1 /***************************************************************************
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. *
8 ***************************************************************************/
10 /* December 28, 2003 - February 1st, 2004 */
12 /* leveleditor.c - A built-in level editor for SuperTux
13 by Ricardo Cruz <rick2@aeiou.pt> */
21 #include <SDL_image.h>
22 #include "leveleditor.h"
34 /* definitions to aid development */
35 #define DONE_LEVELEDITOR 1
37 #define DONE_CHANGELEVEL 3
39 /* definitions that affect gameplay */
40 #define KEY_CURSOR_SPEED 32
41 #define KEY_CURSOR_FASTSPEED 64
43 /* when pagedown/up pressed speed:*/
44 #define PAGE_CURSOR_SPEED 13*32
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
53 #define SELECT_W 2 // size of the selections lines
54 #define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A)
56 /* gameloop funcs declerations */
58 void loadshared(void);
59 void unloadshared(void);
61 /* own declerations */
62 /* crutial ones (main loop) */
66 void le_drawinterface();
67 void le_checkevents();
68 void le_change(float x, float y, unsigned char c);
71 void le_set_defaults(void);
72 void le_activate_bad_guys(void);
74 void le_highlight_selection();
75 void apply_level_settings_menu();
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;
83 static st_level* le_current_level;
84 static st_subset le_level_subset;
85 static int le_show_grid;
87 static texture_type le_selection;
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;
108 static square selection;
109 static int le_selection_mode;
110 static SDL_Event event;
112 void le_activate_bad_guys(void)
116 /* Activate bad guys: */
118 /* as oposed to the gameloop.c func, this one doesn't remove
119 the badguys from tiles */
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');
127 void le_set_defaults()
129 if(le_current_level != NULL)
133 if(le_current_level->time_left == 0)
134 le_current_level->time_left = 255;
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. */
142 /* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
146 int leveleditor(int levelnb)
148 int last_time, now_time, i;
156 clearscreen(0, 0, 0);
159 while (SDL_PollEvent(&event))
164 last_time = SDL_GetTicks();
169 if(le_current_level != NULL)
171 /* making events results to be in order */
174 if(pos_x > (le_current_level->width * 32) - screen->w)
175 pos_x = (le_current_level->width * 32) - screen->w;
181 clearscreen(0, 0, 0);
183 /* draw editor interface */
188 menu_process_current();
189 if(current_menu == &leveleditor_menu)
191 switch (menu_check(&leveleditor_menu))
197 done = DONE_LEVELEDITOR;
201 else if(current_menu == &level_settings_menu)
203 switch (menu_check(&level_settings_menu))
213 apply_level_settings_menu();
217 else if(current_menu == &subset_load_menu)
219 switch (i = menu_check(&subset_load_menu))
226 subset_load(&le_level_subset,level_subsets[i-2]);
227 leveleditor_menu.item[3].kind = MN_GOTO;
231 le_current_level = (st_level*) malloc(sizeof(st_level));
232 if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
238 level_load_gfx(le_current_level);
239 le_activate_bad_guys();
245 else if(current_menu == &subset_new_menu)
247 if(subset_new_menu.item[2].input[0] == '\0')
248 subset_new_menu.item[3].kind = MN_DEACTIVE;
250 subset_new_menu.item[3].kind = MN_ACTION;
252 /*switch (i = menu_check(&subset_load_menu))
259 subset_load(&le_level_subset,level_subsets[i-2]);
260 leveleditor_menu.item[3].kind = MN_GOTO;
264 le_current_level = (st_level*) malloc(sizeof(st_level));
265 if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
271 level_load_gfx(le_current_level);
272 le_activate_bad_guys();
286 if(done == DONE_QUIT)
293 now_time = SDL_GetTicks();
294 if (now_time < last_time + FPS)
295 SDL_Delay(last_time + FPS - now_time); /* delay some time */
307 level_subsets = NULL;
308 level_subsets = dsubdirs("/levels", "info", &subsets_num);
312 /* level_changed = NO;*/
315 le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
316 le_level_changed = NO;
319 subset_load(&le_level_subset,"default");
325 if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
330 if(le_current_level.time_left == 0)
331 le_current_level.time_left = 255;
333 level_load_gfx(&le_current_level);
334 le_activate_bad_guys();
336 le_current_level = NULL;
338 le_current_tile = '.';
339 le_mouse_pressed = NO;
341 texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
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);
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));
366 menu_set_current(&leveleditor_menu);
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)
374 menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0));
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));
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));
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));
