// 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 */
static std::string cur_tilegroup;
static std::string cur_objects;
static MouseCursor* mouse_select_object;
-static GameObject* selected_game_object;
+static MovingObject* selected_game_object;
static square selection;
static SelectionMode le_selection_mode;
select_objects_menu->arrange_left = true;
select_objects_menu->additem(MN_LABEL,"Objects",0,0);
select_objects_menu->additem(MN_HL,"",0,0);
+ // TODO fix this
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(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_game_object(new BadGuy(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)->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
+ ));
}
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 */
le_world->get_level()->song_title = string_list_active(level_settings_menu->get_item_by_id(MNID_SONG).list);
- le_world->get_level()->change_width(atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input));
- le_world->get_level()->change_height(atoi(level_settings_menu->get_item_by_id(MNID_HEIGHT).input));
+ le_world->get_level()->resize(
+ atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input),
+ atoi(level_settings_menu->get_item_by_id(MNID_HEIGHT).input));
le_world->get_level()->time_left = atoi(level_settings_menu->get_item_by_id(MNID_TIME).input);
le_world->get_level()->gravity = atof(level_settings_menu->get_item_by_id(MNID_GRAVITY).input);
le_world->get_level()->bkgd_speed = atoi(level_settings_menu->get_item_by_id(MNID_BGSPEED).input);
sprintf(str,"Save changes to level %d of %s?",le_level,le_level_subset->name.c_str());
if(confirm_dialog(str))
{
- le_world->get_level()->save(le_level_subset->name.c_str(),le_level);
+ le_world->get_level()->save(le_level_subset->name.c_str(), le_level,
+ le_world);
}
}
else
mini_tile_height = 1;
+ Level* level = le_world->get_level();
for (int y = 0; y < le_world->get_level()->height; ++y)
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, le_world->get_level()->bg_tiles[y][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 * 4, mini_tile_width , 4, le_world->get_level()->ia_tiles[y][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 * 4, mini_tile_width , 4, le_world->get_level()->fg_tiles[y][x]);
+ Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
+ mini_tile_width , 4, level->fg_tiles[y + level->width + x]);
}
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); */
+ Level* level = le_world->get_level();
for (y = 0; y < VISIBLE_TILES_Y && y < (unsigned)le_world->get_level()->height; ++y)
for (x = 0; x < (unsigned)VISIBLE_TILES_X - 2; ++x)
{
else
a = 128;
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32), le_world->get_level()->bg_tiles[y + (int)(pos_y / 32)][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
+ level->bg_tiles[ (y + (int)(pos_y / 32)) * level->width +
+ (x + (int)(pos_x / 32))],a);
if(active_tm == TM_IA)
a = 255;
else
a = 128;
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32), le_world->get_level()->ia_tiles[y + (int)(pos_y / 32)][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
+ level->ia_tiles[ (y + (int)(pos_y / 32)) * level->width +
+ (x + (int)(pos_x / 32))],a);
+
if(active_tm == TM_FG)
a = 255;
else
a = 128;
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32), le_world->get_level()->fg_tiles[y + (int)(pos_y / 32)][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
+ level->fg_tiles[ (y + (int)(pos_y / 32)) * level->width +
+ (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?) */
- Tile* edit_image = TileManager::instance()->get(le_world->get_level()->ia_tiles[y + (int)(pos_y / 32)][x + (int)(pos_x / 32)]);
+ Tile* edit_image = TileManager::instance()->get(
+ level->ia_tiles
+ [ (y + (int)(pos_y / 32)) * level->width + (x + (int)(pos_x / 32))]);
if(edit_image && !edit_image->editor_images.empty())
edit_image->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32 - ((int)pos_y % 32));
}
/* Draw the Bad guys: */
- for (std::list<BadGuy*>::iterator it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it)
+ for (std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
+ it != le_world->gameobjects.end(); ++it)
{
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*it);
