int le_init();
void le_quit();
void le_drawlevel();
+void le_drawinterface();
void le_checkevents();
void le_change(float x, float y, unsigned char c);
void le_testlevel();
void le_highlight_selection();
/* leveleditor internals */
+static char **level_subsets;
+static int subsets_num;
static int le_level_changed; /* if changes, ask for saving, when quiting*/
static int pos_x, cursor_x, cursor_y, cursor_tile, fire;
static int le_level;
-static st_level le_current_level;
+static st_level* le_current_level;
static st_subset le_level_subset;
static int le_show_grid;
static int le_frame;
static button_type le_select_mode_one_bt;
static button_type le_select_mode_two_bt;
static button_type le_bad_bsod_bt;
+static button_type le_settings_bt;
static button_panel_type le_bt_panel;
+static menu_type leveleditor_menu;
+static menu_type subset_load_menu;
+static menu_type subset_new_menu;
+static menu_type subset_settings_menu;
+static menu_type level_settings_menu;
static square selection;
static int le_selection_mode;
the badguys from tiles */
for (y = 0; y < 15; ++y)
- for (x = 0; x < le_current_level.width; ++x)
- if (le_current_level.tiles[y][x] >= '0' && le_current_level.tiles[y][x] <= '9')
- add_bad_guy(x * 32, y * 32, le_current_level.tiles[y][x] - '0');
+ for (x = 0; x < le_current_level->width; ++x)
+ if (le_current_level->tiles[y][x] >= '0' && le_current_level->tiles[y][x] <= '9')
+ add_bad_guy(x * 32, y * 32, le_current_level->tiles[y][x] - '0');
}
void le_set_defaults()
{
- /* Set defaults: */
+ if(le_current_level != NULL)
+ {
+ /* Set defaults: */
- if(le_current_level.time_left == 0)
- le_current_level.time_left = 255;
+ if(le_current_level->time_left == 0)
+ le_current_level->time_left = 255;
+ }
}
/* 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. */
int leveleditor(int levelnb)
{
- int last_time, now_time;
+ int last_time, now_time, i;
le_level = levelnb;
if(le_init() != 0)
return 1;
+ /* Clear screen: */
+
+ clearscreen(0, 0, 0);
+ updatescreen();
+
+ while (SDL_PollEvent(&event))
+ {}
+
while(YES)
{
last_time = SDL_GetTicks();
le_checkevents();
- /* making events results to be in order */
- if(pos_x < 0)
- pos_x = 0;
- if(pos_x > (le_current_level.width * 32) - screen->w)
- pos_x = (le_current_level.width * 32) - screen->w;
+ if(le_current_level != NULL)
+ {
+ /* making events results to be in order */
+ if(pos_x < 0)
+ pos_x = 0;
+ if(pos_x > (le_current_level->width * 32) - screen->w)
+ pos_x = (le_current_level->width * 32) - screen->w;
+
+ /* draw the level */
+ le_drawlevel();
+ }
+ else
+ clearscreen(0, 0, 0);
- /* draw the level */
- le_drawlevel();
+ /* draw editor interface */
+ le_drawinterface();
if(show_menu)
{
{
switch (menu_check(&leveleditor_menu))
{
- case 0:
+ case 2:
show_menu = NO;
break;
- case 4:
+ case 7:
done = DONE_LEVELEDITOR;
break;
}
}
+ else if(current_menu == &level_settings_menu)
+ {
+ switch (menu_check(&level_settings_menu))
+ {
+ case 0:
+ break;
+ case 1:
+ show_menu = YES;
+ break;
+ case 4:
+ break;
+ case 11:
+ strcpy(le_current_level->name,level_settings_menu.item[1].input);
+ break;
+ }
+ }
+ else if(current_menu == &subset_load_menu)
+ {
+ switch (i = menu_check(&subset_load_menu))
+ {
+ case 0:
+ break;
+ default:
+ if(i != -1)
+ {
+ printf("%d",i);
+ printf("Load %s\n",level_subsets[i-2]);
+ subset_load(&le_level_subset,level_subsets[i-2]);
+ leveleditor_menu.item[3].kind = MN_GOTO;
+ le_level = 1;
+ arrays_init();
+ loadshared();
+ printf("%s\n",le_level_subset.name);
+ le_current_level = (st_level*) malloc(sizeof(st_level));
+ if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
+ {
+ le_quit();
+ return 1;
+ }
+ le_set_defaults();
+ level_load_gfx(le_current_level);
+ le_activate_bad_guys();
+ show_menu = YES;
+ }
+ break;
+ }
+ }
}
if(done)
int le_init()
{
- subset_load(&le_level_subset,"default");
- le_show_grid = YES;
+ int i;
+ char str[80];
+ level_subsets = NULL;
+ level_subsets = dsubdirs("/levels", "info", &subsets_num);
+ le_show_grid = YES;
+
/* level_changed = NO;*/
fire = DOWN;
done = 0;
