-
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
#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
/* 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 */
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_new_subset(char *subset_name);
+
+void le_highlight_selection();
+
+void apply_level_settings_menu();
+void update_subset_settings_menu();
+void save_subset_settings_menu();
+
+/* leveleditor internals */
+static string_list_type level_subsets;
+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_save_level_bt;
+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_move_right_bt;
+static button_type le_move_left_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_type le_bad_bt;
+static button_type le_bkgd_bt;
+static button_type le_fgd_bt;
+static button_panel_type le_bkgd_panel;
+static button_panel_type le_fgd_panel;
+static button_panel_type le_bad_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)
{
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. */
-void newlevel()
-{}
+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 3:
+ update_subset_settings_menu();
+ break;
+ case 7:
+ done = DONE_LEVELEDITOR;
+ break;
+ }
+ }
+ else if(current_menu == &level_settings_menu)
+ {
+ switch (menu_check(&level_settings_menu))
+ {
+ case 13:
+ apply_level_settings_menu();
+ menu_set_current(&leveleditor_menu);
+ break;
+ default:
+ show_menu = YES;
+ break;
+ }
+ }
+ else if(current_menu == &subset_load_menu)
+ {
+ switch (i = menu_check(&subset_load_menu))
+ {
+ case 0:
+ break;
+ default:
+ if(i != -1)
+ {
+ subset_load(&le_level_subset,level_subsets.item[i-2]);
+ leveleditor_menu.item[3].kind = MN_GOTO;
+ le_level = 1;
+ arrays_init();
+ loadshared();
+ 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;
+ }
+ }
+ else if(current_menu == &subset_new_menu)
+ {
+ if(subset_new_menu.item[2].input[0] == '\0')
+ subset_new_menu.item[3].kind = MN_DEACTIVE;
+ else
+ {
+ subset_new_menu.item[3].kind = MN_ACTION;
+
+ switch (i = menu_check(&subset_new_menu))
+ {
+ case 3:
+ le_new_subset(subset_new_menu.item[2].input);
+ subset_load(&le_level_subset,subset_new_menu.item[2].input);
+ leveleditor_menu.item[3].kind = MN_GOTO;
+ le_level = 1;
+ arrays_init();
+ loadshared();
+ 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();
+ menu_item_change_input(&subset_new_menu.item[2],"");
+ show_menu = YES;
+ break;
+ }
+ }
+ }
+ else if(current_menu == &subset_settings_menu)
+ {
+ if(strcmp(le_level_subset.title,subset_settings_menu.item[2].input) == 0 && strcmp(le_level_subset.description,subset_settings_menu.item[3].input) == 0 )
+ subset_settings_menu.item[5].kind = MN_DEACTIVE;
+ else
+ subset_settings_menu.item[5].kind = MN_ACTION;
+
+ switch (i = menu_check(&subset_settings_menu))
+ {
+ case 5:
+ save_subset_settings_menu();
+ show_menu = YES;
+ break;
+ }
+ }
+ }
+
+ if(done)
+ {
+ le_quit();
+ return 0;
+ }
+
+ if(done == DONE_QUIT)
+ {
+ le_quit();
+ return 1;
+ }
-/* FIXME: It should let select the user a level, which is in the leveldirectory and then load it. */
-void selectlevel()
-{}
+ SDL_Delay(25);
+ now_time = SDL_GetTicks();
+ if (now_time < last_time + FPS)
+ SDL_Delay(last_time + FPS - now_time); /* delay some time */
+
+ flipscreen();
+ }
-int leveleditor()
+ return done;
+}
+
+void le_default_level(st_level* plevel)
{
- char str[LEVEL_NAME_MAX];
- int done;
- int x, y, i; /* for cicles */