+ if(badguy == 0)
+ continue;
+
/* to support frames: img_bsod_left[(frame / 5) % 4] */
-
- scroll_x = pos_x;
- scroll_y = pos_y;
- (*it)->draw();
+ Camera viewport;
+ viewport.set_translation(Vector(pos_x, pos_y));
+ badguy->draw(viewport, 0);
}
-
/* Draw the player: */
/* for now, the position is fixed at (100, 240) */
largetux.walk_right->draw( 100 - pos_x, 240 - pos_y);
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);
- if(pobj->type() == "BadGuy")
+ BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
+ if(pobj != 0)
{
- BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
object_properties_menu->additem(MN_STRINGSELECT,"Kind",0,0,1);
for(int i = 0; i < NUM_BadGuyKinds; ++i)
{
- string_list_add_item(object_properties_menu->get_item_by_id(1).list,badguykind_to_string(static_cast<BadGuyKind>(i)).c_str());
+ string_list_add_item(object_properties_menu->get_item_by_id(1).list,
+ badguykind_to_string(static_cast<BadGuyKind>(i)).c_str());
if(pbad->kind == i)
object_properties_menu->get_item_by_id(1).list->active_item = i;
}
switch (object_properties_menu->check())
{
case 3:
- if(pobj->type() == "BadGuy")
{
+ BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
+ if(pbad != 0) {
BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
pbad->kind = badguykind_from_string(string_list_active(object_properties_menu->get_item_by_id(1).list));
pbad->stay_on_platform = object_properties_menu->get_item_by_id(2).toggled;
- int i = 0;
- std::list<BadGuy*>::iterator it;
- for(it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it, ++i)
- if((*it) == pbad)
- break;
- le_world->get_level()->badguy_data[i].kind = pbad->kind;
- le_world->get_level()->badguy_data[i].stay_on_platform = pbad->stay_on_platform;
- delete (*it);
- (*it) = new BadGuy(le_world->get_level()->badguy_data[i].x,le_world->get_level()->badguy_data[i].y,le_world->get_level()->badguy_data[i].kind,le_world->get_level()->badguy_data[i].stay_on_platform);
}
loop = false;
break;
+ }
default:
break;
}
le_testlevel();
le_save_level_bt->event(event);
if(le_save_level_bt->get_state() == BUTTON_CLICKED)
- le_world->get_level()->save(le_level_subset->name.c_str(),le_level);
+ le_world->get_level()->save(le_level_subset->name.c_str(),le_level,
+ le_world);
le_exit_bt->event(event);
if(le_exit_bt->get_state() == BUTTON_CLICKED)
{
if(confirm_dialog(str))
{
new_lev.init_defaults();
- new_lev.save(le_level_subset->name.c_str(),le_level+1);
+ new_lev.save(le_level_subset->name.c_str(),le_level+1, le_world);
le_level_subset->levels = le_level;
le_goto_level(le_level);
}
{
if(pbutton->get_state() == BUTTON_CLICKED)
{
- le_current.Object(pbutton->get_game_object());
+#if 0 // TODO FIXME XXX: New solution for this?
+ le_current.Object(pbutton->get_drawable());
+#endif
}
}
}
{
if(MouseCursor::current() == mouse_select_object)
{
- int i = 0;
bool object_got_hit = false;
base_type cursor_base;
if(le_current.IsTile())
cursor_base.width = 32;
cursor_base.height = 32;
- 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) {
+ MovingObject* mobj = dynamic_cast<MovingObject*> (*it);
+ if(!mobj)
+ continue;
+
+ if(rectcollision(cursor_base, mobj->base))
{
- selected_game_object = (*it);
+ selected_game_object = mobj;
object_got_hit = true;
break;
}
+ }
if(!object_got_hit)
{
}
else
{
+ // 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());
}
}
+
}
le_mouse_clicked[LEFT] = false;
{
int xx,yy;
int x1, x2, y1, y2;
- unsigned int i = 0;
le_level_changed = true;
cursor_base.height = 32;
/* if there is a bad guy over there, remove it */
- 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))
+ // XXX TODO
+ 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;
+ }
}
+ }
break;
case SQUARE:
y2 /= 32;
/* if there is a bad guy over there, remove it */
- for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin();
- it != le_world->bad_guys.end(); /* will be at end of loop */)
+ // TODO FIXME
+ 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;
+ }
}
}
if(le_world->get_level()->time_left == 0)
le_world->get_level()->time_left = 250;
- le_world->get_level()->save("test", le_level);
+ le_world->get_level()->save("test", le_level, le_world);
GameSession session("test",le_level, ST_GL_TEST);
session.run();