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diff --git a/docs/ScriptAPI.md b/docs/ScriptAPI.md
index 43f1d13..2391218 100644
--- a/docs/ScriptAPI.md
+++ b/docs/ScriptAPI.md
@@ -1,724 +1,726 @@
Me and My Shadow Script API Reference
=====================================
(draft)
The script language is Lua 5.2 (later we may bump it to 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
diff --git a/src/Commands.cpp b/src/Commands.cpp
index 58b1191..7db1a80 100644
--- a/src/Commands.cpp
+++ b/src/Commands.cpp
@@ -1,1063 +1,1063 @@
/*
* Copyright (C) 2018 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/>.
*/
// An undo/redo system based on <http://www.codeproject.com/Articles/2500/A-Basic-Undo-Redo-Framework-For-C>.
// Originally written by squarecross <https://forum.freegamedev.net/viewtopic.php?f=48&t=5432>.
#include "Commands.h"
#include "GameObjects.h"
#include "Block.h"
#include "LevelEditor.h"
#include "Globals.h"
#include "Functions.h"
#include <algorithm>
#include <string>
#include <vector>
#include <map>
#include <stdio.h>
#include "libs/tinyformat/tinyformat.h"
Command::~Command() {
}
//////////////////////////////MoveGameObjectCommand///////////////////////////////////
MoveGameObjectCommand::MoveGameObjectCommand(LevelEditor* levelEditor, GameObject* gameObject, int x, int y, int w, int h)
: editor(levelEditor), objects(1, gameObject)
, resizeCommand(NULL)
{
SDL_Rect r = gameObject->getBox();
r.x = x;
r.y = y;
if (w >= 0) r.w = w;
if (h >= 0) r.h = h;
newPosition.push_back(r);
init();
}
MoveGameObjectCommand::MoveGameObjectCommand(LevelEditor* levelEditor, std::vector<GameObject*>& gameObjects, int dx, int dy)
: editor(levelEditor), objects(gameObjects)
, resizeCommand(NULL)
{
for (auto obj : objects) {
SDL_Rect r = obj->getBox();
r.x += dx;
r.y += dy;
newPosition.push_back(r);
}
init();
}
void MoveGameObjectCommand::init() {
//Initialize old position.
for (auto obj : objects) {
SDL_Rect r = obj->getBox();
oldPosition.push_back(r);
}
// Create resize command if necessary.
resizeCommand = ResizeLevelCommand::createAndShiftIfNecessary(editor, newPosition);
}
MoveGameObjectCommand::~MoveGameObjectCommand(){
if (resizeCommand) delete resizeCommand;
}
void MoveGameObjectCommand::execute(){
// First resize the level if necessary.
if (resizeCommand) resizeCommand->execute();
// Set the obj at its new position.
for (int i = 0; i < (int)objects.size(); i++) {
const SDL_Rect &r = newPosition[i];
GameObject *obj = objects[i];
obj->setBaseLocation(r.x, r.y);
obj->setBaseSize(r.w, r.h);
}
}
void MoveGameObjectCommand::unexecute() {
// First undo the resize if necessary.
if (resizeCommand) resizeCommand->unexecute();
// Set the obj at its old position.
for (int i = 0; i < (int)objects.size(); i++) {
const SDL_Rect &r = oldPosition[i];
GameObject *obj = objects[i];
obj->setBaseLocation(r.x, r.y);
obj->setBaseSize(r.w, r.h);
}
}
ResizeLevelCommand::ResizeLevelCommand(LevelEditor* levelEditor, int newWidth, int newHeight, int diffx, int diffy)
: editor(levelEditor), newLevelWidth(newWidth), newLevelHeight(newHeight), diffx(diffx), diffy(diffy)
{
- oldLevelWidth = LEVEL_WIDTH;
- oldLevelHeight = LEVEL_HEIGHT;
+ oldLevelWidth = levelEditor->levelRect.w;
+ oldLevelHeight = levelEditor->levelRect.h;
}
ResizeLevelCommand::~ResizeLevelCommand() {
}
void ResizeLevelCommand::execute() {
resizeLevel(editor, newLevelWidth, newLevelHeight, diffx, diffy);
}
void ResizeLevelCommand::unexecute() {
resizeLevel(editor, oldLevelWidth, oldLevelHeight, -diffx, -diffy);
}
void ResizeLevelCommand::resizeLevel(LevelEditor* levelEditor, int newWidth, int newHeight, int diffx, int diffy) {
- LEVEL_WIDTH = newWidth;
- LEVEL_HEIGHT = newHeight;
+ levelEditor->levelRect.w = levelEditor->levelRectSaved.w = levelEditor->levelRectInitial.w = newWidth;
+ levelEditor->levelRect.h = levelEditor->levelRectSaved.h = levelEditor->levelRectInitial.h = newHeight;
if (diffx != 0 || diffy != 0) {
camera.x += diffx;
camera.y += diffy;
for (unsigned int o = 0; o < levelEditor->levelObjects.size(); o++){
SDL_Rect r = levelEditor->levelObjects[o]->getBox();
levelEditor->levelObjects[o]->setBaseLocation(r.x + diffx, r.y + diffy);
}
for (auto it = levelEditor->sceneryLayers.begin(); it != levelEditor->sceneryLayers.end(); ++it) {
for (auto o : it->second->objects){
SDL_Rect r = o->getBox();
o->setBaseLocation(r.x + diffx, r.y + diffy);
}
}
}
}
ResizeLevelCommand* ResizeLevelCommand::createAndShiftIfNecessary(LevelEditor* levelEditor, std::vector<SDL_Rect>& position) {
// Calculate new level size, shift, etc.
- int newLevelWidth = LEVEL_WIDTH;
- int newLevelHeight = LEVEL_HEIGHT;
+ int newLevelWidth = levelEditor->levelRect.w;
+ int newLevelHeight = levelEditor->levelRect.h;
int diffx = 0, diffy = 0;
for (int i = 0; i < (int)position.size(); i++) {
const SDL_Rect &r = position[i];
if (r.x + r.w > newLevelWidth) {
newLevelWidth = r.x + r.w;
}
if (r.y + r.h > newLevelHeight) {
newLevelHeight = r.y + r.h;
}
if (r.x + diffx < 0) diffx = -r.x;
if (r.y + diffy < 0) diffy = -r.y;
}
newLevelWidth += diffx;
newLevelHeight += diffy;
- if (newLevelWidth != LEVEL_WIDTH || newLevelHeight != LEVEL_HEIGHT || diffx || diffy) {
+ if (newLevelWidth != levelEditor->levelRect.w || newLevelHeight != levelEditor->levelRect.h || diffx || diffy) {
if (diffx || diffy) {
for (int i = 0; i < (int)position.size(); i++) {
SDL_Rect &r = position[i];
r.x += diffx;
r.y += diffy;
}
}
return new ResizeLevelCommand(levelEditor, newLevelWidth, newLevelHeight, diffx, diffy);
} else {
return NULL;
}
}
std::string ResizeLevelCommand::describe() {
/// TRANSLATORS: Context: Undo/Redo ...
return _("Resize level");
}
//////////////////////////////AddRemoveGameObjectCommand///////////////////////////////////
AddRemoveGameObjectCommand::AddRemoveGameObjectCommand(LevelEditor* levelEditor, GameObject* gameObject, bool isAdd_)
: editor(levelEditor), objects(1, gameObject), isAdd(isAdd_), ownObject(isAdd_)
, resizeCommand(NULL), removeStartCommand(NULL), oldTriggers(NULL)
{
init();
}
AddRemoveGameObjectCommand::AddRemoveGameObjectCommand(LevelEditor* levelEditor, std::vector<GameObject*>& gameObjects, bool isAdd_)
: editor(levelEditor), objects(gameObjects), isAdd(isAdd_), ownObject(isAdd_)
, resizeCommand(NULL), removeStartCommand(NULL), oldTriggers(NULL)
{
init();
}
void AddRemoveGameObjectCommand::init() {
if (isAdd) {
theLayer = editor->selectedLayer;
// adjust the object position if necessary
std::vector<SDL_Rect> position;
for (auto obj : objects) {
position.push_back(obj->getBox());
}
resizeCommand = ResizeLevelCommand::createAndShiftIfNecessary(editor, position);
if (resizeCommand) {
for (int i = 0; i < (int)objects.size(); i++) {
const SDL_Rect &r = position[i];
objects[i]->setBaseLocation(r.x, r.y);
}
}
// remove the existing player/shadow start if necessary
std::vector<bool> typesToBeRemoved((int)TYPE_MAX, false);
bool removeSomething = false;
for (auto obj : objects) {
if (obj->type == TYPE_START_PLAYER || obj->type == TYPE_START_SHADOW) {
typesToBeRemoved[obj->type] = true;
removeSomething = true;
}
}
if (removeSomething) {
std::vector<GameObject*> objectsToBeRemoved;
for (auto obj : editor->levelObjects) {
if (typesToBeRemoved[obj->type]) objectsToBeRemoved.push_back(obj);
}
if (!objectsToBeRemoved.empty()) {
removeStartCommand = new AddRemoveGameObjectCommand(editor, objectsToBeRemoved, false);
}
}
}
}
void AddRemoveGameObjectCommand::backupTriggers() {
if (oldTriggers == NULL) oldTriggers = new LevelEditor::Triggers(editor->triggers);
}
AddRemoveGameObjectCommand::~AddRemoveGameObjectCommand(){
//Remove the objects if we own them.
if (ownObject) {
for (auto obj : objects) {
delete obj;
}
}
//Delete internal commands.
if (resizeCommand) delete resizeCommand;
if (removeStartCommand) delete removeStartCommand;
//Delete old triggers
if (oldTriggers) delete oldTriggers;
}
void AddRemoveGameObjectCommand::addGameObject(){
// some sanity check
assert(ownObject);
// Remove old start position if necessary.
if (removeStartCommand) removeStartCommand->execute();
// Resize the level if necessary.
if (resizeCommand) resizeCommand->execute();
// Add each object to level
for (int index = 0; index < (int)objects.size(); index++) {
GameObject *obj = objects[index];
//Increase totalCollectables everytime we add a new collectable
if (obj->type == TYPE_COLLECTABLE) {
editor->totalCollectables++;
}
Block* block = dynamic_cast<Block*>(obj);
Scenery* scenery = dynamic_cast<Scenery*>(obj);
//Add it to the levelObjects.
if (theLayer.empty()) {
assert(block != NULL);
editor->levelObjects.push_back(block);
} else {
assert(scenery != NULL);
auto it = editor->sceneryLayers.find(theLayer);
assert(it != editor->sceneryLayers.end());
it->second->objects.push_back(scenery);
}
//GameObject type specific stuff.
switch (obj->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
case TYPE_PORTAL:
{
//If block doesn't have an id (new object).
if (block->getEditorProperty("id").empty()) {
//Give it it's own id.
char s[64];
sprintf(s, "%u", editor->currentId);
editor->currentId++;
block->setEditorProperty("id", s);
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the moving blocks.
vector<MovingPosition> positions;
editor->movingBlocks[block] = positions;
//Get the moving position.
const vector<SDL_Rect> &movingPos = block->movingPos;
//Add the object to the movingBlocks vector.
editor->movingBlocks[block].clear();
for (int i = 0, m = movingPos.size(); i < m; i++) {
MovingPosition position(movingPos[i].x, movingPos[i].y, movingPos[i].w);
editor->movingBlocks[block].push_back(position);
}
//If block doesn't have an id.
if (block->getEditorProperty("id").empty()) {
//Give it it's own id.
char s[64];
sprintf(s, "%u", editor->currentId);
editor->currentId++;
block->setEditorProperty("id", s);
}
break;
}
default:
break;
}
}
// now we doesn't own the object anymore.
ownObject = false;
}
void AddRemoveGameObjectCommand::removeGameObject(){
// some sanity check
assert(!ownObject);
//Make sure we don't access the removed object through
//moving/linking.
editor->movingBlock = nullptr;
editor->linkingTrigger = nullptr;
editor->moving = false;
editor->linking = false;
// Remove objects
for (int index = 0; index < (int)objects.size(); index++) {
GameObject *obj = objects[index];
std::vector<GameObject*>::iterator it;
std::map<Block*, vector<GameObject*> >::iterator mapIt;
//Decrease totalCollectables everytime we remove a collectable
if (obj->type == TYPE_COLLECTABLE){
editor->totalCollectables--;
}
//Check if the object is in the selection.
it = find(editor->selection.begin(), editor->selection.end(), obj);
if (it != editor->selection.end()){
//It is so we delete it.
editor->selection.erase(it);
}
Block *theBlock = dynamic_cast<Block*>(obj);
Scenery *theScenery = dynamic_cast<Scenery*>(obj);
//Check if the object is in the triggers.
if (theBlock) {
mapIt = editor->triggers.find(theBlock);
if (mapIt != editor->triggers.end()){
//Back up triggers if it's remove mode.
if (!isAdd) backupTriggers();
//Remove the object from triggers.
editor->triggers.erase(mapIt);
}
}
//Boolean if it could be a target.
if (obj->type == TYPE_MOVING_BLOCK || obj->type == TYPE_MOVING_SHADOW_BLOCK || obj->type == TYPE_MOVING_SPIKES
|| obj->type == TYPE_CONVEYOR_BELT || obj->type == TYPE_SHADOW_CONVEYOR_BELT || obj->type == TYPE_PORTAL)
{
for (mapIt = editor->triggers.begin(); mapIt != editor->triggers.end(); ++mapIt){
//Now loop the target vector.
for (int o = mapIt->second.size() - 1; o >= 0; o--){
//Check if the obj is in the target vector.
if (mapIt->second[o] == obj){
//Back up triggers if it's remove mode.
if (!isAdd) backupTriggers();
//Remove the object from triggers.
mapIt->second.erase(mapIt->second.begin() + o);
}
}
}
}
//Check if the object is in the movingObjects.
if (theBlock) {
std::map<Block*, vector<MovingPosition> >::iterator movIt;
movIt = editor->movingBlocks.find(theBlock);
if (movIt != editor->movingBlocks.end()){
//It is so we remove it.
editor->movingBlocks.erase(movIt);
}
}
//Check if the block isn't being configured with a window one way or another.
for (;;) {
std::map<GUIObject*, GameObject*>::iterator confIt;
for (confIt = editor->objectWindows.begin(); confIt != editor->objectWindows.end(); ++confIt){
if (confIt->second == obj) break;
}
if (confIt == editor->objectWindows.end()) break;
editor->destroyWindow(confIt->first);
}
//Now we remove the object from the levelObjects and/or scenery.
if (theBlock){
std::vector<Block*>::iterator it;
it = find(editor->levelObjects.begin(), editor->levelObjects.end(), theBlock);
if (it != editor->levelObjects.end()){
editor->levelObjects.erase(it);
theLayer.clear(); // record the layer of this object
}
} else if (theScenery) {
for (auto it = editor->sceneryLayers.begin(); it != editor->sceneryLayers.end(); ++it){
auto it2 = find(it->second->objects.begin(), it->second->objects.end(), theScenery);
if (it2 != it->second->objects.end()) {
it->second->objects.erase(it2);
theLayer = it->first; // record the layer of this object
break;
}
}
}
}
// Resize the level if necessary.
if (resizeCommand) resizeCommand->unexecute();
// Restore old start position if necessary.
if (removeStartCommand) removeStartCommand->unexecute();
// now we own this object
ownObject = true;
//Set dirty of selection popup
editor->selectionDirty();
}
void AddRemoveGameObjectCommand::execute(){
if (isAdd) {
addGameObject();
} else {
removeGameObject();
}
}
void AddRemoveGameObjectCommand::unexecute(){
if (isAdd) {
removeGameObject();
} else {
addGameObject();
}
// Restore old triggers if necessary
if (oldTriggers) editor->triggers = *oldTriggers;
}
//////////////////////////////AddRemovePathCommand///////////////////////////////////
AddRemovePathCommand::AddRemovePathCommand(LevelEditor* levelEditor, Block* movingBlock, MovingPosition movingPosition, bool isAdd_)
:editor(levelEditor), target(movingBlock), movePos(movingPosition), isAdd(isAdd_)
{
if (!isAdd) {
if (target->movingPos.empty()) {
assert(!"movingBlock->movingPos is empty!");
} else {
const SDL_Rect& r = target->movingPos.back();
movePos.x = r.x;
movePos.y = r.y;
movePos.time = r.w;
}
}
}
AddRemovePathCommand::~AddRemovePathCommand(){
}
void AddRemovePathCommand::execute(){
if (isAdd) addPath();
else removePath();
}
void AddRemovePathCommand::unexecute(){
if (isAdd) removePath();
else addPath();
}
void AddRemovePathCommand::addPath() {
//Add movePos to the path.
editor->movingBlocks[target].push_back(movePos);
//Write the path to the moving block.
setEditorData();
}
void AddRemovePathCommand::removePath() {
//Remove the last point in the path.
editor->movingBlocks[target].pop_back();
//Write the path to the moving block.
setEditorData();
}
void AddRemovePathCommand::setEditorData() {
target->movingPos.clear();
for (const MovingPosition& p : editor->movingBlocks[target]) {
SDL_Rect r = { p.x, p.y, p.time };
target->movingPos.push_back(r);
}
}
//////////////////////////////RemovePathCommand///////////////////////////////////
RemovePathCommand::RemovePathCommand(LevelEditor* levelEditor, Block* targetBlock)
:editor(levelEditor), target(targetBlock){
}
RemovePathCommand::~RemovePathCommand(){
}
void RemovePathCommand::execute(){
//Set the number of movingPositions to 0.
target->setEditorProperty("MovingPosCount","0");
std::map<Block*,vector<MovingPosition> >::iterator it;
//Check if target is in movingBlocks.
it = editor->movingBlocks.find(target);
if(it!=editor->movingBlocks.end()){
//Store the movingPositions for unexecute.
movePositions = it->second;
//Clear all its movingPositions
it->second.clear();
}
}
void RemovePathCommand::unexecute(){
std::map<Block*,vector<MovingPosition> >::iterator it;
//Find target in movingBlocks
it = editor->movingBlocks.find(target);
if(it!=editor->movingBlocks.end()){
//Restore its movingPositions
it->second = movePositions;
//Write the path to the moving block.
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(editor->movingBlocks[target].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0; o<editor->movingBlocks[target].size(); o++) {
sprintf(s0+1,"%u",o);
sprintf(s,"%d",editor->movingBlocks[target][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",editor->movingBlocks[target][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",editor->movingBlocks[target][o].time);
s0[0]='t';
editorData[s0]=s;
}
target->setEditorData(editorData);
}
}
//////////////////////////////AddLinkCommand///////////////////////////////////
AddLinkCommand::AddLinkCommand(LevelEditor* levelEditor, Block* linkingTrigger, GameObject* clickedObject)
:editor(levelEditor), target(linkingTrigger), clickedObj(clickedObject),oldPortalLink(NULL), destination(""), id(""), oldTrigger(NULL){
}
AddLinkCommand::~AddLinkCommand(){
}
void AddLinkCommand::execute(){
//Check if the target can handle multiple or only one link.
switch(target->type) {
case TYPE_PORTAL: {
//Store the last portal link.
if(!editor->triggers[target].empty()){
oldPortalLink = editor->triggers[target].back();
}
//Portals can only link to one so remove all existing links.
editor->triggers[target].clear();
editor->triggers[target].push_back(clickedObj);
break;
}
default: {
//The others can handle multiple links.
editor->triggers[target].push_back(clickedObj);
break;
}
}
//Check if it's a portal.
if(target->type==TYPE_PORTAL) {
//Store the previous destination.
destination = target->getEditorProperty("destination");
//Portals need to get the id of the other instead of give it's own id.
target->setEditorProperty("destination", clickedObj->getEditorProperty("id"));
} else{
//Store the previous id.
id = clickedObj->getEditorProperty("id");
if(!id.empty()) {
//Another block might already be set as trigger for the clickedObj.
for(auto block : editor->levelObjects) {
std::string otherId = block->getEditorProperty("id");
if(id.compare(otherId) == 0) {
//IDs match, so either one of the trigger itself or one of its (other) targets.
std::vector<GameObject*>::iterator it;
//Find the clickedObj in the block's triggers.
it = std::find(editor->triggers[block].begin(), editor->triggers[block].end(), clickedObj);
if(it != editor->triggers[block].end()){
oldTrigger = block;
editor->triggers[block].erase(it);
break;
}
}
}
}
//Give the clickedObject the same id as the trigger.
clickedObj->setEditorProperty("id", target->getEditorProperty("id"));
}
}
void AddLinkCommand::unexecute(){
//Check if the target can handle multiple or only one link.
switch(target->type) {
case TYPE_PORTAL: {
//Portals can only link to one so remove all existing links.
editor->triggers[target].clear();
//Put the previous portal link back.
if(oldPortalLink != NULL)
editor->triggers[target].push_back(oldPortalLink);
break;
}
default:{
std::vector<GameObject*>::iterator it;
//Find the clickedObj in the target's triggers.
it = std::find(editor->triggers[target].begin(), editor->triggers[target].end(), clickedObj);
if(it != editor->triggers[target].end()){
//Remove it.
editor->triggers[target].erase(it);
}
//Restore old trigger if applicable
if(oldTrigger != NULL){
editor->triggers[oldTrigger].push_back(clickedObj);
}
break;
}
}
//Check if it's a portal.
if(target->type==TYPE_PORTAL) {
//Restore previous destination.
target->setEditorProperty("destination",destination);
} else{
//Restore clickedObj's previous id.
clickedObj->setEditorProperty("id",id);
}
}
//////////////////////////////RemoveLinkCommand///////////////////////////////////
RemoveLinkCommand::RemoveLinkCommand(LevelEditor* levelEditor, Block* targetBlock)
: editor(levelEditor), target(targetBlock), destination(""), id(""){
}
RemoveLinkCommand::~RemoveLinkCommand(){
}
void RemoveLinkCommand::execute(){
std::map<Block*,vector<GameObject*> >::iterator it;
//Find target in triggers.
it = editor->triggers.find(target);
if(it!=editor->triggers.end()) {
//Copy the objects the target was linked to.
links = it->second;
//Remove the links.
it->second.clear();
}
//In case of a portal remove its destination field.
if(target->type==TYPE_PORTAL) {
//Copy its previous destination.
destination = target->getEditorProperty("destination");
//Erase its destination.
target->setEditorProperty("destination","");
} else{
//Copy its previous id.
id = target->getEditorProperty("id");
//Give the trigger a new id to prevent activating unlinked targets.
char s[64];
sprintf(s,"%u",editor->currentId);
editor->currentId++;
target->setEditorProperty("id",s);
}
}
void RemoveLinkCommand::unexecute(){
std::map<Block*,vector<GameObject*> >::iterator it;
//Find target in triggers.
it = editor->triggers.find(target);
if(it!=editor->triggers.end()) {
//Restore objects it was linked to.
it->second = links;
}
if(target->type== TYPE_PORTAL){
//Restore old destination.
target->setEditorProperty("destination", destination);
} else{
//Restore old id.
target->setEditorProperty("id", id);
}
}
SetEditorPropertyCommand::SetEditorPropertyCommand(LevelEditor* levelEditor, ImageManager& imageManager, SDL_Renderer& renderer, GameObject* targetBlock,
const std::string& propertyName, const std::string& propertyValue, const std::string& propertyDescription)
: editor(levelEditor), imageManager(imageManager), renderer(renderer)
, target(targetBlock), prop(propertyName), newValue(propertyValue), desc(propertyDescription)
{
oldValue = target->getEditorProperty(prop);
}
SetEditorPropertyCommand::~SetEditorPropertyCommand() {
}
void SetEditorPropertyCommand::execute() {
target->setEditorProperty(prop, newValue);
updateCustomScenery();
}
void SetEditorPropertyCommand::unexecute() {
target->setEditorProperty(prop, oldValue);
updateCustomScenery();
}
void SetEditorPropertyCommand::updateCustomScenery() {
Scenery *scenery = dynamic_cast<Scenery*>(target);
if (target && prop == "customScenery") {
scenery->updateCustomScenery(imageManager, renderer);
}
}
SetLevelPropertyCommand::~SetLevelPropertyCommand() {
}
void SetLevelPropertyCommand::execute() {
setLevelProperty(newProperty);
}
void SetLevelPropertyCommand::unexecute() {
setLevelProperty(oldProperty);
}
std::string SetLevelPropertyCommand::describe() {
/// TRANSLATORS: Context: Undo/Redo ...
return _("Modify level property");
}
SetScriptCommand::SetScriptCommand(LevelEditor* levelEditor, Block* targetBlock, const std::map<int, std::string>& script, const std::string& id)
: editor(levelEditor), target(targetBlock), newScript(script), id(id)
{
if (target) {
oldScript = target->scripts;
oldId = target->id;
} else {
oldScript = editor->scripts;
}
}
SetScriptCommand::~SetScriptCommand() {
}
void SetScriptCommand::execute() {
setScript(newScript, id);
}
void SetScriptCommand::unexecute() {
setScript(oldScript, oldId);
}
void SetScriptCommand::setScript(const std::map<int, std::string>& script, const std::string& id) {
if (target) {
target->scripts = script;
//Set the new id for the target block.
//TODO: Check for trigger links etc...
target->id = id;
} else {
editor->scripts = script;
}
}
AddRemoveLayerCommand::AddRemoveLayerCommand(LevelEditor* levelEditor, const std::string& layerName, bool isAdd_)
: editor(levelEditor), layer(NULL), theLayer(layerName), isAdd(isAdd_), ownObject(isAdd_)
{
if (isAdd) {
layer = new SceneryLayer;
} else {
auto it = editor->sceneryLayers.find(theLayer);
if (it != editor->sceneryLayers.end()) {
layer = it->second;
}
}
}
void AddRemoveLayerCommand::execute() {
if (isAdd) {
addLayer();
} else {
removeLayer();
}
}
void AddRemoveLayerCommand::unexecute() {
if (isAdd) {
removeLayer();
} else {
addLayer();
}
}
void AddRemoveLayerCommand::addLayer() {
assert(ownObject && layer);
assert(editor->sceneryLayers.find(theLayer) == editor->sceneryLayers.end());
// add this layer
editor->sceneryLayers[theLayer] = layer;
// show and select the newly created layer
editor->layerVisibility[theLayer] = true;
editor->selectedLayer = theLayer;
// deselect all
editor->deselectAll();
// change the ownership
ownObject = false;
}
void AddRemoveLayerCommand::removeLayer() {
assert(!ownObject);
assert(editor->sceneryLayers.find(theLayer) != editor->sceneryLayers.end());
assert(editor->sceneryLayers.find(theLayer)->second == layer);
// deselect all
editor->deselectAll();
// select the Blocks layer
editor->selectedLayer.clear();
// remove this layer
editor->layerVisibility.erase(theLayer);
editor->sceneryLayers.erase(theLayer);
// change the ownership
ownObject = true;
}
AddRemoveLayerCommand::~AddRemoveLayerCommand() {
if (ownObject) {
delete layer;
}
}
std::string AddRemoveLayerCommand::describe() {
return tfm::format(isAdd ?
/// TRANSLATORS: Context: Undo/Redo ...
_("Add scenery layer %s") :
/// TRANSLATORS: Context: Undo/Redo ...
_("Delete scenery layer %s"), theLayer);
}
SetLayerPropertyCommand::SetLayerPropertyCommand(LevelEditor* levelEditor, const std::string& oldName, const LayerProperty& newProperty)
: editor(levelEditor), newProperty(newProperty)
{
auto it = editor->sceneryLayers.find(oldName);
assert(it != editor->sceneryLayers.end() && it->second);
oldProperty.name = oldName;
oldProperty.speedX = it->second->speedX;
oldProperty.speedY = it->second->speedY;
oldProperty.cameraX = it->second->cameraX;
oldProperty.cameraY = it->second->cameraY;
}
void SetLayerPropertyCommand::execute() {
setLayerProperty(oldProperty.name, newProperty);
}
void SetLayerPropertyCommand::unexecute() {
setLayerProperty(newProperty.name, oldProperty);
}
SetLayerPropertyCommand::~SetLayerPropertyCommand() {
}
std::string SetLayerPropertyCommand::describe() {
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(_("Modify the property of scenery layer %s"), oldProperty.name);
}
void SetLayerPropertyCommand::setLayerProperty(const std::string& oldName, const LayerProperty& newProperty) {
SceneryLayer *tmp = NULL;
// Find the existing layer
{
auto it = editor->sceneryLayers.find(oldName);
assert(it != editor->sceneryLayers.end() && it->second);
tmp = it->second;
}
// Check if we need to rename scenery layer
if (oldName != newProperty.name) {
assert(editor->sceneryLayers.find(newProperty.name) == editor->sceneryLayers.end());
// remove the old layer
editor->sceneryLayers.erase(oldName);
// then save the temp variable to the new layer
editor->sceneryLayers[newProperty.name] = tmp;
// show and select the newly created layer
editor->layerVisibility[newProperty.name] = editor->layerVisibility[oldName];
editor->layerVisibility.erase(oldName);
editor->selectedLayer = newProperty.name;
}
// Now we update the properties of the layer
tmp->speedX = newProperty.speedX;
tmp->speedY = newProperty.speedY;
tmp->cameraX = newProperty.cameraX;
tmp->cameraY = newProperty.cameraY;
}
MoveToLayerCommand::MoveToLayerCommand(LevelEditor* levelEditor, std::vector<GameObject*>& gameObjects, const std::string& oldName, const std::string& newName)
: editor(levelEditor), oldName(oldName), newName(newName), createNewLayer(NULL)
{
if (editor->sceneryLayers.find(newName) == editor->sceneryLayers.end()) {
createNewLayer = new AddRemoveLayerCommand(levelEditor, newName, true);
}
for (auto obj : gameObjects) {
Scenery *scenery = dynamic_cast<Scenery*>(obj);
if (scenery) objects.push_back(scenery);
}
}
void MoveToLayerCommand::execute() {
if (createNewLayer) {
createNewLayer->execute();
}
removeGameObject();
addGameObject(newName);
// show and select the new layer
editor->layerVisibility[newName] = true;
editor->selectedLayer = newName;
// deselect all
editor->deselectAll();
}
void MoveToLayerCommand::unexecute() {
removeGameObject();
addGameObject(oldName);
if (createNewLayer) {
createNewLayer->unexecute();
}
// show and select the old layer
editor->layerVisibility[oldName] = true;
editor->selectedLayer = oldName;
// deselect all
editor->deselectAll();
}
MoveToLayerCommand::~MoveToLayerCommand() {
if (createNewLayer) {
delete createNewLayer;
}
}
std::string MoveToLayerCommand::describe() {
const size_t number_of_objects = objects.size();
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(ngettext("Move %d object from layer %s to layer %s", "Move %d objects from layer %s to layer %s", number_of_objects).c_str(),
number_of_objects, oldName, newName);
}
void MoveToLayerCommand::removeGameObject() {
// Remove objects
for (int index = 0; index < (int)objects.size(); index++) {
Scenery *scenery = objects[index];
//Now we remove the object from scenery.
for (auto it = editor->sceneryLayers.begin(); it != editor->sceneryLayers.end(); ++it){
auto it2 = find(it->second->objects.begin(), it->second->objects.end(), scenery);
if (it2 != it->second->objects.end()) {
it->second->objects.erase(it2);
break;
}
}
}
}
void MoveToLayerCommand::addGameObject(const std::string& layer) {
// Add objects
const auto& target = editor->sceneryLayers[layer];
for (int index = 0; index < (int)objects.size(); index++) {
target->objects.push_back(objects[index]);
}
}
diff --git a/src/Game.cpp b/src/Game.cpp
index ed14fc5..f921455 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1891 +1,1901 @@
/*
* 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 <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <assert.h>
#include <stdio.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 })
,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.
- LEVEL_WIDTH=800;
- LEVEL_HEIGHT=600;
+ 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.
- LEVEL_WIDTH=atoi(i->second[0].c_str());
- LEVEL_HEIGHT=atoi(i->second[1].c_str());
+ 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 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);
//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;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cerr<<"ERROR: Can't load record file "<<s<<endl;
return;
}
}
//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],"???");
//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{
//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();
//Now check if we should update statistics
{
//Get previous and current medal
int oldMedal=level->won?1:0,newMedal=1;
int bestTime=level->time;
int targetTime=level->targetTime;
int bestRecordings=level->recordings;
int targetRecordings=level->targetRecordings;
if(oldMedal){
if(bestTime>=0 && (targetTime<0 || bestTime<=targetTime))
oldMedal++;
if(bestRecordings>=0 && (targetRecordings<0 || bestRecordings<=targetRecordings))
oldMedal++;
}else{
bestTime=time;
bestRecordings=recordings;
}
if(bestTime<0 || bestTime>time) bestTime=time;
if(bestRecordings<0 || bestRecordings>recordings) bestRecordings=recordings;
if(targetTime<0 || bestTime<=targetTime)
newMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
newMedal++;
//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;
}
}
}
//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==-1 || level->time>time){
level->time=time;
//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==-1 || level->recordings>recordings){
level->recordings=recordings;
//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
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));
transform(keyCode.begin(),keyCode.end(),keyCode.begin(),::toupper);
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));
transform(keyCodeRestart.begin(),keyCodeRestart.end(),keyCodeRestart.begin(),::toupper);
//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));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//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 (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.
if((stateID==STATE_LEVEL_EDITOR || (!interlevel && player.isPlayFromRecord())) && time>0){
const SDL_Color fg=objThemes.getTextColor(true),bg={255,255,255,255};
const int alpha = 160;
if (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 - textureHeight(*recordingsTexture.get());
if (stateID != STATE_LEVEL_EDITOR && bmTips[0] != NULL && !interlevel) {
y -= textureHeight(bmTips[0]) + 4;
}
applyTexture(0,y,*recordingsTexture.get(), renderer);
if(timeTexture.needsUpdate(time)) {
const size_t len = 32;
timeTexture.update(time,
textureFromTextShaded(
renderer,
*fontText,
tfm::format("%-.2fs", time / 40.0).c_str(),
fg,
bg
));
}
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);
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;
//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=1;
if(bestTime>=0 && (targetTime<0 || bestTime<=targetTime))
medal++;
if(bestRecordings>=0 && (targetRecordings<0 || bestRecordings<=targetRecordings))
medal++;
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,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(_("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(_("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 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 1000:
statsMgr.newAchievement("save1k");
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 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 1000:
statsMgr.newAchievement("load1k");
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;
}
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 if interlevel isn't true.
if(!interlevel){
time=0;
recordings=0;
}
recentSwap=-10000;
if(save) recentSwapSaved=-10000;
+ //Reset the level size.
+ levelRect = levelRectInitial;
+ if (save) levelRectSaved = levelRectInitial;
+
//Reset the camera.
cameraMode=CAMERA_PLAYER;
if(save) cameraModeSaved=CAMERA_PLAYER;
- cameraTarget.x=cameraTarget.y=cameraTarget.w=cameraTarget.h=0;
- if(save) cameraTargetSaved.x=cameraTargetSaved.y=cameraTargetSaved.w=cameraTargetSaved.h=0;
+ 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/Game.h b/src/Game.h
index 7f5a6cd..0a3cafc 100644
--- a/src/Game.h
+++ b/src/Game.h
@@ -1,309 +1,314 @@
/*
* 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 GAME_H
#define GAME_H
#include <SDL.h>
#include <array>
#include <vector>
#include <map>
#include <string>
#include "CachedTexture.h"
#include "GameState.h"
#include "GUIObject.h"
#include "Block.h"
#include "Scenery.h"
#include "SceneryLayer.h"
#include "Player.h"
#include "Render.h"
#include "Shadow.h"
//This structure contains variables that make a GameObjectEvent.
struct typeGameObjectEvent{
//The type of event.
int eventType;
//The type of object that should react to the event.
int objectType;
//Flags, 0x1 means use the id.
int flags;
//Blocks with this id should react to the event.
std::string id;
//Optional pointer to the block the event should be called on.
GameObject* target;
};
class ThemeManager;
class ThemeBackground;
class TreeStorageNode;
class ScriptExecutor;
//The different level events.
enum LevelEventType{
//Event called when the level is created or the game is reset. This happens after all the blocks are created and their onCreate is called.
LevelEvent_OnCreate=1,
//Event called when the game is saved.
LevelEvent_OnSave,
//Event called when the game is loaded.
LevelEvent_OnLoad,
};
class Game : public GameState,public GUIEventCallback{
private:
//Boolean if the game should reset. This happens when player press 'R' button.
bool isReset;
//The script executor.
ScriptExecutor *scriptExecutor;
protected:
//contains currently played level.
TreeStorageNode* currentLevelNode;
//Array containing "tooltips" for certain block types.
//It will be shown in the topleft corner of the screen.
std::array<TexturePtr, TYPE_MAX> bmTips;
//Texture containing the action images (record, play, etc..)
SharedTexture action;
//Texture containing the medal image.
SharedTexture medals;
//ThemeBlockInstance containing the collectable image.
ThemeBlockInstance collectable;
//The name of the current level.
std::string levelName;
//The path + file of the current level.
std::string levelFile;
//Editor data containing information like name, size, etc...
std::map<std::string,std::string> editorData;
//Vector used to queue the gameObjectEvents.
std::vector<typeGameObjectEvent> eventQueue;
//The themeManager.
ThemeManager* customTheme;
//The themeBackground.
ThemeBackground* background;
CachedTexture<int> collectablesTexture;
CachedTexture<int> recordingsTexture;
CachedTexture<int> timeTexture;
CachedTexture<Block*> notificationTexture;
//Load a level from node.
