-
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* (at your option) any later version. *
* *
***************************************************************************/
-
-/* December 28, 2003 - December 29, 2003 */
-
+
+/* December 28, 2003 - February 1st, 2004 */
+
/* leveleditor.c - A built-in level editor for SuperTux
by Ricardo Cruz <rick2@aeiou.pt> */
#include <unistd.h>
#include <SDL.h>
#include <SDL_image.h>
-
#include "leveleditor.h"
-#include "gameloop.h"
+
#include "screen.h"
#include "defines.h"
#include "globals.h"
#include "setup.h"
#include "menu.h"
-
+#include "level.h"
#include "badguy.h"
-
-char levelname[60];
-char leveltheme[60];
-bad_guy_type bad_guys[NUM_BAD_GUYS];
-SDL_Surface *img_bsod_left[4], *img_laptop_left[3], *img_money_left[2];
-char song_title[60];
-char levelfilename[100];
-
-int time_left;
-unsigned char* tiles[15];
-int bkgd_red, bkgd_green, bkgd_blue, level_width;
-
-SDL_Surface *selection;
+#include "scene.h"
+#include "button.h"
/* definitions to aid development */
-#define DONE_LEVELEDITOR 1
+#define DONE_LEVELEDITOR 1
#define DONE_QUIT 2
-#define DONE_CHANGELEVEL 3
+#define DONE_CHANGELEVEL 3
/* definitions that affect gameplay */
#define KEY_CURSOR_SPEED 32
#define KEY_CURSOR_FASTSPEED 64
-#define KEY_LEFT_MARGIN 160
-#define KEY_RIGHT_MARGIN 480
+/* when pagedown/up pressed speed:*/
+#define PAGE_CURSOR_SPEED 13*32
+
+#define CURSOR_LEFT_MARGIN 96
+#define CURSOR_RIGHT_MARGIN 600
+/* right_margin should noticed that the cursor is 32 pixels,
+ so it should subtract that value */
#define MOUSE_LEFT_MARGIN 32
#define MOUSE_RIGHT_MARGIN 608
/* gameloop funcs declerations */
-void loadlevelgfx(void);
-void unloadlevelgfx(void);
-void add_bad_guy(int x, int y, int kind);
void loadshared(void);
void unloadshared(void);
-void drawshape(int x, int y, unsigned char c);
/* own declerations */
+/* crutial ones (main loop) */
+int le_init();
+void le_quit();
+void le_drawlevel();
+void le_checkevents();
+void le_change(float x, float y, unsigned char c);
+void le_showhelp();
+void le_set_defaults(void);
+void le_activate_bad_guys(void);
+
+/* leveleditor internals */
+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_subset le_level_subset;
+static int le_show_grid;
+static int le_frame;
+static texture_type le_selection;
+static int done;
+static char le_current_tile;
+static int le_mouse_pressed;
+static button_type le_test_level_bt;
+static button_type le_next_level_bt;
+static button_type le_previous_level_bt;
+static button_type le_rubber_bt;
+
+void le_activate_bad_guys(void)
+{
+ int x,y;
-void savelevel();
-void le_loadlevel(void);
-void le_change(int x, int y, int sx, unsigned char c);
-void showhelp();
+ /* Activate bad guys: */
-/* 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. */
-void newlevel()
+ /* as oposed to the gameloop.c func, this one doesn't remove
+ 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');
+}
+
+void le_set_defaults()
{
+ /* Set defaults: */
+
+ 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. */
+void newlevel()
+{}
+
/* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
void selectlevel()
-{
-}
+{}
-int leveleditor()
+int leveleditor(int levelnb)
{
- char str[10];
- int done;
- int x, y, i; /* for cicles */
- int pos_x, cursor_x, cursor_y, old_cursor_x, fire;
