#include <unistd.h>
#include <SDL.h>
#include <SDL_image.h>
+#include <algorithm>
#include "leveleditor.h"
#include "screen.h"
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);
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
+#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);
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
+#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);
{
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
}
}
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")
{
+ ViewPort viewport(le_world->displaymanager.get_viewport());
+ DisplayManager dummy;
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());
+ le_world->bad_guys.push_back(new BadGuy(dummy, pbadguy->kind, cursor_x + viewport.get_translation().x, cursor_y + viewport.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)
+ if ((*it)->type() == "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;
+ BadGuy* pbadguy = dynamic_cast<BadGuy*>((*it));
+ if(rectcollision(cursor_base, pbadguy->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)
+ if ((*it)->type() == "BadGuy")
{
- 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
- {
- ++i;
- ++it;
+ MovingObject* pmobject = dynamic_cast<MovingObject*> (*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++)