//After calling this function the ownership of
//node will transfer to Game class. So don't delete
//the node after calling this function!
virtual void loadLevelFromNode(ImageManager& imageManager, SDL_Renderer& renderer, TreeStorageNode* obj, const std::string& fileName);
//(internal function) Reload the music according to level music and level pack music.
//This is mainly used in level editor.
void reloadMusic();
public:
//Array used to convert GameObject type->string.
static const char* blockName[TYPE_MAX];
//Map used to convert GameObject string->type.
static std::map<std::string,int> blockNameMap;
//Map used to convert GameObjectEventType type->string.
static std::map<int,std::string> gameObjectEventTypeMap;
//Map used to convert GameObjectEventType string->type.
static std::map<std::string,int> gameObjectEventNameMap;
//Map used to convert LevelEventType type->string.
static std::map<int,std::string> levelEventTypeMap;
//Map used to convert LevelEventType string->type.
static std::map<std::string,int> levelEventNameMap;
+ //The level rect.
+ //NOTE: the x,y of these rects can only be changed by script.
+ //If not changed by script, they are always 0,0.
+ SDL_Rect levelRect, levelRectSaved, levelRectInitial;
+
//Boolean that is set to true when a game is won.
bool won;
//Boolean that is set to true when we should save game on next logic update.
bool saveStateNextTime;
//Boolean that is set to true when we should load game on next logic update.
bool loadStateNextTime;
//Boolean if the replaying currently done is for the interlevel screen.
bool interlevel;
//Integer containing the current tip index.
int gameTipIndex;
//Integer containing the number of ticks passed since the start of the level.
int time;
//Integer containing the stored value of time.
int timeSaved;
//Integer containing the number of recordings it took to finish.
int recordings;
//Integer containing the stored value of recordings.
int recordingsSaved;
//Integer keeping track of currently obtained collectables
int currentCollectables, currentCollectablesSaved, currentCollectablesInitial;
//Integer keeping track of total colletables in the level
int totalCollectables, totalCollectablesSaved, totalCollectablesInitial;
//Time of recent swap, for achievements. (in game-ticks)
int recentSwap,recentSwapSaved;
//Store time of recent save/load for achievements (in millisecond)
Uint32 recentLoad,recentSave;
//Enumeration with the different camera modes.
enum CameraMode{
CAMERA_PLAYER,
CAMERA_SHADOW,
CAMERA_CUSTOM
};
//The current camera mode.
CameraMode cameraMode;
//Rectangle containing the target for the camera.
SDL_Rect cameraTarget;
//The saved cameraMode.
CameraMode cameraModeSaved;
SDL_Rect cameraTargetSaved;
//Level scripts.
std::map<int,std::string> scripts;
//Compiled scripts. Use lua_rawgeti(L, LUA_REGISTRYINDEX, r) to get the function.
std::map<int, int> compiledScripts, savedCompiledScripts, initialCompiledScripts;
//Vector containing all the levelObjects in the current game.
std::vector<Block*> levelObjects, levelObjectsSave, levelObjectsInitial;
//The layers for the scenery.
// We utilize the fact that std::map is sorted, and we compare the layer name with "f",
// If name<"f" then it's background layer, if name>="f" then it's foreground layer.
// NOTE: the layer name is case sensitive, in particular if the name start with capital "F"
// then it is still background layer.
std::map<std::string,SceneryLayer*> sceneryLayers;
//The player...
Player player;
//... and his shadow.
Shadow shadow;
//warning: weak reference only, may point to invalid location
Block::ObservePointer objLastCheckPoint;
//Constructor.
Game(SDL_Renderer& renderer, ImageManager& imageManager);
//If this is not empty then when next Game class is created
//it will play this record file.
static std::string recordFile;
//Destructor.
//It will call destroy();
~Game();
//Method used to clean up the GameState.
void destroy();
//Inherited from GameState.
void handleEvents(ImageManager&imageManager, SDL_Renderer&renderer) override;
void logic(ImageManager& imageManager, SDL_Renderer& renderer) override;
void render(ImageManager&,SDL_Renderer& renderer) override;
void resize(ImageManager& imageManager, SDL_Renderer& renderer) override;
//This method will load a level.
//fileName: The fileName of the level.
virtual void loadLevel(ImageManager& imageManager, SDL_Renderer& renderer, std::string fileName);
//Method used to broadcast a GameObjectEvent.
//eventType: The type of event.
//objectType: The type of object that should react to the event.
//id: The id of the blocks that should react.
//target: Pointer to the object
void broadcastObjectEvent(int eventType,int objectType=-1,const char* id=NULL,GameObject* target=NULL);
//Compile all scripts and run onCreate script.
//NOTE: Call this function only after script state reset, or there will be some memory leaks.
void compileScript();
//Method that will check if a script for a given levelEvent is present.
//If that's the case the script will be executed.
//eventType: The level event type to execute.
void inline executeScript(int eventType);
//Returns if the player and shadow can save the current state.
bool canSaveState();
//Method used to store the current state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool saveState();
//Method used to load the stored state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool loadState();
//Method that will reset the GameState to it's initial state.
//save: Boolean if the saved state should also be deleted. This also means recreate the Lua context.
//noScript: Boolean if we should not compile the script at all. This is used by level editor when exiting test play.
void reset(bool save,bool noScript);
//Save current game record to the file.
//fileName: The filename of the destination file.
void saveRecord(const char* fileName);
//Load game record (and its level) from file and play it.
//fileName: The filename of the recording file.
void loadRecord(ImageManager& imageManager, SDL_Renderer& renderer, const char* fileName);
//Method called by the player (or shadow) when he finished.
void replayPlay(ImageManager& imageManager, SDL_Renderer &renderer);
//Method that gets called when the recording has ended.
void recordingEnded(ImageManager& imageManager, SDL_Renderer& renderer);
//get current level's auto-save record path,
//using current level's MD5, file name and other information.
void getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath);
//Method that will prepare the gamestate for the next level and start it.
//If it's the last level it will show the congratulations text and return to the level select screen.
void gotoNextLevel(ImageManager& imageManager, SDL_Renderer& renderer);
//Get the name of the current level.
const std::string& getLevelName(){
return levelName;
}
//GUI event handling is done here.
void GUIEventCallback_OnEvent(ImageManager&imageManager, SDL_Renderer&renderer, std::string name, GUIObject* obj, int eventType) override;
//Get the script executor.
ScriptExecutor* getScriptExecutor() {
return scriptExecutor;
}
//Invalidates the notification texture.
//block: The block which is updated. The cached texture won't be invalidated if it's not for this block.
//NULL means invalidates the texture no matter which block is updated.
void invalidateNotificationTexture(Block *block = NULL);
};
#endif
diff --git a/src/Globals.cpp b/src/Globals.cpp
index 0dba1eb..f8ba70d 100644
--- a/src/Globals.cpp
+++ b/src/Globals.cpp
@@ -1,86 +1,82 @@
/*
* 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 "Globals.h"
#include "libs/tinygettext/tinygettext.hpp"
#include <vector>
//Set the defautl value for the screen width and height.
int SCREEN_WIDTH=800;
int SCREEN_HEIGHT=600;
-//Set the default value for the level width and height.
-int LEVEL_HEIGHT=0;
-int LEVEL_WIDTH=0;
-
//The language that in which the game should be translated.
std::string language;
//The DictionaryManager that is used to translate the game itself.
tinygettext::DictionaryManager* dictionaryManager=NULL;
//SDL Window and renderer
SDL_Window* sdlWindow=NULL;
//Font that is used for titles.
//Knewave large.
TTF_Font* fontTitle=NULL;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
TTF_Font* fontGUI=NULL;
//Font that is used for long captions of buttons and other GUI elements.
//Knewave small.
TTF_Font* fontGUISmall=NULL;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
TTF_Font* fontText=NULL;
//Font used for scripting editor.
//Monospace.
TTF_Font* fontMono=NULL;
//Small arrows used for GUI widgets.
//2 directions and 2 different/same colors depending on theme.
TexturePtr arrowLeft1=nullptr;
TexturePtr arrowRight1=nullptr;
TexturePtr arrowLeft2=nullptr;
TexturePtr arrowRight2=nullptr;
//Set the current stateID and the nextState.
int stateID=STATE_NULL;
int nextState=STATE_NULL;
GameState* currentState=NULL;
LevelPack* levels=NULL;
//The name of the current level.
std::string levelName;
//Initialise the camera.
//Start location is 0, size is the same as the screen size.
SDL_Rect camera={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
//The SDL_Event object.
SDL_Event event;
//The current cursor type.
CursorType currentCursor=CURSOR_POINTER;
//Array containing the SDL_Cursors.
SDL_Cursor* cursors[CURSOR_MAX];
//Keyboard only mode. This is set to true if the last menu navigation is performed by keyboard.
bool isKeyboardOnly = false;
diff --git a/src/Globals.h b/src/Globals.h
index e2fe0bf..12ac045 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -1,267 +1,262 @@
/*
* 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 GLOBALS_H
#define GLOBALS_H
#include <SDL.h>
#include <string>
#include "libs/tinygettext/tinygettext.hpp"
#include "LevelPack.h"
#include "Render.h"
#if defined (WIN32) || defined (__APPLE__)
//#define DATA_PATH
#else
#include "config.h"
#endif
#define TITLE_FONT_RAISE 19
#define GUI_FONT_RAISE 5
class GameState;
//Global constants
//The width of the screen.
extern int SCREEN_WIDTH;
//The height of the screen.
extern int SCREEN_HEIGHT;
//The depth of the screen.
#if defined(ANDROID)
//TODO: change other surface creating code to make the game runs faster
const int SCREEN_BPP=16; //??? 24?? 32??
//const int SCREEN_FLAGS=SDL_HWSURFACE;
#else
const int SCREEN_BPP=32;
//const int SCREEN_FLAGS=SDL_HWSURFACE;
#endif
const int SCREEN_FLAGS = 0;
//SDL interprets each pixel as a 32-bit number,
// so our masks must depend on the endianness (byte order) of the machine.
//NOTE: We define them here so we only have to do it once.
/*#if SDL_BYTEORDER == SDL_BIG_ENDIAN
const Uint32 BMASK=0xFF000000;
const Uint32 GMASK=0x00FF0000;
const Uint32 RMASK=0x0000FF00;
const Uint32 AMASK=0x000000FF;
#else*/
// NOTE: Changed to ARGB for SDL2.
const Uint32 BMASK=0x000000FF;
const Uint32 GMASK=0x0000FF00;
const Uint32 RMASK=0x00FF0000;
const Uint32 AMASK=0xFF000000;
/*#endif*/
//String containing the version, used in the titelbar.
//NOTE: for development version please write something like "V0.5 Development version"
//which can trigger the corresponding achievement.
const std::string version = "V0.5.1 Development version";
-//The height of the current level.
-extern int LEVEL_HEIGHT;
-//The width of the current level.
-extern int LEVEL_WIDTH;
-
//The target frames per seconds.
const int FPS=40;
//The language that in which the game should be translated.
extern std::string language;
//The DictionaryManager that is used to translate the game itself.
extern tinygettext::DictionaryManager* dictionaryManager;
//SDL Window and renderer
extern SDL_Window* sdlWindow;
//Font that is used for titles.
//Knewave large.
extern TTF_Font* fontTitle;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
extern TTF_Font* fontGUI;
//Font that is used for long captions of buttons and other GUI elements.
//Knewave smaller.
extern TTF_Font* fontGUISmall;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
extern TTF_Font* fontText;
//Font used for scripting editor.
//Monospace.
extern TTF_Font* fontMono;
//Small arrows used for GUI widgets.
//2 directions and 2 different/same colors depending on theme.
extern TexturePtr arrowLeft1;
extern TexturePtr arrowRight1;
extern TexturePtr arrowLeft2;
extern TexturePtr arrowRight2;
//Event, used for event handling.
extern SDL_Event event;
//GUI
class GUIObject;
extern GUIObject *GUIObjectRoot;
//The state id of the current state.
extern int stateID;
//Integer containing what the next state will be.
extern int nextState;
//The currentState.
extern GameState* currentState;
//Pointer to the current levelpack.
extern LevelPack* levels;
//String containing the name of the current level.
extern std::string levelName;
//SDL rectangle used to store the camera.
//x is the x location of the camera.
//y is the y location of the camera.
//w is the width of the camera. (equal to SCREEN_WIDTH)
//h is the height of the camera. (equal to SCREEN_HEIGHT)
extern SDL_Rect camera;
//Themable colors
const SDL_Color BLACK = SDL_Color{0,0,0,255};
//Enumeration containing the different cursor types there are.
enum CursorType{
//The default pointer.
CURSOR_POINTER,
//The vertical ibeam, used to indicate text input.
CURSOR_CARROT,
//A closed hand, used for indicating a drag action.
CURSOR_DRAG,
//The different (window) size cursor icons.
CURSOR_SIZE_HOR,
CURSOR_SIZE_VER,
CURSOR_SIZE_FDIAG,
CURSOR_SIZE_BDIAG,
//Remove cursor used in level editor
CURSOR_REMOVE,
//Pointing hand cursor, for hyperlinks.
CURSOR_POINTING_HAND,
//The number of cursor types there are.
CURSOR_MAX
};
//Currently used cursor type.
extern CursorType currentCursor;
//Array containing the SDL_Cursors.
extern SDL_Cursor* cursors[CURSOR_MAX];
//Enumeration containing the ids of the game states.
enum GameStates{
//State null is a special state used to indicate no state.
//This is used when no next state is defined.
STATE_NULL,
//This state is before the actual leveleditor used to make levelpacks.
STATE_LEVEL_EDIT_SELECT,
//This state is for the level editor.
STATE_LEVEL_EDITOR,
//This state is for the main menu.
STATE_MENU,
//This state is for the actual game.
STATE_GAME,
//Special state used when exiting meandmyshadow.
STATE_EXIT,
//This state is for the help screen.
STATE_LEVEL_SELECT,
//This state is for the options screen.
STATE_OPTIONS,
//This state is for the addon screen.
STATE_ADDONS,
//This state is for credits screen
STATE_CREDITS,
//This state is for statistics screen
STATE_STATISTICS,
};
//Enumeration containing the ids of the different block types.
enum GameTileType{
//The normal solid block.
TYPE_BLOCK=0,
//Block representing the start location of the player.
TYPE_START_PLAYER,
//Block representing the start location of the shadow.
TYPE_START_SHADOW,
//The exit of the level.
TYPE_EXIT,
//The shadow block which is only solid for the shadow.
TYPE_SHADOW_BLOCK,
//Block that can kill both the player and the shadow.
TYPE_SPIKES,
//Special point where the player can save.
TYPE_CHECKPOINT,
//Block that will switch the location of the player and the shadow when invoked.
TYPE_SWAP,
//Block that will crumble to dust when stepped on it for the third time.
TYPE_FRAGILE,
//Normal block that moves along a path.
TYPE_MOVING_BLOCK,
//Shadow block that moves along a path.
TYPE_MOVING_SHADOW_BLOCK,
//A spike block that moves along a path.
TYPE_MOVING_SPIKES,
//Special block which, once entered, moves the player/shadow to a different portal.
TYPE_PORTAL,
//A block with a button which can activate or stop moving blocks, converyor belts
TYPE_BUTTON,
//A switch which can activate or stop moving blocks, converyor belts
TYPE_SWITCH,
//Solid block which works like
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
//Block that contains a message that can be read.
TYPE_NOTIFICATION_BLOCK,
//A collectable that is able to open locked doors
TYPE_COLLECTABLE,
//Block that can be pushed by the player and the shadow.
//Pushable blocks can push other pushable blocks.
TYPE_PUSHABLE,
//The (max) number of tiles.
TYPE_MAX
};
//Keyboard only mode. This is set to true if the last menu navigation is performed by keyboard.
extern bool isKeyboardOnly;
ImageManager& getImageManager();
SDL_Renderer& getRenderer();
#endif
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index 5a6e2e2..cf9942e 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,4944 +1,4944 @@
/*
* 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 "Commands.h"
#include "CommandManager.h"
#include "GameState.h"
#include "Functions.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "LevelPack.h"
#include "LevelPackManager.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIWindow.h"
#include "GUISpinBox.h"
#include "MusicManager.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdio.h>
#include <sstream>
#include <SDL_ttf.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
static int levelTime,levelRecordings;
//Array containing translateble block names
static const char* blockNames[TYPE_MAX]={
__("Block"),__("Player Start"),__("Shadow Start"),
__("Exit"),__("Shadow Block"),__("Spikes"),
__("Checkpoint"),__("Swap"),__("Fragile"),
__("Moving Block"),__("Moving Shadow Block"),__("Moving Spikes"),
__("Teleporter"),__("Button"),__("Switch"),
__("Conveyor Belt"),__("Shadow Conveyor Belt"),__("Notification Block"),__("Collectable"),__("Pushable")
};
static const std::array<const char*, static_cast<size_t>(ToolTips::TooltipMax)> tooltipNames = {
__("Select"), __("Add"), __("Delete"), __("Play"), "", "", __("Level settings"), __("Save level"), __("Back to menu"),
__("Select"), __("Delete"), __("Configure")
};
static const std::array<const char*, static_cast<size_t>(ToolTips::TooltipMax)> tooltipHotkey = {
"F2", "F3", "F4", "F5", "", "", "", "Ctrl+S", "",
"", "", ""
};
static const std::array<int, static_cast<size_t>(ToolTips::TooltipMax)> tooltipHotkey2 = {
-1, -1, -1, -1, -1, -1, INPUTMGR_TAB, -1, INPUTMGR_ESCAPE,
-1, -1, -1
};
//Array indicates if block is linkable
static const bool isLinkable[TYPE_MAX]={
false,false,false,
false,false,false,
false,false,false,
true,true,true,
true,true,true,
false,false,false,false
};
static std::string describeSceneryName(const std::string& name) {
//Check if the input is a valid block name.
if (name.size() > 8 && name.substr(name.size() - 8) == "_Scenery") {
auto it = Game::blockNameMap.find(name.substr(0, name.size() - 8));
if (it != Game::blockNameMap.end()){
return tfm::format(_("%s (Scenery)"), _(blockNames[it->second]));
}
}
return name;
}
/////////////////LevelEditorActionsPopup/////////////////
class LevelEditorActionsPopup:private GUIEventCallback{
private:
//The parent object.
LevelEditor* parent;
//The position and size of window.
SDL_Rect rect;
//Array containing the actions in this popup.
GUIListBox* actions;
//GUI image.
SDL_Surface* bmGUI;
//Pointer to the object the actions apply to.
GameObject* target;
//The behaviour names.
vector<string> behaviour;
//The fragile block states.
vector<string> states;
//The separator texture.
//NOTE: It's created only when it's used. So don't access it directly!
SharedTexture separatorTexture;
//Get or create a new separator texture.
SharedTexture getOrCreateSeparatorTexture(SDL_Renderer& renderer) {
if (!separatorTexture) {
//NOTE: we use an arbitrart width since it will be updated soon.
createSeparatorTexture(renderer, 16);
}
return separatorTexture;
}
void createSeparatorTexture(SDL_Renderer& renderer, int width) {
//create surface
SurfacePtr surface = createSurface(width, 5);
//draw horizontal separator
const SDL_Rect r0 = { 4, 1, width - 8, 1 };
const SDL_Rect r1 = { 4, 3, width - 8, 1 };
const SDL_Rect r2 = { 4, 2, width - 8, 1 };
Uint32 c0 = SDL_MapRGB(surface->format, 192, 192, 192);
Uint32 c2 = SDL_MapRGB(surface->format, 64, 64, 64);
SDL_FillRect(surface.get(), &r0, c0);
SDL_FillRect(surface.get(), &r1, c0);
SDL_FillRect(surface.get(), &r2, c2);
//over
separatorTexture = textureFromSurface(renderer, std::move(surface));
}
void updateSeparators(SDL_Renderer& renderer) {
createSeparatorTexture(renderer, rect.w);
for (unsigned int i = 0; i < actions->item.size(); i++) {
if (actions->item[i] == "-") {
actions->updateItem(renderer, i, "-", separatorTexture);
}
}
}
public:
SDL_Rect getRect(){
return rect;
}
void dismiss(){
//Remove the actionsPopup from the parent.
if(parent!=NULL && parent->actionsPopup==this){
parent->actionsPopup=NULL;
}
//And delete ourself.
delete this;
}
SharedTexture createItem(SDL_Renderer& renderer,const char* caption,int icon,bool grayed=false){
//FIXME: Add some sort of caching?
//We draw using surfaces and convert to a texture in the end for now.
SDL_Color color = objThemes.getTextColor(true);
if (grayed) {
color.r = 128 + color.r / 2;
color.g = 128 + color.g / 2;
color.b = 128 + color.b / 2;
}
SurfacePtr tip(TTF_RenderUTF8_Blended(fontText,caption,color));
SDL_SetSurfaceBlendMode(tip.get(), SDL_BLENDMODE_NONE);
//Create the surface, we add 16px to the width for an icon,
//plus 8px for the border to make it looks better.
SurfacePtr item = createSurface(tip->w + 24 + (icon >= 0x100 ? 24 : 0), 24);
//Draw the text on the item surface.
applySurface(24 + (icon >= 0x100 ? 24 : 0), 0, tip.get(), item.get(), NULL);
//Temporarily set the blend mode of bmGUI to none, which simply copies RGBA channels to destination.
SDL_BlendMode oldBlendMode = SDL_BLENDMODE_BLEND;
SDL_GetSurfaceBlendMode(bmGUI, &oldBlendMode);
SDL_SetSurfaceBlendMode(bmGUI, SDL_BLENDMODE_NONE);
//Check if we should draw an icon.
if(icon>0){
//Draw the check (or not).
SDL_Rect r={0,0,16,16};
r.x=((icon-1)%8)*16;
r.y=(((icon-1)/8)%8)*16;
applySurface(4,3,bmGUI,item.get(),&r);
}
//Check if we should draw a secondary icon.
if (icon >= 0x100) {
SDL_Rect r = { 0, 0, 16, 16 };
r.x = ((icon / 0x100 - 1) % 8) * 16;
r.y = (((icon / 0x100 - 1) / 8) % 8) * 16;
applySurface(28, 3, bmGUI, item.get(), &r);
}
//Reset the blend mode of bmGUI.
SDL_SetSurfaceBlendMode(bmGUI, oldBlendMode);
//Check if we should update the width., 8px extra on the width is for four pixels spacing on either side.
if(item->w+8>rect.w) {
rect.w=item->w+8;
}
return textureFromSurface(renderer, std::move(item));
}
void updateListBoxSize() {
//Update the size of the GUIListBox.
actions->width = rect.w;
actions->height = rect.h;
int x = rect.x, y = rect.y;
if (x>SCREEN_WIDTH - rect.w) x = SCREEN_WIDTH - rect.w;
else if (x<0) x = 0;
if (y>SCREEN_HEIGHT - rect.h) y = SCREEN_HEIGHT - rect.h;
else if (y<0) y = 0;
rect.x = x;
rect.y = y;
}
void updateItem(SDL_Renderer& renderer,int index,const char* action,const char* caption,int icon=0,bool grayed=false){
auto item=createItem(renderer,caption,icon,grayed);
actions->updateItem(renderer, index,action,item,!grayed);
//Update the size of the GUIListBox.
updateListBoxSize();
}
void addItem(SDL_Renderer& renderer,const char* action,const char* caption,int icon=0,bool grayed=false){
auto item=createItem(renderer,caption,icon,grayed);
actions->addItem(renderer,action,item,!grayed);
//Update the height.
rect.h += 24;
//Update the size of the GUIListBox.
updateListBoxSize();
}
void addSeparator(SDL_Renderer& renderer) {
actions->addItem(renderer, "-", getOrCreateSeparatorTexture(renderer), false);
//Update the height.
rect.h += 5;
}
LevelEditorActionsPopup(ImageManager& imageManager,SDL_Renderer& renderer,LevelEditor* parent, GameObject* target, int x=0, int y=0){
this->parent=parent;
this->target=target;
rect.x = x;
rect.y = y;
//NOTE: The size gets set in the addItem method, height is already four to prevent a scrollbar.
rect.w=0;
rect.h=4;
//Load the gui images.
bmGUI=imageManager.loadImage(getDataPath()+"gfx/gui.png");
//Create the behaviour vector.
behaviour.push_back(_("On"));
behaviour.push_back(_("Off"));
behaviour.push_back(_("Toggle"));
//Create the states list.
states.push_back(_("Complete"));
states.push_back(_("One step"));
states.push_back(_("Two steps"));
states.push_back(_("Gone"));
//TODO: The width should be based on the longest option.
//Create default actions.
//NOTE: Width and height are determined later on when the options are rendered.
actions=new GUIListBox(imageManager,renderer,0,0,0,0);
actions->eventCallback=this;
//Check if it's a block or not.
if(target!=NULL)
addBlockItems(renderer);
else
addLevelItems(renderer);
}
static std::string getRepeatModeName(int mode) {
switch (mode) {
case Scenery::NEGATIVE_INFINITY:
return _("Negative infinity");
case Scenery::ZERO:
return _("Zero");
case Scenery::LEVEL_SIZE:
return _("Level size");
case Scenery::POSITIVE_INFINITY:
return _("Positive infinity");
default:
return _("Default");
}
}
void addBlockItems(SDL_Renderer& renderer){
//Check if the block is selected or not.
std::vector<GameObject*>::iterator it;
it=find(parent->selection.begin(),parent->selection.end(),target);
if(it!=parent->selection.end())
addItem(renderer,"Deselect",_("Deselect"));
else
addItem(renderer,"Select",_("Select"));
addItem(renderer,"Delete",_("Delete"),8);
addSeparator(renderer);
Scenery *scenery = dynamic_cast<Scenery*>(target);
if (scenery) {
// it is scenery block
addItem(renderer, "RepeatMode0", tfm::format(_("Horizontal repeat start: %s"),
getRepeatModeName(scenery->repeatMode & 0xFF)).c_str(), 8 * 2 + 3);
addItem(renderer, "RepeatMode1", tfm::format(_("Horizontal repeat end: %s"),
getRepeatModeName((scenery->repeatMode >> 8) & 0xFF)).c_str(), 8 * 2 + 4);
addItem(renderer, "RepeatMode2", tfm::format(_("Vertical repeat start: %s"),
getRepeatModeName((scenery->repeatMode >> 16) & 0xFF)).c_str(), 8 * 3 + 3);
addItem(renderer, "RepeatMode3", tfm::format(_("Vertical repeat end: %s"),
getRepeatModeName((scenery->repeatMode >> 24) & 0xFF)).c_str(), 8 * 3 + 4);
if (scenery->sceneryName_.empty()) {
addSeparator(renderer);
addItem(renderer, "CustomScenery", _("Custom scenery"), 8 + 4);
}
return;
}
addItem(renderer, "Visible", _("Visible"), (target->getEditorProperty("visible") == "1") ? 2 : 1);
//Get the type of the target.
int type = target->type;
//Determine what to do depending on the type.
if(isLinkable[type]){
//Check if it's a moving block type or trigger.
if(type==TYPE_BUTTON || type==TYPE_SWITCH || type==TYPE_PORTAL){
addItem(renderer, "Link", _("Link"), 8 * 2 + 8);
addItem(renderer, "Remove Links", _("Remove Links"), 8 * 2 + 7);
//Check if it's a portal, which contains a automatic option, and triggers a behaviour one.
if(type==TYPE_PORTAL){
addItem(renderer,"Automatic",_("Automatic"),(target->getEditorProperty("automatic")=="1")?2:1);
}else{
//Get the current behaviour.
int currentBehaviour=2;
if(target->getEditorProperty("behaviour")=="on"){
currentBehaviour=0;
}else if(target->getEditorProperty("behaviour")=="off"){
currentBehaviour=1;
}
addItem(renderer, "Behaviour", tfm::format(_("Behavior: %s"), behaviour[currentBehaviour]).c_str());
}
}else{
addItem(renderer, "Path", _("Path"), 8 + 5);
addItem(renderer, "Remove Path", _("Remove Path"), 8 * 4 + 2);
addItem(renderer,"Activated",_("Activated"),(target->getEditorProperty("activated")=="1")?2:1);
addItem(renderer,"Looping",_("Looping"),(target->getEditorProperty("loop")=="1")?2:1);
}
}
//Check for a conveyor belt.
if(type==TYPE_CONVEYOR_BELT || type==TYPE_SHADOW_CONVEYOR_BELT){
addItem(renderer,"Activated",_("Activated"),(target->getEditorProperty("activated")=="1")?2:1);
addItem(renderer,"Speed",_("Speed"));
}
//Check if it's a fragile block.
if(type==TYPE_FRAGILE){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
addItem(renderer, "State", tfm::format(_("State: %s"), states[currentState]).c_str());
}
//Check if it's a notification block.
if(type==TYPE_NOTIFICATION_BLOCK)
addItem(renderer,"Message",_("Message"));
//Add the custom appearance menu item.
addItem(renderer, "Appearance", _("Appearance"), 8 + 4);
addSeparator(renderer);
//Finally add scripting to the bottom.
addItem(renderer,"Scripting",_("Scripting"),8*2+1);
}
void addLevelItems(SDL_Renderer& renderer){
// add the layers
{
// background layers.
auto it = parent->sceneryLayers.begin();
for (; it != parent->sceneryLayers.end(); ++it){
if (it->first >= "f") break; // now we meet a foreground layer
int icon = parent->layerVisibility[it->first] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer == it->first ? 3 : 36) << 8;
std::string s = "_layer:" + it->first;
addItem(renderer, s.c_str(), tfm::format(_("Background layer: %s"), it->first).c_str(), icon);
}
// the Blocks layer.
{
int icon = parent->layerVisibility[std::string()] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer.empty() ? 3 : 36) << 8;
addItem(renderer, "_layer:", _("Blocks layer"), icon);
}
// foreground layers.
for (; it != parent->sceneryLayers.end(); ++it){
int icon = parent->layerVisibility[it->first] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer == it->first ? 3 : 36) << 8;
std::string s = "_layer:" + it->first;
addItem(renderer, s.c_str(), tfm::format(_("Foreground layer: %s"), it->first).c_str(), icon);
}
}
addSeparator(renderer);
addItem(renderer, "AddLayer", _("Add new layer"), 8 * 3 + 6);
addItem(renderer, "DeleteLayer", _("Delete selected layer"), 8 * 3 + 7, parent->selectedLayer.empty());
addItem(renderer, "LayerSettings", _("Configure selected layer"), 8 * 3 + 8, parent->selectedLayer.empty());
addItem(renderer, "MoveToLayer", _("Move selected object to layer"), 0, parent->selectedLayer.empty() || parent->selection.empty());
addSeparator(renderer);
addItem(renderer,"LevelSettings",_("Settings"),8*2);
addItem(renderer,"LevelScripting",_("Scripting"),8*2+1);
}
virtual ~LevelEditorActionsPopup(){
//bmGui is freed by imageManager.
if(actions)
delete actions;
}
void render(SDL_Renderer& renderer){
//Check if we need to resize the separator.
//NOTE: if separatorTexture is NULL then it means that we didn't use the separator at all, so we don't need to update it.
if (separatorTexture && textureWidth(*separatorTexture) < rect.w) {
updateSeparators(renderer);
}
//Draw the actions.
actions->render(renderer,rect.x,rect.y);
}
void handleEvents(SDL_Renderer& renderer){
//Check if a mouse is pressed outside the popup.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
if(event.type==SDL_MOUSEBUTTONDOWN && !pointOnRect(mouse,rect)){
dismiss();
return;
}
//Let the listbox handle its events.
actions->handleEvents(renderer,rect.x,rect.y);
}
static void addLayerNameNote(ImageManager& imageManager, SDL_Renderer& renderer, GUIWindow *root, int yy = 148) {
std::string s = _("NOTE: the layers are sorted by name alphabetically.\nThe layer is background layer if its name is < 'f'\nby dictionary order, otherwise it's foreground layer.");
for (int lps = 0;;) {
size_t lpe = s.find_first_of('\n', lps);
GUIObject *obj = new GUILabel(imageManager, renderer, 40, yy, 520, 36,
lpe == string::npos ? (s.c_str() + lps) : s.substr(lps, lpe - lps).c_str());
root->addChild(obj);
if (lpe == string::npos) break;
lps = lpe + 1;
yy += 24;
}
}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Skip next mouse up event since we're clicking a list box and possibly showing a new window.
GUISkipNextMouseUpEvent = true;
//NOTE: There should only be one GUIObject, so we know what event is fired.
//Get the selected entry.
std::string action=actions->item[actions->value];
if(action=="Select"){
//Add the target to the selection.
parent->selection.push_back(target);
dismiss();
return;
}else if(action=="Deselect"){
//Check if the block is in the selection.
std::vector<GameObject*>::iterator it;
it=find(parent->selection.begin(),parent->selection.end(),target);
if(it!=parent->selection.end()){
//Remove the object from the selection.
parent->selection.erase(it);
}
dismiss();
return;
}else if(action=="Delete"){
parent->commandManager->doCommand(new AddRemoveGameObjectCommand(parent, target, false));
dismiss();
return;
}else if(action=="Link"){
parent->linking=true;
parent->linkingTrigger=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Links"){
//Remove all the links
Block *block = dynamic_cast<Block*>(target);
if (block) {
RemoveLinkCommand* pCommand = new RemoveLinkCommand(parent, block);
parent->commandManager->doCommand(pCommand);
}
dismiss();
return;
}else if(action=="Path"){
parent->moving=true;
parent->pauseMode = false;
parent->pauseTime = 0;
parent->movingBlock=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Path"){
//Remove all the paths
Block *block = dynamic_cast<Block*>(target);
if (block) {
RemovePathCommand* pCommand = new RemovePathCommand(parent, block);
parent->commandManager->doCommand(pCommand);
}
dismiss();
return;
}else if(action=="Message"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Notification block"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="notificationBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,50,240,36,_("Enter message here:"));
root->addChild(obj);
GUITextArea* textarea=new GUITextArea(imageManager,renderer,50,90,500,100);
textarea->gravityRight = textarea->gravityBottom = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
textarea->name="message";
string tmp=target->getEditorProperty("message");
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
textarea->setString(renderer, tmp);
root->addChild(textarea);
obj=new GUIButton(imageManager,renderer,root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgNotificationBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="Activated"){
//Get the previous state.
bool enabled=(target->getEditorProperty("activated")=="1");
//Switch the state.
enabled=!enabled;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "activated", enabled ? "1" : "0", _("Activated")));
updateItem(renderer,actions->value,"Activated",_("Activated"),enabled?2:1);
actions->value=-1;
return;
} else if (action == "Visible"){
//Get the previous state.
bool visible = (target->getEditorProperty("visible") == "1");
//Switch the state.
visible = !visible;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "visible", visible ? "1" : "0", _("Visible")));
updateItem(renderer, actions->value, "Visible", _("Visible"), visible ? 2 : 1);
actions->value = -1;
return;
} else if (action == "Looping"){
//Get the previous state.
bool loop=(target->getEditorProperty("loop")=="1");
//Switch the state.
loop=!loop;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "loop", loop ? "1" : "0", _("Looping")));
updateItem(renderer,actions->value,"Looping",_("Looping"),loop?2:1);
actions->value=-1;
return;
}else if(action=="Automatic"){
//Get the previous state.
bool automatic=(target->getEditorProperty("automatic")=="1");
//Switch the state.
automatic=!automatic;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "automatic", automatic ? "1" : "0", _("Automatic")));
updateItem(renderer,actions->value,"Automatic",_("Automatic"),automatic?2:1);
actions->value=-1;
return;
}else if(action=="Behaviour"){
//Get the current behaviour.
int currentBehaviour=2;
string behave=target->getEditorProperty("behaviour");
if(behave=="on"){
currentBehaviour=0;
}else if(behave=="off"){
currentBehaviour=1;
}
//Increase the behaviour.
currentBehaviour++;
if(currentBehaviour>2)
currentBehaviour=0;
//Update the data of the block.
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "behaviour", behaviour[currentBehaviour], _("Behavior")));
//And update the item.
updateItem(renderer, actions->value, "Behaviour", tfm::format(_("Behavior: %s"), behaviour[currentBehaviour]).c_str());
actions->value=-1;
return;
}else if(action=="State"){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
//Increase the state.
currentState++;
if(currentState>3)
currentState=0;
//Update the data of the block.
char s[64];
sprintf(s,"%d",currentState);
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "state", s, _("State")));
//And update the item.
updateItem(renderer, actions->value, "State", tfm::format(_("State: %s"), states[currentState]).c_str());
actions->value=-1;
return;
}else if(action=="Speed"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Conveyor belt speed"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="conveyorBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,100,240,36,_("Enter speed here:"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(imageManager,renderer,240,100,320,36);
obj2->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
obj2->name="speed";
obj2->caption=target->getEditorProperty("speed10");
obj2->format = "%1.0f";
obj2->update();
root->addChild(obj2);
obj = new GUILabel(imageManager, renderer, 40, 160, 520, 36, _("NOTE: 1 Speed = 0.08 block/s"));
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgConveyorBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="Scripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Scripting"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="scriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,50,60,240,36,_("Id:"));
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,100,60,240,36,dynamic_cast<Block*>(target)->id.c_str());
obj->gravityRight = GUIGravityRight;
obj->name="id";
root->addChild(obj);
GUISingleLineListBox* list=new GUISingleLineListBox(imageManager,renderer,50,100,500,36);
list->gravityRight = GUIGravityRight;
std::map<std::string,int>::iterator it;
for(it=Game::gameObjectEventNameMap.begin();it!=Game::gameObjectEventNameMap.end();++it)
list->addItem(it->first);
list->name="cfgScriptingEventType";
list->value=0;
list->eventCallback=root;
root->addChild(list);
//Add a text area for each event type.
