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diff --git a/docs/ScriptAPI.md b/docs/ScriptAPI.md
index 8addc8d..642386d 100644
--- a/docs/ScriptAPI.md
+++ b/docs/ScriptAPI.md
@@ -1,754 +1,754 @@
Me and My Shadow Script API Reference
=====================================
(draft)
-The script language is Lua 5.2 (later we may bump it to 5.3).
+The script language is Lua 5.3.
Always check `ScriptAPI.cpp` for the newest API changed unmentioned in this document.
How to edit script
==================
To edit the script of a block, right click the block and select "Scripting".
To edit the script of the level, right click the empty space of the level and select "Scripting".
Currently the scenery block doesn't support scripting.
Available event types of block:
Event type | Description
----------------------|--------------
"playerWalkOn" | Fired once when the player walks on. (For example this is used in fragile block.)
"playerIsOn" | Fired every frame when the player is on.
"playerLeave" | Fired once when the player leaves.
"onCreate" | Fired when object creates.
"onEnterFrame" | Fired every frame.
"onPlayerInteraction" | Fired when the player press DOWN key. Currently this event only fires when the block type is TYPE_SWITCH.
"onToggle" | Fired when the block receives "toggle" from a switch/button. NOTE: The switch/button itself will also receive this event. This is used in an old example found on my old computer.
"onSwitchOn" | Fired when the block receives "switch on" from a switch/button. NOTE: The switch/button itself will also receive this event. This is used in an old example found on my old computer.
"onSwitchOff" | Fired when the block receives "switch off" from a switch/button. NOTE: The switch/button itself will also receive this event. This is used in an old example found on my old computer.
NOTE: During the event execution the global variable `this` temporarily points to current block. (Ad-hoc workaround!)
When the event execution ends the global variable `this` is reset to its previous value.
The block event may return an integer value (default is 0) to alter the game logic:
Return value | Description
-------------|--------------
0 | Skip the default game logic for this event.
1 | Do the default game logic for this event.
Available event types of level:
Event type | Description
-----------|--------------
"onCreate" | Fired when the level is created or the game is reset. This happens after all the blocks are created and their `onCreate` is called.
"onSave" | Fired when the game is saved.
"onLoad" | Fired when the game is loaded.
For the newest lists of event types, see `init()` function in `Functions.cpp`.
NOTE: the following methods to specify scripts can be used:
* Specify scripts for each events in the block script editing dialog.
* Only specify `onCreate` script in the block script editing dialog,
and use `setEventHandler()` function in script to specify scripts for other events dynamically.
* Only specify `onCreate` script in the level script editing dialog,
and use `setEventHandler()` function in script to specify scripts for other events for level/blocks dynamically.
Script API reference
====================
The "block" library
-------------------
### Static functions:
* getBlockById(id)
Returns the first block with specified id. If not found, returns `nil`.
Example:
~~~lua
local b=block.getBlockById("1")
local x,y=b:getLocation()
print(x..","..y)
~~~
* getBlocksById(id)
Returns the list of all blocks with specified id.
Example:
~~~lua
local l=block.getBlocksById("1")
for i,b in ipairs(l) do
local x,y=b:getLocation()
print(x..","..y)
end
~~~
* removeAll()
Remove all blocks.
* addBlock(string,[x],[y],[w],[h])
Add a new block (optionally give it a new position and size) and return the newly created block.
The `string` is the text representation of a block which is used in `.map` file.
The new block can have scripts and the `onCreate` script will be executed immediately.
Example:
~~~lua
-- Assume we have moving blocks of id 1,
-- then this newly added switch can operate existing moving blocks.
block.addBlock([[
tile(Switch,0,0,50,50){
behaviour=toggle
id=1
script(onCreate){
script="print('Hello world from onCreate of dynamically added block')"
}
}]],250,300)
~~~
Another example:
~~~lua
local b=block.addBlock('tile(MovingBlock,0,0)')
b:setBaseLocation(
math.random()*level.getWidth(),
math.random()*level.getHeight())
local bx,by=b:getBaseLocation()
for i=1,10 do
b:addMovingPos({
math.random()*level.getWidth()-bx,
math.random()*level.getHeight()-by,
math.random()*80+40
})
end
b:addMovingPos({0,0,math.random()*80+40})
~~~
* addBlocks(string,[positions]) / addBlocks(string,offsetX,offsetY)
Add new blocks (optionally give them new positions and sizes) and return an array the newly created blocks.
The `string` is the text representation of blocks which is used in `.map` file.
In the first form,
If `string` contains only one block, then it will be created repeatedly using the specified positions.
If it contains more than one block, then each block will use corresponding position in `positions`.
The `positions` is an array of new positions whose entry is of format `{[x],[y],[w],[h]}`.
In the second form,
the `string` can contain one or more blocks,
and the position of each block will be offset by two numbers `offsetX` and `offsetY`.
The new blocks can have scripts and the `onCreate` script will be executed immediately.
### Member functions:
* isValid() -- check the object is valid (i.e. not deleted, etc.)
* moveTo(x,y)
Move the block to the new position, update the velocity of block according to the position changed.
Example:
~~~lua
local b=block.getBlockById("1")
local x,y=b:getLocation()
b:moveTo(x+1,y)
~~~
* getLocation()
Returns the position of the block.
Example: see the example for moveTo().
* setLocation(x,y)
Move the block to the new position without updating the velocity of block.
Example: omitted since it's almost the same as moveTo().
* getBaseLocation() / setBaseLocation(x,y)
Get or set the base position of the block. Mainly used for moving blocks.
* growTo(w,h)
Resize the block, update the velocity of block according to the size changed.
NOTE: I don't think the velocity need to be updated when resizing block, so don't use this function.
Example: omitted since it's almost the same as setSize().
* getSize()
Returns the size of the block.
Example:
~~~lua
local b=block.getBlockById("1")
local w,h=b:getSize()
print(w..","..h)
~~~
* setSize(w,h)
Resize the block without updating the velocity of block.
Example:
~~~lua
local b=block.getBlockById("1")
local w,h=b:getSize()
b:setSize(w+1,h)
~~~
* getBaseSize() / setBaseSize(x,y)
Get or set the base size of the block. Mainly used for moving blocks.
* getType()
Returns the type of the block (which is a string).
Example:
~~~lua
local b=block.getBlockById("1")
local s=b:getType()
print(s)
~~~
* changeThemeState(new_state)
Change the state of the block to new_state (which is a string).
Example:
~~~lua
local b=block.getBlockById("1")
b:changeThemeState("activated")
~~~
* setVisible(b)
Set the visibility the block.
NOTE: The default value is `true`. If set to `false` the block is hidden completely,
the animation is stopped, can't receive any event, can't execute any scripts (except for `onCreate`),
can't be used as a portal destination,
doesn't participate in collision check and game logic, etc...
NOTE: This is a newly added feature.
If you find any bugs (e.g. if an invisible block still affects the game logic)
please report the bugs to GitHub issue tracker.
Example:
~~~lua
local b=block.getBlockById("1")
if b:isVisible() then
b:setVisible(false)
else
b:setVisible(true)
end
~~~
* isVisible()
Returns whether the block is visible.
Example: see the example for setVisible().
* getEventHandler(event_type)
Returns the event handler of event_type (which is a string).
Example:
~~~lua
local b=block.getBlockById("1")
local f=b:getEventHandler("onSwitchOn")
b:setEventHandler("onSwitchOff",f)
~~~
* setEventHandler(event_type,handler)
Set the handler of event_type (which is a string). The handler should be a function or `nil`.
Returns the previous event handler.
Example:
~~~lua
local b=block.getBlockById("1")
b:setEventHandler("onSwitchOff",function()
print("I am switched off.")
end)
~~~
* onEvent(eventType)
Fire an event to specified block.
NOTE: The event will be processed immediately.
Example:
~~~lua
local b=block.getBlockById("1")
b:onEvent("onToggle")
~~~
NOTE: Be careful not to write infinite recursive code! Bad example:
~~~lua
-- onToggle event of a moving block
this:onEvent("onToggle")
~~~
* isActivated() / setActivated(bool)
Get/set a boolean indicates if the block is activated.
The block should be one of TYPE_MOVING_BLOCK, TYPE_MOVING_SHADOW_BLOCK, TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT, TYPE_SHADOW_CONVEYOR_BELT.
* isAutomatic() / setAutomatic(bool)
Get/set a boolean indicates if the portal is automatic.
The block should be TYPE_PORTAL.
* getBehavior() / setBehavior(str)
Get/set a string (must be "on", "off" or "toggle"),
representing the behavior of the block.
The block should be TYPE_BUTTON, TYPE_SWITCH.
* getState() / setState(num)
Get/set a number (must be 0,1,2 or 3),
representing the state of a fragile block.
The block should be TYPE_FRAGILE.
* isPlayerOn()
Get a boolean indicates if the player is on.
Currently only works for TYPE_BUTTON.
* getPathMaxTime()
Get the total time of the path of a moving block.
* getPathTime() / setPathTime(num)
Get/set the current time of the path of a moving block.
* isLooping() / setLooping(bool)
Get/set the looping property of a moving block.
* getSpeed() / setSpeed(num)
Get/set the speed of a conveyor belt.
NOTE: 1 Speed = 0.08 block/s = 0.1 pixel/frame.
* getAppearance() / setAppearance(str)
Get/set the custom appearance of a block.
The `str` is the name of the custom appearance, either `"<blockName>_Scenery"` or name of a scenery block.
Empty string or nil means the default appearance.
* getId() / setId(str)
Get/set the id of a block.
* getDestination() / setDestination(str)
Get/set the destination of a portal.
The block should be TYPE_PORTAL.
* getMessage() / setMessage(str)
Get/set the message of a notify block.
The block should be TYPE_NOTIFICATION_BLOCK.
* getMovingPosCount()
Get the number of moving positions of a moving block.
* getMovingPos() / getMovingPos(index) / getMovingPos(start, length)
Get the array of moving positions or the moving position at specified index
(the array index starts with 1 in Lua).
The individual point is of format `{x,y,t}`.
* setMovingPos(array) / setMovingPos(index, point) / setMovingPos(start, length, array)
Set the array of moving positions or modify the moving position at specified index
(the array index starts with 1 in Lua).
NOTE: the last two forms won't change the number of points,
while the first form will overwrite the list of points completely.
* addMovingPos(p) / addMovingPos(index, p)
Insert points to the array of moving positions at the end or at the specified index.
The `p` can be one point or a list of points.
* removeMovingPos() / removeMovingPos(index) / removeMovingPos(listOfIndices) / removeMovingPos(start, length)
Remove points in the array of moving positions: remove all points,
or remove a point at specified index, or remove points at specified indices,
or remove points in given range.
* clone([x],[y],[w],[h])
Create a clone of current block, optionally give it a new position and size.
The new block can have scripts and the `onCreate` script will be executed immediately.
Returns the newly created block.
* cloneMultiple(number) / cloneMultiple(positions)
Create multiple clones of current block, optionally give them new positions and sizes.
The `number` is the number of clones to made, whose positions are the same as the source block,
whereas `positions` is an array of new positions whose entry is of format `{[x],[y],[w],[h]}`.
The new blocks can have scripts and the `onCreate` script will be executed immediately.
Returns an array of newly created blocks.
* remove()
Remove current block.
The "playershadow" library
--------------------------
### Global constants:
* player
The player object.
* shadow
The shadow object.
### Member functions:
* getLocation()
Returns the location of player/shadow.
Example:
~~~lua
local x,y=player:getLocation()
print("player: "..x..","..y)
x,y=shadow:getLocation()
print("shadow: "..x..","..y)
~~~
* setLocation(x,y)
Set the location of player/shadow.
Example:
~~~lua
local x,y=player:getLocation()
player:setLocation(x+1,y)
~~~
* jump([strength=13])
Let the player/shadow jump if it's allowed.
strength: Jump strength.
Example:
~~~lua
player:jump(20)
~~~
* isShadow()
Returns whether the current object is shadow.
Example:
~~~lua
print(player:isShadow())
print(shadow:isShadow())
~~~
* getCurrentStand()
Returns the block on which the player/shadow is standing on. Can be `nil`.
Example:
~~~lua
local b=player:getCurrentStand()
if b then
print(b:getType())
else
print("The player is not standing on any blocks")
end
~~~
* isInAir() -- returns a boolean indicating if the player is in air
* canMove() -- returns a boolean indicating if the player can move (i.e. not standing on shadow)
* isDead() -- returns a boolean indicating if the player is dead
* isHoldingOther() -- returns a boolean indicating if the player is holding other
The "level" library
-------------------
### Static functions:
* getSize() -- get the level size
* getRect() / setRect(x,y,w,h) -- get or set the level rect (left,top,width,height)
* getWidth() -- get the level width
* getHeight() -- get the level height
* getName() -- get the level name
* getEventHandler(event_type) -- get the event handler
* setEventHandler(event_type,handler) -- set the event handler, return the old handler
* win() -- win the game
* getTime() -- get the game time (in frames)
* getRecordings() -- get the game recordings
* broadcastObjectEvent(eventType,[objectType=nil],[id=nil],[target=nil])
Broadcast the event to blocks satisfying the specified condition.
NOTE: The event will be processed in next frame.
Argument name | Description
--------------|-------------
eventType | string.
objectType | string or nil. If this is set then the event is only received by the block with specified type.
id | string or nil. If this is set then the event is only received by the block with specified id.
target | block or nil. If this is set then the event is only received by the specified block.
Example:
~~~lua
level.broadcastObjectEvent("onToggle",nil,"1")
~~~
The "delayExecution" library
----------------------------
### Static functions:
* schedule(func,time,[repeatCount=1],[repeatInterval],[enabled=true],[arguments...])
Schedule a delay execution of a given function after the given time.
Argument name | Description
---------------|-------------
func | A function to be executed.
time | Time, given in frames (NOTE: 40 frames = 1 second). NOTE: If <=0 it is the same as =1.
repeatCount | The number of times the function will be executed. After such number of times executed, the delay execution will be removed from the list and get deleted. If =0 the delay execution object will be deleted soon. If <0 the function will be executed indefinitely.
repeatInterval | The repeat interval. If it is `nil` then the `time` argument will be used instead. NOTE: If <=0 the repeat execution will be disabled at all and the repeatCount will be set to 1.
enabled | Enabled.
arguments | Optional arguments passed to the function.
Return value: the delayExecution object.
NOTE: If you want to update time/repeatCount during the function execution,
notice that the time/repeatCount is updated BEFORE the function execution.
NOTE: During the execution the global variable `this`
temporarily points to current delay execution object. (Ad-hoc workaround!)
When the execution ends the global variable `this` is reset to its previous value.