- SDL_Event event;
- SDLKey key;
- SDLMod keymod;
-
+ int last_time, now_time;
- strcpy(levelfilename,"level1");
+ le_level = levelnb;
+ if(le_init() != 0)
+ return 1;
- initmenu();
- menumenu = MENU_LEVELEDITOR;
- show_menu = YES;
+ while(1)
+ {
+ last_time = SDL_GetTicks();
+ le_frame++;
- loadshared();
- le_loadlevel();
- loadlevelgfx();
+ le_checkevents();
- selection = load_image(DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
+ if(cursor_x < pos_x + CURSOR_LEFT_MARGIN)
+ pos_x = cursor_x - CURSOR_LEFT_MARGIN;
- done = 0;
- pos_x = 0;
- cursor_x = 3*32;
- old_cursor_x = cursor_x;
- cursor_y = 2*32;
- fire = DOWN;
+ if(cursor_x > pos_x + CURSOR_RIGHT_MARGIN)
+ pos_x = cursor_x - CURSOR_RIGHT_MARGIN;
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+ /* make sure we respect the borders */
+ if(cursor_x < 0)
+ cursor_x = 0;
+ if(cursor_x > (le_current_level.width*32) - 32)
+ cursor_x = (le_current_level.width*32) - 32;
- while(1)
- {
- SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, bkgd_red, bkgd_green, bkgd_blue));
+ if(pos_x < 0)
+ pos_x = 0;
+ if(pos_x > (le_current_level.width * 32) - screen->w + 32)
+ pos_x = (le_current_level.width * 32) - screen->w + 32;
- keymod = SDL_GetModState();
+ /* draw the level */
+ le_drawlevel();
- while(SDL_PollEvent(&event))
+ if(show_menu)
{
- // testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events
- switch(event.type)
+ menu_process_current();
+ if(current_menu == &leveleditor_menu)
{
- case SDL_KEYDOWN: // key pressed
- key = event.key.keysym.sym;
- if(show_menu)
- {
- menu_event(key);
- break;
- }
- switch(key)
+ switch (menu_check(&leveleditor_menu))
{
- case SDLK_LEFT:
- if(fire == DOWN)
- cursor_x -= KEY_CURSOR_SPEED;
- else
- cursor_x -= KEY_CURSOR_FASTSPEED;
-
- if(cursor_x < 0)
- cursor_x = 0;
- break;
- case SDLK_RIGHT:
- if(fire == DOWN)
- cursor_x += KEY_CURSOR_SPEED;
- else
- cursor_x += KEY_CURSOR_FASTSPEED;
-
- if(cursor_x > (level_width*32) - 1)
- cursor_x = (level_width*32) - 1;
- break;
- case SDLK_UP:
- if(fire == DOWN)
- cursor_y -= KEY_CURSOR_SPEED;
- else
- cursor_y -= KEY_CURSOR_FASTSPEED;
-
- if(cursor_y < 0)
- cursor_y = 0;
- break;
- case SDLK_DOWN:
- if(fire == DOWN)
- cursor_y += KEY_CURSOR_SPEED;
- else
- cursor_y += KEY_CURSOR_FASTSPEED;
-
- if(cursor_y > 480-32)
- cursor_y = 480-32;
- break;
- case SDLK_LCTRL:
- fire = UP;
- break;
- case SDLK_F1:
- showhelp();
- break;
- case SDLK_HOME:
- cursor_x = 0;
- break;
- case SDLK_END:
- cursor_x = (level_width * 32) - 32;
- break;
- case SDLK_PERIOD:
- le_change(cursor_x, cursor_y, 0, '.');
- break;
- case SDLK_a:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'A');
- else
- le_change(cursor_x, cursor_y, 0, 'a');
- break;
- case SDLK_b:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'B');
- break;
- case SDLK_c:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'C');
- else
- le_change(cursor_x, cursor_y, 0, 'c');
- break;
- case SDLK_d:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'D');
- else
- le_change(cursor_x, cursor_y, 0, 'd');
- break;
- case SDLK_e:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'E');
- else
- le_change(cursor_x, cursor_y, 0, 'e');
- break;
- case SDLK_f:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'F');
- else
- le_change(cursor_x, cursor_y, 0, 'f');
+ case 0:
