// 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 <unistd.h>
#include <SDL.h>
#include <SDL_image.h>
+#include <algorithm>
#include "leveleditor.h"
#include "screen.h"
#include "tile.h"
#include "resources.h"
#include "music_manager.h"
+#include "background.h"
#include "display_manager.h"
/* definitions to aid development */
select_objects_menu->additem(MN_LABEL,"Objects",0,0);
select_objects_menu->additem(MN_HL,"",0,0);
// TODO fix this
-#if 0
select_objects_menu->additem(MN_ACTION,"BadGuys",0,0,1);
objects_map["BadGuys"] = new ButtonPanel(screen->w - 64,96, 64, 318);
DisplayManager dummy;
for(int i = 0; i < NUM_BadGuyKinds; ++i)
{
- BadGuy bad_tmp(dummy, 0,0,BadGuyKind(i),false);
+ 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"]->manipulate_button(i)->set_drawable(new
BadGuy(dummy,
+ BadGuyKind(i),
objects_map["BadGuys"]->manipulate_button(i)->get_pos().x,
- objects_map["BadGuys"]->manipulate_button(i)->get_pos().y,
- BadGuyKind(i), false));
+ objects_map["BadGuys"]->manipulate_button(i)->get_pos().y
+ ));
}
-#endif
select_objects_menu->additem(MN_HL,"",0,0);
int le_init()
{
-
-
level_subsets = dsubdirs("/levels", "level1.stl");
le_level_subset = new LevelSubset;
active_tm = TM_IA;
le_show_grid = true;
show_selections = true;
- scroll_x = 0;
done = 0;
le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
if(TileManager::instance()->get(le_current.tile)->editor_images.size() > 0)
TileManager::instance()->get(le_current.tile)->editor_images[0]->draw( screen->w - 32, screen->h - 32);
}
+#if 0 // XXX FIXME TODO: Do we have a new solution for draw_on_screen()?
if(le_current.IsObject() && MouseCursor::current() != mouse_select_object)
{
le_current.obj->draw_on_screen(screen->w - 32, screen->h - 32);
le_current.obj->draw_on_screen(cursor_x,cursor_y);
}
+#endif
if(mouse_select_object && selected_game_object != NULL)
{
Uint8 a;
/* Draw the real background */
- le_world->get_level()->draw_bg();
+ le_world->background->draw(*le_world->camera, LAYER_BACKGROUND0);
if(le_current.IsTile())
{
if(!TileManager::instance()->get(le_current.tile)->images.empty())
fillrect(cursor_x-pos_x,cursor_y-pos_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);
}
+#if 0 // XXX FIXME TODO: Do we have a new solution for move_to()?
if(le_current.IsObject())
{
le_current.obj->move_to(cursor_x, cursor_y);
}
+#endif
/* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
}
/* Draw the Bad guys: */
- for (std::vector<_GameObject*>::iterator it = le_world->gameobjects.begin();
+ for (std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
it != le_world->gameobjects.end(); ++it)
{
BadGuy* badguy = dynamic_cast<BadGuy*> (*it);
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);
}
largetux.walk_right->draw( 100 - pos_x, 240 - pos_y);
}
-void le_change_object_properties(_GameObject *pobj)
+void le_change_object_properties(GameObject *pobj)
{
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);
{
if(pbutton->get_state() == BUTTON_CLICKED)
{
-#if 0 // TODO fixme!!
+#if 0 // TODO FIXME XXX: New solution for this?
le_current.Object(pbutton->get_drawable());
#endif
}
cursor_base.width = 32;
cursor_base.height = 32;
- for(std::vector<_GameObject*>::iterator it =
+ for(std::vector<GameObject*>::iterator it =
le_world->gameobjects.begin();
it != le_world->gameobjects.end(); ++it) {
MovingObject* mobj = dynamic_cast<MovingObject*> (*it);
}
else
{
-#if 0 // FIXME TODO
+ // FIXME TODO
if(le_current.IsObject())
{
le_level_changed = true;
- std::string type = le_current.obj->type();
- if(type == "BadGuy")
- {
- BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
+ BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
- le_world->bad_guys.push_back(new BadGuy(cursor_x+scroll_x, cursor_y,pbadguy->kind,false));
- le_world->get_level()->badguy_data.push_back(le_world->bad_guys.back());
+ if(pbadguy)
+ {
+ Camera& camera = *le_world->camera;
+ DisplayManager dummy;
+
+ 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());
}
}
-#endif
+
}
le_mouse_clicked[LEFT] = false;
/* if there is a bad guy over there, remove it */
// XXX TODO
-#if 0
- for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it, ++i)
- if(rectcollision(cursor_base,(*it)->base))
+ for(std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
+ it != le_world->gameobjects.end(); ++it) {
+ BadGuy* badguy = dynamic_cast<BadGuy*>((*it));
+ if (badguy)
{
- delete (*it);
- le_world->bad_guys.erase(it);
- le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
- break;
+ if(rectcollision(cursor_base, badguy->base))
+ {
+ delete (*it);
+ //le_world->bad_guys.erase(it);
+ le_world->gameobjects.erase(std::remove(le_world->gameobjects.begin(), le_world->gameobjects.end(), *it), le_world->gameobjects.end());
+ break;
+ }
}
-#endif
+ }
break;
case SQUARE:
/* if there is a bad guy over there, remove it */
// TODO FIXME
-#if 0
- for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin();
- it != le_world->bad_guys.end(); /* will be at end of loop */)
+ for(std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
+ it != le_world->gameobjects.end(); ++it /* will be at end of loop */)
{
- if((*it)->base.x/32 >= x1 && (*it)->base.x/32 <= x2
- && (*it)->base.y/32 >= y1 && (*it)->base.y/32 <= y2)
- {
- delete (*it);
- it = le_world->bad_guys.erase(it);
- le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
- continue;
- }
- else
+ MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);
+ if (pmobject)
{
- ++i;
- ++it;
+ if(pmobject->base.x/32 >= x1 && pmobject->base.x/32 <= x2
+ && pmobject->base.y/32 >= y1 && pmobject->base.y/32 <= y2)
+ {
+ delete (*it);
+ //it = le_world->gameobjects.erase(it);
+ le_world->gameobjects.erase(std::remove(le_world->gameobjects.begin(), le_world->gameobjects.end(), *it), le_world->gameobjects.end());
+ continue;
+ }
+ else
+ {
+ ++it;
+ }
}
}
-#endif
for(xx = x1; xx <= x2; xx++)
for(yy = y1; yy <= y2; yy++)