Example:
~~~lua
local f=function()
local a
a=0
return(function(b)
shadow:jump()
print('obj1 '..this:getExecutionTime()..' '..a..' '..tostring(b))
a=a+2
end)
end
local obj1=delayExecution.schedule(f(),40*2,5,nil,nil,100)
local obj2=delayExecution.schedule(
function(o)
print('obj2 '..tostring(o:isValid()))
if not o:isValid() then
this:setFunc(f())
end
end,40*1,-1,nil,nil,obj1)
local obj3=delayExecution.schedule(
function(o)
o:cancel()
end,40*30,1,nil,nil,obj2)
~~~
### Member functions:
* isValid() -- Check if it's valid, i.e. not removed from list.
* cancel() -- Cancels a delay execution. The canceled delay execution will be removed from the list and can not be restored.
* isEnabled()/setEnabled(bool) -- get/set enabled of a delay execution. A disabled one will not count down its timer.
* getTime()/setTime(integer) -- get/set the remaining time until the next execution. NOTE: If <=0 it is the same as =1.
* getRepeatCount()/setRepeatCount(integer) -- get/set the remaining repeat count. If =0 the object will get deleted soon. If <0 the function will be executed indefinitely.
* getRepeatInterval()/setRepeatInterval(integer) -- get/set the repeat interval. NOTE: If <=0 then nothing happens.
* getFunc()/setFunc(func) -- get/set the function to be executed. NOTE: The setFunc will return the original function.
* getArguments()/setArguments(args...) -- get/set the arguments
* getExecutionTime()/setExecutionTime(integer) -- get/set the number of times the function being executed. NOTE: this execution time doesn't affect the default logic.
The "camera" library
--------------------
### Static functions:
* setMode(mode) -- set the camera mode, which is "player" or "shadow"
* lookAt(x,y) -- set the camera mode to "custom" and set the new center of camera
The "audio" library
-------------------
NOTE: the following functions are not going to work if the sound/music volume is 0.
### Static functions:
* playSound(name[,concurrent=-1[,force=false[,fade=-1]]])
Play a sound effect.
Argument name | Description
--------------|-------------
name | The name of the sound effect. Currently available: "jump", "hit", "checkpoint", "swap", "toggle", "error", "collect", "achievement".
concurrent | The number of times the same sfx can be played at once, -1 is unlimited. NOTE: there are 64 channels.
force | If the sound must be played even if all channels are used. In this case the sound effect in the first channel will be stopped.
fade | A factor to temporarily turn the music volume down (0-128). -1 means don't use this feature.
Return value: The channel of the sfx. -1 means failed (channel is full, invalid sfx name, sfx volume is 0, etc.)
* playMusic(name[,fade=true])
Play a music.
Argument name | Description
--------------|-------------
name | The name of the song, e.g. "default/neverending" or "menu".
fade | Boolean if it should fade the current one out or not.
* pickMusic() - pick a song from the current music list.
* getMusicList()/setMusicList(name_of_the_music_list) - get/set the music list. Example: "default".
* currentMusic() - get the current music.
The "gettext" library
--------------------
This library is used for translation support.
NOTE: Currently this library only uses the dictionary for current level pack.
This means it doesn't work for individual level which doesn't contain in a level pack,
and it can't make use of the translations of the core game.
### Global functions:
* `_(msgid)` -- translate the string using default context
* `__(msgid)` -- does nothing, just outputs the original string. However, it will be scanned by `xgettext`.
Mainly used in block:setMessage() since the block message will always be passed to gettext().
Also used in construction of an array of strings, which will be translated dynamically.
### Static functions:
* gettext(msgid) -- translate the string using default context
* pgettext(msgctxt,msgid) -- translate the string using specified context
* ngettext(msgid,msgid_plural,n) -- translate the string using default context, taking plural form into consideration
* npgettext(msgctxt,msgid,msgid_plural,n) -- translate the string using specified context, taking plural form into consideration
The "prng" library
--------------------
The Mersenne Twister 19937 pseudo-random number generator.
The random seed is recreated each time the game starts, and is saved to the record file,
which ensures the reproducibility of the replay.
### Static functions:
* random() / random(n) / random(m,n)
These functions have the same arguments as the Lua built-in function `math.random()`. More precisely:
When called without arguments, returns a pseudo-random float with uniform distribution in the range `[0,1)`.
When called with two integers `m` and `n`, returns a pseudo-random integer with uniform distribution in the range `[m, n]`.
The `m` cannot be larger than `n`
(othewise it will return a pseudo-random integer with uniform distribution in the union of `[m, 2^63-1]` and `[-2^63, n]`)
and must fit in two Lua integers.
The call `random(n)` is equivalent to `random(1,n)`.
* getSeed() / setSeed(string)
Get or set the random seed, which is a string.
This is mainly used when you want the pseudo-random number to be reproducible even between each plays.
diff --git a/src/Game.cpp b/src/Game.cpp
index 01b9236..0fc048f 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,2010 +1,2028 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Block.h"
#include "GameState.h"
#include "Functions.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "MusicManager.h"
#include "Render.h"
#include "StatisticsManager.h"
#include "ScriptExecutor.h"
#include "MD5.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <assert.h>
#include <stdio.h>
+#include <string.h>
#include <SDL_ttf.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock", "Collectable", "Pushable"
};
map<string,int> Game::blockNameMap;
map<int,string> Game::gameObjectEventTypeMap;
map<string,int> Game::gameObjectEventNameMap;
map<int,string> Game::levelEventTypeMap;
map<string,int> Game::levelEventNameMap;
string Game::recordFile;
//An internal function.
static void copyCompiledScripts(lua_State *state, const std::map<int, int>& src, std::map<int, int>& dest) {
//Clear the existing scripts.
for (auto it = dest.begin(); it != dest.end(); ++it) {
luaL_unref(state, LUA_REGISTRYINDEX, it->second);
}
dest.clear();
//Copy the source to the destination.
for (auto it = src.begin(); it != src.end(); ++it) {
lua_rawgeti(state, LUA_REGISTRYINDEX, it->second);
dest[it->first] = luaL_ref(state, LUA_REGISTRYINDEX);
}
}
//An internal function.
static void copyLevelObjects(const std::vector<Block*>& src, std::vector<Block*>& dest, bool setActive) {
//Clear the existing objects.
for (auto o : dest) delete o;
dest.clear();
//Copy the source to the destination.
for (auto o : src) {
if (o == NULL || o->isDelete) continue;
Block* o2 = new Block(*o);
dest.push_back(o2);
if (setActive) o2->setActive();
}
}
Game::Game(SDL_Renderer &renderer, ImageManager &imageManager):isReset(false)
, scriptExecutor(new ScriptExecutor())
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
, levelRect(SDL_Rect{ 0, 0, 0, 0 }), levelRectSaved(SDL_Rect{ 0, 0, 0, 0 }), levelRectInitial(SDL_Rect{ 0, 0, 0, 0 })
, arcade(false)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,cameraMode(CAMERA_PLAYER),cameraModeSaved(CAMERA_PLAYER)
,player(this),shadow(this),objLastCheckPoint(NULL)
, currentCollectables(0), currentCollectablesSaved(0), currentCollectablesInitial(0)
, totalCollectables(0), totalCollectablesSaved(0), totalCollectablesInitial(0)
{
saveStateNextTime=false;
loadStateNextTime=false;
recentSwap=recentSwapSaved=-10000;
recentLoad=recentSave=0;
action=imageManager.loadTexture(getDataPath()+"gfx/actions.png", renderer);
medals=imageManager.loadTexture(getDataPath()+"gfx/medals.png", renderer);
//Get the collectable image from the theme.
//NOTE: Isn't there a better way to retrieve the image?
objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&collectable);
//Hide the cursor if not in the leveleditor.
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
Game::~Game(){
//Simply call our destroy method.
destroy();
//Before we leave make sure the cursor is visible.
SDL_ShowCursor(SDL_ENABLE);
}
void Game::destroy(){
delete scriptExecutor;
scriptExecutor = NULL;
//Loop through the levelObjects, etc. and delete them.
for (auto o : levelObjects) delete o;
levelObjects.clear();
for (auto o : levelObjectsSave) delete o;
levelObjectsSave.clear();
for (auto o : levelObjectsInitial) delete o;
levelObjectsInitial.clear();
//Loop through the sceneryLayers and delete them.
for(auto it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
delete it->second;
}
sceneryLayers.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//If there's a (partial) theme bundled with the levelpack remove that as well.
if(levels->customTheme)
objThemes.removeTheme();
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
recentSwap=recentSwapSaved=-10000;
//Set the music list back to the configured list.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
}
void Game::reloadMusic() {
//NOTE: level music is always enabled.
//Check if the levelpack has a prefered music list.
if (levels && !levels->levelpackMusicList.empty())
getMusicManager()->setMusicList(levels->levelpackMusicList);
//Check for the music to use.
string &s = editorData["music"];
if (!s.empty()) {
getMusicManager()->playMusic(s);
} else {
getMusicManager()->pickMusic();
}
}
void Game::loadLevelFromNode(ImageManager& imageManager,SDL_Renderer& renderer,TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
assert(levelObjects.empty() && levelObjectsSave.empty() && levelObjectsInitial.empty());
//set current level to loaded one.
currentLevelNode=obj;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
levelRect = levelRectSaved = levelRectInitial = SDL_Rect{ 0, 0, 800, 600 };
currentCollectables = currentCollectablesSaved = currentCollectablesInitial = 0;
totalCollectables = totalCollectablesSaved = totalCollectablesInitial = 0;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();++i){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
int w = atoi(i->second[0].c_str()), h = atoi(i->second[1].c_str());
levelRect = levelRectSaved = levelRectInitial = SDL_Rect{ 0, 0, w, h };
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the arcade property.
{
string &s = editorData["arcade"];
arcade = atoi(s.c_str()) != 0;
}
//Get the theme.
{
//NOTE: level themes are always enabled.
//Check for bundled (partial) themes for level pack.
if (levels->customTheme){
if (objThemes.appendThemeFromFile(levels->levelpackPath + "/theme/theme.mnmstheme", imageManager, renderer) == NULL){
//The theme failed to load so set the customTheme boolean to false.
levels->customTheme = false;
}
}
//Check for the theme to use for this level. This has higher priority.
//Examples: %DATA%/themes/classic or %USER%/themes/Orange
string &s = editorData["theme"];
if (!s.empty()){
customTheme = objThemes.appendThemeFromFile(processFileName(s) + "/theme.mnmstheme", imageManager, renderer);
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance, "standright");
player.appearanceInitial = player.appearanceSave = player.appearance;
objThemes.getCharacter(true)->createInstance(&shadow.appearance, "standright");
shadow.appearanceInitial = shadow.appearanceSave = shadow.appearance;
}
//Get the music.
reloadMusic();
//Load the data from the level node.
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile"){
Block* block=new Block(this);
if(!block->loadFromNode(imageManager,renderer,obj1)){
delete block;
continue;
}
//If the type is collectable, increase the number of totalCollectables
if (block->type == TYPE_COLLECTABLE) {
totalCollectablesSaved = totalCollectablesInitial = ++totalCollectables;
}
//Add the block to the levelObjects vector.
levelObjects.push_back(block);
}else if(obj1->name=="scenerylayer" && obj1->value.size()==1){
//Check if the layer exists.
if (sceneryLayers[obj1->value[0]] == NULL) {
sceneryLayers[obj1->value[0]] = new SceneryLayer();
}
//Load contents from node.
sceneryLayers[obj1->value[0]]->loadFromNode(this, imageManager, renderer, obj1);
}else if(obj1->name=="script" && !obj1->value.empty()){
map<string,int>::iterator it=Game::levelEventNameMap.find(obj1->value[0]);
if(it!=Game::levelEventNameMap.end()){
int eventType=it->second;
const std::string& script=obj1->attributes["script"][0];
if(!script.empty()) scripts[eventType]=script;
}
}
}
//Set the levelName to the name of the current level.
levelName=editorData["name"];
levelFile=fileName;
//Some extra stuff only needed when not in the levelEditor.
if(stateID!=STATE_LEVEL_EDITOR){
//We create a text with the text "Level <levelno> <levelName>".
//It will be shown in the left bottom corner of the screen.
string s;
if(levels->getLevelCount()>1 && levels->type!=COLLECTION){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),editorData["name"]));
} else {
s = _CC(levels->getDictionaryManager(), editorData["name"]);
}
bmTips[0]=textureFromText(renderer, *fontText,s.c_str(),objThemes.getTextColor(true));
}
//Get the background
background=objThemes.getBackground(false);
//Now the loading is finished, we reset all objects to their initial states.
//Before doing that we swap the levelObjects to levelObjectsInitial.
std::swap(levelObjects, levelObjectsInitial);
reset(true, stateID == STATE_LEVEL_EDITOR);
}
void Game::loadLevel(ImageManager& imageManager,SDL_Renderer& renderer,std::string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
cerr<<"ERROR: Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(imageManager,renderer,obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//put the random seed into the attributes.
obj.attributes["seed"].push_back(prngSeed);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(ImageManager& imageManager, SDL_Renderer& renderer, const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
//Parse the file.
if(!objSerializer.loadNodeFromFile(fileName,&obj,true)){
cerr<<"ERROR: Can't load record file "<<fileName<<endl;
return;
}
}
//Load the seed of psuedo-random number generator.
prngSeed.clear();
{
auto it = obj.attributes.find("seed");
if (it != obj.attributes.end() && !it->second.empty()) {
prngSeed = it->second[0];
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(imageManager,renderer,obj.subNodes[i],"?record?");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cerr<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(stateID != STATE_LEVEL_EDITOR && inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels->saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'R' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
//Restart game only if we are not watching a replay.
if (!player.isPlayFromRecord() || interlevel) {
//Reset the game at next frame.
isReset = true;
//Also delete any gui (most likely the interlevel gui). Only in game mode.
if (GUIObjectRoot && stateID != STATE_LEVEL_EDITOR){
delete GUIObjectRoot;
GUIObjectRoot = NULL;
}
//And set interlevel to false.
interlevel = false;
}
}
//Check for the next level buttons when in the interlevel popup.
if (inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || inputMgr.isKeyDownEvent(INPUTMGR_SELECT)){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel(imageManager,renderer);
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Switch the camera mode.
switch(cameraMode){
case CAMERA_PLAYER:
cameraMode=CAMERA_SHADOW;
break;
case CAMERA_SHADOW:
case CAMERA_CUSTOM:
cameraMode=CAMERA_PLAYER;
break;
}
}
}
/////////////////LOGIC///////////////////
void Game::logic(ImageManager& imageManager, SDL_Renderer& renderer){
//Add one tick to the time.
time++;
//NOTE: This code reverts some changes in commit 5f03ae5.
//This is part of old prepareFrame() code.
//This is needed since otherwise the script function block:setLocation() and block:moveTo() are completely broken.
//Later we should rewrite collision system completely which will remove this piece of code.
