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diff --git a/src/Addons.cpp b/src/Addons.cpp
index 3a5bfab..592dd9f 100644
--- a/src/Addons.cpp
+++ b/src/Addons.cpp
@@ -1,936 +1,935 @@
/*
- * Copyright (C) 2011-2012 Me and My Shadow
+ * 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 "Addons.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
-#include "Objects.h"
#include "GUIObject.h"
#include "GUIOverlay.h"
#include "GUIScrollBar.h"
#include "GUITextArea.h"
#include "GUIListBox.h"
#include "POASerializer.h"
#include "InputManager.h"
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
#include <SDL/SDL.h>
#ifdef __APPLE__
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_ttf.h>
#endif
using namespace std;
Addons::Addons():selected(NULL){
//Render the title.
title=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),themeTextColor);
//Load placeholder addon icons and screenshot.
addonIcon[0]=loadImage(getDataPath()+"/gfx/addon1.png");
SDL_SetAlpha(addonIcon[0],0,0);
addonIcon[1]=loadImage(getDataPath()+"/gfx/addon2.png");
SDL_SetAlpha(addonIcon[1],0,0);
addonIcon[2]=loadImage(getDataPath()+"/gfx/addon3.png");
SDL_SetAlpha(addonIcon[2],0,0);
screenshot=loadImage(getDataPath()+"/gfx/screenshot.png");
//Open the addons file in the user cache path for writing (downloading) to.
FILE* addon=fopen((getUserPath(USER_CACHE)+"addons").c_str(),"wb");
//Clear the GUI if any.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Try to get(download) the addonsList.
if(getAddonsList(addon)==false){
//It failed so we show the error message.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
GUIObject* obj=new GUILabel(90,96,200,32,_("Unable to initialize addon menu:"));
obj->name="lbl";
GUIObjectRoot->addChild(obj);
obj=new GUILabel(120,130,200,32,error.c_str());
obj->name="lbl";
GUIObjectRoot->addChild(obj);
obj=new GUIButton(90,550,200,32,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
return;
}
//Now create the GUI.
createGUI();
}
Addons::~Addons(){
//Free the title surface.
SDL_FreeSurface(title);
//If the GUIObjectRoot exist delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Addons::createGUI(){
//Downloaded the addons file now we can create the GUI.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create list of categories
categoryList=new GUISingleLineListBox((SCREEN_WIDTH-360)/2,100,360,36);
categoryList->name="lstTabs";
//Loop through the categories and add them to the list.
//FIXME: Hack for easy detecting which categories there are.
{
map<string,bool> categories;
map<string,bool>::iterator mapIt;
vector<Addon>::iterator it;
for(it=addons.begin();it!=addons.end();++it)
categories[it->type]=true;
for(mapIt=categories.begin();mapIt!=categories.end();++mapIt)
categoryList->addItem(mapIt->first,_(mapIt->first));
}
categoryList->value=0;
categoryList->eventCallback=this;
GUIObjectRoot->addChild(categoryList);
//Create the list for the addons.
//By default levels will be selected.
list=new GUIListBox(SCREEN_WIDTH*0.1,160,SCREEN_WIDTH*0.8,SCREEN_HEIGHT-210);
addonsToList(categoryList->getName());
list->name="lstAddons";
list->clickEvents=true;
list->eventCallback=this;
list->value=-1;
GUIObjectRoot->addChild(list);
type="levels";
//The back button.
GUIObject* obj=new GUIButton(20,20,-1,32,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
}
bool Addons::getAddonsList(FILE* file){
//First we download the file.
if(downloadFile(getSettings()->getValue("addon_url"),file)==false){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: unable to download addons file!"<<endl;
error=_("ERROR: unable to download addons file!");
return false;
}
fclose(file);
//Load the downloaded file.
ifstream addonFile;
addonFile.open((getUserPath(USER_CACHE)+"addons").c_str());
if(!addonFile.good()) {
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: unable to load addon_list file!"<<endl;
/// TRANSLATORS: addon_list is the name of a file and should not be translated.
error=_("ERROR: unable to load addon_list file!");
return false;
}
//Parse the addonsfile.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(addonFile,&obj,true)){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Invalid file format of addons file!"<<endl;
error=_("ERROR: Invalid file format of addons file!");
return false;
}
}
//Check the addon version in the addons list.
int version=0;
if(!obj.attributes["version"].empty())
version=atoi(obj.attributes["version"][0].c_str());
if(version<MIN_VERSION || version>MAX_VERSION){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Addon list version is unsupported! (received: "<<version<<" supported:"<<MIN_VERSION<<"-"<<MAX_VERSION<<")"<<endl;
error=_("ERROR: Addon list version is unsupported!");
return false;
}
//Also load the installed_addons file.
ifstream iaddonFile;
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
//The installed_addons file doesn't exist, so we create it.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
iaddons<<" "<<endl;
iaddons.close();
//Also load the installed_addons file.
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Unable to create the installed_addons file."<<endl;
/// TRANSLATORS: installed_addons is the name of a file and should not be translated.
error=_("ERROR: Unable to create the installed_addons file.");
return false;
}
}
//And parse the installed_addons file.
TreeStorageNode obj1;
{
POASerializer objSerializer;
if(!objSerializer.readNode(iaddonFile,&obj1,true)){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Invalid file format of the installed_addons!"<<endl;
error=_("ERROR: Invalid file format of the installed_addons!");
return false;
}
}
//Fill the vector.
fillAddonList(obj,obj1);
//Close the files.
iaddonFile.close();
addonFile.close();
return true;
}
void Addons::fillAddonList(TreeStorageNode &objAddons, TreeStorageNode &objInstalledAddons){
//Loop through the blocks of the addons file.
//These should contain the types levels, levelpacks, themes.
for(unsigned int i=0;i<objAddons.subNodes.size();i++){
TreeStorageNode* block=objAddons.subNodes[i];
if(block==NULL) continue;
//Check what kind of block it is, only category at the moment.
if(block->name=="category" && block->value.size()>0){
string type=block->value[0];
//Now loop the entries(subNodes) of the block.
for(unsigned int i=0;i<block->subNodes.size();i++){
TreeStorageNode* entry=block->subNodes[i];
if(entry==NULL) continue;
if(entry->name=="entry" && entry->value.size()==1){
//The entry is valid so create a new Addon.
Addon addon;
addon.icon=addon.screenshot=NULL;
addon.type=type;
addon.name=entry->value[0];
if(!entry->attributes["file"].empty())
addon.file=entry->attributes["file"][0];
if(!entry->attributes["author"].empty())
addon.author=entry->attributes["author"][0];
if(!entry->attributes["description"].empty())
addon.description=entry->attributes["description"][0];
if(entry->attributes["icon"].size()>1){
//There are (at least) two values, the url to the icon and its md5sum used for caching.
addon.icon=loadCachedImage(entry->attributes["icon"][0].c_str(),entry->attributes["icon"][1].c_str());
if(addon.icon)
SDL_SetAlpha(addon.icon,0,0);
}
if(entry->attributes["screenshot"].size()>1){
//There are (at least) two values, the url to the screenshot and its md5sum used for caching.
addon.screenshot=loadCachedImage(entry->attributes["screenshot"][0].c_str(),entry->attributes["screenshot"][1].c_str());
if(addon.screenshot)
SDL_SetAlpha(addon.screenshot,0,0);
}
if(!entry->attributes["version"].empty())
addon.version=atoi(entry->attributes["version"][0].c_str());
addon.upToDate=false;
addon.installed=false;
//Check if the addon is already installed.
for(unsigned int i=0;i<objInstalledAddons.subNodes.size();i++){
TreeStorageNode* installed=objInstalledAddons.subNodes[i];
if(installed==NULL) continue;
if(installed->name=="entry" && installed->value.size()==3){
if(addon.type.compare(installed->value[0])==0 && addon.name.compare(installed->value[1])==0) {
addon.installed=true;
addon.installedVersion=atoi(installed->value[2].c_str());
if(addon.installedVersion>=addon.version) {
addon.upToDate=true;
}
//Read the dependencies and content from the file.
for(unsigned int j=0;j<installed->subNodes.size();j++){
if(installed->subNodes[j]->name=="content"){
TreeStorageNode* obj=installed->subNodes[j];
for(unsigned int k=0;k<obj->subNodes.size();k++){
if(obj->subNodes[k]->value.size()==1)
addon.content.push_back(pair<string,string>(obj->subNodes[k]->name,obj->subNodes[k]->value[0]));
}
}else if(installed->subNodes[j]->name=="dependencies"){
TreeStorageNode* obj=installed->subNodes[j];
for(unsigned int k=0;k<obj->subNodes.size();k++){
if(obj->subNodes[k]->value.size()==1)
addon.dependencies.push_back(pair<string,string>(obj->subNodes[k]->name,obj->subNodes[k]->value[0]));
}
}
}
}
}
}
//Finally put him in the list.
addons.push_back(addon);
}
}
}
}
}
void Addons::addonsToList(const std::string &type){
//Clear the list.
list->clearItems();
//Loop through the addons.
for(unsigned int i=0;i<addons.size();i++) {
//Make sure the addon is of the requested type.
if(addons[i].type!=type)
continue;
Addon addon=addons[i];
string entry=addon.name+" by "+addon.author;
if(addon.installed){
if(addon.upToDate){
entry+=" *";
}else{
entry+=" +";
}
}
SDL_Surface* surf=SDL_CreateRGBSurface(SDL_SWSURFACE,list->width,74,32,RMASK,GMASK,BMASK,AMASK);
//Check if there's an icon for the addon.
if(addon.icon){
applySurface(5,5,addon.icon,surf,NULL);
}else{
if(type=="levels")
applySurface(5,5,addonIcon[0],surf,NULL);
else if(type=="levelpacks")
applySurface(5,5,addonIcon[1],surf,NULL);
else
applySurface(5,5,addonIcon[2],surf,NULL);
}
SDL_Color black={0,0,0,0};
SDL_Surface* nameSurf=TTF_RenderUTF8_Blended(fontGUI,addon.name.c_str(),black);
SDL_SetAlpha(nameSurf,0,0xFF);
applySurface(74,-1,nameSurf,surf,NULL);
SDL_FreeSurface(nameSurf);
/// TRANSLATORS: indicates the author of an addon.
string authorLine = tfm::format(_("by %s"),addon.author);
SDL_Surface* authorSurf=TTF_RenderUTF8_Blended(fontText,authorLine.c_str(),black);
SDL_SetAlpha(authorSurf,0,0xFF);
applySurface(74,43,authorSurf,surf,NULL);
SDL_FreeSurface(authorSurf);
if(addon.installed){
if(addon.upToDate){
SDL_Surface* infoSurf=TTF_RenderUTF8_Blended(fontText,_("Installed"),black);
SDL_SetAlpha(infoSurf,0,0xFF);
applySurface(surf->w-infoSurf->w-32,(surf->h-infoSurf->h)/2,infoSurf,surf,NULL);
SDL_FreeSurface(infoSurf);
}else{
SDL_Surface* infoSurf=TTF_RenderUTF8_Blended(fontText,_("Updatable"),black);
SDL_SetAlpha(infoSurf,0,0xFF);
applySurface(surf->w-infoSurf->w-32,(surf->h-infoSurf->h)/2,infoSurf,surf,NULL);
SDL_FreeSurface(infoSurf);
}
}else{
SDL_Color grey={127,127,127};
SDL_Surface* infoSurf=TTF_RenderUTF8_Blended(fontText,_("Not installed"),grey);
SDL_SetAlpha(infoSurf,0,0xFF);
applySurface(surf->w-infoSurf->w-32,(surf->h-infoSurf->h)/2,infoSurf,surf,NULL);
SDL_FreeSurface(infoSurf);
}
list->addItem(entry,surf);
}
}
bool Addons::saveInstalledAddons(){
//Open the file.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddons) return false;
TreeStorageNode installed;
//Loop through all the addons.
vector<Addon>::iterator it;
for(it=addons.begin();it!=addons.end();++it){
//Check if the level is installed or not.
if(it->installed) {
TreeStorageNode *entry=new TreeStorageNode;
entry->name="entry";
entry->value.push_back(it->type);
entry->value.push_back(it->name);
char version[64];
sprintf(version,"%d",it->installedVersion);
entry->value.push_back(version);
//Now add a subNode for each content.
TreeStorageNode* content=new TreeStorageNode;
content->name="content";
for(unsigned int i=0;i<it->content.size();i++){
TreeStorageNode* contentEntry=new TreeStorageNode;
contentEntry->name=it->content[i].first;
contentEntry->value.push_back(it->content[i].second);
//Add the content node to the entry node.
content->subNodes.push_back(contentEntry);
}
entry->subNodes.push_back(content);
//Now add a sub node for the dependencies.
TreeStorageNode* deps=new TreeStorageNode;
deps->name="dependencies";
for(unsigned int i=0;i<it->dependencies.size();i++){
TreeStorageNode* depsEntry=new TreeStorageNode;
depsEntry->name=it->dependencies[i].first;
depsEntry->value.push_back(it->dependencies[i].second);
//Add the content node to the entry node.
deps->subNodes.push_back(depsEntry);
}
entry->subNodes.push_back(deps);
//And add the entry to the top node.
installed.subNodes.push_back(entry);
}
}
//And write away the file.
POASerializer objSerializer;
objSerializer.writeNode(&installed,iaddons,true,true);
return true;
}
SDL_Surface* Addons::loadCachedImage(const char* url,const char* md5sum){
//Check if the image is cached.
string imageFile=getUserPath(USER_CACHE)+"images/"+md5sum;
if(fileExists(imageFile.c_str())){
//It is, so load the image.
return loadImage(imageFile);
}else{
//Download the image.
FILE* file=fopen(imageFile.c_str(),"wb");
//Downloading failed.
if(!downloadFile(url,file)){
cerr<<"ERROR: Unable to download image from "<<url<<endl;
fclose(file);
return NULL;
}
fclose(file);
//Load the image.
return loadImage(imageFile);
}
}
void Addons::handleEvents(){
//Check if we should quit.
if(event.type==SDL_QUIT){
//Save the installed addons before exiting.
saveInstalledAddons();
setNextState(STATE_EXIT);
}
//Check if escape is pressed, if so return to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Addons::logic(){}
void Addons::render(){
//Draw background.
objThemes.getBackground(true)->draw(screen);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
}
void Addons::resize(){
//Delete the gui (if any).
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now create a new one.
createGUI();
}
void Addons::showAddon(){
//Make sure an addon is selected.
if(!selected)
return;
//Create a root object.
GUIObject* root=new GUIFrame((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-400)/2,600,400,selected->name.c_str());
//Create the 'by creator' label.
GUIObject* obj=new GUILabel(0,50,600,50,tfm::format(_("by %s"),selected->author).c_str(),0,true,true,GUIGravityCenter);
root->addChild(obj);
//Create the description text.
GUITextArea* description=new GUITextArea(10,100,370,200);
description->setString(selected->description.c_str());
description->editable=false;
description->resize();
root->addChild(description);
//Create the screenshot image.
GUIImage* img=new GUIImage(390,100,200,150);
img->setImage(selected->screenshot?selected->screenshot:screenshot);
root->addChild(img);
//Add buttons depending on the installed/update status.
if(selected->installed && !selected->upToDate){
GUIObject* bRemove=new GUIButton(root->width*0.97,350,-1,32,_("Remove"),0,true,true,GUIGravityRight);
bRemove->name="cmdRemove";
bRemove->eventCallback=this;
root->addChild(bRemove);
//Create a back button.
GUIObject* bBack=new GUIButton(root->width*0.03,350,-1,32,_("Back"),0,true,true,GUIGravityLeft);
bBack->name="cmdCloseOverlay";
bBack->eventCallback=this;
root->addChild(bBack);
//Update widget sizes.
root->render(0,0,false);
//Create a nicely centered button.
obj=new GUIButton((int)floor((bBack->left+bBack->width+bRemove->left-bRemove->width)*0.5),350,-1,32,_("Update"),0,true,true,GUIGravityCenter);
obj->name="cmdUpdate";
obj->eventCallback=this;
root->addChild(obj);
}else{
if(!selected->installed){
obj=new GUIButton(root->width*0.9,350,-1,32,_("Install"),0,true,true,GUIGravityRight);
obj->name="cmdInstall";
obj->eventCallback=this;
root->addChild(obj);
}else if(selected->upToDate){
obj=new GUIButton(root->width*0.9,350,-1,32,_("Remove"),0,true,true,GUIGravityRight);
obj->name="cmdRemove";
obj->eventCallback=this;
root->addChild(obj);
}
//Create a back button.
obj=new GUIButton(root->width*0.1,350,-1,32,_("Back"),0,true,true,GUIGravityLeft);
obj->name="cmdCloseOverlay";
obj->eventCallback=this;
root->addChild(obj);
}
new GUIOverlay(root);
}
void Addons::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
if(name=="lstTabs"){
//Get the category type.
type=categoryList->getName();
//Get the list corresponding with the category and select the first entry.
addonsToList(type);
list->value=0;
//Call an event as if an entry in the addons listbox was clicked.