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));*/
413 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
418 void update_level_settings_menu()
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);
437 void apply_level_settings_menu()
440 strcpy(le_current_level->name,level_settings_menu.item[2].input);
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)
446 if(le_current_level->width < 21)
447 le_current_level->width = 21;
448 for(y = 0; y < 15; ++y)
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';
454 else if(le_current_level->width > i)
456 for(y = 0; y < 15; ++y)
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';
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);
471 void le_goto_level(int levelnb)
476 level_free(le_current_level);
477 if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
479 level_load(le_current_level, le_level_subset.name, le_level);
489 level_load_gfx(le_current_level);
491 le_activate_bad_guys();
496 /*if(level_changed == YES)
497 if(askforsaving() == CANCEL)
500 SDL_EnableKeyRepeat(0, 0); // disables key repeating
502 button_free(&le_test_level_bt);
503 texture_free(&le_selection);
504 menu_free(&leveleditor_menu);
506 if(le_current_level != NULL)
509 level_free(le_current_level);
515 void le_drawinterface()
520 if(le_current_level != NULL)
522 /* draw a grid (if selected) */
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);
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)
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);
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);
552 if(le_current_level != NULL)
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);
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);
570 text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
575 text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
577 text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
585 static char str[LEVEL_NAME_MAX];
587 /* Draw the real background */
588 if(le_current_level->bkgd_image[0] != '\0')
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);
596 clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
599 /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
601 for (y = 0; y < 15; ++y)
602 for (x = 0; x < 20; ++x)
604 drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
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)])
611 texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
614 texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
619 texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
626 /* Draw the Bad guys: */
627 for (i = 0; i < num_bad_guys; ++i)
629 if(bad_guys[i].base.alive == NO)
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);
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);
646 void le_checkevents()
652 keymod = SDL_GetModState();
654 while(SDL_PollEvent(&event))
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)))
663 case SDL_KEYDOWN: // key pressed
664 key = event.key.keysym.sym;
667 menu_event(&event.key.keysym);
680 cursor_x -= KEY_CURSOR_SPEED;
682 cursor_x -= KEY_CURSOR_FASTSPEED;
684 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
685 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
690 cursor_x += KEY_CURSOR_SPEED;
692 cursor_x += KEY_CURSOR_FASTSPEED;
694 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
695 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
700 cursor_y -= KEY_CURSOR_SPEED;
702 cursor_y -= KEY_CURSOR_FASTSPEED;
709 cursor_y += KEY_CURSOR_SPEED;
711 cursor_y += KEY_CURSOR_FASTSPEED;
713 if(cursor_y > screen->h-32)
714 cursor_y = screen->h-32;
727 cursor_x = (le_current_level->width * 32) - 32;
731 cursor_x -= PAGE_CURSOR_SPEED;
733 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
734 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
738 cursor_x += PAGE_CURSOR_SPEED;
740 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
741 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
745 le_show_grid = !le_show_grid;
748 le_change(cursor_x, cursor_y, '.');
751 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
752 le_current_tile = 'A';
754 le_current_tile = 'a';
757 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
758 le_change(cursor_x, cursor_y, 'B');
761 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
762 le_change(cursor_x, cursor_y, 'C');
764 le_change(cursor_x, cursor_y, 'c');
767 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
768 le_change(cursor_x, cursor_y, 'D');
770 le_change(cursor_x, cursor_y, 'd');
773 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
774 le_change(cursor_x, cursor_y, 'E');
776 le_change(cursor_x, cursor_y, 'e');
779 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
780 le_change(cursor_x, cursor_y, 'F');
782 le_change(cursor_x, cursor_y, 'f');
