X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fleveleditor.c;h=1e3756fa72db4ad89941d927412ddc6449b3dbb5;hb=416e3a38d49f534ba8b65a63723bdb33ec018c68;hp=9981c8d17dee58f2730c9e6c64c2bf5d055ab91b;hpb=05a38383bb378e05aadad886e87f0fe64fdc6ba0;p=supertux.git diff --git a/src/leveleditor.c b/src/leveleditor.c index 9981c8d17..1e3756fa7 100644 --- a/src/leveleditor.c +++ b/src/leveleditor.c @@ -1,4 +1,3 @@ - /*************************************************************************** * * * This program is free software; you can redistribute it and/or modify * @@ -29,8 +28,8 @@ #include "menu.h" #include "level.h" #include "badguy.h" -#include "gameloop.h" #include "scene.h" +#include "button.h" /* definitions to aid development */ #define DONE_LEVELEDITOR 1 @@ -40,32 +39,19 @@ /* definitions that affect gameplay */ #define KEY_CURSOR_SPEED 32 #define KEY_CURSOR_FASTSPEED 64 -// when pagedown/up pressed speed: + +/* when pagedown/up pressed speed:*/ #define PAGE_CURSOR_SPEED 13*32 -#define CURSOR_LEFT_MARGIN 96 -#define CURSOR_RIGHT_MARGIN 512 +#define MOUSE_LEFT_MARGIN 80 +#define MOUSE_RIGHT_MARGIN (560-32) /* right_margin should noticed that the cursor is 32 pixels, so it should subtract that value */ +#define MOUSE_POS_SPEED 20 -#define MOUSE_LEFT_MARGIN 32 -#define MOUSE_RIGHT_MARGIN 608 -#define MOUSE_POS_SPEED 32 - -/* Level Intro: */ -/* - clearscreen(0, 0, 0); - - sprintf(str, "Editing Level %s", levelfilename); - drawcenteredtext(str, 200, letters_red, NO_UPDATE, 1); - - sprintf(str, "%s", levelname); - drawcenteredtext(str, 224, letters_gold, NO_UPDATE, 1); - - flipscreen(); - - SDL_Delay(1000); -*/ +/* look */ +#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 */ @@ -73,31 +59,52 @@ void loadshared(void); void unloadshared(void); /* own declerations */ - -void savelevel(); +/* crutial ones (main loop) */ +int le_init(); +void le_quit(); +void le_drawlevel(); +void le_drawinterface(); +void le_checkevents(); void le_change(float x, float y, unsigned char c); -void showhelp(); +void le_testlevel(); +void le_showhelp(); void le_set_defaults(void); void le_activate_bad_guys(void); -/* global variables (based on the gameloop ones) */ - -int level; -st_level current_level; -char level_subset[100]; -int show_grid; - -int frame; -texture_type selection; -int last_time, now_time; - -void le_quit(void) -{ - unloadlevelgfx(); - unloadshared(); - arrays_free(); - texture_free(&selection); -} +void le_highlight_selection(); + +/* leveleditor internals */ +static char **level_subsets; +static int subsets_num; +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; +static button_type le_select_mode_one_bt; +static button_type le_select_mode_two_bt; +static button_type le_bad_bsod_bt; +static button_type le_settings_bt; +static button_panel_type le_bt_panel; +static menu_type leveleditor_menu; +static menu_type subset_load_menu; +static menu_type subset_new_menu; +static menu_type subset_settings_menu; +static menu_type level_settings_menu; + +static square selection; +static int le_selection_mode; +static SDL_Event event; void le_activate_bad_guys(void) { @@ -109,17 +116,20 @@ void le_activate_bad_guys(void) the badguys from tiles */ for (y = 0; y < 15; ++y) - for (x = 0; x < current_level.width; ++x) - if (current_level.tiles[y][x] >= '0' && current_level.tiles[y][x] <= '9') - add_bad_guy(x * 32, y * 32, current_level.tiles[y][x] - '0'); + 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 != NULL) + { + /* Set defaults: */ - if(current_level.time_left == 0) - current_level.time_left = 255; + 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. */ @@ -130,60 +140,451 @@ void newlevel() void selectlevel() {} -int leveleditor() +int leveleditor(int levelnb) { - char str[LEVEL_NAME_MAX]; - int done; - int x, y, i; /* for cicles */ - int pos_x, cursor_x, cursor_y, fire; - SDL_Event event; - SDLKey key; - SDLMod keymod; + int last_time, now_time, i; - strcpy(level_subset,"default"); - show_grid = NO; - - level = 1; + le_level = levelnb; + if(le_init() != 0) + return 1; - initmenu(); - menumenu = MENU_LEVELEDITOR; - show_menu = YES; + /* Clear screen: */ + + clearscreen(0, 0, 0); + updatescreen(); - frame = 0; /* support for frames in some tiles, like waves and bad guys */ + while (SDL_PollEvent(&event)) + {} - arrays_init(); - - loadshared(); - set_defaults(); + while(YES) + { + last_time = SDL_GetTicks(); + le_frame++; - loadlevel(¤t_level,"default",level); - loadlevelgfx(¤t_level); + le_checkevents(); - le_activate_bad_guys(); - le_set_defaults(); + if(le_current_level != NULL) + { + /* making events results to be in order */ + if(pos_x < 0) + pos_x = 0; + if(pos_x > (le_current_level->width * 32) - screen->w) + pos_x = (le_current_level->width * 32) - screen->w; + + /* draw the level */ + le_drawlevel(); + } + else + clearscreen(0, 0, 0); - texture_load(&selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA); + /* draw editor interface */ + le_drawinterface(); - done = 0; - pos_x = 0; - cursor_x = 3*32; - cursor_y = 2*32; + if(show_menu) + { + menu_process_current(); + if(current_menu == &leveleditor_menu) + { + switch (menu_check(&leveleditor_menu)) + { + case 2: + show_menu = NO; + break; + case 7: + done = DONE_LEVELEDITOR; + break; + } + } + else if(current_menu == &level_settings_menu) + { + switch (menu_check(&level_settings_menu)) + { + case 0: + break; + case 1: + show_menu = YES; + break; + case 4: + break; + case 11: + strcpy(le_current_level->name,level_settings_menu.item[1].input); + break; + } + } + else if(current_menu == &subset_load_menu) + { + switch (i = menu_check(&subset_load_menu)) + { + case 0: + break; + default: + if(i != -1) + { + printf("%d",i); + printf("Load %s\n",level_subsets[i-2]); + subset_load(&le_level_subset,level_subsets[i-2]); + leveleditor_menu.item[3].kind = MN_GOTO; + le_level = 1; + arrays_init(); + loadshared(); + printf("%s\n",le_level_subset.name); + le_current_level = (st_level*) malloc(sizeof(st_level)); + if(level_load(le_current_level, le_level_subset.name, le_level) != 0) + { + le_quit(); + return 1; + } + le_set_defaults(); + level_load_gfx(le_current_level); + le_activate_bad_guys(); + show_menu = YES; + } + break; + } + } + } + + if(done) + { + le_quit(); + return 0; + } + + if(done == DONE_QUIT) + { + 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 */ + + flipscreen(); + } + + return done; +} + +int le_init() +{ + int i; + char str[80]; + level_subsets = NULL; + level_subsets = dsubdirs("/levels", "info", &subsets_num); + + le_show_grid = YES; + + /* level_changed = NO;*/ fire = DOWN; + done = 0; + le_frame = 0; /* support for frames in some tiles, like waves and bad guys */ + le_level_changed = NO; + + /* + subset_load(&le_level_subset,"default"); + arrays_init(); + loadshared(); + le_set_defaults(); + + + 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; + + level_load_gfx(&le_current_level); + le_activate_bad_guys(); + */ + le_current_level = NULL; + + le_current_tile = '.'; + le_mouse_pressed = NO; + + texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA); + + /* Load buttons */ + button_load(&le_next_level_bt,"/images/icons/up.png","Test Level", SDLK_PAGEUP,screen->w-64,0); + button_load(&le_previous_level_bt,"/images/icons/down.png","Test Level",SDLK_PAGEDOWN,screen->w-32,0); + button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-64,32); + button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select Tile",SDLK_F3,screen->w-64,16); + button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select Tiles",SDLK_F3,screen->w-32,16); + button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level",SDLK_F4,screen->w-64,screen->h - 64); + button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_0,screen->w-32,screen->h - 64); + button_panel_init(&le_bt_panel, screen->w - 64,64, 64, 380); + + menu_init(&leveleditor_menu); + menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0)); + menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0)); + menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu)); + menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu)); + menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu)); + menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0)); + + menu_reset(); + menu_set_current(&leveleditor_menu); + show_menu = YES; + + menu_init(&subset_load_menu); + menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0)); + menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0)); + for(i = 0; i < subsets_num; ++i) + { + menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0)); + } + menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0)); + + menu_init(&subset_new_menu); + menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0)); + menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0)); + menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0)); + menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0)); + + menu_init(&subset_settings_menu); + menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0)); + menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0)); + + menu_init(&level_settings_menu); + level_settings_menu.arrange_left = YES; + menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Theme:",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Song:",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Background:",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time: ",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red: ",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green: ",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue: ",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0)); + /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu)); + menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu)); + menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0)); + menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/ SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); - while(1) + return 0; +} + +void update_level_settings() +{ + char str[80]; + + menu_item_change_input(&level_settings_menu.item[1], le_current_level->name); + sprintf(str,"%d",le_current_level->width); + menu_item_change_input(&level_settings_menu.item[5], str); + sprintf(str,"%d",le_current_level->time_left); + menu_item_change_input(&level_settings_menu.item[6], str); + sprintf(str,"%2.0f",le_current_level->gravity); + menu_item_change_input(&level_settings_menu.item[7], str); + sprintf(str,"%d",le_current_level->bkgd_red); + menu_item_change_input(&level_settings_menu.item[8], str); + sprintf(str,"%d",le_current_level->bkgd_green); + menu_item_change_input(&level_settings_menu.item[9], str); + sprintf(str,"%d",le_current_level->bkgd_blue); + menu_item_change_input(&level_settings_menu.item[10], str); +} + +void le_goto_level(int levelnb) +{ + + level_free(le_current_level); + if(level_load(le_current_level, le_level_subset.name, levelnb) != 0) + { + level_load(le_current_level, le_level_subset.name, le_level); + } + else + { + le_level = levelnb; + } + + le_set_defaults(); + + level_free_gfx(); + level_load_gfx(le_current_level); + + le_activate_bad_guys(); +} + +void le_quit(void) +{ + /*if(level_changed == YES) + if(askforsaving() == CANCEL) + return;*/ //FIXME + + SDL_EnableKeyRepeat(0, 0); // disables key repeating + + button_free(&le_test_level_bt); + texture_free(&le_selection); + menu_free(&leveleditor_menu); + + if(le_current_level != NULL) { - clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); + level_free_gfx(); + level_free(le_current_level); + unloadshared(); + arrays_free(); + } +} - last_time = SDL_GetTicks(); - frame++; +void le_drawinterface() +{ + int x,y; + char str[80]; + + if(le_current_level != NULL) + { + /* draw a grid (if selected) */ + if(le_show_grid) + { + for(x = 0; x < 19; x++) + fillrect(x*32 - ((int)pos_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); + } + } + + if(le_selection_mode == CURSOR) + texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE); + else if(le_selection_mode == SQUARE) + { + int w, h; + le_highlight_selection(); + /* draw current selection */ + w = selection.x2 - selection.x1; + h = selection.y2 - selection.y1; + fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR); + fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR); + fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR); + fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR); + } + + + /* draw button bar */ + fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255); + drawshape(19 * 32, 14 * 32, le_current_tile); + + if(le_current_level != NULL) + { + button_draw(&le_test_level_bt); + button_draw(&le_next_level_bt); + button_draw(&le_previous_level_bt); + button_draw(&le_rubber_bt); + button_draw(&le_select_mode_one_bt); + button_draw(&le_select_mode_two_bt); + button_draw(&le_bad_bsod_bt); + button_draw(&le_settings_bt); + button_panel_draw(&le_bt_panel); + + sprintf(str, "%d/%d", le_level,le_level_subset.levels); + text_draw(&white_text, "LEV", 