+ show_menu = NO;
break;
- case SDLK_g:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'G');
- else
- le_change(cursor_x, cursor_y, 0, 'g');
- break;
- case SDLK_h:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'H');
- else
- le_change(cursor_x, cursor_y, 0, 'h');
- break;
- case SDLK_i:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'I');
- else
- le_change(cursor_x, cursor_y, 0, 'i');
- break;
- case SDLK_j:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'J');
- else
- le_change(cursor_x, cursor_y, 0, 'j');
- break;
- case SDLK_x:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'X');
- else
- le_change(cursor_x, cursor_y, 0, 'x');
- break;
- case SDLK_y:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, 'Y');
- else
- le_change(cursor_x, cursor_y, 0, 'y');
- break;
- case SDLK_LEFTBRACKET:
- le_change(cursor_x, cursor_y, 0, '[');
- break;
- case SDLK_RIGHTBRACKET:
- le_change(cursor_x, cursor_y, 0, ']');
- break;
- case SDLK_HASH:
- case SDLK_3:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '#');
- break;
- case SDLK_DOLLAR:
- case SDLK_4:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '$');
- break;
- case SDLK_BACKSLASH:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '|');
- else
- le_change(cursor_x, cursor_y, 0, '\\');
- break;
- case SDLK_CARET:
- le_change(cursor_x, cursor_y, 0, '^');
- break;
- case SDLK_AMPERSAND:
- case SDLK_6:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '&');
- break;
- case SDLK_EQUALS:
- case SDLK_0:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '=');
- else /* let's add a bad guy */
- le_change(cursor_x, cursor_y, 0, '0');
-
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive == NO)
- {
- bad_guys[i].alive = YES;
- bad_guys[i].kind = BAD_BSOD;
- bad_guys[i].x = (((int)cursor_x/32)*32);
- bad_guys[i].y = (((int)cursor_y/32)*32);
- i = NUM_BAD_GUYS;
- }
- break;
- case SDLK_1:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '!');
- else /* let's add a bad guy */
- le_change(cursor_x, cursor_y, 0, '1');
-
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive == NO)
- {
- bad_guys[i].alive = YES;
- bad_guys[i].kind = BAD_LAPTOP;
- bad_guys[i].x = (((int)cursor_x/32)*32);
- bad_guys[i].y = (((int)cursor_y/32)*32);
- i = NUM_BAD_GUYS;
- }
- break;
- case SDLK_2:
- le_change(cursor_x, cursor_y, 0, '2');
-
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive == NO)
- {
- bad_guys[i].alive = YES;
- bad_guys[i].kind = BAD_MONEY;
- bad_guys[i].x = (((int)cursor_x/32)*32);
- bad_guys[i].y = (((int)cursor_y/32)*32);
- i = NUM_BAD_GUYS;
- }
- break;
- case SDLK_PLUS:
- if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
- le_change(cursor_x, cursor_y, 0, '*');
- break;
- default:
- break;
- }
- break;
- case SDL_KEYUP: // key released
- switch(event.key.keysym.sym)
- {
- case SDLK_LCTRL:
- fire = DOWN;
- break;
- case SDLK_ESCAPE:
- if(!show_menu)
- show_menu = YES;
- else
- show_menu = NO;
- break;
- default:
+ case 4:
+ done = DONE_LEVELEDITOR;
break;
}
- break;
- case SDL_MOUSEBUTTONDOWN:
- if(event.button.button == SDL_BUTTON_LEFT)
- {
- x = event.motion.x;
- y = event.motion.y;
-
- cursor_x = ((int)(pos_x + x) / 32) * 32;
- cursor_y = ((int) y / 32) * 32;
- }
- break;
- case SDL_MOUSEMOTION:
- x = event.motion.x;
- y = event.motion.y;
-
- cursor_x = ((int)(pos_x + x) / 32) * 32;