- menu_reset();
- menu_set_current(&leveleditor_menu);
le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
-
- arrays_init();
- loadshared();
- le_set_defaults();
-
le_level_changed = NO;
- if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
- {
- le_quit();
- return 1;
- }
- if(le_current_level.time_left == 0)
- le_current_level.time_left = 255;
-
- level_load_gfx(&le_current_level);
+
+ /*
+ subset_load(&le_level_subset,"default");
+ arrays_init();
+ loadshared();
+ le_set_defaults();
+
+
+ if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
+ {
+ le_quit();
+ return 1;
+ }
+ if(le_current_level.time_left == 0)
+ le_current_level.time_left = 255;
+
+ level_load_gfx(&le_current_level);
+ le_activate_bad_guys();
+ */
+ le_current_level = NULL;
le_current_tile = '.';
le_mouse_pressed = NO;
- le_activate_bad_guys();
texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
/* Load buttons */
- button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level",SDLK_F4,150,screen->h - 64);
button_load(&le_next_level_bt,"/images/icons/up.png","Test Level", SDLK_PAGEUP,screen->w-64,0);
button_load(&le_previous_level_bt,"/images/icons/down.png","Test Level",SDLK_PAGEDOWN,screen->w-32,0);
button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-64,32);
button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select Tile",SDLK_F3,screen->w-64,16);
button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select Tiles",SDLK_F3,screen->w-32,16);
- button_load(&le_bad_bsod_bt,"/images/shared/bsod-left-1.png","Select Tiles",'0',screen->w-32,32);
- button_panel_init(&le_bt_panel, 500,100, 64, 400);
- button_panel_additem(&le_bt_panel, button_create("/images/shared/bsod-left-1.png","Select Tiles",'0',screen->w-32,32));
+ button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level",SDLK_F4,screen->w-64,screen->h - 64);
+ button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_0,screen->w-32,screen->h - 64);
+ button_panel_init(&le_bt_panel, screen->w - 64,64, 64, 380);
+
+ menu_init(&leveleditor_menu);
+ menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0));
+
+ menu_reset();
+ menu_set_current(&leveleditor_menu);
+ show_menu = YES;
+
+ menu_init(&subset_load_menu);
+ menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0));
+ menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
+ for(i = 0; i < subsets_num; ++i)
+ {
+ menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0));
+ }
+ menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+ menu_init(&subset_new_menu);
+ menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+ menu_init(&subset_settings_menu);
+ menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0));
+ menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+ menu_init(&level_settings_menu);
+ level_settings_menu.arrange_left = YES;
+ menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Theme:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Song:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Background:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue: ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
+ /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu));
+ menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu));
+ menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
return 0;
}
+void update_level_settings()
+{
+ char str[80];
+
+ menu_item_change_input(&level_settings_menu.item[1], le_current_level->name);
+ sprintf(str,"%d",le_current_level->width);
+ menu_item_change_input(&level_settings_menu.item[5], str);
+ sprintf(str,"%d",le_current_level->time_left);
+ menu_item_change_input(&level_settings_menu.item[6], str);
+ sprintf(str,"%2.0f",le_current_level->gravity);
+ menu_item_change_input(&level_settings_menu.item[7], str);
+ sprintf(str,"%d",le_current_level->bkgd_red);
+ menu_item_change_input(&level_settings_menu.item[8], str);
+ sprintf(str,"%d",le_current_level->bkgd_green);
+ menu_item_change_input(&level_settings_menu.item[9], str);
+ sprintf(str,"%d",le_current_level->bkgd_blue);