Block* block=dynamic_cast<Block*>(target);
for(unsigned int i=0;i<list->item.size();i++){
GUITextArea* text=new GUITextArea(imageManager,renderer,50,140,500,300);
text->gravityRight = text->gravityBottom = GUIGravityRight;
text->name=list->item[i].first;
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
map<int,string>::iterator it=block->scripts.find(Game::gameObjectEventNameMap[list->item[i].first]);
if(it!=block->scripts.end())
text->setString(renderer, it->second);
root->addChild(text);
}
obj=new GUIButton(imageManager,renderer,root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelSettings"){
//Open the levelSettings window.
parent->levelSettings(imageManager,renderer);
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelScripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Level Scripting"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="levelScriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
GUISingleLineListBox* list=new GUISingleLineListBox(imageManager,renderer,50,60,500,36);
list->gravityRight = GUIGravityRight;
std::map<std::string,int>::iterator it;
for(it=Game::levelEventNameMap.begin();it!=Game::levelEventNameMap.end();++it)
list->addItem(it->first);
list->name="cfgLevelScriptingEventType";
list->value=0;
list->eventCallback=root;
root->addChild(list);
//Add a text area for each event type.
for(unsigned int i=0;i<list->item.size();i++){
GUITextArea* text=new GUITextArea(imageManager,renderer,50,100,500,340);
text->gravityRight = text->gravityBottom = GUIGravityRight;
text->name=list->item[i].first;
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
map<int,string>::iterator it=parent->scripts.find(Game::levelEventNameMap[list->item[i].first]);
if(it!=parent->scripts.end())
text->setString(renderer, it->second);
root->addChild(text);
}
obj=new GUIButton(imageManager,renderer,root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgLevelScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
} else if (action.size() >= 7 && action.substr(0, 7) == "_layer:") {
std::string s0 = action.substr(7);
auto it = parent->layerVisibility.find(s0);
if (it != parent->layerVisibility.end()) {
int x;
SDL_GetMouseState(&x, NULL);
if (x < rect.x + 24) {
// toggle the visibility
it->second = !it->second;
if (parent->selectedLayer == it->first) {
// deselect all blocks if the visibility of current layer is changed
parent->deselectAll();
}
} else if (parent->selectedLayer != it->first) {
// deselect all blocks if the selected layer is changed
parent->deselectAll();
// uncheck the previously selected layer
std::string oldSelected = "_layer:" + parent->selectedLayer;
for (unsigned int idx = 0; idx < actions->item.size(); idx++) {
if (actions->item[idx] == oldSelected) {
int icon = parent->layerVisibility[parent->selectedLayer] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= 36 << 8;
updateItem(renderer, idx, oldSelected.c_str(),
parent->selectedLayer.empty() ? _("Blocks layer") :
tfm::format((parent->selectedLayer < "f") ? _("Background layer: %s") : _("Foreground layer: %s"), parent->selectedLayer).c_str(),
icon);
break;
}
}
// change the selected layer
parent->selectedLayer = it->first;
} else {
actions->value = -1;
return;
}
int icon = it->second ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer == it->first ? 3 : 36) << 8;
std::string s = "_layer:" + it->first;
updateItem(renderer, actions->value, s.c_str(),
it->first.empty() ? _("Blocks layer") :
tfm::format((it->first < "f") ? _("Background layer: %s") : _("Foreground layer: %s"), it->first).c_str(),
icon);
// update some other menu items according to selection/visibility changes
for (unsigned int i = 0; i < actions->item.size(); i++) {
if (actions->item[i] == "DeleteLayer") {
updateItem(renderer, i, "DeleteLayer", _("Delete selected layer"), 8 * 3 + 7, parent->selectedLayer.empty());
} else if (actions->item[i] == "LayerSettings") {
updateItem(renderer, i, "LayerSettings", _("Configure selected layer"), 8 * 3 + 8, parent->selectedLayer.empty());
} else if (actions->item[i] == "MoveToLayer") {
updateItem(renderer, i, "MoveToLayer", _("Move selected object to layer"), 0, parent->selectedLayer.empty() || parent->selection.empty());
}
}
}
actions->value = -1;
return;
} else if (action == "AddLayer") {
//Create the add layer GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 400) / 2, 600, 400, true, true, _("Add layer"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "addLayerWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 40, 64, 520, 36, _("Enter the layer name:"));
root->addChild(obj);
GUITextBox* obj2 = new GUITextBox(imageManager, renderer, 40, 100, 520, 36);
obj2->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
obj2->name = "layerName";
root->addChild(obj2);
addLayerNameNote(imageManager, renderer, root);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 400 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgAddLayerOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 400 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action == "DeleteLayer") {
// delete selected layer
if (parent->selectedLayer.empty()) {
// can't delete Blocks layer
actions->value = -1;
return;
}
if (parent->sceneryLayers.find(parent->selectedLayer) == parent->sceneryLayers.end()) {
// can't find the layer with given name
actions->value = -1;
return;
}
if (msgBox(imageManager, renderer,
tfm::format(_("Are you sure you want to delete layer '%s'?"), parent->selectedLayer).c_str(),
MsgBoxYesNo, _("Delete layer")) == MsgBoxYes)
{
// do the actual operation
parent->commandManager->doCommand(new AddRemoveLayerCommand(parent, parent->selectedLayer, false));
}
dismiss();
return;
} else if (action == "LayerSettings") {
// rename selected layer
if (parent->selectedLayer.empty()) {
// can't rename Blocks layer
actions->value = -1;
return;
}
auto it = parent->sceneryLayers.find(parent->selectedLayer);
if (it == parent->sceneryLayers.end()) {
// can't find the layer with given name
actions->value = -1;
return;
}
//Create the rename layer GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 500) / 2, 600, 500, true, true, _("Layer settings"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "layerSettingsWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 40, 64, 520, 36, _("Layer name:"));
root->addChild(obj);
GUITextBox* textBox = new GUITextBox(imageManager, renderer, 40, 100, 520, 36, it->first.c_str());
textBox->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
textBox->name = "layerName";
root->addChild(textBox);
// A stupid code to save the old name
obj = new GUIObject(imageManager, renderer, 0, 0, 0, 0, it->first.c_str(), 0, false, false);
obj->name = "oldName";
root->addChild(obj);
addLayerNameNote(imageManager, renderer, root);
obj = new GUILabel(imageManager, renderer, 40, 284, 520, 36, _("Layer moving speed (1 speed = 0.8 block/s):"));
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 320, 40, 36, "X");
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 320, 320, 40, 36, "Y");
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
root->addChild(obj);
char s[128];
GUISpinBox *spinBox = new GUISpinBox(imageManager, renderer, 80, 320, 200, 36);
spinBox->gravityRight = GUIGravityCenter;
spinBox->name = "speedX";
sprintf(s, "%g", it->second->speedX);
spinBox->caption = s;
spinBox->format = "%g";
root->addChild(spinBox);
spinBox = new GUISpinBox(imageManager, renderer, 360, 320, 200, 36);
spinBox->gravityLeft = GUIGravityCenter; spinBox->gravityRight = GUIGravityRight;
spinBox->name = "speedY";
sprintf(s, "%g", it->second->speedY);
spinBox->caption = s;
spinBox->format = "%g";
root->addChild(spinBox);
obj = new GUILabel(imageManager, renderer, 40, 364, 520, 36, _("Speed of following camera:"));
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 400, 40, 36, "X");
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 320, 400, 40, 36, "Y");
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
root->addChild(obj);
spinBox = new GUISpinBox(imageManager, renderer, 80, 400, 200, 36);
spinBox->gravityRight = GUIGravityCenter;
spinBox->name = "cameraX";
sprintf(s, "%g", it->second->cameraX);
spinBox->caption = s;
spinBox->format = "%g";
spinBox->change = 0.1f;
root->addChild(spinBox);
spinBox = new GUISpinBox(imageManager, renderer, 360, 400, 200, 36);
spinBox->gravityLeft = GUIGravityCenter; spinBox->gravityRight = GUIGravityRight;
spinBox->name = "cameraY";
sprintf(s, "%g", it->second->cameraY);
spinBox->caption = s;
spinBox->format = "%g";
spinBox->change = 0.1f;
root->addChild(spinBox);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 500 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgLayerSettingsOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 500 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action == "MoveToLayer") {
// move the selected object to another layer
if (parent->selection.empty() || parent->selectedLayer.empty()) {
// either nothing selected, or can't move objects in Blocks layer
actions->value = -1;
return;
}
//Create the rename layer GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 300) / 2, 600, 400, true, true, _("Move to layer"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "moveToLayerWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 40, 64, 520, 36, _("Enter the layer name (create new layer if necessary):"));
root->addChild(obj);
GUITextBox* obj2 = new GUITextBox(imageManager, renderer, 40, 100, 520, 36, parent->selectedLayer.c_str());
obj2->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
obj2->name = "layerName";
root->addChild(obj2);
// A stupid code to save the old name
obj = new GUIObject(imageManager, renderer, 0, 0, 0, 0, parent->selectedLayer.c_str(), 0, false, false);
obj->name = "oldName";
root->addChild(obj);
addLayerNameNote(imageManager, renderer, root);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 400 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgMoveToLayerOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 400 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action.size() > 10 && action.substr(0, 10) == "RepeatMode") {
Scenery *scenery = dynamic_cast<Scenery*>(target);
if (scenery) {
int index = atoi(action.c_str() + 10);
assert(index >= 0 && index < 4);
//Get the current repeat mode.
unsigned int repeatMode = scenery->repeatMode;
//Extract the value we want to modify.
unsigned int i = (repeatMode >> (index * 8)) & 0xFF;
repeatMode &= ~(0xFFu << (index * 8));
//Increase the value.
for (;;) {
i++;
if (i >= Scenery::REPEAT_MODE_MAX) i = 0;
// skip invalid values (POSITIVE_INFINITY for start, NEGATIVE_INFINITY for end)
if ((index & 1) == 0 && i == Scenery::POSITIVE_INFINITY) continue;
if ((index & 1) == 1 && i == Scenery::NEGATIVE_INFINITY) continue;
break;
}
//Update the repeat mode of the block.
char s[64];
sprintf(s, "%u", repeatMode | (i << (index * 8)));
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "repeatMode", s, _("Repeat mode")));
//And update the item.
const char* ss[4] = {
__("Horizontal repeat start: %s"),
__("Horizontal repeat end: %s"),
__("Vertical repeat start: %s"),
__("Vertical repeat end: %s"),
};
const int icons[4] = {
8 * 2 + 3, 8 * 2 + 4, 8 * 3 + 3, 8 * 3 + 4,
};
updateItem(renderer, actions->value, action.c_str(), tfm::format(_(ss[index]), getRepeatModeName(i)).c_str(), icons[index]);
}
actions->value = -1;
return;
} else if (action == "CustomScenery") {
//Create the GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 400) / 2, 600, 400, true, true, _("Custom scenery"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "customSceneryWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 50, 60, 240, 36, _("Custom scenery:"));
root->addChild(obj);
//Add a text area.
Scenery* scenery = dynamic_cast<Scenery*>(target);
GUITextArea* text = new GUITextArea(imageManager, renderer, 50, 100, 500, 240);
text->gravityRight = text->gravityBottom = GUIGravityRight;
text->name = "cfgCustomScenery";
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible = true;
text->enabled = true;
// FIXME: an ad-hoc code
std::string s;
for (char c : scenery->customScenery_) {
if (c == '\t')
s.append(" ");
else
s.push_back(c);
}
text->setString(renderer, s);
root->addChild(text);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 400 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCustomSceneryOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 400 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action == "Appearance"){
//Create the GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 400) / 2, 600, 400, true, true, _("Appearance"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "appearanceWindow";
root->eventCallback = parent;
GUIObject* obj;
Block* block = dynamic_cast<Block*>(target);
//Create a list box showing all available scenery blocks.
GUIListBox *list = new GUIListBox(imageManager, renderer, 50, 60, 440, 280);
list->gravityRight = list->gravityBottom = GUIGravityRight;
list->name = "lstAppearance";
list->eventCallback = root;
root->addChild(list);
//TODO: Show the image along with the text in the list box.
//Currently I don't like to do that because this requires a lot of video memory since there are a lot of available scenery blocks.
list->addItem(renderer, _("(Use the default appearance for this block)"));
if (block->customAppearanceName.empty()) list->value = 0;
for (const std::string& s : parent->sceneryBlockNames) {
list->addItem(renderer, describeSceneryName(s));
if (block->customAppearanceName == s) list->value = list->item.size() - 1;
}
if (list->value < 0) {
std::cerr << "WARNING: The custom appearance '" << block->customAppearanceName << "' is unrecognized, added it to the list box anyway" << std::endl;
list->addItem(renderer, block->customAppearanceName);
list->value = list->item.size() - 1;
}
//Ask the list box to update scrollbar and we scroll the scrollbar to the correct position (FIXME: ad-hoc code)
list->render(renderer, 0, 0, false);
list->scrollScrollbar(list->value);
//Create an image widget showing the appearance of selected scenery block.
GUIImage *image = new GUIImage(imageManager, renderer, 500, 60, 50, 50);
image->gravityLeft = image->gravityRight = GUIGravityRight;
image->name = "imgAppearance";
root->addChild(image);
//Add a Change event to the list box which will be processed next frame, which is used to update the image widget.
GUIEventQueue.push_back(GUIEvent{ list->eventCallback, list->name, list, GUIEventChange });
obj = new GUIButton(imageManager, renderer, root->width*0.3, 400 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgAppearanceOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 400 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
}
}
};
/////////////////LevelEditorSelectionPopup/////////////////
class LevelEditorSelectionPopup{
private:
//The parent object.
LevelEditor* parent;
//The position of window.
SDL_Rect rect;
//GUI image.
SharedTexture bmGUI;
//The selection
std::vector<GameObject*> selection;
//The scrollbar.
GUIScrollBar* scrollBar;
//Highlighted object.
GameObject* highlightedObj;
//Highlighted button index. 0=none 1=select/deselect 2=delete 3=configure
int highlightedBtn;
public:
int startRow,showedRow;
//If selection is dirty
bool dirty;
public:
SDL_Rect getRect(){
return rect;
}
int width(){
return rect.w;
}
int height(){
return rect.h;
}
void updateScrollBar(ImageManager& imageManager, SDL_Renderer& renderer){
int m=selection.size()-showedRow;
if(m>0){
if(startRow<0) startRow=0;
else if(startRow>m) startRow=m;
if(scrollBar==NULL){
scrollBar=new GUIScrollBar(imageManager,renderer,0,0,16,rect.h-16,ScrollBarVertical,startRow,0,m,1,showedRow);
}
scrollBar->visible=true;
scrollBar->maxValue=m;
scrollBar->value=startRow;
}else{
startRow=0;
if(scrollBar){
scrollBar->visible=false;
scrollBar->value=0;
}
}
}
void updateSelection(ImageManager& imageManager, SDL_Renderer& renderer){
if(parent!=NULL){
std::vector<Block*>& v=parent->levelObjects;
for(int i=selection.size()-1;i>=0;i--){
if(find(v.begin(),v.end(),selection[i])==v.end()){
selection.erase(selection.begin()+i);
}
}
updateScrollBar(imageManager,renderer);
}
}
void dismiss(){
if(parent!=NULL && parent->selectionPopup==this){
parent->selectionPopup=NULL;
}
delete this;
}
LevelEditorSelectionPopup(LevelEditor* parent, ImageManager& imageManager, SDL_Renderer& renderer, std::vector<GameObject*>& selection, int x=0, int y=0){
this->parent=parent;
this->selection=selection;
dirty=false;
scrollBar=NULL;
highlightedObj=NULL;
highlightedBtn=0;
//calc window size
startRow=0;
showedRow=selection.size();
int m=SCREEN_HEIGHT/64-1;
if(showedRow>m) showedRow=m;
rect.w=320;
rect.h=showedRow*64+16;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
updateScrollBar(imageManager,renderer);
//Load the gui images.
bmGUI=imageManager.loadTexture(getDataPath()+"gfx/gui.png",renderer);
}
virtual ~LevelEditorSelectionPopup(){
if(scrollBar)
delete scrollBar;
}
void move(int x,int y){
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
void render(ImageManager& imageManager, SDL_Renderer& renderer){
//Check dirty
if(dirty){
updateSelection(imageManager,renderer);
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//background
drawGUIBox(rect.x,rect.y,rect.w,rect.h,renderer,0xFFFFFFFFU);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//the tool tip of item
SDL_Rect tooltipRect;
//string tooltip;
if(scrollBar && scrollBar->visible){
startRow=scrollBar->value;
}
highlightedObj=NULL;
highlightedBtn=0;
ToolTips toolTip = ToolTips::TooltipMax;
int maxWidth = 0;
//draw avaliable item
for(int i=0;i<showedRow;i++){
int j=startRow+i;
if(j>=(int)selection.size()) break;
SDL_Rect r={rect.x+8,rect.y+i*64+8,rect.w-16,64};
if(scrollBar && scrollBar->visible) r.w-=24;
//check highlight
if(pointOnRect(mouse,r)){
highlightedObj=selection[j];
//0xCCCCCC
SDL_SetRenderDrawColor(&renderer,0xCC,0xCC,0xCC,0xFF);
SDL_RenderFillRect(&renderer,&r);
}
const int type = selection[j]->type;
Scenery *scenery = dynamic_cast<Scenery*>(selection[j]);
if (scenery) {
if (scenery->themeBlock == &(scenery->internalThemeBlock)) {
// custom scenery, draw an ad-hoc stupid icon
if (parent) {
const SDL_Rect srcRect = { 48, 16, 16, 16 };
const SDL_Rect dstRect = { r.x + 7, r.y + 7, 16, 16 };
SDL_RenderCopy(&renderer, parent->bmGUI.get(), &srcRect, &dstRect);
}
} else {
scenery->themeBlock->editorPicture.draw(renderer, r.x + 7, r.y + 7);
}
} else {
//draw tile picture
ThemeBlock* obj = objThemes.getBlock(type);
if (obj){
//obj->editorPicture.draw(screen,r.x+7,r.y+7);
obj->editorPicture.draw(renderer, r.x + 7, r.y + 7);
}
}
if(parent!=NULL){
//draw name
TexturePtr& tex = scenery ? (parent->getCachedTextTexture(renderer, scenery->sceneryName_.empty()
/// TRANSLATORS: Block name
? std::string(_("Custom scenery block")) : describeSceneryName(scenery->sceneryName_)))
: parent->typeTextTextures.at(type);
if (tex) {
const int w = textureWidth(tex) + 160;
if (w > maxWidth) maxWidth = w;
applyTexture(r.x + 64, r.y + (64 - textureHeight(tex)) / 2, tex, renderer);
}
//draw selected
{
std::vector<GameObject*> &v=parent->selection;
bool isSelected=find(v.begin(),v.end(),selection[j])!=v.end();
SDL_Rect r1={isSelected?16:0,0,16,16};
SDL_Rect r2={r.x+r.w-72,r.y+20,24,24};
if(pointOnRect(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Select");
highlightedBtn=1;
toolTip=ToolTips::Select_UsedInSelectionPopup;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
//draw delete
{
SDL_Rect r1={112,0,16,16};
SDL_Rect r2={r.x+r.w-48,r.y+20,24,24};
if(pointOnRect(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Delete");
highlightedBtn=2;
toolTip=ToolTips::Delete_UsedInSelectionPopup;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
//draw configure
{
SDL_Rect r1={112,16,16,16};
SDL_Rect r2={r.x+r.w-24,r.y+20,24,24};
if(pointOnRect(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Configure");
toolTip=ToolTips::Configure_UsedInSelectionPopup;
highlightedBtn=3;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
}
}
//draw scrollbar
if(scrollBar && scrollBar->visible){
scrollBar->render(renderer,rect.x+rect.w-24,rect.y+8);
}
//draw tooltip
if(parent && int(toolTip) < parent->tooltipTextures.size()){
//Tool specific text.
TexturePtr& tip=parent->tooltipTextures.at(size_t(toolTip));
//Draw only if there's a tooltip available
if(tip){
const auto tipSize = rectFromTexture(tip);
tooltipRect.y-=4;
tooltipRect.h+=8;
if(tooltipRect.y+tooltipRect.h+tipSize.h>SCREEN_HEIGHT-20)
tooltipRect.y-=tipSize.h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tipSize.w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tipSize.w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tipSize.w+4,tipSize.h+4,renderer,color);
//Draw tooltip's text
applyTexture(tooltipRect.x,tooltipRect.y,tip,renderer);
}
}
//Resize the selection popup if necessary
if (maxWidth > rect.w) {
rect.w = maxWidth;
move(rect.x, rect.y);
}
}
void handleEvents(ImageManager& imageManager,SDL_Renderer& renderer){
//Check dirty
if(dirty){
updateSelection(imageManager,renderer);
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//Check scrollbar event
if(scrollBar && scrollBar->visible){
if(scrollBar->handleEvents(renderer,rect.x+rect.w-24,rect.y+8)) return;
}
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close it
if(!pointOnRect(mouse,rect)){
dismiss();
return;
}
//Check if item is clicked
if(highlightedObj!=NULL && highlightedBtn>0 && parent!=NULL){
//std::vector<Block*>& v=parent->levelObjects;
if(/*find(v.begin(),v.end(),highlightedObj)!=v.end()*/true/*???*/){
switch(highlightedBtn){
case 1:
{
std::vector<GameObject*>& v2=parent->selection;
std::vector<GameObject*>::iterator it=find(v2.begin(),v2.end(),highlightedObj);
if(it==v2.end()){
v2.push_back(highlightedObj);
}else{
v2.erase(it);
}
}
break;
case 2:
parent->commandManager->doCommand(new AddRemoveGameObjectCommand(parent, highlightedObj, false));
break;
case 3:
if(parent->actionsPopup)
delete parent->actionsPopup;
parent->actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,parent,highlightedObj,mouse.x,mouse.y);
break;
}
}
}
}
}
else if(event.type == SDL_MOUSEWHEEL) {
//check mousewheel
if(event.wheel.y < 0){
startRow-=2;
updateScrollBar(imageManager,renderer);
return;
} else {
startRow+=2;
updateScrollBar(imageManager,renderer);
return;
}
}
}
};
/////////////////MovingPosition////////////////////////////
MovingPosition::MovingPosition(int x,int y,int time){
this->x=x;
this->y=y;
this->time=time;
}
MovingPosition::~MovingPosition(){}
void MovingPosition::updatePosition(int x,int y){
this->x=x;
this->y=y;
}
/////////////////LEVEL EDITOR//////////////////////////////
LevelEditor::LevelEditor(SDL_Renderer& renderer, ImageManager& imageManager):Game(renderer, imageManager){
//This will set some default settings.
reset();
//Create the GUI root.
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Load the toolbar.
toolbar=imageManager.loadTexture(getDataPath()+"gfx/menu/toolbar.png",renderer);
toolbarRect={(SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,460,50};
selectionPopup=NULL;
actionsPopup=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=imageManager.loadTexture(getDataPath()+"gfx/menu/selection.png",renderer);
//Load the movingMark.
movingMark=imageManager.loadTexture(getDataPath()+"gfx/menu/moving.png",renderer);
//Load the gui images.
bmGUI=imageManager.loadTexture(getDataPath()+"gfx/gui.png",renderer);
toolboxText=textureFromText(renderer,*fontText,_("Toolbox"),objThemes.getTextColor(true));
for(size_t i = 0;i < typeTextTextures.size();++i) {
typeTextTextures[i] =
textureFromText(renderer,
*fontText,
_(blockNames[i]),
objThemes.getTextColor(true));
}
for(size_t i = 0;i < tooltipTextures.size();++i) {
if (tooltipNames[i][0]) {
std::string s = _(tooltipNames[i]);
if (tooltipHotkey[i][0]) {
s += " (" + std::string(tooltipHotkey[i]) + ")";
} else if (tooltipHotkey2[i] >= 0) {
std::string s2 = InputManagerKeyCode::describeTwo(
inputMgr.getKeyCode((InputManagerKeys)tooltipHotkey2[i], false),
inputMgr.getKeyCode((InputManagerKeys)tooltipHotkey2[i], true));
if (!s2.empty()) s += " (" + s2 + ")";
}
tooltipTextures[i] = textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true));
}
}
//Count the level editing time.
statsMgr.startLevelEdit();
//Create the command manager with a maximum of 100 commands.
commandManager = new CommandManager(100);
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string MoveGameObjectCommand::describe() {
if (objects.size() == 1) {
const bool isResize = oldPosition[0].w != newPosition[0].w || oldPosition[0].h != newPosition[0].h;
Scenery *scenery = dynamic_cast<Scenery*>(objects[0]);
return tfm::format(isResize ? _("Resize %s") : _("Move %s"), scenery ?
/// TRANSLATORS: Context: Resize/Move ...
(scenery->sceneryName_.empty() ? _("Custom scenery block")
: describeSceneryName(scenery->sceneryName_).c_str())
: _(blockNames[objects[0]->type]));
} else {
const size_t number_of_objects = objects.size();
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(ngettext("Move %d object", "Move %d objects", number_of_objects).c_str(), number_of_objects);
}
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string AddRemoveGameObjectCommand::describe() {
if (objects.size() == 1) {
Scenery *scenery = dynamic_cast<Scenery*>(objects[0]);
return tfm::format(isAdd ? _("Add %s") : _("Remove %s"), scenery ? (scenery->sceneryName_.empty() ?
/// TRANSLATORS: Context: Add/Remove ...
_("Custom scenery block")
: describeSceneryName(scenery->sceneryName_).c_str())
: _(blockNames[objects[0]->type]));
} else {
const size_t number_of_objects = objects.size();
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(isAdd ? ngettext("Add %d object", "Add %d objects", number_of_objects).c_str() :
/// TRANSLATORS: Context: Undo/Redo ...
ngettext("Remove %d object", "Remove %d objects", number_of_objects).c_str(), number_of_objects);
}
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string AddRemovePathCommand::describe() {
return tfm::format(isAdd ?
/// TRANSLATORS: Context: Undo/Redo ...
_("Add path to %s") :
/// TRANSLATORS: Context: Undo/Redo ...
_("Remove a path point from %s"), _(blockNames[target->type]));
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string RemovePathCommand::describe() {
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(_("Remove all paths from %s"), _(blockNames[target->type]));
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string AddLinkCommand::describe() {
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(_("Add link from %s to %s"), _(blockNames[target->type]), _(blockNames[clickedObj->type]));
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string RemoveLinkCommand::describe() {
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(_("Remove all links from %s"), _(blockNames[target->type]));
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string SetEditorPropertyCommand::describe() {
Scenery *scenery = dynamic_cast<Scenery*>(target);
/// TRANSLATORS: Context: Undo/Redo ...
std::string s = _("Modify the %2 property of %1");
size_t lp = s.find("%1");
if (lp != string::npos) {
std::string s1 = scenery ?
(scenery->sceneryName_.empty() ?
/// TRANSLATORS: Context: Undo/Redo ...
_("Custom scenery block")
: describeSceneryName(scenery->sceneryName_).c_str())
: _(blockNames[target->type]);
s = s.substr(0, lp) + s1 + s.substr(lp + 2);
}
lp = s.find("%2");
if (lp != string::npos) {
s = s.substr(0, lp) + desc + s.substr(lp + 2);
}
return s;
}
// FIXME: I have to write this function here since we need to access the static variable levelTime and levelRecordings
SetLevelPropertyCommand::SetLevelPropertyCommand(LevelEditor* levelEditor, const LevelProperty& levelProperty)
: editor(levelEditor), newProperty(levelProperty)
{
oldProperty.levelName = editor->levelName;
oldProperty.levelTheme = editor->levelTheme;
oldProperty.levelMusic = editor->levelMusic;
oldProperty.levelTime = levelTime;
oldProperty.levelRecordings = levelRecordings;
}
// FIXME: I have to write this function here since we need to access the static variable levelTime and levelRecordings
void SetLevelPropertyCommand::setLevelProperty(const LevelProperty& levelProperty) {
bool musicChanged = editor->levelMusic != levelProperty.levelMusic;
editor->levelName = levelProperty.levelName;
editor->levelTheme = levelProperty.levelTheme;
editor->levelMusic = levelProperty.levelMusic;
levelTime = levelProperty.levelTime;
levelRecordings = levelProperty.levelRecordings;
if (musicChanged) {
#ifdef _DEBUG
printf("DEBUG: Level music is changed dynamically in level editor\n");
#endif
editor->editorData["music"] = editor->levelMusic;
editor->reloadMusic();
}
}
// FIXME: I have to write this function here since we need to access the static blockNames[]
std::string SetScriptCommand::describe() {
if (target) {
/// TRANSLATORS: Context: Undo/Redo ...
return tfm::format(_("Edit the script of %s"), _(blockNames[target->type]));
} else {
/// TRANSLATORS: Context: Undo/Redo ...
return _("Edit the script of level");
}
}
LevelEditor::~LevelEditor(){
//Delete the command manager.
delete commandManager;
// NOTE: We don't need to delete levelObjects, etc. since they are deleted in Game::~Game().
// Clear selection
selection.clear();
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Delete the popup
if(selectionPopup){
delete selectionPopup;
selectionPopup=NULL;
}
//Delete the popup
if(actionsPopup){
delete actionsPopup;
actionsPopup=NULL;
}
//Reset the camera.
camera.x=0;
camera.y=0;
//Count the level editing time.
statsMgr.endLevelEdit();
}
TexturePtr& LevelEditor::getCachedTextTexture(SDL_Renderer& renderer, const std::string& text) {
auto it = cachedTextTextures.find(text);
if (it != cachedTextTextures.end()) return it->second;
return (cachedTextTextures[text] = textureFromText(renderer,
*fontText,
text.c_str(),
objThemes.getTextColor(true)));
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
toolboxVisible=false;
toolboxRect.x=-1;
toolboxRect.y=-1;
toolboxRect.w=0;
toolboxRect.h=0;
toolboxIndex=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=-1;
dragCenter=NULL;
cameraXvel=0;
cameraYvel=0;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
pauseTime = 0;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setLocation(player.fx,player.fy);
shadow.setLocation(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.clear();
//Delete any gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Clear the GUIWindow object map.
objectWindows.clear();
}
void LevelEditor::loadLevelFromNode(ImageManager& imageManager, SDL_Renderer& renderer,TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(imageManager,renderer,obj,fileName);
//We swap the levelObjects and levelObjectsInitial again.
std::swap(levelObjects, levelObjectsInitial);
//now do our own stuff.
string s=editorData["time"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=atoi(s.c_str());
}
s=editorData["recordings"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
levelTheme = editorData["theme"];
levelMusic = editorData["music"];
//NOTE: We set the camera here since we know the dimensions of the level.
- if(LEVEL_WIDTH<SCREEN_WIDTH)
- camera.x=-(SCREEN_WIDTH-LEVEL_WIDTH)/2;
+ if(levelRect.w<SCREEN_WIDTH)
+ camera.x=-(SCREEN_WIDTH-levelRect.w)/2;
else
camera.x=0;
- if(LEVEL_HEIGHT<SCREEN_HEIGHT)
- camera.y=-(SCREEN_HEIGHT-LEVEL_HEIGHT)/2;
+ if(levelRect.h<SCREEN_HEIGHT)
+ camera.y=-(SCREEN_HEIGHT-levelRect.h)/2;
else
camera.y=0;
//The level is loaded, so call postLoad.
postLoad();
}
void LevelEditor::saveLevel(string fileName){
//Create the output stream and check if it starts.
std::ofstream save(fileName.c_str());
if(!save) return;
//The current level.
LevelPack::Level *currentLevel = levels->getLevel(), *currentLevel2 = NULL;
//Check if the current level is individual level,
//in this case the level are both in "Levels" and "Custom Levels" level packs.
if (levels->type == COLLECTION) {
assert(levels->levelpackPath == CUSTOM_LEVELS_PATH);
if (auto levels2 = getLevelPackManager()->getLevelPack(LEVELS_PATH)) {
for (int i = 0, m = levels2->getLevelCount(); i < m; i++) {
if (levels2->getLevel(i)->file == currentLevel->file) {
currentLevel2 = levels2->getLevel(i);
break;
}
}
if (currentLevel2 == NULL) {
fprintf(stderr, "BUG: The custom level '%s' is not conatined in 'Levels' pack!\n", currentLevel->file.c_str());
}
}
}
//The storageNode to put the level data in before writing it away.
TreeStorageNode node;
char s[64];
//The name of the level.
if(!levelName.empty()){
node.attributes["name"].push_back(levelName);
//Update the level name in the levelpack.
currentLevel->name = levelName;
if (currentLevel2) currentLevel2->name = levelName;
}
//The level theme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//The level music.
if (!levelMusic.empty())
node.attributes["music"].push_back(levelMusic);
//target time and recordings.
{
char c[32];
sprintf(c, "%d", std::max(levelTime, -1));
node.attributes["time"].push_back(c);
//Update the target time the levelpack.
currentLevel->targetTime = std::max(levelTime, -1);
if (currentLevel2) currentLevel2->targetTime = std::max(levelTime, -1);
sprintf(c, "%d", std::max(levelRecordings, -1));
node.attributes["recordings"].push_back(c);
//Update the target recordings the levelpack.
currentLevel->targetRecordings = std::max(levelRecordings, -1);
if (currentLevel2) currentLevel2->targetRecordings = std::max(levelRecordings, -1);
}
//The width of the level.
- sprintf(s, "%d", LEVEL_WIDTH);
+ sprintf(s, "%d", levelRect.w);
node.attributes["size"].push_back(s);
//The height of the level.
- sprintf(s, "%d", LEVEL_HEIGHT);
+ sprintf(s, "%d", levelRect.h);
node.attributes["size"].push_back(s);
//Loop through the gameObjects and save them.
for(int o=0;o<(signed)levelObjects.size();o++){
int objectType=levelObjects[o]->type;
//Check if it's a legal gameObject type.
if(objectType>=0 && objectType<TYPE_MAX){
TreeStorageNode* obj1=new TreeStorageNode;
node.subNodes.push_back(obj1);
//It's a tile so name the node tile.
obj1->name="tile";
//Write away the type of the gameObject.
obj1->value.push_back(blockName[objectType]);
//Get the box for the location of the gameObject.
SDL_Rect box=levelObjects[o]->getBox(BoxType_Base);
//Put the location and size in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
sprintf(s,"%d",box.w);
obj1->value.push_back(s);
sprintf(s,"%d",box.h);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for (const auto& o : obj) {
//Skip the data whose key or value is empty.
if (o.first.empty()) continue;
if (o.second.empty()) continue;
//Skip SOME data whose value is the default value. Currently only some boolean values are skipped.
//WARNING: When the default values are changed, these codes MUST be modified accordingly!!!
//NOTE: Currently we skip the "visible" property since it is used for every block and usually it's the default value.
if (o.first == "visible" && o.second == "1") continue;
#if 0
//NOTE: The following codes are more aggressive!!!
//if (o.first == "activated" && o.second == "1") continue; //moving blocks and conveyor belt // Don't use this because there was a "disabled" property
if (o.first == "loop" && o.second == "1") continue; //moving blocks and conveyor belt
if (o.first == "automatic" && o.second == "0") continue; //portal
#endif
//Save the data.
obj1->attributes[o.first].push_back(o.second);
}
//Loop through the scripts and add them to the storage node of the game object.
map<int,string>::iterator it;
Block* object=(dynamic_cast<Block*>(levelObjects[o]));
for(it=object->scripts.begin();it!=object->scripts.end();++it){
//Make sure the script isn't an empty string.
if(it->second.empty())
continue;
TreeStorageNode* script=new TreeStorageNode;
obj1->subNodes.push_back(script);
script->name="script";
script->value.push_back(gameObjectEventTypeMap[it->first]);
script->attributes["script"].push_back(it->second);
}
}
}
//Loop through the level scripts and save them.
for(auto it=scripts.begin();it!=scripts.end();++it){
//Make sure the script isn't an empty string.
if(it->second.empty())
continue;
TreeStorageNode* script=new TreeStorageNode;
node.subNodes.push_back(script);
script->name="script";
script->value.push_back(levelEventTypeMap[it->first]);
script->attributes["script"].push_back(it->second);
}
//Loop through the scenery layers and save them.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
TreeStorageNode* layer = new TreeStorageNode;
node.subNodes.push_back(layer);
layer->name = "scenerylayer";
layer->value.push_back(it->first);
it->second->saveToNode(layer);
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
void LevelEditor::deselectAll() {
selection.clear();
dragCenter = NULL;
selectionDrag = -1;
selectionDirty();
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//If playing/testing we should the game handle the events.
if(playMode){
Game::handleEvents(imageManager,renderer);
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode, disable script.
Game::reset(true, true);
//We swap the levelObjects and levelObjectsInitial again.
std::swap(levelObjects, levelObjectsInitial);
playMode=false;
GUIObjectRoot->visible=true;
camera.x=cameraSave.x;
camera.y=cameraSave.y;
//NOTE: To prevent the mouse to still "be pressed" we set it to false.
pressedLeftMouse=false;
}
}else{
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
std::string s;
//Check if the file is changed
if (commandManager->isChanged()) {
s = _("The level has unsaved changes.");
s.push_back('\n');
}
//Before we quit ask a make sure question.
if(msgBox(imageManager,renderer,s+_("Are you sure you want to quit?"),MsgBoxYesNo,_("Quit prompt"))==MsgBoxYes){
//We exit the level editor.
