X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fleveleditor.c;h=1e3756fa72db4ad89941d927412ddc6449b3dbb5;hb=416e3a38d49f534ba8b65a63723bdb33ec018c68;hp=b0780713436e976c3437233960f0261c073657d6;hpb=94b8d5e820f778dc89fdc64656c315c771127446;p=supertux.git diff --git a/src/leveleditor.c b/src/leveleditor.c index b07807134..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 * @@ -8,6 +7,8 @@ * * ***************************************************************************/ +/* December 28, 2003 - February 1st, 2004 */ + /* leveleditor.c - A built-in level editor for SuperTux by Ricardo Cruz */ @@ -18,676 +19,1076 @@ #include #include #include - #include "leveleditor.h" -#include "gameloop.h" + #include "screen.h" #include "defines.h" #include "globals.h" #include "setup.h" #include "menu.h" - +#include "level.h" #include "badguy.h" - -char levelname[60]; -char leveltheme[60]; -bad_guy_type bad_guys[NUM_BAD_GUYS]; -SDL_Surface *img_bsod_left[4], *img_laptop_left[3], *img_money_left[2]; -char song_title[60]; -char levelfilename[100]; - -int time_left; -unsigned char* tiles[15]; -int bkgd_red, bkgd_green, bkgd_blue, level_width; - -SDL_Surface *selection; +#include "scene.h" +#include "button.h" /* definitions to aid development */ -#define DONE_LEVELEDITOR 1 +#define DONE_LEVELEDITOR 1 #define DONE_QUIT 2 -#define DONE_CHANGELEVEL 3 +#define DONE_CHANGELEVEL 3 /* definitions that affect gameplay */ #define KEY_CURSOR_SPEED 32 #define KEY_CURSOR_FASTSPEED 64 -#define KEY_LEFT_MARGIN 160 -#define KEY_RIGHT_MARGIN 480 -#define MOUSE_LEFT_MARGIN 32 -#define MOUSE_RIGHT_MARGIN 608 -#define MOUSE_POS_SPEED 32 +/* when pagedown/up pressed speed:*/ +#define PAGE_CURSOR_SPEED 13*32 + +#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 + +/* 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 */ -void loadlevelgfx(void); -void unloadlevelgfx(void); -void add_bad_guy(int x, int y, int kind); void loadshared(void); void unloadshared(void); -void drawshape(int x, int y, unsigned char c); /* own declerations */ +/* 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 le_testlevel(); +void le_showhelp(); +void le_set_defaults(void); +void le_activate_bad_guys(void); + +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) +{ + int x,y; -void savelevel(); -void le_loadlevel(void); -void le_change(int x, int y, int sx, unsigned char c); -void showhelp(); + /* Activate bad guys: */ -/* 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. */ -void newlevel() + /* as oposed to the gameloop.c func, this one doesn't remove + the badguys from tiles */ + + for (y = 0; y < 15; ++y) + 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() { + if(le_current_level != NULL) + { + /* Set defaults: */ + 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. */ +void newlevel() +{} + /* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */ void selectlevel() +{} + +int leveleditor(int levelnb) { + int last_time, now_time, i; + + le_level = levelnb; + if(le_init() != 0) + return 1; + + /* Clear screen: */ + + clearscreen(0, 0, 0); + updatescreen(); + + while (SDL_PollEvent(&event)) + {} + + while(YES) + { + last_time = SDL_GetTicks(); + le_frame++; + + le_checkevents(); + + 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); + + /* draw editor interface */ + le_drawinterface(); + + 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); + + return 0; } -int leveleditor() +void update_level_settings() { -char str[10]; - - -strcpy(levelfilename,"level1"); - -initmenu(); -menumenu = MENU_LEVELEDITOR; -show_menu = YES; - -loadshared(); -le_loadlevel(); -loadlevelgfx(); - -selection = load_image(DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA); - -int done; -done = 