+ menu_item_change_input(&level_settings_menu.item[10], str);
+}
+
void le_goto_level(int levelnb)
{
- level_free(&le_current_level);
- if(level_load(&le_current_level, le_level_subset.name, levelnb) != 0)
+ level_free(le_current_level);
+ if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
{
- level_load(&le_current_level, le_level_subset.name, le_level);
+ level_load(le_current_level, le_level_subset.name, le_level);
}
else
{
le_level = levelnb;
}
- if(le_current_level.time_left == 0)
- le_current_level.time_left = 255;
+
+ le_set_defaults();
level_free_gfx();
- level_load_gfx(&le_current_level);
+ level_load_gfx(le_current_level);
le_activate_bad_guys();
}
SDL_EnableKeyRepeat(0, 0); // disables key repeating
button_free(&le_test_level_bt);
- level_free_gfx();
- level_free(&le_current_level);
- unloadshared();
- arrays_free();
texture_free(&le_selection);
+ menu_free(&leveleditor_menu);
+
+ if(le_current_level != NULL)
+ {
+ level_free_gfx();
+ level_free(le_current_level);
+ unloadshared();
+ arrays_free();
+ }
+}
+
+void le_drawinterface()
+{
+ int x,y;
+ char str[80];
+
+ if(le_current_level != NULL)
+ {
+ /* draw a grid (if selected) */
+ if(le_show_grid)
+ {
+ for(x = 0; x < 19; x++)
+ fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
+ for(y = 0; y < 15; y++)
+ fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
+ }
+ }
+
+ if(le_selection_mode == CURSOR)
+ texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
+ else if(le_selection_mode == SQUARE)
+ {
+ int w, h;
+ le_highlight_selection();
+ /* draw current selection */
+ w = selection.x2 - selection.x1;
+ h = selection.y2 - selection.y1;
+ fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
+ fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
+ fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
+ fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
+ }
+
+
+ /* draw button bar */
+ fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
+ drawshape(19 * 32, 14 * 32, le_current_tile);
+
+ if(le_current_level != NULL)
+ {
+ button_draw(&le_test_level_bt);
+ button_draw(&le_next_level_bt);
+ button_draw(&le_previous_level_bt);
+ button_draw(&le_rubber_bt);
+ button_draw(&le_select_mode_one_bt);
+ button_draw(&le_select_mode_two_bt);
+ button_draw(&le_bad_bsod_bt);
+ button_draw(&le_settings_bt);
+ button_panel_draw(&le_bt_panel);
+
+ sprintf(str, "%d/%d", le_level,le_level_subset.levels);
+ text_draw(&white_text, "LEV", 0, 0, 1, NO_UPDATE);
+ text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE);
+
+ text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
+ }
+ else
+ {
+ if(show_menu == NO)
+ text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
+ else
+ text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
+ }
+
}
void le_drawlevel()
static char str[LEVEL_NAME_MAX];
/* Draw the real background */
- if(le_current_level.bkgd_image[0] != '\0')
+ if(le_current_level->bkgd_image[0] != '\0')
{
s = pos_x / 30;
texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
}
else
{
- clearscreen(le_current_level.bkgd_red, le_current_level.bkgd_green, le_current_level.bkgd_blue);
+ clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
}
/* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
for (y = 0; y < 15; ++y)
for (x = 0; x < 20; ++x)
{
- drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level.tiles[y][x + (int)(pos_x / 32)]);
+ drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
/* draw whats inside stuff when cursor is selecting those */
/* (draw them all the time - is this the right behaviour?) */
- switch(le_current_level.tiles[y][x + (int)(pos_x/32)])
+ switch(le_current_level->tiles[y][x + (int)(pos_x/32)])
{
case 'B':
texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
}
+
/* Draw the player: */
/* for now, the position is fixed at (0, 240) */
texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE);
-
- /* draw a grid (if selected) */
- if(le_show_grid)
- {
- for(x = 0; x < 19; x++)
- fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
- for(y = 0; y < 15; y++)
- fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
- }
-
- if(le_selection_mode == CURSOR)
- texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
- else if(le_selection_mode == SQUARE)
- {
- int w, h;
- le_highlight_selection();
- /* draw current selection */
- w = selection.x2 - selection.x1;
- h = selection.y2 - selection.y1;
- fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
- fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
- fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
- fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
- }
-
-
- /* draw button bar */
- fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
- drawshape(19 * 32, 14 * 32, le_current_tile);
-
- button_draw(&le_test_level_bt);
- button_draw(&le_next_level_bt);
- button_draw(&le_previous_level_bt);
- button_draw(&le_rubber_bt);
- button_draw(&le_select_mode_one_bt);
- button_draw(&le_select_mode_two_bt);
- button_draw(&le_bad_bsod_bt);
- button_panel_draw(&le_bt_panel);
-
- sprintf(str, "%d", le_current_level.time_left);
- text_draw(&white_text, "TIME", 324, 0, 1, NO_UPDATE);
- text_draw(&gold_text, str, 404, 0, 1, NO_UPDATE);
-
- text_draw(&white_text, "NAME", 0, 0, 1, NO_UPDATE);
- text_draw(&gold_text, le_current_level.name, 80, 0, 1, NO_UPDATE);
-
- sprintf(str, "%d/%d", le_level,le_level_subset.levels);
- text_draw(&white_text, "NUMB", 0, 20, 1, NO_UPDATE);
- text_draw(&gold_text, str, 80, 20, 1, NO_UPDATE);
-
- text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
- text_draw(&white_small_text, "F2 for Testing", 150, 430, 1, NO_UPDATE);
}
void le_checkevents()
pos_x = cursor_x;
break;
case SDLK_END:
- cursor_x = (le_current_level.width * 32) - 32;
+ cursor_x = (le_current_level->width * 32) - 32;
pos_x = cursor_x;
break;
case SDLK_PAGEUP:
break;
}
break;
- case SDL_KEYUP: // key released
+ case SDL_KEYUP: /* key released */
switch(event.key.keysym.sym)
{
case SDLK_LCTRL:
}
-
- if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
- event.motion.y > 0 && event.motion.y < screen->h)))
+ if(le_current_level != NULL)
{
- /* Check for button events */
- button_event(&le_test_level_bt,&event);
- if(button_get_state(&le_test_level_bt) == BN_CLICKED)
- le_testlevel();
- button_event(&le_next_level_bt,&event);
- if(button_get_state(&le_next_level_bt) == BN_CLICKED)
- {
- if(le_level < le_level_subset.levels)
- le_goto_level(++le_level);
- }
- button_event(&le_previous_level_bt,&event);
- if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
+ if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
+ event.motion.y > 0 && event.motion.y < screen->h)))
{
- if(le_level > 1)
- le_goto_level(--le_level);
+ /* Check for button events */
+ button_event(&le_test_level_bt,&event);
+ if(button_get_state(&le_test_level_bt) == BN_CLICKED)
+ le_testlevel();
+ button_event(&le_next_level_bt,&event);
+ if(button_get_state(&le_next_level_bt) == BN_CLICKED)
+ {
+ if(le_level < le_level_subset.levels)
+ le_goto_level(++le_level);
+ }
+ button_event(&le_previous_level_bt,&event);
+ if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
+ {
+ if(le_level > 1)
+ le_goto_level(--le_level);
+ }
+ button_event(&le_rubber_bt,&event);
+ if(button_get_state(&le_rubber_bt) == BN_CLICKED)
+ le_current_tile = '.';
+ button_event(&le_select_mode_one_bt,&event);
+ if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
+ le_selection_mode = CURSOR;
+ button_event(&le_select_mode_two_bt,&event);
+ if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
+ le_selection_mode = SQUARE;
+ button_event(&le_bad_bsod_bt,&event);
+ if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
+ le_current_tile = '0';
+ button_event(&le_settings_bt,&event);
+ if(button_get_state(&le_settings_bt) == BN_CLICKED)
+ {
+ if(show_menu == NO)
+ {
+ menu_set_current(&level_settings_menu);
+ show_menu = YES;
+ }
+ else
+ {
+ menu_set_current(&leveleditor_menu);
+ show_menu = NO;
+ }
+ }
}
- button_event(&le_rubber_bt,&event);
- if(button_get_state(&le_rubber_bt) == BN_CLICKED)
- le_current_tile = '.';
