2 /***************************************************************************
4 * This program is free software; you can redistribute it and/or modify *
5 * it under the terms of the GNU General Public License as published by *
6 * the Free Software Foundation; either version 2 of the License, or *
7 * (at your option) any later version. *
9 ***************************************************************************/
11 /* December 28, 2003 - February 1st, 2004 */
13 /* leveleditor.c - A built-in level editor for SuperTux
14 by Ricardo Cruz <rick2@aeiou.pt> */
22 #include <SDL_image.h>
23 #include "leveleditor.h"
35 /* definitions to aid development */
36 #define DONE_LEVELEDITOR 1
38 #define DONE_CHANGELEVEL 3
40 /* definitions that affect gameplay */
41 #define KEY_CURSOR_SPEED 32
42 #define KEY_CURSOR_FASTSPEED 64
44 /* when pagedown/up pressed speed:*/
45 #define PAGE_CURSOR_SPEED 13*32
47 #define MOUSE_LEFT_MARGIN 80
48 #define MOUSE_RIGHT_MARGIN (560-32)
49 /* right_margin should noticed that the cursor is 32 pixels,
50 so it should subtract that value */
51 #define MOUSE_POS_SPEED 20
54 #define SELECT_W 2 // size of the selections lines
55 #define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A)
57 /* gameloop funcs declerations */
59 void loadshared(void);
60 void unloadshared(void);
62 /* own declerations */
63 /* crutial ones (main loop) */
67 void le_drawinterface();
68 void le_checkevents();
69 void le_change(float x, float y, unsigned char c);
72 void le_set_defaults(void);
73 void le_activate_bad_guys(void);
74 void le_new_subset(char *subset_name);
76 void le_highlight_selection();
77 void apply_level_settings_menu();
79 /* leveleditor internals */
80 static char **level_subsets;
81 static int subsets_num;
82 static int le_level_changed; /* if changes, ask for saving, when quiting*/
83 static int pos_x, cursor_x, cursor_y, cursor_tile, fire;
85 static st_level* le_current_level;
86 static st_subset le_level_subset;
87 static int le_show_grid;
89 static texture_type le_selection;
91 static char le_current_tile;
92 static int le_mouse_pressed;
93 static button_type le_test_level_bt;
94 static button_type le_next_level_bt;
95 static button_type le_previous_level_bt;
96 static button_type le_move_right_bt;
97 static button_type le_move_left_bt;
98 static button_type le_rubber_bt;
99 static button_type le_select_mode_one_bt;
100 static button_type le_select_mode_two_bt;
101 static button_type le_bad_bsod_bt;
102 static button_type le_settings_bt;
103 static button_panel_type le_bt_panel;
104 static menu_type leveleditor_menu;
105 static menu_type subset_load_menu;
106 static menu_type subset_new_menu;
107 static menu_type subset_settings_menu;
108 static menu_type level_settings_menu;
110 static square selection;
111 static int le_selection_mode;
112 static SDL_Event event;
114 void le_activate_bad_guys(void)
118 /* Activate bad guys: */
120 /* as oposed to the gameloop.c func, this one doesn't remove
121 the badguys from tiles */
123 for (y = 0; y < 15; ++y)
124 for (x = 0; x < le_current_level->width; ++x)
125 if (le_current_level->tiles[y][x] >= '0' && le_current_level->tiles[y][x] <= '9')
126 add_bad_guy(x * 32, y * 32, le_current_level->tiles[y][x] - '0');
129 void le_set_defaults()
131 if(le_current_level != NULL)
135 if(le_current_level->time_left == 0)
136 le_current_level->time_left = 255;
140 /* 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. */
144 /* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
148 int leveleditor(int levelnb)
150 int last_time, now_time, i;
158 clearscreen(0, 0, 0);
161 while (SDL_PollEvent(&event))
166 last_time = SDL_GetTicks();
171 if(le_current_level != NULL)
173 /* making events results to be in order */
176 if(pos_x > (le_current_level->width * 32) - screen->w)
177 pos_x = (le_current_level->width * 32) - screen->w;
183 clearscreen(0, 0, 0);
185 /* draw editor interface */
190 menu_process_current();
191 if(current_menu == &leveleditor_menu)
193 switch (menu_check(&leveleditor_menu))
199 done = DONE_LEVELEDITOR;
203 else if(current_menu == &level_settings_menu)
205 switch (menu_check(&level_settings_menu))
215 apply_level_settings_menu();
219 else if(current_menu == &subset_load_menu)
221 switch (i = menu_check(&subset_load_menu))
