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