- cursor_y = ((int) y / 32) * 32;
- break;
- case SDL_QUIT: // window closed
- done = DONE_QUIT;
- break;
- default:
- break;
}
}
- /* mouse movements */
- x = event.motion.x;
- if(x < MOUSE_LEFT_MARGIN)
- pos_x -= MOUSE_POS_SPEED;
- else if(x > MOUSE_RIGHT_MARGIN)
- pos_x += MOUSE_POS_SPEED;
-
- if(old_cursor_x != cursor_x)
+ if(done)
{
- if(cursor_x < pos_x + KEY_LEFT_MARGIN)
- pos_x = cursor_x - KEY_LEFT_MARGIN;
-
- if(cursor_x > pos_x + KEY_RIGHT_MARGIN)
- pos_x = cursor_x - KEY_RIGHT_MARGIN;
+ le_quit();
+ return 0;
}
- if(pos_x < 0)
- pos_x = 0;
- if(pos_x > (level_width * 32) - 640)
- pos_x = (level_width * 32) - 640;
-
- old_cursor_x = cursor_x;
-
- for (y = 0; y < 15; ++y)
- for (x = 0; x < 21; ++x)
- drawshape(x * 32, y * 32, tiles[y][x + (pos_x / 32)]);
-
- /* Draw the Bad guys: */
- for (i = 0; i < NUM_BAD_GUYS; ++i)
+ if(done == DONE_QUIT)
{
- /* printf("\nbad_guys[%i].alive = %i", i, bad_guys[i].alive); */
- if(bad_guys[i].alive == NO)
- continue;
- /* to support frames: img_bsod_left[(frame / 5) % 4] */
- if(bad_guys[i].kind == BAD_BSOD)
- drawimage(img_bsod_left[0], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE);
- else if(bad_guys[i].kind == BAD_LAPTOP)
- drawimage(img_laptop_left[0], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE);
- else if (bad_guys[i].kind == BAD_MONEY)
- drawimage(img_money_left[0], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE);
+ le_quit();
+ return 1;
}
+ SDL_Delay(25);
+ now_time = SDL_GetTicks();
+ if (now_time < last_time + FPS)
+ SDL_Delay(last_time + FPS - now_time); /* delay some time */
- drawimage(selection, ((int)(cursor_x - pos_x)/32)*32, cursor_y, NO_UPDATE);
+ flipscreen();
+ }
- sprintf(str, "%d", time_left);
- drawtext("TIME", 324, 0, letters_blue, NO_UPDATE, 1);
- drawtext(str, 404, 0, letters_gold, NO_UPDATE, 1);
+ return done;
+}
- sprintf(str, "%s", levelname);
- drawtext("NAME", 0, 0, letters_blue, NO_UPDATE, 1);
- drawtext(str, 80, 0, letters_gold, NO_UPDATE, 1);
+int le_init()
+{
+ subset_load(&le_level_subset,"default");
+ le_show_grid = YES;
- drawtext("F1 for Help", 10, 430, letters_blue, NO_UPDATE, 1);
+ done = 0;
+ menu_reset();
+ menu_set_current(&leveleditor_menu);
+ le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
- if(show_menu)
- {
- done = drawmenu();
- if(done)
- return 0;
- }
- if(done == DONE_QUIT)
- return 1;
+ arrays_init();
+ loadshared();
+ le_set_defaults();
- SDL_Delay(50);
- SDL_Flip(screen);
+ 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;
- unloadlevelgfx();
- unloadshared();
+ level_load_gfx(&le_current_level);
- SDL_FreeSurface(selection);
+ le_current_tile = '.';
+ le_mouse_pressed = NO;
+ le_activate_bad_guys();
- /*if(done == DONE_SAVE)*/ /* let's save the changes */
- /* savelevel();*/
- /*
- if(done == DONE_CHANGELEVEL) change level
- return leveleditor(level);
- */
- return done;
+ texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
+ button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level","Press this button to test the level that is currently being edited.",150,screen->h - 64);
+ button_load(&le_next_level_bt,"/images/icons/up.png","Test Level","Press this button to test the level that is currently being edited.",screen->w-32,0);
