#include <SDL_image.h>
#include "leveleditor.h"
+#include "world.h"
#include "screen.h"
#include "defines.h"
#include "globals.h"
#include "setup.h"
#include "menu.h"
#include "level.h"
+#include "gameloop.h"
#include "badguy.h"
#include "scene.h"
#include "button.h"
#include "tile.h"
+#include "resources.h"
/* definitions to aid development */
#define DONE_LEVELEDITOR 1
#define SELECT_W 2 // size of the selections lines
#define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A)
-/* gameloop funcs declerations */
-
-void loadshared(void);
-void unloadshared(void);
-
/* own declerations */
/* crutial ones (main loop) */
int le_init();
static bool le_level_changed; /* if changes, ask for saving, when quiting*/
static int pos_x, cursor_x, cursor_y, fire;
static int le_level;
-static st_level* le_current_level;
+static Level* le_current_level;
+static World le_world;
static st_subset le_level_subset;
static int le_show_grid;
static int le_frame;
static Menu* subset_settings_menu;
static Menu* level_settings_menu;
static Menu* select_tilegroup_menu;
-static timer_type select_tilegroup_menu_effect;
+static Timer select_tilegroup_menu_effect;
static std::map<std::string, ButtonPanel* > tilegroups_map;
static std::string cur_tilegroup;
if(current_menu == select_tilegroup_menu)
{
- if(timer_check(&select_tilegroup_menu_effect))
+ if(select_tilegroup_menu_effect.check())
{
- select_tilegroup_menu->set_pos(screen->w - 64 + timer_get_left(&select_tilegroup_menu_effect),82,-0.5,0.5);
+ select_tilegroup_menu->set_pos(screen->w - 64 + select_tilegroup_menu_effect.get_left(),
+ 82,-0.5,0.5);
}
else
select_tilegroup_menu->set_pos(screen->w - 64,82,-0.5,0.5);
le_level_subset.load(level_subsets.item[i-2]);
leveleditor_menu->item[3].kind = MN_GOTO;
le_level = 1;
- arrays_free();
- loadshared();
- le_current_level = new st_level;
+ le_world.arrays_free();
+ le_current_level = new Level;
if(le_current_level->load(le_level_subset.name.c_str(), le_level) != 0)
{
le_quit();
return 1;
}
le_set_defaults();
- level_load_gfx(le_current_level);
- activate_bad_guys(le_current_level);
+ le_current_level->load_gfx();
+ le_world.activate_bad_guys();
show_menu = true;
}
break;
le_level_subset.load(subset_new_menu->item[2].input);
leveleditor_menu->item[3].kind = MN_GOTO;
le_level = 1;
- arrays_free();
- loadshared();
- le_current_level = new st_level;
+ le_world.arrays_free();
+ le_current_level = new Level;
if(le_current_level->load(le_level_subset.name.c_str(), le_level) != 0)
{
le_quit();
return 1;
}
le_set_defaults();
- level_load_gfx(le_current_level);
- activate_bad_guys(le_current_level);
- menu_item_change_input(&subset_new_menu->item[2],"");
+ le_current_level->load_gfx();
+ le_world.activate_bad_guys();
+ subset_new_menu->item[2].change_input("");
show_menu = true;
break;
}
texture_load(&le_selection, datadir + "/images/leveleditor/select.png", USE_ALPHA);
- timer_init(&select_tilegroup_menu_effect,false);
+ select_tilegroup_menu_effect.init(false);
/* Load buttons */
le_save_level_bt = new Button("/images/icons/save.png","Save level", SDLK_F6,screen->w-64,32);
char str[80];
int i;
- menu_item_change_input(&level_settings_menu->item[2], le_current_level->name.c_str());
+ level_settings_menu->item[2].change_input(le_current_level->name.c_str());
sprintf(str,"%d",le_current_level->width);
string_list_copy(level_settings_menu->item[3].list, dsubdirs("images/themes", "solid0.png"));
if((i = string_list_find(level_settings_menu->item[5].list,le_current_level->bkgd_image.c_str())) != -1)
level_settings_menu->item[5].list->active_item = i;
- menu_item_change_input(&level_settings_menu->item[6], str);
+ level_settings_menu->item[6].change_input(str);
sprintf(str,"%d",le_current_level->time_left);
- menu_item_change_input(&level_settings_menu->item[7], str);