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="lstAddons"){
//Check which type of event.
if(eventType==GUIEventChange){
//Get the addon struct that belongs to it.
Addon* addon=NULL;
//Make sure the addon list on screen isn't empty.
if(!list->item.empty()){
//Get the name of the (newly) selected entry.
string entry=list->getItem(list->value);
//Loop through the addons of the selected category.
for(unsigned int i=0;i<addons.size();i++){
//Make sure the addons are of the same type.
if(addons[i].type!=categoryList->getName())
continue;
string prefix=addons[i].name;
if(!entry.compare(0,prefix.size(),prefix)){
addon=&addons[i];
}
}
}
//Set the new addon as selected and unselect the list.
selected=addon;
list->value=-1;
}else if(eventType==GUIEventClick){
//Make sure an addon is selected.
if(selected){
showAddon();
}
}
}else if(name=="cmdBack"){
saveInstalledAddons();
setNextState(STATE_MENU);
}else if(name=="cmdCloseOverlay"){
//We can safely delete the GUIObjectRoot, since it's handled by the GUIOverlay.
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}else if(name=="cmdUpdate"){
//NOTE: This simply removes the addon and reinstalls it.
//The complete addon is downloaded either way so no need for checking what has been changed/added/removed/etc...
if(selected){
removeAddon(selected);
installAddon(selected);
}
addonsToList(categoryList->getName());
}else if(name=="cmdInstall"){
if(selected)
installAddon(selected);
addonsToList(categoryList->getName());
}else if(name=="cmdRemove"){
//TODO: Check for dependencies.
//Loop through the addons to check if this addon is a dependency of another addon.
vector<Addon>::iterator it;
for(it=addons.begin();it!=addons.end();++it){
//Check if the addon has dependencies.
if(!it->dependencies.empty()){
vector<pair<string,string> >::iterator depIt;
for(depIt=it->dependencies.begin();depIt!=it->dependencies.end();++depIt){
if(depIt->first=="addon" && depIt->second==selected->name){
msgBox("This addon can't be removed because it's needed by "+it->name,MsgBoxOKOnly,"Dependency");
return;
}
}
}
}
if(selected)
removeAddon(selected);
addonsToList(categoryList->getName());
}
//NOTE: In case of install/remove/update we can delete the GUIObjectRoot, since it's managed by the GUIOverlay.
if(name=="cmdUpdate" || name=="cmdInstall" || name=="cmdRemove"){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Addons::removeAddon(Addon* addon){
//To remove an addon we loop over the content vector in the structure.
//NOTE: This should contain all INSTALLED content, if something failed during installation it isn't added.
for(unsigned int i=0;i<addon->content.size();i++){
//Check the type of content.
if(addon->content[i].first=="file"){
string file=getUserPath(USER_DATA)+addon->content[i].second;
//Check if the file exists.
if(!fileExists(file.c_str())){
cerr<<"WARNING: File '"<<file<<"' appears to have been removed already."<<endl;
msgBox("WARNING: File '"+file+"' appears to have been removed already.",MsgBoxOKOnly,"Addon error");
continue;
}
//Remove the file.
if(!removeFile(file.c_str())){
cerr<<"ERROR: Unable to remove file '"<<file<<"'!"<<endl;
msgBox("ERROR: Unable to remove file '"+file+"'!",MsgBoxOKOnly,"Addon error");
continue;
}
}else if(addon->content[i].first=="folder"){
string dir=getUserPath(USER_DATA)+addon->content[i].second;
//Check if the directory exists.
if(!dirExists(dir.c_str())){
cerr<<"WARNING: Directory '"<<dir<<"' appears to have been removed already."<<endl;
msgBox("WARNING: Directory '"+dir+"' appears to have been removed already.",MsgBoxOKOnly,"Addon error");
continue;
}
//Remove the directory.
if(!removeDirectory(dir.c_str())){
cerr<<"ERROR: Unable to remove directory '"<<dir<<"'!"<<endl;
msgBox("ERROR: Unable to remove directory '"+dir+"'!",MsgBoxOKOnly,"Addon error");
continue;
}
}else if(addon->content[i].first=="level"){
string file=getUserPath(USER_DATA)+"levels/"+addon->content[i].second;
//Check if the level file exists.
if(!fileExists(file.c_str())){
cerr<<"WARNING: Level '"<<file<<"' appears to have been removed already."<<endl;
msgBox("WARNING: Level '"+file+"' appears to have been removed already.",MsgBoxOKOnly,"Addon error");
continue;
}
//Remove the level file.
if(!removeFile(file.c_str())){
cerr<<"ERROR: Unable to remove level '"<<file<<"'!"<<endl;
msgBox("ERROR: Unable to remove level '"+file+"'!",MsgBoxOKOnly,"Addon error");
continue;
}
//Also remove the level from the Levels levelpack.
LevelPack* levelsPack=getLevelPackManager()->getLevelPack("Levels/");
for(int i=0;i<levelsPack->getLevelCount();i++){
if(levelsPack->getLevelFile(i)==file){
//Remove the level and break out of the loop.
levelsPack->removeLevel(i);
break;
}
}
}else if(addon->content[i].first=="levelpack"){
//FIXME: We assume no trailing slash since there mustn't be one for installing, bad :(
string dir=getUserPath(USER_DATA)+"levelpacks/"+addon->content[i].second+"/";
//Check if the directory exists.
if(!dirExists(dir.c_str())){
cerr<<"WARNING: Levelpack directory '"<<dir<<"' appears to have been removed already."<<endl;
msgBox("WARNING: Levelpack directory '"+dir+"' appears to have been removed already.",MsgBoxOKOnly,"Addon error");
continue;
}
//Remove the directory.
if(!removeDirectory(dir.c_str())){
cerr<<"ERROR: Unable to remove levelpack directory '"<<dir<<"'!"<<endl;
msgBox("ERROR: Unable to remove levelpack directory '"+dir+"'!",MsgBoxOKOnly,"Addon error");
continue;
}
//Also remove the levelpack from the levelpackManager.
getLevelPackManager()->removeLevelPack(dir);
}
}
//Now that the content has been removed clear the content list itself.
addon->content.clear();
//And finally set the addon to not installed.
addon->installed=false;
addon->installedVersion=0;
//Also clear the 'offline' information.
addon->content.clear();
addon->dependencies.clear();
}
void Addons::installAddon(Addon* addon){
string tmpDir=getUserPath(USER_CACHE)+"tmp/";
string fileName=fileNameFromPath(addon->file,true);
//Download the selected addon to the tmp folder.
if(!downloadFile(addon->file,tmpDir)){
cerr<<"ERROR: Unable to download addon file "<<addon->file<<endl;
msgBox("ERROR: Unable to download addon file "+addon->file,MsgBoxOKOnly,"Addon error");
return;
}
//Now extract the addon.
if(!extractFile(tmpDir+fileName,tmpDir+"/addon/")){
cerr<<"ERROR: Unable to extract addon file "<<addon->file<<endl;
msgBox("ERROR: Unable to extract addon file "+addon->file,MsgBoxOKOnly,"Addon error");
return;
}
ifstream metadata((tmpDir+"/addon/metadata").c_str());
if(!metadata){
cerr<<"ERROR: Addon is missing metadata!"<<endl;
msgBox("ERROR: Addon is missing metadata!",MsgBoxOKOnly,"Addon error");
return;
}
//Read the metadata from the addon.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(metadata,&obj,true)){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Invalid file format for metadata file!"<<endl;
msgBox("ERROR: Invalid file format for metadata file!",MsgBoxOKOnly,"Addon error");
return;
}
}
//Loop through the subNodes.
for(unsigned int i=0;i<obj.subNodes.size();i++){
//Check for the content subNode (there should only be one).
if(obj.subNodes[i]->name=="content"){
TreeStorageNode* obj1=obj.subNodes[i];
//Loop through the subNodes of that.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
TreeStorageNode* obj2=obj1->subNodes[j];
//This code happens for all types of content.
string source=tmpDir+"addon/content/";
if(obj2->value.size()>0)
source+=obj2->value[0];
//The destination MUST be in the user data path.
string dest=getUserPath(USER_DATA);
if(obj2->value.size()>1)
dest+=obj2->value[1];
//Check what the content type is.
if(obj2->name=="file" && obj2->value.size()==2){
//Now copy the file.
if(fileExists(dest.c_str())){
cerr<<"WARNING: File '"<<dest<<"' already exists, addon may be broken or not working!"<<endl;
msgBox("WARNING: File '"+dest+"' already exists, addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
if(!copyFile(source.c_str(),dest.c_str())){
cerr<<"WARNING: Unable to copy file '"<<source<<"' to '"<<dest<<"', addon may be broken or not working!"<<endl;
msgBox("WARNING: Unable to copy file '"+source+"' to '"+dest+"', addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
//Add it to the content vector.
addon->content.push_back(pair<string,string>("file",obj2->value[1]));
}else if(obj2->name=="folder" && obj2->value.size()==2){
//The dest must NOT exist, otherwise it will fail.
if(dirExists(dest.c_str())){
cerr<<"WARNING: Destination directory '"<<dest<<"' already exists, addon may be broken or not working!"<<endl;
msgBox("WARNING: Destination directory '"+dest+"' already exists, addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
//FIXME: Copy the directory instead of renaming it, in case the same folder/parts of the folder are needed in different places.
if(!renameDirectory(source.c_str(),dest.c_str())){
cerr<<"WARNING: Unable to move directory '"<<source<<"' to '"<<dest<<"', addon may be broken or not working!"<<endl;
msgBox("WARNING: Unable to move directory '"+source+"' to '"+dest+"', addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
//Add it to the content vector.
addon->content.push_back(pair<string,string>("folder",obj2->value[1]));
}else if(obj2->name=="level" && obj2->value.size()==1){
//The destination MUST be in the levels folder in the user data path.
dest+="levels/"+fileNameFromPath(source);
//Now copy the file.
if(fileExists(dest.c_str())){
cerr<<"WARNING: Level '"<<dest<<"' already exists, addon may be broken or not working!"<<endl;
msgBox("WARNING: Level '"+dest+"' already exists, addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
if(!copyFile(source.c_str(),dest.c_str())){
cerr<<"WARNING: Unable to copy level '"<<source<<"' to '"<<dest<<"', addon may be broken or not working!"<<endl;
msgBox("WARNING: Unable to copy level '"+source+"' to '"+dest+"', addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
//It's a level so add it to the Levels levelpack.
LevelPack* levelsPack=getLevelPackManager()->getLevelPack("Levels/");
if(levelsPack){
levelsPack->addLevel(dest);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}else{
cerr<<"ERROR: Unable to add level to Levels levelpack"<<endl;
}
addon->content.push_back(pair<string,string>("level",fileNameFromPath(source)));
}else if(obj2->name=="levelpack" && obj2->value.size()==1){
//TODO: Check if the source contains a trailing slash.
//The destination MUST be in the user data path.
dest+="levelpacks/"+fileNameFromPath(source);
//The dest must NOT exist, otherwise it will fail.
if(dirExists(dest.c_str())){
cerr<<"WARNING: Levelpack directory '"<<dest<<"' already exists, addon may be broken or not working!"<<endl;
msgBox("WARNING: Levelpack directory '"+dest+"' already exists, addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
//FIXME: Copy the directory instead of renaming it, in case the same folder/parts of the folder are needed in different places.
if(!renameDirectory(source.c_str(),dest.c_str())){
cerr<<"WARNING: Unable to move directory '"<<source<<"' to '"<<dest<<"', addon may be broken or not working!"<<endl;
msgBox("WARNING: Unable to move directory '"+source+"' to '"+dest+"', addon may be broken or not working!",MsgBoxOKOnly,"Addon error");
continue;
}
//It's a levelpack so add it to the levelpack manager.
getLevelPackManager()->loadLevelPack(dest);
addon->content.push_back(pair<string,string>("levelpack",fileNameFromPath(source)));
}
}
}else if(obj.subNodes[i]->name=="dependencies"){
TreeStorageNode* obj1=obj.subNodes[i];
//Loop through the subNodes of that.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
TreeStorageNode* obj2=obj1->subNodes[j];
if(obj2->name=="addon" && obj2->value.size()>0){
Addon* dep=NULL;
//Check if the requested addon can be found.
vector<Addon>::iterator it;
for(it=addons.begin();it!=addons.end();++it){
if(it->name==obj2->value[0]){
dep=&(*it);
break;
}
}
if(!dep){
cerr<<"ERROR: Addon requires another addon ("<<obj2->value[0]<<") which can't be found!"<<endl;
msgBox("ERROR: Addon requires another addon ("+obj2->value[0]+") which can't be found!",MsgBoxOKOnly,"Addon error");
continue;
}
//The addon has been found, try to install it.
//FIXME: Somehow prevent recursion, maybe max depth (??)
if(!dep->installed){
msgBox("The addon "+dep->name+" is needed and will be installed now.",MsgBoxOKOnly,"Dependency");
installAddon(dep);
}
//Add the dependency to the addon.
addon->dependencies.push_back(pair<string,string>("addon",dep->name));
}
}
}
}
//The addon is installed and up to date, but not necessarily flawless.
addon->installed=true;
addon->upToDate=true;
addon->installedVersion=addon->version;
}
diff --git a/src/Addons.h b/src/Addons.h
index d232592..c61a386 100644
--- a/src/Addons.h
+++ b/src/Addons.h
@@ -1,164 +1,164 @@
/*
- * Copyright (C) 2011-2012 Me and My Shadow
+ * 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 ADDONS_H
#define ADDONS_H
#include "GameState.h"
#include "GameObjects.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include <vector>
#include <string>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
//The addons menu.
class Addons: public GameState,public GUIEventCallback{
private:
//The minimum addon version that is supported.
static const int MIN_VERSION=2;
//The maximum addon version that is supported.
static const int MAX_VERSION=2;
//An addon entry.
struct Addon{
//The name of the addon.
string name;
//The type of addon. (Level, Levelpack, Theme)
string type;
//The link to the addon file.
string file;
//The name of the author.
string author;
//The description of the addon.
string description;
//Icon for the addon.
SDL_Surface* icon;
//Screenshot for the addon.
SDL_Surface* screenshot;
//The latest version of the addon.
int version;
//The version that the user has installed, if installed.
int installedVersion;
//Boolean if the addon is installed.
bool installed;
//Boolean if the addon is upToDate. (installedVersion==version)
bool upToDate;
//Map that contains the content of the addon.
//NOTE: This is only filled if the addon is installed.
std::vector<std::pair<std::string,std::string> > content;
//Array that holds the name of the addons it's dependent on.
//NOTE: This is only filled if the addon is installed.
std::vector<std::pair<std::string,std::string> > dependencies;
};
//The title.
SDL_Surface* title;
//Placeholder icons for addons in case they don't provide custom icons.
SDL_Surface* addonIcon[3];
//Placeholder screenshot for addons in case they don't provide one.
SDL_Surface* screenshot;
//Map containing a vector of Addons for each addon category.
std::vector<Addon> addons;
//File pointing to the addon file in the userpath.
FILE* addon;
//String that should contain the error when something fails.
string error;
//The type of addon that is currently selected.
string type;
//Pointer to the addon that is selected.
Addon* selected;
//The list used for the selecting of the category.
GUISingleLineListBox* categoryList;
//The list used for listing the addons.
GUIListBox* list;
public:
//Constructor.
Addons();
//Destructor.
~Addons();
//Method that will create the GUI.
void createGUI();
//Method that loads that downloads the addons list.
//file: Pointer to the file to download the list to.
//Returns: True if the file is downloaded successfuly.
bool getAddonsList(FILE* file);
//
void fillAddonList(TreeStorageNode &objAddons,TreeStorageNode &objInstalledAddons);
//Put all the addons of a given type in a vector.