//NOTE: In new collision system the effect of dx/dy/xVel/yVel should only be restricted in one frame.
for (auto obj : levelObjects) {
switch (obj->type) {
default:
obj->dx = obj->dy = obj->xVel = obj->yVel = 0;
break;
case TYPE_PUSHABLE:
//NOTE: Currently the dx/dy/etc. of pushable blocks are still carry across frames, in order to make the collision system work correct.
break;
case TYPE_CONVEYOR_BELT: case TYPE_SHADOW_CONVEYOR_BELT:
//NOTE: We let the conveyor belt itself to reset its xVel/yVel.
obj->dx = obj->dy = 0;
break;
}
}
//NOTE2: The above code breaks pushable block with moving block in most cases,
//more precisely, if the pushable block is processed before the moving block then things may be broken.
//Therefore later we must process other blocks before moving pushable block.
//Process delay execution scripts.
getScriptExecutor()->processDelayExecution();
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.target){
//NOTE: Should we check if the target still exists???
e.target->onEvent(e.eventType);
}else if(e.flags&1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
if(levelObjects[i]->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Remove levelObjects whose isDelete is true.
{
int j = 0;
for (int i = 0; i < (int)levelObjects.size(); i++) {
if (levelObjects[i] == NULL) {
j++;
} else if (levelObjects[i]->isDelete) {
delete levelObjects[i];
levelObjects[i] = NULL;
j++;
} else if (j > 0) {
levelObjects[i - j] = levelObjects[i];
}
}
if (j > 0) levelObjects.resize(levelObjects.size() - j);
}
//Check if we should save/load state.
//NOTE: This happens after event handling so no eventQueue has to be saved/restored.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Loop through the gameobjects to update them.
for(unsigned int i=0;i<levelObjects.size();i++){
//Send GameObjectEvent_OnEnterFrame event to the script
levelObjects[i]->onEvent(GameObjectEvent_OnEnterFrame);
}
//Let the gameobject handle movement.
{
std::vector<Block*> pushableBlocks;
//First we process blocks which are not pushable blocks.
for (auto o : levelObjects) {
if (o->type == TYPE_PUSHABLE) {
pushableBlocks.push_back(o);
} else {
o->move();
}
}
//Sort pushable blocks by their position, which is an ad-hoc workaround for
//<https://forum.freegamedev.net/viewtopic.php?f=48&t=8047#p77692>.
std::stable_sort(pushableBlocks.begin(), pushableBlocks.end(),
[](const Block* obj1, const Block* obj2)->bool
{
SDL_Rect r1 = const_cast<Block*>(obj1)->getBox(), r2 = const_cast<Block*>(obj2)->getBox();
if (r1.y > r2.y) return true;
else if (r1.y < r2.y) return false;
else return r1.x < r2.x;
});
//Now we process pushable blocks.
for (auto o : pushableBlocks) {
o->move();
}
}
//Also update the scenery.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it){
it->second->updateAnimation();
}
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//NOTE: to fix bugs regarding player/shadow swap, we should first process collision of player/shadow then move them
const SDL_Rect playerLastPosition = player.getBox();
const SDL_Rect shadowLastPosition = shadow.getBox();
//NOTE: The following is ad-hoc code to fix shadow on blocked player on conveyor belt bug
if (shadow.holdingOther) {
//We need to process shadow collision first if shadow is holding player.
//Let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Check collision for shadow.
shadow.collision(levelObjects, NULL);
//Get the new position of it.
const SDL_Rect r = shadow.getBox();
//Check collision for player. Transfer the velocity of shadow to it only if the shadow moves its position.
player.collision(levelObjects, (r.x != shadowLastPosition.x || r.y != shadowLastPosition.y) ? &shadow : NULL);
} else {
//Otherwise we process player first.
//Check collision for player.
player.collision(levelObjects, NULL);
//Get the new position of it.
const SDL_Rect r = player.getBox();
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Check collision for shadow. Transfer the velocity of player to it only if the player moves its position.
shadow.collision(levelObjects, (r.x != playerLastPosition.x || r.y != playerLastPosition.y) ? &player : NULL);
}
//Let the player move.
player.move(levelObjects, playerLastPosition.x, playerLastPosition.y);
//Let the shadow move.
shadow.move(levelObjects, shadowLastPosition.x, shadowLastPosition.y);
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Update the camera.
switch(cameraMode){
case CAMERA_PLAYER:
player.setMyCamera();
break;
case CAMERA_SHADOW:
shadow.setMyCamera();
break;
case CAMERA_CUSTOM:
//NOTE: The target is (should be) screen size independent so calculate the real target x and y here.
int targetX=cameraTarget.x-(SCREEN_WIDTH/2);
int targetY=cameraTarget.y-(SCREEN_HEIGHT/2);
//Move the camera to the cameraTarget.
if(camera.x>targetX){
camera.x-=(camera.x-targetX)>>4;
//Make sure we don't go too far.
if(camera.x<targetX)
camera.x=targetX;
}else if(camera.x<targetX){
camera.x+=(targetX-camera.x)>>4;
//Make sure we don't go too far.
if(camera.x>targetX)
camera.x=targetX;
}
if(camera.y>targetY){
camera.y-=(camera.y-targetY)>>4;
//Make sure we don't go too far.
if(camera.y<targetY)
camera.y=targetY;
}else if(camera.y<targetY){
camera.y+=(targetY-camera.y)>>4;
//Make sure we don't go too far.
if(camera.y>targetY)
camera.y=targetY;
}
break;
}
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded(imageManager,renderer);
}else{
//Local copy of interlevel property since the replayPlay() will change it later.
const bool previousInterlevel = interlevel;
//We only update the level statistics when the previous state is not interlevel mode.
if (!previousInterlevel) {
//the string to store auto-save record path.
string bestTimeFilePath, bestRecordingFilePath;
//and if we can't get test path.
bool filePathError = false;
//Get current level
LevelPack::Level *level = levels->getLevel();
//Get previous medal
const int oldMedal = level->getMedal();
+ //Check if MD5 is changed
+ bool md5Changed = false;
+
+ for (int i = 0; i < 16; i++) {
+ if (level->md5Digest[i] != level->md5InLevelProgress[i]) {
+ md5Changed = true;
+ break;
+ }
+ }
+
+ //Erase existing record if MD5 is changed
+ if (md5Changed) {
+ //print some debug message
+#if _DEBUG
+ cout << "MD5 is changed, old " << Md5::toString(level->md5InLevelProgress);
+ cout << ", new " << Md5::toString(level->md5Digest) << endl;
+#endif
+ level->time = -1;
+ level->recordings = -1;
+
+ //Update the MD5 in record
+ memcpy(level->md5InLevelProgress, level->md5Digest, sizeof(level->md5Digest));
+ }
+
+ //Get better time and recordings
const int betterTime = level->getBetterTime(time);
const int betterRecordings = level->getBetterRecordings(level->arcade ? currentCollectables : recordings);
//Get new medal
const int newMedal = level->getMedal(betterTime, betterRecordings);
//Check if we need to update statistics
- if (newMedal > oldMedal){
- switch (oldMedal){
- case 0:
- statsMgr.completedLevels++;
- break;
- case 2:
- statsMgr.silverLevels--;
- break;
- }
-
- switch (newMedal){
- case 2:
- statsMgr.silverLevels++;
- break;
- case 3:
- statsMgr.goldLevels++;
- break;
- }
+ if (newMedal > oldMedal || md5Changed) {
+ //Erase statictics for old medal
+ if (oldMedal > 0) statsMgr.completedLevels--;
+ if (oldMedal == 2) statsMgr.silverLevels--;
+ if (oldMedal == 3) statsMgr.goldLevels--;
+
+ //Update statistics for new medal
+ if (newMedal > 0) statsMgr.completedLevels++;
+ if (newMedal == 2) statsMgr.silverLevels++;
+ if (newMedal == 3) statsMgr.goldLevels++;
}
//Check the achievement "Complete a level with checkpoint, but without saving"
if (objLastCheckPoint.get() == NULL) {
for (auto obj : levelObjects) {
if (obj->type == TYPE_CHECKPOINT) {
statsMgr.newAchievement("withoutsave");
break;
}
}
}
//Set the current level won.
level->won = true;
if (level->time != betterTime) {
level->time = betterTime;
//save the best-time game record.
if (bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath, bestRecordingFilePath, true);
}
if (bestTimeFilePath.empty()){
cerr << "ERROR: Couldn't get auto-save record file path" << endl;
filePathError = true;
} else{
saveRecord(bestTimeFilePath.c_str());
}
}
if (level->recordings != betterRecordings) {
level->recordings = betterRecordings;
//save the best-recordings game record.
if (bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath, bestRecordingFilePath, true);
}
if (bestRecordingFilePath.empty()){
cerr << "ERROR: Couldn't get auto-save record file path" << endl;
filePathError = true;
} else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if (levels->getCurrentLevel() + 1 < levels->getLevelCount()){
levels->setLocked(levels->getCurrentLevel() + 1);
}
//And save the progress.
levels->saveLevelProgress();
}
//Now go to the interlevel screen.
replayPlay(imageManager,renderer);
//Update achievements (only when the previous state is not interlevel mode)
if (!previousInterlevel) {
if (levels->levelpackName == "tutorial") statsMgr.updateTutorialAchievements();
statsMgr.updateLevelAchievements();
}
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
isReset = false;
}
}
won=false;
//Check if we should reset.
if (isReset) {
//NOTE: we don't need to reset save ??? it looks like that there are no bugs
reset(false, false);
}
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(ImageManager&,SDL_Renderer &renderer){
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg=background;
//Check if the background is null, but there are themes.
if(bg==NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg=objThemes[0]->getBackground(false);
}
//Check if the background isn't null.
if(bg){
//It isn't so draw it.
bg->draw(renderer);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if(bg==background)
bg->updateAnimation();
}else{
//There's no background so fill the screen with white.
SDL_SetRenderDrawColor(&renderer, 255,255,255,255);
SDL_RenderClear(&renderer);
}
}
//Now draw the blackground layers.
auto it = sceneryLayers.begin();
for (; it != sceneryLayers.end(); ++it){
if (it->first >= "f") break; // now we meet a foreground layer
it->second->show(renderer);
}
//Now we draw the levelObjects.
{
//NEW: always render the pushable blocks in front of other blocks
std::vector<Block*> pushableBlocks;
for (auto o : levelObjects) {
if (o->type == TYPE_PUSHABLE) {
pushableBlocks.push_back(o);
} else {
o->show(renderer);
}
}
for (auto o : pushableBlocks) {
o->show(renderer);
}
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow first, because he needs to be behind the player.
shadow.show(renderer);
player.show(renderer);
//Now draw the foreground layers.
for (; it != sceneryLayers.end(); ++it){
it->second->show(renderer);
}
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
withTexture(*bmTips[0], [&](SDL_Rect r){
drawGUIBox(-2,SCREEN_HEIGHT-r.h-4,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,SCREEN_HEIGHT-r.h,*bmTips[0],renderer,NULL);
});
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
string s;
string keyCode = InputManagerKeyCode::describeTwo(inputMgr.getKeyCode(INPUTMGR_ACTION, false), inputMgr.getKeyCode(INPUTMGR_ACTION, true));
switch(gameTipIndex){
case TYPE_CHECKPOINT:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to save the game."),keyCode);
break;
case TYPE_SWAP:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to swap the position of player and shadow."),keyCode);
break;
case TYPE_SWITCH:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to activate the switch."),keyCode);
break;
case TYPE_PORTAL:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to teleport."),keyCode);
break;
}
//If we have a string then it's a supported GameObject type.
if(!s.empty()){
bmTips[gameTipIndex]=textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true));
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
withTexture(*bmTips[gameTipIndex], [&](SDL_Rect r){
drawGUIBox(-2,-2,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,2,*bmTips[gameTipIndex],renderer);
});
}
}
//Set the gameTip to 0.
gameTipIndex=0;
// Limit the scope of bm, as it's a borrowed pointer.
{
//Pointer to the sdl texture that will contain a message, if any.
SDL_Texture* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart = InputManagerKeyCode::describeTwo(inputMgr.getKeyCode(INPUTMGR_RESTART, false), inputMgr.getKeyCode(INPUTMGR_RESTART, true));
//The player is dead, check if there's a state that can be loaded.
if(player.canLoadState()){
//Now check if the tip is already made, if not make it.
if(bmTips[3]==NULL){
//Get user defined key for loading checkpoint
string keyCodeLoad = InputManagerKeyCode::describeTwo(inputMgr.getKeyCode(INPUTMGR_LOAD, false), inputMgr.getKeyCode(INPUTMGR_LOAD, true));
//Draw string
bmTips[3]=textureFromText(renderer, *fontText,//TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - first %s means currently configured key to restart game
/// - Second %s means configured key to load from last save
tfm::format(_("Press %s to restart current level or press %s to load the game."),
keyCodeRestart,keyCodeLoad).c_str(),
objThemes.getTextColor(true));
}
bm=bmTips[3].get();
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
bmTips[2]=textureFromText(renderer, *fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with currently configured key to restart game
tfm::format(_("Press %s to restart current level."),keyCodeRestart).c_str(),
objThemes.getTextColor(true));
}
bm=bmTips[2].get();
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
bmTips[1]=textureFromText(renderer, *fontText,
_("Your shadow has died."),
objThemes.getTextColor(true));
}
bm=bmTips[1].get();
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
//return view to player and keep it there
cameraMode=CAMERA_PLAYER;
}
//Draw the tip.
if(bm!=NULL){
const SDL_Rect textureSize = rectFromTexture(*bm);
int x=(SCREEN_WIDTH-textureSize.w)/2;
int y=32;
drawGUIBox(x-8,y-8,textureSize.w+16,textureSize.h+14,renderer,0xFFFFFFFF);
applyTexture(x,y,*bm,renderer);
}
}
//Show the number of collectables the user has collected if there are collectables in the level.