+ button_load(&le_previous_level_bt,"/images/icons/down.png","Test Level","Press this button to test the level that is currently being edited.",screen->w-32,16);
+ button_load(&le_rubber_bt,"/images/icons/rubber.png","Test Level","Press this button to test the level that is currently being edited.",screen->w-32,32);
+
+ SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+
+ return 0;
}
-void le_change(int x, int y, int sx, unsigned char c)
+void le_quit(void)
{
- int xx, yy;
- int i;
-
- yy = (y / 32);
- xx = ((x + sx) / 32);
-
- /* if there is a bad guy over there, remove it */
- for(i = 0; i < NUM_BAD_GUYS; ++i)
- if (bad_guys[i].alive)
- if(xx == bad_guys[i].x/32 && yy == bad_guys[i].y/32)
- bad_guys[i].alive = NO;
+ /*if(level_changed == YES)
+ if(askforsaving() == CANCEL)
+ return;*/ //FIXME
- if (yy >= 0 && yy <= 15 && xx >= 0 && xx <= level_width)
- tiles[yy][xx] = c;
+ button_free(&le_test_level_bt);
+ level_free_gfx();
+ level_free(&le_current_level);
+ unloadshared();
+ arrays_free();
+ texture_free(&le_selection);
}
-/* Save data for this level: */
-void savelevel(void)
+void le_drawlevel()
{
- FILE * fi;
- char * filename;
- int y;
- char str[80];
-
- /* Save data file: */
+ int y,x,i,s;
+ static char str[LEVEL_NAME_MAX];
- filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20));
- sprintf(filename, "%s/levels/%s.dat", DATA_PREFIX, levelfilename);
- fi = fopen(filename, "w");
- if (fi == NULL)
+ /* Draw the real background */
+ if(le_current_level.bkgd_image[0] != '\0')
{
- perror(filename);
- st_shutdown();
- free(filename);
- exit(-1);
+ s = pos_x / 30;
+ texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
+ texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE);
}
- free(filename);
-
-
- /* sptrinf("# Level created by SuperTux built-in editor", fi); */
-
- fputs(levelname, fi);
- fputs("\n", fi);
- fputs(leveltheme, fi);
- fputs("\n", fi);
- sprintf(str, "%d\n", time_left); /* time */
- fputs(str, fi);
- fputs(song_title, fi); /* song filename */
- sprintf(str, "%d\n", bkgd_red); /* red background color */
- fputs(str, fi);
- sprintf(str, "%d\n", bkgd_green); /* green background color */
- fputs(str, fi);
- sprintf(str, "%d\n", bkgd_blue); /* blue background color */
- fputs(str, fi);
- sprintf(str, "%d\n", level_width); /* level width */
- fputs(str, fi);
-
- for(y = 0; y < 15; ++y)
+ else
{
- fputs(tiles[y], fi);
- fputs("\n", fi);
+ clearscreen(le_current_level.bkgd_red, le_current_level.bkgd_green, le_current_level.bkgd_blue);
}
- fclose(fi);
-
- drawcenteredtext("SAVED!", 240, letters_gold, NO_UPDATE, 1);
- SDL_Flip(screen);
- SDL_Delay(1000);
-}
+ /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
+ for (y = 0; y < 15; ++y)
+ for (x = 0; x < 19; ++x)
+ {
+ drawshape(x * 32, y * 32, le_current_level.tiles[y][x + (pos_x / 32)]);
+ }
+
+ /* draw whats inside stuff when cursor is selecting those */
+ cursor_tile = le_current_level.tiles[cursor_y/32][cursor_x/32];
+ switch(cursor_tile)
+ {
+ case 'B':
+ texture_draw(&img_mints, cursor_x - pos_x, cursor_y, NO_UPDATE);
+ break;
+ case '!':
+ texture_draw(&img_golden_herring, cursor_x - pos_x, cursor_y, NO_UPDATE);
+ break;
+ case 'x':
+ case 'y':
+ case 'A':
+ texture_draw(&img_distro[(le_frame / 5) % 4], cursor_x - pos_x, cursor_y, NO_UPDATE);
+ break;
+ default:
+ break;
+ }
-/* I had to copy loadlevel, because loadlevel changes the tiles.