- int pos_x, cursor_x, cursor_y, cursor_tile, fire;
- SDL_Event event;
- SDLKey key;
- SDLMod keymod;
+ int i,y;
+ strcpy(plevel->name,"UnNamed");
+ strcpy(plevel->theme,"antarctica");
+ strcpy(plevel->song_title,"Mortimers_chipdisko.mod");
+ strcpy(plevel->bkgd_image,"arctis.png");
+ plevel->width = 21;
+ plevel->time_left = 100;
+ plevel->gravity = 10.;
+ plevel->bkgd_red = 0;
+ plevel->bkgd_green = 0;
+ plevel->bkgd_blue = 0;
+
+ for(i = 0; i < 15; ++i)
+ {
+ plevel->tiles[i] = (unsigned char*) malloc((plevel->width+1)*sizeof(unsigned char));
+ plevel->tiles[i][plevel->width] = (unsigned char) '\0';
+ for(y = 0; y < plevel->width; ++y)
+ plevel->tiles[i][y] = (unsigned char) '.';
+ plevel->tiles[i][plevel->width] = (unsigned char) '\0';
+ }
+}
+
+void le_new_subset(char *subset_name)
+{
+ st_level new_lev;
+ st_subset new_subset;
+ new_subset.name = (char*) malloc((strlen(subset_name)+1)*sizeof(char));
+ strcpy(new_subset.name,subset_name);
+ new_subset.title = (char*) malloc((strlen("Unknown Title")+1)*sizeof(char));
+ strcpy(new_subset.title,"Unknown Title");
+ new_subset.description = (char*) malloc((strlen("No description so far.")+1)*sizeof(char));
+ strcpy(new_subset.description,"No description so far.");
+ subset_save(&new_subset);
+ le_default_level(&new_lev);
+ level_save(&new_lev,subset_name,1);
+}
+
+int le_init()
+{
+ int i,j;
+ char str[80];
+ level_subsets = dsubdirs("/levels", "info");
+
+ 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_init(&le_level_subset);
+
+ 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_save_level_bt,"/images/icons/save.png","Save level", SDLK_F6,screen->w-64,32);
+ button_load(&le_next_level_bt,"/images/icons/up.png","Next level", SDLK_PAGEUP,screen->w-64,0);
+ button_load(&le_previous_level_bt,"/images/icons/down.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0);
+ button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-32,48);
+ button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select single tile",SDLK_F3,screen->w-64,48);
+ button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select multiple tiles",SDLK_F3,screen->w-64,64);
+ 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_F5,screen->w-32,screen->h - 64);
+ button_load(&le_move_left_bt,"/images/icons/left.png","Move left",SDLK_LEFT,0,0);
+ button_load(&le_move_right_bt,"/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0);
+ button_load(&le_fgd_bt,"/images/icons/fgd.png","Foreground tiles", SDLK_F7,screen->w-64,82);
+ button_load(&le_bkgd_bt,"/images/icons/bgd.png","Background tiles", SDLK_F8,screen->w-43,82);
+ button_load(&le_bad_bt,"/images/icons/bad.png","Bad guys", SDLK_F9,screen->w-22,82);
+
+ string_list_type bkgd_files = dfiles("images/themes/antarctica","bkgd-", NULL);
+ string_list_sort(&bkgd_files);
+
+ button_panel_init(&le_bkgd_panel, screen->w - 64,98, 64, 318);
+ le_bkgd_panel.hidden = YES;
+ for(i = 0; i < bkgd_files.num_items; ++i)
+ {
+ char filename[1024];
+ sprintf(filename,"images/themes/antarctica/%s",bkgd_files.item[i]);
+ button_panel_additem(&le_bkgd_panel,button_create(filename, "My dear",SDLK_a,0,0),i);
+ }
+
+ string_list_free(&bkgd_files);
+ bkgd_files = dfiles("images/shared","cloud-", NULL);
+ string_list_sort(&bkgd_files);
+
+ for(i = 0; i < bkgd_files.num_items; ++i)
+ {
+ char filename[1024];
+ sprintf(filename,"images/shared/%s",bkgd_files.item[i]);