//We hide this when interlevel.
if ((currentCollectables || totalCollectables) && !interlevel && time>0){
if (arcade) {
//Only show the current collectibles in arcade mode.
if (collectablesTexture.needsUpdate(currentCollectables)) {
collectablesTexture.update(currentCollectables,
textureFromText(renderer,
*fontText,
tfm::format("%d", currentCollectables).c_str(),
objThemes.getTextColor(true)));
}
} else {
if (collectablesTexture.needsUpdate(currentCollectables ^ (totalCollectables << 16))) {
collectablesTexture.update(currentCollectables ^ (totalCollectables << 16),
textureFromText(renderer,
*fontText,
tfm::format("%d/%d", currentCollectables, totalCollectables).c_str(),
objThemes.getTextColor(true)));
}
}
SDL_Rect bmSize = rectFromTexture(*collectablesTexture.get());
//Draw background
drawGUIBox(SCREEN_WIDTH-bmSize.w-34,SCREEN_HEIGHT-bmSize.h-4,bmSize.w+34+2,bmSize.h+4+2,renderer,0xFFFFFFFF);
//Draw the collectable icon
collectable.draw(renderer,SCREEN_WIDTH-50+12,SCREEN_HEIGHT-50+10);
//Draw text
applyTexture(SCREEN_WIDTH-50-bmSize.w+22,SCREEN_HEIGHT-bmSize.h,collectablesTexture.getTexture(),renderer);
}
//show time and records used in level editor or during replay or in arcade mode.
if ((stateID == STATE_LEVEL_EDITOR || (!interlevel && (player.isPlayFromRecord() || arcade))) && time>0){
const SDL_Color fg=objThemes.getTextColor(true),bg={255,255,255,255};
const int alpha = 160;
//don't show number of records in arcade mode
if (!arcade && recordingsTexture.needsUpdate(recordings)) {
recordingsTexture.update(recordings,
textureFromTextShaded(
renderer,
*fontText,
tfm::format(ngettext("%d recording","%d recordings",recordings).c_str(),recordings).c_str(),
fg,
bg
));
SDL_SetTextureAlphaMod(recordingsTexture.get(),alpha);
}
int y = SCREEN_HEIGHT - (arcade ? 0 : textureHeight(*recordingsTexture.get()));
if (stateID != STATE_LEVEL_EDITOR && bmTips[0] != NULL && !interlevel) {
y -= textureHeight(bmTips[0]) + 4;
}
if (!arcade) applyTexture(0,y,*recordingsTexture.get(), renderer);
if(timeTexture.needsUpdate(time)) {
timeTexture.update(time,
textureFromTextShaded(
renderer,
*fontText,
tfm::format("%-.2fs", time / 40.0).c_str(),
fg,
bg
));
SDL_SetTextureAlphaMod(timeTexture.get(), alpha);
}
y -= textureHeight(*timeTexture.get());
applyTexture(0,y,*timeTexture.get(), renderer);
}
//Draw the current action in the upper right corner.
if(player.record){
const SDL_Rect r = { 0, 0, 50, 50 };
applyTexture(SCREEN_WIDTH - 50, 0, *action, renderer, &r);
} else if (shadow.state != 0){
const SDL_Rect r={50,0,50,50};
applyTexture(SCREEN_WIDTH-50,0,*action,renderer,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if( interlevel){
dimScreen(renderer,191);
}else if((time & 0x10)==0x10){
// FIXME: replace this ugly ad-hoc animation by a better one
const SDL_Rect r={50,0,50,50};
applyTexture(0,0,*action,renderer,&r);
//applyTexture(0,SCREEN_HEIGHT-50,*action,renderer,&r);
//applyTexture(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,*action,renderer,&r);
}
}else if(auto blockId = player.objNotificationBlock.get()){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
//Check if we need to update the notification message texture.
int maxWidth = 0;
int y = 20;
//We check against blockId rather than the full message, as blockId is most likely shorter.
if(notificationTexture.needsUpdate(blockId)) {
const std::string &untranslated_message=blockId->message;
std::string message=_CC(levels->getDictionaryManager(),untranslated_message);
//Expand the variables.
std::map<std::string, std::string> cachedVariables;
for (;;) {
size_t lps = message.find("{{{");
if (lps == std::string::npos) break;
size_t lpe = message.find("}}}", lps);
if (lpe == std::string::npos) break;
std::string varName = message.substr(lps + 3, lpe - lps - 3), varValue;
auto it = cachedVariables.find(varName);
if (it != cachedVariables.end()) {
varValue = it->second;
} else {
bool isUnknown = true;
if (varName.size() >= 4 && varName.substr(0, 4) == "key_") {
//Probably a key name.
InputManagerKeys key = InputManager::getKeyFromName(varName);
if (key != INPUTMGR_MAX) {
varValue = InputManagerKeyCode::describeTwo(inputMgr.getKeyCode(key, false), inputMgr.getKeyCode(key, true));
isUnknown = false;
}
}
if (isUnknown) {
//Unknown variable
cerr << "Warning: Unknown variable '{{{" << varName << "}}}' in notification block message!" << endl;
}
cachedVariables[varName] = varValue;
}
//Substitute.
message.replace(message.begin() + lps, message.begin() + (lpe + 3), varValue);
}
std::vector<std::string> string_data;
//Trim the message.
{
size_t lps = message.find_first_not_of("\n\r \t");
if (lps == string::npos) {
message.clear(); // it's completely empty
} else {
message = message.substr(lps, message.find_last_not_of("\n\r \t") - lps + 1);
}
}
//Split the message into lines.
for (int lps = 0;;) {
// determine the end of line
int lpe = lps;
for (; message[lpe] != '\n' && message[lpe] != '\r' && message[lpe] != '\0'; lpe++);
string_data.push_back(message.substr(lps, lpe - lps));
// break if the string ends
if (message[lpe] == '\0') break;
// skip "\r\n" for Windows line ending
if (message[lpe] == '\r' && message[lpe + 1] == '\n') lpe++;
// point to the start of next line
lps = lpe + 1;
}
vector<SurfacePtr> lines;
//Create the image for each lines
for (int i = 0; i < (int)string_data.size(); i++) {
//Integer used to center the sentence horizontally.
int x = 0;
TTF_SizeUTF8(fontText, string_data[i].c_str(), &x, NULL);
//Find out largest width
if (x>maxWidth)
maxWidth = x;
lines.emplace_back(TTF_RenderUTF8_Blended(fontText, string_data[i].c_str(), objThemes.getTextColor(true)));
//Increase y with 25, about the height of the text.
y += 25;
}
maxWidth+=SCREEN_WIDTH*0.15;
SurfacePtr surf = createSurface(maxWidth, y);
int y1 = y;
for(SurfacePtr &s : lines) {
if(s) {
applySurface((surf->w-s->w)/2,surf->h - y1,s.get(),surf.get(),NULL);
}
y1 -= 25;
}
notificationTexture.update(blockId, textureUniqueFromSurface(renderer,std::move(surf)));
} else {
auto texSize = rectFromTexture(*notificationTexture.get());
maxWidth=texSize.w;
y=texSize.h;
}
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,renderer,0xFFFFFFBF);
applyTexture((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y,notificationTexture.getTexture(),renderer);
}
}
void Game::resize(ImageManager&, SDL_Renderer& /*renderer*/){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(ImageManager& imageManager,SDL_Renderer& renderer){
//Set interlevel true.
interlevel=true;
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
//Backup of time and recordings, etc. before we reset the level.
//We choose the same variable names so that we don't need to modify the existing code.
const int time = this->time, recordings = this->recordings, currentCollectables = this->currentCollectables;
//Reset the game.
//NOTE: We don't reset the saves. I'll see that if it will introduce bugs.
reset(false, false);
//Make the cursor visible when the interlevel popup is up.
SDL_ShowCursor(SDL_ENABLE);
//Set the copy of playerButtons back.
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
//Create a new GUIObjectRoot the size of the screen.
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Make child widgets change color properly according to theme.
GUIObjectRoot->inDialog=true;
//Create a GUIFrame for the upper frame.
GUIFrame* upperFrame=new GUIFrame(imageManager,renderer,0,4,0,74);
GUIObjectRoot->addChild(upperFrame);
//Render the You've finished: text and add it to a GUIImage.
//NOTE: The texture is managed by the GUIImage so no need to free it ourselfs.
auto bm = SharedTexture(textureFromText(renderer, *fontGUI,_("You've finished:"),objThemes.getTextColor(true)));
const SDL_Rect textureSize = rectFromTexture(*bm);
GUIImage* title=new GUIImage(imageManager,renderer,0,4-GUI_FONT_RAISE,textureSize.w,textureSize.h,bm);
upperFrame->addChild(title);
//Create the sub title.
string s;
if (levels->getLevelCount()>0){
/// TRANSLATORS: Please do not remove %s or %d from your translation:
/// - %d means the level number in a levelpack
/// - %s means the name of current level
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),levelName));
}
GUIObject* obj=new GUILabel(imageManager,renderer,0,44,0,28,s.c_str(),0,true,true,GUIGravityCenter);
upperFrame->addChild(obj);
obj->render(renderer,0,0,false);
//Determine the width the upper frame should have.
int width;
if(textureSize.w>obj->width)
width=textureSize.w+32;
else
width=obj->width+32;
//Set the left of the title.
title->left=(width-title->width)/2;
//Set the width of the level label to the width of the frame for centering.
obj->width=width;
//Now set the position and width of the frame.
upperFrame->width=width;
upperFrame->left=(SCREEN_WIDTH-width)/2;
//Now create a GUIFrame for the lower frame.
GUIFrame* lowerFrame=new GUIFrame(imageManager,renderer,0,SCREEN_HEIGHT-140,570,135);
GUIObjectRoot->addChild(lowerFrame);
//The different values.
int bestTime=levels->getLevel()->time;
int targetTime=levels->getLevel()->targetTime;
int bestRecordings=levels->getLevel()->recordings;
int targetRecordings=levels->getLevel()->targetRecordings;
int medal = levels->getLevel()->getMedal();
assert(medal > 0);
int maxWidth=0;
int x=20;
//Is there a target time for this level?
int timeY=0;
bool isTargetTime=true;
if(targetTime<0){
isTargetTime=false;
timeY=12;
}
//Create the labels with the time and best time.
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(imageManager,renderer,x,10+timeY,-1,36,tfm::format(_("Time: %-.2fs"),time/40.0).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(imageManager,renderer,x,34+timeY,-1,36,tfm::format(_("Best time: %-.2fs"),bestTime/40.0).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
if(isTargetTime){
obj=new GUILabel(imageManager,renderer,x,58,-1,36,tfm::format(_("Target time: %-.2fs"),targetTime/40.0).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth+20;
//Is there target recordings for this level?
int recsY=0;
bool isTargetRecs=true;
if(targetRecordings<0){
isTargetRecs=false;
recsY=12;
}
//Now the ones for the recordings.
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj = new GUILabel(imageManager, renderer, x, 10 + recsY, -1, 36,
levels->getLevel()->arcade ? tfm::format(_("Collectibles: %d"), currentCollectables).c_str() : tfm::format(_("Recordings: %d"), recordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj = new GUILabel(imageManager, renderer, x, 34 + recsY, -1, 36,
tfm::format(_(levels->getLevel()->arcade ? "Best collectibles: %d" : "Best recordings: %d"), bestRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
if(isTargetRecs){
obj = new GUILabel(imageManager, renderer, x, 58, -1, 36,
tfm::format(_(levels->getLevel()->arcade ? "Target collectibles: %d" : "Target recordings: %d"), targetRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth;
//The medal that is earned.
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with name of a prize medal (gold, silver or bronze)
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUILabel(imageManager,renderer,50,92,-1,36,s1.c_str(),0,true,true,GUIGravityCenter);
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
//Create the rectangle for the earned medal.
SDL_Rect r;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
//Create the medal on the left side.
obj=new GUIImage(imageManager,renderer,16,92,30,30,medals,r);
lowerFrame->addChild(obj);
//And the medal on the right side.
obj=new GUIImage(imageManager,renderer,x-24,92,30,30,medals,r);
lowerFrame->addChild(obj);
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIButton(imageManager,renderer,x,10,-1,36,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
lowerFrame->addChild(b1);
b1->render(renderer,0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIButton(imageManager,renderer,x,50,-1,36,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
lowerFrame->addChild(b2);
b2->render(renderer,0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIButton(imageManager,renderer,x,90,-1,36,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
lowerFrame->addChild(b3);
b3->render(renderer,0,0,true);
maxWidth=b1->width;
if(b2->width>maxWidth)
maxWidth=b2->width;
if(b3->width>maxWidth)
maxWidth=b3->width;
b1->left=b2->left=b3->left=x+maxWidth/2;
x+=maxWidth;
lowerFrame->width=x;
lowerFrame->left=(SCREEN_WIDTH-lowerFrame->width)/2;
}
}
void Game::recordingEnded(ImageManager& imageManager, SDL_Renderer& renderer){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
//Show the cursor so that the user can press the ok button.
SDL_ShowCursor(SDL_ENABLE);
//Now show the message box.
msgBox(imageManager,renderer,_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::canSaveState(){
return (player.canSaveState() && shadow.canSaveState());
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
recentSwapSaved=recentSwap;
//Save the PRNG and seed.
prngSaved = prng;
prngSeedSaved = prngSeed;
//Save the level size.
levelRectSaved = levelRect;
//Save the camera mode and target.
cameraModeSaved=cameraMode;
cameraTargetSaved=cameraTarget;
//Save the current collectables
currentCollectablesSaved = currentCollectables;
totalCollectablesSaved = totalCollectables;
//Save scripts.
copyCompiledScripts(getScriptExecutor()->getLuaState(), compiledScripts, savedCompiledScripts);
//Save other state, for example moving blocks.
copyLevelObjects(levelObjects, levelObjectsSave, false);
//Also save states of scenery layers.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
it->second->saveAnimation();
}
//Also save the background animation, if any.
if(background)
background->saveAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentSave+1000>t){
statsMgr.newAchievement("panicSave");
}
recentSave=t;
//Update statistics.
statsMgr.saveTimes++;
//Update achievements
switch(statsMgr.saveTimes){
case 100:
statsMgr.newAchievement("save100");
break;
}
}
//Save the state for script executor.
getScriptExecutor()->saveState();
//Execute the onSave event.
executeScript(LevelEvent_OnSave);
//Return true.
return true;
}
//We can't save the state so return false.
return false;
}
bool Game::loadState(){
//Check if there's a state that can be loaded.
if(player.canLoadState() && shadow.canLoadState()){
//Let the player and the shadow load their state.
player.loadState();
shadow.loadState();
//Load the stats.
time=timeSaved;
recordings=recordingsSaved;
recentSwap=recentSwapSaved;
//Load the PRNG and seed.
prng = prngSaved;
prngSeed = prngSeedSaved;
//Load the level size.
levelRect = levelRectSaved;
//Load the camera mode and target.
cameraMode=cameraModeSaved;
cameraTarget=cameraTargetSaved;
//Load the current collactbles
currentCollectables = currentCollectablesSaved;
totalCollectables = totalCollectablesSaved;
//Load scripts.
copyCompiledScripts(getScriptExecutor()->getLuaState(), savedCompiledScripts, compiledScripts);
//Load other state, for example moving blocks.
copyLevelObjects(levelObjectsSave, levelObjects, true);
//Also load states of scenery layers.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
it->second->loadAnimation();
}
//Also load the background animation, if any.
if(background)
background->loadAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements.