228 subset_load(&le_level_subset,level_subsets[i-2]);
229 leveleditor_menu.item[3].kind = MN_GOTO;
230 menu_item_change_input(&subset_settings_menu.item[2],le_level_subset.title);
231 menu_item_change_input(&subset_settings_menu.item[3],le_level_subset.description);
235 le_current_level = (st_level*) malloc(sizeof(st_level));
236 if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
242 level_load_gfx(le_current_level);
243 le_activate_bad_guys();
249 else if(current_menu == &subset_new_menu)
251 if(subset_new_menu.item[2].input[0] == '\0')
252 subset_new_menu.item[3].kind = MN_DEACTIVE;
255 subset_new_menu.item[3].kind = MN_ACTION;
257 switch (i = menu_check(&subset_new_menu))
260 le_new_subset(subset_new_menu.item[2].input);
273 if(done == DONE_QUIT)
280 now_time = SDL_GetTicks();
281 if (now_time < last_time + FPS)
282 SDL_Delay(last_time + FPS - now_time); /* delay some time */
290 void le_default_level(st_level* plevel)
293 strcpy(plevel->name,"UnNamed");
294 strcpy(plevel->theme,"antarctica");
295 strcpy(plevel->song_title,"Mortimers_chipdisko.mod");
296 strcpy(plevel->bkgd_image,"arctis.png");
298 plevel->time_left = 100;
299 plevel->gravity = 10.;
300 plevel->bkgd_red = 0;
301 plevel->bkgd_green = 0;
302 plevel->bkgd_blue = 0;
304 for(i = 0; i < 15; ++i)
306 plevel->tiles[i] = (unsigned char*) malloc((plevel->width+1)*sizeof(unsigned char));
307 plevel->tiles[i][plevel->width] = (unsigned char) '\0';
308 for(y = 0; y < plevel->width; ++y)
309 plevel->tiles[i][y] = (unsigned char) '.';
310 plevel->tiles[i][plevel->width] = (unsigned char) '\0';
314 void le_new_subset(char *subset_name)
317 st_subset new_subset;
318 new_subset.name = (char*) malloc((strlen(subset_name)+1)*sizeof(char));
319 strcpy(new_subset.name,subset_name);
320 new_subset.title = (char*) malloc((strlen("Unknown Title")+1)*sizeof(char));
321 strcpy(new_subset.title,"Unknown Title");
322 new_subset.description = (char*) malloc((strlen("No description so far.")+1)*sizeof(char));
323 strcpy(new_subset.description,"No description so far.");
324 subset_save(&new_subset);
325 le_default_level(&new_lev);
326 level_save(&new_lev,subset_name,1);
333 level_subsets = NULL;
334 level_subsets = dsubdirs("/levels", "info", &subsets_num);
338 /* level_changed = NO;*/
341 le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
342 le_level_changed = NO;
345 subset_load(&le_level_subset,"default");
351 if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
356 if(le_current_level.time_left == 0)
357 le_current_level.time_left = 255;
359 level_load_gfx(&le_current_level);
360 le_activate_bad_guys();
362 le_current_level = NULL;
364 le_current_tile = '.';
365 le_mouse_pressed = NO;
367 texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
370 button_load(&le_next_level_bt,"/images/icons/up.png","Next level", SDLK_PAGEUP,screen->w-64,0);
371 button_load(&le_previous_level_bt,"/images/icons/down.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0);
372 button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-64,32);
373 button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select single tile",SDLK_F3,screen->w-64,16);
374 button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select multiple tiles",SDLK_F3,screen->w-32,16);
375 button_load(&le_test_level_bt,"/images/icons/test-level.png","Test level",SDLK_F4,screen->w-64,screen->h - 64);
376 button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_F5,screen->w-32,screen->h - 64);
377 button_load(&le_move_left_bt,"/images/icons/left.png","Move left",SDLK_LEFT,screen->w-64,screen->h - 32);
378 button_load(&le_move_right_bt,"/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-48,screen->h - 32);
379 button_panel_init(&le_bt_panel, screen->w - 64,64, 64, 380);
381 menu_init(&leveleditor_menu);
382 menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0));
383 menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
384 menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0));
385 menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu));
386 menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu));
387 menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu));
388 menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