+ button_panel_additem(&le_bkgd_panel,button_create(filename, "My Doooooo",SDLK_a,0,0),i+8);
+ }
+
+ string_list_type fgd_files = dfiles("images/themes/antarctica","solid", NULL);
+ string_list_sort(&fgd_files);
- strcpy(level_subset,"default");
- show_grid = NO;
+ button_panel_init(&le_fgd_panel, screen->w - 64,98, 64, 318);
+ for(i = 0; i < fgd_files.num_items; ++i)
+ {
+ char filename[1024];
+ sprintf(filename,"images/themes/antarctica/%s",fgd_files.item[i]);
+ printf("%s",filename);
+ button_panel_additem(&le_fgd_panel,button_create(filename, "My dear",SDLK_a,0,0),i);
+ }
+
+ string_list_free(&fgd_files);
+ string_list_add_item(&fgd_files,"waves-0.png");
+ string_list_add_item(&fgd_files,"water.png");
+ string_list_add_item(&fgd_files,"pole.png");
+ string_list_add_item(&fgd_files,"poletop.png");
+ string_list_add_item(&fgd_files,"flag-0.png");
+ string_list_add_item(&fgd_files,"box-empty.png");
+ string_list_add_item(&fgd_files,"mints.png");
+ string_list_add_item(&fgd_files,"distro-0.png");
+ string_list_add_item(&fgd_files,"golden-herring.png");
+ string_list_add_item(&fgd_files,"distro-0.png");
+
+ for(i = 0; i < fgd_files.num_items; ++i)
+ {
+ char filename[1024];
+ sprintf(filename,"images/shared/%s",fgd_files.item[i]);
+ button_panel_additem(&le_fgd_panel,button_create(filename, "My dear",SDLK_a,0,0),i+4);
+ }
+
+ string_list_free(&fgd_files);
+ fgd_files = dfiles("images/themes/antarctica","brick", NULL);
+ string_list_sort(&fgd_files);
+
+ for(i = 0; i < fgd_files.num_items; ++i)
+ {
+ char filename[1024];
+ sprintf(filename,"images/themes/antarctica/%s",fgd_files.item[i]);
+ button_panel_additem(&le_fgd_panel,button_create(filename, "My dear",SDLK_a,0,0),i+14);
+ }
+
+ string_list_free(&fgd_files);
+ string_list_add_item(&fgd_files,"distro-0.png");
+ string_list_add_item(&fgd_files,"distro-0.png");
+ for(i = 0; i < fgd_files.num_items; ++i)
+ {
+ char filename[1024];
+ sprintf(filename,"images/shared/%s",fgd_files.item[i]);
+ button_panel_additem(&le_fgd_panel,button_create(filename, "My dear",SDLK_a,0,0),i+16);
+ }
- level = 1;
+ le_fgd_panel.item[10].bkgd = &le_fgd_panel.item[9].icon;
+ le_fgd_panel.item[11].bkgd = &le_fgd_panel.item[9].icon;
+ le_fgd_panel.item[12].bkgd = &le_fgd_panel.item[9].icon;
+ le_fgd_panel.item[16].bkgd = &le_fgd_panel.item[14].icon;
+ le_fgd_panel.item[17].bkgd = &le_fgd_panel.item[15].icon;
+
+ string_list_type bad_files;
+ string_list_init(&bad_files);
+ string_list_add_item(&bad_files,"bsod-left-0.png");
+ string_list_add_item(&bad_files,"laptop-left-0.png");
+ string_list_add_item(&bad_files,"bag-left-0.png");
+ button_panel_init(&le_bad_panel, screen->w - 64,98, 64, 318);
+ le_bad_panel.hidden = YES;
+ for(i = 0; i < bad_files.num_items; ++i)
+ {
+ char filename[1024];
+ sprintf(filename,"images/shared/%s",bad_files.item[i]);
+ button_panel_additem(&le_bad_panel,button_create(filename, "My Doooooo",SDLK_a,0,0),i);
+ }
- initmenu();
- menumenu = MENU_LEVELEDITOR;
+ 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;
- frame = 0; /* support for frames in some tiles, like waves and bad guys */
+ 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 < level_subsets.num_items; ++i)
+ {
+ menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets.item[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_TEXTFIELD,"Title",0,0));
+ menu_additem(&subset_settings_menu,menu_item_create(MN_TEXTFIELD,"Description",0,0));
+ menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
+ menu_additem(&subset_settings_menu,menu_item_create(MN_ACTION,"Save Changes",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_STRINGSELECT,"Theme ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Song ",0,0));
+ menu_additem(&level_settings_menu,menu_item_create(MN_STRINGSELECT,"Bg-Image",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));
+
+ SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+ return 0;
+}
+
+void update_level_settings_menu()
+{
+ char str[80];
+ int i;
+
+ menu_item_change_input(&level_settings_menu.item[2], le_current_level->name);
+ sprintf(str,"%d",le_current_level->width);
+
+ string_list_copy(level_settings_menu.item[3].list, dsubdirs("images/themes", "solid0.png"));
+ string_list_copy(level_settings_menu.item[4].list, dfiles("music/",NULL, "-fast"));
+ string_list_copy(level_settings_menu.item[5].list, dfiles("images/background",NULL, NULL));
+ if((i = string_list_find(level_settings_menu.item[3].list,le_current_level->theme)) != -1)
+ level_settings_menu.item[3].list->active_item = i;
+ if((i = string_list_find(level_settings_menu.item[4].list,le_current_level->song_title)) != -1)
+ level_settings_menu.item[4].list->active_item = i;
+ if((i = string_list_find(level_settings_menu.item[5].list,le_current_level->bkgd_image)) != -1)
+ level_settings_menu.item[5].list->active_item = i;
+
+ menu_item_change_input(&level_settings_menu.item[6], str);
+ sprintf(str,"%d",le_current_level->time_left);
+ menu_item_change_input(&level_settings_menu.item[7], str);
+ sprintf(str,"%2.0f",le_current_level->gravity);
+ menu_item_change_input(&level_settings_menu.item[8], str);
+ sprintf(str,"%d",le_current_level->bkgd_red);
+ menu_item_change_input(&level_settings_menu.item[9], str);
+ sprintf(str,"%d",le_current_level->bkgd_green);
+ menu_item_change_input(&level_settings_menu.item[10], str);
+ sprintf(str,"%d",le_current_level->bkgd_blue);
+ menu_item_change_input(&level_settings_menu.item[11], str);
+}
+
+void update_subset_settings_menu()
+{
+ menu_item_change_input(&subset_settings_menu.item[2], le_level_subset.title);
+ menu_item_change_input(&subset_settings_menu.item[3], le_level_subset.description);
+}
+
+void apply_level_settings_menu()
+{
+ int i,y,j;
+ i = NO;
+
+ strcpy(le_current_level->name,level_settings_menu.item[2].input);
+
+ if(strcmp(le_current_level->bkgd_image,string_list_active(level_settings_menu.item[5].list)) != 0)
+ {
+ strcpy(le_current_level->bkgd_image,string_list_active(level_settings_menu.item[5].list));
+ i = YES;
+ }
+
+ if(strcmp(le_current_level->theme,string_list_active(level_settings_menu.item[3].list)) != 0)
+ {
+ strcpy(le_current_level->theme,string_list_active(level_settings_menu.item[3].list));
+ i = YES;
+ }
+
+ if(i == YES)
+ {
+ level_free_gfx();
+ level_load_gfx(le_current_level);
+ }
+
+ strcpy(le_current_level->song_title,string_list_active(level_settings_menu.item[4].list));
+
+ i = le_current_level->width;
+ le_current_level->width = atoi(level_settings_menu.item[6].input);
+ if(le_current_level->width < i)
+ {
+ if(le_current_level->width < 21)
+ le_current_level->width = 21;
+ for(y = 0; y < 15; ++y)
+ {
+ le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
+ le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
+ }
+ }
+ else if(le_current_level->width > i)
+ {
+ for(y = 0; y < 15; ++y)
+ {