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
//No need for handling other events, so return.
return;
}
}
//Check if we should redirect the event to the actions popup
if(actionsPopup!=NULL){
actionsPopup->handleEvents(renderer);
return;
}
//Check if we should redirect the event to selection popup
if(selectionPopup!=NULL){
if(event.type==SDL_MOUSEBUTTONDOWN
|| event.type==SDL_MOUSEBUTTONUP
|| event.type==SDL_MOUSEMOTION)
{
selectionPopup->handleEvents(imageManager,renderer);
return;
}
}
//TODO: Don't handle any Events when GUIWindows process them.
{
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
SDL_Rect box={0,0,0,0};
box.x=GUIObjectRoot->childControls[i]->left;
box.y=GUIObjectRoot->childControls[i]->top;
box.w=GUIObjectRoot->childControls[i]->width;
box.h=GUIObjectRoot->childControls[i]->height;
if(pointOnRect(mouse,box))
return;
}
}
//Check if toolbar is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && tooltip>=0){
int t=tooltip;
if(t<NUMBER_TOOLS){
//Show/hide toolbox if the current mode is ADD and the user clicked ADD again.
if (tool == ADD && t == ADD) {
toolboxVisible = !toolboxVisible;
}
tool=(Tools)t;
//Stop linking or moving if the mode is not SELECT.
if (tool != SELECT) {
if (linking) {
linking = false;
linkingTrigger = NULL;
}
if (moving) {
moving = false;
movingBlock = NULL;
}
}
}else{
//The selected button isn't a tool.
//Now check which button it is.
if (t == (int)ToolTips::Play){
enterPlayMode();
}
if (t == (int)ToolTips::LevelSettings){
//Open up level settings dialog
levelSettings(imageManager,renderer);
}
if (t == (int)ToolTips::BackToMenu){
//If the file is changed we show a confirmation dialog
if (commandManager->isChanged()) {
std::string s = _("The level has unsaved changes.");
s.push_back('\n');
if (msgBox(imageManager, renderer, s + _("Are you sure you want to quit?"), MsgBoxYesNo, _("Quit prompt")) != MsgBoxYes) return;
}
//Go back to the level selection screen of Level Editor
setNextState(STATE_LEVEL_EDIT_SELECT);
//Change the music back to menu music.
getMusicManager()->playMusic("menu");
}
if (t == (int)ToolTips::SaveLevel){
//Save current level
saveCurrentLevel(imageManager, renderer);
}
if (t == (int)ToolTips::UndoNoTooltip) {
commandManager->undo();
}
if (t == (int)ToolTips::RedoNoTooltip) {
commandManager->redo();
}
}
return;
}
//Check if tool box is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && toolboxRect.w>0){
if(toolboxVisible){
if(event.button.y<64){
//Check if we need to hide it
if(event.button.x>=SCREEN_WIDTH-24 && event.button.x<SCREEN_WIDTH && event.button.y<20){
toolboxVisible=false;
return;
}
const int m = (SCREEN_WIDTH - 48) / 64;
//Check if a block is clicked.
if(event.button.x>=24 && event.button.x<SCREEN_WIDTH-24){
int i=(event.button.x-24)/64;
if(i<m && i+toolboxIndex<getEditorOrderMax()){
currentType=i+toolboxIndex;
}
}
//Check if move left button is clicked
if (event.button.x >= 0 && event.button.x < 24 && event.button.y >= 20 && event.button.y < 44) {
toolboxIndex -= m;
if (toolboxIndex < 0) toolboxIndex = 0;
}
//Check if move right button is clicked
if (event.button.x >= SCREEN_WIDTH - 24 && event.button.x < SCREEN_WIDTH && event.button.y >= 20 && event.button.y < 44) {
toolboxIndex += m;
if (toolboxIndex > getEditorOrderMax() - m) toolboxIndex = getEditorOrderMax() - m;
if (toolboxIndex < 0) toolboxIndex = 0;
}
return;
}
}else if(event.button.x>=toolboxRect.x && event.button.x<toolboxRect.x+toolboxRect.w
&& event.button.y>=toolboxRect.y && event.button.y<toolboxRect.y+toolboxRect.h)
{
toolboxVisible=true;
return;
}
}
//Check if shift is pressed.
pressedShift=inputMgr.isKeyDown(INPUTMGR_SHIFT);
//Check if delete is pressed.
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_DELETE){
if (!selection.empty()){
AddRemoveGameObjectCommand *command = new AddRemoveGameObjectCommand(this, selection, false);
//clear the selection vector first.
deselectAll();
//perform the actual deletion.
commandManager->doCommand(command);
}
}
//Check for copy (Ctrl+c) or cut (Ctrl+x).
if(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_c || event.key.keysym.sym==SDLK_x) && (event.key.keysym.mod & KMOD_CTRL)){
//Check if the selection isn't empty.
if(!selection.empty()){
//Clear the current clipboard.
clipboard.clear();
//Loop through the selection to find the left-top block.
int x=selection[0]->getBox().x;
int y=selection[0]->getBox().y;
for(unsigned int o=1; o<selection.size(); o++){
if(selection[o]->getBox().x<x || selection[o]->getBox().y<y){
x=selection[o]->getBox().x;
y=selection[o]->getBox().y;
}
}
//Loop through the selection for the actual copying.
for(unsigned int o=0; o<selection.size(); o++){
//Get the editor data of the object.
vector<pair<string,string> > obj;
selection[o]->getEditorData(obj);
//Loop through the editor data and convert it.
map<string,string> objMap;
for(unsigned int i=0;i<obj.size();i++){
objMap[obj[i].first]=obj[i].second;
}
//Add some entries to the map.
char s[64];
SDL_Rect r = selection[o]->getBox();
sprintf(s, "%d", r.x - x);
objMap["x"]=s;
sprintf(s, "%d", r.y - y);
objMap["y"]=s;
sprintf(s, "%d", selection[o]->getBox().w);
objMap["w"] = s;
sprintf(s, "%d", selection[o]->getBox().h);
objMap["h"] = s;
if (Scenery *scenery = dynamic_cast<Scenery*>(selection[o])) {
objMap["sceneryName"] = scenery->sceneryName_;
objMap["customScenery"] = scenery->customScenery_;
} else {
sprintf(s, "%d", selection[o]->type);
objMap["type"] = s;
//Save scripts for block.
if (Block *block = dynamic_cast<Block*>(selection[o])) {
for (auto it = block->scripts.begin(); it != block->scripts.end(); ++it) {
sprintf(s, "_script.%d", it->first);
objMap[s] = it->second;
}
}
}
//Overwrite the id to prevent triggers, portals, buttons, movingblocks, etc. from malfunctioning.
//We give an empty string as id, which is invalid and thus suitable.
objMap["id"]="";
//Do the same for destination if the type is portal.
if(selection[o]->type==TYPE_PORTAL){
objMap["destination"]="";
}
//And add the map to the clipboard vector.
clipboard.push_back(objMap);
}
//Cutting means deleting the game object.
if (event.key.keysym.sym == SDLK_x && !selection.empty()){
AddRemoveGameObjectCommand *command = new AddRemoveGameObjectCommand(this, selection, false);
//clear the selection vector first.
deselectAll();
//perform the actual deletion.
commandManager->doCommand(command);
}
}
}
//Check for paste (Ctrl+v).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_v && (event.key.keysym.mod & KMOD_CTRL)){
//First make sure that the clipboard isn't empty.
if(!clipboard.empty()){
//Clear the current selection.
deselectAll();
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
std::vector<GameObject*> newObjects;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
GameObject *obj = NULL;
if (clipboard[o].find("sceneryName") == clipboard[o].end()) {
// a normal block
if (!selectedLayer.empty()) continue;
Block *block = new Block(this, 0, 0, 50, 50, atoi(clipboard[o]["type"].c_str()));
obj = block;
// load the script for the block
for (auto it = clipboard[o].begin(); it != clipboard[o].end(); ++it) {
if (it->first.find("_script.") == 0) {
int eventType = atoi(it->first.c_str() + 8);
block->scripts[eventType] = it->second;
}
}
} else {
// a scenery block
if (selectedLayer.empty()) continue;
Scenery *scenery = new Scenery(this, 0, 0, 50, 50, clipboard[o]["sceneryName"]);
if (clipboard[o]["sceneryName"].empty()) {
scenery->customScenery_ = clipboard[o]["customScenery"];
scenery->updateCustomScenery(imageManager, renderer);
}
obj = scenery;
}
obj->setBaseLocation(atoi(clipboard[o]["x"].c_str())+x,atoi(clipboard[o]["y"].c_str())+y);
obj->setBaseSize(atoi(clipboard[o]["w"].c_str()), atoi(clipboard[o]["h"].c_str()));
obj->setEditorData(clipboard[o]);
//add the object.
newObjects.push_back(obj);
//Also add the block to the selection.
selection.push_back(obj);
}
// Do the actual object insertion
if (!newObjects.empty()) {
commandManager->doCommand(new AddRemoveGameObjectCommand(this, newObjects, true));
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
if (inputMgr.isKeyDown(INPUTMGR_RIGHT)) {
if (cameraXvel < 5) cameraXvel = 5;
} else if (inputMgr.isKeyDown(INPUTMGR_LEFT)) {
if (cameraXvel > -5) cameraXvel = -5;
} else {
cameraXvel = 0;
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if (cameraYvel < 5) cameraYvel = 5;
} else if (inputMgr.isKeyDown(INPUTMGR_UP)){
if (cameraYvel > -5) cameraYvel = -5;
} else {
cameraYvel = 0;
}
//Check if the left mouse button is pressed/holded.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=true;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=false;
//We also need to check if dragging is true.
if(dragging){
//Set dragging false and call the onDrop event.
dragging=false;
int x,y;
SDL_GetMouseState(&x,&y);
//We call the drop event.
onDrop(x+camera.x,y+camera.y);
}
}
//Check if the mouse is dragging.
if(pressedLeftMouse && event.type==SDL_MOUSEMOTION) {
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
// NOTE: We start drag from previous mouse position to prevent resize area hit test bug
onDragStart(event.motion.x - event.motion.xrel + camera.x, event.motion.y - event.motion.yrel + camera.y);
onDrag(event.motion.xrel, event.motion.yrel);
} else {
//Dragging was already true meaning we call onDrag() instead of onDragStart().
onDrag(event.motion.xrel,event.motion.yrel);
}
}
//Update cursor.
if(dragging){
if (tool == REMOVE) {
currentCursor = CURSOR_REMOVE;
} else {
switch (selectionDrag) {
case 0: case 8:
currentCursor = CURSOR_SIZE_FDIAG;
break;
case 1: case 7:
currentCursor = CURSOR_SIZE_VER;
break;
case 2: case 6:
currentCursor = CURSOR_SIZE_BDIAG;
break;
case 3: case 5:
currentCursor = CURSOR_SIZE_HOR;
break;
case 4:
currentCursor = CURSOR_DRAG;
break;
default:
currentCursor = CURSOR_POINTER;
break;
}
}
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEWHEEL && event.wheel.y > 0) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
switch(tool){
case ADD:
//Check if mouse is in tool box.
if(toolboxVisible && toolboxRect.w>0){
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64){
const int m = getEditorOrderMax() - (SCREEN_WIDTH - 48) / 64;
toolboxIndex -= 2;
if (toolboxIndex>m) toolboxIndex = m;
if (toolboxIndex<0) toolboxIndex = 0;
break;
}
}
//Only change the current type when using the add tool.
currentType++;
if (currentType >= getEditorOrderMax()){
currentType=0;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
if (pauseMode) {
//Here we have to use Ctrl because Shift means snap
pauseTime += (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
} else {
//Here we have to use Ctrl because Shift means snap
movingSpeed += (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
//The movingspeed is capped at 125 (10 block/s).
if (movingSpeed > 125){
movingSpeed = 125;
}
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
- if (pressedShift) camera.x = clamp(camera.x - 200, -1000 - SCREEN_WIDTH, LEVEL_WIDTH + 1000);
- else camera.y = clamp(camera.y - 200, -1000 - SCREEN_HEIGHT, LEVEL_HEIGHT + 1000);
+ if (pressedShift) camera.x = clamp(camera.x - 200, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
+ else camera.y = clamp(camera.y - 200, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
break;
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEWHEEL && event.wheel.y < 0) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
switch(tool){
case ADD:
//Check if mouse is in tool box.
if(toolboxVisible && toolboxRect.w>0){
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64){
const int m = getEditorOrderMax() - (SCREEN_WIDTH - 48) / 64;
toolboxIndex+=2;
if(toolboxIndex>m) toolboxIndex=m;
if(toolboxIndex<0) toolboxIndex=0;
break;
}
}
//Only change the current type when using the add tool.
currentType--;
if(currentType<0){
currentType = getEditorOrderMax() - 1;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
if (pauseMode) {
//Here we have to use Ctrl because Shift means snap
pauseTime -= (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
if (pauseTime < -1){
pauseTime = -1;
}
} else {
//Here we have to use Ctrl because Shift means snap
movingSpeed -= (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
if (movingSpeed <= 0){
movingSpeed = 1;
}
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
- if (pressedShift) camera.x = clamp(camera.x + 200, -1000 - SCREEN_WIDTH, LEVEL_WIDTH + 1000);
- else camera.y = clamp(camera.y + 200, -1000 - SCREEN_HEIGHT, LEVEL_HEIGHT + 1000);
+ if (pressedShift) camera.x = clamp(camera.x + 200, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
+ else camera.y = clamp(camera.y + 200, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
break;
}
}
if (event.type == SDL_KEYDOWN) {
bool unlink = false;
//Check if we should enter playMode.
if (event.key.keysym.sym == SDLK_F5){
enterPlayMode();
}
//Check for tool shortcuts.
if (event.key.keysym.sym == SDLK_F2){
tool = SELECT;
}
if (event.key.keysym.sym == SDLK_F3){
//Show/hide toolbox if the current mode is ADD and the user clicked ADD again.
if (tool == ADD) {
toolboxVisible = !toolboxVisible;
}
tool = ADD;
unlink = true;
}
if (event.key.keysym.sym == SDLK_F4){
tool = REMOVE;
unlink = true;
}
//Stop linking or moving if the mode is not SELECT.
if (unlink) {
if (linking) {
linking = false;
linkingTrigger = NULL;
}
if (moving) {
moving = false;
movingBlock = NULL;
}
}
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(!pointOnRect(mouse,toolbarRect) && !pointOnRect(mouse,toolboxRect)){
mouse.x+=camera.x;
mouse.y+=camera.y;
//Boolean if there's a click event fired.
bool clickEvent=false;
//Check if a mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN){
//Right click in path or link mode means return to normal mode.
if (event.button.button == SDL_BUTTON_RIGHT && (linking || moving)) {
//Stop linking.
linking = false;
linkingTrigger = NULL;
//Stop moving.
moving = false;
movingBlock = NULL;
//Stop processing further.
return;
}
std::vector<GameObject*> clickObjects;
//Loop through the objects to check collision.
if (selectedLayer.empty()) {
if (layerVisibility[selectedLayer]) {
for (unsigned int o = 0; o<levelObjects.size(); o++){
if (pointOnRect(mouse, levelObjects[o]->getBox()) == true){
clickObjects.push_back(levelObjects[o]);
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
for (auto o : it->second->objects){
if (pointOnRect(mouse, o->getBox()) == true){
clickObjects.push_back(o);
}
}
}
}
//Check if there are multiple objects above eachother or just one.
if(clickObjects.size()==1){
//We have collision meaning that the mouse is above an object.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickObject(imageManager,renderer,clickObjects[0],isSelected);
}
}else if(clickObjects.size()>=1){
//There are more than one object under the mouse
//SDL2 port (never managed to trigger this without changing the parameters.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
//Only show the selection popup when right clicking.
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
//Remove the selection popup if there's one.
if(selectionPopup!=NULL)
delete selectionPopup;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
selectionPopup=new LevelEditorSelectionPopup(this,imageManager,renderer,clickObjects,x,y);
}
}
}
//If event is false then we clicked on void.
if(!clickEvent){
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
//Left mouse button on void.
onClickVoid(mouse.x,mouse.y);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickVoid(imageManager,renderer,mouse.x,mouse.y);
}
}
}
}
//Check for backspace when moving to remove a movingposition.
if(moving && event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_BACKSPACE){
if(movingBlocks[movingBlock].size()>0){
commandManager->doCommand(new AddRemovePathCommand(this, movingBlock, MovingPosition(0, 0, 0), false));
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings(imageManager,renderer);
}
//Check if we should save the level (Ctrl+s).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s && (event.key.keysym.mod & KMOD_CTRL)){
saveCurrentLevel(imageManager, renderer);
}
//Undo ctrl+z
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_z && (event.key.keysym.mod & KMOD_CTRL)){
undo();
}
//Redo ctrl+y
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_y && (event.key.keysym.mod & KMOD_CTRL)){
redo();
}
}
}
void LevelEditor::saveCurrentLevel(ImageManager& imageManager, SDL_Renderer& renderer) {
saveLevel(levelFile);
//Clear the dirty flag
commandManager->resetChange();
//And give feedback to the user.
if (levelName.empty())
msgBox(imageManager, renderer, tfm::format(_("Level \"%s\" saved"), fileNameFromPath(levelFile)), MsgBoxOKOnly, _("Saved"));
else
msgBox(imageManager, renderer, tfm::format(_("Level \"%s\" saved"), levelName), MsgBoxOKOnly, _("Saved"));
}
void LevelEditor::enterPlayMode(){
//Check if we are already in play mode.
if(playMode) return;
//Stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
moving=false;
movingBlock=NULL;
}
//Recalculate the number of collectibles.
totalCollectables = totalCollectablesSaved = totalCollectablesInitial = 0;
//We need to reposition player and shadow here, since the related code is removed from object placement.
for (auto obj : levelObjects) {
//If the object is a player or shadow start then change the start position of the player or shadow.
if (obj->type == TYPE_START_PLAYER){
//Center the player horizontally.
player.fx = obj->getBox().x + (obj->getBox().w - player.getBox().w) / 2;
player.fy = obj->getBox().y;
}
if (obj->type == TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx = obj->getBox().x + (obj->getBox().w - shadow.getBox().w) / 2;
shadow.fy = obj->getBox().y;
}
if (obj->type == TYPE_COLLECTABLE) {
totalCollectablesSaved = totalCollectablesInitial = ++totalCollectables;
}
}
//Change mode.
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
//We swap the levelObjects and levelObjectsInitial again.
std::swap(levelObjects, levelObjectsInitial);
//Restart the game with scripting enabled.
Game::reset(true, false);
}
void LevelEditor::undo(){
commandManager->undo();
}
void LevelEditor::redo(){
commandManager->redo();
}
void LevelEditor::levelSettings(ImageManager& imageManager,SDL_Renderer& renderer){
//It isn't so open a popup asking for a name.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-450)/2,600,450,true,true,_("Level settings"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="lvlSettingsWindow";
root->eventCallback=this;
GUIObject* obj;
//Create the two textboxes with a label.
obj=new GUILabel(imageManager,renderer,40,60,240,36,_("Name:"));
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,140,60,410,36,levelName.c_str());
obj->gravityRight = GUIGravityRight;
obj->name="name";
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 110, 240, 36, (std::string("* ") + _("Theme:")).c_str());
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,140,110,410,36,levelTheme.c_str());
obj->gravityRight = GUIGravityRight;
obj->name="theme";
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 150, 510, 36, _("Examples: %DATA%/themes/classic"));
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 174, 510, 36, _("or %USER%/themes/Orange"));
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 210, 240, 36, _("Music:"));
root->addChild(obj);
obj = new GUITextBox(imageManager, renderer, 140, 210, 410, 36, levelMusic.c_str());
obj->gravityRight = GUIGravityRight;
obj->name = "music";
root->addChild(obj);
//target time and recordings.
{
obj=new GUICheckBox(imageManager,renderer,40,260,240,36,_("Target time (s):"));
obj->name = "chkTime";
obj->value = levelTime >= 0 ? 1 : 0;
obj->eventCallback = root;
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(imageManager,renderer,290,260,260,36);
obj2->gravityRight = GUIGravityRight;
obj2->name="time";
char ss[128];
sprintf(ss, "%0.2f", double(levelTime >= 0 ? levelTime : ~levelTime) / 40.0);
obj2->caption=ss;
obj2->visible = levelTime >= 0;
obj2->limitMin=0.0f;
obj2->limitMax = 1E+6f;
obj2->format = "%0.2f";
obj2->change=0.1f;
obj2->update();
root->addChild(obj2);
obj=new GUICheckBox(imageManager,renderer,40,310,240,36,_("Target recordings:"));
obj->name = "chkRecordings";
obj->value = levelRecordings >= 0 ? 1 : 0;
obj->eventCallback = root;
root->addChild(obj);
obj2=new GUISpinBox(imageManager,renderer,290,310,260,36);
obj2->gravityRight = GUIGravityRight;
sprintf(ss, "%d", levelRecordings >= 0 ? levelRecordings : ~levelRecordings);
obj2->caption=ss;
obj2->visible = levelRecordings >= 0;
obj2->limitMin=0.0f;
obj2->limitMax = 1E+6f;
obj2->format="%1.0f";
obj2->name="recordings";
obj2->update();
root->addChild(obj2);
}
obj = new GUILabel(imageManager, renderer, 40, 350, 510, 36, (std::string("* ") + _("Restart level editor is required")).c_str());
root->addChild(obj);
//Ok and cancel buttons.
obj=new GUIButton(imageManager,renderer,root->width*0.3,450-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="lvlSettingsOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,450-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="lvlSettingsCancel";
obj->eventCallback=root;
root->addChild(obj);
GUIObjectRoot->addChild(root);
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Check for the highest id.
unsigned int id=atoi(levelObjects[o]->getEditorProperty("id").c_str());
if(id>=currentId)
currentId=id+1;
switch(levelObjects[o]->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//Now loop through the levelObjects in search for objects with the same id.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->id==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_PORTAL:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//If the destination is empty we return.
if((dynamic_cast<Block*>(levelObjects[o]))->destination.empty()){
break;
}
//Now loop through the levelObjects in search for objects with the same id as destination.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Get the moving position.
const vector<SDL_Rect> &movingPos = levelObjects[o]->movingPos;
//Add the object to the movingBlocks vector.
movingBlocks[levelObjects[o]].clear();
for (int i = 0, m = movingPos.size(); i < m; i++) {
MovingPosition position(movingPos[i].x, movingPos[i].y, movingPos[i].w);
movingBlocks[levelObjects[o]].push_back(position);
}
break;
}
default:
break;
}
}
// Set the visibility of all layers to true
layerVisibility.clear();
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
layerVisibility[it->first] = true;
}
layerVisibility[std::string()] = true;
// Also set the current layer to the Block layer
selectedLayer.clear();
// Get all available scenery blocks
std::set<std::string> tmpset;
objThemes.getSceneryBlockNames(tmpset);
sceneryBlockNames.clear();
sceneryBlockNames.insert(sceneryBlockNames.end(), tmpset.begin(), tmpset.end());
}
void LevelEditor::snapToGrid(int* x,int* y){
//Check if the x location is negative.
if(*x<0){
*x=-((abs(*x-50)/50)*50);
}else{
*x=(*x/50)*50;
}
//Now the y location.
if(*y<0){
*y=-((abs(*y-50)/50)*50);
}else{
*y=(*y/50)*50;
}
}
void LevelEditor::setCamera(const SDL_Rect* r,int count){
//SetCamera only works in the Level editor and when mouse is inside window.
if(stateID==STATE_LEVEL_EDITOR&&(SDL_GetMouseFocus() == sdlWindow)){
//Get the mouse coordinates.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//Don't continue here if mouse is inside one of the boxes given as parameter.
for(int i=0;i<count;i++){
if(pointOnRect(mouse,r[i]))
return;
}
//FIXME: two ad-hoc camera speed variables similar to cameraXvel and cameraYvel
static int cameraXvelB = 0, cameraYvelB = 0;
//Check if the mouse is near the left edge of the screen.
//Else check if the mouse is near the right edge.
if (x < 50) {
//We're near the left edge so move the camera.
if (cameraXvelB > -5) cameraXvelB = -5;
if (pressedShift) cameraXvelB--;
} else if (x > SCREEN_WIDTH - 50) {
//We're near the right edge so move the camera.
if (cameraXvelB < 5) cameraXvelB = 5;
if (pressedShift) cameraXvelB++;
} else {
cameraXvelB = 0;
}
//Check if the tool box is visible and we need to calc screen size correctly.
int y0=50;
if (toolboxVisible && toolboxRect.w > 0) y0 += toolbarRect.h;
//Check if the mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if (y < y0) {
//We're near the top edge so move the camera.
if (cameraYvelB > -5) cameraYvelB = -5;
if (pressedShift) cameraYvelB--;
} else if (y > SCREEN_HEIGHT - 50) {
//We're near the bottom edge so move the camera.
if (cameraYvelB < 5) cameraYvelB = 5;
if (pressedShift) cameraYvelB++;
} else {
cameraYvelB = 0;
}
- camera.x = clamp(camera.x + cameraXvelB, -1000 - SCREEN_WIDTH, LEVEL_WIDTH + 1000);
- camera.y = clamp(camera.y + cameraYvelB, -1000 - SCREEN_HEIGHT, LEVEL_HEIGHT + 1000);
+ camera.x = clamp(camera.x + cameraXvelB, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
+ camera.y = clamp(camera.y + cameraYvelB, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
}
}
void LevelEditor::onClickObject(GameObject* obj,bool selected){
switch(tool){
case SELECT:
{
//Check if we are linking.
if(linking){
//Check if the obj is valid to link to.
switch(obj->type){
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//It's only valid when not linking a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//You can't link a portal to moving blocks, etc.
//Stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
case TYPE_PORTAL:
{
//Make sure that the linkingTrigger is also a portal.
if(linkingTrigger->type!=TYPE_PORTAL){
//The linkingTrigger isn't a portal so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
default:
//It isn't valid so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
break;
}
AddLinkCommand* pCommand = new AddLinkCommand(this, linkingTrigger, obj);
commandManager->doCommand(pCommand);
//We return to prevent configuring stuff like conveyor belts, etc...
linking=false;
linkingTrigger=NULL;
return;
}
//If we're moving add a movingposition.
if(moving){
//Get the current mouse location.
int x, y;
SDL_GetMouseState(&x, &y);
x += camera.x;
y += camera.y;
addMovingPosition(x, y);
return;
}
}
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
deselectAll();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
commandManager->doCommand(new AddRemoveGameObjectCommand(this, obj, false));
break;
}
default:
break;
}
}
void LevelEditor::addMovingPosition(int x,int y) {
//Apply snap to grid.
if (!pressedShift){
snapToGrid(&x, &y);
} else{
x -= 25;
y -= 25;
}
x -= movingBlock->getBox().x;
y -= movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx, dy;
if (movingBlocks[movingBlock].empty()){
dx = x;
dy = y;
} else{
dx = x - movingBlocks[movingBlock].back().x;
dy = y - movingBlocks[movingBlock].back().y;
}
AddRemovePathCommand* pCommand = NULL;
if (dx == 0 && dy == 0) {
// pause mode
if (pauseTime != 0) pCommand = new AddRemovePathCommand(this, movingBlock, MovingPosition(x, y, std::max(pauseTime, 0)), true);
pauseTime = 0;
} else {
// add new point mode
const double length = sqrt(double(dx*dx + dy*dy));
pCommand = new AddRemovePathCommand(this, movingBlock, MovingPosition(x, y, (int)(length*(10 / (double)movingSpeed))), true);
}
if (pCommand) commandManager->doCommand(pCommand);
}
void LevelEditor::onRightClickObject(ImageManager& imageManager,SDL_Renderer& renderer,GameObject* obj,bool){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,this,obj,x,y);
return;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case ADD:
{
//We need to clear the selection.
deselectAll();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
if (currentType >= 0 && currentType < getEditorOrderMax()) {
GameObject *obj;
if (selectedLayer.empty()) {
obj = new Block(this, x, y, 50, 50, editorTileOrder[currentType]);
} else {
obj = new Scenery(this, x, y, 50, 50,
currentType < (int)sceneryBlockNames.size() ? sceneryBlockNames[currentType] : std::string());
}
commandManager->doCommand(new AddRemoveGameObjectCommand(this, obj, true));
}
break;
}
case SELECT:
{
//We need to clear the selection.
deselectAll();
//If we're linking we should stop, user abort.
if(linking){
linking=false;
linkingTrigger=NULL;
//And return.
return;
}
//If we're moving we should add a point.
if(moving){
addMovingPosition(x, y);
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onRightClickVoid(ImageManager& imageManager,SDL_Renderer& renderer,int,int){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,this,NULL,x,y);
return;
}
}
void LevelEditor::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
{
//We can drag the selection so check if the selection isn't empty.
if(!selection.empty()){
//The selection isn't empty so search the dragCenter.
//Create a mouse rectangle.
SDL_Rect mouse={x,y,0,0};
// record the drag start position
dragSrartPosition.x = x;
dragSrartPosition.y = y;
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r = selection[o]->getBox();
if(pointOnRect(mouse, r)){
//We have collision so set the dragCenter.
dragCenter=selection[o];
// determine which part is dragged
selectionDrag = 4;
int midx = r.x + r.w / 2 - 2;
int midy = r.y + r.h / 2 - 2;
if (mouse.x >= r.x && mouse.x < r.x + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
selectionDrag = 0;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
selectionDrag = 3;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
selectionDrag = 6;
}
} else if (mouse.x >= midx && mouse.x < midx + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
selectionDrag = 1;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
selectionDrag = 7;
}
} else if (mouse.x >= r.x + r.w - 5 && mouse.x < r.x + r.w) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
selectionDrag = 2;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
selectionDrag = 5;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
selectionDrag = 8;
}
}
break;
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrag(int dx,int dy){
switch(tool){
case REMOVE:
{
//No matter what we delete the item the mouse is above.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
currentCursor=CURSOR_REMOVE;
std::vector<GameObject*> objects;
//Loop through the objects to check collision.
if (selectedLayer.empty()) {
if (layerVisibility[selectedLayer]) {
for (unsigned int o = 0; o<levelObjects.size(); o++){
if (pointOnRect(mouse, levelObjects[o]->getBox()) == true){
objects.push_back(levelObjects[o]);
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
for (auto o : it->second->objects){
if (pointOnRect(mouse, o->getBox()) == true){
objects.push_back(o);
}
}
}
}
// Do the actual object deletion.
if (!objects.empty()) {
commandManager->doCommand(new AddRemoveGameObjectCommand(this, objects, false));
}
break;
}
default:
break;
}
}
void LevelEditor::onDrop(int x,int y){
switch(tool){
case SELECT:
case ADD:
{
//Check if the drag center isn't null.
if(dragCenter==NULL)
return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
if (selectionDrag == 4) { // dragging
//Apply snap to grid.
determineNewPosition(x, y);
commandManager->doCommand(new MoveGameObjectCommand(this, selection, x - r.x, y - r.y));
} else if (selectionDrag >= 0) { // resizing
determineNewSize(x, y, r);
commandManager->doCommand(new MoveGameObjectCommand(this, dragCenter, r.x, r.y, r.w, r.h));
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=-1;
break;
}
default:
break;
}
}
void LevelEditor::onCameraMove(int dx,int dy){
switch(tool){
case REMOVE:
{
//Only delete when the left mouse button is pressed.
if(pressedLeftMouse){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
std::vector<GameObject*> objects;
//Loop through the objects to check collision.
if (selectedLayer.empty()) {
if (layerVisibility[selectedLayer]) {
for (unsigned int o = 0; o<levelObjects.size(); o++){
if (pointOnRect(mouse, levelObjects[o]->getBox()) == true){
objects.push_back(levelObjects[o]);
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
for (auto o : it->second->objects){
if (pointOnRect(mouse, o->getBox()) == true){
objects.push_back(o);
}
}
}
}
// Do the actual object deletion.
if (!objects.empty()) {
commandManager->doCommand(new AddRemoveGameObjectCommand(this, objects, false));
}
}
break;
}
default:
break;
}
}
void LevelEditor::selectionDirty() {
if (selectionPopup != NULL) selectionPopup->dirty = true;
}
void LevelEditor::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check if one of the windows is closed.
if (eventType == GUIEventClick && name.size() >= 6 && name.substr(name.size() - 6) == "Window") {
destroyWindow(obj);
return;
}
//Resize code for each GUIWindow.
if (name.size() >= 6 && name.substr(name.size() - 6) == "Window") {
//Currently we don't need to process custom resize code since they are already processed in GUIWindow::resize().
return;
}
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the message textbox from the GUIWindow.
GUITextArea* message=(GUITextArea*)obj->getChild("message");
if(message){
//Set the message of the notification block.
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
configuredObject, "message", message->getString(), _("Message")));
}
}
}
//Conveyor belt block configure events.
else if(name=="cfgConveyorBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the speed textbox from the GUIWindow.
GUISpinBox* speed=(GUISpinBox*)obj->getChild("speed");
if(speed){
//Set the speed of the conveyor belt.
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
configuredObject, "speed10", speed->caption, _("Speed")));
}
}
}
else if (name == "chkTime") {
obj->getChild("time")->visible = obj->getChild("chkTime")->value ? 1 : 0;
return;
}
else if (name == "chkRecordings") {
obj->getChild("recordings")->visible = obj->getChild("chkRecordings")->value ? 1 : 0;
return;
}
//LevelSetting events.
else if(name=="lvlSettingsOK"){
SetLevelPropertyCommand::LevelProperty prop;
prop.levelTime = -1;
prop.levelRecordings = -1;
GUIObject* object=obj->getChild("name");
if(object)
prop.levelName=object->caption;
object=obj->getChild("theme");
if(object)
prop.levelTheme=object->caption;
object = obj->getChild("music");
if (object)
prop.levelMusic = object->caption;
//target time and recordings.
object = obj->getChild("chkTime");
GUISpinBox* object2 = dynamic_cast<GUISpinBox*>(obj->getChild("time"));
assert(object && object2);
double number = std::max(atof(object2->caption.c_str()), 0.0);
prop.levelTime = int(floor(number*40.0 + 0.5));
if (object->value == 0) prop.levelTime = ~prop.levelTime;
object = obj->getChild("chkRecordings");
object2 = dynamic_cast<GUISpinBox*>(obj->getChild("recordings"));
assert(object && object2);
prop.levelRecordings = std::max(atoi(object2->caption.c_str()), 0);
if (object->value == 0) prop.levelRecordings = ~prop.levelRecordings;
// Perform the level setting modification
commandManager->doCommand(new SetLevelPropertyCommand(this, prop));
}
//Level scripting window events.
else if(name=="cfgLevelScriptingEventType"){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgLevelScriptingEventType");
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
GUIObject* script=obj->getChild(list->item[i].first);
if(script){
script->visible=(script->name==list->item[list->value].first);
script->enabled=(script->name==list->item[list->value].first);
}
}
}
return;
}
else if(name=="cfgLevelScriptingOK"){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgLevelScriptingEventType");
if(list){
std::map<int, std::string> newScript;
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
//Get the GUITextArea.
GUITextArea* script=dynamic_cast<GUITextArea*>(obj->getChild(list->item[i].first));
if(script){
//Set the script for the target block.
string str=script->getString();
if(!str.empty())
newScript[levelEventNameMap[script->name]]=str;
}
}
// Check achievement
if (!newScript.empty()) {
statsMgr.newAchievement("helloworld");
}
// Do the actual changes
commandManager->doCommand(new SetScriptCommand(this, NULL, newScript));
}
}
//Scripting window events.
else if (name == "cfgScriptingEventType"){
//TODO: Save any unsaved scripts? (Or keep track of all scripts and save upon cfgScriptingOK?)
//Get the configuredObject.
Block* configuredObject=dynamic_cast<Block*>(objectWindows[obj]);
if(configuredObject){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=dynamic_cast<GUISingleLineListBox*>(obj->getChild("cfgScriptingEventType"));
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
GUIObject* script=obj->getChild(list->item[i].first);
if(script){
script->visible=script->enabled=(script->name==list->item[list->value].first);
}
}
}
}
return;
}
else if(name=="cfgScriptingOK"){
//Get the configuredObject.
Block* block = dynamic_cast<Block*>(objectWindows[obj]);
if (block){
std::map<int, std::string> newScript;
std::string newId;
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgScriptingEventType");
GUIObject* id=obj->getChild("id");
if (list){
//Loop through the scripts.
for (unsigned int i = 0; i < list->item.size(); i++){
//Get the GUITextArea.