389 menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0));
392 menu_set_current(&leveleditor_menu);
395 menu_init(&subset_load_menu);
396 menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0));
397 menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
398 for(i = 0; i < subsets_num; ++i)
400 menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0));
402 menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
403 menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0));
405 menu_init(&subset_new_menu);
406 menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0));
407 menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
408 menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0));
409 menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0));
410 menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
411 menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0));
413 menu_init(&subset_settings_menu);
414 menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0));
415 menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
416 menu_additem(&subset_settings_menu,menu_item_create(MN_TEXTFIELD,"Title",0,0));
417 menu_additem(&subset_settings_menu,menu_item_create(MN_TEXTFIELD,"Description",0,0));
418 menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
419 menu_additem(&subset_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
420 menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
421 menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0));
423 menu_init(&level_settings_menu);
424 level_settings_menu.arrange_left = YES;
425 menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0));
426 menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
427 menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0));
428 menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Theme:",0,0));
429 menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Song:",0,0));
430 menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Background:",0,0));
431 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0));
432 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time: ",0,0));
433 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0));
434 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red: ",0,0));
435 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green: ",0,0));
436 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue: ",0,0));
437 menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
438 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
439 /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu));
440 menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu));
441 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0));
442 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/
444 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
449 void update_level_settings_menu()
453 menu_item_change_input(&level_settings_menu.item[2], le_current_level->name);
454 sprintf(str,"%d",le_current_level->width);
455 menu_item_change_input(&level_settings_menu.item[6], str);
456 sprintf(str,"%d",le_current_level->time_left);
457 menu_item_change_input(&level_settings_menu.item[7], str);
458 sprintf(str,"%2.0f",le_current_level->gravity);
459 menu_item_change_input(&level_settings_menu.item[8], str);
460 sprintf(str,"%d",le_current_level->bkgd_red);
461 menu_item_change_input(&level_settings_menu.item[9], str);
462 sprintf(str,"%d",le_current_level->bkgd_green);
463 menu_item_change_input(&level_settings_menu.item[10], str);
464 sprintf(str,"%d",le_current_level->bkgd_blue);
465 menu_item_change_input(&level_settings_menu.item[11], str);
468 void apply_level_settings_menu()
471 strcpy(le_current_level->name,level_settings_menu.item[2].input);
473 i = le_current_level->width;
474 le_current_level->width = atoi(level_settings_menu.item[6].input);
475 if(le_current_level->width < i)
477 if(le_current_level->width < 21)
478 le_current_level->width = 21;
479 for(y = 0; y < 15; ++y)
481 le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
482 le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
485 else if(le_current_level->width > i)
487 for(y = 0; y < 15; ++y)
489 le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
490 for(j = 0; j < le_current_level->width - i; ++j)
