1 /***************************************************************************
3 * This program is free software; you can redistribute it and/or modify *
4 * it under the terms of the GNU General Public License as published by *
5 * the Free Software Foundation; either version 2 of the License, or *
6 * (at your option) any later version. *
8 ***************************************************************************/
10 /* December 28, 2003 - February 1st, 2004 */
12 /* leveleditor.c - A built-in level editor for SuperTux
13 by Ricardo Cruz <rick2@aeiou.pt> */
21 #include <SDL_image.h>
22 #include "leveleditor.h"
34 /* definitions to aid development */
35 #define DONE_LEVELEDITOR 1
37 #define DONE_CHANGELEVEL 3
39 /* definitions that affect gameplay */
40 #define KEY_CURSOR_SPEED 32
41 #define KEY_CURSOR_FASTSPEED 64
43 /* when pagedown/up pressed speed:*/
44 #define PAGE_CURSOR_SPEED 13*32
46 #define MOUSE_LEFT_MARGIN 80
47 #define MOUSE_RIGHT_MARGIN (560-32)
48 /* right_margin should noticed that the cursor is 32 pixels,
49 so it should subtract that value */
50 #define MOUSE_POS_SPEED 20
53 #define SELECT_W 2 // size of the selections lines
54 #define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A)
56 /* gameloop funcs declerations */
58 void loadshared(void);
59 void unloadshared(void);
61 /* own declerations */
62 /* crutial ones (main loop) */
66 void le_drawinterface();
67 void le_checkevents();
68 void le_change(float x, float y, unsigned char c);
71 void le_set_defaults(void);
72 void le_activate_bad_guys(void);
73 void le_new_subset(char *subset_name);
75 void le_highlight_selection();
76 void apply_level_settings_menu();
78 /* leveleditor internals */
79 static string_list_type level_subsets;
80 static int le_level_changed; /* if changes, ask for saving, when quiting*/
81 static int pos_x, cursor_x, cursor_y, cursor_tile, fire;
83 static st_level* le_current_level;
84 static st_subset le_level_subset;
85 static int le_show_grid;
87 static texture_type le_selection;
89 static char le_current_tile;
90 static int le_mouse_pressed;
91 static button_type le_save_level_bt;
92 static button_type le_test_level_bt;
93 static button_type le_next_level_bt;
94 static button_type le_previous_level_bt;
95 static button_type le_move_right_bt;
96 static button_type le_move_left_bt;
97 static button_type le_rubber_bt;
98 static button_type le_select_mode_one_bt;
99 static button_type le_select_mode_two_bt;
100 static button_type le_bad_bsod_bt;
101 static button_type le_settings_bt;
102 static button_panel_type le_bt_panel;
103 static menu_type leveleditor_menu;
104 static menu_type subset_load_menu;
105 static menu_type subset_new_menu;
106 static menu_type subset_settings_menu;
107 static menu_type level_settings_menu;
109 static square selection;
110 static int le_selection_mode;
111 static SDL_Event event;
113 void le_activate_bad_guys(void)
117 /* Activate bad guys: */
119 /* as oposed to the gameloop.c func, this one doesn't remove
120 the badguys from tiles */
122 for (y = 0; y < 15; ++y)
123 for (x = 0; x < le_current_level->width; ++x)
124 if (le_current_level->tiles[y][x] >= '0' && le_current_level->tiles[y][x] <= '9')
125 add_bad_guy(x * 32, y * 32, le_current_level->tiles[y][x] - '0');
128 void le_set_defaults()
130 if(le_current_level != NULL)
134 if(le_current_level->time_left == 0)
135 le_current_level->time_left = 255;
139 /* 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. */
143 /* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
147 int leveleditor(int levelnb)
149 int last_time, now_time, i;
157 clearscreen(0, 0, 0);
160 while (SDL_PollEvent(&event))
165 last_time = SDL_GetTicks();
170 if(le_current_level != NULL)
172 /* making events results to be in order */
175 if(pos_x > (le_current_level->width * 32) - screen->w)
176 pos_x = (le_current_level->width * 32) - screen->w;
182 clearscreen(0, 0, 0);
184 /* draw editor interface */
189 menu_process_current();
190 if(current_menu == &leveleditor_menu)
192 switch (menu_check(&leveleditor_menu))
198 done = DONE_LEVELEDITOR;
202 else if(current_menu == &level_settings_menu)
204 switch (menu_check(&level_settings_menu))
214 apply_level_settings_menu();
218 else if(current_menu == &subset_load_menu)
220 switch (i = menu_check(&subset_load_menu))
227 subset_load(&le_level_subset,level_subsets.item[i-2]);
228 leveleditor_menu.item[3].kind = MN_GOTO;
229 menu_item_change_input(&subset_settings_menu.item[2],le_level_subset.title);
230 menu_item_change_input(&subset_settings_menu.item[3],le_level_subset.description);