//type: The type the addons must be.
//Returns: Vector containing the addons.
void addonsToList(const string &type);
//Method that will save the installed addons to the installed_addons file.
//Returns: True if the file is saved successfuly.
bool saveInstalledAddons();
//Method for loading a cached image and downloading if it isn't cached.
//url: The url to the image.
//md5sum: The md5sum used for caching.
//Returns: Pointer to the SDL_Surface.
SDL_Surface* loadCachedImage(const char* url,const char* md5sum);
//Method that will open a GUIOverlay with the an overview of the selected addon.
void showAddon();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
//Method used for GUI event handling.
//name: The name of the callback.
//obj: Pointer to the GUIObject that caused the event.
//eventType: The type of event: click, change, etc..
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
//This method will remove the addon based on the content vector.
//NOTE It doesn't check if the addon is installed or not.
//addon: The addon to remove.
void removeAddon(Addon* addon);
//This method will install the addon by downloading,extracting and reading.
//NOTE It doesn't check if the addon is installed or not.
//addon: The addon to install.
void installAddon(Addon* addon);
};
#endif
diff --git a/src/Functions.cpp b/src/Functions.cpp
index c148c2f..a4f0866 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1755 +1,1754 @@
/*
* 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 <stdio.h>
#include <math.h>
#include <locale.h>
#include <algorithm>
#include <SDL/SDL.h>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_gfx/SDL_gfxPrimitives.h>
#include <SDL_gfx/SDL_rotozoom.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_gfxPrimitives.h>
#include <SDL/SDL_rotozoom.h>
#endif
#include <SDL/SDL_syswm.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
-#include "Objects.h"
#include "Player.h"
#include "GameObjects.h"
#include "LevelPack.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "InputManager.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include "LevelPackManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include "StatisticsManager.h"
#include "StatisticsScreen.h"
#include "Cursors.h"
#include "ScriptAPI.h"
#include "libs/tinyformat/tinyformat.h"
#include "libs/tinygettext/tinygettext.hpp"
#include "libs/tinygettext/log.hpp"
#include "libs/findlocale/findlocale.h"
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
//fix some Windows header bug
#ifndef GL_BGR
#define GL_BGR GL_BGR_EXT
#endif
#ifndef GL_BGRA
#define GL_BGRA GL_BGRA_EXT
#endif
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Workaround for the resizing below 800x600 for X systems.
#if defined(__linux__) && !defined(ANDROID)
#include<X11/Xlib.h>
#include<X11/Xutil.h>
#define __X11_INCLUDED__
#endif
//Initialise the imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager imageManager;
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Initialise the soundManager.
//The SoundManager is used to keep track of the sfx in the game.
SoundManager soundManager;
//Initialise the levelPackManager.
//The LevelPackManager is used to prevent loading levelpacks multiple times and for the game to know which levelpacks there are.
LevelPackManager levelPackManager;
//The scriptExecutor used for executing scripts.
ScriptExecutor scriptExecutor;
//Map containing changed settings using command line arguments.
map<string,string> tmpSettings;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=0;
#ifdef HARDWARE_ACCELERATION
GLuint screenTexture;
#endif
SDL_Surface* loadImage(string file){
//We use the imageManager to load the file.
return imageManager.loadImage(file);
}
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip){
//The offset is needed to draw at the right location.
SDL_Rect offset;
offset.x=x;
offset.y=y;
//Let SDL do the drawing of the surface.
SDL_BlitSurface(source,clip,dest,&offset);
}
void drawRect(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
rectangleRGBA(dest,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//Fill content's background color from function parameter
boxRGBA(dest,x+1,y+1,x+w-2,y+h-2,color >> 24,color >> 16,color >> 8,color >> 0);
//Draw first black borders around content and leave 1 pixel in every corner
lineRGBA(dest,x+1,y,x+w-2,y,0,0,0,255);
lineRGBA(dest,x+1,y+h-1,x+w-2,y+h-1,0,0,0,255);
lineRGBA(dest,x,y+1,x,y+h-2,0,0,0,255);
lineRGBA(dest,x+w-1,y+1,x+w-1,y+h-2,0,0,0,255);
//Fill the corners with transperent color to create anti-aliased borders
pixelRGBA(dest,x,y,0,0,0,160);
pixelRGBA(dest,x,y+h-1,0,0,0,160);
pixelRGBA(dest,x+w-1,y,0,0,0,160);
pixelRGBA(dest,x+w-1,y+h-1,0,0,0,160);
//Draw second lighter border around content
rectangleRGBA(dest,x+1,y+1,x+w-2,y+h-2,0,0,0,64);
//Create anti-aliasing in corners of second border
pixelRGBA(dest,x+1,y+1,0,0,0,50);
pixelRGBA(dest,x+1,y+h-2,0,0,0,50);
pixelRGBA(dest,x+w-2,y+1,0,0,0,50);
pixelRGBA(dest,x+w-2,y+h-2,0,0,0,50);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
lineRGBA(dest,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,dest,color);
//calc delta and length
double dx=x2-x1;
double dy=y2-y1;
double length=sqrt(dx*dx+dy*dy);
if(length<0.001) return;
//calc the unit vector
dx/=length; dy/=length;
//Now draw arrows on it
for(double p=offset;p<length;p+=spacing){
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),dest,color);
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),dest,color);
}
}
bool createScreen(){
//Check if we are going fullscreen.
if(settings->getBoolValue("fullscreen"))
pickFullscreenResolution();
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Boolean if this is the first screen creation.
bool initial=true;
//Check if we should use gl or software rendering.
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//Set the video mode.
Uint32 flags=SDL_HWSURFACE | SDL_OPENGL;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Delete the old screen.
//Warning: only if previous mode is OpenGL mode.
//NOTE: The previous mode can't switch during runtime.
if(screen){
SDL_FreeSurface(screen);
screen=NULL;
//There was a screen so this isn't the initial screen creation.
initial=false;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0);
//Create a texture.
glDeleteTextures(1,&screenTexture);
glGenTextures(1,&screenTexture);
//And set up gl correctly.
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
cerr<<"FATAL ERROR: Unable to use hardware acceleration (compiled without)."<<endl;
return false;
#endif
}else{
//Set the flags.
Uint32 flags=SCREEN_FLAGS;
#if !defined(ANDROID)
flags |= SDL_DOUBLEBUF;
#endif
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
//Check if there already was a screen.
if(screen)
initial=false;
//Create the screen and check if there weren't any errors.
screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
if(screen==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
}
//Now configure the newly created window (if windowed).
if(settings->getBoolValue("fullscreen")==false)
configureWindow(initial);
//Create the temp surface, just a replica of the screen surface, free the previous one if any.
if(tempSurface)
SDL_FreeSurface(tempSurface);
tempSurface=SDL_CreateRGBSurface(SCREEN_FLAGS|SDL_SRCALPHA,
screen->w,screen->h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
//Set the the window caption.
SDL_WM_SetCaption(("Me and My Shadow "+version).c_str(),NULL);
SDL_EnableUNICODE(1);
//Nothing went wrong so return true.
return true;
}
//Workaround for the resizing below 800x600 for Windows.
#ifdef WIN32
static WNDPROC m_OldWindowProc=NULL;
static LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){
if(msg==WM_GETMINMAXINFO){
if(m_OldWindowProc){
CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
DefWindowProc(hwnd,msg,wParam,lParam);
}
RECT r={0,0,800,600};
AdjustWindowRect(&r,GetWindowLong(hwnd,GWL_STYLE),FALSE);
MINMAXINFO *info=(MINMAXINFO*)lParam;
info->ptMinTrackSize.x=r.right-r.left;
info->ptMinTrackSize.y=r.bottom-r.top;
return 0;
}else{
if(m_OldWindowProc){
return CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
return DefWindowProc(hwnd,msg,wParam,lParam);
}
}
}
#endif
void pickFullscreenResolution(){
//Vector that will hold the resolutions to choose from.
vector<_res> resolutionList;
//Enumerate available resolutions using SDL_ListModes()
//Note: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if(resolutionList.empty()){
SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SCREEN_FLAGS|SDL_ANYFORMAT);
if(modes==NULL || ((intptr_t)modes) == -1){
cout<<"Error: Can't enumerate available screen resolutions."
" Use predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
//Fill the resolutionList.
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
//Fill the resolutionList.
for(unsigned int i=0;modes[i]!=NULL;i++){
//Check if the resolution is higher than the minimum (800x600).
if(modes[i]->w>=800 && modes[i]->h>=600){
_res res={modes[i]->w, modes[i]->h};
resolutionList.push_back(res);
}
}
//Reverse it so that we begin with the lowest resolution.
reverse(resolutionList.begin(),resolutionList.end());
}
}
//The resolution that will hold the final result, we start with the minimum (800x600).
_res closestMatch={800,600};
int width=atoi(getSettings()->getValue("width").c_str());
//int height=atoi(getSettings()->getValue("height").c_str());
//Now loop through the resolutionList.
for(int i=0;i<(int)resolutionList.size();i++){
//The delta between the closestMatch and the resolution from the list.
int dM=(closestMatch.w-resolutionList[i].w);
//The delta between the target width and the resolution from the list.
int dT=(width-resolutionList[i].w);
//Since the resolutions are getting higher the lower (more negative) the further away it is.
//That's why we check if the deltaMatch is lower than the the deltaTarget.
if((dM)<(dT)){
closestMatch.w=resolutionList[i].w;
closestMatch.h=resolutionList[i].h;
}
}
//Now set the resolution to the closest match.
char s[64];
sprintf(s,"%d",closestMatch.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",closestMatch.h);
getSettings()->setValue("height",s);
}
#ifdef __X11_INCLUDED__
int handleXError(Display* disp,XErrorEvent* event){
//NOTE: This is UNTESTED code, there are still some things that should be tested/changed.
//NOTE: It checks against hardcoded opcodes, this should be based on included defines from the xf86vid headers instead.
//NOTE: This code assumes Xlib is in use, just like the resize restriction code for Linux.
//Print out the error message as normal.
char output[256];
XGetErrorText(disp,event->error_code,output,256);
cerr<<output<<endl;
//Check if the game is fullscreen.
if(getSettings()->getBoolValue("fullscreen")){
//Check for the exact error we want to handle differently.
if(event->error_code==BadValue && event->minor_code==10/*X_XF86VidModeSwitchToMode*/){
//The cause of this problem has likely something to do with fullscreen mode, so fallback to windowed.
cerr<<"ERROR: Xlib error code "<<event->error_code<<", request code "<<event->request_code<<"."<<endl;
cerr<<"ERROR: Falling back to windowed mode!"<<endl;
getSettings()->setValue("fullscreen","false");
createScreen();
return 0;
}
}
//Do the normal Xlib behaviour.
exit(1);
return 0;
}
#endif
void configureWindow(bool initial){
//We only need to configure the window if it's resizable.
if(!getSettings()->getBoolValue("resizable"))
return;
//Retrieve the WM info from SDL containing the window handle.
struct SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWMInfo(&wmInfo);
#ifdef __X11_INCLUDED__
//We assume that a linux system running meandmyshadow is also running an Xorg server.
if(wmInfo.subsystem==SDL_SYSWM_X11){
//Create the size hints to give to the window.
XSizeHints* sizeHints;
if(!(sizeHints=XAllocSizeHints())){
cerr<<"ERROR: Unable to allocate memory for XSizeHings."<<endl;
return;
}
//Configure the size hint.
sizeHints->flags=PMinSize;
sizeHints->min_width=800;
sizeHints->min_height=600;
//Set the normal hints of the window.
(void)wmInfo.info.x11.lock_func;
XSetNormalHints(wmInfo.info.x11.display,wmInfo.info.x11.wmwindow,sizeHints);
(void)wmInfo.info.x11.unlock_func;
//Free size hint structure
XFree(sizeHints);
}else{
//No X11 so an unsupported window manager.
cerr<<"WARNING: Unsupported window manager."<<endl;
}
#elif defined(WIN32)
//We overwrite the window proc of SDL
WNDPROC wndproc=(WNDPROC)GetWindowLong(wmInfo.window,GWL_WNDPROC);
if(wndproc!=NULL && wndproc!=(WNDPROC)WindowProc){
m_OldWindowProc=wndproc;
SetWindowLong(wmInfo.window,GWL_WNDPROC,(LONG)(WNDPROC)WindowProc);
}
#endif
}
void onVideoResize(){
//Check if the resize event isn't malformed.
if(event.resize.w<=0 || event.resize.h<=0)
return;
//Check the size limit.
if(event.resize.w<800)
event.resize.w=800;
if(event.resize.h<600)
event.resize.h=600;
//Check if it really resizes.
if(SCREEN_WIDTH==event.resize.w && SCREEN_HEIGHT==event.resize.h)
return;
char s[32];
//Set the new width and height.
sprintf(s,"%d",event.resize.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",event.resize.h);
getSettings()->setValue("height",s);
//Do resizing.
if(!createScreen())
return;
//Tell the theme to resize.
if(!loadTheme(""))
return;
//The new resolution is valid.
//Now we can save the settings. (TODO: should we save?)
//saveSettings();
//And let the currentState update it's GUI to the new resolution.
currentState->resize();
}
bool init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
fprintf(stderr,"FATAL ERROR: SDL_Init failed\n");
return false;
}
//Initialze SDL_mixer (audio).
if(Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,512)==-1){
fprintf(stderr,"FATAL ERROR: Mix_OpenAudio failed\n");
return false;
}
//Set the volume.
Mix_Volume(-1,atoi(settings->getValue("sound").c_str()));
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
fprintf(stderr,"FATAL ERROR: TTF_Init failed\n");
return false;
}
#ifdef __X11_INCLUDED__
//Before creating the screen set the XErrorHandler in case of X11.
XSetErrorHandler(handleXError);
#endif
//Create the screen.
if(!createScreen())
return false;
//Load key config. Then initialize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Init tinygettext for translations for the right language
dictionaryManager = new tinygettext::DictionaryManager();
dictionaryManager->add_directory(getDataPath()+"locale");
dictionaryManager->set_charset("UTF-8");
//Check if user have defined own language. If not, find it out for the player using findlocale
string lang=getSettings()->getValue("lang");
if(lang.length()>0){
printf("Locale set by user to %s\n",lang.c_str());
language=lang;
}else{
FL_Locale *locale;
FL_FindLocale(&locale,FL_MESSAGES);
printf("Locale isn't set by user: %s\n",locale->lang);
language=locale->lang;
if(locale->country!=NULL){
language+=string("_")+string(locale->country);
}
if(locale->variant!=NULL){
language+=string("@")+string(locale->variant);
}
FL_FreeLocale(&locale);
}
//Now set the language in the dictionaryManager.
dictionaryManager->set_language(tinygettext::Language::from_name(language));
//Disable annoying 'Couldn't translate: blah blah blah'
tinygettext::Log::set_log_info_callback(NULL);
//Set time format to the user-preference of the system.
setlocale(LC_TIME,"");
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Structure that holds the event type/name pair.
struct EventTypeName{
int type;
const char* name;
};
//Create the types of game object event types.
{
const EventTypeName types[]={
{GameObjectEvent_PlayerWalkOn,"playerWalkOn"},
{GameObjectEvent_PlayerIsOn,"playerIsOn"},
{GameObjectEvent_PlayerLeave,"playerLeave"},
{GameObjectEvent_OnCreate,"onCreate"},
{GameObjectEvent_OnEnterFrame,"onEnterFrame"},
{GameObjectEvent_OnToggle,"onToggle"},
{GameObjectEvent_OnSwitchOn,"onSwitchOn"},
{GameObjectEvent_OnSwitchOff,"onSwitchOff"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::gameObjectEventNameMap[types[i].name]=types[i].type;
Game::gameObjectEventTypeMap[types[i].type]=types[i].name;
}
}
//Create the types of level event types.