491 le_current_level->tiles[y][i+j] = (unsigned char) '.';
492 le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
495 le_current_level->time_left = atoi(level_settings_menu.item[7].input);
496 le_current_level->gravity = atof(level_settings_menu.item[8].input);
497 le_current_level->bkgd_red = atoi(level_settings_menu.item[9].input);
498 le_current_level->bkgd_green = atoi(level_settings_menu.item[10].input);
499 le_current_level->bkgd_blue = atoi(level_settings_menu.item[11].input);
502 void le_goto_level(int levelnb)
507 level_free(le_current_level);
508 if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
510 level_load(le_current_level, le_level_subset.name, le_level);
520 level_load_gfx(le_current_level);
522 le_activate_bad_guys();
527 /*if(level_changed == YES)
528 if(askforsaving() == CANCEL)
531 SDL_EnableKeyRepeat(0, 0); // disables key repeating
533 button_free(&le_test_level_bt);
534 texture_free(&le_selection);
535 menu_free(&leveleditor_menu);
537 if(le_current_level != NULL)
540 level_free(le_current_level);
546 void le_drawinterface()
551 if(le_current_level != NULL)
553 /* draw a grid (if selected) */
556 for(x = 0; x < 19; x++)
557 fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
558 for(y = 0; y < 15; y++)
559 fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
563 if(le_selection_mode == CURSOR)
564 texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
565 else if(le_selection_mode == SQUARE)
568 le_highlight_selection();
569 /* draw current selection */
570 w = selection.x2 - selection.x1;
571 h = selection.y2 - selection.y1;
572 fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
573 fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
574 fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
575 fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
579 /* draw button bar */
580 fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
581 drawshape(19 * 32, 14 * 32, le_current_tile);
583 if(le_current_level != NULL)
585 button_draw(&le_test_level_bt);
586 button_draw(&le_next_level_bt);
587 button_draw(&le_previous_level_bt);
588 button_draw(&le_rubber_bt);
589 button_draw(&le_select_mode_one_bt);
590 button_draw(&le_select_mode_two_bt);
591 button_draw(&le_bad_bsod_bt);
592 button_draw(&le_settings_bt);
593 button_draw(&le_move_right_bt);
594 button_draw(&le_move_left_bt);
595 button_panel_draw(&le_bt_panel);
597 sprintf(str, "%d/%d", le_level,le_level_subset.levels);
598 text_draw(&white_text, "LEV", 0, 0, 1, NO_UPDATE);
599 text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE);
601 text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
606 text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
608 text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
616 static char str[LEVEL_NAME_MAX];
618 /* Draw the real background */
619 if(le_current_level->bkgd_image[0] != '\0')
622 texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
623 texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE);
627 clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
630 /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
632 for (y = 0; y < 15; ++y)
633 for (x = 0; x < 20; ++x)
635 drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
637 /* draw whats inside stuff when cursor is selecting those */
638 /* (draw them all the time - is this the right behaviour?) */
639 switch(le_current_level->tiles[y][x + (int)(pos_x/32)])
642 texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
645 texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
650 texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
657 /* Draw the Bad guys: */
658 for (i = 0; i < num_bad_guys; ++i)
660 if(bad_guys[i].base.alive == NO)
662 /* to support frames: img_bsod_left[(frame / 5) % 4] */
663 if(bad_guys[i].kind == BAD_BSOD)
664 texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
665 else if(bad_guys[i].kind == BAD_LAPTOP)
666 texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
667 else if (bad_guys[i].kind == BAD_MONEY)
668 texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
672 /* Draw the player: */
673 /* for now, the position is fixed at (0, 240) */
674 texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE);
677 void le_checkevents()