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentLoad+1000>t){
statsMgr.newAchievement("panicLoad");
}
recentLoad=t;
//Update statistics.
statsMgr.loadTimes++;
//Update achievements
switch(statsMgr.loadTimes){
case 100:
statsMgr.newAchievement("load100");
break;
}
}
//Load the state for script executor.
getScriptExecutor()->loadState();
//Execute the onLoad event, if any.
executeScript(LevelEvent_OnLoad);
//Return true.
return true;
}
//We can't load the state so return false.
return false;
}
static std::string createNewSeed() {
static int createSeedTime = 0;
struct Buffer {
time_t systemTime;
Uint32 sdlTicks;
int x;
int y;
int createSeedTime;
} buffer;
buffer.systemTime = time(NULL);
buffer.sdlTicks = SDL_GetTicks();
SDL_GetMouseState(&buffer.x, &buffer.y);
buffer.createSeedTime = ++createSeedTime;
return Md5::toString(Md5::calc(&buffer, sizeof(buffer), NULL));
}
void Game::reset(bool save,bool noScript){
//Some sanity check, i.e. if we switch from no-script mode to script mode, we should always reset the save
assert(noScript || getScriptExecutor() || save);
//We need to reset the game so we also reset the player and the shadow.
player.reset(save);
shadow.reset(save);
saveStateNextTime=false;
loadStateNextTime=false;
//Reset the stats.
time=0;
recordings=0;
recentSwap=-10000;
if(save) recentSwapSaved=-10000;
//Reset the pseudo-random number generator by creating a new seed, unless we are playing from record.
if (levelFile == "?record?" || interlevel) {
if (prngSeed.empty()) {
cout << "WARNING: The record file doesn't provide a random seed! Will create a new random seed!"
"This may breaks the behavior pseudo-random number generator in script!" << endl;
prngSeed = createNewSeed();
} else {
#ifdef _DEBUG
cout << "Use existing PRNG seed: " << prngSeed << endl;
#endif
}
} else {
prngSeed = createNewSeed();
#ifdef _DEBUG
cout << "Create new PRNG seed: " << prngSeed << endl;
#endif
}
{
std::seed_seq seq(prngSeed.begin(), prngSeed.end());
prng.seed(seq);
}
if (save) {
prngSaved = prng;
prngSeedSaved = prngSeed;
}
//Reset the level size.
levelRect = levelRectInitial;
if (save) levelRectSaved = levelRectInitial;
//Reset the camera.
cameraMode=CAMERA_PLAYER;
if(save) cameraModeSaved=CAMERA_PLAYER;
cameraTarget = SDL_Rect{ 0, 0, 0, 0 };
if (save) cameraTargetSaved = SDL_Rect{ 0, 0, 0, 0 };
//Reset the number of collectables
currentCollectables = currentCollectablesInitial;
totalCollectables = totalCollectablesInitial;
if (save) {
currentCollectablesSaved = currentCollectablesInitial;
totalCollectablesSaved = totalCollectablesInitial;
}
//Clear the event queue, since all the events are from before the reset.
eventQueue.clear();
//Reset states of scenery layers.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
it->second->resetAnimation(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Reset the cached notification block
notificationTexture.update(NULL, NULL);
//Reset the script environment if necessary.
if (noScript) {
//Destroys the script environment completely.
scriptExecutor->destroy();
//Clear the level script.
compiledScripts.clear();
savedCompiledScripts.clear();
initialCompiledScripts.clear();
//Clear the block script.
for (auto block : levelObjects){
block->compiledScripts.clear();
}
for (auto block : levelObjectsSave){
block->compiledScripts.clear();
}
for (auto block : levelObjectsInitial){
block->compiledScripts.clear();
}
} else if (save) {
//Create a new script environment.
getScriptExecutor()->reset(true);
//Recompile the level script.
compiledScripts.clear();
savedCompiledScripts.clear();
initialCompiledScripts.clear();
for (auto it = scripts.begin(); it != scripts.end(); ++it){
int index = getScriptExecutor()->compileScript(it->second);
compiledScripts[it->first] = index;
lua_rawgeti(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX, index);
savedCompiledScripts[it->first] = luaL_ref(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX);
lua_rawgeti(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX, index);
initialCompiledScripts[it->first] = luaL_ref(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX);
}
//Recompile the block script.
for (auto block : levelObjects){
block->compiledScripts.clear();
}
for (auto block : levelObjectsSave){
block->compiledScripts.clear();
}
for (auto block : levelObjectsInitial) {
block->compiledScripts.clear();
for (auto it = block->scripts.begin(); it != block->scripts.end(); ++it){
int index = getScriptExecutor()->compileScript(it->second);
block->compiledScripts[it->first] = index;
}
}
} else {
assert(getScriptExecutor());
//Do a soft reset.
getScriptExecutor()->reset(false);
//Restore the level script to initial state.
copyCompiledScripts(getScriptExecutor()->getLuaState(), initialCompiledScripts, compiledScripts);
//NOTE: We don't need to restore the block script since it will be restored automatically when the block array is copied.
}
//We reset levelObjects here since we need to wait the compiledScripts being initialized.
copyLevelObjects(levelObjectsInitial, levelObjects, true);
if (save) {
copyLevelObjects(levelObjectsInitial, levelObjectsSave, false);
}
//Also reset the last checkpoint so set it to NULL.
if (save)
objLastCheckPoint = NULL;
//Call the level's onCreate event.
executeScript(LevelEvent_OnCreate);
//Send GameObjectEvent_OnCreate event to the script
for (auto block : levelObjects) {
block->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if (totalCollectables>0){
for (auto block : levelObjects){
if (block->type == TYPE_EXIT){
block->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::executeScript(int eventType){
map<int,int>::iterator it;
//Check if there's a script for the given event.
it=compiledScripts.find(eventType);
if(it!=compiledScripts.end()){
//There is one so execute it.
getScriptExecutor()->executeScript(it->second);
}
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id,GameObject* target){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Or there's a target given.
if(target)
e.target=target;
else
e.target=NULL;
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels->getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(ImageManager& imageManager, SDL_Renderer& renderer){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
}else{
if(!levels->congratulationText.empty()){
msgBox(imageManager,renderer,_CC(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(imageManager,renderer,_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(ImageManager& imageManager,SDL_Renderer& renderer, string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
interlevel=false;
//And reset the game.
//NOTE: We don't need to clear the save game because in level replay the game won't be saved (??)
//TODO: it seems work (??); I'll see if it introduce bugs
reset(false, false);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel(imageManager,renderer);
}
}
void Game::invalidateNotificationTexture(Block *block) {
if (block == NULL || block == notificationTexture.getId()) {
notificationTexture.update(NULL, NULL);
}
}
diff --git a/src/LevelPack.cpp b/src/LevelPack.cpp
index c5b5305..81ecb78 100644
--- a/src/LevelPack.cpp
+++ b/src/LevelPack.cpp
@@ -1,682 +1,698 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "LevelPack.h"
#include "Functions.h"
#include "FileManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "MD5.h"
#include <string.h>
#include <string>
#include <vector>
#include <fstream>
#include <algorithm>
#include <iostream>
using namespace std;
int LevelPack::Level::getMedal(bool arcade, int time, int targetTime, int recordings, int targetRecordings) {
int medal = 1;
if (arcade) {
if (time >= 0 && time >= targetTime)
medal++;
if (recordings >= 0 && recordings >= targetRecordings)
medal++;
} else {
if (time >= 0 && (targetTime < 0 || time <= targetTime))
medal++;
if (recordings >= 0 && (targetRecordings < 0 || recordings <= targetRecordings))
medal++;
}
return medal;
}
int LevelPack::Level::getBetterTime(int newTime) const {
if (!won || time < 0) return newTime;
if (arcade) return std::max(time, newTime);
else return std::min(time, newTime);
}
int LevelPack::Level::getBetterRecordings(int newRecordings) const {
if (!won || recordings < 0) return newRecordings;
if (arcade) return std::max(recordings, newRecordings);
else return std::min(recordings, newRecordings);
}
//This is a special TreeStorageNode which only load node name/value and attributes, early exists when meeting any subnodes.
//This is used for fast loading of levels during game startup.
class LoadAttributesOnlyTreeStorageNode : public TreeStorageNode {
public:
virtual ITreeStorageBuilder* newNode() override {
//Early exit.
return NULL;
}
};
LevelPack::LevelPack():currentLevel(0),loaded(false),levels(),customTheme(false){
//We need to set the pointer to the dictionaryManager to NULL.
dictionaryManager=NULL;
//The type of levelpack is determined in the loadLevels method, but 'fallback' is CUSTOM.
type=CUSTOM;
}
LevelPack::~LevelPack(){
//We call clear, since that already takes care of the deletion, including the dictionaryManager.
clear();
}
void LevelPack::clear(){
currentLevel=0;
loaded=false;
levels.clear();
levelpackDescription.clear();
levelpackPath.clear();
levelProgressFile.clear();
congratulationText.clear();
levelpackMusicList.clear();
//Also delete the dictionaryManager if it isn't null.
if(dictionaryManager){
delete dictionaryManager;
dictionaryManager=NULL;
}
}
bool LevelPack::loadLevels(const std::string& levelListFile){
//We're going to load a new levellist so first clean any existing levels.
clear();
//If the levelListFile is empty we have nothing to load so we return false.
if(levelListFile.empty()){
cerr<<"ERROR: No levellist file given."<<endl;
return false;
}
//Determine the levelpack type.
if(levelListFile.find(getDataPath())==0){
type=MAIN;
}else if(levelListFile.find(getUserPath(USER_DATA)+"levelpacks/")==0){
type=ADDON;
}else{
type=CUSTOM;
}
levelpackPath=pathFromFileName(levelListFile);
//Create input streams for the levellist file.
ifstream level(levelListFile.c_str());
if(!level){
cerr<<"ERROR: Can't load level list "<<levelListFile<<endl;
return false;
}
//Load the level list file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(level,&obj,true)){
cerr<<"ERROR: Invalid file format of level list "<<levelListFile<<endl;
return false;
}
}
//Check for folders inside the levelpack folder.
{
//Get all the sub directories.
vector<string> v;
v=enumAllDirs(pathFromFileName(levelListFile),false);
//Check if there's a locale folder containing translations.
if(std::find(v.begin(),v.end(),"locale")!=v.end()){
//Folder is present so configure the levelDictionaryManager.
dictionaryManager=new tinygettext::DictionaryManager();
dictionaryManager->set_use_fuzzy(false);
dictionaryManager->add_directory(pathFromFileName(levelListFile)+"locale/");
dictionaryManager->set_charset("UTF-8");
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}else{
dictionaryManager=NULL;
}
//Check for a theme folder.
if(std::find(v.begin(),v.end(),"theme")!=v.end()){
customTheme=true;
}
}
//Look for the name.
{
vector<string> &v=obj.attributes["name"];
if(!v.empty()){
levelpackName=v[0];
}else{
//Name is not defined so take the folder name.
levelpackName=pathFromFileName(levelListFile);
//Remove the last character '/'
levelpackName=levelpackName.substr(0,levelpackName.size()-1);
levelpackName=fileNameFromPath(levelpackName);
}
}
//Look for the description.
{
vector<string> &v=obj.attributes["description"];
if(!v.empty())
levelpackDescription=v[0];
}
//Look for the congratulation text.
{
vector<string> &v=obj.attributes["congratulations"];
if(!v.empty())
congratulationText=v[0];
}
//Look for the music list.
{
vector<string> &v=obj.attributes["musiclist"];
if(!v.empty())
levelpackMusicList=v[0];
}
//Loop through the level list entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(!obj1->value.empty() && obj1->name=="levelfile"){
Level level;
level.file=obj1->value[0];
level.targetTime=0;
level.targetRecordings=0;
level.arcade = false;
memset(level.md5Digest, 0, sizeof(level.md5Digest));
+ memset(level.md5InLevelProgress, 0, sizeof(level.md5InLevelProgress));
//The path to the file to open.
//NOTE: In this function we are always loading levels from a level pack, so levelpackPath is always used.
string levelFile=levelpackPath+level.file;
//Open the level file to retrieve the name and target time/recordings.
LoadAttributesOnlyTreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile(levelFile.c_str(),&obj,true)){
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(level.file);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
//Get the arcade property of the level.
v = obj.attributes["arcade"];
if (!v.empty())
level.arcade = atoi(v[0].c_str()) != 0;
else
level.arcade = false;
}
//The default for locked is true, unless it's the first one.
level.locked=!levels.empty();
level.won=false;
level.time=-1;
level.recordings=-1;
//Add the level to the levels.
levels.push_back(level);
}
}
loaded=true;
return true;
}
void LevelPack::loadProgress(){
//Make sure that a levelProgressFile is set.
if(levelProgressFile.empty()){
levelProgressFile=getLevelProgressPath();
}
//Open the file.
ifstream levelProgress;
levelProgress.open(processFileName(this->levelProgressFile).c_str());
//Check if the file exists.
if(levelProgress){
//Now load the progress/statistics.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(levelProgress,&obj,true)){
cerr<<"ERROR: Invalid file format of level progress file."<<endl;
}
}
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(!obj1->value.empty() && obj1->name=="level"){
//We've found an entry for a level, now search the correct level.
Level* level=NULL;
for(unsigned int o=0;o<levels.size();o++){
if(obj1->value[0]==levels[o].file){
level=&levels[o];
break;
}
}
//Check if we found the level.
if(!level)
continue;
//Get the progress/statistics.
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->first=="locked"){
level->locked=(i->second[0]=="1");
}
if(i->first=="won"){
level->won=(i->second[0]=="1");
}
if(i->first=="time"){
level->time=(atoi(i->second[0].c_str()));
}
if(i->first=="recordings"){
level->recordings=(atoi(i->second[0].c_str()));
}
+ if (i->first == "md5") {
+ if (!Md5::fromString(i->second[0].c_str(), level->md5InLevelProgress)) {
+ cerr << "ERROR: The MD5 string '" << i->second[0].c_str() << "' is invalid." << endl;
+ memset(level->md5InLevelProgress, 0, sizeof(level->md5InLevelProgress));
+ }
+ }
}
}
}
//NOTE: If the "locked" is true, we recalculate the "locked" property in terms of "won" property,
//fixed the bug that the level locked permanently after reordering in level pack editor
for (unsigned int o = 0; o < levels.size(); o++) {
if (levels[o].locked) {
levels[o].locked = (o == 0 || levels[o - 1].won) ? false : true;
}
}
}
}
void LevelPack::saveLevels(const std::string& levelListFile){
//Get the fileName.
string levelListNew=levelListFile;
//Open an output stream.
ofstream level(levelListNew.c_str());
//Check if we can use the file.
if(!level){
cerr<<"ERROR: Can't save level list "<<levelListNew<<endl;
return;
}
//Storage node that will contain the data that should be written.
TreeStorageNode obj;
//Also store the name of the levelpack.
if(!levelpackName.empty())
obj.attributes["name"].push_back(levelpackName);
//Make sure that there's a description.
if(!levelpackDescription.empty())
obj.attributes["description"].push_back(levelpackDescription);
//Make sure that there's a congratulation text.
if(!congratulationText.empty())
obj.attributes["congratulations"].push_back(congratulationText);
//Make sure that there's a music list.
if (!levelpackMusicList.empty())
obj.attributes["musiclist"].push_back(levelpackMusicList);
//Add the levels to the file.
for(unsigned int i=0;i<levels.size();i++){
TreeStorageNode* obj1=new TreeStorageNode;
obj1->name="levelfile";
obj1->value.push_back(fileNameFromPath(levels[i].file));
obj1->value.push_back(levels[i].name);
obj.subNodes.push_back(obj1);
}
//Write the it away.