+ level_settings_menu->item[7].change_input(str);
sprintf(str,"%2.0f",le_current_level->gravity);
- menu_item_change_input(&level_settings_menu->item[8], str);
+ level_settings_menu->item[8].change_input(str);
sprintf(str,"%d",le_current_level->bkgd_red);
- menu_item_change_input(&level_settings_menu->item[9], str);
+ level_settings_menu->item[9].change_input(str);
sprintf(str,"%d",le_current_level->bkgd_green);
- menu_item_change_input(&level_settings_menu->item[10], str);
+ level_settings_menu->item[10].change_input(str);
sprintf(str,"%d",le_current_level->bkgd_blue);
- menu_item_change_input(&level_settings_menu->item[11], str);
+ level_settings_menu->item[11].change_input(str);
}
void update_subset_settings_menu()
{
- menu_item_change_input(&subset_settings_menu->item[2], le_level_subset.title.c_str());
- menu_item_change_input(&subset_settings_menu->item[3], le_level_subset.description.c_str());
+ subset_settings_menu->item[2].change_input(le_level_subset.title.c_str());
+ subset_settings_menu->item[3].change_input(le_level_subset.description.c_str());
}
void apply_level_settings_menu()
if(i)
{
- level_free_gfx();
- level_load_gfx(le_current_level);
+ le_current_level->free_gfx();
+ le_current_level->load_gfx();
}
le_current_level->song_title = string_list_active(level_settings_menu->item[4].list);
- level_change_size(le_current_level, atoi(level_settings_menu->item[6].input));
+ le_current_level->change_size(atoi(level_settings_menu->item[6].input));
le_current_level->time_left = atoi(level_settings_menu->item[7].input);
le_current_level->gravity = atof(level_settings_menu->item[8].input);
le_current_level->bkgd_red = atoi(level_settings_menu->item[9].input);
void le_goto_level(int levelnb)
{
- arrays_free();
+ le_world.arrays_free();
le_current_level->cleanup();
if(le_current_level->load(le_level_subset.name.c_str(), levelnb) != 0)
le_set_defaults();
+ le_current_level->free_gfx();
+ le_current_level->load_gfx();
- level_free_gfx();
- level_load_gfx(le_current_level);
- activate_bad_guys(le_current_level);
+ le_world.activate_bad_guys();
}
void le_quit(void)
if(le_current_level != NULL)
{
- level_free_gfx();
+ le_current_level->free_gfx();
le_current_level->cleanup();
- unloadshared();
- arrays_free();
+ le_world.arrays_free();
}
}
/* draw button bar */
fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
- drawshape(19 * 32, 14 * 32, le_current_tile);
+ Tile::draw(19 * 32, 14 * 32, le_current_tile);
if(TileManager::instance()->get(le_current_tile)->editor_images.size() > 0)
texture_draw(&TileManager::instance()->get(le_current_tile)->editor_images[0], 19 * 32, 14 * 32);
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);
- texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h);
+ texture_draw_part(&le_current_level->img_bkgd,s,0,0,0,
+ le_current_level->img_bkgd.w - s - 32, le_current_level->img_bkgd.h);
+ texture_draw_part(&le_current_level->img_bkgd,0,0,screen->w - s - 32 ,0,s,
+ le_current_level->img_bkgd.h);
}
else
{
else
a = 128;
- drawshape(32*x - fmodf(pos_x, 32), y * 32, le_current_level->bg_tiles[y][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->bg_tiles[y][x + (int)(pos_x / 32)],a);
if(active_tm == TM_IA)
a = 255;
else
a = 128;
- drawshape(32*x - fmodf(pos_x, 32), y * 32, le_current_level->ia_tiles[y][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->ia_tiles[y][x + (int)(pos_x / 32)],a);
if(active_tm == TM_FG)
a = 255;
else
a = 128;
- drawshape(32*x - fmodf(pos_x, 32), y * 32, le_current_level->fg_tiles[y][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->fg_tiles[y][x + (int)(pos_x / 32)],a);
/* draw whats inside stuff when cursor is selecting those */
/* (draw them all the time - is this the right behaviour?) */
}
/* Draw the Bad guys: */
- for (i = 0; i < bad_guys.size(); ++i)
