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();
76 /* leveleditor internals */
77 static char **level_subsets;
78 static int subsets_num;
79 static int le_level_changed; /* if changes, ask for saving, when quiting*/
80 static int pos_x, cursor_x, cursor_y, cursor_tile, fire;
82 static st_level* le_current_level;
83 static st_subset le_level_subset;
84 static int le_show_grid;
86 static texture_type le_selection;
88 static char le_current_tile;
89 static int le_mouse_pressed;
90 static button_type le_test_level_bt;
91 static button_type le_next_level_bt;
92 static button_type le_previous_level_bt;
93 static button_type le_rubber_bt;
94 static button_type le_select_mode_one_bt;
95 static button_type le_select_mode_two_bt;
96 static button_type le_bad_bsod_bt;
97 static button_type le_settings_bt;
98 static button_panel_type le_bt_panel;
99 static menu_type leveleditor_menu;
100 static menu_type subset_load_menu;
101 static menu_type subset_new_menu;
102 static menu_type subset_settings_menu;
103 static menu_type level_settings_menu;
105 static square selection;
106 static int le_selection_mode;
107 static SDL_Event event;
109 void le_activate_bad_guys(void)
113 /* Activate bad guys: */
115 /* as oposed to the gameloop.c func, this one doesn't remove
116 the badguys from tiles */
118 for (y = 0; y < 15; ++y)
119 for (x = 0; x < le_current_level->width; ++x)
120 if (le_current_level->tiles[y][x] >= '0' && le_current_level->tiles[y][x] <= '9')
121 add_bad_guy(x * 32, y * 32, le_current_level->tiles[y][x] - '0');
124 void le_set_defaults()
126 if(le_current_level != NULL)
130 if(le_current_level->time_left == 0)
131 le_current_level->time_left = 255;
135 /* 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 /* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
143 int leveleditor(int levelnb)
145 int last_time, now_time, i;
153 clearscreen(0, 0, 0);
156 while (SDL_PollEvent(&event))
161 last_time = SDL_GetTicks();
166 if(le_current_level != NULL)
168 /* making events results to be in order */
171 if(pos_x > (le_current_level->width * 32) - screen->w)
172 pos_x = (le_current_level->width * 32) - screen->w;
178 clearscreen(0, 0, 0);
180 /* draw editor interface */
185 menu_process_current();
186 if(current_menu == &leveleditor_menu)
188 switch (menu_check(&leveleditor_menu))
194 done = DONE_LEVELEDITOR;
198 else if(current_menu == &level_settings_menu)
200 switch (menu_check(&level_settings_menu))
210 strcpy(le_current_level->name,level_settings_menu.item[1].input);
214 else if(current_menu == &subset_load_menu)
216 switch (i = menu_check(&subset_load_menu))
223 subset_load(&le_level_subset,level_subsets[i-2]);
224 leveleditor_menu.item[3].kind = MN_GOTO;
228 le_current_level = (st_level*) malloc(sizeof(st_level));
229 if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
235 level_load_gfx(le_current_level);
236 le_activate_bad_guys();
250 if(done == DONE_QUIT)
257 now_time = SDL_GetTicks();
258 if (now_time < last_time + FPS)
259 SDL_Delay(last_time + FPS - now_time); /* delay some time */
271 level_subsets = NULL;
272 level_subsets = dsubdirs("/levels", "info", &subsets_num);
276 /* level_changed = NO;*/
279 le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
280 le_level_changed = NO;
283 subset_load(&le_level_subset,"default");
289 if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
294 if(le_current_level.time_left == 0)
295 le_current_level.time_left = 255;
297 level_load_gfx(&le_current_level);
298 le_activate_bad_guys();
300 le_current_level = NULL;
302 le_current_tile = '.';
303 le_mouse_pressed = NO;
305 texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
308 button_load(&le_next_level_bt,"/images/icons/up.png","Test Level", SDLK_PAGEUP,screen->w-64,0);
309 button_load(&le_previous_level_bt,"/images/icons/down.png","Test Level",SDLK_PAGEDOWN,screen->w-32,0);
310 button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-64,32);
311 button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select Tile",SDLK_F3,screen->w-64,16);
312 button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select Tiles",SDLK_F3,screen->w-32,16);
313 button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level",SDLK_F4,screen->w-64,screen->h - 64);
314 button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_0,screen->w-32,screen->h - 64);
315 button_panel_init(&le_bt_panel, screen->w - 64,64, 64, 380);
317 menu_init(&leveleditor_menu);
318 menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0));
319 menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
320 menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0));
321 menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu));
322 menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu));
323 menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu));
324 menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
325 menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0));
328 menu_set_current(&leveleditor_menu);
331 menu_init(&subset_load_menu);