POASerializer objSerializer;
objSerializer.writeNode(&obj,level,false,true);
}
void LevelPack::updateLanguage(){
if(dictionaryManager!=NULL)
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}
void LevelPack::addLevel(const string& levelFileName,int levelno){
//Fill in the details.
Level level;
if(type!=COLLECTION && !levelpackPath.empty() && levelFileName.compare(0,levelpackPath.length(),levelpackPath)==0){
level.file=fileNameFromPath(levelFileName);
}else{
level.file=levelFileName;
}
level.targetTime=0;
level.targetRecordings=0;
+ level.arcade = false;
memset(level.md5Digest, 0, sizeof(level.md5Digest));
+ memset(level.md5InLevelProgress, 0, sizeof(level.md5InLevelProgress));
//Get the name of the level.
LoadAttributesOnlyTreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile(levelFileName.c_str(),&obj,true)){
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(levelFileName);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
+ //Get the arcade property of the level.
+ v = obj.attributes["arcade"];
+ if (!v.empty())
+ level.arcade = atoi(v[0].c_str()) != 0;
+ else
+ level.arcade = false;
}
//Set if it should be locked or not.
level.won=false;
level.time=-1;
level.recordings=-1;
level.locked=levels.empty()?false:true;
//Check if the level should be at the end or somewhere in the middle.
if(levelno<0 || levelno>=int(levels.size())){
levels.push_back(level);
}else{
levels.insert(levels.begin()+levelno,level);
}
//NOTE: We set loaded to true.
loaded=true;
}
void LevelPack::moveLevel(unsigned int level1,unsigned int level2){
if(level1>=levels.size())
return;
if(level2>=levels.size())
return;
if(level1==level2)
return;
levels.insert(levels.begin()+level2,levels[level1]);
if(level2<=level1)
levels.erase(levels.begin()+level1+1);
else
levels.erase(levels.begin()+level1);
}
void LevelPack::saveLevelProgress(){
//Check if the levels are loaded and a progress file is given.
if(!loaded || levelProgressFile.empty())
return;
//Open the progress file.
ofstream levelProgress(processFileName(levelProgressFile).c_str());
if(!levelProgress)
return;
//Open an output stream.
TreeStorageNode node;
//Loop through the levels.
for(unsigned int o=0;o<levels.size();o++){
TreeStorageNode* obj=new TreeStorageNode;
node.subNodes.push_back(obj);
char s[64];
//Set the name of the node.
obj->name="level";
obj->value.push_back(levels[o].file);
//Set the values.
obj->attributes["locked"].push_back(levels[o].locked?"1":"0");
obj->attributes["won"].push_back(levels[o].won?"1":"0");
sprintf(s,"%d",levels[o].time);
obj->attributes["time"].push_back(s);
sprintf(s,"%d",levels[o].recordings);
obj->attributes["recordings"].push_back(s);
+ obj->attributes["md5"].push_back(Md5::toString(levels[o].md5InLevelProgress));
}
//Create a POASerializer and write away the leve node.
POASerializer objSerializer;
objSerializer.writeNode(&node,levelProgress,true,true);
}
const string& LevelPack::getLevelName(int level){
if(level<0)
level=currentLevel;
return levels[level].name;
}
const unsigned char* LevelPack::getLevelMD5(int level){
if(level<0)
level=currentLevel;
//Check if the md5Digest is not initialized.
bool notInitialized = true;
for (int i = 0; i < 16; i++) {
if (levels[level].md5Digest[i]) {
notInitialized = false;
break;
}
}
//Calculate md5Digest if needed.
if (notInitialized) {
string levelFile = getLevelFile(level);
TreeStorageNode obj;
POASerializer objSerializer;
if (objSerializer.loadNodeFromFile(levelFile.c_str(), &obj, true)) {
obj.name.clear();
obj.calcMD5(levels[level].md5Digest);
} else {
cerr << "ERROR: Failed to load file '" << levelFile << "' for calculating MD5" << endl;
//Fill in a fake MD5
for (int i = 0; i < 16; i++) {
levels[level].md5Digest[i] = 0xCC;
}
}
}
return levels[level].md5Digest;
}
void LevelPack::getLevelAutoSaveRecordPath(int level,std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
if(level<0)
level=currentLevel;
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//get level pack path.
string levelpackPath = (type == COLLECTION ? std::string() : LevelPack::levelpackPath);
string s=levels[level].file;
//process level pack name
for(;;){
string::size_type lps=levelpackPath.find_last_of("/\\");
if(lps==string::npos){
break;
}else if(lps==levelpackPath.size()-1){
levelpackPath.resize(lps);
}else{
levelpackPath=levelpackPath.substr(lps+1);
break;
}
}
//profess file name
{
string::size_type lps=s.find_last_of("/\\");
if(lps!=string::npos) s=s.substr(lps+1);
}
//check if it's custom level
{
string path="%USER%/records/autosave/";
if(!levelpackPath.empty()){
path+=levelpackPath;
path+='/';
}
path=processFileName(path);
if(createPath) createDirectory(path.c_str());
s=path+s;
}
//calculate MD5
s+='-';
s += Md5::toString(getLevelMD5(level));
//over
bestTimeFilePath=s+"-best-time.mnmsrec";
bestRecordingFilePath=s+"-best-recordings.mnmsrec";
}
string LevelPack::getLevelProgressPath(){
if(levelProgressFile.empty()){
levelProgressFile="%USER%/progress/";
//Use the levelpack folder name instead of the levelpack name.
//NOTE: Remove the trailing slash.
string folderName=levelpackPath.substr(0,levelpackPath.size()-1);
folderName=fileNameFromPath(folderName);
//Depending on the levelpack type add a folder.
switch(type){
case MAIN:
levelProgressFile+="main/";
levelProgressFile+=folderName+".progress";
break;
case ADDON:
levelProgressFile+="addon/";
levelProgressFile+=folderName+".progress";
break;
case CUSTOM:
levelProgressFile+="custom/";
levelProgressFile+=folderName+".progress";
break;
case COLLECTION:
//NOTE: For collections we use their name since they don't have a folder.
//FIXME: Make sure the name contains legal characters.
levelProgressFile+=levelpackName+".progress";
break;
}
}
return levelProgressFile;
}
void LevelPack::setLevelName(unsigned int level,const std::string& name){
if(level<levels.size())
levels[level].name=name;
}
const string LevelPack::getLevelFile(int level){
if(level<0)
level=currentLevel;
string levelFile;
if(type!=COLLECTION)
levelFile=levelpackPath+levels[level].file;
else
levelFile=levels[level].file;
return levelFile;
}
const string& LevelPack::getLevelpackPath(){
return levelpackPath;
}
struct LevelPack::Level* LevelPack::getLevel(int level){
if(level<0)
return &levels[currentLevel];
return &levels[level];
}
void LevelPack::resetLevel(int level){
if(level<0)
level=currentLevel;
//Set back to default.
levels[level].locked=(level!=0);
levels[level].won=false;
levels[level].time=-1;
levels[level].recordings=-1;
}
void LevelPack::nextLevel(){
currentLevel++;
}
bool LevelPack::getLocked(unsigned int level){
return levels[level].locked;
}
void LevelPack::setCurrentLevel(unsigned int level){
currentLevel=level;
}
void LevelPack::setLocked(unsigned int level,bool locked){
levels[level].locked=locked;
}
void LevelPack::swapLevel(unsigned int level1,unsigned int level2){
if(level1<levels.size()&&level2<levels.size()){
swap(levels[level1],levels[level2]);
}
}
void LevelPack::removeLevel(unsigned int level){
if(level<levels.size()){
levels.erase(levels.begin()+level);
}
}
diff --git a/src/LevelPack.h b/src/LevelPack.h
index 3fc9742..1c980fa 100644
--- a/src/LevelPack.h
+++ b/src/LevelPack.h
@@ -1,233 +1,236 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LEVELPACK_H
#define LEVELPACK_H
#include <vector>
#include <string>
#include "libs/tinygettext/tinygettext.hpp"
enum LevelPackType{
//Main levelpacks are distibuted along with the game and located in the data path.
MAIN,
//Addon levelpacks are downloaded/added packs which reside in the user data path.
ADDON,
//Custom levelpacks are user made and are located in the
CUSTOM,
//Collection levelpacks can contain levels from different locations.
//This type is used for the Levels and Custom Levels levelpacks.
//NOTE: The levelpackPath is ignored for these type of levelpacks since levels can be anywhere.
COLLECTION
};
class LevelPack{
public:
//A level entry structure.
struct Level{
//The name of the level.
std::string name;
//The filename of the level.
std::string file;
//Boolean if the level is locked.
bool locked;
//Boolean if the level is won.
bool won;
//Boolean if the level is arcade.
bool arcade;
//Integer containing the number of ticks (40 = 1s) it took to finish the level.
//If there's no time the value will be -1.
int time;
//Integer containing the target time to get a medal.
int targetTime;
//Integer containing the number of recordings used to finish the level.
//If the arcade mode is true, this means the number of collectibles instead.
//When not won the value is -1.
int recordings;
//Integer containing the target recordings to get a medal.
//If the arcade mode is true, this means the target number of collectibles instead.
int targetRecordings;
//MD5 of level node. :/
unsigned char md5Digest[16];
+ //MD5 in the level progress file.
+ unsigned char md5InLevelProgress[16];
+
//Get the medal of current level based on the time/targetTime/recordings/targetRecordings etc of this level.
//Return value: 0=no medal, 1=bronze medal, 2=silver medal, 3=gold medal
int getMedal() const {
if (won) return getMedal(arcade, time, targetTime, recordings, targetRecordings);
else return 0;
}
//Get the medal of current level, providing own time/recordings and assuming "won" is true.
//Return value: 1=bronze medal, 2=silver medal, 3=gold medal
int getMedal(int time, int recordings) const {
return getMedal(arcade, time, targetTime, recordings, targetRecordings);
}
//A generic function to get the modal of current level, assuming "won" is true.
//Return value: 1=bronze medal, 2=silver medal, 3=gold medal
static int getMedal(bool arcade, int time, int targetTime, int recordings, int targetRecordings);
//Get the better time selected from existing best time and the new time.
int getBetterTime(int newTime) const;
//Get the better recordings selected from existing best recordings and the new recordings.
int getBetterRecordings(int newRecordings) const;
};
private:
//Index of the current level.
int currentLevel;
//Boolean if the levels are loaded.
bool loaded;
//Vector containing the filenames of the levels.
std::vector<Level> levels;
//The file name of the level progress.
std::string levelProgressFile;
public:
//The name of the levelpack.
std::string levelpackName;
//The location the levelpack is stored.
std::string levelpackPath;
//A description of the levelpack.
std::string levelpackDescription;
//The type of levelpack.
LevelPackType type;
//The text that will be displayed when the levels are finished.
std::string congratulationText;
//The preferred music list to be used with this levelpack.
std::string levelpackMusicList;
//The dictionaryManager of the levelpack, used to translate strings.
tinygettext::DictionaryManager* dictionaryManager;
//Boolean if the levelpack has a custom theme/partial theme bundled with it.
//NOTE: Themes can't be preloaded since they would be destroyed by the ThemeStack.
bool customTheme;
//Constructor.
LevelPack();
//Destructor.
~LevelPack();
//gettext function
inline tinygettext::DictionaryManager* getDictionaryManager() const{
return dictionaryManager;
}
//Method for updating the language to the configured one.
//NOTE: This is called when changing the translation in the Options menu.
void updateLanguage();
//Adds a level to the levels.
//levelFileName: The filename of the level to add.
//level: The index of the level to add.
void addLevel(const std::string& levelFileName,int levelno=-1);
//Removes a level from the levels.
//level: The index of the level to remove.
void removeLevel(unsigned int level);
//Moves the level to a given index.
//level1: The level to move.
//level2: The destination.
void moveLevel(unsigned int level1,unsigned int level2);
//Swaps two level.
//level1: The first level to swap.
//level2: The second level to swap.
void swapLevel(unsigned int level1,unsigned int level2);
//Get the levelFile for a given level.
//level: The level index to get the levelFile from.
//Returns: String containing the levelFileName (full path to the file).
const std::string getLevelFile(int level=-1);
//Get the levelpackPath of the levels.
//Returns: String containing the levelpackPath.
const std::string& getLevelpackPath();
//Get the levelName for a given level.
//level: The level index to get the levelName from.
//Returns: String containing the levelName.
const std::string& getLevelName(int level=-1);
//Sets the levelName for a given level.
//level: The level index to get the levelName from.
//name: The new name of the level.
void setLevelName(unsigned int level,const std::string& name);
//Get the MD5 for a given level.
//level: The level index.
//Returns: const unsigned char[16] containing the digest.
const unsigned char* getLevelMD5(int level=-1);
//get level's auto-save record path,
//using level's MD5, file name and other information.
void getLevelAutoSaveRecordPath(int level,std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath);
//Method for getting the path to the progress file.
//Returns: The path + filename to the progress file.
std::string getLevelProgressPath();
//Set the currentLevel.
//level: The new current level.
void setCurrentLevel(unsigned int level);
//Get the currentLevel.
//Returns: The currentLevel.
inline int getCurrentLevel(){return currentLevel;}
//Get the levelCount.
//Returns: The level count.
inline int getLevelCount(){return levels.size();}
//Method that will return the requested level.
//level: The index of the level, default is the current level.
//Returns: Pointer to the requested level structure.
struct Level* getLevel(int level=-1);
//Method that will reset any progress/statistics for a given level.
//level: The index of the level to reset, default is currentLevel.
void resetLevel(int level=-1);
//Check if a certain level is locked.
//level: The index of the level to check.
//Returns: True if the level is locked.
bool getLocked(unsigned int level);
//Set a level locked or not.
//level: The level to (un)lock.
//locked: The new status of the level, default is unlocked (false).
void setLocked(unsigned int level,bool locked=false);
//Empties the levels.
void clear();
bool loadLevels(const std::string& levelListFile);
void loadProgress();
void saveLevels(const std::string& levelListFile);
void saveLevelProgress();
void nextLevel();
};
#endif
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index a3acb65..344bf66 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,493 +1,511 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "ThemeManager.h"
#include "SoundManager.h"
#include "StatisticsManager.h"
#include "Game.h"
#include <stdio.h>
+#include <string.h>
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
/////////////////////LEVEL SELECT/////////////////////
LevelPlaySelect::LevelPlaySelect(ImageManager& imageManager, SDL_Renderer& renderer)
:LevelSelect(imageManager,renderer,_("Select Level")),
levelInfoRender(imageManager,renderer,getDataPath(),*fontText,objThemes.getTextColor(false)){
//Load the play button if needed.
playButtonImage=imageManager.loadTexture(getDataPath()+"gfx/playbutton.png", renderer);
//Create the gui.
createGUI(imageManager,renderer, true);
//Show level list
refresh(imageManager,renderer);
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
//Clear the selected level.