{
const EventTypeName types[]={
{LevelEvent_OnCreate,"onCreate"},
{LevelEvent_OnSave,"onSave"},
{LevelEvent_OnLoad,"onLoad"},
{LevelEvent_OnReset,"onReset"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::levelEventNameMap[types[i].name]=types[i].type;
Game::levelEventTypeMap[types[i].type]=types[i].name;
}
}
//Register the ScriptAPI's functions in the scriptExecutor.
registerFunctions(getScriptExecutor());
//Nothing went wrong so we return true.
return true;
}
static TTF_Font* loadFont(const char* name,int size){
TTF_Font* tmpFont=TTF_OpenFont((getDataPath()+"font/"+name+".ttf").c_str(),size);
if(tmpFont){
return tmpFont;
}else{
#if defined(ANDROID)
//Android has built-in DroidSansFallback.ttf. (?)
return TTF_OpenFont("/system/fonts/DroidSansFallback.ttf",size);
#else
return TTF_OpenFont((getDataPath()+"font/DroidSansFallback.ttf").c_str(),size);
#endif
}
}
bool loadFonts(){
//Load the fonts.
//NOTE: This is a separate method because it will be called separately when re-initing in case of language change.
//First close the fonts if needed.
if(fontTitle)
TTF_CloseFont(fontTitle);
if(fontGUI)
TTF_CloseFont(fontGUI);
if(fontGUISmall)
TTF_CloseFont(fontGUISmall);
if(fontText)
TTF_CloseFont(fontText);
/// TRANSLATORS: Font used in GUI:
/// - Use "knewave" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontTitle=loadFont(_("knewave"),55);
fontGUI=loadFont(_("knewave"),32);
fontGUISmall=loadFont(_("knewave"),24);
/// TRANSLATORS: Font used for normal text:
/// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontText=loadFont(_("Blokletters-Viltstift"),16);
if(fontTitle==NULL || fontGUI==NULL || fontGUISmall==NULL || fontText==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Nothing went wrong so return true.
return true;
}
//Generate small arrows used for some GUI widgets.
static void generateArrows(){
TTF_Font* fontArrow=loadFont(_("knewave"),18);
if(arrowLeft1){
SDL_FreeSurface(arrowLeft1);
SDL_FreeSurface(arrowRight1);
SDL_FreeSurface(arrowLeft2);
SDL_FreeSurface(arrowRight2);
}
arrowLeft1=TTF_RenderUTF8_Blended(fontArrow,"<",themeTextColor);
arrowRight1=TTF_RenderUTF8_Blended(fontArrow,">",themeTextColor);
arrowLeft2=TTF_RenderUTF8_Blended(fontArrow,"<",themeTextColorDialog);
arrowRight2=TTF_RenderUTF8_Blended(fontArrow,">",themeTextColorDialog);
TTF_CloseFont(fontArrow);
}
bool loadTheme(string name){
//Load default fallback theme if it isn't loaded yet
if(objThemes.themeCount()==0){
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme")==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
}
//Resize background or load specific theme
bool success=true;
if(name==""||name.empty()){
objThemes.scaleToScreen();
}else{
string theme=processFileName(name);
if(objThemes.appendThemeFromFile(theme+"/theme.mnmstheme")==NULL){
printf("ERROR: Can't load theme %s\n",theme.c_str());
success=false;
}
}
generateArrows();
//Everything went fine so return true.
return success;
}
static SDL_Cursor* loadCursor(const char* image[]){
int i,row,col;
//The array that holds the data (0=white 1=black)
Uint8 data[4*32];
//The array that holds the alpha mask (0=transparent 1=visible)
Uint8 mask[4*32];
//The coordinates of the hotspot of the cursor.
int hotspotX, hotspotY;
i=-1;
//Loop through the rows and columns.
//NOTE: We assume a cursor size of 32x32.
for(row=0;row<32;++row){
for(col=0; col<32;++col){
if(col % 8) {
data[i]<<=1;
mask[i]<<=1;
}else{
++i;
data[i]=mask[i]=0;
}
switch(image[4+row][col]){
case '+':
data[i] |= 0x01;
mask[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
default:
break;
}
}
}
//Get the hotspot x and y locations from the last line of the cursor.
sscanf(image[4+row],"%d,%d",&hotspotX,&hotspotY);
return SDL_CreateCursor(data,mask,32,32,hotspotX,hotspotY);
}
bool loadFiles(){
//Load the fonts.
if(!loadFonts())
return false;
fontMono=loadFont("VeraMono",12);
//Show a loading screen
{
SDL_Rect r={0,0,screen->w,screen->h};
SDL_FillRect(screen,&r,0);
SDL_Color fg={255,255,255};
SDL_Surface *surface=TTF_RenderUTF8_Blended(fontTitle,_("Loading..."),fg);
if(surface!=NULL){
r.x=(screen->w-surface->w)/2;
r.y=(screen->h-surface->h)/2;
SDL_BlitSurface(surface,NULL,screen,&r);
SDL_FreeSurface(surface);
}
SDL_Flip(screen);
}
musicManager.destroy();
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Load all the music lists from the data and user data path.
{
vector<string> musicLists=enumAllFiles((getDataPath()+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
musicLists=enumAllFiles((getUserPath(USER_DATA)+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
}
//Set the list to the configured one.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Check if music is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Load the sound effects
soundManager.loadSound((getDataPath()+"sfx/jump.wav").c_str(),"jump");
soundManager.loadSound((getDataPath()+"sfx/hit.wav").c_str(),"hit");
soundManager.loadSound((getDataPath()+"sfx/checkpoint.wav").c_str(),"checkpoint");
soundManager.loadSound((getDataPath()+"sfx/swap.wav").c_str(),"swap");
soundManager.loadSound((getDataPath()+"sfx/toggle.wav").c_str(),"toggle");
soundManager.loadSound((getDataPath()+"sfx/error.wav").c_str(),"error");
soundManager.loadSound((getDataPath()+"sfx/collect.wav").c_str(),"collect");
soundManager.loadSound((getDataPath()+"sfx/achievement.ogg").c_str(),"achievement");
//Load the cursor images from the Cursor.h file.
cursors[CURSOR_POINTER]=loadCursor(pointer);
cursors[CURSOR_CARROT]=loadCursor(ibeam);
cursors[CURSOR_DRAG]=loadCursor(closedhand);
cursors[CURSOR_SIZE_HOR]=loadCursor(size_hor);
cursors[CURSOR_SIZE_VER]=loadCursor(size_ver);
cursors[CURSOR_SIZE_FDIAG]=loadCursor(size_fdiag);
cursors[CURSOR_SIZE_BDIAG]=loadCursor(size_bdiag);
cursors[CURSOR_REMOVE]=loadCursor(remove_cursor);
//Set the default cursor right now.
SDL_SetCursor(cursors[CURSOR_POINTER]);
levelPackManager.destroy();
//Now sum up all the levelpacks.
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getDataPath()+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"custom/levelpacks/"+*i);
}
//Now we add a special levelpack that will contain the levels not in a levelpack.
LevelPack* levelsPack=new LevelPack;
levelsPack->levelpackName="Levels";
levelsPack->levelpackPath="Levels/";
//NOTE: Set the type of 'levels' to main so it won't be added to the custom packs, even though it contains non-main levels.
levelsPack->type=COLLECTION;
LevelPack* customLevelsPack=new LevelPack;
customLevelsPack->levelpackName="Custom Levels";
customLevelsPack->levelpackPath="Custom Levels/";
customLevelsPack->type=COLLECTION;
//List the addon levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}
//List the custom levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
customLevelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
customLevelsPack->setLocked(customLevelsPack->getLevelCount()-1);
}
//Add them to the manager.
levelPackManager.addLevelPack(levelsPack);
levelPackManager.addLevelPack(customLevelsPack);
//Load statistics
statsMgr.loadPicture();
statsMgr.registerAchievements();
statsMgr.loadFile(getUserPath(USER_CONFIG)+"statistics");
//Do something ugly and slow
statsMgr.reloadCompletedLevelsAndAchievements();
statsMgr.reloadOtherAchievements();
//Load the theme, both menu and default.
//NOTE: Loading theme may fail and returning false would stop everything, default theme will be used instead.
if (!loadTheme(getSettings()->getValue("theme"))){
getSettings()->setValue("theme","%DATA%/themes/Cloudscape");
saveSettings();
}
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Now apply settings changed through command line arguments, if any.
map<string,string>::iterator it;
for(it=tmpSettings.begin();it!=tmpSettings.end();++it){
settings->setValue(it->first,it->second);
}
tmpSettings.clear();
//Always return true?
return true;
}
bool saveSettings(){
settings->save();
//Always return true?
return true;
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
SoundManager* getSoundManager(){
return &soundManager;
}
LevelPackManager* getLevelPackManager(){
return &levelPackManager;
}
ScriptExecutor* getScriptExecutor(){
return &scriptExecutor;
}
void flipScreen(){
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Create a texture from the screen surface.
glBindTexture(GL_TEXTURE_2D,screenTexture);
//Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,screen->format->BytesPerPixel,screen->w,screen->h,0,GL_BGRA,GL_UNSIGNED_BYTE,screen->pixels);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex3f(0,0,0);
glTexCoord2i(1,0); glVertex3f(SCREEN_WIDTH,0,0);
glTexCoord2i(1,1); glVertex3f(SCREEN_WIDTH,SCREEN_HEIGHT,0);
glTexCoord2i(0,1); glVertex3f(0,SCREEN_HEIGHT,0);
glEnd();
SDL_GL_SwapBuffers();
#else
//NOTE: Trying to flip the screen using gl while compiled without.
cerr<<"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without)."<<endl;
#endif
}else{
SDL_Flip(screen);
}
}
void clean(){
//Save statistics
statsMgr.saveFile(getUserPath(USER_CONFIG)+"statistics");
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Delete dictionaryManager.
delete dictionaryManager;
//Get rid of the currentstate.
//NOTE: The state is probably already deleted by the changeState function.
if(currentState)
delete currentState;
//Destroy the GUI if present.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Destroy the imageManager.
imageManager.destroy();
//Destroy the musicManager.
musicManager.destroy();
//Destroy all sounds
soundManager.destroy();
//Destroy the cursors.
for(int i=0;i<CURSOR_MAX;i++){
SDL_FreeCursor(cursors[i]);
cursors[i]=NULL;
}
//Destroy the levelPackManager.
levelPackManager.destroy();
levels=NULL;
//Close all joysticks.
inputMgr.closeAllJoysticks();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontGUISmall);
TTF_CloseFont(fontText);
TTF_CloseFont(fontMono);
TTF_Quit();
//Remove the temp surface.
SDL_FreeSurface(tempSurface);
//Stop audio.and quit
Mix_CloseAudio();
#ifndef __APPLE__
Mix_Quit();
#endif
//And finally quit SDL.
SDL_Quit();
}
void setNextState(int newstate){
//Only change the state when we aren't already exiting.
if(nextState!=STATE_EXIT){
nextState=newstate;
}
}
void changeState(){
//Check if there's a nextState.
if(nextState!=STATE_NULL){
//Delete the currentState.
delete currentState;
currentState=NULL;
//Set the currentState to the nextState.
stateID=nextState;
nextState=STATE_NULL;
//Init the state.
switch(stateID){
case STATE_GAME:
{
currentState=NULL;
Game* game=new Game();
currentState=game;
//Check if we should load record file or a level.
if(!Game::recordFile.empty()){
game->loadRecord(Game::recordFile.c_str());
Game::recordFile.clear();
}else{
game->loadLevel(levels->getLevelFile());
levels->saveLevelProgress();
}
}
break;
case STATE_MENU:
currentState=new Menu();
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect();
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect();
break;
case STATE_LEVEL_EDITOR:
{
currentState=NULL;
LevelEditor* levelEditor=new LevelEditor();
currentState=levelEditor;
//Load the selected level.
levelEditor->loadLevel(levels->getLevelFile());
}
break;
case STATE_OPTIONS:
currentState=new Options();
break;
case STATE_ADDONS:
currentState=new Addons();
break;
case STATE_CREDITS:
currentState=new Credits();
break;
case STATE_STATISTICS:
currentState=new StatisticsScreen();
break;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
//Fade out, if fading is enabled.
int fade=0;
if(settings->getBoolValue("fading"))
fade=255;
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
while(fade>0){
fade-=17;
if(fade<0)
fade=0;
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fade);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
flipScreen();
SDL_Delay(25);
}
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
void channelFinishedHook(int channel){
soundManager.channelFinished(channel);
}
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b){
//Check if the left side of box a isn't past the right side of b.
if(a.x>=b.x+b.w){
return false;
}
//Check if the right side of box a isn't left of the left side of b.
if(a.x+a.w<=b.x){
return false;
}
//Check if the top side of box a isn't under the bottom side of b.
if(a.y>=b.y+b.h){
return false;
}
//Check if the bottom side of box a isn't above the top side of b.
if(a.y+a.h<=b.y){
return false;
}
//We have collision.
return true;
}
int parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-f" || argument=="-fullscreen" || argument=="--fullscreen"){
tmpSettings["fullscreen"]="1";
}else if(argument=="-w" || argument=="-windowed" || argument=="--windowed"){
tmpSettings["fullscreen"]="0";
}else if(argument=="-mv" || argument=="-music" || argument=="--music"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set the music volume.
tmpSettings["music"]=argv[i];
}else if(argument=="-sv" || argument=="-sound" || argument=="--sound"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set sound volume.
tmpSettings["sound"]=argv[i];
}else if(argument=="-set" || argument=="--set"){
//We need a second and a third argument so we increase i.
i+=2;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//And set the setting.
tmpSettings[argv[i-1]]=argv[i];
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("%s\n",version.c_str());
return 0;
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return -1;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return -1;
}
}
//If everything went well we can return true.
return 1;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
//Set the return value.
ret=obj->value;
//After a click event we can delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
};
msgBoxResult msgBox(string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObject* root=new GUIFrame((SCREEN_WIDTH-600)/2,200,600,200,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Add a GUIObjectLabel with the sentence.
root->addChild(new GUILabel(0,y,root->width,25,lps,0,true,true,GUIGravityCenter));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
root->top=(SCREEN_HEIGHT-y)/2;
root->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
case MsgBoxAbortRetryIgnore:
count=3;
button[0]=_("Abort");value[0]=MsgBoxAbort;
button[1]=_("Retry");value[1]=MsgBoxRetry;
button[2]=_("Ignore");value[2]=MsgBoxIgnore;
break;
case MsgBoxYesNoCancel:
count=3;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
button[2]=_("Cancel");value[2]=MsgBoxCancel;
break;
case MsgBoxYesNo:
count=2;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
break;
case MsgBoxRetryCancel:
count=2;
button[0]=_("Retry");value[0]=MsgBoxRetry;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Reduce y so that the buttons fit inside the frame.
y-=40;
double places[3]={0.0};
if(count==1){
places[0]=0.5;
}else if(count==2){
places[0]=0.4;
places[1]=0.6;
}else if(count==3){
places[0]=0.3;
places[1]=0.5;
places[2]=0.7;
}
//Loop to add the buttons.
for(int i=0;i<count;i++){
obj=new GUIButton(root->width*places[i],y,-1,36,button[i].c_str(),value[i],true,true,GUIGravityCenter);
obj->eventCallback=&objHandler;
root->addChild(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop(true);
//And return the result.
return (msgBoxResult)objHandler.ret;
}
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL),lstFile(NULL),extension(NULL){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(tfm::format(_("%s already exists.\nDo you want to overwrite it?"),s),MsgBoxYesNo,_("Overwrite Prompt"))!=MsgBoxYes){
//He answered no, so we return.
return;
}
}
//Check if we should verify the file.
//Verifying only applies to files not to directories.
if(verifyFile && files){
//Open the file with write permission.
f=fopen(processFileName(s).c_str(),"wb");
//Check if their aren't problems.
if(f){
//Close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//The file can't be opened so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
}else if(verifyFile && files){
//We need to verify a file for opening.
FILE *f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it didn't fail.
if(f){
//Succes, so close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Unable to open file so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.empty()?20:60;
//Create the frame.
GUIObject* root=new GUIFrame(100,100-base_y/2,600,400+base_y,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(!pathNames.empty()){
root->addChild(new GUILabel(8,40,184,36,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->addItems(pathNames);
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
}
//Add the FileName label and textfield.
root->addChild(new GUILabel(8,20+base_y,184,36,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUITextBox(160,20+base_y,432,36,s.c_str());
root->addChild(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIButton(200,360+base_y,192,36,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
root->addChild(obj);
obj=new GUIButton(400,360+base_y,192,36,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
root->addChild(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop();
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
diff --git a/src/GUIOverlay.cpp b/src/GUIOverlay.cpp
index 6e0d255..bde0888 100644
--- a/src/GUIOverlay.cpp
+++ b/src/GUIOverlay.cpp
@@ -1,134 +1,133 @@
-/*
- * Copyright (C) 2012 Me and My Shadow
- *
- * This file is part of Me and My Shadow.