332 menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0));
333 menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
334 for(i = 0; i < subsets_num; ++i)
336 menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0));
338 menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
339 menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0));
341 menu_init(&subset_new_menu);
342 menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0));
343 menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
344 menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0));
345 menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0));
346 menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
347 menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0));
349 menu_init(&subset_settings_menu);
350 menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0));
351 menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
352 menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0));
354 menu_init(&level_settings_menu);
355 level_settings_menu.arrange_left = YES;
356 menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0));
357 menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
358 menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0));
359 menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Theme:",0,0));
360 menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Song:",0,0));
361 menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Background:",0,0));
362 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0));
363 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time: ",0,0));
364 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0));
365 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red: ",0,0));
366 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green: ",0,0));
367 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue: ",0,0));
368 menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
369 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
370 /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu));
371 menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu));
372 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0));
373 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/
375 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
380 void update_level_settings()
384 menu_item_change_input(&level_settings_menu.item[1], le_current_level->name);
385 sprintf(str,"%d",le_current_level->width);
386 menu_item_change_input(&level_settings_menu.item[5], str);
387 sprintf(str,"%d",le_current_level->time_left);
388 menu_item_change_input(&level_settings_menu.item[6], str);
389 sprintf(str,"%2.0f",le_current_level->gravity);
390 menu_item_change_input(&level_settings_menu.item[7], str);
391 sprintf(str,"%d",le_current_level->bkgd_red);
392 menu_item_change_input(&level_settings_menu.item[8], str);
393 sprintf(str,"%d",le_current_level->bkgd_green);
394 menu_item_change_input(&level_settings_menu.item[9], str);
395 sprintf(str,"%d",le_current_level->bkgd_blue);
396 menu_item_change_input(&level_settings_menu.item[10], str);
399 void le_goto_level(int levelnb)
402 level_free(le_current_level);
403 if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
405 level_load(le_current_level, le_level_subset.name, le_level);
415 level_load_gfx(le_current_level);
417 le_activate_bad_guys();
422 /*if(level_changed == YES)
423 if(askforsaving() == CANCEL)
426 SDL_EnableKeyRepeat(0, 0); // disables key repeating
428 button_free(&le_test_level_bt);
429 texture_free(&le_selection);
430 menu_free(&leveleditor_menu);
432 if(le_current_level != NULL)
435 level_free(le_current_level);
441 void le_drawinterface()
446 if(le_current_level != NULL)
448 /* draw a grid (if selected) */
451 for(x = 0; x < 19; x++)
452 fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
453 for(y = 0; y < 15; y++)
454 fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
458 if(le_selection_mode == CURSOR)
459 texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
460 else if(le_selection_mode == SQUARE)
463 le_highlight_selection();
464 /* draw current selection */
465 w = selection.x2 - selection.x1;
466 h = selection.y2 - selection.y1;
467 fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
468 fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
469 fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
470 fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
474 /* draw button bar */
475 fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
476 drawshape(19 * 32, 14 * 32, le_current_tile);
478 if(le_current_level != NULL)
480 button_draw(&le_test_level_bt);
481 button_draw(&le_next_level_bt);
482 button_draw(&le_previous_level_bt);
483 button_draw(&le_rubber_bt);
484 button_draw(&le_select_mode_one_bt);
485 button_draw(&le_select_mode_two_bt);
486 button_draw(&le_bad_bsod_bt);
487 button_draw(&le_settings_bt);
488 button_panel_draw(&le_bt_panel);
490 sprintf(str, "%d/%d", le_level,le_level_subset.levels);
