// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <map>
+#include <typeinfo>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#include "leveleditor.h"
-#include "screen.h"
+#include "screen/screen.h"
#include "defines.h"
#include "globals.h"
#include "setup.h"
#include "resources.h"
#include "music_manager.h"
#include "background.h"
-#include "display_manager.h"
+
+// TODO
+#if 0
/* definitions to aid development */
for(std::vector<int>::const_iterator sit = (*it).tiles.begin();
sit != (*it).tiles.end(); ++sit, ++i)
{
- std::string imagefile = "/images/tilesets/" ;
- bool only_editor_image = false;
- if(!TileManager::instance()->get(*sit)->filenames.empty())
- {
- imagefile += TileManager::instance()->get(*sit)->filenames[0];
- }
- else if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
- {
- imagefile += TileManager::instance()->get(*sit)->editor_filenames[0];
- only_editor_image = true;
- }
+ Tile& tile = *(TileManager::instance()->get(*sit));
+ Surface* image;
+ if(tile.editor_images.size() > 0)
+ image = tile.editor_images[0];
+ else if(tile.images.size() > 0)
+ image = tile.images[0];
else
- {
- imagefile += "notile.png";
- }
- Button* button = new Button(imagefile, it->name, SDLKey(SDLK_a + i),
+ // TODO use some notile image...
+ image = 0;
+
+ Button* button = new Button(image, it->name, SDLKey(SDLK_a + i),
0, 0, 32, 32);
- if(!only_editor_image)
- if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
- {
- imagefile = "/images/tilesets/" + TileManager::instance()->get(*sit)->editor_filenames[0];
- button->add_icon(imagefile,32,32);
- }
tilegroups_map[it->name]->additem(button, *sit);
}
}
for(int i = 0; i < NUM_BadGuyKinds; ++i)
{
BadGuy bad_tmp(dummy, BadGuyKind(i), 0, 0);
- objects_map["BadGuys"]->additem(new Button("", "BadGuy",(SDLKey)(i+'a'),0,0,32,32),1000000+i);
+ objects_map["BadGuys"]->additem(new Button(0, "BadGuy",(SDLKey)(i+'a'),0,0,32,32),1000000+i);
objects_map["BadGuys"]->manipulate_button(i)->set_drawable(new
BadGuy(dummy,
BadGuyKind(i),
int left_offset = (screen->w - 64 - le_world->get_level()->width*mini_tile_width) / 2;
int mini_tile_height;
- if(screen->h - 64 > le_world->get_level()->height * 4)
+ if(screen->h > le_world->get_level()->height * 4)
mini_tile_height = 4;
- else if(screen->h - 64 > le_world->get_level()->height * 2)
+ else if(screen->h > le_world->get_level()->height * 2)
mini_tile_height = 2;
else
mini_tile_height = 1;
for (int x = 0; x < le_world->get_level()->width; ++x)
{
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
- mini_tile_width , 4, level->bg_tiles[y * level->width + x]);
+ Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height,
+ mini_tile_width , mini_tile_height, level->bg_tiles[y * level->width + x]);
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
- mini_tile_width , 4, level->ia_tiles[y * level->width + x]);
+ Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height,
+ mini_tile_width , mini_tile_height, level->ia_tiles[y * level->width + x]);
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
- mini_tile_width , 4, level->fg_tiles[y + level->width + x]);
+ Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height,
+ mini_tile_width , mini_tile_height, level->fg_tiles[y + level->width + x]);
}
- fillrect(left_offset, 0, le_world->get_level()->width*mini_tile_width, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 128);
-
- fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 19*mini_tile_width, 2, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 2, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width + 19*mini_tile_width - 2, 0, 2, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width, le_world->get_level()->height*mini_tile_height-2, 19*mini_tile_width, 2, 200, 200, 200, 200);
-
+ fillrect(left_offset, 0,
+ le_world->get_level()->width*mini_tile_width, le_world->get_level()->height*mini_tile_height,
+ 200, 200, 200, 96);
+
+ fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height,
+ (VISIBLE_TILES_X-3)*mini_tile_width, 2,
+ 200, 200, 200, 200);
+ fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height,
+ 2, (VISIBLE_TILES_Y-1)*mini_tile_height,
+ 200, 200, 200, 200);
+ fillrect(left_offset + (pos_x/32)*mini_tile_width + (VISIBLE_TILES_X-3)*mini_tile_width - 2, (pos_y/32)*mini_tile_height,