+ for (i = 0; i < le_world.bad_guys.size(); ++i)
{
/* to support frames: img_bsod_left[(frame / 5) % 4] */
scroll_x = pos_x;
- bad_guys[i].draw();
+ le_world.bad_guys[i].draw();
}
while(SDL_PollEvent(&event))
{
if(show_menu)
- menu_event(event);
+ current_menu->event(event);
else
mouse_cursor->set_state(MC_NORMAL);
le_testlevel();
le_save_level_bt->event(event);
if(le_save_level_bt->get_state() == BUTTON_CLICKED)
- level_save(le_current_level,le_level_subset.name.c_str(),le_level);
+ le_current_level->save(le_level_subset.name.c_str(),le_level);
le_exit_bt->event(event);
if(le_exit_bt->get_state() == BUTTON_CLICKED)
{
}
else
{
- st_level new_lev;
+ Level new_lev;
char str[1024];
int d = 0;
sprintf(str,"Level %d doesn't exist.",le_level+1);
{
case SDLK_y:
new_lev.init_defaults();
- level_save(&new_lev,le_level_subset.name.c_str(),++le_level);
+ new_lev.save(le_level_subset.name.c_str(),++le_level);
le_level_subset.levels = le_level;
le_goto_level(le_level);
d = 1;
if(le_tilegroup_bt->get_state() == BUTTON_CLICKED)
{
Menu::set_current(select_tilegroup_menu);
- timer_start(&select_tilegroup_menu_effect,200);
+ select_tilegroup_menu_effect.start(200);
select_tilegroup_menu->set_pos(screen->w - 64,100,-0.5,0.5);
show_menu = true;
}
switch(le_selection_mode)
{
case CURSOR:
- level_change(le_current_level,x,y,tm,c);
+ le_current_level->change(x,y,tm,c);
yy = ((int)y / 32);
xx = ((int)x / 32);
/* if there is a bad guy over there, remove it */
- for(i = 0; i < bad_guys.size(); ++i)
- if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
- bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(&bad_guys[i]));
+ for(i = 0; i < le_world.bad_guys.size(); ++i)
+ if(xx == le_world.bad_guys[i].base.x/32 && yy == le_world.bad_guys[i].base.y/32)
+ le_world.bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(&le_world.bad_guys[i]));
if(c == '0') /* if it's a bad guy */
- add_bad_guy(xx*32, yy*32, BAD_BSOD);
+ le_world.add_bad_guy(xx*32, yy*32, BAD_BSOD);
else if(c == '1')
- add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+ le_world.add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
else if(c == '2')
- add_bad_guy(xx*32, yy*32, BAD_MONEY);
+ le_world.add_bad_guy(xx*32, yy*32, BAD_MONEY);
break;
case SQUARE:
y2 /= 32;
/* if there is a bad guy over there, remove it */
- for(i = 0; i < bad_guys.size(); ++i)
- 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.erase(static_cast<std::vector<BadGuy>::iterator>(&bad_guys[i]));
+ for(i = 0; i < le_world.bad_guys.size(); ++i)
+ if(le_world.bad_guys[i].base.x/32 >= x1 && le_world.bad_guys[i].base.x/32 <= x2
+ && le_world.bad_guys[i].base.y/32 >= y1 && le_world.bad_guys[i].base.y/32 <= y2)
+ le_world.bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(&le_world.bad_guys[i]));
for(xx = x1; xx <= x2; xx++)
for(yy = y1; yy <= y2; yy++)
{
- level_change(le_current_level, xx*32, yy*32, tm, c);
+ le_current_level->change(xx*32, yy*32, tm, c);
if(c == '0') // if it's a bad guy
- add_bad_guy(xx*32, yy*32, BAD_BSOD);
+ le_world.add_bad_guy(xx*32, yy*32, BAD_BSOD);
else if(c == '1')
- add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+ le_world.add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
else if(c == '2')
- add_bad_guy(xx*32, yy*32, BAD_MONEY);
+ le_world.add_bad_guy(xx*32, yy*32, BAD_MONEY);
}
break;
default:
void le_testlevel()
{
- level_save(le_current_level,"test",le_level);
- gameloop("test",le_level, ST_GL_TEST);
+ le_current_level->save("test", le_level);
+
+ GameSession session("test",le_level, ST_GL_TEST);
+ session.run();
+
Menu::set_current(leveleditor_menu);
- arrays_free();
- level_load_gfx(le_current_level);
- loadshared();
- activate_bad_guys(le_current_level);
+ le_world.arrays_free();
+ le_current_level->load_gfx();
+ le_world.activate_bad_guys();
}
void le_showhelp()