491 text_draw(&white_text, "LEV", 0, 0, 1, NO_UPDATE);
492 text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE);
494 text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
499 text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
501 text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
509 static char str[LEVEL_NAME_MAX];
511 /* Draw the real background */
512 if(le_current_level->bkgd_image[0] != '\0')
515 texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
516 texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE);
520 clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
523 /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
525 for (y = 0; y < 15; ++y)
526 for (x = 0; x < 20; ++x)
528 drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
530 /* draw whats inside stuff when cursor is selecting those */
531 /* (draw them all the time - is this the right behaviour?) */
532 switch(le_current_level->tiles[y][x + (int)(pos_x/32)])
535 texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
538 texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
543 texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
550 /* Draw the Bad guys: */
551 for (i = 0; i < num_bad_guys; ++i)
553 if(bad_guys[i].base.alive == NO)
555 /* to support frames: img_bsod_left[(frame / 5) % 4] */
556 if(bad_guys[i].kind == BAD_BSOD)
557 texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
558 else if(bad_guys[i].kind == BAD_LAPTOP)
559 texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
560 else if (bad_guys[i].kind == BAD_MONEY)
561 texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
565 /* Draw the player: */
566 /* for now, the position is fixed at (0, 240) */
567 texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE);
570 void le_checkevents()
576 keymod = SDL_GetModState();
578 while(SDL_PollEvent(&event))
580 /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
581 if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > 0 && event.motion.x < screen->w - 64 &&
582 event.motion.y > 0 && event.motion.y < screen->h)))
587 case SDL_KEYDOWN: // key pressed
588 key = event.key.keysym.sym;
591 menu_event(&event.key.keysym);
604 cursor_x -= KEY_CURSOR_SPEED;
606 cursor_x -= KEY_CURSOR_FASTSPEED;
608 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
609 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
614 cursor_x += KEY_CURSOR_SPEED;
616 cursor_x += KEY_CURSOR_FASTSPEED;
618 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
619 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
624 cursor_y -= KEY_CURSOR_SPEED;
626 cursor_y -= KEY_CURSOR_FASTSPEED;
633 cursor_y += KEY_CURSOR_SPEED;
635 cursor_y += KEY_CURSOR_FASTSPEED;
637 if(cursor_y > screen->h-32)
638 cursor_y = screen->h-32;
651 cursor_x = (le_current_level->width * 32) - 32;
655 cursor_x -= PAGE_CURSOR_SPEED;
657 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
658 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
662 cursor_x += PAGE_CURSOR_SPEED;
664 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
665 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
669 le_show_grid = !le_show_grid;
672 le_change(cursor_x, cursor_y, '.');
675 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
676 le_current_tile = 'A';
678 le_current_tile = 'a';
681 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
682 le_change(cursor_x, cursor_y, 'B');
685 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
686 le_change(cursor_x, cursor_y, 'C');
688 le_change(cursor_x, cursor_y, 'c');
691 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
692 le_change(cursor_x, cursor_y, 'D');
694 le_change(cursor_x, cursor_y, 'd');
697 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
698 le_change(cursor_x, cursor_y, 'E');
700 le_change(cursor_x, cursor_y, 'e');
703 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
704 le_change(cursor_x, cursor_y, 'F');
706 le_change(cursor_x, cursor_y, 'f');
709 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
710 le_change(cursor_x, cursor_y, 'G');
712 le_change(cursor_x, cursor_y, 'g');
715 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
716 le_change(cursor_x, cursor_y, 'H');
718 le_change(cursor_x, cursor_y, 'h');
721 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
722 le_change(cursor_x, cursor_y, 'I');
724 le_change(cursor_x, cursor_y, 'i');
727 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
728 le_change(cursor_x, cursor_y, 'J');
730 le_change(cursor_x, cursor_y, 'j');
733 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
734 le_change(cursor_x, cursor_y, 'X');
736 le_change(cursor_x, cursor_y, 'x');
739 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
740 le_change(cursor_x, cursor_y, 'Y');
742 le_change(cursor_x, cursor_y, 'y');
744 case SDLK_LEFTBRACKET:
745 le_change(cursor_x, cursor_y, '[');
747 case SDLK_RIGHTBRACKET:
748 le_change(cursor_x, cursor_y, ']');
752 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
753 le_change(cursor_x, cursor_y, '#');