- For intance, badguys are removed from the tiles and we have to
- keep them there. */
-
-/* Load data for this level: */
-
-void le_loadlevel(void)
-{
- FILE * fi;
- char * filename;
- int x, y;
- char str[80];
- char* line = malloc(sizeof(char)*10);/*[LEVEL_WIDTH + 5];*/
-
- /* Load data file: */
-
- filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20));
- sprintf(filename, "%s/levels/%s.dat", DATA_PREFIX, levelfilename);
- fi = fopen(filename, "r");
- if (fi == NULL)
+ /* Draw the Bad guys: */
+ for (i = 0; i < num_bad_guys; ++i)
{
- perror(filename);
- st_shutdown();
- free(filename);
- exit(-1);
+ if(bad_guys[i].base.alive == NO)
+ continue;
+ /* to support frames: img_bsod_left[(frame / 5) % 4] */
+ if(bad_guys[i].kind == BAD_BSOD)
+ texture_draw(&img_bsod_left[(le_frame / 5) % 4], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE);
+ else if(bad_guys[i].kind == BAD_LAPTOP)
+ texture_draw(&img_laptop_left[(le_frame / 5) % 3], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE);
+ else if (bad_guys[i].kind == BAD_MONEY)
+ texture_draw(&img_money_left[(le_frame / 5) % 2], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE);
}
- free(filename);
-
- /* (Level title) */
- fgets(str, 20, fi);
- strcpy(levelname, str);
- levelname[strlen(levelname)-1] = '\0';
-
- /* (Level theme) */
- fgets(str, 20, fi);
- strcpy(leveltheme, str);
- leveltheme[strlen(leveltheme)-1] = '\0';
-
- fgets(line, 10, fi);
- time_left = atoi(line);
- fgets(str, 60, fi);
- song_title[0]='\0';
- strcpy(song_title,str);
- fgets(line, 10, fi);
- bkgd_red = atoi(line);
- fgets(line, 10, fi);
- bkgd_green= atoi(line);
- fgets(line, 10, fi);
- bkgd_blue = atoi(line);
- fgets(line, 10, fi);
- level_width = atoi(line);
-
- free(line);
- line = malloc(level_width*sizeof(char)+5);
- for (y = 0; y < 15; ++y)
+ /* draw a grid (if selected) */
+ if(le_show_grid)
{
- fgets(line, level_width + 5, fi);
- line[strlen(line) - 1] = '\0';
- free(tiles[y]);
- tiles[y] = malloc((strlen(line)+5)*sizeof(char));
- strcpy(tiles[y], line);
+ for(x = 0; x < 19; x++)
+ fillrect(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);
}
- fclose(fi);
+ fillrect(screen->w - 32, 0, 32, screen->h, 50, 50, 50,255);
+ drawshape(19 * 32, 14 * 32, le_current_tile);
- /* Activate bad guys: */
+ button_draw(&le_test_level_bt);
+ button_draw(&le_next_level_bt);
+ button_draw(&le_previous_level_bt);
+ button_draw(&le_rubber_bt);
+
+ texture_draw(&le_selection, ((int)(cursor_x - pos_x)/32)*32, cursor_y, NO_UPDATE);
- /* as oposed to the gameloop.c func, this one doesn't remove
- the badguys from tiles */
+ 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);
- for (y = 0; y < 15; ++y)
- for (x = 0; x < level_width; ++x)
- if (tiles[y][x] >= '0' && tiles[y][x] <= '9')
- add_bad_guy(x * 32, y * 32, tiles[y][x] - '0');
+ 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);
- /* Set defaults: */
+ 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);
+}
- if(time_left == 0)
- time_left = 255;
+void le_checkevents()
+{
+ SDL_Event event;
+ SDLKey key;
+ SDLMod keymod;
+ int x,y;
+ keymod = SDL_GetModState();
- /* Level Intro: */
+ while(SDL_PollEvent(&event))
+ {
+ /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
+ switch(event.type)
+ {
+ case SDL_KEYDOWN: // key pressed