234 le_current_level = (st_level*) malloc(sizeof(st_level));
235 if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
241 level_load_gfx(le_current_level);
242 le_activate_bad_guys();
248 else if(current_menu == &subset_new_menu)
250 if(subset_new_menu.item[2].input[0] == '\0')
251 subset_new_menu.item[3].kind = MN_DEACTIVE;
254 subset_new_menu.item[3].kind = MN_ACTION;
256 switch (i = menu_check(&subset_new_menu))
259 le_new_subset(subset_new_menu.item[2].input);
272 if(done == DONE_QUIT)
279 now_time = SDL_GetTicks();
280 if (now_time < last_time + FPS)
281 SDL_Delay(last_time + FPS - now_time); /* delay some time */
289 void le_default_level(st_level* plevel)
292 strcpy(plevel->name,"UnNamed");
293 strcpy(plevel->theme,"antarctica");
294 strcpy(plevel->song_title,"Mortimers_chipdisko.mod");
295 strcpy(plevel->bkgd_image,"arctis.png");
297 plevel->time_left = 100;
298 plevel->gravity = 10.;
299 plevel->bkgd_red = 0;
300 plevel->bkgd_green = 0;
301 plevel->bkgd_blue = 0;
303 for(i = 0; i < 15; ++i)
305 plevel->tiles[i] = (unsigned char*) malloc((plevel->width+1)*sizeof(unsigned char));
306 plevel->tiles[i][plevel->width] = (unsigned char) '\0';
307 for(y = 0; y < plevel->width; ++y)
308 plevel->tiles[i][y] = (unsigned char) '.';
309 plevel->tiles[i][plevel->width] = (unsigned char) '\0';
313 void le_new_subset(char *subset_name)
316 st_subset new_subset;
317 new_subset.name = (char*) malloc((strlen(subset_name)+1)*sizeof(char));
318 strcpy(new_subset.name,subset_name);
319 new_subset.title = (char*) malloc((strlen("Unknown Title")+1)*sizeof(char));
320 strcpy(new_subset.title,"Unknown Title");
321 new_subset.description = (char*) malloc((strlen("No description so far.")+1)*sizeof(char));
322 strcpy(new_subset.description,"No description so far.");
323 subset_save(&new_subset);
324 le_default_level(&new_lev);
325 level_save(&new_lev,subset_name,1);
332 level_subsets = dsubdirs("/levels", "info");
336 /* level_changed = NO;*/
339 le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
340 le_level_changed = NO;
343 subset_load(&le_level_subset,"default");
349 if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
354 if(le_current_level.time_left == 0)
355 le_current_level.time_left = 255;
357 level_load_gfx(&le_current_level);
358 le_activate_bad_guys();
360 le_current_level = NULL;
362 le_current_tile = '.';
363 le_mouse_pressed = NO;
365 texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
368 button_load(&le_save_level_bt,"/images/icons/save.png","Save level", SDLK_F6,screen->w-64,32);
369 button_load(&le_next_level_bt,"/images/icons/up.png","Next level", SDLK_PAGEUP,screen->w-64,0);
370 button_load(&le_previous_level_bt,"/images/icons/down.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0);
371 button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-32,48);
372 button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select single tile",SDLK_F3,screen->w-64,48);
373 button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select multiple tiles",SDLK_F3,screen->w-64,64);
374 button_load(&le_test_level_bt,"/images/icons/test-level.png","Test level",SDLK_F4,screen->w-64,screen->h - 64);
375 button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_F5,screen->w-32,screen->h - 64);
376 button_load(&le_move_left_bt,"/images/icons/left.png","Move left",SDLK_LEFT,0,0);
377 button_load(&le_move_right_bt,"/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0);
378 button_panel_init(&le_bt_panel, screen->w - 64,82, 64, 334);
380 menu_init(&leveleditor_menu);
381 menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0));
382 menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
383 menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0));
384 menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu));
385 menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu));
386 menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu));
387 menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
388 menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0));
391 menu_set_current(&leveleditor_menu);
394 menu_init(&subset_load_menu);
395 menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0));
396 menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
397 for(i = 0; i < level_subsets.num_items; ++i)
399 menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets.item[i],0,0));
401 menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
402 menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0));
404 menu_init(&subset_new_menu);
405 menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0));