0; - -int x, y, i; /* for cicles */ -int pos_x, cursor_x, cursor_y, old_cursor_x, fire; - -pos_x = 0; -cursor_x = 3*32; -old_cursor_x = cursor_x; -cursor_y = 2*32; -fire = DOWN; - -SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); - -SDL_Event event; -SDLKey key; -SDLMod keymod; - -while(1) - { - SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, bkgd_red, bkgd_green, bkgd_blue)); - - keymod = SDL_GetModState(); - - while(SDL_PollEvent(&event)) - { - // testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events - switch(event.type) - { - case SDL_KEYDOWN: // key pressed - key = event.key.keysym.sym; - if(show_menu) - { - menu_event(key); - break; - } - switch(key) - { - case SDLK_LEFT: - if(fire == DOWN) - cursor_x -= KEY_CURSOR_SPEED; - else - cursor_x -= KEY_CURSOR_FASTSPEED; - - if(cursor_x < 0) - cursor_x = 0; - break; - case SDLK_RIGHT: - if(fire == DOWN) - cursor_x += KEY_CURSOR_SPEED; - else - cursor_x += KEY_CURSOR_FASTSPEED; - - if(cursor_x > (level_width*32) - 1) - cursor_x = (level_width*32) - 1; - break; - case SDLK_UP: - if(fire == DOWN) - cursor_y -= KEY_CURSOR_SPEED; - else - cursor_y -= KEY_CURSOR_FASTSPEED; - - if(cursor_y < 0) - cursor_y = 0; - break; - case SDLK_DOWN: - if(fire == DOWN) - cursor_y += KEY_CURSOR_SPEED; - else - cursor_y += KEY_CURSOR_FASTSPEED; - - if(cursor_y > 480-32) - cursor_y = 480-32; - break; - case SDLK_LCTRL: - fire = UP; - break; - case SDLK_F1: - showhelp(); - break; - case SDLK_HOME: - cursor_x = 0; - break; - case SDLK_END: - cursor_x = (level_width * 32) - 32; - break; - case SDLK_PERIOD: - le_change(cursor_x, cursor_y, 0, '.'); - break; - case SDLK_a: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'A'); - else - le_change(cursor_x, cursor_y, 0, 'a'); - break; - case SDLK_b: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'B'); - break; - case SDLK_c: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'C'); - else - le_change(cursor_x, cursor_y, 0, 'c'); - break; - case SDLK_d: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'D'); - else - le_change(cursor_x, cursor_y, 0, 'd'); - break; - case SDLK_e: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'E'); - else - le_change(cursor_x, cursor_y, 0, 'e'); - break; - case SDLK_f: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'F'); - else - le_change(cursor_x, cursor_y, 0, 'f'); - break; - case SDLK_g: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'G'); - else - le_change(cursor_x, cursor_y, 0, 'g'); - break; - case SDLK_h: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'H'); - else - le_change(cursor_x, cursor_y, 0, 'h'); - break; - case SDLK_i: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'I'); - else - le_change(cursor_x, cursor_y, 0, 'i'); - break; - case SDLK_j: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'J'); - else - le_change(cursor_x, cursor_y, 0, 'j'); - break; - case SDLK_x: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'X'); - else - le_change(cursor_x, cursor_y, 0, 'x'); - break; - case SDLK_y: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, 'Y'); - else - le_change(cursor_x, cursor_y, 0, 'y'); - break; - case SDLK_LEFTBRACKET: - le_change(cursor_x, cursor_y, 0, '['); - break; - case SDLK_RIGHTBRACKET: - le_change(cursor_x, cursor_y, 0, ']'); - break; - case SDLK_HASH: - case SDLK_3: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, '#'); - break; - case SDLK_DOLLAR: - case SDLK_4: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, '$'); - break; - case SDLK_BACKSLASH: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, '|'); - else - le_change(cursor_x, cursor_y, 0, '\\'); - break; - case SDLK_CARET: - le_change(cursor_x, cursor_y, 0, '^'); - break; - case