+ le_current_level->tiles[y] = (unsigned char*) realloc(le_current_level->tiles[y],(le_current_level->width+1)*sizeof(unsigned char));
+ for(j = 0; j < le_current_level->width - i; ++j)
+ le_current_level->tiles[y][i+j] = (unsigned char) '.';
+ le_current_level->tiles[y][le_current_level->width] = (unsigned char) '\0';
+ }
+ }
+ le_current_level->time_left = atoi(level_settings_menu.item[7].input);
+ le_current_level->gravity = atof(level_settings_menu.item[8].input);
+ le_current_level->bkgd_red = atoi(level_settings_menu.item[9].input);
+ le_current_level->bkgd_green = atoi(level_settings_menu.item[10].input);
+ le_current_level->bkgd_blue = atoi(level_settings_menu.item[11].input);
+}
+
+void save_subset_settings_menu()
+{
+ free(le_level_subset.title);
+ le_level_subset.title = (char*) malloc(sizeof(char)*(strlen(subset_settings_menu.item[2].input)+1));
+ strcpy(le_level_subset.title,subset_settings_menu.item[2].input);
+ free(le_level_subset.description);
+ le_level_subset.description = (char*) malloc(sizeof(char)*(strlen(subset_settings_menu.item[3].input)+1));
+ strcpy(le_level_subset.description,subset_settings_menu.item[3].input);
+ subset_save(&le_level_subset);
+}
+
+void le_goto_level(int levelnb)
+{
+ arrays_free();
arrays_init();
-
- loadshared();
- set_defaults();
- loadlevel(¤t_level,"default",level);
- loadlevelgfx(¤t_level);
+ 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_activate_bad_guys();
le_set_defaults();
- texture_load(&selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
+ level_free_gfx();
+ level_load_gfx(le_current_level);
- done = 0;
- pos_x = 0;
- cursor_x = 3*32;
- cursor_y = 2*32;
- fire = DOWN;
+ le_activate_bad_guys();
+}
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+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);
- while(1)
+ 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];
- keymod = SDL_GetModState();
+ 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);
+ }
+ }
- while(SDL_PollEvent(&event))
+ 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);
+ switch(le_current_tile)
+ {
+ case 'B':
+ texture_draw(&img_mints, 19 * 32, 14 * 32, NO_UPDATE);
+ break;
+ case '!':
+ texture_draw(&img_golden_herring,19 * 32, 14 * 32, NO_UPDATE);
+ break;
+ case 'x':
+ case 'y':
+ case 'A':
+ texture_draw(&img_distro[(le_frame / 5) % 4], 19 * 32, 14 * 32, NO_UPDATE);
+ break;
+ case '0':
+ texture_draw(&img_bsod_left[(le_frame / 5) % 4],19 * 32, 14 * 32, NO_UPDATE);
+ break;
+ case '1':
+ texture_draw(&img_laptop_left[(le_frame / 5) % 3],19 * 32, 14 * 32, NO_UPDATE);
+ break;
+ case '2':
+ texture_draw(&img_money_left[0],19 * 32, 14 * 32, NO_UPDATE);
+ break;
+ default:
+ break;
+ }
+
+ if(le_current_level != NULL)
+ {
+ button_draw(&le_save_level_bt);
+ 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_draw(&le_move_right_bt);
+ button_draw(&le_move_left_bt);
+ button_draw(&le_bad_bt);
+ button_draw(&le_bkgd_bt);
+ button_draw(&le_fgd_bt);
+ button_panel_draw(&le_bkgd_panel);
+ button_panel_draw(&le_fgd_panel);
+ button_panel_draw(&le_bad_panel);
+
+ sprintf(str, "%d/%d", le_level,le_level_subset.levels);
+ text_drawf(&white_text, str, -8, 16, A_RIGHT, A_NONE, 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);
+ }
+
+}
+
+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;
+ button_type* pbutton;
+ 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)))
{
- // testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events
+
switch(event.type)
{
case SDL_KEYDOWN: // key pressed
if(show_menu)
{
menu_event(&event.key.keysym);
+ if(key == SDLK_ESCAPE)
+ {
+ show_menu = NO;
+ menu_set_current(&leveleditor_menu);
+ }
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 < 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)
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)
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)
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)
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)
{
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
}
}
- /* 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 */
-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(le_current_level != NULL)
{
- 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);
+ 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 &&
+ event.motion.y > 0 && event.motion.y < screen->h)))
+ {
+ if(show_menu == NO)
+ {
+ /* 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_save_level_bt,&event);
+ if(button_get_state(&le_save_level_bt) == BN_CLICKED)
+ level_save(le_current_level,le_level_subset.name,le_level);
+ 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);
+ }
+ else
+ {
+ st_level new_lev;
+ char str[1024];
+ int d = 0;
+ sprintf(str,"Level %d doesn't exist.",le_level+1);
+ text_drawf(&white_text,str,0,-18,A_HMIDDLE,A_VMIDDLE,2,NO_UPDATE);
+ text_drawf(&white_text,"Do you want to create it?",0,0,A_HMIDDLE,A_VMIDDLE,2,NO_UPDATE);
+ text_drawf(&red_text,"(Y)es/(N)o",0,20,A_HMIDDLE,A_VMIDDLE,2,NO_UPDATE);
+ flipscreen();
+ while(d == 0)
+ {
+ while(SDL_PollEvent(&event))
+ switch(event.type)
+ {
+ case SDL_KEYDOWN: // key pressed
+ switch(event.key.keysym.sym)
+ {
+ case SDLK_y:
+ le_default_level(&new_lev);
+ level_save(&new_lev,le_level_subset.name,++le_level);
+ le_level_subset.levels = le_level;
+ le_goto_level(le_level);
+ d = 1;
+ break;
+ case SDLK_n:
+ d = 1;
+ break;
+ }
+ break;
+ default:
+ break;
+ }
+ SDL_Delay(50);
+ }
+ }
+ }
+ 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_bt,&event);
+ if(button_get_state(&le_bad_bt) == BN_CLICKED)
+ {
+ le_bad_panel.hidden = NO;
+ le_fgd_panel.hidden = YES;
+ le_bkgd_panel.hidden = YES;
+ }
+
+ button_event(&le_fgd_bt,&event);
+ if(button_get_state(&le_fgd_bt) == BN_CLICKED)
+ {
+ le_bad_panel.hidden = YES;
+ le_fgd_panel.hidden = NO;
+ le_bkgd_panel.hidden = YES;
+ }
+ button_event(&le_bkgd_bt,&event);
+ if(button_get_state(&le_bkgd_bt) == BN_CLICKED)
+ {
+ le_bad_panel.hidden = YES;
+ le_fgd_panel.hidden = YES;
+ le_bkgd_panel.hidden = NO;
+ }
+ button_event(&le_settings_bt,&event);
+ if(button_get_state(&le_settings_bt) == BN_CLICKED)
+ {
+ if(show_menu == NO)
+ {
+ update_level_settings_menu();
+ menu_set_current(&level_settings_menu);
+ show_menu = YES;
+ }
+ else
+ {
+ menu_set_current(&leveleditor_menu);
+ show_menu = NO;
+ }
+ }
+ if((pbutton = button_panel_event(&le_bkgd_panel,&event)) != NULL)
+ {
+ if(button_get_state(pbutton) == BN_CLICKED)
+ {
+ char c = '\0';
+ if(pbutton->tag >= 0 && pbutton->tag <= 3)
+ c = 'G' + pbutton->tag;
+ else if(pbutton->tag >= 4 && pbutton->tag <= 7)
+ c = 'g' + pbutton->tag - 4;
+ else if(pbutton->tag >= 8 && pbutton->tag <= 11)
+ c = 'C' + pbutton->tag - 8;
+ else if(pbutton->tag >= 12 && pbutton->tag <= 15)
+ c = 'c' + pbutton->tag - 12;
+ if(c != '\0')
+ le_current_tile = c;