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
}
void LevelPlaySelect::createGUI(ImageManager& imageManager,SDL_Renderer &renderer, bool initial){
//Create the play button.
if(initial){
play=new GUIButton(imageManager,renderer,SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,_("Play"));
}else{
play->left=SCREEN_WIDTH-240;
play->top=SCREEN_HEIGHT-60;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
if(initial)
GUIObjectRoot->addChild(play);
}
void LevelPlaySelect::refresh(ImageManager& imageManager, SDL_Renderer& renderer, bool /*change*/){
const int m=levels->getLevelCount();
numbers.clear();
levelInfoRender.resetText(renderer, *fontText, objThemes.getTextColor(false));
//Create the non selected number.
if (selectedNumber == NULL){
selectedNumber = new Number(imageManager, renderer);
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(renderer," ",box);
selectedNumber->setLocked(true);
selectedNumber->setMedal(0);
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled=false;
for(int n=0; n<m; n++){
numbers.emplace_back(imageManager, renderer);
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+static_cast<int>(SCREEN_WIDTH*0.2)/2,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(renderer,n,box);
numbers[n].setLocked(n>0 && levels->getLocked(n));
int medal = levels->getLevel(n)->getMedal();
numbers[n].setMedal(medal);
}
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+(LEVELS_PER_ROW-1))/LEVELS_PER_ROW;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
if (levels->levelpackPath == LEVELS_PATH || levels->levelpackPath == CUSTOM_LEVELS_PATH)
levelpackDescription->caption = _("Individual levels which are not contained in any level packs");
else if (!levels->levelpackDescription.empty())
levelpackDescription->caption = _CC(levels->getDictionaryManager(), levels->levelpackDescription);
else
levelpackDescription->caption = "";
}
void LevelPlaySelect::selectNumber(ImageManager& imageManager, SDL_Renderer& renderer, unsigned int number,bool selected){
if (selected) {
if (number >= 0 && number < levels->getLevelCount()) {
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
}
}else{
displayLevelInfo(imageManager, renderer,number);
}
}
void LevelPlaySelect::checkMouse(ImageManager &imageManager, SDL_Renderer &renderer){
int x,y;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if we should replay the record.
if(selectedNumber!=NULL){
SDL_Rect mouse={x,y,0,0};
if(!bestTimeFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(pointOnRect(mouse, box)){
Game::recordFile=bestTimeFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(pointOnRect(mouse, box)){
Game::recordFile=bestRecordingFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse(imageManager, renderer);
}
void LevelPlaySelect::displayLevelInfo(ImageManager& imageManager, SDL_Renderer& renderer, int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number(imageManager, renderer);
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
if (number >= 0 && number < levels->getLevelCount()) {
selectedNumber->init(renderer, number, box);
selectedNumber->setLocked(false);
//Show level medal
- int medal = levels->getLevel(number)->getMedal();
- int time = levels->getLevel(number)->time;
- int targetTime = levels->getLevel(number)->targetTime;
- int recordings = levels->getLevel(number)->recordings;
- int targetRecordings = levels->getLevel(number)->targetRecordings;
+ LevelPack::Level *level = levels->getLevel(number);
+ int medal = level->getMedal();
+ int time = level->time;
+ int targetTime = level->targetTime;
+ int recordings = level->recordings;
+ int targetRecordings = level->targetRecordings;
selectedNumber->setMedal(medal);
std::string levelTime;
std::string levelRecs;
//Show best time and recordings
if (medal){
if (time >= 0)
if (targetTime >= 0)
levelTime = tfm::format("%-.2fs / %-.2fs", time / 40.0, targetTime / 40.0);
else
levelTime = tfm::format("%-.2fs / -", time / 40.0);
else
levelTime.clear();
if (recordings >= 0)
if (targetRecordings >= 0)
levelRecs = tfm::format("%5d / %d", recordings, targetRecordings);
else
levelRecs = tfm::format("%5d / -", recordings);
else
levelRecs.clear();
} else{
levelTime = "- / -";
levelRecs = "- / -";
}
//Show the play button.
play->enabled = true;
- //Check if there is auto record file
+ //Check if there is auto-saved record file
levels->getLevelAutoSaveRecordPath(number, bestTimeFilePath, bestRecordingFilePath, false);
if (!bestTimeFilePath.empty()){
FILE *f;
f = fopen(bestTimeFilePath.c_str(), "rb");
if (f == NULL){
bestTimeFilePath.clear();
} else{
fclose(f);
}
}
if (!bestRecordingFilePath.empty()){
FILE *f;
f = fopen(bestRecordingFilePath.c_str(), "rb");
if (f == NULL){
bestRecordingFilePath.clear();
} else{
fclose(f);
}
}
+ //If there exists any auto-saved record file, and the MD5 of record is not set,
+ //then we assume the MD5 is not changed and the record file is updated from old version of MnMS.
+ if (!bestTimeFilePath.empty() || !bestRecordingFilePath.empty()) {
+ bool b = true;
+ for (int i = 0; i < 16; i++) {
+ if (level->md5InLevelProgress[i]) {
+ b = false;
+ break;
+ }
+ }
+ if (b) {
+ //Just copy level MD5 to md5InLevelProgress.
+ memcpy(level->md5InLevelProgress, level->md5Digest, sizeof(level->md5Digest));
+ }
+ }
+
//Show level description
levelInfoRender.update(renderer, *fontText, objThemes.getTextColor(false),
_CC(levels->getDictionaryManager(), levels->getLevelName(number)), levelTime, levelRecs);
} else {
levelInfoRender.resetText(renderer, *fontText, objThemes.getTextColor(false));
selectedNumber->init(renderer, " ", box);
selectedNumber->setLocked(true);
selectedNumber->setMedal(0);
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled = false;
}
}
void LevelPlaySelect::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Call handleEvents() of base class.
LevelSelect::handleEvents(imageManager, renderer);
//Check if the cheat code is input which is used to skip locked level.
//NOTE: The cheat code is NOT in plain text, since we don't want you to find it out immediately.
//NOTE: If you type it wrong, please press a key which is NOT a-z before retype it (as the code suggests).
if (event.type == SDL_KEYDOWN) {
static Uint32 hash = 0;
if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z) {
Uint32 c = event.key.keysym.sym - SDLK_a + 1;
hash = hash * 1296096U + c;
if (hash == 498506457U) {
if (selectedNumber) {
int n = selectedNumber->getNumber();
if (n >= 0 && n < (int)numbers.size() - 1 && numbers[n + 1].getLocked()) {
//unlock the level temporarily
numbers[n + 1].setLocked(false);
//play a sound effect
getSoundManager()->playSound("hit");
//new achievement
statsMgr.newAchievement("cheat");
}
}
hash = 0;
}
} else {
hash = 0;
}
}
if (section == 3) {
//Check focus movement
if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN) || inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
isKeyboardOnly = true;
section2++;
} else if (inputMgr.isKeyDownEvent(INPUTMGR_UP) || inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
isKeyboardOnly = true;
section2--;
}
if (section2 > 3) section2 = 1;
else if (section2 < 1) section2 = 3;
//Check if enter is pressed
if (isKeyboardOnly && inputMgr.isKeyDownEvent(INPUTMGR_SELECT) && selectedNumber) {
int n = selectedNumber->getNumber();
if (n >= 0) {
switch (section2) {
case 1:
if (!bestTimeFilePath.empty()) {
Game::recordFile = bestTimeFilePath;
levels->setCurrentLevel(n);
setNextState(STATE_GAME);
}
break;
case 2:
if (!bestRecordingFilePath.empty()) {
Game::recordFile = bestRecordingFilePath;
levels->setCurrentLevel(n);
setNextState(STATE_GAME);
}
break;
case 3:
selectNumber(imageManager, renderer, n, true);
break;
}
}
}
}
}
void LevelPlaySelect::render(ImageManager& imageManager, SDL_Renderer &renderer){
//First let the levelselect render.
LevelSelect::render(imageManager,renderer);
int x,y,dy=0;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
selectedNumber->show(renderer, 0);
const int num = selectedNumber->getNumber();
bool arcade = false;
//Only show the replay button if the level is completed (won).
if(num>=0 && num<levels->getLevelCount()) {
auto lev = levels->getLevel(num);
arcade = lev->arcade;
if(lev->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
const SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if (isKeyboardOnly ? (section == 3 && section2 == 1) : pointOnRect(mouse, box)){
r.x = 32;
drawGUIBox(box.x, box.y, box.w, box.h, renderer, 0xFFFFFF40);
}
const SDL_Rect dstRect = {SCREEN_WIDTH-80,SCREEN_HEIGHT-130,r.w,r.h};
SDL_RenderCopy(&renderer,playButtonImage.get(),&r, &dstRect);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
const SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if (isKeyboardOnly ? (section == 3 && section2 == 2) : pointOnRect(mouse, box)){
r.x = 32;
drawGUIBox(box.x, box.y, box.w, box.h, renderer, 0xFFFFFF40);
}
const SDL_Rect dstRect = {SCREEN_WIDTH-80,SCREEN_HEIGHT-98,r.w,r.h};
SDL_RenderCopy(&renderer,playButtonImage.get(),&r, &dstRect);
}
}
}
levelInfoRender.render(renderer, arcade);
}
//Draw highlight for play button.
if (isKeyboardOnly && play && play->enabled) {
play->state = (section == 3 && section2 == 3) ? 1 : 0;
}
}
void LevelPlaySelect::renderTooltip(SDL_Renderer &renderer, unsigned int number, int dy){
if (!toolTip.name || toolTip.number != number) {
//Render the name of the level.
toolTip.name = textureFromText(renderer, *fontText, _CC(levels->getDictionaryManager(), levels->getLevelName(number)), objThemes.getTextColor(true));
toolTip.time=nullptr;
toolTip.recordings=nullptr;
toolTip.number=number;
//The time it took.
if(levels->getLevel(number)->time>0){
toolTip.time = textureFromText(renderer, *fontText,
tfm::format("%-.2fs", levels->getLevel(number)->time / 40.0).c_str(),
objThemes.getTextColor(true));
}
//The number of recordings it took.
if(levels->getLevel(number)->recordings>=0){
toolTip.recordings = textureFromText(renderer, *fontText,
tfm::format("%d", levels->getLevel(number)->recordings).c_str(),
objThemes.getTextColor(true));
}
}
const SDL_Rect nameSize = rectFromTexture(*toolTip.name);
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
if(toolTip.time && toolTip.recordings){
const int recW = textureWidth(*toolTip.recordings);
const int timeW = textureWidth(*toolTip.time);
r.w=(nameSize.w)>(25+timeW+40+recW)?(nameSize.w):(25+timeW+40+recW);
r.h=nameSize.h+5+20;
}else{
r.w=nameSize.w;
r.h=nameSize.h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=nameSize.h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFFFF;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,renderer,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(toolTip.name){
//Draw the name.
applyTexture(r2.x, r2.y, toolTip.name, renderer);
}
//Increase the height to leave a gap between name and stats.
r2.y+=30;
if(toolTip.time){
//Now draw the time.
applyTexture(r2.x,r2.y,levelInfoRender.timeIcon,renderer);
r2.x+=25;
applyTexture(r2.x, r2.y, toolTip.time, renderer);
r2.x+=textureWidth(*toolTip.time)+15;
}
if(toolTip.recordings){
//Now draw the recordings.
if (levels->getLevel(number)->arcade) {
levelInfoRender.collectable.draw(renderer, r2.x - 16, r2.y - 16);
} else {
applyTexture(r2.x, r2.y, levelInfoRender.recordingsIcon, renderer);
}
r2.x+=25;
applyTexture(r2.x, r2.y, toolTip.recordings, renderer);
}
}
void LevelPlaySelect::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Let the LevelSelect do his stuff.
LevelSelect::resize(imageManager, renderer);
//Now create our gui again.
createGUI(imageManager,renderer, false);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(imageManager,renderer,name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
}
}
}
diff --git a/src/MD5.cpp b/src/MD5.cpp
index 69cd451..725a509 100644
--- a/src/MD5.cpp
+++ b/src/MD5.cpp
@@ -1,438 +1,459 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include <string.h>
#include "MD5.h"
#ifdef WIN32
#include <windows.h>
typedef struct MD5_CTX {
ULONG i[2];
ULONG buf[4];
unsigned char in[64];
unsigned char digest[16];
} MD5_CTX;
typedef void (WINAPI* F_MD5Init)(MD5_CTX *context);
typedef void (WINAPI* F_MD5Update)(MD5_CTX *context, const unsigned char *input, unsigned int inlen);
typedef void (WINAPI* F_MD5Final)(MD5_CTX *context);
//first time calling API will be redirect to these functions
static void WINAPI myMD5Init(MD5_CTX *context);
static void WINAPI myMD5Update(MD5_CTX *context, const unsigned char *input, unsigned int inlen);
static void WINAPI myMD5Final(MD5_CTX *context);
static F_MD5Init MD5Init=myMD5Init;
static F_MD5Update MD5Update=myMD5Update;
static F_MD5Final MD5Final=myMD5Final;
#else
/*
* NOTE: This code is used for both Android and Unix based systems.
* The code is based on the md5 code of md5deep (http://sourceforge.net/projects/md5deep/), which is released under the public domain.
*/
#include <stdint.h>
typedef struct {
uint32_t buf[4];
uint32_t bits[2];
unsigned char in[64];
} context_md5_t;
// This is needed to make RSAREF happy on some MS-DOS compilers
typedef context_md5_t MD5_CTX;
static void byteReverse(unsigned char *buf, unsigned longs)
{
uint32_t t;
do {
t = (uint32_t) ((unsigned) buf[3] << 8 | buf[2]) << 16 |
((unsigned) buf[1] << 8 | buf[0]);
*(uint32_t *) buf = t;
buf += 4;
} while (--longs);
}
/* The four core functions - F1 is optimized somewhat */
/* #define F1(x, y, z) (x & y | ~x & z) */
#define F1(x, y, z) (z ^ (x & (y ^ z)))
#define F2(x, y, z) F1(z, x, y)
#define F3(x, y, z) (x ^ y ^ z)
#define F4(x, y, z) (y ^ (x | ~z))
/* This is the central step in the MD5 algorithm. */
#define MD5STEP(f, w, x, y, z, data, s) \
( w += f(x, y, z) + data, w = w<<s | w>>(32-s), w += x )
/*
* The core of the MD5 algorithm, this alters an existing MD5 hash to
* reflect the addition of 16 longwords of new data. MD5Update blocks
* the data and converts bytes into longwords for this routine.