683 keymod = SDL_GetModState();
685 while(SDL_PollEvent(&event))
687 /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
688 if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > 0 && event.motion.x < screen->w - 64 &&
689 event.motion.y > 0 && event.motion.y < screen->h)))
694 case SDL_KEYDOWN: // key pressed
695 key = event.key.keysym.sym;
698 menu_event(&event.key.keysym);
711 cursor_x -= KEY_CURSOR_SPEED;
713 cursor_x -= KEY_CURSOR_FASTSPEED;
715 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
716 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
721 cursor_x += KEY_CURSOR_SPEED;
723 cursor_x += KEY_CURSOR_FASTSPEED;
725 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
726 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
731 cursor_y -= KEY_CURSOR_SPEED;
733 cursor_y -= KEY_CURSOR_FASTSPEED;
740 cursor_y += KEY_CURSOR_SPEED;
742 cursor_y += KEY_CURSOR_FASTSPEED;
744 if(cursor_y > screen->h-32)
745 cursor_y = screen->h-32;
758 cursor_x = (le_current_level->width * 32) - 32;
762 cursor_x -= PAGE_CURSOR_SPEED;
764 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
765 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
769 cursor_x += PAGE_CURSOR_SPEED;
771 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
772 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
776 le_show_grid = !le_show_grid;
779 le_change(cursor_x, cursor_y, '.');
782 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
783 le_current_tile = 'A';
785 le_current_tile = 'a';
788 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
789 le_change(cursor_x, cursor_y, 'B');
792 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
793 le_change(cursor_x, cursor_y, 'C');
795 le_change(cursor_x, cursor_y, 'c');
798 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
799 le_change(cursor_x, cursor_y, 'D');
801 le_change(cursor_x, cursor_y, 'd');
804 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
805 le_change(cursor_x, cursor_y, 'E');
807 le_change(cursor_x, cursor_y, 'e');
810 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
811 le_change(cursor_x, cursor_y, 'F');
813 le_change(cursor_x, cursor_y, 'f');
816 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
817 le_change(cursor_x, cursor_y, 'G');
819 le_change(cursor_x, cursor_y, 'g');
822 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
823 le_change(cursor_x, cursor_y, 'H');
825 le_change(cursor_x, cursor_y, 'h');
828 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
829 le_change(cursor_x, cursor_y, 'I');
831 le_change(cursor_x, cursor_y, 'i');
834 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
835 le_change(cursor_x, cursor_y, 'J');
837 le_change(cursor_x, cursor_y, 'j');
840 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
841 le_change(cursor_x, cursor_y, 'X');
843 le_change(cursor_x, cursor_y, 'x');
846 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
847 le_change(cursor_x, cursor_y, 'Y');
849 le_change(cursor_x, cursor_y, 'y');
851 case SDLK_LEFTBRACKET:
852 le_change(cursor_x, cursor_y, '[');
854 case SDLK_RIGHTBRACKET:
855 le_change(cursor_x, cursor_y, ']');
859 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
860 le_change(cursor_x, cursor_y, '#');
864 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
865 le_change(cursor_x, cursor_y, '$');
868 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
869 le_change(cursor_x, cursor_y, '|');
871 le_change(cursor_x, cursor_y, '\\');
874 le_change(cursor_x, cursor_y, '^');
878 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
879 le_change(cursor_x, cursor_y, '&');
883 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
884 le_change(cursor_x, cursor_y, '=');
885 else /* let's add a bad guy */
886 le_change(cursor_x, cursor_y, '0');
889 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
890 le_change(cursor_x, cursor_y, '!');
891 else /* let's add a bad guy */
892 le_change(cursor_x, cursor_y, '1');
895 le_change(cursor_x, cursor_y, '2');
898 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
899 le_change(cursor_x, cursor_y, '*');
905 case SDL_KEYUP: /* key released */
906 switch(event.key.keysym.sym)
915 case SDL_MOUSEBUTTONDOWN:
916 if(event.button.button == SDL_BUTTON_LEFT)
918 le_mouse_pressed = YES;
920 selection.x1 = event.motion.x + pos_x;