757 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
758 le_change(cursor_x, cursor_y, '$');
761 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
762 le_change(cursor_x, cursor_y, '|');
764 le_change(cursor_x, cursor_y, '\\');
767 le_change(cursor_x, cursor_y, '^');
771 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
772 le_change(cursor_x, cursor_y, '&');
776 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
777 le_change(cursor_x, cursor_y, '=');
778 else /* let's add a bad guy */
779 le_change(cursor_x, cursor_y, '0');
782 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
783 le_change(cursor_x, cursor_y, '!');
784 else /* let's add a bad guy */
785 le_change(cursor_x, cursor_y, '1');
788 le_change(cursor_x, cursor_y, '2');
791 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
792 le_change(cursor_x, cursor_y, '*');
798 case SDL_KEYUP: /* key released */
799 switch(event.key.keysym.sym)
808 case SDL_MOUSEBUTTONDOWN:
809 if(event.button.button == SDL_BUTTON_LEFT)
811 le_mouse_pressed = YES;
813 selection.x1 = event.motion.x + pos_x;
814 selection.y1 = event.motion.y;
815 selection.x2 = event.motion.x + pos_x;
816 selection.y2 = event.motion.y;
819 case SDL_MOUSEBUTTONUP:
820 if(event.button.button == SDL_BUTTON_LEFT)
822 le_mouse_pressed = NO;
825 case SDL_MOUSEMOTION:
831 cursor_x = ((int)(pos_x + x) / 32) * 32;
832 cursor_y = ((int) y / 32) * 32;
834 if(le_mouse_pressed == YES)
836 selection.x2 = x + pos_x;
841 case SDL_QUIT: // window closed
852 if(le_current_level != NULL)
854 if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
855 event.motion.y > 0 && event.motion.y < screen->h)))
857 /* Check for button events */
858 button_event(&le_test_level_bt,&event);
859 if(button_get_state(&le_test_level_bt) == BN_CLICKED)
861 button_event(&le_next_level_bt,&event);
862 if(button_get_state(&le_next_level_bt) == BN_CLICKED)
864 if(le_level < le_level_subset.levels)
865 le_goto_level(++le_level);
867 button_event(&le_previous_level_bt,&event);
868 if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
871 le_goto_level(--le_level);
873 button_event(&le_rubber_bt,&event);
874 if(button_get_state(&le_rubber_bt) == BN_CLICKED)
875 le_current_tile = '.';
876 button_event(&le_select_mode_one_bt,&event);
877 if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
878 le_selection_mode = CURSOR;
879 button_event(&le_select_mode_two_bt,&event);
880 if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
881 le_selection_mode = SQUARE;
882 button_event(&le_bad_bsod_bt,&event);
883 if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
884 le_current_tile = '0';
885 button_event(&le_settings_bt,&event);
886 if(button_get_state(&le_settings_bt) == BN_CLICKED)
890 menu_set_current(&level_settings_menu);
895 menu_set_current(&leveleditor_menu);
904 le_change(cursor_x, cursor_y, le_current_tile);
909 void le_highlight_selection()
914 if(selection.x1 < selection.x2)
924 if(selection.y1 < selection.y2)
940 fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
943 void le_change(float x, float y, unsigned char c)
945 if(le_current_level != NULL)
950 /* level_changed = YES; */
952 switch(le_selection_mode)
955 level_change(le_current_level,x,y,c);
960 /* if there is a bad guy over there, remove it */
961 for(i = 0; i < num_bad_guys; ++i)
962 if (bad_guys[i].base.alive)
963 if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
964 bad_guys[i].base.alive = NO;
966 if(c == '0') /* if it's a bad guy */
967 add_bad_guy(xx*32, yy*32, BAD_BSOD);
969 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
971 add_bad_guy(xx*32, yy*32, BAD_MONEY);
975 if(selection.x1 < selection.x2)
985 if(selection.y1 < selection.y2)
1001 /* if there is a bad guy over there, remove it */
1002 for(i = 0; i < num_bad_guys; ++i)
1003 if(bad_guys[i].base.alive)
1004 if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
1005 && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
1006 bad_guys[i].base.alive = NO;
1008 for(xx = x1; xx <= x2; xx++)
1009 for(yy = y1; yy <= y2; yy++)
1011 level_change(le_current_level, xx*32, yy*32, c);
1013 if(c == '0') // if it's a bad guy
1014 add_bad_guy(xx*32, yy*32, BAD_BSOD);
1016 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1018 add_bad_guy(xx*32, yy*32, BAD_MONEY);
1029 level_save(le_current_level,"test",le_level);
1030 gameloop("test",le_level, ST_GL_TEST);
1031 menu_set_current(&leveleditor_menu);
1033 level_load_gfx(le_current_level);
1035 le_activate_bad_guys();
1062 "./Del - Remove tile",
1063 "F9 - Show/Hide Grid",
1064 "F3 - Change Selection Mode",
1068 text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
1069 text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE);
1071 for(i = 0; i < sizeof(text)/sizeof(char *); i++)
1072 text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
1074 text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
1081 while(SDL_PollEvent(&event))
1084 case SDL_MOUSEBUTTONDOWN: // mouse pressed
1085 case SDL_KEYDOWN: // key pressed