_guys[i].base.alive = NO;
1090
1091           for(xx = x1; xx <= x2; xx++)
1092             for(yy = y1; yy <= y2; yy++)
1093               {
1094                 level_change(le_current_level, xx*32, yy*32, c);
1095
1096                 if(c == '0')  // if it's a bad guy
1097                   add_bad_guy(xx*32, yy*32, BAD_BSOD);
1098                 else if(c == '1')
1099                   add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1100                 else if(c == '2')
1101                   add_bad_guy(xx*32, yy*32, BAD_MONEY);
1102               }
1103           break;
1104         default:
1105           break;
1106         }
1107     }
1108 }
1109
1110 void le_testlevel()
1111 {
1112   level_save(le_current_level,"test",le_level);
1113   gameloop("test",le_level, ST_GL_TEST);
1114   menu_set_current(&leveleditor_menu);
1115   arrays_init();
1116   level_load_gfx(le_current_level);
1117   loadshared();
1118   le_activate_bad_guys();
1119 }
1120
1121 void le_showhelp()
1122 {
1123   SDL_Event event;
1124   int i, done;
1125   char *text[] = {
1126                    "X/x - Brick0",
1127                    "Y/y - Brick1",
1128                    "A/B/! - Box full",
1129                    "a - Box empty",
1130                    "C-F - Cloud0",
1131                    "c-f - Cloud1",
1132                    "G-J - Bkgd0",
1133                    "g-j - Bkgd1",
1134                    "# - Solid0",
1135                    "[ - Solid1",
1136                    "= - Solid2",
1137                    "] - Solid3",
1138                    "$ - Distro",
1139                    "^ - Waves",
1140                    "* - Poletop",
1141                    "| - Pole",
1142                    "\\ - Flag",
1143                    "& - Water",
1144                    "0-2 - BadGuys",
1145                    "./Del - Remove tile",
1146                    "F9 - Show/Hide Grid",
1147                    "F3 - Change Selection Mode",
1148                    "Esc - Menu"};
1149
1150
1151   text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
1152   text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE);
1153
1154   for(i = 0; i < sizeof(text)/sizeof(char *); i++)
1155     text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
1156
1157   text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
1158
1159   flipscreen();
1160
1161   done = 0;
1162
1163   while(done == 0)
1164     while(SDL_PollEvent(&event))
1165       switch(event.type)
1166         {
1167         case SDL_MOUSEBUTTONDOWN:               // mouse pressed
1168         case SDL_KEYDOWN:               // key pressed
1169           done = 1;
1170           break;
1171         default:
1172           break;
1173         }
1174 }