Just removed upside down thing. Done.
[supertux.git] / src / leveleditor.cpp
index 1c7f3e3..fdc3433 100644 (file)
@@ -19,6 +19,7 @@
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <map>
+#include <typeinfo>
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
@@ -27,6 +28,7 @@
 #include <unistd.h>
 #include <SDL.h>
 #include <SDL_image.h>
+#include <algorithm>
 #include "leveleditor.h"
 
 #include "screen.h"
@@ -42,6 +44,7 @@
 #include "tile.h"
 #include "resources.h"
 #include "music_manager.h"
+#include "background.h"
 #include "display_manager.h"
 
 /* definitions to aid development */
@@ -501,22 +504,21 @@ void le_init_menus()
   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);
 
@@ -524,8 +526,6 @@ void le_init_menus()
 
 int le_init()
 {
-
-
   level_subsets = dsubdirs("/levels", "level1.stl");
   le_level_subset = new LevelSubset;
 
@@ -535,7 +535,6 @@ int le_init()
   active_tm = TM_IA;
   le_show_grid = true;
   show_selections = true;
-  scroll_x = 0;
 
   done = 0;
   le_frame = 0;        /* support for frames in some tiles, like waves and bad guys */
@@ -869,11 +868,13 @@ void le_drawinterface()
     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: 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);
     le_current.obj->draw_on_screen(cursor_x,cursor_y);
   }
+#endif
 
   if(mouse_select_object && selected_game_object != NULL)
   {
@@ -942,7 +943,7 @@ void le_drawlevel()
   Uint8 a;
 
   /* Draw the real background */
-  le_world->get_level()->draw_bg();
+  le_world->background->draw(*le_world->camera, LAYER_BACKGROUND0);
 
   if(le_current.IsTile())
   {
@@ -950,10 +951,12 @@ void le_drawlevel()
     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: Do we have a new solution for move_to()?
   if(le_current.IsObject())
   {
     le_current.obj->move_to(cursor_x, cursor_y);
   }
+#endif
 
   /*       clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
 
@@ -1001,7 +1004,7 @@ void le_drawlevel()
     }
 
   /* Draw the Bad guys: */
-  for (std::vector<_GameObject*>::iterator it = le_world->gameobjects.begin();
+  for (std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
        it != le_world->gameobjects.end(); ++it)
   {
     BadGuy* badguy = dynamic_cast<BadGuy*> (*it);
@@ -1009,7 +1012,7 @@ void le_drawlevel()
       continue;
     
     /* to support frames: img_bsod_left[(frame / 5) % 4] */
-    ViewPort viewport;
+    Camera viewport;
     viewport.set_translation(Vector(pos_x, pos_y));
     badguy->draw(viewport, 0);
   }
@@ -1019,13 +1022,14 @@ void le_drawlevel()
   largetux.walk_right->draw( 100 - pos_x, 240 - pos_y);
 }
 
-void le_change_object_properties(_GameObject *pobj)
+void le_change_object_properties(GameObject *pobj)
 {
   Surface* cap_screen = Surface::CaptureScreen();
   Menu* object_properties_menu = new Menu();
   bool loop = true;
 
-  object_properties_menu->additem(MN_LABEL,pobj->type() + " Properties",0,0);
+  std::string type = typeid(pobj).name();
+  object_properties_menu->additem(MN_LABEL, type + " Properties",0,0);
   object_properties_menu->additem(MN_HL,"",0,0);
 
   BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
@@ -1411,7 +1415,7 @@ void le_checkevents()
             {
               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
               }
@@ -1475,7 +1479,7 @@ void le_checkevents()
             cursor_base.width = 32;
             cursor_base.height = 32;
 
-            for(std::vector<_GameObject*>::iterator it =
+            for(std::vector<GameObject*>::iterator it =
                 le_world->gameobjects.begin();
                 it != le_world->gameobjects.end(); ++it) {
               MovingObject* mobj = dynamic_cast<MovingObject*> (*it);
@@ -1503,20 +1507,25 @@ void le_checkevents()
           }
           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")
-              {
-                BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
+              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());
+              if(pbadguy)
+              {
+                Camera& camera = *le_world->camera;
+                DisplayManager dummy;
+
+                le_world->bad_guys.push_back(
+                    new BadGuy(dummy, pbadguy->kind,
+                      cursor_x + camera.get_translation().x,
+                      cursor_y + camera.get_translation().y));
+                le_world->gameobjects.push_back(le_world->bad_guys.back());
               }
             }
-#endif
+
           }
          
           le_mouse_clicked[LEFT] = false;
@@ -1671,16 +1680,20 @@ void le_change(float x, float y, int tm, unsigned int c)
 
       /* 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) {
+        BadGuy* badguy = dynamic_cast<BadGuy*>((*it));
+        if (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;
+          if(rectcollision(cursor_base, badguy->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:
@@ -1712,25 +1725,26 @@ void le_change(float x, float y, int tm, unsigned int c)
 
       /* 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)
-        {
-          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
+        MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);       
+        if (pmobject)
         {
-          ++i;
-          ++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++)