406 menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
407 menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0));
408 menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0));
409 menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
410 menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0));
412 menu_init(&subset_settings_menu);
413 menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0));
414 menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
415 menu_additem(&subset_settings_menu,menu_item_create(MN_TEXTFIELD,"Title",0,0));
416 menu_additem(&subset_settings_menu,menu_item_create(MN_TEXTFIELD,"Description",0,0));
417 menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
418 menu_additem(&subset_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
419 menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
420 menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0));
422 menu_init(&level_settings_menu);
423 level_settings_menu.arrange_left = YES;
424 menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0));
425 menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
426 menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0));
427 menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Theme:",0,0));
428 menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Song:",0,0));
429 menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Background:",0,0));
430 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0));
431 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time: ",0,0));
432 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0));
433 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red: ",0,0));
434 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green: ",0,0));
435 menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue: ",0,0));
436 menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
437 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
438 /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu));
439 menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu));
440 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0));
441 menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/
443 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
448 void update_level_settings_menu()
453 menu_item_change_input(&level_settings_menu.item[2], le_current_level->name);
454 sprintf(str,"%d",le_current_level->width);
456 string_list_copy(level_settings_menu.item[3].list, dsubdirs("images/themes", "solid0.png"));
457 string_list_copy(level_settings_menu.item[4].list, dfiles("music/", NULL));
458 string_list_copy(level_settings_menu.item[5].list, dfiles("images/background", NULL));
459 if((i = string_list_find(level_settings_menu.item[3].list,le_current_level->theme)) != -1)
460 level_settings_menu.item[3].list->active_item = i;
461 if((i = string_list_find(level_settings_menu.item[4].list,le_current_level->song_title)) != -1)
462 level_settings_menu.item[4].list->active_item = i;
463 if((i = string_list_find(level_settings_menu.item[5].list,le_current_level->bkgd_image)) != -1)
464 level_settings_menu.item[5].list->active_item = i;
466 menu_item_change_input(&level_settings_menu.item[6], str);
467 sprintf(str,"%d",le_current_level->time_left);
468 menu_item_change_input(&level_settings_menu.item[7], str);
469 sprintf(str,"%2.0f",le_current_level->gravity);
470 menu_item_change_input(&level_settings_menu.item[8], str);
471 sprintf(str,"%d",le_current_level->bkgd_red);
472 menu_item_change_input(&level_settings_menu.item[9], str);
473 sprintf(str,"%d",le_current_level->bkgd_green);
474 menu_item_change_input(&level_settings_menu.item[10], str);
475 sprintf(str,"%d",le_current_level->bkgd_blue);
476 menu_item_change_input(&level_settings_menu.item[11], str);
479 void apply_level_settings_menu()
484 strcpy(le_current_level->name,level_settings_menu.item[2].input);
486 if(strcmp(le_current_level->theme,string_list_active(level_settings_menu.item[5].list)) != 0)
488 strcpy(le_current_level->bkgd_image,string_list_active(level_settings_menu.item[5].list));
492 if(strcmp(le_current_level->theme,string_list_active(level_settings_menu.item[3].list)) != 0)
494 strcpy(le_current_level->theme,string_list_active(level_settings_menu.item[3].list));
501 level_load_gfx(le_current_level);
504 strcpy(le_current_level->song_title,string_list_active(level_settings_menu.item[4].list));
506 i = le_current_level->width;
507 le_current_level->width = atoi(level_settings_menu.item[6].input);
508 if(le_current_level->width < i)
510 if(le_current_level->width < 21)