GUITextArea* script = dynamic_cast<GUITextArea*>(obj->getChild(list->item[i].first));
if (script){
//Set the script for the target block.
string str = script->getString();
if (!str.empty())
newScript[gameObjectEventNameMap[script->name]] = str;
}
}
}
newId = block->id;
if (id){
newId = id->caption;
}
// Check achievement
if (!newScript.empty()) {
statsMgr.newAchievement("helloworld");
}
// now do the actual changes
commandManager->doCommand(new SetScriptCommand(this, block, newScript, newId));
}
}
else if (name == "cfgAddLayerOK") {
GUIObject* object = obj->getChild("layerName");
if (!object) return;
if (object->caption.empty()) {
msgBox(imageManager, renderer, _("Please enter a layer name."), MsgBoxOKOnly, _("Error"));
return;
}
if (sceneryLayers.find(object->caption) != sceneryLayers.end()) {
msgBox(imageManager, renderer, tfm::format(_("The layer '%s' already exists."), object->caption), MsgBoxOKOnly, _("Error"));
return;
}
// do the actual operation
commandManager->doCommand(new AddRemoveLayerCommand(this, object->caption, true));
}
else if (name == "cfgLayerSettingsOK") {
SetLayerPropertyCommand::LayerProperty prop;
GUIObject* object = obj->getChild("layerName");
if (!object) return;
prop.name = object->caption;
object = obj->getChild("speedX");
if (!object) return;
prop.speedX = atof(object->caption.c_str());
object = obj->getChild("speedY");
if (!object) return;
prop.speedY = atof(object->caption.c_str());
object = obj->getChild("cameraX");
if (!object) return;
prop.cameraX = atof(object->caption.c_str());
object = obj->getChild("cameraY");
if (!object) return;
prop.cameraY = atof(object->caption.c_str());
object = obj->getChild("oldName");
if (!object) return;
const std::string& oldName = object->caption;
if (prop.name.empty()) {
msgBox(imageManager, renderer, _("Please enter a layer name."), MsgBoxOKOnly, _("Error"));
return;
}
if (prop.name != oldName && sceneryLayers.find(prop.name) != sceneryLayers.end()) {
msgBox(imageManager, renderer, tfm::format(_("The layer '%s' already exists."), prop.name), MsgBoxOKOnly, _("Error"));
return;
}
// do the actual operation
commandManager->doCommand(new SetLayerPropertyCommand(this, oldName, prop));
}
else if (name == "cfgMoveToLayerOK") {
GUIObject* object = obj->getChild("layerName");
if (!object) return;
const std::string& layerName = object->caption;
object = obj->getChild("oldName");
if (!object) return;
const std::string& oldName = object->caption;
if (layerName.empty()) {
msgBox(imageManager, renderer, _("Please enter a layer name."), MsgBoxOKOnly, _("Error"));
return;
}
if (oldName == layerName) {
msgBox(imageManager, renderer, _("Source and destination layers are the same."), MsgBoxOKOnly, _("Error"));
return;
}
// do the actual operation
commandManager->doCommand(new MoveToLayerCommand(this, selection, oldName, layerName));
}
else if (name == "cfgCustomSceneryOK") {
//Get the configuredObject.
Scenery* configuredObject = dynamic_cast<Scenery*>(objectWindows[obj]);
if (configuredObject){
//Get the custom scenery from the GUIWindow.
GUITextArea* txt = (GUITextArea*)obj->getChild("cfgCustomScenery");
if (txt){
//Set the custom scenery.
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
configuredObject, "customScenery", txt->getString(), _("Scenery")));
}
}
}
else if (name == "lstAppearance") {
//Get the configuredObject.
Block *block = dynamic_cast<Block*>(objectWindows[obj]);
GUIListBox *list = dynamic_cast<GUIListBox*>(obj->getChild("lstAppearance"));
GUIImage *image = dynamic_cast<GUIImage*>(obj->getChild("imgAppearance"));
if (block && list && image) {
//Reset the image first.
image->setImage(NULL);
image->setClipRect(SDL_Rect{ 0, 0, 0, 0 });
//Get the appearance name.
std::string appearanceName;
if (list->value <= 0) {
//Do nothing since the selected is the default appearance.
} else if (list->value <= (int)sceneryBlockNames.size()) {
//A custom appearance is selected.
appearanceName = sceneryBlockNames[list->value - 1];
} else {
//The configured object has an invalid custom appearance name.
appearanceName = block->customAppearanceName;
}
//Try to find the theme block.
ThemeBlock *themeBlock = NULL;
if (!appearanceName.empty()) {
themeBlock = objThemes.getScenery(appearanceName);
}
if (themeBlock == NULL) {
themeBlock = objThemes.getBlock(block->type);
}
if (themeBlock) {
image->setImage(themeBlock->editorPicture.texture);
const auto& offsetData = themeBlock->editorPicture.offset.offsetData;
if (offsetData.size() > 0) {
const auto& r = offsetData[0];
image->setClipRect(SDL_Rect{ r.x, r.y, r.w, r.h });
}
}
}
return;
}
else if (name == "cfgAppearanceOK") {
//Get the configuredObject.
Block *block = dynamic_cast<Block*>(objectWindows[obj]);
GUIListBox *list = dynamic_cast<GUIListBox*>(obj->getChild("lstAppearance"));
if (block && list) {
//Get the appearance name.
std::string appearanceName;
if (list->value <= 0) {
//Do nothing since the selected is the default appearance.
} else if (list->value <= (int)sceneryBlockNames.size()) {
//A custom appearance is selected.
appearanceName = sceneryBlockNames[list->value - 1];
} else {
//The configured object has an invalid custom appearance name.
appearanceName = block->customAppearanceName;
}
//Update the block property if it's changed.
if (appearanceName != block->customAppearanceName) {
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
block, "appearance", appearanceName, _("Appearance")));
}
}
}
//NOTE: We assume every event came from a window
//and the event is either window closed event or OK/Cancel button click event, so we remove it.
destroyWindow(obj);
}
void LevelEditor::destroyWindow(GUIObject* window){
//Make sure the given pointer isn't null.
if(!window)
return;
//Remove the window from the GUIObject root.
if(GUIObjectRoot){
vector<GUIObject*>::iterator it;
it=find(GUIObjectRoot->childControls.begin(),GUIObjectRoot->childControls.end(),window);
if(it!=GUIObjectRoot->childControls.end()){
GUIObjectRoot->childControls.erase(it);
}
}
//Also remove the window from the objectWindows map.
map<GUIObject*,GameObject*>::iterator it;
it=objectWindows.find(window);
if(it!=objectWindows.end()){
objectWindows.erase(it);
}
//And delete the GUIWindow.
delete window;
}
////////////////LOGIC////////////////////
void LevelEditor::logic(ImageManager& imageManager, SDL_Renderer& renderer){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic(imageManager,renderer);
}else{
//Update animation even under edit mode. (There are checks in Block::move() which don't do game logic in edit mode.)
for (unsigned int i = 0; i<levelObjects.size(); i++){
//Let the gameobject handle movement.
levelObjects[i]->move();
}
//Also update the scenery.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it){
it->second->updateAnimation();
}
//In case of a selection or actions popup prevent the camera from moving.
if(selectionPopup || actionsPopup)
return;
//Move the camera.
if (cameraXvel != 0 || cameraYvel != 0) {
if (pressedShift) {
if (cameraXvel > 0) cameraXvel++;
else if (cameraXvel < 0) cameraXvel--;
if (cameraYvel > 0) cameraYvel++;
else if (cameraYvel < 0) cameraYvel--;
}
- camera.x = clamp(camera.x + cameraXvel, -1000 - SCREEN_WIDTH, LEVEL_WIDTH + 1000);
- camera.y = clamp(camera.y + cameraYvel, -1000 - SCREEN_HEIGHT, LEVEL_HEIGHT + 1000);
+ camera.x = clamp(camera.x + cameraXvel, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
+ camera.y = clamp(camera.y + cameraYvel, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
//Call the onCameraMove event.
onCameraMove(cameraXvel, cameraYvel);
}
//Move the camera with the mouse.
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
{
//Check if the mouse isn't above a GUIObject (window).
bool inside=false;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
SDL_Rect box={0,0,0,0};
box.x=GUIObjectRoot->childControls[i]->left;
box.y=GUIObjectRoot->childControls[i]->top;
box.w=GUIObjectRoot->childControls[i]->width;
box.h=GUIObjectRoot->childControls[i]->height;
if(pointOnRect(mouse,box))
inside=true;
}
if(!inside){
SDL_Rect r[3]={toolbarRect,toolboxRect};
int m=2;
//TODO: Also call onCameraMove when moving using the mouse.
setCamera(r,m);
}
}
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//We loop through the number of tools + the number of buttons.
for (int t = 0; t <= (int)ToolTips::BackToMenu; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-460)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(pointOnRect(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(ImageManager& imageManager,SDL_Renderer& renderer){
//Let the game render the game when it is the play mode.
if (playMode) {
Game::render(imageManager, renderer);
} else {
// The following code are partially copied from Game::render()
//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 background layers.
auto it = sceneryLayers.begin();
for (; it != sceneryLayers.end(); ++it){
if (it->first >= "f") break; // now we meet a foreground layer
if (layerVisibility[it->first]) {
it->second->show(renderer);
}
}
//Now we draw the levelObjects.
if (layerVisibility[std::string()]) {
//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);
}
}
//We don't draw the player and the shadow at all.
//Now draw the foreground layers.
for (; it != sceneryLayers.end(); ++it){
if (layerVisibility[it->first]) {
it->second->show(renderer);
}
}
}
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//Get the current mouse location.
int x, y;
SDL_GetMouseState(&x, &y);
//Create the rectangle.
SDL_Rect mouse = { x + camera.x, y + camera.y, 0, 0 };
//Render the selectionmarks.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
//Get the location to draw.
SDL_Rect r=selection[o]->getBox();
// Change the mouse cursor if necessary
if (selectionDrag < 0 && tool != REMOVE) {
int midx = r.x + r.w / 2 - 2;
int midy = r.y + r.h / 2 - 2;
if (mouse.x >= r.x && mouse.x < r.x + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
currentCursor = CURSOR_SIZE_FDIAG;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
currentCursor = CURSOR_SIZE_HOR;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
currentCursor = CURSOR_SIZE_BDIAG;
}
} else if (mouse.x >= midx && mouse.x < midx + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
currentCursor = CURSOR_SIZE_VER;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
currentCursor = CURSOR_SIZE_VER;
}
} else if (mouse.x >= r.x + r.w - 5 && mouse.x < r.x + r.w) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
currentCursor = CURSOR_SIZE_BDIAG;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
currentCursor = CURSOR_SIZE_HOR;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
currentCursor = CURSOR_SIZE_FDIAG;
}
}
}
bool mouseIn = pointOnRect(mouse, r);
r.x-=camera.x;
r.y-=camera.y;
drawGUIBox(r.x,r.y,r.w,r.h,renderer,0xFFFFFF33);
//Draw the selectionMarks.
applyTexture(r.x,r.y,selectionMark,renderer);
applyTexture(r.x+r.w-5,r.y,selectionMark,renderer);
applyTexture(r.x,r.y+r.h-5,selectionMark,renderer);
applyTexture(r.x+r.w-5,r.y+r.h-5,selectionMark,renderer);
// draw additional selection marks
if (mouseIn && selectionDrag < 0 && tool != REMOVE) {
applyTexture(r.x + r.w / 2 - 2, r.y, selectionMark, renderer);
applyTexture(r.x + r.w / 2 - 2, r.y + r.h - 5, selectionMark, renderer);
applyTexture(r.x, r.y + r.h / 2 - 2, selectionMark, renderer);
applyTexture(r.x + r.w - 5, r.y + r.h / 2 - 2, selectionMark, renderer);
}
}
//Set the color for the borders.
{
SDL_Color c = objThemes.getTextColor(false);
SDL_SetRenderDrawColor(&renderer, c.r, c.g, c.b, 115);
}
int leftWidth=0;
int rightWidth=0;
//Draw the dark areas marking the outside of the level.
SDL_Rect r{0,0,0,0};
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
leftWidth=r.w;
r.h=SCREEN_HEIGHT;
SDL_RenderFillRect(&renderer, &r);
}
if(camera.y<0){
//Draw the top.
r.x=leftWidth;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_RenderFillRect(&renderer, &r);
} else {
r.h=0;
}
- if(camera.x>LEVEL_WIDTH-SCREEN_WIDTH){
+ if(camera.x>levelRect.w-SCREEN_WIDTH){
//Draw right side.
- r.x=LEVEL_WIDTH-camera.x;
+ r.x=levelRect.w-camera.x;
r.y=std::max(r.y+r.h,0);
- r.w=SCREEN_WIDTH-(LEVEL_WIDTH-camera.x);
+ r.w=SCREEN_WIDTH-(levelRect.w-camera.x);
rightWidth=r.w;
r.h=SCREEN_HEIGHT;
SDL_RenderFillRect(&renderer, &r);
}
- if(camera.y>LEVEL_HEIGHT-SCREEN_HEIGHT){
+ if(camera.y>levelRect.h-SCREEN_HEIGHT){
//Draw the bottom.
r.x=leftWidth;
- r.y=LEVEL_HEIGHT-camera.y;
+ r.y=levelRect.h-camera.y;
r.w=SCREEN_WIDTH-rightWidth-leftWidth;
- r.h=SCREEN_HEIGHT-(LEVEL_HEIGHT-camera.y);
+ r.h=SCREEN_HEIGHT-(levelRect.h-camera.y);
SDL_RenderFillRect(&renderer, &r);
}
//Check if we should draw on stuff.
showConfigure(renderer);
if (selectionDrag >= 0 && tool != REMOVE) {
showSelectionDrag(renderer);
}
//Find a block where the mouse is hovering on.
bool isMouseOnSomething = false;
if (selectedLayer.empty()){
if (layerVisibility[selectedLayer]) {
// Current layer is Blocks layer
for (unsigned int o = 0; o<levelObjects.size(); o++){
SDL_Rect rect = levelObjects[o]->getBox();
if (pointOnRect(mouse, rect) == true){
isMouseOnSomething = true;
if (tool == REMOVE){
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFF000055);
currentCursor = CURSOR_REMOVE;
} else{
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFFFFFF33);
}
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
// Current layer is scenery layer
for (auto o : it->second->objects){
SDL_Rect rect = o->getBox();
if (pointOnRect(mouse, rect) == true){
isMouseOnSomething = true;
if (tool == REMOVE){
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFF000055);
currentCursor = CURSOR_REMOVE;
} else{
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFFFFFF33);
}
}
}
}
}
// show current object only when mouse is not hover on any blocks
if (!isMouseOnSomething && tool == ADD && selectionDrag < 0) {
showCurrentObject(renderer);
}
//Draw the level borders.
- drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,renderer);
+ drawRect(-camera.x,-camera.y,levelRect.w,levelRect.h,renderer);
//Render the hud layer.
renderHUD(renderer);
//Render selection popup (if any).
if(selectionPopup!=NULL){
if(linking || moving){
//If we switch to linking mode then delete it
//FIXME: Logic in the render method.
delete selectionPopup;
selectionPopup=NULL;
}else{
selectionPopup->render(imageManager,renderer);
}
}
//Render actions popup (if any).
if(actionsPopup!=NULL){
actionsPopup->render(renderer);
}
}
}
void LevelEditor::renderHUD(SDL_Renderer& renderer){
//If moving show the moving speed in the top right corner.
if(moving){
//Calculate width of text "Movespeed: 125" to keep the same position with every value
if (movingSpeedWidth == -1){
int w;
TTF_SizeUTF8(fontText, tfm::format(_("Speed: %d = %0.2f block/s"), 125, 10.0f).c_str(), &w, NULL);
movingSpeedWidth = w + 4;
}
SDL_Texture *tex = NULL;
//Check which text should we use.
if (pauseMode) {
//Update the text if necessary.
if (pauseTimeTexture.needsUpdate(pauseTime)) {
if (pauseTime < 0) {
pauseTimeTexture.update(pauseTime,
textureFromText(renderer, *fontText,
_("Stop at this point"),
objThemes.getTextColor(true)));
} else {
pauseTimeTexture.update(pauseTime,
textureFromText(renderer, *fontText,
tfm::format(_("Pause: %d = %0.3fs"), pauseTime, float(pauseTime)*0.025f).c_str(),
objThemes.getTextColor(true)));
}
}
tex = pauseTimeTexture.get();
} else {
//Update the text if necessary.
if (movementSpeedTexture.needsUpdate(movingSpeed)) {
movementSpeedTexture.update(movingSpeed,
textureFromText(renderer, *fontText,
tfm::format(_("Speed: %d = %0.2f block/s"), movingSpeed, float(movingSpeed)*0.08f).c_str(),
objThemes.getTextColor(true)));
}
tex = movementSpeedTexture.get();
}
//Draw the text in the box.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,
textureHeight(*tex)+6,renderer,0xFFFFFFFF);
applyTexture(SCREEN_WIDTH-movingSpeedWidth,2,*tex,renderer,NULL);
}
//On top of all render the toolbar.
drawGUIBox(toolbarRect.x,toolbarRect.y,9*50+10,52,renderer,0xEDEDEDFF);
//Draw the first four options.
SDL_Rect srcRect={0,0,200,50};
SDL_Rect dstRect={toolbarRect.x+5, toolbarRect.y, srcRect.w, srcRect.h};
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
//Draw the undo/redo button.
SDL_SetTextureAlphaMod(toolbar.get(), commandManager->canUndo() ? 255 : 128);
srcRect.x = 200;
srcRect.w = 50;
dstRect.x = toolbarRect.x + 205;
dstRect.w = srcRect.w;
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
SDL_SetTextureAlphaMod(toolbar.get(), commandManager->canRedo() ? 255 : 128);
srcRect.x = 250;
srcRect.w = 50;
dstRect.x = toolbarRect.x + 255;
dstRect.w = srcRect.w;
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
SDL_SetTextureAlphaMod(toolbar.get(), 255);
//And the last three.
srcRect.x=300;
srcRect.w=150;
dstRect.x=toolbarRect.x+305;
dstRect.w=srcRect.w;
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
//Now render a tooltip.
if(tooltip>=0 && static_cast<std::size_t>(tooltip)<tooltipTextures.size()) {
SDL_Texture *tex = tooltipTextures.at(tooltip).get();
if (tooltip == (int)ToolTips::UndoNoTooltip) {
std::string s = commandManager->describeUndo();
if (undoTooltipTexture.needsUpdate(s)) {
undoTooltipTexture.update(s, textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true)));
}
tex = undoTooltipTexture.get();
} else if (tooltip == (int)ToolTips::RedoNoTooltip) {
std::string s = commandManager->describeRedo();
if (redoTooltipTexture.needsUpdate(s)) {
redoTooltipTexture.update(s, textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true)));
}
tex = redoTooltipTexture.get();
}
if(tex) {
const SDL_Rect texSize = rectFromTexture(*tex);
SDL_Rect r={(SCREEN_WIDTH-440)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-texSize.h;
if(r.x+texSize.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-texSize.w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,texSize.w+4,texSize.h+4,renderer,color);
applyTexture(r.x, r.y, *tex, renderer);
}
}
// for toolbox button animation (0-31)
static int tick = 8;
const int mmm = getEditorOrderMax();
if (currentType >= mmm)currentType = mmm - 1;
if (currentType < 0) currentType = 0;
//Render the tool box.
if(!playMode && !moving && tool==ADD && selectionPopup==NULL && actionsPopup==NULL && objectWindows.empty()){
// get mouse position
int x, y;
SDL_GetMouseState(&x, &y);
if (toolboxVisible){
toolboxRect.x=0;
toolboxRect.y=0;
toolboxRect.w=SCREEN_WIDTH;
toolboxRect.h=64;
drawGUIBox(-2,-2,SCREEN_WIDTH+4,66,renderer,0xFFFFFF00|230);
bool isMouseOnSomething = false;
//Draw the hide icon.
SDL_Rect r={SCREEN_WIDTH-20,2,16,16};
SDL_Rect r2={80,0,r.w,r.h};
if (x >= SCREEN_WIDTH - 24 && x < SCREEN_WIDTH && y < 20) {
isMouseOnSomething = true;
tick = (tick + 1) & 31;
r.y -= (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
}
SDL_RenderCopy(&renderer, bmGUI.get(), &r2, &r);
//Calculate the maximal number of blocks can be displayed.
const int m=(SCREEN_WIDTH-48)/64;
if(toolboxIndex>=mmm-m){
toolboxIndex = mmm - m;
}else{
//Draw an icon.
r.x=SCREEN_WIDTH-20;
r.y=24;
r2.x=96;
r2.y=16;
if (x >= SCREEN_WIDTH - 24 && x < SCREEN_WIDTH && y >= 20 && y < 44) {
isMouseOnSomething = true;
tick = (tick + 1) & 31;
r.x += (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
}
SDL_RenderCopy(&renderer, bmGUI.get(),&r2,&r);
}
if(toolboxIndex<=0){
toolboxIndex=0;
}else{
//Draw an icon.
r.x=4;
r.y=24;
r2.x=80;
r2.y=16;
if (x >= 0 && x < 24 && y >= 20 && y < 44) {
isMouseOnSomething = true;
tick = (tick + 1) & 31;
r.x -= (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
}
SDL_RenderCopy(&renderer, bmGUI.get(), &r2, &r);
}
// reset animation timer if there is no animation
if (!isMouseOnSomething) {
tick = 8;
}
//Draw available blocks.
for(int i=0;i<m;i++){
if (i + toolboxIndex >= mmm) break;
//Draw a rectangle around the current tool.
if(i+toolboxIndex==currentType){
drawGUIBox(i*64+24,3,64,58,renderer,0xDDDDDDFF);
}
if (selectedLayer.empty()) {
// show normal blocks
ThemeBlock* obj = objThemes.getBlock(editorTileOrder[i + toolboxIndex]);
if (obj){
obj->editorPicture.draw(renderer, i * 64 + 24 + 7, 7);
}
} else {
// show scenery blocks
if (i + toolboxIndex < (int)sceneryBlockNames.size()) {
ThemeBlock* obj = objThemes.getScenery(sceneryBlockNames[i + toolboxIndex]);
if (obj){
obj->editorPicture.draw(renderer, i * 64 + 24 + 7, 7);
}
} else {
// it's custom scenery block
// just draw a stupid icon
const SDL_Rect r = { 48, 16, 16, 16 };
const SDL_Rect dstRect = { i * 64 + 24 + 7, 7, 16, 16 };
SDL_RenderCopy(&renderer, bmGUI.get(), &r, &dstRect);
}
}
}
//Draw a tool tip.
if(y<64 && x>=24 && x<24+m*64){
int i=(x-24)/64;
if (i + toolboxIndex < getEditorOrderMax()){
TexturePtr& tip = (!selectedLayer.empty())
? getCachedTextTexture(renderer, (i + toolboxIndex < (int)sceneryBlockNames.size())
? describeSceneryName(sceneryBlockNames[i + toolboxIndex]).c_str() : _("Custom scenery block"))
: typeTextTextures.at(editorTileOrder[i + toolboxIndex]);
const SDL_Rect tipSize = rectFromTexture(*tip);
SDL_Rect r = { 24 + i * 64, 64, 40, 40 };
if (r.x + tipSize.w>SCREEN_WIDTH - 50)
r.x = SCREEN_WIDTH - 50 - tipSize.w;
//Draw borders around text
Uint32 color = 0xFFFFFF00 | 230;
drawGUIBox(r.x - 2, r.y - 2, tipSize.w + 4, tipSize.h + 4, renderer, color);
//Draw tooltip's text
applyTexture(r.x, r.y, tip, renderer);
}
}
}else{
const SDL_Rect tbtSize = rectFromTexture(*toolboxText);
toolboxRect.x=SCREEN_WIDTH-tbtSize.w-28;
toolboxRect.y=0;
toolboxRect.w=tbtSize.w+28;
toolboxRect.h=tbtSize.h+4;
SDL_Rect r={SCREEN_WIDTH-tbtSize.w-24,2,16,16};
drawGUIBox(r.x-4,-2,tbtSize.w+32,tbtSize.h+6,renderer,0xFFFFFFFF);
//Draw "Toolbox" text.
applyTexture(r.x, r.y, toolboxText, renderer);
const SDL_Rect r2={96,0,16,16};
r.x=SCREEN_WIDTH-20;
r.w=r2.w;
r.h=r2.h;
// check if mouse is hovering on
if (x >= toolboxRect.x && x < toolboxRect.x + toolboxRect.w && y >= toolboxRect.y && y < toolboxRect.y + toolboxRect.h) {
tick = (tick + 1) & 31;
r.y += (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
} else {
tick = 8;
}
//Draw arrow.
SDL_RenderCopy(&renderer, bmGUI.get(),&r2,&r);
}
}else{
toolboxRect.x=-1;
toolboxRect.y=-1;
toolboxRect.w=0;
toolboxRect.h=0;
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox((SCREEN_WIDTH-440)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,renderer,color);
}
void LevelEditor::showCurrentObject(SDL_Renderer& renderer){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the currentType is a legal type.
if(currentType>=0 && currentType<getEditorOrderMax()){
if (selectedLayer.empty()) {
// show normal blocks
ThemeBlock* obj = objThemes.getBlock(editorTileOrder[currentType]);
if (obj){
obj->editorPicture.draw(renderer, x - camera.x, y - camera.y);
}
} else {
// show scenery blocks
if (currentType < (int)sceneryBlockNames.size()) {
ThemeBlock* obj = objThemes.getScenery(sceneryBlockNames[currentType]);
if (obj){
obj->editorPicture.draw(renderer, x - camera.x, y - camera.y);
}
} else {
// it's custom scenery block
// just draw a stupid icon
const SDL_Rect r = { 48, 16, 16, 16 };
const SDL_Rect dstRect = { x - camera.x, y - camera.y, 16, 16 };
SDL_RenderCopy(&renderer, bmGUI.get(), &r, &dstRect);
}
}
}
}
void LevelEditor::determineNewPosition(int& x, int& y) {
if (dragCenter) {
SDL_Rect r = dragCenter->getBox();
x -= dragSrartPosition.x - r.x;
y -= dragSrartPosition.y - r.y;
} else {
x -= 25;
y -= 25;
}
// Check if we should snap the block to grid or not.
if (!pressedShift) {
x = int(floor(x/50.0f + 0.5f)) * 50;
y = int(floor(y/50.0f + 0.5f)) * 50;
}
}
void LevelEditor::determineNewSize(int x, int y, SDL_Rect& r) {
switch (selectionDrag % 3) {
case 0:
if (x > r.x + r.w - 15) x = r.x + r.w - 15;
if (!pressedShift) {
x = int(floor(x/50.0f + 0.5f)) * 50;
while (x > r.x + r.w - 15) x -= 50;
}
r.w += r.x - x;
r.x = x;
break;
case 2:
if (x < r.x + 15) x = r.x + 15;
if (!pressedShift) {
x = int(floor(x/50.0f + 0.5f)) * 50;
while (x < r.x + 15) x += 50;
}
r.w = x - r.x;
break;
}
switch (selectionDrag / 3) {
case 0:
if (y > r.y + r.h - 15) y = r.y + r.h - 15;
if (!pressedShift) {
y = int(floor(y/50.0f + 0.5f)) * 50;
while (y > r.y + r.h - 15) y -= 50;
}
r.h += r.y - y;
r.y = y;
break;
case 2:
if (y < r.y + 15) y = r.y + 15;
if (!pressedShift) {
y = int(floor(y/50.0f + 0.5f)) * 50;
while (y < r.y + 15) y += 50;
}
r.h = y - r.y;
break;
}
}
void LevelEditor::showSelectionDrag(SDL_Renderer& renderer){
//Check if the drag center isn't null.
if (dragCenter == NULL) return;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
x+=camera.x;
y+=camera.y;
//The location of the dragCenter.
SDL_Rect r = dragCenter->getBox();
if (selectionDrag == 4) { // dragging
// Check if we should snap the block to grid or not.
determineNewPosition(x, y);
//Loop through the selection.
//TODO: Check if block is in sight.
for (unsigned int o = 0; o < selection.size(); o++){
// FIXME: ad-hoc code which moves blocks temporarily, draw, and moves them back
const SDL_Rect r1 = selection[o]->getBox();
selection[o]->setBaseLocation((r1.x - r.x) + x, (r1.y - r.y) + y);
selection[o]->show(renderer);
selection[o]->setBaseLocation(r1.x, r1.y);
}
} else if (selectionDrag >= 0) { // resizing
// Check if we should snap the block to grid or not.
determineNewSize(x, y, r);
drawGUIBox(r.x - camera.x, r.y - camera.y, r.w, r.h, renderer, 0xFFFFFF33);
}
}
void LevelEditor::showConfigure(SDL_Renderer& renderer){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
// skip if the Blocks layer is invisinble
if (!layerVisibility[std::string()]) return;
//Use theme color for arrows.
Uint32 color;
{
SDL_Color c = objThemes.getTextColor(false);
color = (Uint32(c.r) << 24) | (Uint32(c.g) << 16) | (Uint32(c.b) << 8) | 0xff;
}
//Draw the trigger lines.
{
map<Block*,vector<GameObject*> >::iterator it;
for(it=triggers.begin();it!=triggers.end();++it){
//Check if the trigger has linked targets.
if(!(*it).second.empty()){
//The location of the trigger.
SDL_Rect r=(*it).first->getBox();
//Loop through the targets.
for(unsigned int o=0;o<(*it).second.size();o++){
//Get the location of the target.
SDL_Rect r1=(*it).second[o]->getBox();
//Draw the line from the center of the trigger to the center of the target.
drawLineWithArrow(r.x-camera.x+25,r.y-camera.y+25,r1.x-camera.x+25,r1.y-camera.y+25,renderer,color,32,arrowAnimation%32);
//Also draw two selection marks.
applyTexture(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,renderer);
applyTexture(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,renderer);
}
}
}
//Draw a line to the mouse from the linkingTrigger when linking.
if(linking){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Draw the line from the center of the trigger to mouse.
drawLineWithArrow(linkingTrigger->getBox().x-camera.x+25,linkingTrigger->getBox().y-camera.y+25,x,y,renderer,color,32,arrowAnimation%32);
}
}
//This saves the stacked pause marks on each position.
std::map<std::pair<int, int>, int> stackedMarks;
//Draw the moving positions.
map<Block*,vector<MovingPosition> >::iterator it;
for(it=movingBlocks.begin();it!=movingBlocks.end();++it){
//Check if the block has positions.
if(!(*it).second.empty()){
//The location of the moving block.
SDL_Rect block=(*it).first->getBox();
block.x+=25-camera.x;
block.y+=25-camera.y;
//The location of the previous position.
//The first time it's the moving block's position self.
SDL_Rect r=block;
//Loop through the positions.
for(unsigned int o=0;o<(*it).second.size();o++){
//Draw the line from the center of the previous position to the center of the position.
//x and y are the coordinates for the current moving position.
int x=block.x+(*it).second[o].x;
int y=block.y+(*it).second[o].y;
//Check if we need to draw line
double dx=r.x-x;
double dy=r.y-y;
double d=sqrt(dx*dx+dy*dy);
if(d>0.001f){
if(it->second[o].time>0){
//Calculate offset to contain the moving speed.
int offset=int(d*arrowAnimation/it->second[o].time)%32;
drawLineWithArrow(r.x,r.y,x,y,renderer,color,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,renderer);
}
} else {
// distance==0 which means pause mode
// FIXME: it's ugly
SDL_Rect r1 = { 0, 0, 16, 16 }, r2 = { x - 25, y - 25 + 15 * (stackedMarks[std::pair<int, int>(x, y)]++), 16, 16 };
if (it->second[o].time) {
char s[64];
sprintf(s, "%gs", float(it->second[o].time) * 0.025f);
r1.x = 0; r1.y = 80;
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r2);
r2.x += 16;
for (int i = 0; s[i]; i++) {
if (s[i] >= '0' && s[i] <= '9') {
r1.x = 16 + (s[i] - '0') * 8;
r1.w = 8;
} else if (s[i] == '.') {
r1.x = 96;
r1.w = 8;
} else if (s[i] == 's') {
r1.x = 104;
r1.w = 8;
} else {
// show some garbage
r1.x = 0;
r1.w = 1;
}
r2.w = 8;
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r2);
r2.x += 8;
}
} else {
r1.x = 32; r1.y = 64;
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r2);
}
}
//And draw a marker at the end.
applyTexture(x-13,y-13,movingMark,renderer);
//Get the box of the previous position.
SDL_Rect tmp={x,y,0,0};
r=tmp;
}
}
}
//Draw a line to the mouse from the previous moving pos.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Check if we should snap the block to grid or not.
if(!pressedShift){
x+=camera.x;
y+=camera.y;
snapToGrid(&x,&y);
x-=camera.x;
y-=camera.y;
}else{
x-=25;
y-=25;
}
int posX,posY;
//Check if there are moving positions for the moving block.
if(!movingBlocks[movingBlock].empty()){
//Draw the line from the center of the previouse moving positions to mouse.
posX=movingBlocks[movingBlock].back().x;
posY=movingBlocks[movingBlock].back().y;
posX-=camera.x;
posY-=camera.y;
posX+=movingBlock->getBox().x;
posY+=movingBlock->getBox().y;
}else{
//Draw the line from the center of the movingblock to mouse.
posX=movingBlock->getBox().x-camera.x;
posY=movingBlock->getBox().y-camera.y;
}
//Check if the current point is the same as the previous point
if (posX == x && posY == y) {
pauseMode = true;
} else {
pauseMode = false;
//Calculate offset to contain the moving speed.
int offset = int(double(arrowAnimation)*movingSpeed / 10.0) % 32;
//Draw the line.
drawLineWithArrow(posX + 25, posY + 25, x + 25, y + 25, renderer, color, 32, offset);
}
//Draw a marker.
applyTexture(x+12,y+12,movingMark,renderer);
}
}
void LevelEditor::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Call the resize method of the Game.
Game::resize(imageManager, renderer);
//Move the toolbar's position rect used for collision.
toolbarRect.x=(SCREEN_WIDTH-460)/2;
toolbarRect.y=SCREEN_HEIGHT-50;
}
//Filling the order array
const int LevelEditor::editorTileOrder[EDITOR_ORDER_MAX]={
TYPE_BLOCK,
TYPE_SHADOW_BLOCK,
TYPE_SPIKES,
TYPE_FRAGILE,
TYPE_MOVING_BLOCK,
TYPE_MOVING_SHADOW_BLOCK,
TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
TYPE_BUTTON,
TYPE_SWITCH,
TYPE_PORTAL,
TYPE_SWAP,
TYPE_CHECKPOINT,
TYPE_NOTIFICATION_BLOCK,
TYPE_START_PLAYER,
TYPE_START_SHADOW,
TYPE_EXIT,
TYPE_COLLECTABLE,
TYPE_PUSHABLE
};
diff --git a/src/Player.cpp b/src/Player.cpp
index 8148561..b7e6fde 100644
--- a/src/Player.cpp
+++ b/src/Player.cpp
@@ -1,1697 +1,1697 @@
/*
* 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 "Player.h"
#include "Game.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "InputManager.h"
#include "SoundManager.h"
#include "StatisticsManager.h"
#include "MD5.h"
#include <stdio.h>
#include <iostream>
#include <SDL.h>
using namespace std;
#ifdef RECORD_FILE_DEBUG
string recordKeyPressLog,recordKeyPressLog_saved;
vector<SDL_Rect> recordPlayerPosition,recordPlayerPosition_saved;
#endif
//static internal array to store time of recent deaths for achievements
static Uint32 recentDeaths[10]={0};
static int loadAndDieTimes=0;
//static internal function to add recent deaths and update achievements
static inline void addRecentDeaths(Uint32 recentLoad){
//Get current time in ms.
//We added it by 5 seconds to avoid bug if you choose a level to play
//and die in 5 seconds after the game has startup.
Uint32 t=SDL_GetTicks()+5000;
for(int i=9;i>0;i--){
recentDeaths[i]=recentDeaths[i-1];
}
recentDeaths[0]=t;
//Update achievements
if(recentDeaths[4]+5000>t){
statsMgr.newAchievement("die5in5");
}
if(recentDeaths[9]+5000>t){
statsMgr.newAchievement("die10in5");
}
if(recentLoad+1000>t){
statsMgr.newAchievement("loadAndDie");
}
}
Player::Player(Game* objParent):xVelBase(0),yVelBase(0),objParent(objParent),recordSaved(false),
inAirSaved(false),isJumpSaved(false),canMoveSaved(false),holdingOtherSaved(false){
//Set the dimensions of the player.
//The size of the player is 21x40.
box.x=0;
box.y=0;
box.w=23;
box.h=40;
//Set his velocity to zero.
xVel=0;
yVel=0;
//Set the start position.
fx=0;
fy=0;
//Set some default values.
inAir=true;
isJump=false;
shadowCall=false;
shadow=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordKeyPressLog_saved.clear();
recordPlayerPosition.clear();
recordPlayerPosition_saved.clear();
#endif
//Some default values for animation variables.
direction=0;
jumpTime=0;
state=stateSaved=0;
//xVelSaved is used to store if there's a state saved or not.
xVelSaved=yVelSaved=0x80000000;
objCurrentStand = objLastStand = objLastTeleport = objNotificationBlock = objShadowBlock = NULL;
objCurrentStandSave = objLastStandSave = objLastTeleportSave = objNotificationBlockSave = objShadowBlockSave = NULL;
}
Player::~Player(){
//Do nothing here
}
bool Player::isPlayFromRecord(){
return recordIndex>=0; // && recordIndex<(int)recordButton.size();
}
//get the game record object.
std::vector<int>* Player::getRecord(){
return &recordButton;
}
#ifdef RECORD_FILE_DEBUG
string& Player::keyPressLog(){
return recordKeyPressLog;
}
vector<SDL_Rect>& Player::playerPosition(){
return recordPlayerPosition;
}
#endif
//play the record.
void Player::playRecord(){
recordIndex=0;
}
void Player::spaceKeyDown(class Shadow* shadow){
//Start recording or stop, depending on the recording state.
if(record==false){
//We start recording.
if(shadow->called==true){
//The shadow is still busy so first stop him before we can start recording.
shadowCall=false;
shadow->called=false;
shadow->playerButton.clear();
}else if(!dead){
//Check if shadow is dead.
if(shadow->dead){
//Show tooltip.