- *
- * Me and My Shadow is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Me and My Shadow is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#include "Functions.h"
-#include "GameState.h"
-#include "Globals.h"
-#include "Objects.h"
-#include "GUIOverlay.h"
-//#include "StatisticsManager.h"
-
-using namespace std;
-
-GUIOverlay::GUIOverlay(GUIObject* root,bool dim):root(root),dim(dim){
- //First keep the pointer to the current GUIObjectRoot and currentState.
- parentState=currentState;
- tempGUIObjectRoot=GUIObjectRoot;
-
- //Now set the GUIObject root to the new root.
- currentState=this;
- GUIObjectRoot=root;
-
- //Dim the background.
- if(dim){
- SDL_FillRect(tempSurface,NULL,0);
- SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
- SDL_BlitSurface(tempSurface,NULL,screen,NULL);
- }
-}
-
-GUIOverlay::~GUIOverlay(){
- //We need to place everything back.
- currentState=parentState;
- parentState=NULL;
-
- //Delete the GUI if present.
- if(GUIObjectRoot)
- delete GUIObjectRoot;
-
- //Now put back the parent gui.
- GUIObjectRoot=tempGUIObjectRoot;
- tempGUIObjectRoot=NULL;
-}
-
-void GUIOverlay::enterLoop(bool skip){
- while(GUIObjectRoot){
- while(SDL_PollEvent(&event)){
- //Check for a resize event.
- if(event.type==SDL_VIDEORESIZE){
- onVideoResize();
- continue;
- }
- GUIObjectHandleEvents(true);
-
- //Also check for the return, escape or backspace button.
- //escape = KEYUP.
- //backspace and return = KEYDOWN.
- if(skip && ((event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_ESCAPE) ||
- (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_BACKSPACE)))){
- delete GUIObjectRoot;
- GUIObjectRoot=NULL;
- }
- }
- //Render the gui.
- if(GUIObjectRoot)
- GUIObjectRoot->render();
+/*
+ * 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 "Functions.h"
+#include "GameState.h"
+#include "Globals.h"
+#include "GUIOverlay.h"
+//#include "StatisticsManager.h"
+
+using namespace std;
+
+GUIOverlay::GUIOverlay(GUIObject* root,bool dim):root(root),dim(dim){
+ //First keep the pointer to the current GUIObjectRoot and currentState.
+ parentState=currentState;
+ tempGUIObjectRoot=GUIObjectRoot;
+
+ //Now set the GUIObject root to the new root.
+ currentState=this;
+ GUIObjectRoot=root;
+
+ //Dim the background.
+ if(dim){
+ SDL_FillRect(tempSurface,NULL,0);
+ SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
+ SDL_BlitSurface(tempSurface,NULL,screen,NULL);
+ }
+}
+
+GUIOverlay::~GUIOverlay(){
+ //We need to place everything back.
+ currentState=parentState;
+ parentState=NULL;
+
+ //Delete the GUI if present.
+ if(GUIObjectRoot)
+ delete GUIObjectRoot;
+
+ //Now put back the parent gui.
+ GUIObjectRoot=tempGUIObjectRoot;
+ tempGUIObjectRoot=NULL;
+}
+
+void GUIOverlay::enterLoop(bool skip){
+ while(GUIObjectRoot){
+ while(SDL_PollEvent(&event)){
+ //Check for a resize event.
+ if(event.type==SDL_VIDEORESIZE){
+ onVideoResize();
+ continue;
+ }
+ GUIObjectHandleEvents(true);
+
+ //Also check for the return, escape or backspace button.
+ //escape = KEYUP.
+ //backspace and return = KEYDOWN.
+ if(skip && ((event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_ESCAPE) ||
+ (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_BACKSPACE)))){
+ delete GUIObjectRoot;
+ GUIObjectRoot=NULL;
+ }
+ }
+ //Render the gui.
+ if(GUIObjectRoot)
+ GUIObjectRoot->render();
/*//draw new achievements (if any)
statsMgr.render();*/
//display it
- flipScreen();
- SDL_Delay(30);
- }
-
- //We broke out so clean up.
- delete this;
-}
-
-void GUIOverlay::handleEvents(){
- //Check if we need to quit, if so we enter the exit state.
- if(event.type==SDL_QUIT){
- setNextState(STATE_EXIT);
- }
-}
-
-//Nothing to do here
-void GUIOverlay::logic(){
- //Check if the GUIObjectRoot (of the overlay) is deleted.
- if(!GUIObjectRoot)
- delete this;
-}
-void GUIOverlay::render(){}
-
-
-void GUIOverlay::resize(){
- //We recenter the GUI.
- GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
- GUIObjectRoot->top=(SCREEN_HEIGHT-GUIObjectRoot->height)/2;
-
- //Now let the parent state resize.
- GUIObjectRoot=tempGUIObjectRoot;
- parentState->resize();
- //NOTE: After the resize it's likely that the GUIObjectRoot is new so we need to update our tempGUIObjectRoot pointer.
- tempGUIObjectRoot=GUIObjectRoot;
-
- //Now render the parentState.
- parentState->render();
- if(GUIObjectRoot)
- GUIObjectRoot->render();
-
- //And set the GUIObjectRoot back to the overlay gui.
- GUIObjectRoot=root;
-
- //Dim the background.
- if(dim){
- SDL_FillRect(tempSurface,NULL,0);
- SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
- SDL_BlitSurface(tempSurface,NULL,screen,NULL);
- }
-}
+ flipScreen();
+ SDL_Delay(30);
+ }
+
+ //We broke out so clean up.
+ delete this;
+}
+
+void GUIOverlay::handleEvents(){
+ //Check if we need to quit, if so we enter the exit state.
+ if(event.type==SDL_QUIT){
+ setNextState(STATE_EXIT);
+ }
+}
+
+//Nothing to do here
+void GUIOverlay::logic(){
+ //Check if the GUIObjectRoot (of the overlay) is deleted.
+ if(!GUIObjectRoot)
+ delete this;
+}
+void GUIOverlay::render(){}
+
+
+void GUIOverlay::resize(){
+ //We recenter the GUI.
+ GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
+ GUIObjectRoot->top=(SCREEN_HEIGHT-GUIObjectRoot->height)/2;
+
+ //Now let the parent state resize.
+ GUIObjectRoot=tempGUIObjectRoot;
+ parentState->resize();
+ //NOTE: After the resize it's likely that the GUIObjectRoot is new so we need to update our tempGUIObjectRoot pointer.
+ tempGUIObjectRoot=GUIObjectRoot;
+
+ //Now render the parentState.
+ parentState->render();
+ if(GUIObjectRoot)
+ GUIObjectRoot->render();
+
+ //And set the GUIObjectRoot back to the overlay gui.
+ GUIObjectRoot=root;
+
+ //Dim the background.
+ if(dim){
+ SDL_FillRect(tempSurface,NULL,0);
+ SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
+ SDL_BlitSurface(tempSurface,NULL,screen,NULL);
+ }
+}
diff --git a/src/Game.cpp b/src/Game.cpp
index 2ad04bc..47380c4 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1653 +1,1652 @@
/*
* 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 "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
-#include "Objects.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <stdlib.h>
#include <string.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;
Game::Game():isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,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),
medalX(0),currentCollectables(0),totalCollectables(0),currentCollectablesSaved(0){
saveStateNextTime=false;
loadStateNextTime=false;
recentSwap=recentSwapSaved=-10000;
recentLoad=recentSave=0;
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//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(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Loop through the backgroundLayers and delete them.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
delete it->second[i];
}
backgroundLayers.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Loop through the tips.
for(int i=0;i<TYPE_MAX;i++){
//If it exist free the SDL_Surface.
if(bmTips[i])
SDL_FreeSurface(bmTips[i]);
}
memset(bmTips,0,sizeof(bmTips));
//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::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
//Not needed since loadLevelFromNode is only called from the changeState method, meaning it's a new instance of Game.
//destroy();
//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;
currentCollectables=0;
totalCollectables=0;
currentCollectablesSaved=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());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")){
//Check for the theme to use.
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(s)+"/theme.mnmstheme");
}
//Also check for bundled (partial) themes.
if(levels->customTheme){
if(objThemes.appendThemeFromFile(levels->levelpackPath+"/theme/theme.mnmstheme")==NULL){
//The theme failed to load so set the customTheme boolean to false.
levels->customTheme=false;
}
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
//Get the music.
{
//Check if level music is enabled.
if(getSettings()->getBoolValue("levelmusic")){
//Check if the levelpack has a prefered music list.
if(!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();
}
}
}
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(obj1)){
delete block;
continue;
}
//If the type is collectable, increase the number of totalCollectables
if(block->type==TYPE_COLLECTABLE)
totalCollectables++;
//Add the block to the levelObjects vector.
levelObjects.push_back(block);
}else if(obj1->name=="backgroundlayer" && obj1->value.size()==1){
//Loop through the sub nodes.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
TreeStorageNode* obj2=obj1->subNodes[j];
if(obj2==NULL) continue;
if(obj2->name=="object"){
//Load the scenery from node.
Scenery* scenery=new Scenery(this);
if(!scenery->loadFromNode(obj2)){
delete scenery;
continue;
}
backgroundLayers[obj1->value[0]].push_back(scenery);
}
}
}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;
}
}
}
//Close exits if there are collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//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){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),editorData["name"]));
}
SDL_Color fg={0,0,0,0};
bmTips[0]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
//Get the background
background=objThemes.getBackground(false);
if(background)
background->resetAnimation(true);
//Reset the script environment.
getScriptExecutor()->reset();
//Send GameObjectEvent_OnCreate event to the script
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Finally call the level's onCreate event.
executeScript(LevelEvent_OnCreate);
}
void Game::loadLevel(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)){
cout<<"Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(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(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)){
cout<<"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(obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cout<<"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(){
//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(inputMgr.isKeyUpEvent(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)){
//Only set isReset true if this isn't a replay.
if(!(player.isPlayFromRecord() && !interlevel))
isReset=true;
//Also delete any gui (most likely the interlevel gui).
if(GUIObjectRoot){
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) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
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();
}
}
//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(){
//Check if we should save/load state.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Add one tick to the time.
time++;
//First prepare each gameObject for the new frame.
//This includes resetting dx/dy and xVel/yVel.
for(unsigned int o=0;o<levelObjects.size();o++)
levelObjects[o]->prepareFrame();
//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();
//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);
}
for(unsigned int i=0;i<levelObjects.size();i++){
//Let the gameobject handle movement.
levelObjects[i]->move();
}
//Also update the scenery.
{
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->move();
}
}
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let him move.
player.move(levelObjects);
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow move.
shadow.move(levelObjects);
//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();
}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(targetTime<0){
oldMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
oldMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
oldMedal++;
}
}else{
bestTime=time;
bestRecordings=recordings;
}
if(bestTime==-1 || bestTime>time) bestTime=time;
if(bestRecordings==-1 || bestRecordings>recordings) bestRecordings=recordings;
if(targetTime<0){
newMedal=3;
}else{
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;
}
}
}
//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()){
cout<<"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()){
cout<<"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();
//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.
}
}
won=false;
//Check if we should reset.
if(isReset)
//NOTE: In case of the interlevel popup the save data needs to be deleted so the restart behaviour is the same for key and button restart.
reset(interlevel);
isReset=false;
}
/////////////////RENDER//////////////////
void 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(screen);
//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_Rect r={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
SDL_FillRect(screen,&r,-1);
}
}
//Now draw the backgroundLayers.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->show();
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow second because he needs to be behind the player.
shadow.show();
player.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
drawGUIBox(-2,SCREEN_HEIGHT-bmTips[0]->h-4,bmTips[0]->w+8,bmTips[0]->h+6,screen,0xFFFFFFFF);
applySurface(2,SCREEN_HEIGHT-bmTips[0]->h,bmTips[0],screen,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=_(inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_ACTION,false)));
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()){
SDL_Color fg={0,0,0,0};
bmTips[gameTipIndex]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
drawGUIBox(-2,-2,bmTips[gameTipIndex]->w+8,bmTips[gameTipIndex]->h+6,screen,0xFFFFFFFF);
applySurface(2,2,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Pointer to the sdl surface that will contain a message, if any.
SDL_Surface* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_RESTART,false));
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=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_LOAD,false));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[3]=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(),
fg);
}
bm=bmTips[3];
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0};
bmTips[2]=TTF_RenderUTF8_Blended(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(),
fg);
}
bm=bmTips[2];
}
}
//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){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[1]=TTF_RenderUTF8_Blended(fontText,
_("Your shadow has died."),
fg);
}
bm=bmTips[1];
//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){
int x=(SCREEN_WIDTH-bm->w)/2;
int y=32;
drawGUIBox(x-8,y-8,bm->w+16,bm->h+14,screen,0xFFFFFFFF);
applySurface(x,y,bm,screen,NULL);
}
//Show the number of collectables the user has collected if there are collectables in the level.
//We hide this when interlevel.
if(currentCollectables<=totalCollectables && totalCollectables!=0 && !interlevel && time>0){
//Temp stringstream just to addup all the text nicely
stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
SDL_Rect r;
SDL_Surface* bm=TTF_RenderText_Blended(fontText,temp.str().c_str(),themeTextColorDialog);
//Align the text properly
r.x=SCREEN_WIDTH-50-bm->w+22;
r.y=SCREEN_HEIGHT-bm->h;
//Draw background
drawGUIBox(SCREEN_WIDTH-bm->w-34,SCREEN_HEIGHT-bm->h-4,bm->w+34+2,bm->h+4+2,screen,0xFFFFFFFF);
//Draw the collectable icon
collectable.draw(screen,SCREEN_WIDTH-50+12,SCREEN_HEIGHT-50+10,NULL);
//Draw text
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
char c[32];
sprintf(c,"%-.2fs",time/40.0f);
bm=TTF_RenderUTF8_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Draw the current action in the upper right corner.
if(player.record){
applySurface(SCREEN_WIDTH-50,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(SCREEN_WIDTH-50,0,action,screen,&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){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA,191);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
//Check if the GUI isn't null.
if(GUIObjectRoot){
//==Create first box==
//Create the title
SDL_Rect r;
/// TRANSLATORS: This is caption for finished level
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,_("You've finished:"),themeTextColorDialog);
//Recreate the level string.
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));
}
SDL_Surface* bm2=TTF_RenderUTF8_Blended(fontText,s.c_str(),themeTextColorDialog);
//Now draw the first gui box so that it's bigger than longer text.
int width;
if(bm->w>bm2->w)
width=bm->w+32;
else
width=bm2->w+32;
drawGUIBox((SCREEN_WIDTH-width)/2,4,width,68,screen,0xFFFFFFBF);
// Now draw title.
r.x=(SCREEN_WIDTH-bm->w)/2;
r.y=8-GUI_FONT_RAISE;
SDL_BlitSurface(bm,NULL,screen,&r);
// And then level name.
r.x=(SCREEN_WIDTH-bm2->w)/2;
r.y=44;
SDL_BlitSurface(bm2,NULL,screen,&r);
//Free drawed texts
SDL_FreeSurface(bm);
SDL_FreeSurface(bm2);
//==Create second box==
//Now draw the second gui box.
drawGUIBox(GUIObjectRoot->left,GUIObjectRoot->top,GUIObjectRoot->width,GUIObjectRoot->height,screen,0xFFFFFFBF);
//Draw the medal.
int medal=GUIObjectRoot->value;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
applySurface(GUIObjectRoot->left+16,GUIObjectRoot->top+92,medals,screen,&r);
applySurface(GUIObjectRoot->left+medalX,GUIObjectRoot->top+92,medals,screen,&r);
}
}else if((time & 0x10)==0x10){
SDL_Rect r={50,0,50,50};
applySurface(0,0,action,screen,&r);
applySurface(0,SCREEN_HEIGHT-50,action,screen,&r);
applySurface(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,action,screen,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
std::string &untranslated_message=player.objNotificationBlock->message;
std::string message=_CC(levels->getDictionaryManager(),untranslated_message);
std::vector<char> string_data(message.begin(), message.end());
string_data.push_back('\0');
int maxWidth = 0;
int y = 20;
vector<SDL_Surface*> lines;
//Now process the prompt.