511 le_current_level->width = 21;
512 for(y = 0; y < 15; ++y)
514 le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
515 le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
518 else if(le_current_level->width > i)
520 for(y = 0; y < 15; ++y)
522 le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
523 for(j = 0; j < le_current_level->width - i; ++j)
524 le_current_level->tiles[y][i+j] = (unsigned char) '.';
525 le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
528 le_current_level->time_left = atoi(level_settings_menu.item[7].input);
529 le_current_level->gravity = atof(level_settings_menu.item[8].input);
530 le_current_level->bkgd_red = atoi(level_settings_menu.item[9].input);
531 le_current_level->bkgd_green = atoi(level_settings_menu.item[10].input);
532 le_current_level->bkgd_blue = atoi(level_settings_menu.item[11].input);
535 void le_goto_level(int levelnb)
540 level_free(le_current_level);
541 if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
543 level_load(le_current_level, le_level_subset.name, le_level);
553 level_load_gfx(le_current_level);
555 le_activate_bad_guys();
560 /*if(level_changed == YES)
561 if(askforsaving() == CANCEL)
564 SDL_EnableKeyRepeat(0, 0); // disables key repeating
566 button_free(&le_test_level_bt);
567 texture_free(&le_selection);
568 menu_free(&leveleditor_menu);
570 if(le_current_level != NULL)
573 level_free(le_current_level);
579 void le_drawinterface()
584 if(le_current_level != NULL)
586 /* draw a grid (if selected) */
589 for(x = 0; x < 19; x++)
590 fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
591 for(y = 0; y < 15; y++)
592 fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
596 if(le_selection_mode == CURSOR)
597 texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
598 else if(le_selection_mode == SQUARE)
601 le_highlight_selection();
602 /* draw current selection */
603 w = selection.x2 - selection.x1;
604 h = selection.y2 - selection.y1;
605 fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
606 fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
607 fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
608 fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
612 /* draw button bar */
613 fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
614 drawshape(19 * 32, 14 * 32, le_current_tile);
616 if(le_current_level != NULL)
618 button_draw(&le_save_level_bt);
619 button_draw(&le_test_level_bt);
620 button_draw(&le_next_level_bt);
621 button_draw(&le_previous_level_bt);
622 button_draw(&le_rubber_bt);
623 button_draw(&le_select_mode_one_bt);
624 button_draw(&le_select_mode_two_bt);
625 button_draw(&le_bad_bsod_bt);
626 button_draw(&le_settings_bt);
627 button_draw(&le_move_right_bt);
628 button_draw(&le_move_left_bt);
629 button_panel_draw(&le_bt_panel);
631 sprintf(str, "%d/%d", le_level,le_level_subset.levels);
632 text_drawf(&white_text, str, -8, 16, A_RIGHT, A_NONE, 1, NO_UPDATE);
634 text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
639 text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
641 text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
649 static char str[LEVEL_NAME_MAX];
651 /* Draw the real background */
652 if(le_current_level->bkgd_image[0] != '\0')
655 texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
656 texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE);
660 clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
663 /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
665 for (y = 0; y < 15; ++y)
666 for (x = 0; x < 20; ++x)
668 drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
670 /* draw whats inside stuff when cursor is selecting those */
671 /* (draw them all the time - is this the right behaviour?) */
672 switch(le_current_level->tiles[y][x + (int)(pos_x/32)])
675 texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
678 texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
683 texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
690 /* Draw the Bad guys: */
691 for (i = 0; i < num_bad_guys; ++i)
693 if(bad_guys[i].base.alive == NO)
695 /* to support frames: img_bsod_left[(frame / 5) % 4] */
696 if(bad_guys[i].kind == BAD_BSOD)
697 texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
698 else if(bad_guys[i].kind == BAD_LAPTOP)
699 texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
700 else if (bad_guys[i].kind == BAD_MONEY)
701 texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
705 /* Draw the player: */
706 /* for now, the position is fixed at (0, 240) */
707 texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE);