+ key = event.key.keysym.sym;
+ if(show_menu)
+ {
+ menu_event(&event.key.keysym);
+ break;
+ }
+ switch(key)
+ {
+ case SDLK_ESCAPE:
+ if(!show_menu)
+ show_menu = YES;
+ else
+ show_menu = NO;
+ break;
+ case SDLK_LEFT:
+ if(fire == DOWN)
+ cursor_x -= KEY_CURSOR_SPEED;
+ else
+ cursor_x -= KEY_CURSOR_FASTSPEED;
+ break;
+ case SDLK_RIGHT:
+ if(fire == DOWN)
+ cursor_x += KEY_CURSOR_SPEED;
+ else
+ cursor_x += KEY_CURSOR_FASTSPEED;
+ break;
+ case SDLK_UP:
+ if(fire == DOWN)
+ cursor_y -= KEY_CURSOR_SPEED;
+ else
+ cursor_y -= KEY_CURSOR_FASTSPEED;
+
+ if(cursor_y < 0)
+ cursor_y = 0;
+ break;
+ case SDLK_DOWN:
+ if(fire == DOWN)
+ cursor_y += KEY_CURSOR_SPEED;
+ else
+ cursor_y += KEY_CURSOR_FASTSPEED;
+
+ if(cursor_y > screen->h-32)
+ cursor_y = screen->h-32;
+ break;
+ case SDLK_LCTRL:
+ fire =UP;
+ break;
+ case SDLK_F1:
+ le_showhelp();
+ break;
+ case SDLK_F2:
+ 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);
+ loadshared();
+ le_activate_bad_guys();
+ break;
+ case SDLK_HOME:
+ cursor_x = 0;
+ break;
+ case SDLK_END:
+ cursor_x = (le_current_level.width * 32) - 32;
+ break;
+ case SDLK_PAGEUP:
+ cursor_x -= PAGE_CURSOR_SPEED;
+ break;
+ case SDLK_PAGEDOWN:
+ cursor_x += PAGE_CURSOR_SPEED;
+ break;
+ case SDLK_F9:
+ le_show_grid = !le_show_grid;
+ break;
+ case SDLK_PERIOD:
+ le_change(cursor_x, cursor_y, '.');
+ break;
+ case SDLK_a:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'A');
+ else
+ le_change(cursor_x, cursor_y, 'a');
+ break;
+ case SDLK_b:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'B');
+ break;
+ case SDLK_c:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'C');
+ else
+ le_change(cursor_x, cursor_y, 'c');
+ break;
+ case SDLK_d:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'D');
+ else
+ le_change(cursor_x, cursor_y, 'd');
+ break;
+ case SDLK_e:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'E');
+ else
+ le_change(cursor_x, cursor_y, 'e');
+ break;
+ case SDLK_f:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'F');
+ else
+ le_change(cursor_x, cursor_y, 'f');
+ break;
+ case SDLK_g:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'G');
+ else
+ le_change(cursor_x, cursor_y, 'g');
+ break;
+ case SDLK_h:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'H');
+ else
+ le_change(cursor_x, cursor_y, 'h');
+ break;
+ case SDLK_i:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'I');
+ else
+ le_change(cursor_x, cursor_y, 'i');
+ break;
+ case SDLK_j:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'J');
+ else
+ le_change(cursor_x, cursor_y, 'j');
+ break;
+ case SDLK_x:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'X');
+ else
+ le_change(cursor_x, cursor_y, 'x');
+ break;
+ case SDLK_y:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, 'Y');
+ else
+ le_change(cursor_x, cursor_y, 'y');
+ break;
+ case SDLK_LEFTBRACKET:
+ le_change(cursor_x, cursor_y, '[');
+ break;
+ case SDLK_RIGHTBRACKET:
+ le_change(cursor_x, cursor_y, ']');
+ break;
+ case SDLK_HASH:
+ case SDLK_3:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, '#');
+ break;
+ case SDLK_DOLLAR:
+ case SDLK_4:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, '$');
+ break;
+ case SDLK_BACKSLASH:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, '|');
+ else