0, 0, 1, NO_UPDATE); + text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE); - keymod = SDL_GetModState(); + text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE); + } + else + { + if(show_menu == NO) + text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE); + else + text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE); + } + +} + +void le_drawlevel() +{ + int y,x,i,s; + static char str[LEVEL_NAME_MAX]; + + /* Draw the real background */ + 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, NO_UPDATE); + texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE); + } + else + { + clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue); + } + + /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */ + + for (y = 0; y < 15; ++y) + for (x = 0; x < 20; ++x) + { + drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]); + + /* draw whats inside stuff when cursor is selecting those */ + /* (draw them all the time - is this the right behaviour?) */ + switch(le_current_level->tiles[y][x + (int)(pos_x/32)]) + { + case 'B': + texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE); + break; + case '!': + texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE); + break; + case 'x': + case 'y': + case 'A': + texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE); + break; + default: + break; + } + } + + /* Draw the Bad guys: */ + for (i = 0; i < num_bad_guys; ++i) + { + 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], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE); + else if(bad_guys[i].kind == BAD_LAPTOP) + texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE); + else if (bad_guys[i].kind == BAD_MONEY) + texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE); + } + + + /* Draw the player: */ + /* for now, the position is fixed at (0, 240) */ + texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE); +} + +void le_checkevents() +{ + SDLKey key; + SDLMod keymod; + int x,y; + + keymod = SDL_GetModState(); - while(SDL_PollEvent(&event)) + while(SDL_PollEvent(&event)) + { + /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/ + if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > 0 && event.motion.x < screen->w - 64 && + event.motion.y > 0 && event.motion.y < screen->h))) { - // testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events + switch(event.type) { case SDL_KEYDOWN: // key pressed @@ -195,14 +596,21 @@ int leveleditor() } 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; - if(cursor_x < 0) - cursor_x = 0; + if(cursor_x < pos_x + MOUSE_LEFT_MARGIN) + pos_x = cursor_x - MOUSE_LEFT_MARGIN; + break; case SDLK_RIGHT: if(fire == DOWN) @@ -210,8 +618,9 @@ int leveleditor() else cursor_x += KEY_CURSOR_FASTSPEED; - if(cursor_x > (current_level.width*32) - 32) - cursor_x = (current_level.width*32) - 32; + if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32) + pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32; + break; case SDLK_UP: if(fire == DOWN) @@ -235,40 +644,41 @@ int leveleditor() fire =UP; break; case SDLK_F1: - showhelp(); + le_showhelp(); break; case SDLK_HOME: cursor_x = 0; + pos_x = cursor_x; break; case SDLK_END: - cursor_x = (current_level.width * 32) - 32; + cursor_x = (le_current_level->width * 32) - 32; + pos_x = cursor_x; break; case SDLK_PAGEUP: cursor_x -= PAGE_CURSOR_SPEED; - if(cursor_x < 0) - cursor_x = 0; + if(cursor_x < pos_x + MOUSE_LEFT_MARGIN) + pos_x = cursor_x - MOUSE_LEFT_MARGIN; + break; case SDLK_PAGEDOWN: cursor_x += PAGE_CURSOR_SPEED; - if(cursor_x > (current_level.width*32) - 32) - cursor_x = (current_level.width*32) - 32; + if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32) + pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32; + break; case SDLK_F9: - if(!show_grid) - show_grid = YES; - else - show_grid = NO; + 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'); + le_current_tile = 'A'; else - le_change(cursor_x, cursor_y, 'a'); + le_current_tile = 'a'; break; case SDLK_b: if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) @@ -370,21 +780,15 @@ int leveleditor() 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) @@ -394,28 +798,33 @@ int leveleditor() break; } break; - case SDL_KEYUP: // key released + 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: break; } break; - /* case SDL_MOUSEBUTTONDOWN: - if(event.button.button == SDL_BUTTON_LEFT) - { - This will draw current tile in the cursor position, when the interface is done. - } - break;*/ + case SDL_MOUSEBUTTONDOWN: + if(event.button.button == SDL_BUTTON_LEFT) + { + le_mouse_pressed = YES; + + selection.x1 = event.motion.x + pos_x; + selection.y1 = event.motion.y; + selection.x2 = event.motion.x + pos_x; + selection.y2 = event.motion.y; + } + break; + case SDL_MOUSEBUTTONUP: + if(event.button.button == SDL_BUTTON_LEFT) + { + le_mouse_pressed = NO; + } + break; case SDL_MOUSEMOTION: if(!show_menu) { @@ -424,6 +833,12 @@ int leveleditor() cursor_x = ((int)(pos_x + x) / 32) * 32; cursor_y = ((int) y / 32) * 32; + + if(le_mouse_pressed == YES) + { + selection.x2 = x + pos_x; + selection.y2 = y; + } } break; case SDL_QUIT: // window closed @@ -434,184 +849,199 @@ int leveleditor() } } - /* 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(cursor_x < pos_x + CURSOR_LEFT_MARGIN) - pos_x = cursor_x - CURSOR_LEFT_MARGIN; - - if(cursor_x > pos_x + CURSOR_RIGHT_MARGIN) - pos_x = cursor_x - CURSOR_RIGHT_MARGIN; - - if(pos_x < 0) - pos_x = 0; - if(pos_x > (current_level.width * 32) - screen->w) - pos_x = (current_level.width * 32) - screen->w; - - for (y = 0; y < 15; ++y) - for (x = 0; x < 21; ++x) - drawshape(x * 32, y * 32, current_level.tiles[y][x + (pos_x / 32)]); - -/* draw whats inside stuff when cursor is selecting those */ -int cursor_tile = 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[(frame / 5) % 4], cursor_x - pos_x, cursor_y, NO_UPDATE); - break; - default: - break; - } - - /* Draw the Bad guys: */ - for (i = 0; i < num_bad_guys; ++i) - { - 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[(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[(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[(frame / 5) % 2], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE); - } - -/* draw a grid (if selected) */ -if(show_grid) - { - for(x = 0; x < 21; x++) - fillrect(x*32, 0, 1, 480, 225, 225, 225); - for(y = 0; y < 15; y++) - fillrect(0, y*32, 640, 1, 225, 225, 225); - } - - texture_draw(&selection, ((int)(cursor_x - pos_x)/32)*32, cursor_y, NO_UPDATE); - - sprintf(str, "%d", current_level.time_left); - text_draw(&blue_text, "TIME", 324, 0, 1, NO_UPDATE); - text_draw(&gold_text, str, 404, 0, 1, NO_UPDATE); - sprintf(str, "%s", current_level.name); - text_draw(&blue_text, "NAME", 0, 0, 1, NO_UPDATE); - text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE); - - text_draw(&blue_text, "F1 for Help", 10, 430, 1, NO_UPDATE); + } - if(show_menu) + if(le_current_level != NULL) + { + if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w && + event.motion.y > 0 && event.motion.y < screen->h))) { - done = drawmenu(); - if(done) - { - le_quit(); - return 0; - } + /* Check for button events */ + button_event(&le_test_level_bt,&event); + if(button_get_state(&le_test_level_bt) == BN_CLICKED) + le_testlevel(); + button_event(&le_next_level_bt,&event); + if(button_get_state(&le_next_level_bt) == BN_CLICKED) + { + if(le_level < le_level_subset.levels) + le_goto_level(++le_level); + } + button_event(&le_previous_level_bt,&event); + if(button_get_state(&le_previous_level_bt) == BN_CLICKED) + { + if(le_level > 1) + le_goto_level(--le_level); + } + button_event(&le_rubber_bt,&event); + if(button_get_state(&le_rubber_bt) == BN_CLICKED) + le_current_tile = '.'; + button_event(&le_select_mode_one_bt,&event); + if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED) + le_selection_mode = CURSOR; + button_event(&le_select_mode_two_bt,&event); + if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED) + le_selection_mode = SQUARE; + button_event(&le_bad_bsod_bt,&event); + if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED) + le_current_tile = '0'; + button_event(&le_settings_bt,&event); + if(button_get_state(&le_settings_bt) == BN_CLICKED) + { + if(show_menu == NO) + { + menu_set_current(&level_settings_menu); + show_menu = YES; + } + else + { + menu_set_current(&leveleditor_menu); + show_menu = NO; + } + } } - if(done == DONE_QUIT) - { - le_quit(); - return 1; - } - - SDL_Delay(50); - now_time = SDL_GetTicks(); - if (now_time < last_time + FPS) - SDL_Delay(last_time + FPS - now_time); /* delay some time */ + } - flipscreen(); + if(le_mouse_pressed) + { + le_change(cursor_x, cursor_y, le_current_tile); } - return done; } -void le_change(float x, float y, unsigned char c) +void le_highlight_selection() { -int i; -int xx, yy; + int x,y,i; + int x1, x2, y1, y2; - level_change(¤t_level,x,y,c); + if(selection.x1 < selection.x2) + { + x1 = selection.x1; + x2 = selection.x2; + } + else + { + x1 = selection.x2; + x2 = selection.x1; + } + if(selection.y1 < selection.y2) + { + y1 = selection.y1; + y2 = selection.y2; + } + else + { + y1 = selection.y2; + y2 = selection.y1; + } - yy = (y / 32); - xx = (x / 32); + x1 /= 32; + x2 /= 32; + y1 /= 32; + y2 /= 32; - /* 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; + fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103); } -/* Save data for this level: */ -void savelevel(void) +void le_change(float x, float y, unsigned char c) { - FILE * fi; - char * filename; - int y; - char str[80]; + if(le_current_level != NULL) + { + int xx,yy,i; + int x1, x2, y1, y2; - /* Save data file: */ + /* level_changed = YES; */ - filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20) + strlen(level_subset)); - sprintf(filename, "%s/levels/%s/level%d.dat", DATA_PREFIX, level_subset, level); - fi = fopen(filename, "w"); - if (fi == NULL) - { - perror(filename); - st_shutdown(); - free(filename); - exit(-1); - } - free(filename); - - - /* sptrinf("# Level created by SuperTux built-in editor", fi); */ - - fputs(current_level.name, fi); - fputs("\n", fi); - fputs(current_level.theme, fi); - fputs("\n", fi); - sprintf(str, "%d\n", current_level.time_left); /* time */ - fputs(str, fi); - fputs(current_level.song_title, fi); /* song filename */ - sprintf(str, "\n%d\n", current_level.bkgd_red); /* red background color */ - fputs(str, fi); - sprintf(str, "%d\n", current_level.bkgd_green); /* green background color */ - fputs(str, fi); - sprintf(str, "%d\n", current_level.bkgd_blue); /* blue background color */ - fputs(str, fi); - sprintf(str, "%d\n", current_level.width); /* level width */ - fputs(str, fi); - - for(y = 0; y < 15; ++y) - { - fputs(current_level.tiles[y], fi); - fputs("\n", fi); - } + switch(le_selection_mode) + { + case CURSOR: + level_change(le_current_level,x,y,c); - fclose(fi); + yy = ((int)y / 32); + xx = ((int)x / 32); - text_drawf(&gold_text, "SAVED!", 0, 240, A_HMIDDLE, A_TOP, 1, NO_UPDATE); - flipscreen(); - 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; + + if(c == '0') /* if it's a bad guy */ + add_bad_guy(xx*32, yy*32, BAD_BSOD); + else if(c == '1') + add_bad_guy(xx*32, yy*32, BAD_LAPTOP); + else if(c == '2') + add_bad_guy(xx*32, yy*32, BAD_MONEY); + + break; + case SQUARE: + if(selection.x1 < selection.x2) + { + x1 = selection.x1; + x2 = selection.x2; + } + else + { + x1 = selection.x2; + x2 = selection.x1; + } + if(selection.y1 < selection.y2) + { + y1 = selection.y1; + y2 = selection.y2; + } + else + { + y1 = selection.y2; + y2 = selection.y1; + } + + x1 /= 32; + x2 /= 32; + y1 /= 32; + y2 /= 32; + + /* 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(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[i].base.alive = NO; + + for(xx = x1; xx <= x2; xx++) + for(yy = y1; yy <= y2; yy++) + { + level_change(le_current_level, xx*32, yy*32, c); + + if(c == '0') // if it's a bad guy + add_bad_guy(xx*32, yy*32, BAD_BSOD); + else if(c == '1') + add_bad_guy(xx*32, yy*32, BAD_LAPTOP); + else if(c == '2') + add_bad_guy(xx*32, yy*32, BAD_MONEY); + } + break; + default: + break; + } + } +} + +void le_testlevel() +{ + 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(); } -void showhelp() +void le_showhelp() { SDL_Event event; - int done; + int i, done; char *text[] = { "X/x - Brick0", "Y/y - Brick1", @@ -634,15 +1064,15 @@ void showhelp() "0-2 - BadGuys", "./Del - Remove tile", "F9 - Show/Hide Grid", + "F3 - Change Selection Mode", "Esc - Menu"}; - text_drawf(&red_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE); + text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE); text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE); - int i; for(i = 0; i < sizeof(text)/sizeof(char *); i++) - text_draw(&blue_text, text[i], 40, 90+(i*16), 1, NO_UPDATE); + 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);