SDLK_AMPERSAND: - case SDLK_6: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, '&'); - break; - case SDLK_EQUALS: - case SDLK_0: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, '='); - else /* let's add a bad guy */ - le_change(cursor_x, cursor_y, 0, '0'); - - for(i = 0; i < NUM_BAD_GUYS; ++i) - if (bad_guys[i].alive == NO) - { - bad_guys[i].alive = YES; - bad_guys[i].kind = BAD_BSOD; - bad_guys[i].x = (((int)cursor_x/32)*32); - bad_guys[i].y = (((int)cursor_y/32)*32); - i = NUM_BAD_GUYS; - } - break; - case SDLK_1: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, '!'); - else /* let's add a bad guy */ - le_change(cursor_x, cursor_y, 0, '1'); - - for(i = 0; i < NUM_BAD_GUYS; ++i) - if (bad_guys[i].alive == NO) - { - bad_guys[i].alive = YES; - bad_guys[i].kind = BAD_LAPTOP; - bad_guys[i].x = (((int)cursor_x/32)*32); - bad_guys[i].y = (((int)cursor_y/32)*32); - i = NUM_BAD_GUYS; - } - break; - case SDLK_2: - le_change(cursor_x, cursor_y, 0, '2'); - - for(i = 0; i < NUM_BAD_GUYS; ++i) - if (bad_guys[i].alive == NO) - { - bad_guys[i].alive = YES; - bad_guys[i].kind = BAD_MONEY; - bad_guys[i].x = (((int)cursor_x/32)*32); - bad_guys[i].y = (((int)cursor_y/32)*32); - i = NUM_BAD_GUYS; - } - break; - case SDLK_PLUS: - if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) - le_change(cursor_x, cursor_y, 0, '*'); - break; - default: - break; - } - break; - 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) - { - x = event.motion.x; - y = event.motion.y; - - cursor_x = ((int)(pos_x + x) / 32) * 32; - cursor_y = ((int) y / 32) * 32; - } - break; - case SDL_MOUSEMOTION: - x = event.motion.x; - y = event.motion.y; - - cursor_x = ((int)(pos_x + x) / 32) * 32; - cursor_y = ((int) y / 32) * 32; - break; - case SDL_QUIT: // window closed - done = DONE_QUIT; - break; - default: - break; - } - } - - /* 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(old_cursor_x != cursor_x) - { - if(cursor_x < pos_x + KEY_LEFT_MARGIN) - pos_x = cursor_x - KEY_LEFT_MARGIN; - - if(cursor_x > pos_x + KEY_RIGHT_MARGIN) - pos_x = cursor_x - KEY_RIGHT_MARGIN; - } - - if(pos_x < 0) - pos_x = 0; - if(pos_x > (level_width * 32) - 640) - pos_x = (level_width * 32) - 640; - - old_cursor_x = cursor_x; - - for (y = 0; y < 15; ++y) - for (x = 0; x < 21; ++x) - drawshape(x * 32, y * 32, tiles[y][x + (pos_x / 32)]); - - /* Draw the Bad guys: */ - for (i = 0; i < NUM_BAD_GUYS; ++i) - { -/* printf("\nbad_guys[%i].alive = %i", i, bad_guys[i].alive); */ - if(bad_guys[i].alive == NO) - continue; -/* to support frames: img_bsod_left[(frame / 5) % 4] */ - if(bad_guys[i].kind == BAD_BSOD) - drawimage(img_bsod_left[0], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE); - else if(bad_guys[i].kind == BAD_LAPTOP) - drawimage(img_laptop_left[0], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE); - else if (bad_guys[i].kind == BAD_MONEY) - drawimage(img_money_left[0], ((int)(bad_guys[i].x - pos_x)/32)*32, bad_guys[i].y, NO_UPDATE); - } - - - drawimage(selection, ((int)(cursor_x - pos_x)/32)*32, cursor_y, NO_UPDATE); - - sprintf(str, "%d", time_left); - drawtext("TIME", 324, 0, letters_blue, NO_UPDATE); - drawtext(str, 404, 0, letters_gold, NO_UPDATE); - - sprintf(str, "%s", levelname); - drawtext("NAME", 0, 0, letters_blue, NO_UPDATE); - drawtext(str, 80, 0, letters_gold, NO_UPDATE); - - drawtext("F1 for Help", 10, 430, letters_blue, NO_UPDATE); - - if(show_menu) - { - done = drawmenu(); - if(done) - return 0; - } - if(done == DONE_QUIT) - return 1; - - SDL_Delay(50); - SDL_Flip(screen); - } - -unloadlevelgfx(); -unloadshared(); - -SDL_FreeSurface(selection); - -/*if(done == DONE_SAVE)*/ /* let's save the changes */ -/* savelevel();*/ -/* -if(done == DONE_CHANGELEVEL) change level - return