{
//Pointer to the string.
char* lps=&string_data[0];
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
//Find out largest width
if(x>maxWidth)
maxWidth=x;
x=(SCREEN_WIDTH-x)/2;
lines.push_back(TTF_RenderUTF8_Blended(fontText,lps,themeTextColorDialog));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
maxWidth+=SCREEN_WIDTH*0.15;
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,screen,0xFFFFFFBF);
while(!lines.empty()){
SDL_Surface* bm=lines[0];
if(bm!=NULL){
applySurface(100+((SCREEN_WIDTH-200-bm->w)/2),SCREEN_HEIGHT-y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
y-=25;
lines.erase(lines.begin());
}
}
}
void Game::resize(){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(){
//Set interlevel true.
interlevel=true;
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
//Reset the game.
//FIXME: Don't destroy and recreate the GUI every time.
reset(true);
//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){
GUIObjectRoot=new GUIObject(0,SCREEN_HEIGHT-140,570,135);
//NOTE: We put the medal in the value of the GUIObjectRoot.
//Make child widgets change color properly according to theme.
GUIObjectRoot->inDialog=true;
//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(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
//Add it to the GUIObjectRoot.
GUIObjectRoot->value=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.
GUIObject* obj=new GUILabel(x,10+timeY,-1,36,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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(x,34+timeY,-1,36,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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(x,58,-1,36,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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(x,10+recsY,-1,36,tfm::format(_("Recordings: %d"),recordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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(x,34+recsY,-1,36,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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(x,58,-1,36,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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(50,92,-1,36,s1.c_str(),0,true,true,GUIGravityCenter);
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
medalX=x-24;
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIButton(x,10,-1,36,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
GUIObjectRoot->addChild(b1);
b1->render(0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIButton(x,50,-1,36,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
GUIObjectRoot->addChild(b2);
b2->render(0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIButton(x,90,-1,36,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
GUIObjectRoot->addChild(b3);
b3->render(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;
GUIObjectRoot->width=x;
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::recordingEnded(){
//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(_("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 camera mode and target.
cameraModeSaved=cameraMode;
cameraTargetSaved=cameraTarget;
//Save the current collectables
currentCollectablesSaved=currentCollectables;
//Save other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->saveState();
}
//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;
}
}
//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 camera mode and target.
cameraMode=cameraModeSaved;
cameraTarget=cameraTargetSaved;
//Load the current collactbles
currentCollectables=currentCollectablesSaved;
//Load other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->loadState();
}
//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;
}
}
//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){
//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 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;
//Reset the number of collectables
currentCollectables=0;
if(save)
currentCollectablesSaved=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Clear the event queue, since all the events are from before the reset.
eventQueue.clear();
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Reset the script environment
//NOTE: The scriptExecutor will only be reset between levels.
//getScriptExecutor()->reset();
//Send GameObjectEvent_OnCreate event to the script
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Execute the onCreate event, if any.
//NOTE: Do we need an onReset event???
//executeScript(LevelEvent_OnReset);
executeScript(LevelEvent_OnCreate);
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::executeScript(int eventType){
map<int,string>::iterator it;
//Check if there's a script for the given event.
it=scripts.find(eventType);
if(it!=scripts.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(){
//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(_CC(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(_("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(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.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel();
}
}
diff --git a/src/Globals.cpp b/src/Globals.cpp
index 2dafaf5..dd35fff 100644
--- a/src/Globals.cpp
+++ b/src/Globals.cpp
@@ -1,91 +1,96 @@
/*
* 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"
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
#include "libs/tinygettext/tinygettext.hpp"
//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 timer used to keep a constant fps.
+Timer timer;
+
//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;
//Set both the screen and the tempSurface to NULL.
SDL_Surface* screen=NULL;
SDL_Surface* tempSurface=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;
//Small arrows used for GUI widgets.
//2 directions and 2 different/same colors depending on theme.
SDL_Surface* arrowLeft1=NULL;
SDL_Surface* arrowRight1=NULL;
SDL_Surface* arrowLeft2=NULL;
SDL_Surface* arrowRight2=NULL;
//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;
//Themable colors
SDL_Color themeTextColor={0,0,0};
SDL_Color themeTextColorDialog={0,0,0};
//The current cursor type.
CursorType currentCursor=CURSOR_POINTER;
//Array containing the SDL_Cursors.
SDL_Cursor* cursors[CURSOR_MAX];
diff --git a/src/Globals.h b/src/Globals.h
index 209e036..5233b85 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -1,255 +1,264 @@
/*
* 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/SDL.h>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
#include <string>
#include "libs/tinygettext/tinygettext.hpp"
+#include "Timer.h"
+#include "LevelPack.h"
+#include "GameState.h"
#if defined (WIN32) || defined (__APPLE__)
//#define DATA_PATH
#else
#include "config.h"
#endif
#define TITLE_FONT_RAISE 19
#define GUI_FONT_RAISE 5
//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
//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 RMASK=0xFF000000;
const Uint32 GMASK=0x00FF0000;
const Uint32 BMASK=0x0000FF00;
const Uint32 AMASK=0x000000FF;
#else
const Uint32 RMASK=0x000000FF;
const Uint32 GMASK=0x0000FF00;
const Uint32 BMASK=0x00FF0000;
const Uint32 AMASK=0xFF000000;
#endif
//String containing the version, used in the titelbar.
const std::string version="V0.5 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;
+//Timer used to maintain a constant number of fps.
+extern Timer timer;
//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;
//The screen surface, it's used to draw on before it's drawn to the real screen.
extern SDL_Surface* screen;
//SDL_Surface with the same dimensions as screen which can be used for all kinds of (temp) drawing.
extern SDL_Surface* tempSurface;
//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 SDL_Surface* arrowLeft1;
extern SDL_Surface* arrowRight1;
extern SDL_Surface* arrowLeft2;
extern SDL_Surface* 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
extern SDL_Color themeTextColor;
extern SDL_Color themeTextColorDialog;
//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,
//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
};
#endif
diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 15f5039..ce72f48 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,744 +1,743 @@
/*
- * Copyright (C) 2012 Me and My Shadow
+ * 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 "LevelEditSelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
-#include "Objects.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include "Game.h"
#include "GUIOverlay.h"
#ifdef __APPLE__
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_ttf.h>
#endif
#include <algorithm>
#include <string>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
LevelEditSelect::LevelEditSelect():LevelSelect(_("Map Editor"),LevelPackManager::CUSTOM_PACKS){
//Create the gui.
createGUI(true);
//Set the levelEditGUIObjectRoot.
levelEditGUIObjectRoot=GUIObjectRoot;
//show level list
changePack();
refresh();
}
LevelEditSelect::~LevelEditSelect(){
selectedNumber=NULL;
}
void LevelEditSelect::createGUI(bool initial){
if(initial){
//The levelpack name text field.
levelpackName=new GUITextBox(280,104,240,32);
levelpackName->eventCallback=this;
levelpackName->visible=false;
GUIObjectRoot->addChild(levelpackName);
}
if(!initial){
//Remove the previous buttons.
//TODO: better way to do this?
for(int i=0;i<(int)GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->caption!=_("Back")){
delete GUIObjectRoot->childControls[i];
GUIObjectRoot->childControls.erase(GUIObjectRoot->childControls.begin()+i);
i--;
}
}
}
//Create the six buttons at the bottom of the screen.
GUIButton* obj=new GUIButton(SCREEN_WIDTH*0.02,SCREEN_HEIGHT-120,-1,32,_("New Levelpack"));
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
propertiesPack=new GUIButton(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-120,-1,32,_("Pack Properties"),0,true,true,GUIGravityCenter);
propertiesPack->name="cmdLvlpackProp";
propertiesPack->eventCallback=this;
GUIObjectRoot->addChild(propertiesPack);
removePack=new GUIButton(SCREEN_WIDTH*0.98,SCREEN_HEIGHT-120,-1,32,_("Remove Pack"),0,true,true,GUIGravityRight);
removePack->name="cmdRmLvlpack";
removePack->eventCallback=this;
GUIObjectRoot->addChild(removePack);
move=new GUIButton(SCREEN_WIDTH*0.02,SCREEN_HEIGHT-60,-1,32,_("Move Map"));
move->name="cmdMoveMap";
move->eventCallback=this;
//NOTE: Set enabled equal to the inverse of initial.
//When resizing the window initial will be false and therefor the move button can stay enabled.
move->enabled=false;
GUIObjectRoot->addChild(move);
remove=new GUIButton(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,32,_("Remove Map"),0,false,true,GUIGravityCenter);
remove->name="cmdRmMap";
remove->eventCallback=this;
GUIObjectRoot->addChild(remove);
edit=new GUIButton(SCREEN_WIDTH*0.98,SCREEN_HEIGHT-60,-1,32,_("Edit Map"),0,false,true,GUIGravityRight);
edit->name="cmdEdit";
edit->eventCallback=this;
GUIObjectRoot->addChild(edit);
//Now update widgets and then check if they overlap
GUIObjectRoot->render(0,0,false);
if(propertiesPack->left-propertiesPack->gravityX < obj->left+obj->width ||
propertiesPack->left-propertiesPack->gravityX+propertiesPack->width > removePack->left-removePack->gravityX){
obj->smallFont=true;
obj->width=-1;
propertiesPack->smallFont=true;
propertiesPack->width=-1;
removePack->smallFont=true;
removePack->width=-1;
move->smallFont=true;
move->width=-1;
remove->smallFont=true;
remove->width=-1;
edit->smallFont=true;
edit->width=-1;
}
//Check again
GUIObjectRoot->render(0,0,false);
if(propertiesPack->left-propertiesPack->gravityX < obj->left+obj->width ||
propertiesPack->left-propertiesPack->gravityX+propertiesPack->width > removePack->left-removePack->gravityX){
obj->left = SCREEN_WIDTH*0.02;
obj->top = SCREEN_HEIGHT-140;
obj->smallFont=false;
obj->width=-1;
obj->gravity = GUIGravityLeft;
propertiesPack->left = SCREEN_WIDTH*0.02;
propertiesPack->top = SCREEN_HEIGHT-100;
propertiesPack->smallFont=false;
propertiesPack->width=-1;
propertiesPack->gravity = GUIGravityLeft;
removePack->left = SCREEN_WIDTH*0.02;
removePack->top = SCREEN_HEIGHT-60;
removePack->smallFont=false;
removePack->width=-1;
removePack->gravity = GUIGravityLeft;
move->left = SCREEN_WIDTH*0.98;
move->top = SCREEN_HEIGHT-140;
move->smallFont=false;
move->width=-1;
move->gravity = GUIGravityRight;
remove->left = SCREEN_WIDTH*0.98;
remove->top = SCREEN_HEIGHT-100;
remove->smallFont=false;
remove->width=-1;
remove->gravity = GUIGravityRight;
edit->left = SCREEN_WIDTH*0.98;
edit->top = SCREEN_HEIGHT-60;
edit->smallFont=false;
edit->width=-1;
edit->gravity = GUIGravityRight;
}
}
void LevelEditSelect::changePack(){
packName=levelpacks->item[levelpacks->value].second;
if(packName=="Custom Levels"){
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
}else{
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
//Set last levelpack.
getSettings()->setValue("lastlevelpack",levelpacks->getName());
//Now let levels point to the right pack.
levels=getLevelPackManager()->getLevelPack(levelpacks->getName());
}
void LevelEditSelect::packProperties(bool newPack){
//Open a message popup.
GUIObject* root=new GUIFrame((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-320)/2,600,320,_("Properties"));
GUIObject* obj;
obj=new GUILabel(40,50,240,36,_("Name:"));
root->addChild(obj);
obj=new GUITextBox(60,80,480,36,packName.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackName";
root->addChild(obj);
obj=new GUILabel(40,120,240,36,_("Description:"));
root->addChild(obj);
obj=new GUITextBox(60,150,480,36,levels->levelpackDescription.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackDescription";
root->addChild(obj);
obj=new GUILabel(40,190,240,36,_("Congratulation text:"));
root->addChild(obj);
obj=new GUITextBox(60,220,480,36,levels->congratulationText.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackCongratulation";
root->addChild(obj);
obj=new GUIButton(root->width*0.3,320-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgOK";
obj->eventCallback=this;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,320-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->addChild(obj);
//Create the gui overlay.
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new GUIOverlay(root);
if(newPack){
packName.clear();
}
}
void LevelEditSelect::addLevel(){
//Open a message popup.
GUIObject* root=new GUIFrame((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,_("Add level"));
GUIObject* obj;
obj=new GUILabel(40,80,240,36,_("File name:"));
root->addChild(obj);
char s[64];
sprintf(s,"map%02d.map",levels->getLevelCount()+1);
obj=new GUITextBox(300,80,240,36,s);
obj->name="LvlFile";
root->addChild(obj);
obj=new GUIButton(root->width*0.3,200-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgAddOK";
obj->eventCallback=this;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,200-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgAddCancel";
obj->eventCallback=this;
root->addChild(obj);
//Dim the screen using the tempSurface.\
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new GUIOverlay(root);
}
void LevelEditSelect::moveLevel(){
//Open a message popup.
GUIObject* root=new GUIFrame((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,_("Move level"));
GUIObject* obj;
obj=new GUILabel(40,60,240,36,_("Level: "));
root->addChild(obj);
obj=new GUITextBox(300,60,240,36,"1");
obj->name="MoveLevel";
root->addChild(obj);
obj=new GUISingleLineListBox(root->width*0.5,110,240,36,true,true,GUIGravityCenter);
obj->name="lstPlacement";
vector<string> v;
v.push_back(_("Before"));
v.push_back(_("After"));
v.push_back(_("Swap"));
(dynamic_cast<GUISingleLineListBox*>(obj))->addItems(v);
obj->value=0;
root->addChild(obj);
obj=new GUIButton(root->width*0.3,200-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgMoveOK";
obj->eventCallback=this;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,200-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgMoveCancel";
obj->eventCallback=this;
root->addChild(obj);
//Create the gui overlay.
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new GUIOverlay(root);
}
void LevelEditSelect::refresh(bool change){
int m=levels->getLevelCount();
if(change){
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
selectedNumber=NULL;
}
//Disable the level specific buttons.
move->enabled=false;
remove->enabled=false;
edit->enabled=false;
for(int n=0;n<=m;n++){
numbers.push_back(Number());
}
}
for(int n=0;n<m;n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+80,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(n,box);
}
SDL_Rect box={(m%LEVELS_PER_ROW)*64+80,(m/LEVELS_PER_ROW)*64+184,0,0};
numbers[m].init("+",box);
m++; //including the "+" button
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+LEVELS_PER_ROW-1)/LEVELS_PER_ROW;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
if(!levels->levelpackDescription.empty())
levelpackDescription->caption=_CC(levels->getDictionaryManager(),levels->levelpackDescription);
else
levelpackDescription->caption="";
}
void LevelEditSelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels->setCurrentLevel(number);
setNextState(STATE_LEVEL_EDITOR);
}else{
if(number==numbers.size()-1){
addLevel();
}else if(number<numbers.size()){
selectedNumber=&numbers[number];
//Enable the level specific buttons.
//NOTE: We check if 'remove levelpack' is enabled, if not then it's the Levels levelpack.
if(removePack->enabled)
move->enabled=true;
remove->enabled=true;
edit->enabled=true;
}
}
}
void LevelEditSelect::render(){
//Let the levelselect render.
LevelSelect::render();
}
void LevelEditSelect::resize(){
//Let the levelselect resize.