//Just reset the countdown (the shadow's jumptime).
shadow->jumpTime=80;
//Play the error sound.
getSoundManager()->playSound("error");
}else{
//The shadow isn't moving and both player and shadow aren't dead so start recording.
record=true;
//We start a recording meaning we need to increase recordings by one.
objParent->recordings++;
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
statsMgr.recordTimes++;
if(statsMgr.recordTimes==100) statsMgr.newAchievement("record100");
if(statsMgr.recordTimes==1000) statsMgr.newAchievement("record1k");
}
}
}
}else{
//The player is recording so stop recording and call the shadow.
record=false;
shadowCall=true;
}
}
void Player::handleInput(class Shadow* shadow){
//Check if we should read the input from record file.
//Actually, we read input from record file in
//another function shadowSetState.
bool readFromRecord=false;
if(recordIndex>=0 && recordIndex<(int)recordButton.size()) readFromRecord=true;
if(!readFromRecord){
//Reset horizontal velocity.
xVel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
//Walking to the right.
xVel+=7;
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
//Walking to the left.
if(xVel!=0 && !dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
//Horizontal confusion achievement :)
statsMgr.newAchievement("horizontal");
}
xVel-=7;
}
//Check if the action key has been released.
if(!inputMgr.isKeyDown(INPUTMGR_ACTION)){
//It has so downKeyPressed can't be true.
downKeyPressed=false;
}
/*
//Don't reset spaceKeyPressed or when you press the space key
//and release another key then the bug occurs. (ticket #44)
if(event.type==SDL_KEYUP || !inputMgr.isKeyDown(INPUTMGR_SPACE)){
spaceKeyPressed=false;
}*/
}
//Check if a key is pressed (down).
if(inputMgr.isKeyDownEvent(INPUTMGR_JUMP) && !readFromRecord){
//The up key, if we aren't in the air we start jumping.
//Fixed a potential bug
if(!inAir && !isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
isJump=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) && !readFromRecord){
//Fixed a potential bug
if(!spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
spaceKeyDown(shadow);
spaceKeyPressed=true;
}
}else if(inputMgr.isKeyUpEvent(INPUTMGR_SPACE) && !readFromRecord){
if(record && getSettings()->getBoolValue("quickrecord")){
spaceKeyDown(shadow);
spaceKeyPressed=true;
}
}else if(record && !readFromRecord && inputMgr.isKeyDownEvent(INPUTMGR_CANCELRECORDING)){
//Cancel current recording
//Search the recorded button and clear the last space key press
int i=recordButton.size()-1;
for(;i>=0;i--){
if(recordButton[i] & PlayerButtonSpace){
recordButton[i] &= ~PlayerButtonSpace;
break;
}
}
if(i>=0){
//Clear the recording at the player's side.
playerButton.clear();
line.clear();
//reset the record flag
record=false;
//decrese the record count
objParent->recordings--;
}else{
cout<<"Failed to find last recording"<<endl;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_ACTION)){
//Downkey is pressed.
//Fixed a potential bug
if(!downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
downKeyPressed=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SAVE)){
//F2 only works in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
//Save the state. (delayed)
if (objParent && !objParent->player.isPlayFromRecord() && !objParent->interlevel)
objParent->saveStateNextTime=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LOAD) && (!readFromRecord || objParent->interlevel)){
//F3 is used to load the last state.
if (objParent && canLoadState()) {
recordIndex = -1;
objParent->loadStateNextTime = 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.
objParent->interlevel = false;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SWAP)){
//F4 will swap the player and the shadow, but only in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
swapState(shadow);
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_TELEPORT)){
//F5 will revive and teleoprt the player to the cursor. Only works in the level editor.
//Shift+F5 teleports the shadow.
if(stateID==STATE_LEVEL_EDITOR){
//get the position of the cursor.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
if(inputMgr.isKeyDown(INPUTMGR_SHIFT)){
//teleports the shadow.
shadow->dead=false;
shadow->box.x=x;
shadow->box.y=y;
}else{
//teleports the player.
dead=false;
box.x=x;
box.y=y;
}
//play sound?
getSoundManager()->playSound("swap");
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SUICIDE)){
//F12 is suicide and only works in the leveleditor.
if(stateID==STATE_LEVEL_EDITOR){
die();
shadow->die();
}
}
}
void Player::setLocation(int x,int y){
box.x=x;
box.y=y;
}
void Player::move(vector<Block*> &levelObjects,int lastX,int lastY){
//Only move when the player isn't dead.
//Fixed the bug that player/shadow can teleport or pull the switch even if died.
//FIXME: Don't know if there will be any side-effects.
if(dead) return;
//Pointer to a checkpoint.
Block* objCheckPoint=NULL;
//Pointer to a swap.
Block* objSwap=NULL;
//Set the objShadowBlock to NULL.
//Only for swapping to prevent the shadow from swapping in a shadow block.
objShadowBlock=NULL;
//Set the objNotificationBlock to NULL.
objNotificationBlock=NULL;
//NOTE: to fix bugs regarding player/shadow swap, we should first process collision of player/shadow
//then move them. The code is moved to Game::logic().
/*//Store the location.
int lastX=box.x;
int lastY=box.y;
collision(levelObjects);*/
bool canTeleport=true;
bool isTraveling=true;
// for checking the achievenemt that player and shadow come to exit simultaneously.
bool weWon = false;
//Now check the functional blocks.
for(unsigned int o=0;o<levelObjects.size();o++){
//Skip block which is not visible.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000) continue;
//Check for collision.
if(checkCollision(box,levelObjects[o]->getBox())){
//Now switch the type.
switch(levelObjects[o]->type){
case TYPE_CHECKPOINT:
{
//If we're not the shadow set the gameTip to Checkpoint.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_CHECKPOINT;
//And let objCheckPoint point to this object.
objCheckPoint=levelObjects[o];
break;
}
case TYPE_SWAP:
{
//If we're not the shadow set the gameTip to swap.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWAP;
//And let objSwap point to this object.
objSwap=levelObjects[o];
break;
}
case TYPE_EXIT:
{
//Make sure we're not in the leveleditor.
if(stateID==STATE_LEVEL_EDITOR)
break;
//Check to see if we have enough keys to finish the level
if(objParent->currentCollectables>=objParent->totalCollectables){
//Update achievements
if(!objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(objParent->player.dead || objParent->shadow.dead){
//Finish the level with player or shadow died.
statsMgr.newAchievement("forget");
}
if(objParent->won && !weWon){ // This checks if somebody already hit the exit but we haven't hit the exit yet.
//Player and shadow come to exit simultaneously.
statsMgr.newAchievement("jit");
}
}
//We can't just handle the winning here (in the middle of the update cycle)/
//So set won in Game true.
objParent->won=true;
//We hit the exit.
weWon = true;
}
break;
}
case TYPE_PORTAL:
{
//Check if the teleport id isn't empty.
if(levelObjects[o]->id.empty()){
std::cerr<<"WARNING: Invalid teleport id!"<<std::endl;
canTeleport=false;
}
//If we're not the shadow set the gameTip to portal.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_PORTAL;
//Check if we can teleport and should (downkey -or- auto).
if(canTeleport && (downKeyPressed || (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&1))){
canTeleport=false;
if(downKeyPressed || levelObjects[o]!=objLastTeleport.get()){
//Loop the levelobjects again to find the destination.
for(unsigned int oo=o+1;;){
//We started at our index+1.
//Meaning that if we reach the end of the vector then we need to start at the beginning.
if(oo>=levelObjects.size())
oo-=(int)levelObjects.size();
//It also means that if we reach the same index we need to stop.
//If the for loop breaks this way then we have no succes.
if(oo==o){
//Couldn't teleport. We play the error sound only when the down key pressed.
if (downKeyPressed) {
getSoundManager()->playSound("error");
}
break;
}
//Check if the second (oo) object is a portal and is visible.
if (levelObjects[oo]->type == TYPE_PORTAL && (levelObjects[oo]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000) == 0){
//Check the id against the destination of the first portal.
if(levelObjects[o]->destination==levelObjects[oo]->id){
//Get the destination location.
SDL_Rect r = levelObjects[oo]->getBox();
r.x += 5;
r.y += 2;
r.w = box.w;
r.h = box.h;
//Check if the destination location is blocked.
bool blocked = false;
for (auto ooo : levelObjects){
//Make sure to only check visible blocks.
if (ooo->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
continue;
//Make sure the object is solid for the player.
if (!ooo->queryProperties(GameObjectProperty_PlayerCanWalkOn, this))
continue;
//Check for collision.
if (checkCollision(r, ooo->getBox())) {
blocked = true;
break;
}
}
//Teleport only if the destination is not blocked.
if (!blocked) {
//Call the event.
objParent->broadcastObjectEvent(GameObjectEvent_OnToggle, -1, NULL, levelObjects[o]);
objLastTeleport = levelObjects[oo];
//Teleport the player.
box.x = r.x;
box.y = r.y;
//We don't count it to traveling distance.
isTraveling = false;
//Play the swap sound.
getSoundManager()->playSound("swap");
break;
}
}
}
//Increase oo.
oo++;
}
//Reset the down key pressed.
downKeyPressed = false;
}
}
break;
}
case TYPE_SWITCH:
{
//If we're not the shadow set the gameTip to switch.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWITCH;
//If the down key is pressed then invoke an event.
if(downKeyPressed){
//Play the animation.
levelObjects[o]->playAnimation();
//Play the toggle sound.
getSoundManager()->playSound("toggle");
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
statsMgr.switchTimes++;
//Update achievements
switch(statsMgr.switchTimes){
case 100:
statsMgr.newAchievement("switch100");
break;
case 1000:
statsMgr.newAchievement("switch1k");
break;
}
}
levelObjects[o]->onEvent(GameObjectEvent_OnPlayerInteraction);
}
break;
}
case TYPE_SHADOW_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
{
//This only applies to the player.
if(!shadow)
objShadowBlock=levelObjects[o];
break;
}
case TYPE_NOTIFICATION_BLOCK:
{
//This only applies to the player.
if(!shadow)
objNotificationBlock=levelObjects[o];
break;
}
case TYPE_COLLECTABLE:
{
//Check if collectable is active (if it's not it's equal to 1(inactive))
if((levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x1) == 0) {
//Toggle an event
objParent->broadcastObjectEvent(GameObjectEvent_OnToggle,-1,NULL,levelObjects[o]);
//Increase the current number of collectables
objParent->currentCollectables++;
getSoundManager()->playSound("collect");
//Open exit(s)
if(objParent->currentCollectables>=objParent->totalCollectables){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
objParent->broadcastObjectEvent(GameObjectEvent_OnSwitchOn,-1,NULL,levelObjects[i]);
}
}
}
}
break;
}
}
//Now check for the spike property.
if(levelObjects[o]->queryProperties(GameObjectProperty_IsSpikes,this)){
//It is so get the collision box.
SDL_Rect r=levelObjects[o]->getBox();
//TODO: pixel-accuracy hit test.
//For now we shrink the box.
r.x+=2;
r.y+=2;
r.w-=4;
r.h-=4;
//Check collision, if the player collides then let him die.
if(checkCollision(box,r)){
die();
}
}
}
}
//Check if the player can teleport.
if(canTeleport)
objLastTeleport=NULL;
//Check the checkpoint pointer only if the downkey is pressed.
//new: don't save the game if playing game record
if (objParent != NULL && downKeyPressed && objCheckPoint != NULL && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
//Checkpoint thus save the state.
if(objParent->canSaveState()){
objParent->saveStateNextTime=true;
objParent->objLastCheckPoint=objCheckPoint;
}
}
//Check the swap pointer only if the down key is pressed.
if(objSwap!=NULL && downKeyPressed && objParent!=NULL){
//Now check if the shadow we're the shadow or not.
if(shadow){
if(!(dead || objParent->player.dead)){
//Check if the player isn't in front of a shadow block.
if(!objParent->player.objShadowBlock.get()){
objParent->player.swapState(this);
objSwap->playAnimation();
//We don't count it to traveling distance.
isTraveling=false;
//NOTE: Statistics updated in swapState() function.
}else{
//We can't swap so play the error sound.
getSoundManager()->playSound("error");
}
}
}else{
if(!(dead || objParent->shadow.dead)){
//Check if the player isn't in front of a shadow block.
if(!objShadowBlock.get()){
swapState(&objParent->shadow);
objSwap->playAnimation();
//We don't count it to traveling distance.
isTraveling=false;
//NOTE: Statistics updated in swapState() function.
}else{
//We can't swap so play the error sound.
getSoundManager()->playSound("error");
}
}
}
}
//Determine the correct theme state.
if(!dead){
//Set the direction depending on the velocity.
if(xVel>0)
direction=0;
else if(xVel<0)
direction=1;
//Check if the player is in the air.
if(!inAir){
//On the ground so check the direction and movement.
if(xVel>0){
appearance.changeState("walkright",true,true);
}else if(xVel<0){
appearance.changeState("walkleft",true,true);
}else if(xVel==0){
if(direction==1){
appearance.changeState("standleft",true,true);
}else{
appearance.changeState("standright",true,true);
}
}
}else{
//Check for jump appearance (inAir).
if(direction==1){
if(yVel>0){
appearance.changeState("fallleft",true,true);
}else{
appearance.changeState("jumpleft",true,true);
}
}else{
if(yVel>0){
appearance.changeState("fallright",true,true);
}else{
appearance.changeState("jumpright",true,true);
}
}
}
}
//Update traveling distance statistics.
if(isTraveling && (lastX!=box.x || lastY!=box.y) && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
float dx=float(lastX-box.x),dy=float(lastY-box.y);
float d0=statsMgr.playerTravelingDistance+statsMgr.shadowTravelingDistance,
d=sqrtf(dx*dx+dy*dy)/50.0f;
if(shadow) statsMgr.shadowTravelingDistance+=d;
else statsMgr.playerTravelingDistance+=d;
//Update achievement
d+=d0;
if(d0<=100.0f && d>=100.0f) statsMgr.newAchievement("travel100");
if(d0<=1000.0f && d>=1000.0f) statsMgr.newAchievement("travel1k");
if(d0<=10000.0f && d>=10000.0f) statsMgr.newAchievement("travel10k");
if(d0<=42195.0f && d>=42195.0f) statsMgr.newAchievement("travel42k");
}
//Reset the downKeyPressed flag.
downKeyPressed=false;
}
void Player::collision(vector<Block*> &levelObjects, Player* other){
//Only move when the player isn't dead.
if(dead)
return;
//First sort out the velocity.
//NOTE: This is the temporary xVel which takes canMove into consideration.
//This shadows Player::xVel.
const int xVel = canMove ? this->xVel : 0;
//Add gravity acceleration to the vertical velocity.
if(isJump)
jump();
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13)
yVel=13;
}
Block* baseBlock=NULL;
if(auto tmp = objCurrentStand.get()) {
baseBlock=tmp;
} else if(other && other->holdingOther) {
//NOTE: this actually CAN happen, e.g. when player is holding shadow and the player is going to jump
//assert(other->objCurrentStand != NULL);
baseBlock=other->objCurrentStand.get();
}
if(baseBlock!=NULL){
//Now get the velocity and delta of the object the player is standing on.
SDL_Rect v=baseBlock->getBox(BoxType_Velocity);
SDL_Rect delta=baseBlock->getBox(BoxType_Delta);
switch(baseBlock->type){
//For conveyor belts the velocity is transfered.
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
xVelBase=v.x;
break;
//In other cases, such as player on shadow, player on crate. the change in x position must be considered.
default:
{
if(delta.x != 0)
xVelBase+=delta.x;
}
break;
}
//NOTE: Only copy the velocity of the block when moving down.
//Upwards is automatically resolved before the player is moved.
if(delta.y>0){
//Fixes the jitters when the player is on a pushable block on a downward moving box.
//NEW FIX: the squash bug. The following line of code is commented and change 'v' to 'delta'.
//box.y+=delta.y;
yVelBase=delta.y;
}
else
yVelBase=0;
}
//Set the object the player is currently standing to NULL.
objCurrentStand=NULL;
//Store the location of the player.
int lastX=box.x;
int lastY=box.y;
//An array that will hold all the GameObjects that are involved in the collision/movement.
vector<Block*> objects;
//All the blocks have moved so if there's collision with the player, the block moved into him.
for(unsigned int o=0;o<levelObjects.size();o++){
//Make sure to only check visible blocks.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
continue;
//Make sure the object is solid for the player.
if(!levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this))
continue;
//Check for collision.
if(checkCollision(box,levelObjects[o]->getBox()))
objects.push_back(levelObjects[o]);
}
//There was collision so try to resolve it.
if(!objects.empty()){
//FIXME: When multiple moving blocks are overlapping the player can be "bounced" off depending on the block order.
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
SDL_Rect delta=objects[o]->getBox(BoxType_Delta);
//Check on which side of the box the player is.
if(delta.x!=0){
if(delta.x>0){
//Move the player right if necessary.
if((r.x+r.w)-box.x<=delta.x && box.x<r.x+r.w)
box.x=r.x+r.w;
}else{
//Move the player left if necessary.
if((box.x+box.w)-r.x<=-delta.x && box.x>r.x-box.w)
box.x=r.x-box.w;
}
}
if(delta.y!=0){
if(delta.y>0){
//Move the player down if necessary.
if((r.y+r.h)-box.y<=delta.y && box.y<r.y+r.h)
box.y=r.y+r.h;
}else{
//Move the player up if necessary.
if((box.y+box.h)-r.y<=-delta.y && box.y>r.y-box.h)
box.y=r.y-box.h;
}
}
}
//Check if the player is squashed.
for(unsigned int o=0;o<levelObjects.size();o++){
//Make sure the object is visible.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
continue;
//Make sure the object is solid for the player.
if(!levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this))
continue;
if(checkCollision(box,levelObjects[o]->getBox())){
//The player is squashed so first move him back.
box.x=lastX;
box.y=lastY;
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(shadow) statsMgr.shadowSquashed++;
else statsMgr.playerSquashed++;
switch(statsMgr.playerSquashed+statsMgr.shadowSquashed){
case 1:
statsMgr.newAchievement("squash1");
break;
case 50:
statsMgr.newAchievement("squash50");
break;
}
}
//Now call the die method.
die();
return;
}
}
}
//Reuse the objects array, this time for blocks the player walks into.
objects.clear();
//Determine the collision frame.
SDL_Rect frame={box.x,box.y,box.w,box.h};
//Keep the horizontal movement of the player in mind.
if(xVel+xVelBase>=0){
frame.w+=(xVel+xVelBase);
}else{
frame.x+=(xVel+xVelBase);
frame.w-=(xVel+xVelBase);
}
//And the vertical movement.
if(yVel+yVelBase>=0){
frame.h+=(yVel+yVelBase);
}else{
frame.y+=(yVel+yVelBase);
frame.h-=(yVel+yVelBase);
}
//Loop through the game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Make sure the block is visible.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
continue;
//Check if the player can collide with this game object.
if(!levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this))
continue;
//Check if the block is inside the frame.
if(checkCollision(frame,levelObjects[o]->getBox()))
objects.push_back(levelObjects[o]);
}
//Horizontal pass.
if(xVel+xVelBase!=0){
box.x+=xVel+xVelBase;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//In case of a pushable block we give it velocity.
if(objects[o]->type==TYPE_PUSHABLE){
objects[o]->xVel+=(xVel+xVelBase)/2;
}
if(xVel+xVelBase>0){
//We came from the left so the right edge of the player must be less or equal than xVel+xVelBase.
if((box.x+box.w)-r.x<=xVel+xVelBase)
box.x=r.x-box.w;
}else{
//We came from the right so the left edge of the player must be greater or equal than xVel+xVelBase.
if(box.x-(r.x+r.w)>=xVel+xVelBase)
box.x=r.x+r.w;
}
}
}
//Some variables that are used in vertical movement.
Block* lastStand=NULL;
inAir=true;
//Vertical pass.
if(yVel+yVelBase!=0){
box.y+=yVel+yVelBase;
//Value containing the previous 'depth' of the collision.
int prevDepth=0;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//Now check how we entered the block (vertically or horizontally).
if(yVel+yVelBase>0){
//Calculate the number of pixels the player is in the block (vertically).
int depth=(box.y+box.h)-r.y;
//We came from the top so the bottom edge of the player must be less or equal than yVel+yVelBase.
if(depth<=yVel+yVelBase){
//NOTE: lastStand is handled later since the player can stand on only one block at the time.
//Check if there's already a lastStand.
if(lastStand){
//Since the player fell he will stand on the highest block, meaning the highest 'depth'.
if(depth>prevDepth){
lastStand=objects[o];
prevDepth=depth;
}else if(depth==prevDepth){
//Both blocks are at the same height so determine the block by the amount the player is standing on them.
SDL_Rect r=objects[o]->getBox();
int w=0;
if(box.x+box.w>r.x+r.w)
w=(r.x+r.w)-box.x;
else
w=(box.x+box.w)-r.x;
//Do the same for the other box.
r=lastStand->getBox();
int w2=0;
if(box.x+box.w>r.x+r.w)
w2=(r.x+r.w)-box.x;
else
w2=(box.x+box.w)-r.x;
//NOTE: It doesn't matter which block the player is on if they are both stationary.
SDL_Rect v=objects[o]->getBox(BoxType_Velocity);
SDL_Rect v2=lastStand->getBox(BoxType_Velocity);
//Either the have the same (vertical) velocity so most pixel standing on is the lastStand...
// ... OR one is moving slower down/faster up and that's the one the player is standing on.
if((v.y==v2.y && w>w2) || v.y<v2.y){
lastStand=objects[o];
prevDepth=depth;
}
}
}else{
//There isn't one so assume the current block for now.
lastStand=objects[o];
prevDepth=depth;
}
}
}else{
//We came from the bottom so the upper edge of the player must be greater or equal than yVel+yVelBase.
if(box.y-(r.y+r.h)>=yVel+yVelBase){
box.y=r.y+r.h;
yVel=0;
}
}
}
}
if(lastStand){
inAir=false;
yVel=1;
SDL_Rect r=lastStand->getBox();
box.y=r.y-box.h;
}
//Check if the player fell of the level, if so let him die but without animation.
- if(box.y>LEVEL_HEIGHT)
+ if(box.y>objParent->levelRect.y+objParent->levelRect.h)
die(false);
//Check if the player changed blocks, meaning stepped onto a block.
objCurrentStand=lastStand;
auto ols = objLastStand.get();
if(lastStand!=ols){
//The player has changed block so call the playerleave event.
if(ols)
objParent->broadcastObjectEvent(GameObjectEvent_PlayerLeave,-1,NULL,ols);
//Set the new lastStand.
objLastStand=lastStand;
if(lastStand){
//NOTE: We partially revert this piece of code to that in commit 0072762,
//i.e. change the event GameObjectEvent_PlayerWalkOn from asynchronous back to synchronous,
//to fix the fragile block hit test bug when it is breaking.
//Hopefully it will not introduce bugs (e.g. bugs regarding dynamic add/delete of objects).
if (lastStand->type == TYPE_FRAGILE) {
//Call the walk on event of the laststand in a synchronous way.
lastStand->onEvent(GameObjectEvent_PlayerWalkOn);
//Bugfix for Fragile blocks.
if (!lastStand->queryProperties(GameObjectProperty_PlayerCanWalkOn, this)) {
inAir = true;
isJump = false;
}
} else {
//Call the walk on event of the laststand in an asynchronous way.
objParent->broadcastObjectEvent(GameObjectEvent_PlayerWalkOn, -1, NULL, lastStand);
}
}
}
//NOTE: The PlayerIsOn event must be handled here so that the script can change the location of a block without interfering with the collision detection.
//Handlingin it here also guarantees that this event will only be called once for one block per update.
if(lastStand)
objParent->broadcastObjectEvent(GameObjectEvent_PlayerIsOn,-1,NULL,lastStand);
//Reset the base velocity.
xVelBase=yVelBase=0;
canMove=true;
}
void Player::jump(int strength){
//Check if the player can jump.
if(inAir==false){
//Set the jump velocity.
yVel=-strength;
inAir=true;
isJump=false;
jumpTime++;
//Update statistics
if(!objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(shadow) statsMgr.shadowJumps++;
else statsMgr.playerJumps++;
if(statsMgr.playerJumps+statsMgr.shadowJumps==1000) statsMgr.newAchievement("frog");
}
//Check if sound is enabled, if so play the jump sound.
getSoundManager()->playSound("jump");
}
}
void Player::show(SDL_Renderer& renderer){
//Check if we should render the recorded line.
//Only do this when we're recording and we're not the shadow.
if(shadow==false && record==true){
//FIXME: Adding an entry not in update but in render?
line.push_back(SDL_Rect());
line[line.size()-1].x=box.x+11;
line[line.size()-1].y=box.y+20;
//Loop through the line dots and draw them.
for(int l=0; l<(signed)line.size(); l++){
appearance.drawState("line",renderer,line[l].x-camera.x,line[l].y-camera.y);
}
}
//NOTE: We do logic here, because it's only needed by the appearance.
appearance.updateAnimation();
appearance.draw(renderer, box.x-camera.x, box.y-camera.y);
}
void Player::shadowSetState(){
int currentKey=0;
/*//debug
extern int block_test_count;
extern bool block_test_only;
if(SDL_GetKeyState(NULL)[SDLK_p]){
block_test_count=recordButton.size();
}
if(block_test_count==(int)recordButton.size()){
block_test_only=true;
}*/
//Check if we should read the input from record file.
if(recordIndex>=0){ // && recordIndex<(int)recordButton.size()){
//read the input from record file
if(recordIndex<(int)recordButton.size()){
currentKey=recordButton[recordIndex];
recordIndex++;
}
//Reset horizontal velocity.
xVel=0;
if(currentKey&PlayerButtonRight){
//Walking to the right.
xVel+=7;
}
if(currentKey&PlayerButtonLeft){
//Walking to the left.
xVel-=7;
}
if(currentKey&PlayerButtonJump){
//The up key, if we aren't in the air we start jumping.
if(inAir==false){
isJump=true;
}else{
//Shouldn't go here
cout<<"Replay BUG"<<endl;
}
}
//check the down key
downKeyPressed=(currentKey&PlayerButtonDown)!=0;
//check the space key
if(currentKey&PlayerButtonSpace){
spaceKeyDown(&objParent->shadow);
}
}else{
//read the input from keyboard.
recordIndex=-1;
//Check for xvelocity.
if(xVel>0)
currentKey|=PlayerButtonRight;
if(xVel<0)
currentKey|=PlayerButtonLeft;
//Check for jumping.
if(isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonJump;
}
//Check if the downbutton is pressed.
if(downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonDown;
}
if(spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonSpace;
}
//Record it.
recordButton.push_back(currentKey);
}
#ifdef RECORD_FILE_DEBUG
if(recordIndex>=0){
if(recordIndex>0 && recordIndex<=int(recordPlayerPosition.size())/2){
SDL_Rect &r1=recordPlayerPosition[recordIndex*2-2];
SDL_Rect &r2=recordPlayerPosition[recordIndex*2-1];
if(r1.x!=box.x || r1.y!=box.y || r2.x!=objParent->shadow.box.x || r2.y!=objParent->shadow.box.y){
char c[192];
sprintf(c,"Replay ERROR [%05d] %d %d %d %d Expected: %d %d %d %d\n",
objParent->time-1,box.x,box.y,objParent->shadow.box.x,objParent->shadow.box.y,r1.x,r1.y,r2.x,r2.y);
cout<<c;
}
}
}else{
recordPlayerPosition.push_back(box);
recordPlayerPosition.push_back(objParent->shadow.box);
}
#endif
//reset spaceKeyPressed.
spaceKeyPressed=false;
//Only add an entry if the player is recording.
if(record){
//Add the action.
if(!dead && !objParent->shadow.dead){
playerButton.push_back(currentKey);
//Change the state.
state++;
}else{
//Either player or shadow is dead, stop recording.
playerButton.clear();
state=0;
record=false;
}
}
}
void Player::shadowGiveState(Shadow* shadow){
//Check if the player calls the shadow.
if(shadowCall==true){
//Clear any recording still with the shadow.
shadow->playerButton.clear();
//Loop the recorded moves and add them to the one of the shadow.
for(unsigned int s=0;s<playerButton.size();s++){
shadow->playerButton.push_back(playerButton[s]);
}
//Reset the state of both the player and the shadow.
stateReset();
shadow->stateReset();
//Clear the recording at the player's side.
playerButton.clear();
line.clear();
//Set shadowCall false
shadowCall=false;
//And let the shadow know that the player called him.
shadow->meCall();
}
}
void Player::stateReset(){
//Reset the state by setting it to 0.
state=0;
}
void Player::otherCheck(class Player* other){
//Now check if the player is on the shadow.
//First make sure they are both alive.
if(!dead && !other->dead){
//Get the box of the shadow.
SDL_Rect boxShadow=other->getBox();
//Check if the player is on top of the shadow.
if(checkCollision(box,boxShadow)==true){
//We have collision now check if the other is standing on top of you.
if(box.y+box.h<=boxShadow.y+13 && !other->inAir){
//Player is on shadow.
int yVelocity=yVel-1;
if(yVelocity>0){
//If the player is going to stand on the shadow for the first time, check if there are enough spaces for it.
if (!other->holdingOther) {
const SDL_Rect r = { box.x, boxShadow.y - box.h, box.w, box.h };
for (auto ooo : objParent->levelObjects){
//Make sure to only check visible blocks.
if (ooo->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
continue;
//Make sure the object is solid for the player.
if (!ooo->queryProperties(GameObjectProperty_PlayerCanWalkOn, this))
continue;
//Check for collision.
if (checkCollision(r, ooo->getBox())) {
//We are blocked hence we can't stand on it.
return;
}
}
}
box.y=boxShadow.y-box.h;
inAir=false;
canMove=false;
//Reset the vertical velocity.
yVel=2;
other->holdingOther=true;
other->appearance.changeState("holding");
//Change our own appearance to standing.
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
//Set the velocity things.
objCurrentStand=NULL;
}
}else if(boxShadow.y+boxShadow.h<=box.y+13 && !inAir){
//Shadow is on player.
int yVelocity=other->yVel-1;
if(yVelocity>0){
//If the shadow is going to stand on the player for the first time, check if there are enough spaces for it.
if (!holdingOther) {
const SDL_Rect r = { boxShadow.x, box.y - boxShadow.h, boxShadow.w, boxShadow.h };
for (auto ooo : objParent->levelObjects){
//Make sure to only check visible blocks.
if (ooo->queryProperties(GameObjectProperty_Flags, other) & 0x80000000)
continue;
//Make sure the object is solid for the shadow.
if (!ooo->queryProperties(GameObjectProperty_PlayerCanWalkOn, other))
continue;
//Check for collision.
if (checkCollision(r, ooo->getBox())) {
//We are blocked hence we can't stand on it.
return;
}
}
}
other->box.y=box.y-boxShadow.h;
other->inAir=false;
other->canMove=false;
//Reset the vertical velocity of the other.
other->yVel=2;
holdingOther=true;
appearance.changeState("holding");
//Change our own appearance to standing.
if(other->direction==1){
other->appearance.changeState("standleft");
}else{
other->appearance.changeState("standright");
}
//Set the velocity things.
other->objCurrentStand=NULL;
}
}
}else{
holdingOther=false;
other->holdingOther=false;
}
}
}
SDL_Rect Player::getBox(){
return box;
}
void Player::setMyCamera(){
//Only change the camera when the player isn't dead.
if(dead)
return;
//Check if the level fit's horizontally inside the camera.
- if(camera.w>LEVEL_WIDTH){
- camera.x=-(camera.w-LEVEL_WIDTH)/2;
+ if(camera.w>objParent->levelRect.w){
+ camera.x=objParent->levelRect.x-(camera.w-objParent->levelRect.w)/2;
}else{
//Check if the player is halfway pass the halfright of the screen.
if(box.x>camera.x+(SCREEN_WIDTH/2+50)){
//It is so ease the camera to the right.
camera.x+=(box.x-camera.x-(SCREEN_WIDTH/2))>>4;
//Check if the camera isn't going too far.
if(box.x<camera.x+(SCREEN_WIDTH/2+50)){
camera.x=box.x-(SCREEN_WIDTH/2+50);
}
}
//Check if the player is halfway pass the halfleft of the screen.
if(box.x<camera.x+(SCREEN_WIDTH/2-50)){
//It is so ease the camera to the left.
camera.x+=(box.x-camera.x-(SCREEN_WIDTH/2))>>4;
//Check if the camera isn't going too far.
if(box.x>camera.x+(SCREEN_WIDTH/2-50)){
camera.x=box.x-(SCREEN_WIDTH/2-50);
}
}
//If the camera is too far to the left we set it to 0.
- if(camera.x<0){
- camera.x=0;
+ if(camera.x<objParent->levelRect.x){
+ camera.x=objParent->levelRect.x;
}
//If the camera is too far to the right we set it to the max right.
- if(camera.x+camera.w>LEVEL_WIDTH){
- camera.x=LEVEL_WIDTH-camera.w;
+ if(camera.x+camera.w>objParent->levelRect.x+objParent->levelRect.w){
+ camera.x=objParent->levelRect.x+objParent->levelRect.w-camera.w;
}
}
//Check if the level fit's vertically inside the camera.
- if(camera.h>LEVEL_HEIGHT){
+ if(camera.h>objParent->levelRect.h){
//We don't centre vertical because the bottom line of the level (deadly) will be mid air.
- camera.y=-(camera.h-LEVEL_HEIGHT);
+ camera.y=objParent->levelRect.y-(camera.h-objParent->levelRect.h);
}else{
//Check if the player is halfway pass the lower half of the screen.
if(box.y>camera.y+(SCREEN_HEIGHT/2+50)){
//If is so ease the camera down.
camera.y+=(box.y-camera.y-(SCREEN_HEIGHT/2))>>4;
//Check if the camera isn't going too far.
if(box.y<camera.y+(SCREEN_HEIGHT/2+50)){
camera.y=box.y-(SCREEN_HEIGHT/2+50);
}
}
//Check if the player is halfway pass the upper half of the screen.
if(box.y<camera.y+(SCREEN_HEIGHT/2-50)){
//It is so ease the camera up.
camera.y+=(box.y-camera.y-(SCREEN_HEIGHT/2))>>4;
//Check if the camera isn't going too far.
if(box.y>camera.y+(SCREEN_HEIGHT/2-50)){
camera.y=box.y-(SCREEN_HEIGHT/2-50);
}
}
//If the camera is too far up we set it to 0.
- if(camera.y<0){
- camera.y=0;
+ if(camera.y<objParent->levelRect.y){
+ camera.y=objParent->levelRect.y;
}
//If the camera is too far down we set it to the max down.
- if(camera.y+camera.h>LEVEL_HEIGHT){
- camera.y=LEVEL_HEIGHT-camera.h;
+ if(camera.y+camera.h>objParent->levelRect.y+objParent->levelRect.h){
+ camera.y=objParent->levelRect.y+objParent->levelRect.h-camera.h;
}
}
}
void Player::reset(bool save){
//Set the location of the player to it's initial state.
box.x=fx;
box.y=fy;
//Reset back to default value.
inAir=true;
isJump=false;
shadowCall=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
//Some animation variables.
appearance = appearanceInitial;
if (save) appearanceSave = appearanceInitial;
direction=0;
state=0;
xVel=0; //??? fixed a strange bug in game replay
yVel=0;
//Reset the gameObject pointers.
objCurrentStand=objLastStand=objLastTeleport=objNotificationBlock=objShadowBlock=NULL;
if(save)
objCurrentStandSave=objLastStandSave=objLastTeleportSave=objNotificationBlockSave=objShadowBlockSave=NULL;
//Clear the recording.
line.clear();
playerButton.clear();
recordButton.clear();
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordPlayerPosition.clear();
#endif
if(save){
//xVelSaved is used to indicate if there's a state saved or not.
xVelSaved=0x80000000;
loadAndDieTimes=0;
}
}
void Player::saveState(){
//We can only save the state when the player isn't dead.
if(!dead){
boxSaved.x=box.x;
boxSaved.y=box.y;
xVelSaved=xVel;
yVelSaved=yVel;
inAirSaved=inAir;
isJumpSaved=isJump;
canMoveSaved=canMove;
holdingOtherSaved=holdingOther;
stateSaved=state;
//Let the appearance save.
appearanceSave = appearance;
//Save the lastStand and currentStand pointers.
objCurrentStandSave=objCurrentStand;
objLastStandSave=objLastStand;
objLastTeleportSave = objLastTeleport;
objNotificationBlockSave = objNotificationBlock;
objShadowBlockSave = objShadowBlock;
//Save any recording stuff.
recordSaved=record;
playerButtonSaved=playerButton;
lineSaved=line;
//Save the record
savedRecordButton=recordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog_saved=recordKeyPressLog;
recordPlayerPosition_saved=recordPlayerPosition;
#endif
//To prevent playing the sound twice, only the player can cause the sound.
if(!shadow)
getSoundManager()->playSound("checkpoint");
//We saved a new state so reset the counter
loadAndDieTimes=0;
}
}
void Player::loadState(){
//Check with xVelSaved if there's a saved state.
if(xVelSaved==int(0x80000000)){
//There isn't so reset the game to load the first initial state.