921 selection.y1 = event.motion.y;
922 selection.x2 = event.motion.x + pos_x;
923 selection.y2 = event.motion.y;
926 case SDL_MOUSEBUTTONUP:
927 if(event.button.button == SDL_BUTTON_LEFT)
929 le_mouse_pressed = NO;
932 case SDL_MOUSEMOTION:
938 cursor_x = ((int)(pos_x + x) / 32) * 32;
939 cursor_y = ((int) y / 32) * 32;
941 if(le_mouse_pressed == YES)
943 selection.x2 = x + pos_x;
948 case SDL_QUIT: // window closed
959 if(le_current_level != NULL)
961 if(event.type == SDL_KEYDOWN || event.type == SDL_KEYUP || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
962 event.motion.y > 0 && event.motion.y < screen->h)))
964 /* Check for button events */
965 button_event(&le_test_level_bt,&event);
966 if(button_get_state(&le_test_level_bt) == BN_CLICKED)
968 button_event(&le_next_level_bt,&event);
969 if(button_get_state(&le_next_level_bt) == BN_CLICKED)
971 if(le_level < le_level_subset.levels)
972 le_goto_level(++le_level);
974 button_event(&le_previous_level_bt,&event);
975 if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
978 le_goto_level(--le_level);
980 button_event(&le_move_left_bt,&event);
981 if(button_get_state(&le_move_left_bt) == BN_PRESSED)
983 button_event(&le_move_right_bt,&event);
984 if(button_get_state(&le_move_right_bt) == BN_PRESSED)
986 button_event(&le_rubber_bt,&event);
987 if(button_get_state(&le_rubber_bt) == BN_CLICKED)
988 le_current_tile = '.';
989 button_event(&le_select_mode_one_bt,&event);
990 if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
991 le_selection_mode = CURSOR;
992 button_event(&le_select_mode_two_bt,&event);
993 if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
994 le_selection_mode = SQUARE;
995 button_event(&le_bad_bsod_bt,&event);
996 if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
997 le_current_tile = '0';
998 button_event(&le_settings_bt,&event);
999 if(button_get_state(&le_settings_bt) == BN_CLICKED)
1003 update_level_settings_menu();
1004 menu_set_current(&level_settings_menu);
1009 menu_set_current(&leveleditor_menu);
1016 if(le_mouse_pressed)
1018 le_change(cursor_x, cursor_y, le_current_tile);
1023 void le_highlight_selection()
1028 if(selection.x1 < selection.x2)
1038 if(selection.y1 < selection.y2)
1054 fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
1057 void le_change(float x, float y, unsigned char c)
1059 if(le_current_level != NULL)
1064 /* level_changed = YES; */
1066 switch(le_selection_mode)
1069 level_change(le_current_level,x,y,c);
1074 /* if there is a bad guy over there, remove it */
1075 for(i = 0; i < num_bad_guys; ++i)
1076 if (bad_guys[i].base.alive)
1077 if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
1078 bad_guys[i].base.alive = NO;
1080 if(c == '0') /* if it's a bad guy */
1081 add_bad_guy(xx*32, yy*32, BAD_BSOD);
1083 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1085 add_bad_guy(xx*32, yy*32, BAD_MONEY);
1089 if(selection.x1 < selection.x2)
1099 if(selection.y1 < selection.y2)
1115 /* if there is a bad guy over there, remove it */
1116 for(i = 0; i < num_bad_guys; ++i)
1117 if(bad_guys[i].base.alive)
1118 if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
1119 && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
1120 bad_guys[i].base.alive = NO;
1122 for(xx = x1; xx <= x2; xx++)
1123 for(yy = y1; yy <= y2; yy++)
1125 level_change(le_current_level, xx*32, yy*32, c);
1127 if(c == '0') // if it's a bad guy
1128 add_bad_guy(xx*32, yy*32, BAD_BSOD);
1130 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1132 add_bad_guy(xx*32, yy*32, BAD_MONEY);
1143 level_save(le_current_level,"test",le_level);
1144 gameloop("test",le_level, ST_GL_TEST);
1145 menu_set_current(&leveleditor_menu);
1147 level_load_gfx(le_current_level);
1149 le_activate_bad_guys();
1176 "./Del - Remove tile",
1177 "F9 - Show/Hide Grid",
1178 "F3 - Change Selection Mode",
1182 text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
1183 text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE);
1185 for(i = 0; i < sizeof(text)/sizeof(char *); i++)
1186 text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
1188 text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
1195 while(SDL_PollEvent(&event))
1198 case SDL_MOUSEBUTTONDOWN: // mouse pressed
1199 case SDL_KEYDOWN: // key pressed