*/
static void MD5_Transform(uint32_t buf[4], uint32_t const in[16])
{
register uint32_t a, b, c, d;
a = buf[0];
b = buf[1];
c = buf[2];
d = buf[3];
MD5STEP(F1, a, b, c, d, in[0] + 0xd76aa478, 7);
MD5STEP(F1, d, a, b, c, in[1] + 0xe8c7b756, 12);
MD5STEP(F1, c, d, a, b, in[2] + 0x242070db, 17);
MD5STEP(F1, b, c, d, a, in[3] + 0xc1bdceee, 22);
MD5STEP(F1, a, b, c, d, in[4] + 0xf57c0faf, 7);
MD5STEP(F1, d, a, b, c, in[5] + 0x4787c62a, 12);
MD5STEP(F1, c, d, a, b, in[6] + 0xa8304613, 17);
MD5STEP(F1, b, c, d, a, in[7] + 0xfd469501, 22);
MD5STEP(F1, a, b, c, d, in[8] + 0x698098d8, 7);
MD5STEP(F1, d, a, b, c, in[9] + 0x8b44f7af, 12);
MD5STEP(F1, c, d, a, b, in[10] + 0xffff5bb1, 17);
MD5STEP(F1, b, c, d, a, in[11] + 0x895cd7be, 22);
MD5STEP(F1, a, b, c, d, in[12] + 0x6b901122, 7);
MD5STEP(F1, d, a, b, c, in[13] + 0xfd987193, 12);
MD5STEP(F1, c, d, a, b, in[14] + 0xa679438e, 17);
MD5STEP(F1, b, c, d, a, in[15] + 0x49b40821, 22);
MD5STEP(F2, a, b, c, d, in[1] + 0xf61e2562, 5);
MD5STEP(F2, d, a, b, c, in[6] + 0xc040b340, 9);
MD5STEP(F2, c, d, a, b, in[11] + 0x265e5a51, 14);
MD5STEP(F2, b, c, d, a, in[0] + 0xe9b6c7aa, 20);
MD5STEP(F2, a, b, c, d, in[5] + 0xd62f105d, 5);
MD5STEP(F2, d, a, b, c, in[10] + 0x02441453, 9);
MD5STEP(F2, c, d, a, b, in[15] + 0xd8a1e681, 14);
MD5STEP(F2, b, c, d, a, in[4] + 0xe7d3fbc8, 20);
MD5STEP(F2, a, b, c, d, in[9] + 0x21e1cde6, 5);
MD5STEP(F2, d, a, b, c, in[14] + 0xc33707d6, 9);
MD5STEP(F2, c, d, a, b, in[3] + 0xf4d50d87, 14);
MD5STEP(F2, b, c, d, a, in[8] + 0x455a14ed, 20);
MD5STEP(F2, a, b, c, d, in[13] + 0xa9e3e905, 5);
MD5STEP(F2, d, a, b, c, in[2] + 0xfcefa3f8, 9);
MD5STEP(F2, c, d, a, b, in[7] + 0x676f02d9, 14);
MD5STEP(F2, b, c, d, a, in[12] + 0x8d2a4c8a, 20);
MD5STEP(F3, a, b, c, d, in[5] + 0xfffa3942, 4);
MD5STEP(F3, d, a, b, c, in[8] + 0x8771f681, 11);
MD5STEP(F3, c, d, a, b, in[11] + 0x6d9d6122, 16);
MD5STEP(F3, b, c, d, a, in[14] + 0xfde5380c, 23);
MD5STEP(F3, a, b, c, d, in[1] + 0xa4beea44, 4);
MD5STEP(F3, d, a, b, c, in[4] + 0x4bdecfa9, 11);
MD5STEP(F3, c, d, a, b, in[7] + 0xf6bb4b60, 16);
MD5STEP(F3, b, c, d, a, in[10] + 0xbebfbc70, 23);
MD5STEP(F3, a, b, c, d, in[13] + 0x289b7ec6, 4);
MD5STEP(F3, d, a, b, c, in[0] + 0xeaa127fa, 11);
MD5STEP(F3, c, d, a, b, in[3] + 0xd4ef3085, 16);
MD5STEP(F3, b, c, d, a, in[6] + 0x04881d05, 23);
MD5STEP(F3, a, b, c, d, in[9] + 0xd9d4d039, 4);
MD5STEP(F3, d, a, b, c, in[12] + 0xe6db99e5, 11);
MD5STEP(F3, c, d, a, b, in[15] + 0x1fa27cf8, 16);
MD5STEP(F3, b, c, d, a, in[2] + 0xc4ac5665, 23);
MD5STEP(F4, a, b, c, d, in[0] + 0xf4292244, 6);
MD5STEP(F4, d, a, b, c, in[7] + 0x432aff97, 10);
MD5STEP(F4, c, d, a, b, in[14] + 0xab9423a7, 15);
MD5STEP(F4, b, c, d, a, in[5] + 0xfc93a039, 21);
MD5STEP(F4, a, b, c, d, in[12] + 0x655b59c3, 6);
MD5STEP(F4, d, a, b, c, in[3] + 0x8f0ccc92, 10);
MD5STEP(F4, c, d, a, b, in[10] + 0xffeff47d, 15);
MD5STEP(F4, b, c, d, a, in[1] + 0x85845dd1, 21);
MD5STEP(F4, a, b, c, d, in[8] + 0x6fa87e4f, 6);
MD5STEP(F4, d, a, b, c, in[15] + 0xfe2ce6e0, 10);
MD5STEP(F4, c, d, a, b, in[6] + 0xa3014314, 15);
MD5STEP(F4, b, c, d, a, in[13] + 0x4e0811a1, 21);
MD5STEP(F4, a, b, c, d, in[4] + 0xf7537e82, 6);
MD5STEP(F4, d, a, b, c, in[11] + 0xbd3af235, 10);
MD5STEP(F4, c, d, a, b, in[2] + 0x2ad7d2bb, 15);
MD5STEP(F4, b, c, d, a, in[9] + 0xeb86d391, 21);
buf[0] += a;
buf[1] += b;
buf[2] += c;
buf[3] += d;
}
/*
* Start MD5 accumulation. Set bit count to 0 and buffer to mysterious
* initialization constants.
*/
static void MD5_Init(context_md5_t *ctx)
{
ctx->buf[0] = 0x67452301;
ctx->buf[1] = 0xefcdab89;
ctx->buf[2] = 0x98badcfe;
ctx->buf[3] = 0x10325476;
ctx->bits[0] = 0;
ctx->bits[1] = 0;
}
/*
* Update context to reflect the concatenation of another buffer full
* of bytes.
*/
static void MD5_Update(context_md5_t *ctx, const unsigned char *buf, size_t len)
{
uint32_t t;
/* Update bitcount */
t = ctx->bits[0];
if ((ctx->bits[0] = t + ((uint32_t) len << 3)) < t)
ctx->bits[1]++; /* Carry from low to high */
ctx->bits[1] += len >> 29;
t = (t >> 3) & 0x3f; /* Bytes already in shsInfo->data */
/* Handle any leading odd-sized chunks */
if (t) {
unsigned char *p = (unsigned char *) ctx->in + t;
t = 64 - t;
if (len < t) {
memcpy(p, buf, len);
return;
}
memcpy(p, buf, t);
byteReverse(ctx->in, 16);
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
buf += t;
len -= t;
}
/* Process data in 64-byte chunks */
while (len >= 64) {
memcpy(ctx->in, buf, 64);
byteReverse(ctx->in, 16);
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
buf += 64;
len -= 64;
}
/* Handle any remaining bytes of data. */
memcpy(ctx->in, buf, len);
}
/*
* Final wrapup - pad to 64-byte boundary with the bit pattern
* 1 0* (64-bit count of bits processed, MSB-first)
*/
static void MD5_Final(unsigned char digest[16], context_md5_t *ctx)
{
unsigned count;
unsigned char *p;
/* Compute number of bytes mod 64 */
count = (ctx->bits[0] >> 3) & 0x3F;
/* Set the first char of padding to 0x80. This is safe since there is
always at least one byte free */
p = ctx->in + count;
*p++ = 0x80;
/* Bytes of padding needed to make 64 bytes */
count = 64 - 1 - count;
/* Pad out to 56 mod 64 */
if (count < 8) {
/* Two lots of padding: Pad the first block to 64 bytes */
memset(p, 0, count);
byteReverse(ctx->in, 16);
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
/* Now fill the next block with 56 bytes */
memset(ctx->in, 0, 56);
} else {
/* Pad block to 56 bytes */
memset(p, 0, count - 8);
}
byteReverse(ctx->in, 14);
/* Append length in bits and transform */
// the two lines below generated this error:
// "md5.c:147:5: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]"
//((uint32_t *) ctx->in)[14] = ctx->bits[0];
//((uint32_t *) ctx->in)[15] = ctx->bits[1];
// We will manually expand the cast into two statements to make
// the compiler happy...
uint32_t *ctxin = (uint32_t *)ctx->in;
ctxin[14] = ctx->bits[0];
ctxin[15] = ctx->bits[1];
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
byteReverse((unsigned char *) ctx->buf, 4);
memcpy(digest, ctx->buf, 16);
memset(ctx, 0, sizeof(* ctx)); /* In case it's sensitive */
/* The original version of this code omitted the asterisk. In
effect, only the first part of ctx was wiped with zeros, not
the whole thing. Bug found by Derek Jones. Original line: */
// memset(ctx, 0, sizeof(ctx)); /* In case it's sensitive */
}
static unsigned char* MD5(const unsigned char* d,unsigned long n,unsigned char* md){
static unsigned char result[16];
MD5_CTX context;
MD5_Init(&context);
MD5_Update(&context,d,n);
MD5_Final(result,&context);
if(md){
memcpy(md,result,16);
return md;
}else{
return result;
}
}
#endif
#include <assert.h>
#ifdef WIN32
static void loadMD5Functions(){
HMODULE h;
h=LoadLibraryA("cryptdll.dll");
if(h!=NULL){
MD5Init=(F_MD5Init)GetProcAddress(h,"MD5Init");
MD5Update=(F_MD5Update)GetProcAddress(h,"MD5Update");
MD5Final=(F_MD5Final)GetProcAddress(h,"MD5Final");
if(MD5Init==NULL || MD5Update==NULL || MD5Final==NULL) FreeLibrary(h);
else return;
}
h=LoadLibraryA("advapi32.dll");
if(h!=NULL){
MD5Init=(F_MD5Init)GetProcAddress(h,"MD5Init");
MD5Update=(F_MD5Update)GetProcAddress(h,"MD5Update");
MD5Final=(F_MD5Final)GetProcAddress(h,"MD5Final");
if(MD5Init==NULL || MD5Update==NULL || MD5Final==NULL) FreeLibrary(h);
else return;
}
FatalAppExitA(-1,"Can't find MD5 functions!!!");
}
static void WINAPI myMD5Init(MD5_CTX *context){
loadMD5Functions();
MD5Init(context);
}
static void WINAPI myMD5Update(MD5_CTX *context, const unsigned char *input, unsigned int inlen){
loadMD5Functions();
MD5Update(context,input,inlen);
}
static void WINAPI myMD5Final(MD5_CTX *context){
loadMD5Functions();
MD5Final(context);
}
#endif
//compute the MD5 message digest of the n bytes at d and place it in md
//(which must have space for 16 bytes of output). If md is NULL,
//the digest is placed in a static array.
unsigned char *Md5::calc(const void *d, unsigned long n, unsigned char *md){
#ifdef WIN32
static MD5_CTX ctx;
MD5Init(&ctx);
MD5Update(&ctx,(const unsigned char*)d,n);
MD5Final(&ctx);
if(md){
memcpy(md,ctx.digest,16);
return md;
}else{
return ctx.digest;
}
#else
return MD5((const unsigned char*)d,n,md);
#endif
}
char *Md5::toString(const unsigned char *md){
static char s[40];
const char* hex="0123456789abcdef";
for(int i=0;i<16;i++){
s[i*2]=hex[(md[i]&0xF0)>>4];
s[i*2+1]=hex[md[i]&0xF];
}
s[32]='\0';
return s;
}
+static inline int hexStrToNumber(char c) {
+ if (c >= '0' && c <= '9') return c - '0';
+ else if (c >= 'A' && c <= 'F') return c - ('A' - 10);
+ else if (c >= 'a' && c <= 'f') return c - ('a' - 10);
+ else return -1;
+}
+
+bool Md5::fromString(const char* s, unsigned char *md) {
+ if (!s) return false;
+
+ for (int i = 0; i < 16; i++) {
+ const int high = hexStrToNumber(s[i * 2]);
+ if (high < 0) return false;
+ const int low = hexStrToNumber(s[i * 2 + 1]);
+ if (low < 0) return false;
+ md[i] = (high << 4) | low;
+ }
+
+ return true;
+}
+
//initializes the class for calculating MD5.
void Md5::init(){
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5Init((MD5_CTX*)md5_ctx);
#else
MD5_Init((MD5_CTX*)md5_ctx);
#endif
}
//add chunks of the message to be hashed (len bytes at data).
void Md5::update(const void *data, unsigned long len){
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5Update((MD5_CTX*)md5_ctx,(const unsigned char*)data,len);
#else
MD5_Update((MD5_CTX*)md5_ctx,(const unsigned char*)data,len);
#endif
}
//finished the caluclation, places the message digest in md,
//which must have space for 16 bytes of output (or NULL).
unsigned char *Md5::final(unsigned char *md){
static unsigned char digest[16];
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5_CTX *ctx=(MD5_CTX*)md5_ctx;
MD5Final(ctx);
if(md==NULL) md=digest;
memcpy(md,ctx->digest,16);
return md;
#else
if(md==NULL) md=digest;
MD5_Final(md,(MD5_CTX*)md5_ctx);
return md;
#endif
}
diff --git a/src/MD5.h b/src/MD5.h
index 20d05cb..1712ab3 100644
--- a/src/MD5.h
+++ b/src/MD5.h
@@ -1,50 +1,54 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MD5_H
#define MD5_H
#define MD5_CTX_SIZE 128
class Md5{
public:
//compute the MD5 message digest of the n bytes at d and place it in md
//(which must have space for 16 bytes of output). If md is NULL,
//the digest is placed in a static array.
static unsigned char *calc(const void *d, unsigned long n, unsigned char *md);
//convert a 16-byte digest to string representation.
//the return value is in a static array.
static char *toString(const unsigned char *md);
+ //convert a string representation of MD5 to a 16-byte digest.
+ //return value: if the conversion is successful.
+ static bool fromString(const char* s, unsigned char *md);
+
//Following are lower-level functions.
//initializes the class for calculating MD5.
void init();
//add chunks of the message to be hashed (len bytes at data).
void update(const void *data, unsigned long len);
//finished the caluclation, places the message digest in md,
//which must have space for 16 bytes of output (or NULL).
unsigned char *final(unsigned char *md);
private:
//byte array, should be large enough to holding MD5_CTX.
char md5_ctx[MD5_CTX_SIZE];
};
#endif

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