//NOTE: There's no need in removing the saved state since there is none.
reset(false);
return;
}
//Restore the saved values.
box.x=boxSaved.x;
box.y=boxSaved.y;
//xVel is set to 0 since it's saved counterpart is used to indicate a saved state.
xVel=0;
yVel=yVelSaved;
//Restore the saved values.
inAir=inAirSaved;
isJump=isJumpSaved;
canMove=canMoveSaved;
holdingOther=holdingOtherSaved;
dead=false;
record=false;
shadowCall=false;
state=stateSaved;
objCurrentStand=objCurrentStandSave;
objLastStand=objLastStandSave;
objLastTeleport = objLastTeleportSave;
objNotificationBlock = objNotificationBlockSave;
objShadowBlock = objShadowBlockSave;
//Restore the appearance.
appearance = appearanceSave;
//Restore any recorded stuff.
record=recordSaved;
playerButton=playerButtonSaved;
line=lineSaved;
//Load the previously saved record
recordButton=savedRecordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog=recordKeyPressLog_saved;
recordPlayerPosition=recordPlayerPosition_saved;
#endif
}
void Player::swapState(Player* other){
//We need to swap the values of the player with the ones of the given player.
swap(box.x,other->box.x);
swap(box.y,other->box.y);
swap(xVelBase, other->yVelBase);
swap(yVelBase, other->yVelBase);
objCurrentStand.swap(other->objCurrentStand);
//NOTE: xVel isn't there since it's used for something else.
swap(yVel,other->yVel);
swap(inAir,other->inAir);
swap(isJump,other->isJump);
swap(canMove,other->canMove);
swap(holdingOther,other->holdingOther);
swap(dead, other->dead);
//Also reset the state of the other.
other->stateReset();
//Play the swap sound.
getSoundManager()->playSound("swap");
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(objParent->time < objParent->recentSwap + FPS){
//Swap player and shadow twice in 1 senond.
statsMgr.newAchievement("quickswap");
}
objParent->recentSwap=objParent->time;
statsMgr.swapTimes++;
//Update achievements
switch(statsMgr.swapTimes){
case 100:
statsMgr.newAchievement("swap100");
break;
case 1000:
statsMgr.newAchievement("swap1k");
break;
}
}
}
bool Player::canSaveState(){
//We can only save the state if the player isn't dead.
return !dead;
}
bool Player::canLoadState(){
//We use xVelSaved to indicate if a state is saved or not.
return xVelSaved != int(0x80000000);
}
void Player::die(bool animation){
//Make sure the player isn't already dead.
if(!dead){
dead=true;
//If sound is enabled run the hit sound.
getSoundManager()->playSound("hit");
//Change the apearance to die (if animation is true).
if(animation){
if(direction==1){
appearance.changeState("dieleft");
}else{
appearance.changeState("dieright");
}
}
//Update statistics
if(!objParent->player.isPlayFromRecord() && !objParent->interlevel){
addRecentDeaths(objParent->recentLoad);
if(shadow) statsMgr.shadowDies++;
else statsMgr.playerDies++;
switch(statsMgr.playerDies+statsMgr.shadowDies){
case 1:
statsMgr.newAchievement("die1");
break;
case 50:
statsMgr.newAchievement("die50");
break;
case 1000:
statsMgr.newAchievement("die1000");
break;
}
if(canLoadState() && (++loadAndDieTimes)==100){
statsMgr.newAchievement("loadAndDie100");
}
if(objParent->player.dead && objParent->shadow.dead) statsMgr.newAchievement("doubleKill");
}
}
//We set the jumpTime to 80 when this is the shadow.
//That's the countdown for the "Your shadow has died." message.
if(shadow){
jumpTime=80;
}
}
diff --git a/src/Scenery.cpp b/src/Scenery.cpp
index 0ebc392..cf9afad 100644
--- a/src/Scenery.cpp
+++ b/src/Scenery.cpp
@@ -1,398 +1,398 @@
/*
* Copyright (C) 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 "GameObjects.h"
#include "Scenery.h"
#include "Functions.h"
#include "LevelEditor.h"
#include "POASerializer.h"
#include <iostream>
#include <sstream>
#include <stdlib.h>
#include <stdio.h>
using namespace std;
#include "libs/tinyformat/tinyformat.h"
Scenery::Scenery(Game* objParent) :
GameObject(objParent),
xSave(0),
ySave(0),
dx(0),
dy(0),
themeBlock(NULL),
repeatMode(0)
{}
Scenery::Scenery(Game* objParent, int x, int y, int w, int h, const std::string& sceneryName) :
GameObject(objParent),
xSave(0),
ySave(0),
dx(0),
dy(0),
themeBlock(NULL),
repeatMode(0)
{
box.x = boxBase.x = x;
box.y = boxBase.y = y;
box.w = boxBase.w = w;
box.h = boxBase.h = h;
if (sceneryName.empty()) {
themeBlock = &internalThemeBlock;
} else {
// Load the appearance.
themeBlock = objThemes.getScenery(sceneryName);
if (themeBlock) {
sceneryName_ = sceneryName;
} else {
fprintf(stderr, "ERROR: Can't find scenery with name '%s'.\n", sceneryName.c_str());
themeBlock = &internalThemeBlock;
}
}
themeBlock->createInstance(&appearance);
appearanceInitial = appearanceSave = appearance;
}
Scenery::~Scenery(){
//Destroy the themeBlock since it isn't needed anymore.
internalThemeBlock.destroy();
}
-static inline int getNewCoord(unsigned char rm, int default_, int cameraX, int cameraW, int levelW, int offset) {
+static inline int getNewCoord(unsigned char rm, int default_, int cameraX, int cameraW, int levelX, int levelW, int offset) {
switch (rm) {
case Scenery::NEGATIVE_INFINITY:
return cameraX;
case Scenery::ZERO:
- return std::max(cameraX, offset);
+ return std::max(cameraX, levelX + offset);
case Scenery::LEVEL_SIZE:
- return std::min(cameraX + cameraW, levelW + offset);
+ return std::min(cameraX + cameraW, levelX + levelW + offset);
case Scenery::POSITIVE_INFINITY:
return cameraX + cameraW;
default:
return default_;
}
}
void Scenery::show(SDL_Renderer& renderer) {
showScenery(renderer, 0, 0);
}
void Scenery::showScenery(SDL_Renderer& renderer, int offsetX, int offsetY) {
//The box which is offset by the input.
const SDL_Rect box = {
this->box.x + offsetX,
this->box.y + offsetY,
this->box.w,
this->box.h,
};
//The real box according to repeat mode.
SDL_Rect theBox = {
- getNewCoord(repeatMode, box.x, camera.x, camera.w, LEVEL_WIDTH, offsetX),
- getNewCoord(repeatMode >> 16, box.y, camera.y, camera.h, LEVEL_HEIGHT, offsetX),
- getNewCoord(repeatMode >> 8, box.x + box.w, camera.x, camera.w, LEVEL_WIDTH, offsetY),
- getNewCoord(repeatMode >> 24, box.y + box.h, camera.y, camera.h, LEVEL_HEIGHT, offsetY),
+ getNewCoord(repeatMode, box.x, camera.x, camera.w, parent->levelRect.x, parent->levelRect.w, offsetX),
+ getNewCoord(repeatMode >> 16, box.y, camera.y, camera.h, parent->levelRect.x, parent->levelRect.w, offsetX),
+ getNewCoord(repeatMode >> 8, box.x + box.w, camera.x, camera.w, parent->levelRect.y, parent->levelRect.h, offsetY),
+ getNewCoord(repeatMode >> 24, box.y + box.h, camera.y, camera.h, parent->levelRect.y, parent->levelRect.h, offsetY),
};
theBox.w -= theBox.x;
theBox.h -= theBox.y;
//Check if the scenery is visible.
if (theBox.w > 0 && theBox.h > 0 && checkCollision(camera, theBox)) {
//Snap the size to integral multiple of box.w and box.h
if (box.w > 1) {
theBox.w += theBox.x;
if (repeatMode & 0xFFu) {
theBox.x = box.x + int(floor(float(theBox.x - box.x) / float(box.w))) * box.w;
}
if (repeatMode & 0xFF00u) {
theBox.w = box.x + int(ceil(float(theBox.w - box.x) / float(box.w))) * box.w;
}
theBox.w -= theBox.x;
}
if (box.h > 1) {
theBox.h += theBox.y;
if (repeatMode & 0xFF0000u) {
theBox.y = box.y + int(floor(float(theBox.y - box.y) / float(box.h))) * box.h;
}
if (repeatMode & 0xFF000000u) {
theBox.h = box.y + int(ceil(float(theBox.h - box.y) / float(box.h))) * box.h;
}
theBox.h -= theBox.y;
}
//Now draw normal.
if (theBox.w > 0 && theBox.h > 0) {
appearance.draw(renderer, theBox.x - camera.x, theBox.y - camera.y, theBox.w, theBox.h);
}
}
//Draw some stupid icons in edit mode.
if (stateID == STATE_LEVEL_EDITOR && checkCollision(camera, box)) {
auto bmGUI = static_cast<LevelEditor*>(parent)->getGuiTexture();
if (!bmGUI) {
return;
}
int x = box.x - camera.x + 2;
//Draw a stupid icon for custom scenery.
if (themeBlock == &internalThemeBlock) {
const SDL_Rect r = { 48, 16, 16, 16 };
const SDL_Rect dstRect = { x, box.y - camera.y + 2, 16, 16 };
SDL_RenderCopy(&renderer, bmGUI.get(), &r, &dstRect);
x += 16;
}
//Draw a stupid icon for horizonal repeat.
if (repeatMode & 0x0000FFFFu) {
const SDL_Rect r = { 64, 32, 16, 16 };
const SDL_Rect dstRect = { x, box.y - camera.y + 2, 16, 16 };
SDL_RenderCopy(&renderer, bmGUI.get(), &r, &dstRect);
x += 16;
}
//Draw a stupid icon for vertical repeat.
if (repeatMode & 0xFFFF0000u) {
const SDL_Rect r = { 64, 48, 16, 16 };
const SDL_Rect dstRect = { x, box.y - camera.y + 2, 16, 16 };
SDL_RenderCopy(&renderer, bmGUI.get(), &r, &dstRect);
x += 16;
}
}
}
SDL_Rect Scenery::getBox(int boxType){
SDL_Rect r={0,0,0,0};
switch(boxType){
case BoxType_Base:
return boxBase;
case BoxType_Previous:
r.x=box.x-dx;
r.y=box.y-dy;
r.w=box.w;
r.h=box.h;
return r;
case BoxType_Delta:
r.x=dx;
r.y=dy;
return r;
case BoxType_Velocity:
return r;
case BoxType_Current:
return box;
}
return r;
}
void Scenery::setLocation(int x,int y){
//The scenery has moved so calculate the delta.
dx=x-box.x;
dy=y-box.y;
//And set its new location.
box.x=x;
box.y=y;
}
void Scenery::saveState(){
//Store the location.
xSave=box.x-boxBase.x;
ySave=box.y-boxBase.y;
//And any animations.
appearanceSave = appearance;
}
void Scenery::loadState(){
//Restore the location.
box.x=boxBase.x+xSave;
box.y=boxBase.y+ySave;
//And load the animation.
appearance = appearanceSave;
}
void Scenery::reset(bool save){
//Reset the scenery to its original location.
box.x=boxBase.x;
box.y=boxBase.y;
if(save)
xSave=ySave=0;
//Also reset the appearance.
appearance = appearanceInitial;
if (save)
appearanceSave = appearanceInitial;
}
void Scenery::playAnimation(){}
void Scenery::onEvent(int eventType){
//NOTE: Scenery should not interact with the player or vice versa.
}
int Scenery::queryProperties(int propertyType,Player* obj){
//NOTE: Scenery doesn't have any properties.
return 0;
}
void Scenery::getEditorData(std::vector<std::pair<std::string,std::string> >& obj){
obj.push_back(pair<string, string>("sceneryName", sceneryName_));
obj.push_back(pair<string, string>("customScenery", customScenery_));
obj.push_back(pair<string, string>("repeatMode", tfm::format("%d", repeatMode)));
}
void Scenery::setEditorData(std::map<std::string,std::string>& obj){
// NOTE: currently the sceneryName cannot be changed by this method.
auto it = obj.find("customScenery");
if (it != obj.end()) {
customScenery_ = it->second;
}
it = obj.find("repeatMode");
if (it != obj.end()) {
repeatMode = atoi(it->second.c_str());
}
}
std::string Scenery::getEditorProperty(const std::string& property){
//First get the complete editor data.
vector<pair<string,string> > objMap;
vector<pair<string,string> >::iterator it;
getEditorData(objMap);
//Loop through the entries.
for(it=objMap.begin();it!=objMap.end();++it){
if(it->first==property)
return it->second;
}
//Nothing found.
return "";
}
void Scenery::setEditorProperty(const std::string& property, const std::string& value){
//Create a map to hold the property.
std::map<std::string,std::string> editorData;
editorData[property]=value;
//And call the setEditorData method.
setEditorData(editorData);
}
bool Scenery::loadFromNode(ImageManager& imageManager, SDL_Renderer& renderer, TreeStorageNode* objNode){
sceneryName_.clear();
customScenery_.clear();
repeatMode = 0;
if (objNode->name == "object") {
//Make sure there are enough arguments.
if (objNode->value.size() < 2)
return false;
//Load position and size.
box.x = boxBase.x = atoi(objNode->value[0].c_str());
box.y = boxBase.y = atoi(objNode->value[1].c_str());
box.w = boxBase.w = (objNode->value.size() >= 3) ? atoi(objNode->value[2].c_str()) : 50;
box.h = boxBase.h = (objNode->value.size() >= 4) ? atoi(objNode->value[3].c_str()) : 50;
//Dump the current TreeStorageNode.
//NOTE: we temporarily remove all attributes since they are not related to theme.
std::map<std::string, std::vector<std::string> > tmpAttributes;
std::swap(objNode->attributes, tmpAttributes);
std::ostringstream o;
POASerializer().writeNode(objNode, o, false, true);
customScenery_ = o.str();
//restore old attributes
std::swap(objNode->attributes, tmpAttributes);
//Load the appearance.
if (!internalThemeBlock.loadFromNode(objNode, levels->levelpackPath, imageManager, renderer)) return false;
themeBlock = &internalThemeBlock;
themeBlock->createInstance(&appearance);
appearanceInitial = appearanceSave = appearance;
} else if (objNode->name == "scenery") {
//Make sure there are enough arguments.
if (objNode->value.size() < 3)
return false;
//Load position and size.
box.x = boxBase.x = atoi(objNode->value[1].c_str());
box.y = boxBase.y = atoi(objNode->value[2].c_str());
box.w = boxBase.w = (objNode->value.size() >= 4) ? atoi(objNode->value[3].c_str()) : 50;
box.h = boxBase.h = (objNode->value.size() >= 5) ? atoi(objNode->value[4].c_str()) : 50;
//Load the appearance.
themeBlock = objThemes.getScenery(objNode->value[0]);
if (!themeBlock) {
fprintf(stderr, "ERROR: Can't find scenery with name '%s'.\n", objNode->value[0].c_str());
return false;
}
themeBlock->createInstance(&appearance);
appearanceInitial = appearanceSave = appearance;
//Save the scenery name.
sceneryName_ = objNode->value[0];
} else {
//Unsupported node name for scenery block
fprintf(stderr, "ERROR: Unsupported node name '%s' for scenery block.\n", objNode->name.c_str());
return false;
}
auto it = objNode->attributes.find("repeatMode");
if (it != objNode->attributes.end() && it->second.size() >= 4) {
repeatMode = atoi(it->second[0].c_str())
| (atoi(it->second[1].c_str()) << 8)
| (atoi(it->second[2].c_str()) << 16)
| (atoi(it->second[3].c_str()) << 24);
}
return true;
}
bool Scenery::updateCustomScenery(ImageManager& imageManager, SDL_Renderer& renderer) {
POASerializer serializer;
std::istringstream i(customScenery_);
TreeStorageNode objNode;
//Load the node from text dump
if (!serializer.readNode(i, &objNode, true)) return false;
//Load the appearance.
if (!internalThemeBlock.loadFromNode(&objNode, levels->levelpackPath, imageManager, renderer)) return false;
themeBlock = &internalThemeBlock;
themeBlock->createInstance(&appearance);
appearanceInitial = appearanceSave = appearance;
// Clear the scenery name since we are using custom scenery
sceneryName_.clear();
return true;
}
void Scenery::move(){
//Update our appearance.
appearance.updateAnimation();
}
diff --git a/src/ScriptAPI.cpp b/src/ScriptAPI.cpp
index 4f2f31b..57d49ed 100644
--- a/src/ScriptAPI.cpp
+++ b/src/ScriptAPI.cpp
@@ -1,3131 +1,3183 @@
/*
* Copyright (C) 2012-2013 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 "ScriptAPI.h"
#include "ScriptExecutor.h"
#include "SoundManager.h"
#include "Functions.h"
#include "Block.h"
#include "Game.h"
#include "MusicManager.h"
#include "ScriptDelayExecution.h"
#include "Globals.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include <iostream>
#include <sstream>
#include <algorithm>
using namespace std;
/////////////////////////// HELPER MACRO ///////////////////////////
#define HELPER_GET_AND_CHECK_ARGS(ARGS) \
const int args = lua_gettop(state); \
if(args != ARGS) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected %d.", __FUNCTION__, ARGS); \
}
#define HELPER_GET_AND_CHECK_ARGS_RANGE(ARGS1, ARGS2) \
const int args = lua_gettop(state); \
if(args < ARGS1 || args > ARGS2) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected %d-%d.", __FUNCTION__, ARGS1, ARGS2); \
}
#define HELPER_GET_AND_CHECK_ARGS_2(ARGS1, ARGS2) \
const int args = lua_gettop(state); \
if(args != ARGS1 && args != ARGS2) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected %d or %d.", __FUNCTION__, ARGS1, ARGS2); \
}
#define HELPER_GET_AND_CHECK_ARGS_AT_LEAST(ARGS) \
const int args = lua_gettop(state); \
if(args < ARGS) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected at least %d.", __FUNCTION__, ARGS); \
}
#define HELPER_GET_AND_CHECK_ARGS_AT_MOST(ARGS) \
const int args = lua_gettop(state); \
if(args > ARGS) { \
return luaL_error(state, "Incorrect number of arguments for %s, expected at most %d.", __FUNCTION__, ARGS); \
}
//================================================================
#define HELPER_CHECK_ARGS_TYPE(INDEX, TYPE) \
if(!lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s.", INDEX, __FUNCTION__, #TYPE); \
}
#define HELPER_CHECK_ARGS_TYPE_NO_HINT(INDEX, TYPE) \
if(!lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_ARGS_TYPE_2(INDEX, TYPE1, TYPE2) \
if(!lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s or %s.", INDEX, __FUNCTION__, #TYPE1, #TYPE2); \
}
#define HELPER_CHECK_ARGS_TYPE_2_NO_HINT(INDEX, TYPE1, TYPE2) \
if(!lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_ARGS_TYPE_OR_NIL(INDEX, TYPE) \
HELPER_CHECK_ARGS_TYPE_2(INDEX, TYPE, nil)
#define HELPER_CHECK_ARGS_TYPE_OR_NIL_NO_HINT(INDEX, TYPE) \
HELPER_CHECK_ARGS_TYPE_2_NO_HINT(INDEX, TYPE, nil)
//================================================================
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE(INDEX, TYPE) \
if(args>=INDEX && !lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s.", INDEX, __FUNCTION__, #TYPE); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_NO_HINT(INDEX, TYPE) \
if(args>=INDEX && !lua_is##TYPE(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_2(INDEX, TYPE1, TYPE2) \
if(args>=INDEX && !lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s, should be %s or %s.", INDEX, __FUNCTION__, #TYPE1, #TYPE2); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_2_NO_HINT(INDEX, TYPE1, TYPE2) \
if(args>=INDEX && !lua_is##TYPE1(state,INDEX) && !lua_is##TYPE2(state,INDEX)) { \
return luaL_error(state, "Invalid type for argument %d of %s.", INDEX, __FUNCTION__); \
}
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(INDEX, TYPE) \
HELPER_CHECK_OPTIONAL_ARGS_TYPE_2(INDEX, TYPE, nil)
#define HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL_NO_HINT(INDEX, TYPE) \
HELPER_CHECK_OPTIONAL_ARGS_TYPE_2_NO_HINT(INDEX, TYPE, nil)
//================================================================
#define HELPER_REGISTER_IS_VALID_FUNCTION(CLASS) \
int isValid(lua_State* state){ \
HELPER_GET_AND_CHECK_ARGS(1); \
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata); \
CLASS* object = CLASS::getObjectFromUserData(state, 1); \
lua_pushboolean(state, object ? 1 : 0); \
return 1; \
}
//================================================================
#define _F(FUNC) { #FUNC, _L::FUNC }
#define _FG(FUNC) _F(get##FUNC)
#define _FI(FUNC) _F(is##FUNC)
#define _FS(FUNC) _F(set##FUNC)
#define _FGS(FUNC) _F(get##FUNC), _F(set##FUNC)
#define _FIS(FUNC) _F(is##FUNC), _F(set##FUNC)
///////////////////////////BLOCK SPECIFIC///////////////////////////
class BlockScriptAPI {
public:
static int getFlags(const Block* block) {
return block->flags;
}
static void setFlags(Block* block, int flags) {
block->flags = flags;
}
static void fragileUpdateState(Block* block, int state) {
state &= 0x3;
block->flags = (block->flags & ~0x3) | state;
const char* s = (state == 0) ? "default" : ((state == 1) ? "fragile1" : ((state == 2) ? "fragile2" : "fragile3"));
block->appearance.changeState(s);
}
static int getTemp(const Block* block) {
return block->temp;
}
static void setTemp(Block* block, int value) {
block->temp = value;
}
static int getSpeed(const Block* block) {
return block->speed;
}
static void setSpeed(Block* block, int value) {
block->speed = value;
}
static void invalidatePathMaxTime(Block* block) {
block->movingPosTime = -1;
}
static std::vector<SDL_Rect>& getMovingPos(Block* block) {
return block->movingPos;
}
};
namespace block {
HELPER_REGISTER_IS_VALID_FUNCTION(Block);
int getBlockById(lua_State* state){
//Get the number of args, this MUST be one.
HELPER_GET_AND_CHECK_ARGS(1);
//Make sure the given argument is an id (string).
HELPER_CHECK_ARGS_TYPE(1, string);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Get the actual game object.
string id = lua_tostring(state, 1);
std::vector<Block*>& levelObjects = game->levelObjects;
Block* object = NULL;
for (unsigned int i = 0; i < levelObjects.size(); i++){
if (levelObjects[i]->getEditorProperty("id") == id){
object = levelObjects[i];
break;
}
}
if (object == NULL){
//Unable to find the requested object.
//Return nothing, will result in a nil in the script.
return 0;
}
//Create the userdatum.
object->createUserData(state, "block");
//We return one object, the userdatum.
return 1;
}
int getBlocksById(lua_State* state){
//Get the number of args, this MUST be one.
HELPER_GET_AND_CHECK_ARGS(1);
//Make sure the given argument is an id (string).
HELPER_CHECK_ARGS_TYPE(1, string);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Get the actual game object.
string id = lua_tostring(state, 1);
std::vector<Block*>& levelObjects = game->levelObjects;
std::vector<Block*> result;
for (unsigned int i = 0; i < levelObjects.size(); i++){
if (levelObjects[i]->getEditorProperty("id") == id){
result.push_back(levelObjects[i]);
}
}
//Create the table that will hold the result.
lua_createtable(state, result.size(), 0);
//Loop through the results.
for (unsigned int i = 0; i < result.size(); i++){
//Create the userdatum.
result[i]->createUserData(state, "block");
//And set the table.
lua_rawseti(state, -2, i + 1);
}
//We return one object, the userdatum.
return 1;
}
int moveTo(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int x = lua_tonumber(state, 2);
int y = lua_tonumber(state, 3);
object->moveTo(x, y);
return 0;
}
int getLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Get the object.
SDL_Rect r = object->getBox();
lua_pushinteger(state, r.x);
lua_pushinteger(state, r.y);
return 2;
}
int getBaseLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Get the object.
SDL_Rect r = object->getBox(BoxType_Base);
lua_pushinteger(state, r.x);
lua_pushinteger(state, r.y);
return 2;
}
int setLocation(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int x = lua_tonumber(state, 2);
int y = lua_tonumber(state, 3);
object->setLocation(x, y);
return 0;
}
int setBaseLocation(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int x = lua_tonumber(state, 2);
int y = lua_tonumber(state, 3);
object->setBaseLocation(x, y);
return 0;
}
int growTo(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int w = lua_tonumber(state, 2);
int h = lua_tonumber(state, 3);
object->growTo(w, h);
return 0;
}
int getSize(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Get the object.
lua_pushinteger(state, object->getBox().w);
lua_pushinteger(state, object->getBox().h);
return 2;
}
int getBaseSize(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Get the object.
SDL_Rect r = object->getBox(BoxType_Base);
lua_pushnumber(state, r.w);
lua_pushnumber(state, r.h);
return 2;
}
int setSize(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int w = lua_tonumber(state, 2);
int h = lua_tonumber(state, 3);
object->setSize(w, h);
return 0;
}
int setBaseSize(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
//Now get the pointer to the object.
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int w = lua_tonumber(state, 2);
int h = lua_tonumber(state, 3);
object->setBaseSize(w, h);
return 0;
}
int getType(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL || object->type < 0 || object->type >= TYPE_MAX) return 0;
lua_pushstring(state, Game::blockName[object->type]);
return 1;
}
int changeThemeState(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
object->appearance.changeState(lua_tostring(state, 2));
return 0;
}
int setVisible(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL)
return 0;
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~0x80000000) | (lua_toboolean(state, 2) ? 0 : 0x80000000)
);
return 0;
}
int isVisible(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL)
return 0;
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x80000000) ? 0 : 1);
return 1;
}
int getEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 2);
map<string, int>::iterator it = Game::gameObjectEventNameMap.find(eventType);
if (it == Game::gameObjectEventNameMap.end()) return 0;
//Check compiled script
map<int, int>::iterator script = object->compiledScripts.find(it->second);
if (script == object->compiledScripts.end()) return 0;
//Get event handler
lua_rawgeti(state, LUA_REGISTRYINDEX, script->second);
return 1;
}
//It will return old event handler.
int setEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
HELPER_CHECK_ARGS_TYPE_OR_NIL(3, function);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 2);
map<string, int>::const_iterator it = Game::gameObjectEventNameMap.find(eventType);
if (it == Game::gameObjectEventNameMap.end()){
lua_pushfstring(state, "Unknown block event type: '%s'.", eventType.c_str());
return lua_error(state);
}
//Check compiled script
int scriptIndex = LUA_REFNIL;
{
map<int, int>::iterator script = object->compiledScripts.find(it->second);
if (script != object->compiledScripts.end()) scriptIndex = script->second;
}
//Set new event handler
object->compiledScripts[it->second] = luaL_ref(state, LUA_REGISTRYINDEX);
if (scriptIndex == LUA_REFNIL) return 0;
//Get old event handler and unreference it
lua_rawgeti(state, LUA_REGISTRYINDEX, scriptIndex);
luaL_unref(state, LUA_REGISTRYINDEX, scriptIndex);
return 1;
}
int onEvent(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 2);
map<string, int>::const_iterator it = Game::gameObjectEventNameMap.find(eventType);
if (it == Game::gameObjectEventNameMap.end()){
lua_pushfstring(state, "Unknown block event type: '%s'.", eventType.c_str());
return lua_error(state);
}
object->onEvent(it->second);
return 0;
}
int isActivated(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x1) ? 0 : 1);
return 1;
default:
return 0;
}
}
int setActivated(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~1) | (lua_toboolean(state, 2) ? 0 : 1)
);
break;
}
return 0;
}
int isAutomatic(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_PORTAL:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x1) ? 1 : 0);
return 1;
default:
return 0;
}
}
int setAutomatic(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_PORTAL:
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~1) | (lua_toboolean(state, 2) ? 1 : 0)
);
break;
}
return 0;
}
int getBehavior(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_BUTTON:
case TYPE_SWITCH:
switch (BlockScriptAPI::getFlags(object) & 0x3) {
default:
lua_pushstring(state, "toggle");
break;
case 1:
lua_pushstring(state, "on");
break;
case 2:
lua_pushstring(state, "off");
break;
}
return 1;
default:
return 0;
}
}
int setBehavior(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_BUTTON:
case TYPE_SWITCH:
{
int newFlags = BlockScriptAPI::getFlags(object) & ~3;
std::string s = lua_tostring(state, 2);
if (s == "on") newFlags |= 1;
else if (s == "off") newFlags |= 2;
BlockScriptAPI::setFlags(object, newFlags);
}
break;
}
return 0;
}
int getState(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_FRAGILE:
lua_pushinteger(state, BlockScriptAPI::getFlags(object) & 0x3);
return 1;
default:
return 0;
}
}
int setState(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_FRAGILE:
{
int oldState = BlockScriptAPI::getFlags(object) & 0x3;
int newState = (int)lua_tonumber(state, 2);
if (newState < 0) newState = 0;
else if (newState > 3) newState = 3;
if (newState != oldState) {
BlockScriptAPI::fragileUpdateState(object, newState);
}
}
break;
}
return 0;
}
int isPlayerOn(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_BUTTON:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x4) ? 1 : 0);
return 1;
default:
return 0;
}
}
int getPathMaxTime(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
lua_pushinteger(state, object->getPathMaxTime());
return 1;
default:
return 0;
}
}
int getPathTime(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
lua_pushinteger(state, BlockScriptAPI::getTemp(object));
return 1;
default:
return 0;
}
}
int setPathTime(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
BlockScriptAPI::setTemp(object, (int)lua_tonumber(state, 2));
break;
}
return 0;
}
int isLooping(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
lua_pushboolean(state, (BlockScriptAPI::getFlags(object) & 0x2) ? 0 : 1);
return 1;
default:
return 0;
}
}
int setLooping(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
BlockScriptAPI::setFlags(object,
(BlockScriptAPI::getFlags(object) & ~2) | (lua_toboolean(state, 2) ? 0 : 2)
);
break;
}
return 0;
}
int getSpeed(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
lua_pushinteger(state, BlockScriptAPI::getSpeed(object));
return 1;
default:
return 0;
}
}
int setSpeed(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
BlockScriptAPI::setSpeed(object, (int)lua_tonumber(state, 2));
break;
}
return 0;
}
int getAppearance(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushstring(state, object->customAppearanceName.c_str());
return 1;
}
int setAppearance(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
if (lua_isnil(state, 2)) {
object->setEditorProperty("appearance", "");
} else {
object->setEditorProperty("appearance", lua_tostring(state, 2));
}
return 0;
}
int getId(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushstring(state, object->id.c_str());
return 1;
}
int setId(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
if (lua_isnil(state, 2)) {
object->id.clear();
} else {
object->id = lua_tostring(state, 2);
}
return 0;
}
int getDestination(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_PORTAL:
lua_pushstring(state, object->destination.c_str());
return 1;
default:
return 0;
}
return 1;
}
int setDestination(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_PORTAL:
if (lua_isnil(state, 2)) {
object->destination.clear();
} else {
object->destination = lua_tostring(state, 2);
}
break;
}
return 0;
}
int getMessage(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_NOTIFICATION_BLOCK:
lua_pushstring(state, object->message.c_str());
return 1;
default:
return 0;
}
return 1;
}
int setMessage(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, string);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
std::string newMessage;
switch (object->type) {
case TYPE_NOTIFICATION_BLOCK:
if (!lua_isnil(state, 2)) {
newMessage = lua_tostring(state, 2);
}
if (newMessage != object->message) {
object->message = newMessage;
//Invalidate the notification texture
if (Game* game = dynamic_cast<Game*>(currentState)) {
game->invalidateNotificationTexture(object);
}
}
break;
}
return 0;
}
int getMovingPosCount(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
lua_pushinteger(state, BlockScriptAPI::getMovingPos(object).size());
return 1;
default:
return 0;
}
}
void _pushAMovingPos(lua_State* state, const SDL_Rect& r) {
lua_createtable(state, 3, 0);
lua_pushinteger(state, r.x);
lua_rawseti(state, -2, 1);
lua_pushinteger(state, r.y);
lua_rawseti(state, -2, 2);
lua_pushinteger(state, r.w);
lua_rawseti(state, -2, 3);
}
int getMovingPos(lua_State* state) {
//Available overloads:
//getMovingPos()
//getMovingPos(index)
//getMovingPos(start, length)
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(2, number);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(3, number);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
break;
default:
return 0;
}
const std::vector<SDL_Rect> &movingPos = BlockScriptAPI::getMovingPos(object);
const int m = movingPos.size();
int start = 0, length = -1;
if (args >= 2) start = lua_tonumber(state, 2) - 1;
if (args >= 3) length = lua_tonumber(state, 3);
//Length<0 means get all of remaining points
if (length < 0) length = m - start;
//Some sanity check
if (start < 0) return 0;
if (start + length > m) length = m - start;
if (length < 0) length = 0;
if (args == 2) {
//Get single point
//Sanity check
if (start >= m) return 0;
_pushAMovingPos(state, movingPos[start]);
} else {
//Get array of points
lua_createtable(state, length, 0);
for (int i = 0; i < length; i++) {
_pushAMovingPos(state, movingPos[start + i]);
lua_rawseti(state, -2, i + 1);
}
}
return 1;
}
SDL_Rect _getAMovingPos(lua_State* state, int index) {
SDL_Rect ret = { 0, 0, 0, 0 };
if (lua_istable(state, index) && lua_rawlen(state, index) >= 3) {
lua_rawgeti(state, index, 1);
ret.x = lua_tonumber(state, -1);
lua_pop(state, 1);
lua_rawgeti(state, index, 2);
ret.y = lua_tonumber(state, -1);
lua_pop(state, 1);
lua_rawgeti(state, index, 3);
ret.w = lua_tonumber(state, -1);
lua_pop(state, 1);
}
return ret;
}
void _getArrayOfMovingPos(lua_State* state, int index, std::vector<SDL_Rect>& ret, int maxLength = -1) {
if (lua_istable(state, index)) {
int m = lua_rawlen(state, index);
if (maxLength >= 0 && m > maxLength) m = maxLength;
for (int i = 0; i < m; i++) {
lua_rawgeti(state, index, i + 1);
ret.push_back(_getAMovingPos(state, -1));
lua_pop(state, 1);
}
}
}
int setMovingPos(lua_State* state) {
//Available overloads:
//setMovingPos(array)
//setMovingPos(index, point)
//setMovingPos(start, length, array)
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(2, 4);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
for (int i = 2; i < args; i++) {
HELPER_CHECK_ARGS_TYPE(i, number);
}
HELPER_CHECK_ARGS_TYPE(args, table);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
break;
default:
return 0;
}
std::vector<SDL_Rect> &movingPos = BlockScriptAPI::getMovingPos(object);
if (args == 2) {
//Overwrite the whole array
movingPos.clear();
_getArrayOfMovingPos(state, args, movingPos);
BlockScriptAPI::invalidatePathMaxTime(object);
return 0;
}
const int m = movingPos.size();
int start = 0, length = -1;
if (args >= 3) start = lua_tonumber(state, 2) - 1;
if (args >= 4) length = lua_tonumber(state, 3);
//Length<0 means set all of remaining points
if (length < 0) length = m - start;
//Some sanity check
if (start < 0) return 0;
if (start + length > m) length = m - start;
if (length < 0) length = 0;
if (args == 3) {
//Set single point
//Sanity check
if (start >= m) return 0;
movingPos[start] = _getAMovingPos(state, args);
BlockScriptAPI::invalidatePathMaxTime(object);
} else if (length > 0) {
//Set array of points
std::vector<SDL_Rect> newPos;
_getArrayOfMovingPos(state, args, newPos, length);
length = newPos.size();
for (int i = 0; i < length; i++) {
movingPos[start + i] = newPos[i];
}
if (length > 0) {
BlockScriptAPI::invalidatePathMaxTime(object);
}
}
return 0;
}
int addMovingPos(lua_State* state) {
//Available overloads:
//addMovingPos(p)
//addMovingPos(index, p)
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(2, 3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
for (int i = 2; i < args; i++) {
HELPER_CHECK_ARGS_TYPE(i, number);
}
HELPER_CHECK_ARGS_TYPE(args, table);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
break;
default:
return 0;
}
std::vector<SDL_Rect> &movingPos = BlockScriptAPI::getMovingPos(object);
const int m = movingPos.size();
int start = m;
if (args >= 3) start = lua_tonumber(state, 2) - 1;
//Some sanity check
if (start < 0) start = 0;
if (start > m) start = m;
//Get the list of points
std::vector<SDL_Rect> newPos;
bool singlePoint = false;
if (lua_istable(state, args) && lua_rawlen(state, args) >= 3) {
lua_rawgeti(state, args, 1);
lua_rawgeti(state, args, 2);
lua_rawgeti(state, args, 3);
if (lua_isnumber(state, -3) && lua_isnumber(state, -2) && lua_isnumber(state, -1)) {
newPos.push_back(SDL_Rect{
lua_tonumber(state, -3),
lua_tonumber(state, -2),
lua_tonumber(state, -1),
0
});
singlePoint = true;
}
lua_pop(state, 3);
}
if (!singlePoint) {
_getArrayOfMovingPos(state, args, newPos);
}
if (!newPos.empty()) {
movingPos.insert(movingPos.begin() + start, newPos.begin(), newPos.end());
BlockScriptAPI::invalidatePathMaxTime(object);
}
return 0;
}
void _getArrayOfInteger(lua_State* state, int index, std::vector<int>& ret) {
if (lua_istable(state, index)) {
int m = lua_rawlen(state, index);
for (int i = 0; i < m; i++) {
lua_rawgeti(state, index, i + 1);
if (lua_isnumber(state, -1)) {
ret.push_back(lua_tonumber(state, -1));
}
lua_pop(state, 1);
}
}
}
int removeMovingPos(lua_State* state) {
//Available overloads:
//removeMovingPos()
//removeMovingPos(index)
//removeMovingPos(listOfIndices)
//removeMovingPos(start, length)
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
switch (args) {
case 2:
HELPER_CHECK_ARGS_TYPE_2(2, number, table);
break;
case 3:
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
break;
}
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
switch (object->type) {
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
break;
default:
return 0;
}
std::vector<SDL_Rect> &movingPos = BlockScriptAPI::getMovingPos(object);
if (args == 1) {
movingPos.clear();
BlockScriptAPI::invalidatePathMaxTime(object);
return 0;
}
const int m = movingPos.size();
if (args == 3) {
int start = lua_tonumber(state, 2) - 1;
int length = lua_tonumber(state, 3);
//Length<0 means remove all of remaining points
if (length < 0) length = m - start;
//Some sanity check
if (start < 0 || start >= m) return 0;
if (start + length > m) length = m - start;
if (length < 0) length = 0;
if (length > 0) {
movingPos.erase(movingPos.begin() + start, movingPos.begin() + (start + length));
BlockScriptAPI::invalidatePathMaxTime(object);
}
return 0;
}
if (lua_isnumber(state, 2)) {
int start = lua_tonumber(state, 2) - 1;
//Some sanity check
if (start < 0 || start >= m) return 0;
movingPos.erase(movingPos.begin() + start);
BlockScriptAPI::invalidatePathMaxTime(object);
return 0;
}
std::vector<int> indices;
_getArrayOfInteger(state, 2, indices);
std::sort(indices.begin(), indices.end());
int i2 = 0, j = 0;
const int m2 = indices.size();
for (int i = 0; i < m; i++) {
// find the first index which is >= current
while (i2 < m2 && indices[i2] < i + 1) i2++;
if (i2 < m2 && indices[i2] == i + 1) {
// this point will be removed
j++;
} else {
// this point is preserved
if (j > 0) {
movingPos[i - j] = movingPos[i];
}
}
}
if (j > 0) {
movingPos.resize(m - j);
BlockScriptAPI::invalidatePathMaxTime(object);
}
return 0;
}
int remove(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->deleteMe();
return 0;
}
int removeAll(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(0);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
for (auto o : game->levelObjects) {
if (o) o->deleteMe();
}
return 0;
}
int addBlock(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 5);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
for (int i = 2; i <= args; i++) {
HELPER_CHECK_ARGS_TYPE(i, number);
}
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
TreeStorageNode root;
//Load from the string.