LevelSelect::resize();
//Create the GUI.
createGUI(false);
//NOTE: This is a workaround for buttons failing when resizing.
if(packName=="Custom Levels"){
removePack->enabled=false;
propertiesPack->enabled=false;
}
if(selectedNumber)
selectNumber(selectedNumber->getNumber(),false);
}
void LevelEditSelect::renderTooltip(unsigned int number,int dy){
SDL_Color fg={0,0,0};
SDL_Surface* name;
if(number==(unsigned)levels->getLevelCount()){
//Render the name of the level.
name=TTF_RenderUTF8_Blended(fontText,_("Add level"),fg);
}else{
//Render the name of the level.
name=TTF_RenderUTF8_Blended(fontText,_CC(levels->getDictionaryManager(),levels->getLevelName(number)),fg);
}
//Check if name isn't null.
if(name==NULL)
return;
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
r.w=name->w;
r.h=name->h;
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFFFF;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
}
void LevelEditSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//NOTE: We check for the levelpack change to enable/disable some levelpack buttons.
if(name=="cmdLvlPack"){
//We call changepack and return to prevent the LevelSelect to undo what we did.
changePack();
refresh();
return;
}
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the edit button.
if(name=="cmdNewLvlpack"){
//Create a new pack.
packProperties(true);
}else if(name=="cmdLvlpackProp"){
//Show the pack properties.
packProperties(false);
}else if(name=="cmdRmLvlpack"){
//Show an "are you sure" message.
if(msgBox(_("Are you sure?"),MsgBoxYesNo,_("Remove prompt"))==MsgBoxYes){
//Remove the directory.
if(!removeDirectory(levels->levelpackPath.c_str())){
cerr<<"ERROR: Unable to remove levelpack directory "<<levels->levelpackPath<<endl;
}
//Remove it from the vector (levelpack list).
vector<pair<string,string> >::iterator it;
for(it=levelpacks->item.begin();it!=levelpacks->item.end();++it){
if(it->second==packName)
levelpacks->item.erase(it);
}
//Remove it from the levelpackManager.
getLevelPackManager()->removeLevelPack(levels->levelpackPath);
//And call changePack.
levelpacks->value=levelpacks->item.size()-1;
changePack();
refresh();
}
}else if(name=="cmdMoveMap"){
if(selectedNumber!=NULL){
moveLevel();
}
}else if(name=="cmdRmMap"){
if(selectedNumber!=NULL){
if(packName!="Custom Levels"){
if(!removeFile((levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str())){
cerr<<"ERROR: Unable to remove level "<<(levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
levels->saveLevels(levels->levelpackPath+"/levels.lst");
}else{
//This is the levels levelpack so we just remove the file.
if(!removeFile(levels->getLevel(selectedNumber->getNumber())->file.c_str())){
cerr<<"ERROR: Unable to remove level "<<levels->getLevel(selectedNumber->getNumber())->file<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
}
//And refresh the selection screen.
refresh();
}
}else if(name=="cmdEdit"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_LEVEL_EDITOR);
}
}
//Check for levelpack properties events.
if(name=="cfgOK"){
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlpackName"){
//Check if the name changed.
if(packName!=GUIObjectRoot->childControls[i]->caption){
//Delete the old one.
if(!packName.empty()){
if(!renameDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+packName).c_str(),(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to move levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+packName)<<" to "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
//Remove the old one from the levelpack manager.
getLevelPackManager()->removeLevelPack(levelpacks->getName());
//And the levelpack list.
vector<pair<string,string> >::iterator it1;
for(it1=levelpacks->item.begin();it1!=levelpacks->item.end();++it1){
if(it1!=levelpacks->item.end()){
levelpacks->item.erase(it1);
break;
}
}
}else{
//It's a new levelpack so we need to change the levels array.
LevelPack* pack=new LevelPack;
levels=pack;
//Now create the dirs.
if(!createDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to create levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
if(!createFile((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst").c_str())){
cerr<<"ERROR: Unable to create levelpack file "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst")<<endl;
}
}
//And set the new name.
packName=GUIObjectRoot->childControls[i]->caption;
levels->levelpackName=packName;
levels->levelpackPath=(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/");
//Also add the levelpack location
getLevelPackManager()->addLevelPack(levels);
levelpacks->addItem(levels->levelpackPath,GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
//And call changePack.
changePack();
}
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackDescription"){
levels->levelpackDescription=GUIObjectRoot->childControls[i]->caption;
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackCongratulation"){
levels->congratulationText=GUIObjectRoot->childControls[i]->caption;
}
}
//Refresh the leveleditselect to show the correct information.
refresh();
//Save the configuration.
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
getSettings()->setValue("lastlevelpack",levels->levelpackPath);
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgCancel"){
//Check if packName is empty, if so it was a new levelpack and we need to revert to an existing one.
if(packName.empty()){
packName=levelpacks->item[levelpacks->value].second;
changePack();
}
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for add level events.
if(name=="cfgAddOK"){
//Check if the file name isn't null.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlFile"){
if(GUIObjectRoot->childControls[i]->caption.empty()){
msgBox(_("No file name given for the new level."),MsgBoxOKOnly,_("Missing file name"));
return;
}else{
string tmp_caption = GUIObjectRoot->childControls[i]->caption;
//Replace all spaces with a underline.
size_t j;
for(;(j=tmp_caption.find(" "))!=string::npos;){
tmp_caption.replace(j,1,"_");
}
//If there isn't ".map" extension add it.
size_t found=tmp_caption.find_first_of(".");
if(found!=string::npos)
tmp_caption.replace(tmp_caption.begin()+found+1,tmp_caption.end(),"map");
else if (tmp_caption.substr(found+1)!="map")
tmp_caption.append(".map");
/* Create path and file in it */
string path=(levels->levelpackPath+"/"+tmp_caption);
if(packName=="Custom Levels"){
path=(getUserPath(USER_DATA)+"/custom/levels/"+tmp_caption);
}
//First check if the file doesn't exist already.
FILE* f;
f=fopen(path.c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
levelEditGUIObjectRoot->render();
//Notify the user.
msgBox(string("The file "+tmp_caption+" already exists."),MsgBoxOKOnly,"Error");
return;
}
if(!createFile(path.c_str())){
cerr<<"ERROR: Unable to create level file "<<path<<endl;
}else{
//Update statistics.
statsMgr.newAchievement("create1");
if((++statsMgr.createdLevels)>=50) statsMgr.newAchievement("create50");
}
levels->addLevel(path);
//NOTE: Also add the level to the levels levelpack in case of custom levels.
if(packName=="Custom Levels"){
LevelPack* levelsPack=getLevelPackManager()->getLevelPack("Levels/");
if(levelsPack){
levelsPack->addLevel(path);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}else{
cerr<<"ERROR: Unable to add level to Levels levelpack"<<endl;
}
}
if(packName!="Custom Levels")
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
}
}
}
}else if(name=="cfgAddCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for move level events.
if(name=="cfgMoveOK"){
//Check if the entered level number is valid.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
int level=0;
int placement=0;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="MoveLevel"){
level=atoi(GUIObjectRoot->childControls[i]->caption.c_str());
if(level<=0 || level>levels->getLevelCount()){
msgBox(_("The entered level number isn't valid!"),MsgBoxOKOnly,_("Illegal number"));
return;
}
}
if(GUIObjectRoot->childControls[i]->name=="lstPlacement"){
placement=GUIObjectRoot->childControls[i]->value;
}
}
//Now we execute the swap/move.
//Check for the place before.
if(placement==0){
//We place the selected level before the entered level.
levels->moveLevel(selectedNumber->getNumber(),level-1);
}else if(placement==1){
//We place the selected level after the entered level.
if(level<selectedNumber->getNumber())
levels->moveLevel(selectedNumber->getNumber(),level);
else
levels->moveLevel(selectedNumber->getNumber(),level+1);
}else if(placement==2){
//We swap the selected level with the entered level.
levels->swapLevel(selectedNumber->getNumber(),level-1);
}
//And save the change.
if(packName!="Custom Levels")
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgMoveCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index 58cf113..76df7df 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,3513 +1,3512 @@
/*
- * Copyright (C) 2011-2012 Me and My Shadow
+ * 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 "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
-#include "Objects.h"
#include "LevelPack.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIWindow.h"
#include "GUISpinBox.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <sstream>
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
#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")
};
//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
};
/////////////////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;
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;
}
SDL_Surface* createItem(const char* caption,int icon){
//FIXME: Add some sort of caching?
SDL_Color fg={0,0,0};
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,caption,fg);
SDL_SetAlpha(tip,0,0xFF);
//Create the surface, we add 16px to the width for an icon,
//plus 8px for the border to make it looks better.
SDL_Surface* item=SDL_CreateRGBSurface(SDL_SWSURFACE,tip->w+16+8,24,32,RMASK,GMASK,BMASK,AMASK);
SDL_Rect itemRect={0,0,item->w,item->h};
SDL_FillRect(item,&itemRect,0x00FFFFFF);
itemRect.y=3;
itemRect.h=16;
SDL_FillRect(item,&itemRect,0xFFFFFFFF);
//Draw the text on the item surface.
applySurface(16+8,0,tip,item,NULL);
//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)*16;
applySurface(4,3,bmGUI,item,&r);
}
//Free the tip surface.
SDL_FreeSurface(tip);
//Update the height.
rect.h+=24;
//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 item;
}
void updateItem(int index,const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->updateItem(index,action,item);
}
void addItem(const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->addItem(action,item);
}
LevelEditorActionsPopup(LevelEditor* parent, GameObject* target, int x=0, int y=0){
this->parent=parent;
this->target=target;
//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=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(0,0,0,0);
actions->eventCallback=this;
//Check if it's a block or not.
if(target!=NULL)
addBlockItems();
else
addLevelItems();
//Now set the size of the GUIListBox.
actions->width=rect.w;
actions->height=rect.h;
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 addBlockItems(){
//Get the type of the target.
int type=target->type;
//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("Deselect",_("Deselect"));
else
addItem("Select",_("Select"));
addItem("Delete",_("Delete"),8);
//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("Link",_("Link"),8*3);
addItem("Remove Links",_("Remove Links"));
//Check if it's a portal, which contains a automatic option, and triggers a behaviour one.
if(type==TYPE_PORTAL){
addItem("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("Behaviour",behaviour[currentBehaviour].c_str());
}
}else{
addItem("Path",_("Path"));
addItem("Remove Path",_("Remove Path"));
//FIXME: We use hardcoded indeces, if the order changes we have a problem.
addItem("Enabled",_("Enabled"),(target->getEditorProperty("disabled")=="0")?2:1);
addItem("Looping",_("Looping"),(target->getEditorProperty("loop")=="1")?2:1);
}
}
//Check for a conveyor belt.
if(type==TYPE_CONVEYOR_BELT || type==TYPE_SHADOW_CONVEYOR_BELT){
addItem("Enabled",_("Enabled"),(target->getEditorProperty("disabled")=="0")?2:1);
addItem("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("State",states[currentState].c_str());
}
//Check if it's a notification block.
if(type==TYPE_NOTIFICATION_BLOCK)
addItem("Message",_("Message"));
//Finally add scripting to the bottom.
addItem("Scripting",_("Scripting"),8*2+1);
}
void addLevelItems(){
addItem("LevelSettings",_("Settings"),8*2);
addItem("LevelScripting",_("Scripting"),8*2+1);
}
~LevelEditorActionsPopup(){
if(actions)
delete actions;
}
void render(){
//Draw the actions.
actions->render(rect.x,rect.y);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
}
void handleEvents(){
//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 && !checkCollision(mouse,rect)){
dismiss();
return;
}
//Let the listbox handle its events.
actions->handleEvents(rect.x,rect.y);
}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//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->removeObject(target);
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
std::map<Block*,vector<GameObject*> >::iterator it;
it=parent->triggers.find(dynamic_cast<Block*>(target));
if(it!=parent->triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//In case of a portal remove its destination field.
if(target->type==TYPE_PORTAL){
target->setEditorProperty("destination","");
}else{
//We give the trigger a new id to prevent activating unlinked targets.
char s[64];
sprintf(s,"%u",parent->currentId);
parent->currentId++;
target->setEditorProperty("id",s);
}
dismiss();
return;
}else if(action=="Path"){
parent->moving=true;
parent->movingBlock=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Path"){
//Set the number of moving positions to zero.
target->setEditorProperty("MovingPosCount","0");
std::map<Block*,vector<MovingPosition> >::iterator it;
it=parent->movingBlocks.find(dynamic_cast<Block*>(target));
if(it!=parent->movingBlocks.end()){
(*it).second.clear();
}
dismiss();
return;
}else if(action=="Message"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Notification block"));
root->name="notificationBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(40,50,240,36,_("Enter message here:"));
root->addChild(obj);
GUITextArea* textarea=new GUITextArea(50,90,500,100);
//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(tmp);
root->addChild(textarea);
obj=new GUIButton(root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgNotificationBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
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=="Enabled"){
//Get the previous state.
bool enabled=(target->getEditorProperty("disabled")=="0");
//Switch the state.
enabled=!enabled;
//NOTE: In case of enabled it is inverted since the property is actually disabled,
target->setEditorProperty("disabled",enabled?"0":"1");
updateItem(actions->value,"Enabled",_("Enabled"),enabled?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;
target->setEditorProperty("loop",loop?"1":"0");
updateItem(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;
target->setEditorProperty("automatic",automatic?"1":"0");
updateItem(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.
target->setEditorProperty("behaviour",behaviour[currentBehaviour]);
//And update the item.
updateItem(actions->value,"Behaviour",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);
target->setEditorProperty("state",s);
//And update the item.
updateItem(actions->value,"State",states[currentState].c_str());
actions->value=-1;
return;
}else if(action=="Speed"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Conveyor belt speed"));
root->name="conveyorBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(40,100,240,36,_("Enter speed here:"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(240,100,320,36);
//Set the name of the text area, which is used to identify the object later on.
obj2->name="speed";
obj2->caption=target->getEditorProperty("speed");
obj2->update();
root->addChild(obj2);
obj=new GUIButton(root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgConveyorBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
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((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Scripting"));
root->name="scriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(50,60,240,36,_("Id:"));
root->addChild(obj);
obj=new GUITextBox(100,60,240,36,dynamic_cast<Block*>(target)->id.c_str());
obj->name="id";
root->addChild(obj);
GUISingleLineListBox* list=new GUISingleLineListBox(50,100,500,36);
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(50,140,500,300);
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(it->second);
root->addChild(text);
}
obj=new GUIButton(root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
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();
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelScripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Level Scripting"));
root->name="levelScriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
GUISingleLineListBox* list=new GUISingleLineListBox(50,60,500,36);
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(50,100,500,340);
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(it->second);
root->addChild(text);
}
obj=new GUIButton(root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgLevelScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
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
SDL_Surface* 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(){
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(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(){
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();
}
}
void dismiss(){
if(parent!=NULL && parent->selectionPopup==this){
parent->selectionPopup=NULL;
}
delete this;
}
LevelEditorSelectionPopup(LevelEditor* parent, 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();
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
}
~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(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//background
drawGUIBox(rect.x,rect.y,rect.w,rect.h,screen,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;
//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(checkCollision(mouse,r)){
highlightedObj=selection[j];
SDL_FillRect(screen,&r,0xCCCCCC);
}
int type=selection[j]->type;
//draw tile picture
ThemeBlock* obj=objThemes.getBlock(type);
if(obj){
obj->editorPicture.draw(screen,r.x+7,r.y+7);
}
//draw name
SDL_Color fg={0,0,0};
SDL_Surface* txt=TTF_RenderUTF8_Blended(fontText,_(blockNames[type]),fg);
if(txt!=NULL){
SDL_Rect r2={r.x+64,r.y+(64-txt->h)/2,0,0};
SDL_BlitSurface(txt,NULL,screen,&r2);
SDL_FreeSurface(txt);
}
if(parent!=NULL){
//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(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Select");
highlightedBtn=1;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw delete
{
SDL_Rect r1={112,0,16,16};
SDL_Rect r2={r.x+r.w-48,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Delete");
highlightedBtn=2;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw configure
{
SDL_Rect r1={112,16,16,16};
SDL_Rect r2={r.x+r.w-24,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Configure");
highlightedBtn=3;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
}
}
//draw scrollbar
if(scrollBar && scrollBar->visible){
scrollBar->render(rect.x+rect.w-24,rect.y+8);
}
//draw tooltip
if(!tooltip.empty()){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,tooltip.c_str(),fg);
//Draw only if there's a tooltip available
if(tip!=NULL){
tooltipRect.y-=4;
tooltipRect.h+=8;
if(tooltipRect.y+tooltipRect.h+tip->h>SCREEN_HEIGHT-20)
tooltipRect.y-=tip->h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tip->w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&tooltipRect);
SDL_FreeSurface(tip);
}
}
}
void handleEvents(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//Check scrollbar event
if(scrollBar && scrollBar->visible){
if(scrollBar->handleEvents(rect.x+rect.w-24,rect.y+8)) return;
}
if(event.type==SDL_MOUSEBUTTONDOWN){
//check mousewheel
if(event.button.button==SDL_BUTTON_WHEELUP){
startRow-=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_WHEELDOWN){
startRow+=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close it
if(!checkCollision(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()){
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->removeObject(highlightedObj);
break;
case 3:
if(parent->actionsPopup)
delete parent->actionsPopup;
parent->actionsPopup=new LevelEditorActionsPopup(parent,highlightedObj,mouse.x,mouse.y);
break;
}
}
}
}
}
}
};
/////////////////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():Game(){
//Get the target time and recordings.
levelTime=levels->getLevel()->targetTime;
levelRecordings=levels->getLevel()->targetRecordings;
//This will set some default settings.
reset();
//Create the GUI root.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Load the toolbar.
toolbar=loadImage(getDataPath()+"gfx/menu/toolbar.png");
SDL_Rect tmp={(SCREEN_WIDTH-410)/2,SCREEN_HEIGHT-50,410,50};
toolbarRect=tmp;
selectionPopup=NULL;
actionsPopup=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=loadImage(getDataPath()+"gfx/menu/selection.png");
//Load the movingMark.
movingMark=loadImage(getDataPath()+"gfx/menu/moving.png");
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
//Create the semi transparent surface.