+ le_change(cursor_x, cursor_y, '\\');
+ break;
+ case SDLK_CARET:
+ le_change(cursor_x, cursor_y, '^');
+ break;
+ case SDLK_AMPERSAND:
+ case SDLK_6:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, '&');
+ break;
+ case SDLK_EQUALS:
+ case SDLK_0:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, '=');
+ else /* let's add a bad guy */
+ le_change(cursor_x, cursor_y, '0');
+
+ add_bad_guy((((int)cursor_x/32)*32), (((int)cursor_y/32)*32), BAD_BSOD);
+ break;
+ case SDLK_1:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, '!');
+ else /* let's add a bad guy */
+ le_change(cursor_x, cursor_y, '1');
+
+ add_bad_guy((((int)cursor_x/32)*32), (((int)cursor_y/32)*32), BAD_LAPTOP);
+ break;
+ case SDLK_2:
+ le_change(cursor_x, cursor_y, '2');
+
+ add_bad_guy((((int)cursor_x/32)*32), (((int)cursor_y/32)*32), BAD_MONEY);
+ break;
+ case SDLK_PLUS:
+ if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
+ le_change(cursor_x, cursor_y, '*');
+ break;
+ default:
+ break;
+ }
+ break;
+ case SDL_KEYUP: // key released
+ switch(event.key.keysym.sym)
+ {
+ case SDLK_LCTRL:
+ fire = DOWN;
+ break;
+ default:
+ break;
+ }
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ if(event.button.button == SDL_BUTTON_LEFT)
+ {
+ le_mouse_pressed = YES;
+ }
+ break;
+ case SDL_MOUSEBUTTONUP:
+ if(event.button.button == SDL_BUTTON_LEFT)
+ {
+ le_mouse_pressed = NO;
+ }
+ break;
+ case SDL_MOUSEMOTION:
+ if(!show_menu)
+ {
+ x = event.motion.x;
+ y = event.motion.y;
- clearscreen(0, 0, 0);
+ cursor_x = ((int)(pos_x + x) / 32) * 32;
+ cursor_y = ((int) y / 32) * 32;
+ }
+ break;
+ case SDL_QUIT: // window closed
+ done = DONE_QUIT;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if(le_mouse_pressed)
+ {
+ le_change(cursor_x, cursor_y, le_current_tile);
+ if(button_pressed(&le_test_level_bt,x,y))
+ {
+ 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);
+ loadshared();
+ le_activate_bad_guys();
+ }
+ }
+
+}
- sprintf(str, "Editing Level %s", levelfilename);
- drawcenteredtext(str, 200, letters_red, NO_UPDATE, 1);
+void le_change(float x, float y, unsigned char c)
+{
+ int i;
+ int xx, yy;
- sprintf(str, "%s", levelname);
- drawcenteredtext(str, 224, letters_gold, NO_UPDATE, 1);
+ level_change(&le_current_level,x,y,c);
- SDL_Flip(screen);
+ yy = ((int)y / 32);
+ xx = ((int)x / 32);
- SDL_Delay(1000);
+ /* 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;
}
-void showhelp()
+void le_showhelp()
{
SDL_Event event;
- int done;
+ int i, done;
char *text[] = {
"X/x - Brick0",
"Y/y - Brick1",
"& - Water",
"0-2 - BadGuys",
"./Del - Remove tile",
+ "F9 - Show/Hide Grid",
"Esc - Menu"};
- int i;
- drawcenteredtext("- Help -", 30, letters_red, NO_UPDATE, 1);
- drawtext("Keys:", 80, 60, letters_gold, NO_UPDATE, 1);
+ text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
+ text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE);
for(i = 0; i < sizeof(text)/sizeof(char *); i++)
- drawtext(text[i], 40, 90+(i*16), letters_blue, NO_UPDATE, 1);
+ text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
+
+ text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
- SDL_Flip(screen);
+ flipscreen();
done = 0;
while(SDL_PollEvent(&event))
switch(event.type)
{
+ case SDL_MOUSEBUTTONDOWN: // mouse pressed
case SDL_KEYDOWN: // key pressed
done = 1;
break;