{
POASerializer objSerializer;
istringstream stream(lua_tostring(state, 1));
if (!objSerializer.readNode(stream, &root, true)) {
return luaL_error(state, "Failed to load node from string in %s", __FUNCTION__);
}
}
//Load the first valid block in the subnodes.
for (auto obj1 : root.subNodes) {
if (obj1 == NULL) continue;
if (obj1->name == "tile"){
Block* block = new Block(game);
if (!block->loadFromNode(getImageManager(), getRenderer(), obj1)) {
delete block;
continue;
}
//Reposition the block if necessary
SDL_Rect r = block->getBox(BoxType_Base);
if (args >= 2) {
r.x = lua_tonumber(state, 2);
if (args >= 3) r.y = lua_tonumber(state, 3);
block->setBaseLocation(r.x, r.y);
}
if (args >= 4) {
r.w = lua_tonumber(state, 4);
if (args >= 5) r.h = lua_tonumber(state, 5);
block->setBaseSize(r.w, r.h);
}
//If the type is collectable, increase the number of totalCollectables
if (block->type == TYPE_COLLECTABLE) {
game->totalCollectables++;
if (BlockScriptAPI::getFlags(block) & 0x1) game->currentCollectables++;
}
//Add the block to the levelObjects vector.
game->levelObjects.push_back(block);
//Enable the access to this block from script.
block->setActive();
//Compile the block script.
for (auto it = block->scripts.begin(); it != block->scripts.end(); ++it){
int index = game->getScriptExecutor()->compileScript(it->second);
block->compiledScripts[it->first] = index;
}
//Trigger the onCreate event.
block->onEvent(GameObjectEvent_OnCreate);
//Return the newly created block.
block->createUserData(state, "block");
return 1;
}
}
return 0;
}
SDL_Rect _getAnSDLRect(lua_State* state, int index) {
SDL_Rect ret = { 0x80000000, 0x80000000, 0x80000000, 0x80000000 };
if (lua_istable(state, index)) {
const int m = lua_rawlen(state, index);
if (m >= 1) {
lua_rawgeti(state, index, 1);
int n, b; n = lua_tonumberx(state, -1, &b);
if (b) ret.x = n;
lua_pop(state, 1);
}
if (m >= 2) {
lua_rawgeti(state, index, 2);
int n, b; n = lua_tonumberx(state, -1, &b);
if (b) ret.y = n;
lua_pop(state, 1);
}
if (m >= 3) {
lua_rawgeti(state, index, 3);
int n, b; n = lua_tonumberx(state, -1, &b);
if (b) ret.w = n;
lua_pop(state, 1);
}
if (m >= 4) {
lua_rawgeti(state, index, 4);
int n, b; n = lua_tonumberx(state, -1, &b);
if (b) ret.h = n;
lua_pop(state, 1);
}
}
return ret;
}
void _getArrayOfSDLRect(lua_State* state, int index, std::vector<SDL_Rect>& ret) {
if (lua_istable(state, index)) {
int m = lua_rawlen(state, index);
for (int i = 0; i < m; i++) {
lua_rawgeti(state, index, i + 1);
ret.push_back(_getAnSDLRect(state, -1));
lua_pop(state, 1);
}
}
}
int addBlocks(lua_State* state) {
//Available overloads:
//addBlocks(string)
//addBlocks(string,positions)
//addBlocks(string,offsetX,offsetY)
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
switch (args) {
case 2:
HELPER_CHECK_ARGS_TYPE(2, table);
break;
case 3:
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
break;
}
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
TreeStorageNode root;
//Load from the string.
{
POASerializer objSerializer;
istringstream stream(lua_tostring(state, 1));
if (!objSerializer.readNode(stream, &root, true)) {
return luaL_error(state, "Failed to load node from string in %s", __FUNCTION__);
}
}
std::vector<TreeStorageNode*> blockNodes;
//Get available blocks.
for (auto obj1 : root.subNodes) {
if (obj1 == NULL) continue;
if (obj1->name == "tile") blockNodes.push_back(obj1);
}
std::vector<SDL_Rect> positions;
std::vector<Block*> blocks;
int offsetX = 0, offsetY = 0;
//Check if we should get positions.
if (args == 2) {
_getArrayOfSDLRect(state, 2, positions);
//Check if we should load block repeatedly.
if (blockNodes.size() == 1 && positions.size() >= 1) {
Block* blockTemplate = new Block(game);
if (!blockTemplate->loadFromNode(getImageManager(), getRenderer(), blockNodes[0])) {
delete blockTemplate;
//Just return an empty array.
lua_createtable(state, 0, 0);
return 1;
}
//Compile the block script.
for (auto it = blockTemplate->scripts.begin(); it != blockTemplate->scripts.end(); ++it){
int index = game->getScriptExecutor()->compileScript(it->second);
blockTemplate->compiledScripts[it->first] = index;
}
for (int i = 0, m = positions.size(); i < m; i++) {
Block *block;
if (i < m - 1) {
block = new Block(*blockTemplate);
//Ad-hoc code to make the block proxy unique
block->proxy.reset(new Block::Proxy);
} else {
block = blockTemplate;
}
//Reposition the block if necessary
SDL_Rect r = block->getBox(BoxType_Base);
SDL_Rect r1 = positions[i];
if (r1.x != 0x80000000 || r1.y != 0x80000000) {
if (r1.x != 0x80000000) r.x = r1.x;
if (r1.y != 0x80000000) r.y = r1.y;
block->setBaseLocation(r.x, r.y);
}
if (r1.w != 0x80000000 || r1.h != 0x80000000) {
if (r1.w != 0x80000000) r.w = r1.w;
if (r1.h != 0x80000000) r.h = r1.h;
block->setBaseSize(r.w, r.h);
}
//Add it to the temp array
blocks.push_back(block);
}
}
}
//Check if we should use offsets.
if (args == 3) {
offsetX = lua_tonumber(state, 2);
offsetY = lua_tonumber(state, 3);
}
//Check if we should load block in a regular way.
if (blocks.empty()) {
for (int i = 0, m = blockNodes.size(); i < m; i++) {
Block* block = new Block(game);
if (!block->loadFromNode(getImageManager(), getRenderer(), blockNodes[i])) {
delete block;
continue;
}
//Reposition the block if necessary
SDL_Rect r = block->getBox(BoxType_Base);
SDL_Rect r1 = (args == 3) ? SDL_Rect{ r.x + offsetX, r.y + offsetY, 0x80000000, 0x80000000 } :
(i < (int)positions.size()) ? positions[i] : SDL_Rect{ 0x80000000, 0x80000000, 0x80000000, 0x80000000 };
if (r1.x != 0x80000000 || r1.y != 0x80000000) {
if (r1.x != 0x80000000) r.x = r1.x;
if (r1.y != 0x80000000) r.y = r1.y;
block->setBaseLocation(r.x, r.y);
}
if (r1.w != 0x80000000 || r1.h != 0x80000000) {
if (r1.w != 0x80000000) r.w = r1.w;
if (r1.h != 0x80000000) r.h = r1.h;
block->setBaseSize(r.w, r.h);
}
//Compile the block script.
for (auto it = block->scripts.begin(); it != block->scripts.end(); ++it){
int index = game->getScriptExecutor()->compileScript(it->second);
block->compiledScripts[it->first] = index;
}
//Add it to the temp array
blocks.push_back(block);
}
}
for (auto block : blocks) {
//If the type is collectable, increase the number of totalCollectables
if (block->type == TYPE_COLLECTABLE) {
game->totalCollectables++;
if (BlockScriptAPI::getFlags(block) & 0x1) game->currentCollectables++;
}
//Add the block to the levelObjects vector.
game->levelObjects.push_back(block);
//Enable the access to this block from script.
block->setActive();
//Trigger the onCreate event.
block->onEvent(GameObjectEvent_OnCreate);
}
lua_createtable(state, blocks.size(), 0);
for (int i = 0, m = blocks.size(); i < m; i++) {
blocks[i]->createUserData(state, "block");
lua_rawseti(state, -2, i + 1);
}
return 1;
}
int clone(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 5);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
for (int i = 2; i <= args; i++) {
HELPER_CHECK_ARGS_TYPE(i, number);
}
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
Block* block = new Block(*object);
//Ad-hoc code to make the block proxy unique
block->proxy.reset(new Block::Proxy);
//Reposition the block if necessary
SDL_Rect r = block->getBox(BoxType_Base);
if (args >= 2) {
r.x = lua_tonumber(state, 2);
if (args >= 3) r.y = lua_tonumber(state, 3);
block->setBaseLocation(r.x, r.y);
}
if (args >= 4) {
r.w = lua_tonumber(state, 4);
if (args >= 5) r.h = lua_tonumber(state, 5);
block->setBaseSize(r.w, r.h);
}
//If the type is collectable, increase the number of totalCollectables
if (block->type == TYPE_COLLECTABLE) {
game->totalCollectables++;
if (BlockScriptAPI::getFlags(block) & 0x1) game->currentCollectables++;
}
//Add the block to the levelObjects vector.
game->levelObjects.push_back(block);
//Enable the access to this block from script.
block->setActive();
//Trigger the onCreate event.
block->onEvent(GameObjectEvent_OnCreate);
//Return the newly created block.
block->createUserData(state, "block");
return 1;
}
int cloneMultiple(lua_State* state) {
//Available overloads:
//cloneMultiple(number)
//cloneMultiple(positions)
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE_2(2, number, table);
Block* object = Block::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
std::vector<SDL_Rect> positions;
std::vector<Block*> blocks;
if (lua_isnumber(state, 2)) {
int m = lua_tonumber(state, 2);
if (m > 0) positions.resize(m, SDL_Rect{ 0x80000000, 0x80000000, 0x80000000, 0x80000000 });
} else {
_getArrayOfSDLRect(state, 2, positions);
}
for (int i = 0, m = positions.size(); i < m; i++) {
Block *block = new Block(*object);
//Ad-hoc code to make the block proxy unique
block->proxy.reset(new Block::Proxy);
//Reposition the block if necessary
SDL_Rect r = block->getBox(BoxType_Base);
SDL_Rect r1 = positions[i];
if (r1.x != 0x80000000 || r1.y != 0x80000000) {
if (r1.x != 0x80000000) r.x = r1.x;
if (r1.y != 0x80000000) r.y = r1.y;
block->setBaseLocation(r.x, r.y);
}
if (r1.w != 0x80000000 || r1.h != 0x80000000) {
if (r1.w != 0x80000000) r.w = r1.w;
if (r1.h != 0x80000000) r.h = r1.h;
block->setBaseSize(r.w, r.h);
}
//Add it to the temp array
blocks.push_back(block);
}
for (auto block : blocks) {
//If the type is collectable, increase the number of totalCollectables
if (block->type == TYPE_COLLECTABLE) {
game->totalCollectables++;
if (BlockScriptAPI::getFlags(block) & 0x1) game->currentCollectables++;
}
//Add the block to the levelObjects vector.
game->levelObjects.push_back(block);
//Enable the access to this block from script.
block->setActive();
//Trigger the onCreate event.
block->onEvent(GameObjectEvent_OnCreate);
}
lua_createtable(state, blocks.size(), 0);
for (int i = 0, m = blocks.size(); i < m; i++) {
blocks[i]->createUserData(state, "block");
lua_rawseti(state, -2, i + 1);
}
return 1;
}
}
#define _L block
//Array with the methods for the block library.
static const luaL_Reg blocklib_m[]={
_FI(Valid),
_FG(BlockById),
_FG(BlocksById),
_F(moveTo),
_FGS(Location),
_FGS(BaseLocation),
_F(growTo),
_FGS(Size),
_FGS(BaseSize),
_FG(Type),
_F(changeThemeState),
_FIS(Visible),
_FGS(EventHandler),
_F(onEvent),
_FIS(Activated),
_FIS(Automatic),
_FGS(Behavior),
_FGS(State),
_FI(PlayerOn),
_FG(PathMaxTime),
_FGS(PathTime),
_FIS(Looping),
_FGS(Speed),
_FGS(Appearance),
_FGS(Id),
_FGS(Destination),
_FGS(Message),
_FG(MovingPosCount),
_FGS(MovingPos),
_F(addMovingPos),
_F(removeMovingPos),
_F(remove),
_F(removeAll),
_F(addBlock),
_F(addBlocks),
_F(clone),
_F(cloneMultiple),
{ NULL, NULL }
};
#undef _L
int luaopen_block(lua_State* state){
luaL_newlib(state,blocklib_m);
//Create the metatable for the block userdata.
luaL_newmetatable(state,"block");
lua_pushstring(state,"__index");
lua_pushvalue(state,-2);
lua_settable(state,-3);
Block::registerMetatableFunctions(state,-3);
//Register the functions and methods.
luaL_setfuncs(state,blocklib_m,0);
return 1;
}
//////////////////////////PLAYER SPECIFIC///////////////////////////
class PlayerScriptAPI {
public:
static bool isInAir(Player* player) {
return player->inAir;
}
static bool canMode(Player* player) {
return player->canMove;
}
static bool isDead(Player* player) {
return player->dead;
}
static bool isHoldingOther(Player* player) {
return player->holdingOther;
}
};
struct PlayerUserDatum{
char sig1,sig2,sig3,sig4;
};
Player* getPlayerFromUserData(lua_State* state,int idx){
PlayerUserDatum* ud=(PlayerUserDatum*)lua_touserdata(state,1);
//Make sure the user datum isn't null.
if(!ud) return NULL;
//Get the game state.
Game* game=dynamic_cast<Game*>(currentState);
if(game==NULL) return NULL;
Player* player=NULL;
//Check the signature to see if it's the player or the shadow.
if(ud->sig1=='P' && ud->sig2=='L' && ud->sig3=='Y' && ud->sig4=='R')
player=&game->player;
else if(ud->sig1=='S' && ud->sig2=='H' && ud->sig3=='D' && ud->sig4=='W')
player=&game->shadow;
return player;
}
namespace playershadow {
int getLocation(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
//Get the object.
lua_pushinteger(state, player->getBox().x);
lua_pushinteger(state, player->getBox().y);
return 2;
}
int setLocation(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_ARGS_TYPE(3, number);
//Get the player.
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
//Get the new location.
int x = lua_tonumber(state, 2);
int y = lua_tonumber(state, 3);
player->setLocation(x, y);
return 0;
}
int jump(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_2(1, 2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(2, number);
//Get the player.
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
//Get the new location.
if (args == 2){
int yVel = lua_tonumber(state, 2);
player->jump(yVel);
} else{
//Use default jump strength.
player->jump();
}
return 0;
}
int isShadow(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
lua_pushboolean(state, player->isShadow());
return 1;
}
int getCurrentStand(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
//Get the actual game object.
Block* object = player->getObjCurrentStand();
if (object == NULL){
return 0;
}
//Create the userdatum.
object->createUserData(state, "block");
//We return one object, the userdatum.
return 1;
}
int isInAir(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
lua_pushboolean(state, PlayerScriptAPI::isInAir(player));
return 1;
}
int canMove(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
lua_pushboolean(state, PlayerScriptAPI::canMode(player));
return 1;
}
int isDead(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
lua_pushboolean(state, PlayerScriptAPI::isDead(player));
return 1;
}
int isHoldingOther(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
Player* player = getPlayerFromUserData(state, 1);
if (player == NULL) return 0;
lua_pushboolean(state, PlayerScriptAPI::isHoldingOther(player));
return 1;
}
}
#define _L playershadow
//Array with the methods for the player and shadow library.
static const luaL_Reg playerlib_m[]={
_FGS(Location),
_F(jump),
_FI(Shadow),
_FG(CurrentStand),
_FI(InAir),
_F(canMove),
_FI(Dead),
_FI(HoldingOther),
{ NULL, NULL }
};
#undef _L
int luaopen_player(lua_State* state){
luaL_newlib(state,playerlib_m);
//Create the metatable for the player userdata.
luaL_newmetatable(state,"player");
lua_pushstring(state,"__index");
lua_pushvalue(state,-2);
lua_settable(state,-3);
//Now create two default player user data, one for the player and one for the shadow.
PlayerUserDatum* ud=(PlayerUserDatum*)lua_newuserdata(state,sizeof(PlayerUserDatum));
ud->sig1='P';ud->sig2='L';ud->sig3='Y';ud->sig4='R';
luaL_getmetatable(state,"player");
lua_setmetatable(state,-2);
lua_setglobal(state,"player");
ud=(PlayerUserDatum*)lua_newuserdata(state,sizeof(PlayerUserDatum));
ud->sig1='S';ud->sig2='H';ud->sig3='D';ud->sig4='W';
luaL_getmetatable(state,"player");
lua_setmetatable(state,-2);
lua_setglobal(state,"shadow");
//Register the functions and methods.
luaL_setfuncs(state,playerlib_m,0);
return 1;
}
//////////////////////////LEVEL SPECIFIC///////////////////////////
namespace level {
int getSize(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
+ //Check if the currentState is the game state.
+ Game* game = dynamic_cast<Game*>(currentState);
+ if (game == NULL) return 0;
+
//Returns level size.
- lua_pushinteger(state, LEVEL_WIDTH);
- lua_pushinteger(state, LEVEL_HEIGHT);
+ lua_pushinteger(state, game->levelRect.w);
+ lua_pushinteger(state, game->levelRect.h);
return 2;
}
+ int getRect(lua_State* state){
+ //NOTE: this function accepts 0 arguments, but we ignore the argument count.
+
+ //Check if the currentState is the game state.
+ Game* game = dynamic_cast<Game*>(currentState);
+ if (game == NULL) return 0;
+
+ //Returns level size.
+ lua_pushinteger(state, game->levelRect.x);
+ lua_pushinteger(state, game->levelRect.y);
+ lua_pushinteger(state, game->levelRect.w);
+ lua_pushinteger(state, game->levelRect.h);
+ return 4;
+ }
+
+ int setRect(lua_State* state){
+ //Check the number of arguments.
+ HELPER_GET_AND_CHECK_ARGS(4);
+
+ //Check if the arguments are of the right type.
+ for (int i = 1; i <= args; i++) {
+ HELPER_CHECK_ARGS_TYPE(i, number);
+ }
+
+ //Check if the currentState is the game state.
+ Game* game = dynamic_cast<Game*>(currentState);
+ if (game == NULL) return 0;
+
+ //Set the level size.
+ game->levelRect = SDL_Rect {
+ (int)lua_tonumber(state, 1),
+ (int)lua_tonumber(state, 2),
+ (int)lua_tonumber(state, 3),
+ (int)lua_tonumber(state, 4)
+ };
+
+ return 0;
+ }
+
int getWidth(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
+ //Check if the currentState is the game state.
+ Game* game = dynamic_cast<Game*>(currentState);
+ if (game == NULL) return 0;
+
//Returns level size.
- lua_pushinteger(state, LEVEL_WIDTH);
+ lua_pushinteger(state, game->levelRect.w);
return 1;
}
int getHeight(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
+ //Check if the currentState is the game state.
+ Game* game = dynamic_cast<Game*>(currentState);
+ if (game == NULL) return 0;
+
//Returns level size.
- lua_pushinteger(state, LEVEL_HEIGHT);
+ lua_pushinteger(state, game->levelRect.h);
return 1;
}
int getName(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Returns level name.
lua_pushstring(state, game->getLevelName().c_str());
return 1;
}
int getEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 1);
map<string, int>::iterator it = Game::levelEventNameMap.find(eventType);
if (it == Game::levelEventNameMap.end()) return 0;
//Check compiled script
map<int, int>::iterator script = game->compiledScripts.find(it->second);
if (script == game->compiledScripts.end()) return 0;
//Get event handler
lua_rawgeti(state, LUA_REGISTRYINDEX, script->second);
return 1;
}
//It will return old event handler.
int setEventHandler(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, function);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Check event type
string eventType = lua_tostring(state, 1);
map<string, int>::const_iterator it = Game::levelEventNameMap.find(eventType);
if (it == Game::levelEventNameMap.end()){
lua_pushfstring(state, "Unknown level event type: '%s'.", eventType.c_str());
return lua_error(state);
}
//Check compiled script
int scriptIndex = LUA_REFNIL;
{
map<int, int>::iterator script = game->compiledScripts.find(it->second);
if (script != game->compiledScripts.end()) scriptIndex = script->second;
}
//Set new event handler
game->compiledScripts[it->second] = luaL_ref(state, LUA_REGISTRYINDEX);
if (scriptIndex == LUA_REFNIL) return 0;
//Get old event handler and unreference it
lua_rawgeti(state, LUA_REGISTRYINDEX, scriptIndex);
luaL_unref(state, LUA_REGISTRYINDEX, scriptIndex);
return 1;
}
int win(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Check if the currentState is the game state.
if (stateID == STATE_LEVEL_EDITOR)
return 0;
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
game->won = true;
return 0;
}
int getTime(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Returns level size.
lua_pushinteger(state, game->time);
return 1;
}
int getRecordings(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Returns level size.
lua_pushinteger(state, game->recordings);
return 1;
}
int broadcastObjectEvent(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 4);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(2, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(3, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL_NO_HINT(4, userdata);
//Check event type
int eventType = 0;
{
string s = lua_tostring(state, 1);
auto it = Game::gameObjectEventNameMap.find(s);
if (it == Game::gameObjectEventNameMap.end()){
lua_pushfstring(state, "Unknown block event type: '%s'.", s.c_str());
return lua_error(state);
} else {
eventType = it->second;
}
}
//Check object type
int objType = -1;
if (args >= 2 && lua_isstring(state, 2)) {
string s = lua_tostring(state, 2);
auto it = Game::blockNameMap.find(s);
if (it == Game::blockNameMap.end()){
lua_pushfstring(state, "Unknown object type: '%s'.", s.c_str());
return lua_error(state);
} else {
objType = it->second;
}
}
//Check id
const char* id = NULL;
if (args >= 3 && lua_isstring(state, 3)) {
id = lua_tostring(state, 3);
}
//Check target
Block *target = NULL;
if (args >= 4) {
target = Block::getObjectFromUserData(state, 4);
}
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
game->broadcastObjectEvent(eventType, objType, id, target);
return 0;
}
}
#define _L level
//Array with the methods for the level library.
static const luaL_Reg levellib_m[]={
_FG(Size),
+ _FGS(Rect),
_FG(Width),
_FG(Height),
_FG(Name),
_FGS(EventHandler),
_F(win),
_FG(Time),
_FG(Recordings),
_F(broadcastObjectEvent),
{NULL,NULL}
};
#undef _L
int luaopen_level(lua_State* state){
luaL_newlib(state,levellib_m);
//Register the functions and methods.
luaL_setfuncs(state,levellib_m,0);
return 1;
}
/////////////////////////CAMERA SPECIFIC///////////////////////////
//FIXME: I can't define namespace camera since there is already a global variable named camera.
//Therefore I use struct camera for a workaround.
struct camera {
static int setMode(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
string mode = lua_tostring(state, 1);
//Get the game for setting the camera.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Check which mode.
if (mode == "player"){
game->cameraMode = Game::CAMERA_PLAYER;
} else if (mode == "shadow"){
game->cameraMode = Game::CAMERA_SHADOW;
} else{
//Unknown OR invalid camera mode.
return luaL_error(state, "Unknown or invalid camera mode for %s: '%s'.", __FUNCTION__, mode.c_str());
}
//Returns nothing.
return 0;
}
static int lookAt(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, number);
HELPER_CHECK_ARGS_TYPE(2, number);
//Get the point.
int x = lua_tonumber(state, 1);
int y = lua_tonumber(state, 2);
//Get the game for setting the camera.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
game->cameraMode = Game::CAMERA_CUSTOM;
game->cameraTarget.x = x;
game->cameraTarget.y = y;
return 0;
}
};
#define _L camera
//Array with the methods for the camera library.
static const luaL_Reg cameralib_m[]={
_FS(Mode),
_F(lookAt),
{NULL,NULL}
};
#undef _L
int luaopen_camera(lua_State* state){
luaL_newlib(state,cameralib_m);
//Register the functions and methods.
luaL_setfuncs(state,cameralib_m,0);
return 1;
}
/////////////////////////AUDIO SPECIFIC///////////////////////////
namespace audio {
int playSound(lua_State* state){
//Get the number of args, this can be anything from one to three.
HELPER_GET_AND_CHECK_ARGS_RANGE(1, 4);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(2, number);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(3, boolean);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(4, number);
//Default values for concurrent and force.
//See SoundManager.h
int concurrent = -1;
bool force = false;
int fadeMusic = -1;
//If there's a second one it should be an integer.
if (args > 1){
concurrent = lua_tonumber(state, 2);
}
//If there's a third one it should be a boolean.
if (args > 2){
force = lua_toboolean(state, 3);
}
if (args > 3){
fadeMusic = lua_tonumber(state, 4);
}
//Get the name of the sound.
string sound = lua_tostring(state, 1);
//Try to play the sound.
int channel = getSoundManager()->playSound(sound, concurrent, force, fadeMusic);
//Returns whether the operation is successful.
lua_pushboolean(state, channel >= 0 ? 1 : 0);
return 1;
}
int playMusic(lua_State* state){
//Get the number of args, this can be either one or two.
HELPER_GET_AND_CHECK_ARGS_2(1, 2);
//Make sure the first argument is a string.
HELPER_CHECK_ARGS_TYPE(1, string);
HELPER_CHECK_OPTIONAL_ARGS_TYPE(2, boolean);
//Default value of fade for playMusic.
//See MusicManager.h.
bool fade = true;
//If there's a second one it should be a boolean.
if (args > 1){
fade = lua_toboolean(state, 2);
}
//Get the name of the music.
string music = lua_tostring(state, 1);
//Try to switch to the new music.
getMusicManager()->playMusic(music, fade);
//Returns nothing.
return 0;
}
int pickMusic(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Let the music manager pick a song from the current music list.
getMusicManager()->pickMusic();
return 0;
}
int setMusicList(lua_State* state){
//Get the number of args, this MUST be one.
HELPER_GET_AND_CHECK_ARGS(1);
//Make sure the given argument is a string.
HELPER_CHECK_ARGS_TYPE(1, string);
//And set the music list in the music manager.
string list = lua_tostring(state, 1);
getMusicManager()->setMusicList(list);
return 0;
}
int getMusicList(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Return the name of the song (contains list prefix).
lua_pushstring(state, getMusicManager()->getCurrentMusicList().c_str());
return 1;
}
int currentMusic(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Return the name of the song (contains list prefix).
lua_pushstring(state, getMusicManager()->getCurrentMusic().c_str());
return 1;
}
}
#define _L audio
//Array with the methods for the audio library.
static const luaL_Reg audiolib_m[]={
_F(playSound),
_F(playMusic),
_F(pickMusic),
_FGS(MusicList),
_F(currentMusic),
{NULL,NULL}
};
#undef _L
int luaopen_audio(lua_State* state){
luaL_newlib(state,audiolib_m);
//Register the functions and methods.
luaL_setfuncs(state,audiolib_m,0);
return 1;
}
/////////////////////////DELAY EXECUTION SPECIFIC///////////////////////////
namespace delayExecution {
HELPER_REGISTER_IS_VALID_FUNCTION(ScriptDelayExecution);
int schedule(lua_State* state) {
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS_AT_LEAST(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE_OR_NIL(1, function);
HELPER_CHECK_ARGS_TYPE(2, number);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(3, number);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(4, number);
HELPER_CHECK_OPTIONAL_ARGS_TYPE_OR_NIL(5, boolean);
//Check if the currentState is the game state.
Game* game = dynamic_cast<Game*>(currentState);
if (game == NULL) return 0;
//Create the delay execution object.
ScriptDelayExecution *obj = new ScriptDelayExecution(game->getScriptExecutor()->getDelayExecutionList());
obj->setActive();
obj->time = (int)lua_tonumber(state, 2);
obj->repeatCount = (args >= 3 && lua_isnumber(state, 3)) ? (int)lua_tonumber(state, 3) : 1;
obj->repeatInterval = (args >= 4 && lua_isnumber(state, 4)) ? (int)lua_tonumber(state, 4) : obj->time;
obj->enabled = ((args >= 5 && lua_isboolean(state, 5)) ? lua_toboolean(state, 5) : 1) != 0;
//Get arguments.
for (int i = 6; i <= args; i++) {
obj->arguments.push_back(luaL_ref(state, LUA_REGISTRYINDEX));
}
std::reverse(obj->arguments.begin(), obj->arguments.end());
//Get the function.
lua_settop(state, 1);
obj->func = luaL_ref(state, LUA_REGISTRYINDEX);
//Create the userdatum.
obj->createUserData(state, "delayExecution");
//We return one object, the userdatum.
return 1;
}
int cancel(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Delete the object.
delete object;
return 0;
}
int isEnabled(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushboolean(state, object->enabled ? 1 : 0);
return 1;
}
int setEnabled(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, boolean);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->enabled = lua_toboolean(state, 2) != 0;
return 0;
}
int getTime(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushinteger(state, object->time);
return 1;
}
int setTime(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->time = (int)lua_tonumber(state, 2);
return 0;
}
int getRepeatCount(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushinteger(state, object->repeatCount);
return 1;
}
int setRepeatCount(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->repeatCount = (int)lua_tonumber(state, 2);
return 0;
}
int getRepeatInterval(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushinteger(state, object->repeatInterval);
return 1;
}
int setRepeatInterval(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Set the repeat interval (should >=1).
int i = (int)lua_tonumber(state, 2);
if (i > 0) object->repeatInterval = i;
return 0;
}
int getFunc(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
if (object->func == LUA_REFNIL) return 0;
lua_rawgeti(state, LUA_REGISTRYINDEX, object->func);
return 1;
}
int setFunc(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE_OR_NIL(2, function);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
int oldFunc = object->func;
object->func = luaL_ref(state, LUA_REGISTRYINDEX);
if (oldFunc == LUA_REFNIL) return 0;
lua_rawgeti(state, LUA_REGISTRYINDEX, oldFunc);
luaL_unref(state, LUA_REGISTRYINDEX, oldFunc);
return 1;
}
int getArguments(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
for (int a : object->arguments) {
lua_rawgeti(state, LUA_REGISTRYINDEX, a);
}
return object->arguments.size();
}
int setArguments(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS_AT_LEAST(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
//Remove old arguments.
for (int a : object->arguments) {
luaL_unref(state, LUA_REGISTRYINDEX, a);
}
object->arguments.clear();
//Get arguments.
for (int i = 2; i <= args; i++) {
object->arguments.push_back(luaL_ref(state, LUA_REGISTRYINDEX));
}
std::reverse(object->arguments.begin(), object->arguments.end());
return 0;
}
int getExecutionTime(lua_State* state){
HELPER_GET_AND_CHECK_ARGS(1);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
lua_pushinteger(state, object->executionTime);
return 1;
}
int setExecutionTime(lua_State* state) {
HELPER_GET_AND_CHECK_ARGS(2);
HELPER_CHECK_ARGS_TYPE_NO_HINT(1, userdata);
HELPER_CHECK_ARGS_TYPE(2, number);
auto object = ScriptDelayExecution::getObjectFromUserData(state, 1);
if (object == NULL) return 0;
object->executionTime = (int)lua_tonumber(state, 2);
return 0;
}
}
#define _L delayExecution
//Array with the methods for the block library.
static const luaL_Reg delayExecutionLib_m[] = {
_FI(Valid),
_F(schedule),
_F(cancel),
_FIS(Enabled),
_FGS(Time),
_FGS(RepeatCount),
_FGS(RepeatInterval),
_FGS(Func),
_FGS(Arguments),
_FGS(ExecutionTime),
{ NULL, NULL }
};
#undef _L
int luaopen_delayExecution(lua_State* state){
luaL_newlib(state, delayExecutionLib_m);
//Create the metatable for the delay execution userdata.
luaL_newmetatable(state, "delayExecution");
lua_pushstring(state, "__index");
lua_pushvalue(state, -2);
lua_settable(state, -3);
ScriptDelayExecution::registerMetatableFunctions(state, -3);
//Register the functions and methods.
luaL_setfuncs(state, delayExecutionLib_m, 0);
return 1;
}
/////////////////////////GETTEXT SPECIFIC///////////////////////////
namespace gettext {
int gettext(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(1);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string); //msgid
if (levels) {
auto dm = levels->getDictionaryManager();
if (dm) {
lua_pushstring(state, dm->get_dictionary().translate(lua_tostring(state, 1)).c_str());
return 1;
}
}
//If we failed to find dictionay manager, we just return the original string.
lua_pushvalue(state, 1);
return 1;
}
int pgettext(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(2);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string); //msgctxt
HELPER_CHECK_ARGS_TYPE(2, string); //msgid
if (levels) {
auto dm = levels->getDictionaryManager();
if (dm) {
lua_pushstring(state, dm->get_dictionary().translate_ctxt(lua_tostring(state, 1), lua_tostring(state, 2)).c_str());
return 1;
}
}
//If we failed to find dictionay manager, we just return the original string.
lua_pushvalue(state, 2);
return 1;
}
int ngettext(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(3);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string); //msgid
HELPER_CHECK_ARGS_TYPE(2, string); //msgid_plural
HELPER_CHECK_ARGS_TYPE(3, number);
if (levels) {
auto dm = levels->getDictionaryManager();
if (dm) {
lua_pushstring(state, dm->get_dictionary().translate_plural(
lua_tostring(state, 1),
lua_tostring(state, 2),
lua_tonumber(state, 3)
).c_str());
return 1;
}
}
//If we failed to find dictionay manager, we just return the original string.
if (lua_tonumber(state, 3) == 1) {
lua_pushvalue(state, 1);
} else {
lua_pushvalue(state, 2);
}
return 1;
}
int npgettext(lua_State* state){
//Check the number of arguments.
HELPER_GET_AND_CHECK_ARGS(4);
//Check if the arguments are of the right type.
HELPER_CHECK_ARGS_TYPE(1, string); //msgctxt
HELPER_CHECK_ARGS_TYPE(2, string); //msgid
HELPER_CHECK_ARGS_TYPE(3, string); //msgid_plural
HELPER_CHECK_ARGS_TYPE(4, number);
if (levels) {
auto dm = levels->getDictionaryManager();
if (dm) {
lua_pushstring(state, dm->get_dictionary().translate_ctxt_plural(
lua_tostring(state, 1),
lua_tostring(state, 2),
lua_tostring(state, 3),
lua_tonumber(state, 4)
).c_str());
return 1;
}
}
//If we failed to find dictionay manager, we just return the original string.
if (lua_tonumber(state, 4) == 1) {
lua_pushvalue(state, 2);
} else {
lua_pushvalue(state, 3);
}
return 1;
}
}
#define _L gettext
static const luaL_Reg gettextlib_m[] = {
_F(gettext),
_F(pgettext),
_F(ngettext),
_F(npgettext),
{ NULL, NULL }
};
#undef _L
int luaopen_gettext(lua_State* state){
//Register the global shortcut function _() and __().
luaL_loadstring(state,
"function _(s)\n"
" return gettext.gettext(s)\n"
"end\n"
"function __(s)\n"
" return s\n"
"end\n"
);
lua_pcall(state, 0, 0, 0);
luaL_newlib(state, gettextlib_m);
//Register the functions and methods.
luaL_setfuncs(state, gettextlib_m, 0);
return 1;
}

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