leveleditor(level); -*/ -return done; + 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_change(int x, int y, int sx, unsigned char c) +void le_goto_level(int levelnb) { -int xx, yy; -yy = (y / 32); -xx = ((x + sx) / 32); + 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; + } -/* if there is a bad guy over there, remove it */ -int i; -for(i = 0; i < NUM_BAD_GUYS; ++i) - if (bad_guys[i].alive) - if(xx == bad_guys[i].x/32 && yy == bad_guys[i].y/32) - bad_guys[i].alive = NO; + le_set_defaults(); + level_free_gfx(); + level_load_gfx(le_current_level); -if (yy >= 0 && yy <= 15 && xx >= 0 && xx <= level_width) - tiles[yy][xx] = c; + le_activate_bad_guys(); } -/* Save data for this level: */ -void savelevel(void) +void le_quit(void) { -FILE * fi; -char * filename; - -char str[80]; - -/* Save data file: */ - -filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20)); -sprintf(filename, "%s/levels/%s.dat", DATA_PREFIX, levelfilename); -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(levelname, fi); -fputs("\n", fi); -fputs(leveltheme, fi); -fputs("\n", fi); -sprintf(str, "%d\n", time_left); /* time */ -fputs(str, fi); -fputs(song_title, fi); /* song filename */ -sprintf(str, "%d\n", bkgd_red); /* red background color */ -fputs(str, fi); -sprintf(str, "%d\n", bkgd_green); /* green background color */ -fputs(str, fi); -sprintf(str, "%d\n", bkgd_blue); /* blue background color */ -fputs(str, fi); -sprintf(str, "%d\n", level_width); /* level width */ -fputs(str, fi); - -int y; -for(y = 0; y < 15; ++y) - { - fputs(tiles[y], fi); - fputs("\n", fi); - } - -fclose(fi); - -drawcenteredtext("SAVED!", 240, letters_gold, NO_UPDATE); -SDL_Flip(screen); -SDL_Delay(1000); + /*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) + { + level_free_gfx(); + level_free(le_current_level); + unloadshared(); + arrays_free(); + } } - -/* I had to copy loadlevel, because loadlevel changes the tiles. - For intance, badguys are removed from the tiles and we have to - keep them there. */ - -/* Load data for this level: */ - -void le_loadlevel(void) +void le_drawinterface() { -FILE * fi; -char * filename; - -char str[80]; -char* line = malloc(sizeof(char)*10);/*[LEVEL_WIDTH + 5];*/ - -/* Load data file: */ - -filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20)); -sprintf(filename, "%s/levels/%s.dat", DATA_PREFIX, levelfilename); -fi = fopen(filename, "r"); -if (fi == NULL) - { - perror(filename); - st_shutdown(); - free(filename); - exit(-1); - } -free(filename); - -/* (Level title) */ -fgets(str, 20, fi); -strcpy(levelname, str); -levelname[strlen(levelname)-1] = '\0'; - -/* (Level theme) */ -fgets(str, 20, fi); -strcpy(leveltheme, str); -leveltheme[strlen(leveltheme)-1] = '\0'; - -fgets(line, 10, fi); -time_left = atoi(line); -fgets(str, 60, fi); -song_title[0]='\0'; -strcpy(song_title,str); -fgets(line, 10, fi); -bkgd_red = atoi(line); -fgets(line, 10, fi); -bkgd_green= atoi(line); -fgets(line, 10, fi); -bkgd_blue = atoi(line); -fgets(line, 10, fi); -level_width = atoi(line); - -free(line); -line = malloc(level_width*sizeof(char)+5); - -int x, y; -for (y = 0; y < 15; ++y) - { - fgets(line, level_width + 5, fi); - line[strlen(line) - 1] = '\0'; - free(tiles[y]); - tiles[y] = malloc((strlen(line)+5)*sizeof(char)); - strcpy(tiles[y], line); - } - -fclose(fi); - -/* Activate bad guys: */ - -/* as oposed to the gameloop.c func, this one doesn't remove -the badguys from tiles */ - -for (y = 0; y < 15; ++y) - for (x = 0; x < level_width; ++x) - if (tiles[y][x] >= '0' && tiles[y][x] <= '9') - add_bad_guy(x * 32, y * 32, tiles[y][x] - '0'); - - -/* Set defaults: */ - -if(time_left == 0) - time_left = 255; + 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); + + 