785 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
786 le_change(cursor_x, cursor_y, 'G');
788 le_change(cursor_x, cursor_y, 'g');
791 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
792 le_change(cursor_x, cursor_y, 'H');
794 le_change(cursor_x, cursor_y, 'h');
797 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
798 le_change(cursor_x, cursor_y, 'I');
800 le_change(cursor_x, cursor_y, 'i');
803 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
804 le_change(cursor_x, cursor_y, 'J');
806 le_change(cursor_x, cursor_y, 'j');
809 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
810 le_change(cursor_x, cursor_y, 'X');
812 le_change(cursor_x, cursor_y, 'x');
815 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
816 le_change(cursor_x, cursor_y, 'Y');
818 le_change(cursor_x, cursor_y, 'y');
820 case SDLK_LEFTBRACKET:
821 le_change(cursor_x, cursor_y, '[');
823 case SDLK_RIGHTBRACKET:
824 le_change(cursor_x, cursor_y, ']');
828 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
829 le_change(cursor_x, cursor_y, '#');
833 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
834 le_change(cursor_x, cursor_y, '$');
837 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
838 le_change(cursor_x, cursor_y, '|');
840 le_change(cursor_x, cursor_y, '\\');
843 le_change(cursor_x, cursor_y, '^');
847 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
848 le_change(cursor_x, cursor_y, '&');
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');
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');
864 le_change(cursor_x, cursor_y, '2');
867 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
868 le_change(cursor_x, cursor_y, '*');
874 case SDL_KEYUP: /* key released */
875 switch(event.key.keysym.sym)
884 case SDL_MOUSEBUTTONDOWN:
885 if(event.button.button == SDL_BUTTON_LEFT)
887 le_mouse_pressed = YES;
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;
895 case SDL_MOUSEBUTTONUP:
896 if(event.button.button == SDL_BUTTON_LEFT)
898 le_mouse_pressed = NO;
901 case SDL_MOUSEMOTION:
907 cursor_x = ((int)(pos_x + x) / 32) * 32;
908 cursor_y = ((int) y / 32) * 32;
910 if(le_mouse_pressed == YES)
912 selection.x2 = x + pos_x;
917 case SDL_QUIT: // window closed
928 if(le_current_level != NULL)
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)))
933 /* Check for button events */
934 button_event(&le_test_level_bt,&event);
935 if(button_get_state(&le_test_level_bt) == BN_CLICKED)
937 button_event(&le_next_level_bt,&event);
938 if(button_get_state(&le_next_level_bt) == BN_CLICKED)
940 if(le_level < le_level_subset.levels)
941 le_goto_level(++le_level);
943 button_event(&le_previous_level_bt,&event);
944 if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
947 le_goto_level(--le_level);
949 button_event(&le_move_left_bt,&event);
950 if(button_get_state(&le_move_left_bt) == BN_PRESSED)
952 button_event(&le_move_right_bt,&event);
953 if(button_get_state(&le_move_right_bt) == BN_PRESSED)
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)
972 update_level_settings_menu();
973 menu_set_current(&level_settings_menu);
978 menu_set_current(&leveleditor_menu);
987 le_change(cursor_x, cursor_y, le_current_tile);
992 void le_highlight_selection()
997 if(selection.x1 < selection.x2)
1007 if(selection.y1 < selection.y2)
1023 fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
1026 void le_change(float x, float y, unsigned char c)
1028 if(le_current_level != NULL)
1033 /* level_changed = YES; */
1035 switch(le_selection_mode)
1038 level_change(le_current_level,x,y,c);
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;
1049 if(c == '0') /* if it's a bad guy */
1050 add_bad_guy(xx*32, yy*32, BAD_BSOD);
1052 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1054 add_bad_guy(xx*32, yy*32, BAD_MONEY);
1058 if(selection.x1 < selection.x2)
1068 if(selection.y1 < selection.y2)
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;
1091 for(xx = x1; xx <= x2; xx++)
1092 for(yy = y1; yy <= y2; yy++)
1094 level_change(le_current_level, xx*32, yy*32, c);
1096 if(c == '0') // if it's a bad guy
1097 add_bad_guy(xx*32, yy*32, BAD_BSOD);
1099 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1101 add_bad_guy(xx*32, yy*32, BAD_MONEY);
1112 level_save(le_current_level,"test",le_level);
1113 gameloop("test",le_level, ST_GL_TEST);
1114 menu_set_current(&leveleditor_menu);
1116 level_load_gfx(le_current_level);
1118 le_activate_bad_guys();
1145 "./Del - Remove tile",
1146 "F9 - Show/Hide Grid",
1147 "F3 - Change Selection Mode",
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);
1154 for(i = 0; i < sizeof(text)/sizeof(char *); i++)
1155 text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
1157 text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
1164 while(SDL_PollEvent(&event))
1167 case SDL_MOUSEBUTTONDOWN: // mouse pressed
1168 case SDL_KEYDOWN: // key pressed