- button_event(&le_select_mode_one_bt,&event);
- if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
- le_selection_mode = CURSOR;
- button_event(&le_select_mode_two_bt,&event);
- if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
- le_selection_mode = SQUARE;
- button_event(&le_bad_bsod_bt,&event);
- if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
- le_current_tile = '0';
}
if(le_mouse_pressed)
void le_change(float x, float y, unsigned char c)
{
- int xx,yy,i;
- int x1, x2, y1, y2;
+ if(le_current_level != NULL)
+ {
+ int xx,yy,i;
+ int x1, x2, y1, y2;
- /* level_changed = YES; */
+ /* level_changed = YES; */
- switch(le_selection_mode)
- {
- case CURSOR:
- level_change(&le_current_level,x,y,c);
-
- yy = ((int)y / 32);
- xx = ((int)x / 32);
-
- /* if there is a bad guy over there, remove it */
- for(i = 0; i < num_bad_guys; ++i)
- if (bad_guys[i].base.alive)
- if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
- bad_guys[i].base.alive = NO;
-
- if(c == '0') /* if it's a bad guy */
- add_bad_guy(xx*32, yy*32, BAD_BSOD);
- else if(c == '1')
- add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
- else if(c == '2')
- add_bad_guy(xx*32, yy*32, BAD_MONEY);
-
- break;
- case SQUARE:
- if(selection.x1 < selection.x2)
- {
- x1 = selection.x1;
- x2 = selection.x2;
- }
- else
- {
- x1 = selection.x2;
- x2 = selection.x1;
- }
- if(selection.y1 < selection.y2)
+ switch(le_selection_mode)
{
- y1 = selection.y1;
- y2 = selection.y2;
- }
- else
- {
- y1 = selection.y2;
- y2 = selection.y1;
- }
+ case CURSOR:
+ level_change(le_current_level,x,y,c);
- x1 /= 32;
- x2 /= 32;
- y1 /= 32;
- y2 /= 32;
+ yy = ((int)y / 32);
+ xx = ((int)x / 32);
- /* if there is a bad guy over there, remove it */
- for(i = 0; i < num_bad_guys; ++i)
- if(bad_guys[i].base.alive)
- if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
- && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
- bad_guys[i].base.alive = NO;
+ /* if there is a bad guy over there, remove it */
+ for(i = 0; i < num_bad_guys; ++i)
+ if (bad_guys[i].base.alive)
+ if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
+ bad_guys[i].base.alive = NO;
- for(xx = x1; xx <= x2; xx++)
- for(yy = y1; yy <= y2; yy++)
- {
- level_change(&le_current_level, xx*32, yy*32, c);
-
- if(c == '0') // if it's a bad guy
- add_bad_guy(xx*32, yy*32, BAD_BSOD);
- else if(c == '1')
- add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
- else if(c == '2')
- add_bad_guy(xx*32, yy*32, BAD_MONEY);
- }
- break;
- default:
- break;
+ if(c == '0') /* if it's a bad guy */
+ add_bad_guy(xx*32, yy*32, BAD_BSOD);
+ else if(c == '1')
+ add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+ else if(c == '2')
+ add_bad_guy(xx*32, yy*32, BAD_MONEY);
+
+ break;
+ case SQUARE:
+ if(selection.x1 < selection.x2)
+ {
+ x1 = selection.x1;
+ x2 = selection.x2;
+ }
+ else
+ {
+ x1 = selection.x2;
+ x2 = selection.x1;
+ }
+ if(selection.y1 < selection.y2)
+ {
+ y1 = selection.y1;
+ y2 = selection.y2;
+ }
+ else
+ {
+ y1 = selection.y2;
+ y2 = selection.y1;
+ }
+
+ x1 /= 32;
+ x2 /= 32;
+ y1 /= 32;
+ y2 /= 32;
+
+ /* if there is a bad guy over there, remove it */
+ for(i = 0; i < num_bad_guys; ++i)
+ if(bad_guys[i].base.alive)
+ if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
+ && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
+ bad_guys[i].base.alive = NO;
+
+ for(xx = x1; xx <= x2; xx++)
+ for(yy = y1; yy <= y2; yy++)
+ {
+ level_change(le_current_level, xx*32, yy*32, c);
+
+ if(c == '0') // if it's a bad guy
+ add_bad_guy(xx*32, yy*32, BAD_BSOD);
+ else if(c == '1')
+ add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+ else if(c == '2')
+ add_bad_guy(xx*32, yy*32, BAD_MONEY);
+ }
+ break;
+ default:
+ break;
+ }
}
}
void le_testlevel()
{
- level_save(&le_current_level,"test",le_level);
+ level_save(le_current_level,"test",le_level);
gameloop("test",le_level, ST_GL_TEST);
menu_set_current(&leveleditor_menu);
arrays_init();
- level_load_gfx(&le_current_level);
+ level_load_gfx(le_current_level);
loadshared();
le_activate_bad_guys();
}