710 void le_checkevents()
716 keymod = SDL_GetModState();
718 while(SDL_PollEvent(&event))
720 /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
721 if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > 0 && event.motion.x < screen->w - 64 &&
722 event.motion.y > 0 && event.motion.y < screen->h)))
727 case SDL_KEYDOWN: // key pressed
728 key = event.key.keysym.sym;
731 menu_event(&event.key.keysym);
732 if(key == SDLK_ESCAPE)
735 menu_set_current(&leveleditor_menu);
749 cursor_x -= KEY_CURSOR_SPEED;
751 cursor_x -= KEY_CURSOR_FASTSPEED;
753 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
754 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
759 cursor_x += KEY_CURSOR_SPEED;
761 cursor_x += KEY_CURSOR_FASTSPEED;
763 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
764 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
769 cursor_y -= KEY_CURSOR_SPEED;
771 cursor_y -= KEY_CURSOR_FASTSPEED;
778 cursor_y += KEY_CURSOR_SPEED;
780 cursor_y += KEY_CURSOR_FASTSPEED;
782 if(cursor_y > screen->h-32)
783 cursor_y = screen->h-32;
796 cursor_x = (le_current_level->width * 32) - 32;
800 cursor_x -= PAGE_CURSOR_SPEED;
802 if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
803 pos_x = cursor_x - MOUSE_LEFT_MARGIN;
807 cursor_x += PAGE_CURSOR_SPEED;
809 if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
810 pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
814 le_show_grid = !le_show_grid;
817 le_change(cursor_x, cursor_y, '.');
820 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
821 le_current_tile = 'A';
823 le_current_tile = 'a';
826 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
827 le_change(cursor_x, cursor_y, 'B');
830 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
831 le_change(cursor_x, cursor_y, 'C');
833 le_change(cursor_x, cursor_y, 'c');
836 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
837 le_change(cursor_x, cursor_y, 'D');
839 le_change(cursor_x, cursor_y, 'd');
842 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
843 le_change(cursor_x, cursor_y, 'E');
845 le_change(cursor_x, cursor_y, 'e');
848 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
849 le_change(cursor_x, cursor_y, 'F');
851 le_change(cursor_x, cursor_y, 'f');
854 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
855 le_change(cursor_x, cursor_y, 'G');
857 le_change(cursor_x, cursor_y, 'g');
860 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
861 le_change(cursor_x, cursor_y, 'H');
863 le_change(cursor_x, cursor_y, 'h');
866 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
867 le_change(cursor_x, cursor_y, 'I');
869 le_change(cursor_x, cursor_y, 'i');
872 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
873 le_change(cursor_x, cursor_y, 'J');
875 le_change(cursor_x, cursor_y, 'j');
878 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
879 le_change(cursor_x, cursor_y, 'X');
881 le_change(cursor_x, cursor_y, 'x');
884 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
885 le_change(cursor_x, cursor_y, 'Y');
887 le_change(cursor_x, cursor_y, 'y');
889 case SDLK_LEFTBRACKET:
890 le_change(cursor_x, cursor_y, '[');
892 case SDLK_RIGHTBRACKET:
893 le_change(cursor_x, cursor_y, ']');
897 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
898 le_change(cursor_x, cursor_y, '#');
902 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
903 le_change(cursor_x, cursor_y, '$');
906 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
907 le_change(cursor_x, cursor_y, '|');
909 le_change(cursor_x, cursor_y, '\\');
912 le_change(cursor_x, cursor_y, '^');
916 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
917 le_change(cursor_x, cursor_y, '&');
921 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
922 le_change(cursor_x, cursor_y, '=');
923 else /* let's add a bad guy */
924 le_change(cursor_x, cursor_y, '0');
927 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
928 le_change(cursor_x, cursor_y, '!');
929 else /* let's add a bad guy */
930 le_change(cursor_x, cursor_y, '1');
933 le_change(cursor_x, cursor_y, '2');
936 if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
937 le_change(cursor_x, cursor_y, '*');
943 case SDL_KEYUP: /* key released */
944 switch(event.key.keysym.sym)
953 case SDL_MOUSEBUTTONDOWN:
954 if(event.button.button == SDL_BUTTON_LEFT)
956 le_mouse_pressed = YES;
958 selection.x1 = event.motion.x + pos_x;
959 selection.y1 = event.motion.y;
960 selection.x2 = event.motion.x + pos_x;
961 selection.y2 = event.motion.y;
964 case SDL_MOUSEBUTTONUP:
965 if(event.button.button == SDL_BUTTON_LEFT)
967 le_mouse_pressed = NO;