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); + } +} -/* Level Intro: */ +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); +} -clearscreen(0, 0, 0); +void le_checkevents() +{ + SDLKey key; + SDLMod keymod; + int x,y; + + keymod = SDL_GetModState(); + + 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))) + { + + switch(event.type) + { + case SDL_KEYDOWN: // key pressed + key = event.key.keysym.sym; + if(show_menu) + { + menu_event(&event.key.keysym); + break; + } + 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 < pos_x + MOUSE_LEFT_MARGIN) + pos_x = cursor_x - MOUSE_LEFT_MARGIN; + + break; + case SDLK_RIGHT: + if(fire == DOWN) + cursor_x += KEY_CURSOR_SPEED; + else + cursor_x += KEY_CURSOR_FASTSPEED; + + if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32) + pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32; + + break; + case SDLK_UP: + if(fire == DOWN) + cursor_y -= KEY_CURSOR_SPEED; + else + cursor_y -= KEY_CURSOR_FASTSPEED; + + if(cursor_y < 0) + cursor_y = 0; + break; + case SDLK_DOWN: + if(fire == DOWN) + cursor_y += KEY_CURSOR_SPEED; + else + cursor_y += KEY_CURSOR_FASTSPEED; + + if(cursor_y > screen->h-32) + cursor_y = screen->h-32; + break; + case SDLK_LCTRL: + fire =UP; + break; + case SDLK_F1: + le_showhelp(); + break; + case SDLK_HOME: + cursor_x = 0; + pos_x = cursor_x; + break; + case SDLK_END: + cursor_x = (le_current_level->width * 32) - 32; + pos_x = cursor_x; + break; + case SDLK_PAGEUP: + cursor_x -= PAGE_CURSOR_SPEED; + + 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 > pos_x + MOUSE_RIGHT_MARGIN-32) + pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32; + + break; + case SDLK_F9: + 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_current_tile = 'A'; + else + le_current_tile = 'a'; + break; + case SDLK_b: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'B'); + break; + case SDLK_c: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'C'); + else + le_change(cursor_x, cursor_y, 'c'); + break; + case SDLK_d: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'D'); + else + le_change(cursor_x, cursor_y, 'd'); + break; + case SDLK_e: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'E'); + else + le_change(cursor_x, cursor_y, 'e'); + break; + case SDLK_f: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'F'); + else + le_change(cursor_x, cursor_y, 'f'); + break; + case SDLK_g: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'G'); + else + le_change(cursor_x, cursor_y, 'g'); + break; + case SDLK_h: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'H'); + else + le_change(cursor_x, cursor_y, 'h'); + break; + case SDLK_i: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'I'); + else + le_change(cursor_x, cursor_y, 'i'); + break; + case SDLK_j: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'J'); + else + le_change(cursor_x, cursor_y, 'j'); + break; + case SDLK_x: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'X'); + else + le_change(cursor_x, cursor_y, 'x'); + break; + case SDLK_y: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, 'Y'); + else + le_change(cursor_x, cursor_y, 'y'); + break; + case SDLK_LEFTBRACKET: + le_change(cursor_x, cursor_y, '['); + break; + case SDLK_RIGHTBRACKET: + le_change(cursor_x, cursor_y, ']'); + break; + case SDLK_HASH: + case SDLK_3: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, '#'); + break; + case SDLK_DOLLAR: + case SDLK_4: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, '$'); + break; + case SDLK_BACKSLASH: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, '|'); + else + le_change(cursor_x, cursor_y, '\\'); + break; + case SDLK_CARET: + le_change(cursor_x, cursor_y, '^'); + break; + case SDLK_AMPERSAND: + case SDLK_6: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, '&'); + break; + case SDLK_EQUALS: + case SDLK_0: + 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, '0'); + 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'); + break; + case SDLK_2: + le_change(cursor_x, cursor_y, '2'); + break; + case SDLK_PLUS: + if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS) + le_change(cursor_x, cursor_y, '*'); + break; + default: + break; + } + break; + case SDL_KEYUP: /* key released */ + switch(event.key.keysym.sym) + { + case SDLK_LCTRL: + fire = DOWN; + break; + default: + break; + } + 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) + { + x = event.motion.x; + y = event.motion.y; + + 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 + done = DONE_QUIT; + break; + default: + break; + } + } + + + } + + 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))) + { + /* 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(le_mouse_pressed) + { + le_change(cursor_x, cursor_y, le_current_tile); + } -sprintf(str, "Editing Level %s", levelfilename); -drawcenteredtext(str, 200, letters_red, NO_UPDATE); +} -sprintf(str, "%s", levelname); -drawcenteredtext(str, 224, letters_gold, NO_UPDATE); +void le_highlight_selection() +{ + int x,y,i; + int x1, x2, y1, y2; + + 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; + + fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103); +} -SDL_Flip(screen); +void le_change(float x, float y, unsigned char c) +{ + if(le_current_level != NULL) + { + int xx,yy,i; + int x1, x2, y1, y2; + + /* level_changed = YES; */ + + switch(le_selection_mode) + { + case CURSOR: + level_change(le_current_level,x,y,c); + + yy = ((int)y / 32); + xx = ((int)x / 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; + + 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; + } + } +} -SDL_Delay(1000); +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() { -drawcenteredtext("- Help -", 30, letters_red, NO_UPDATE); -drawtext("Keys:", 80, 60, letters_gold, NO_UPDATE); - -char *text[] = { - "X/x - Brick0", - "Y/y - Brick1", - "A/B/! - Box full", - "a - Box empty", - "C-F - Cloud0", - "c-f - Cloud1", - "G-J - Bkgd0", - "g-j - Bkgd1", - "# - Solid0", - "[ - Solid1", - "= - Solid2", - "] - Solid3", - "$ - Distro", - "^ - Waves", - "* - Poletop", - "| - Pole", - "\\ - Flag", - "& - Water", - "0-2 - BadGuys", - "./Del - Remove tile", - "Esc - Menu"}; - -int i; -for(i = 0; i < sizeof(text)/sizeof(char *); i++) - drawtext(text[i], 40, 90+(i*16), letters_blue, NO_UPDATE); - -SDL_Flip(screen); - -int done; -done = 0; -SDL_Event event; - -while(done == 0) - while(SDL_PollEvent(&event)) - switch(event.type) - { - case SDL_KEYDOWN: // key pressed - done = 1; - break; - default: - break; - } + SDL_Event event; + int i, done; + char *text[] = { + "X/x - Brick0", + "Y/y - Brick1", + "A/B/! - Box full", + "a - Box empty", + "C-F - Cloud0", + "c-f - Cloud1", + "G-J - Bkgd0", + "g-j - Bkgd1", + "# - Solid0", + "[ - Solid1", + "= - Solid2", + "] - Solid3", + "$ - Distro", + "^ - Waves", + "* - Poletop", + "| - Pole", + "\\ - Flag", + "& - Water", + "0-2 - BadGuys", + "./Del - Remove tile", + "F9 - Show/Hide Grid", + "F3 - Change Selection Mode", + "Esc - Menu"}; + + + text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE); + text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE); + + for(i = 0; i < sizeof(text)/sizeof(char *); i++) + 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); + + flipscreen(); + + done = 0; + + while(done == 0) + while(SDL_PollEvent(&event)) + switch(event.type) + { + case SDL_MOUSEBUTTONDOWN: // mouse pressed + case SDL_KEYDOWN: // key pressed + done = 1; + break; + default: + break; + } }