+ }
+ }
+ if((pbutton = button_panel_event(&le_fgd_panel,&event)) != NULL)
+ {
+ if(button_get_state(pbutton) == BN_CLICKED)
+ {
+ char c = '\0';
+ if(pbutton->tag == 0)
+ c = '#' ;
+ else if(pbutton->tag == 1)
+ c = '[';
+ else if(pbutton->tag == 2)
+ c = '=';
+ else if(pbutton->tag == 3)
+ c = ']';
+ else if(pbutton->tag == 4)
+ c = '^';
+ else if(pbutton->tag == 5)
+ c = '&';
+ else if(pbutton->tag == 6)
+ c = '|';
+ else if(pbutton->tag == 7)
+ c = '*';
+ else if(pbutton->tag == 8)
+ c = '\\';
+ else if(pbutton->tag == 9)
+ c = 'a';
+ else if(pbutton->tag == 10)
+ c = 'B';
+ else if(pbutton->tag == 11)
+ c = 'A';
+ else if(pbutton->tag == 12)
+ c = '!';
+ else if(pbutton->tag == 13)
+ c = '$';
+ else if(pbutton->tag == 14)
+ c = 'X';
+ else if(pbutton->tag == 15)
+ c = 'Y';
+ else if(pbutton->tag == 16)
+ c = 'x';
+ else if(pbutton->tag == 17)
+ c = 'y';
+ if(c != '\0')
+ le_current_tile = c;
+ }
+ }
+ if((pbutton = button_panel_event(&le_bad_panel,&event)) != NULL)
+ {
+ if(button_get_state(pbutton) == BN_CLICKED)
+ {
+ char c = '\0';
+ if(pbutton->tag >= 0 && pbutton->tag <= 2)
+ c = '0' + pbutton->tag;
+ if(c != '\0')
+ le_current_tile = c;
+ }
+ }
+ }
+ else
+ {
+ button_event(&le_settings_bt,&event);
+ if(button_get_state(&le_settings_bt) == BN_CLICKED)
+ {
+ if(show_menu == NO)
+ {
+ update_level_settings_menu();
+ menu_set_current(&level_settings_menu);
+ show_menu = YES;
+ }
+ else
+ {
+ menu_set_current(&leveleditor_menu);
+ show_menu = NO;
+ }
+ }
+ }
+ }
+ if(show_menu == NO)
+ {
+ button_event(&le_move_left_bt,&event);
+ button_event(&le_move_right_bt,&event);
- text_draw(&blue_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
+ if(le_mouse_pressed)
+ {
+ le_change(cursor_x, cursor_y, le_current_tile);
+ }
+ }
+ }
+ }
+ if(show_menu == NO)
+ {
+ if(button_get_state(&le_move_left_bt) == BN_PRESSED)
+ {
+ pos_x -= 192;
+ }
+ else if(button_get_state(&le_move_left_bt) == BN_HOVER)
+ {
+ pos_x -= 96;
+ }
- if(show_menu)
+ if(button_get_state(&le_move_right_bt) == BN_PRESSED)
{
- done = drawmenu();
- if(done)
- {
- le_quit();
- return 0;
- }
+ pos_x += 192;
}
- if(done == DONE_QUIT)
+ else if(button_get_state(&le_move_right_bt) == BN_HOVER)
{
- le_quit();
- return 1;
- }
+ pos_x += 96;
+ }
+ }
- SDL_Delay(50);
- now_time = SDL_GetTicks();
- if (now_time < last_time + FPS)
- SDL_Delay(last_time + FPS - now_time); /* delay some time */
+}
- flipscreen();
+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;
}
- return done;
+ 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);
}
void le_change(float x, float y, unsigned char c)
{
-int i;
-int xx, yy;
+ 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);
- level_change(¤t_level,x,y,c);
+ 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;
+ }
- 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(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;
+ }
+ }
+}
- /* 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;
+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 i, done;
"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);
-
+
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);
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;
- }
+ {
+ while(SDL_PollEvent(&event))
+ switch(event.type)
+ {
+ case SDL_MOUSEBUTTONDOWN: // mouse pressed
+ case SDL_KEYDOWN: // key pressed
+ done = 1;
+ break;
+ default:
+ break;
+ }
+ SDL_Delay(50);
+ }
}