+ 2, (VISIBLE_TILES_Y-1)*mini_tile_height,
+ 200, 200, 200, 200);
+ fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height + (VISIBLE_TILES_Y-1)*mini_tile_height - 2,
+ (VISIBLE_TILES_X-3)*mini_tile_width, 2,
+ 200, 200, 200, 200);
}
void le_drawinterface()
Uint8 a;
/* Draw the real background */
- le_world->background->draw(le_world->displaymanager.get_viewport(),
- LAYER_BACKGROUND0);
+ le_world->background->draw(*le_world->camera, LAYER_BACKGROUND0);
if(le_current.IsTile())
{
continue;
/* to support frames: img_bsod_left[(frame / 5) % 4] */
- ViewPort viewport;
+ Camera viewport;
viewport.set_translation(Vector(pos_x, pos_y));
badguy->draw(viewport, 0);
}
void le_change_object_properties(GameObject *pobj)
{
- Surface* cap_screen = Surface::CaptureScreen();
+ //Surface* cap_screen = Surface::CaptureScreen();
+
Menu* object_properties_menu = new Menu();
bool loop = true;
- object_properties_menu->additem(MN_LABEL,pobj->type() + " Properties",0,0);
+ std::string type = typeid(pobj).name();
+ object_properties_menu->additem(MN_LABEL, type + " Properties",0,0);
object_properties_menu->additem(MN_HL,"",0,0);
BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
object_properties_menu->event(event);
}
- cap_screen->draw(0,0);
+ //cap_screen->draw(0,0);
object_properties_menu->draw();
object_properties_menu->action();
SDL_Delay(25);
}
- delete cap_screen;
+ //delete cap_screen;
Menu::set_current(0);
delete object_properties_menu;
}
if(le_current.IsObject())
{
le_level_changed = true;
- std::string type = le_current.obj->type();
+ BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
- if(type == "BadGuy")
+ if(pbadguy)
{
- ViewPort viewport(le_world->displaymanager.get_viewport());
+ Camera& camera = *le_world->camera;
DisplayManager dummy;
- BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
- le_world->bad_guys.push_back(new BadGuy(dummy, pbadguy->kind, cursor_x + viewport.get_translation().x, cursor_y + viewport.get_translation().y));
+ le_world->bad_guys.push_back(
+ new BadGuy(dummy, pbadguy->kind,
+ cursor_x + camera.get_translation().x,
+ cursor_y + camera.get_translation().y));
le_world->gameobjects.push_back(le_world->bad_guys.back());
}
}
{
show_minimap = false;
+ if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_TAB)
+ show_minimap = true;
+
le_move_left_bt->event(event);
le_move_right_bt->event(event);
le_move_up_bt->event(event);
break;
}
- /* checking if pos_x and pos_y is within the limits... */
- if(pos_x > (le_world->get_level()->width * 32 + 32*2) - screen->w)
- pos_x = (le_world->get_level()->width * 32 + 32*2) - screen->w;
- if(pos_x < 0)
- pos_x = 0;
-
- if(pos_y > (le_world->get_level()->height * 32) - screen->h)
- pos_y = (le_world->get_level()->height * 32) - screen->h;
- if(pos_y < 0)
- pos_y = 0;
+ /* checking if pos_x and pos_y is within the limits... */
+ if(pos_x > (le_world->get_level()->width * 32 + 32*2) - screen->w)
+ pos_x = (le_world->get_level()->width * 32 + 32*2) - screen->w;
+ if(pos_x < 0)
+ pos_x = 0;
+ if(pos_y > (le_world->get_level()->height * 32) - screen->h)
+ pos_y = (le_world->get_level()->height * 32) - screen->h;
+ if(pos_y < 0)
+ pos_y = 0;
}
-
}
void le_highlight_selection()
/* if there is a bad guy over there, remove it */
// XXX TODO
for(std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
- it != le_world->gameobjects.end(); ++it)
- if ((*it)->type() == "BadGuy")
+ it != le_world->gameobjects.end(); ++it) {
+ BadGuy* badguy = dynamic_cast<BadGuy*>((*it));
+ if (badguy)
{
- BadGuy* pbadguy = dynamic_cast<BadGuy*>((*it));
- if(rectcollision(cursor_base, pbadguy->base))
+ if(rectcollision(cursor_base, badguy->base))
{
delete (*it);
//le_world->bad_guys.erase(it);
break;
}
}
+ }
break;
case SQUARE:
for(std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
it != le_world->gameobjects.end(); ++it /* will be at end of loop */)
{
- if ((*it)->type() == "BadGuy")
+ MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);
+ if (pmobject)
{
- MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);
if(pmobject->base.x/32 >= x1 && pmobject->base.x/32 <= x2
&& pmobject->base.y/32 >= y1 && pmobject->base.y/32 <= y2)
{
le_selection_mode = temp_le_selection_mode;
le_help_shown = false;
}
+
+#endif