970 case SDL_MOUSEMOTION:
976 cursor_x = ((int)(pos_x + x) / 32) * 32;
977 cursor_y = ((int) y / 32) * 32;
979 if(le_mouse_pressed == YES)
981 selection.x2 = x + pos_x;
986 case SDL_QUIT: // window closed
998 if(le_current_level != NULL)
1000 if(event.type == SDL_KEYDOWN || event.type == SDL_KEYUP || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
1001 event.motion.y > 0 && event.motion.y < screen->h)))
1005 /* Check for button events */
1006 button_event(&le_test_level_bt,&event);
1007 if(button_get_state(&le_test_level_bt) == BN_CLICKED)
1009 button_event(&le_save_level_bt,&event);
1010 if(button_get_state(&le_save_level_bt) == BN_CLICKED)
1011 level_save(le_current_level,le_level_subset.name,le_level);
1012 button_event(&le_next_level_bt,&event);
1013 if(button_get_state(&le_next_level_bt) == BN_CLICKED)
1015 if(le_level < le_level_subset.levels)
1016 le_goto_level(++le_level);
1018 button_event(&le_previous_level_bt,&event);
1019 if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
1022 le_goto_level(--le_level);
1024 button_event(&le_rubber_bt,&event);
1025 if(button_get_state(&le_rubber_bt) == BN_CLICKED)
1026 le_current_tile = '.';
1027 button_event(&le_select_mode_one_bt,&event);
1028 if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
1029 le_selection_mode = CURSOR;
1030 button_event(&le_select_mode_two_bt,&event);
1031 if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
1032 le_selection_mode = SQUARE;
1033 button_event(&le_bad_bsod_bt,&event);
1034 if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
1035 le_current_tile = '0';
1036 button_event(&le_settings_bt,&event);
1037 if(button_get_state(&le_settings_bt) == BN_CLICKED)
1041 update_level_settings_menu();
1042 menu_set_current(&level_settings_menu);
1047 menu_set_current(&leveleditor_menu);
1054 button_event(&le_settings_bt,&event);
1055 if(button_get_state(&le_settings_bt) == BN_CLICKED)
1059 update_level_settings_menu();
1060 menu_set_current(&level_settings_menu);
1065 menu_set_current(&leveleditor_menu);
1073 button_event(&le_move_left_bt,&event);
1074 if(button_get_state(&le_move_left_bt) == BN_PRESSED)
1078 else if(button_get_state(&le_move_left_bt) == BN_HOVER)
1082 button_event(&le_move_right_bt,&event);
1083 if(button_get_state(&le_move_right_bt) == BN_PRESSED)
1087 else if(button_get_state(&le_move_right_bt) == BN_HOVER)
1092 if(le_mouse_pressed)
1094 le_change(cursor_x, cursor_y, le_current_tile);
1102 void le_highlight_selection()
1107 if(selection.x1 < selection.x2)
1117 if(selection.y1 < selection.y2)
1133 fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
1136 void le_change(float x, float y, unsigned char c)
1138 if(le_current_level != NULL)
1143 /* level_changed = YES; */
1145 switch(le_selection_mode)
1148 level_change(le_current_level,x,y,c);
1153 /* if there is a bad guy over there, remove it */
1154 for(i = 0; i < num_bad_guys; ++i)
1155 if (bad_guys[i].base.alive)
1156 if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
1157 bad_guys[i].base.alive = NO;
1159 if(c == '0') /* if it's a bad guy */
1160 add_bad_guy(xx*32, yy*32, BAD_BSOD);
1162 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1164 add_bad_guy(xx*32, yy*32, BAD_MONEY);
1168 if(selection.x1 < selection.x2)
1178 if(selection.y1 < selection.y2)
1194 /* if there is a bad guy over there, remove it */
1195 for(i = 0; i < num_bad_guys; ++i)
1196 if(bad_guys[i].base.alive)
1197 if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
1198 && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
1199 bad_guys[i].base.alive = NO;
1201 for(xx = x1; xx <= x2; xx++)
1202 for(yy = y1; yy <= y2; yy++)
1204 level_change(le_current_level, xx*32, yy*32, c);
1206 if(c == '0') // if it's a bad guy
1207 add_bad_guy(xx*32, yy*32, BAD_BSOD);
1209 add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
1211 add_bad_guy(xx*32, yy*32, BAD_MONEY);
1222 level_save(le_current_level,"test",le_level);
1223 gameloop("test",le_level, ST_GL_TEST);
1224 menu_set_current(&leveleditor_menu);
1226 level_load_gfx(le_current_level);
1228 le_activate_bad_guys();
1255 "./Del - Remove tile",
1256 "F9 - Show/Hide Grid",
1257 "F3 - Change Selection Mode",
1261 text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
1262 text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE);
1264 for(i = 0; i < sizeof(text)/sizeof(char *); i++)
1265 text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
1267 text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
1274 while(SDL_PollEvent(&event))
1277 case SDL_MOUSEBUTTONDOWN: // mouse pressed
1278 case SDL_KEYDOWN: // key pressed