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Count the level editing time.
statsMgr.startLevelEdit();
}
LevelEditor::~LevelEditor(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
levelObjects.clear();
selection.clear();
//Free the placement surface.
SDL_FreeSurface(placement);
//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();
}
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=false;
dragCenter=NULL;
cameraXvel=0;
cameraYvel=0;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
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(TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(obj,fileName);
//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());
}
//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;
else
camera.x=0;
if(LEVEL_HEIGHT<SCREEN_HEIGHT)
camera.y=-(SCREEN_HEIGHT-LEVEL_HEIGHT)/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 dimensions of the level.
int maxX=0;
int maxY=0;
//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.
levels->getLevel()->name=levelName;
}
//The leveltheme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%d",levelTime);
node.attributes["time"].push_back(c);
//Update the target time the levelpack.
levels->getLevel()->targetTime=levelTime;
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
//Update the target recordings the levelpack.
levels->getLevel()->targetRecordings=levelRecordings;
}
}
//The width of the level.
maxX=LEVEL_WIDTH;
sprintf(s,"%d",maxX);
node.attributes["size"].push_back(s);
//The height of the level.
maxY=LEVEL_HEIGHT;
sprintf(s,"%d",maxY);
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 in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for(unsigned int i=0;i<obj.size();i++){
if((!obj[i].first.empty()) && (!obj[i].second.empty())){
obj1->attributes[obj[i].first].push_back(obj[i].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.
map<int,string>::iterator it;
for(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);
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(){
//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();
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode.
Game::reset(true);
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)){
//Before we quit ask a make sure question.
if(msgBox(_("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();
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();
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(checkCollision(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){
tool=(Tools)t;
}else{
//The selected button isn't a tool.
//Now check which button it is.
if(t==NUMBER_TOOLS){
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
//Also stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
//Write the path to the moving block.
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%u",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
moving=false;
movingBlock=NULL;
}
}
if(t==NUMBER_TOOLS+2){
//Open up level settings dialog
levelSettings();
}
if(t==NUMBER_TOOLS+4){
//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==NUMBER_TOOLS+3){
//Save current level
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
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;
}
//Check if a block is clicked.
if(event.button.x>=24 && event.button.x<SCREEN_WIDTH-24){
int m=(SCREEN_WIDTH-48)/64;
int i=(event.button.x-24)/64;
if(i<m && i+toolboxIndex<EDITOR_ORDER_MAX){
currentType=i+toolboxIndex;
}
}
//TODO: Move left and move right button.
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()){
//Loop through the selected game objects.
while(!selection.empty()){
//Remove the objects in the selection.
removeObject(selection[0]);
}
//And clear the selection vector.
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
//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)){
//Clear the current clipboard.
clipboard.clear();
//Check if the selection isn't empty.
if(!selection.empty()){
//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];
sprintf(s,"%d",selection[o]->getBox().x-x);
objMap["x"]=s;
sprintf(s,"%d",selection[o]->getBox().y-y);
objMap["y"]=s;
sprintf(s,"%d",selection[o]->type);
objMap["type"]=s;
//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);
if(event.key.keysym.sym==SDLK_x){
//Cutting means deleting the game object.
removeObject(selection[o]);
o--;
}
}
//Only clear the selection when Ctrl+x;
if(event.key.keysym.sym==SDLK_x){
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
}
//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.
selection.clear();
//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;
}
//Integers containing the diff of the x that occurs when placing a block outside the level size on the top or left.
//We use it to compensate the corrupted x and y locations of the other clipboard blocks.
int diffX=0;
int diffY=0;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
Block* block=new Block(this,0,0,atoi(clipboard[o]["type"].c_str()));
block->setBaseLocation(atoi(clipboard[o]["x"].c_str())+x+diffX,atoi(clipboard[o]["y"].c_str())+y+diffY);
block->setEditorData(clipboard[o]);
if(block->getBox().x<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffX+=(0-(block->getBox().x));
}
if(block->getBox().y<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffY+=(0-(block->getBox().y));
}
//And add the object using the addObject method.
addObject(block);
//Also add the block to the selection.
selection.push_back(block);
}
}
}
//Check if the return button is pressed.
//If so run the configure tool.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_RETURN){
//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};
//Loop through the selected game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check for collision.
if(checkCollision(mouse,levelObjects[o]->getBox())){
//Invoke the onEnterObject.
onEnterObject(levelObjects[o]);
//Break out of the for loop.
break;
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
cameraXvel=0;
cameraYvel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
if(pressedShift){
cameraXvel+=10;
}else{
cameraXvel+=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
if(pressedShift){
cameraXvel-=10;
}else{
cameraXvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_UP)){
if(pressedShift){
cameraYvel-=10;
}else{
cameraYvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if(pressedShift){
cameraYvel+=10;
}else{
cameraYvel+=5;
}
}
//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){
if(abs(event.motion.xrel)+abs(event.motion.yrel)>=2){
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//We call the dragStart event.
onDragStart(x+camera.x,y+camera.y);
}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
currentCursor=CURSOR_DRAG;
}
//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_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP) || 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){
toolboxIndex-=2;
if(toolboxIndex<0) toolboxIndex=0;
break;
}
}
//Only change the current type when using the add tool.
currentType++;
if(currentType>=EDITOR_ORDER_MAX){
currentType=0;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
if(pressedShift)
camera.x-=200;
else camera.y-=200;
break;
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN) || 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){
int m=EDITOR_ORDER_MAX-(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=EDITOR_ORDER_MAX-1;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
if(pressedShift) camera.x+=200;
else camera.y+=200;
break;
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
}
//Check for tool shortcuts.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_a){
tool=ADD;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s){
tool=SELECT;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_d){
//We clear the selection since that can't be used in the deletion tool.
selection.clear();
tool=REMOVE;
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(!checkCollision(mouse,toolbarRect) && !checkCollision(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){
std::vector<GameObject*> clickObjects;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
clickObjects.push_back(levelObjects[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(clickObjects[0],isSelected);
}
}else if(clickObjects.size()>1){
//There are more than one object under the mouse
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,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 /*&& tool==SELECT*/){
//Stop linking.
if(linking){
linking=false;
linkingTrigger=NULL;
//NOTE: We shouldn't be able to be linking AND moving so return to prevent actions popup.
return;
}
//Write the path to the moving block.
if(moving){
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%u",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
//Stop moving.
moving=false;
movingBlock=NULL;
return;
}
//No return so far so call onRightClickVoid.
onRightClickVoid(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){
movingBlocks[movingBlock].pop_back();
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings();
}
//NOTE: Do we even need Ctrl+n?
//Check if we should a new level. (Ctrl+n)
//if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_n && (event.key.keysym.mod & KMOD_CTRL)){
// reset();
// //NOTE: We don't have anything to load from so we create an empty TreeStorageNode.
// Game::loadLevelFromNode(new TreeStorageNode,"");
// //Hide selection popup (if any)
// if(selectionPopup!=NULL){
// delete selectionPopup;
// selectionPopup=NULL;
// }
//}
//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)){
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
void LevelEditor::levelSettings(){
//It isn't so open a popup asking for a name.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-300)/2,600,300,true,true,_("Level settings"));
root->name="lvlSettingsWindow";
root->eventCallback=this;
GUIObject* obj;
//Create the two textboxes with a label.
obj=new GUILabel(40,50,240,36,_("Name:"));
root->addChild(obj);
obj=new GUITextBox(140,50,410,36,levelName.c_str());
obj->name="name";
root->addChild(obj);
obj=new GUILabel(40,100,240,36,_("Theme:"));
root->addChild(obj);
obj=new GUITextBox(140,100,410,36,levelTheme.c_str());
obj->name="theme";
root->addChild(obj);
//target time and recordings.
{
obj=new GUILabel(40,150,240,36,_("Target time (s):"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(290,150,260,36);
obj2->name="time";
ostringstream ss;
ss << levelTime/40.0f;
obj2->caption=ss.str();
obj2->update();
obj2->limitMin=0.0f;
obj2->change=0.1f;
root->addChild(obj2);
obj=new GUILabel(40,200,240,36,_("Target recordings:"));
root->addChild(obj);
obj2=new GUISpinBox(290,200,260,36);
ostringstream ss2;
ss2 << levelRecordings;
obj2->caption=ss2.str();
obj2->limitMin=0.0f;
obj2->format="%1.0f";
obj2->name="recordings";
obj2->update();
root->addChild(obj2);
}
//Ok and cancel buttons.
obj=new GUIButton(root->width*0.3,300-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(root->width*0.7,300-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
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 editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//Add the object to the movingBlocks vector.
vector<MovingPosition> positions;
movingBlocks[levelObjects[o]]=positions;
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[levelObjects[o]].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
break;
}
default:
break;
}
}
}
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_GetAppState()&SDL_APPMOUSEFOCUS)){
//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(checkCollision(mouse,r[i]))
return;
}
//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.
camera.x-=5;
}else if(x>SCREEN_WIDTH-50){
//We're near the right edge so move the camera.
camera.x+=5;
}
//Check if the tool box is visible and we need to calc screen size correctly.
int y0=50;
if(toolboxVisible && toolboxRect.w>0) y0+=64;
//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.
camera.y-=5;
}else if(y>SCREEN_HEIGHT-50){
//We're near the bottom edge so move the camera.
camera.y+=5;
}
}
}
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;
}
//Check if the linkingTrigger can handle multiple or only one link.
switch(linkingTrigger->type){
case TYPE_PORTAL:
{
//Portals can only link to one so remove all existing links.
triggers[linkingTrigger].clear();
triggers[linkingTrigger].push_back(obj);
break;
}
default:
{
//The most can handle multiple links.
triggers[linkingTrigger].push_back(obj);
break;
}
}
//Check if it's a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//Portals need to get the id of the other instead of give it's own id.
char s[64];
sprintf(s,"%d",atoi(obj->getEditorProperty("id").c_str()));
linkingTrigger->setEditorProperty("destination",s);
}else{
//Give the object the same id as the trigger.
char s[64];
sprintf(s,"%d",atoi(linkingTrigger->getEditorProperty("id").c_str()));
obj->setEditorProperty("id",s);
}
//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;
//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;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
return;
}
}
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
selection.clear();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
removeObject(obj);
break;
}
default:
break;
}
}
void LevelEditor::onRightClickObject(GameObject* obj,bool selected){
//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(this,obj,x,y);
return;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case ADD:
{
//We need to clear the selection.
selection.clear();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
addObject(new Block(this,x,y,editorTileOrder[currentType]));
break;
}
case SELECT:
{
//We need to clear the selection.
selection.clear();
//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){
//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;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onRightClickVoid(int x,int y){
//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(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};
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
if(checkCollision(selection[o]->getBox(),mouse)==true){
//We have collision so set the dragCenter.
dragCenter=selection[o];
selectionDrag=true;
}
}
}
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;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
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();
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Loop through the selection.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r1=selection[o]->getBox();
//We need to place the object at his drop place.
moveObject(selection[o],(r1.x-r.x)+x,(r1.y-r.y)+y);
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=false;
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};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onEnterObject(GameObject* obj){
//NOTE: Function isn't used anymore.
}
void LevelEditor::addObject(GameObject* obj){
//Increase totalCollectables everytime we add a new collectable
if(obj->type==TYPE_COLLECTABLE) {
totalCollectables++;
}
//If it's a player or shadow start then we need to remove the previous one.
if(obj->type==TYPE_START_PLAYER || obj->type==TYPE_START_SHADOW){
//Loop through the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the type is the same.
if(levelObjects[o]->type==obj->type){
removeObject(levelObjects[o]);
}
}
}
//Add it to the levelObjects.
Block* block=dynamic_cast<Block*>(obj);
//Make sure it's a block.
if(!block)
return;
levelObjects.push_back(block);
//Check if the object is inside the level dimensions, etc.
//Just call moveObject() to perform this.
moveObject(obj,obj->getBox().x,obj->getBox().y);
//GameObject type specific stuff.
switch(obj->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
case TYPE_PORTAL:
{
//Add the object to the triggers.
vector<GameObject*> linked;
triggers[block]=linked;
//Give it it's own id.
char s[64];
sprintf(s,"%u",currentId);
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;
movingBlocks[block]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
block->getEditorData(objMap);
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[block].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%u",currentId);
currentId++;
editorData["id"]=s;
block->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setBaseLocation(x,y);
//Check if the object is inside the level dimensions.
//If not let the level grow.
if(obj->getBox().x+50>LEVEL_WIDTH){
LEVEL_WIDTH=obj->getBox().x+50;
}
if(obj->getBox().y+50>LEVEL_HEIGHT){
LEVEL_HEIGHT=obj->getBox().y+50;
}
if(obj->getBox().x<0 || obj->getBox().y<0){
//A block on the left (or top) side of the level, meaning we need to shift everything.
//First calc the difference.
int diffx=(0-(obj->getBox().x));
int diffy=(0-(obj->getBox().y));
if(diffx<0) diffx=0;
if(diffy<0) diffy=0;
//Change the level size first.
//The level grows with the difference, 0-(x+50).
LEVEL_WIDTH+=diffx;
LEVEL_HEIGHT+=diffy;
//cout<<"x:"<<diffx<<",y:"<<diffy<<endl; //debug
camera.x+=diffx;
camera.y+=diffy;
//Set the position of player and shadow
//(although it's unnecessary if there is player and shadow start)
player.setLocation(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setLocation(shadow.getBox().x+diffx,shadow.getBox().y+diffy);
for(unsigned int o=0; o<levelObjects.size(); o++){
//FIXME: shouldn't recuesive call me (to prevent stack overflow bugs)
moveObject(levelObjects[o],levelObjects[o]->getBox().x+diffx,levelObjects[o]->getBox().y+diffy);
}
}
//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+(50-23)/2;
player.fy=obj->getBox().y;
//Now reset the player to get him to it's new start position.
player.reset(true);
}
if(obj->type==TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx=obj->getBox().x+(50-23)/2;
shadow.fy=obj->getBox().y;
//Now reset the shadow to get him to it's new start position.
shadow.reset(true);
}
}
void LevelEditor::removeObject(GameObject* obj){
std::vector<GameObject*>::iterator it;
std::map<Block*,vector<GameObject*> >::iterator mapIt;
//Increase totalCollectables everytime we add a new collectable
if(obj->type==TYPE_COLLECTABLE){
totalCollectables--;
}
//Check if the object is in the selection.
it=find(selection.begin(),selection.end(),obj);
if(it!=selection.end()){
//It is so we delete it.
selection.erase(it);
}
//Check if the object is in the triggers.
mapIt=triggers.find(dynamic_cast<Block*>(obj));
if(mapIt!=triggers.end()){
//It is so we remove it.
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=triggers.begin();mapIt!=triggers.end();++mapIt){
//Now loop the target vector.
for(unsigned int o=0;o<(*mapIt).second.size();o++){
//Check if the obj is in the target vector.
if((*mapIt).second[o]==obj){
(*mapIt).second.erase(find((*mapIt).second.begin(),(*mapIt).second.end(),obj));
o--;
}
}
}
}
//Check if the object is in the movingObjects.
std::map<Block*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(dynamic_cast<Block*>(obj));
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Check if the block isn't being configured with a window one way or another.
std::map<GUIObject*,GameObject*>::iterator confIt;
for(confIt=objectWindows.begin();confIt!=objectWindows.end();++confIt){
if((*confIt).second==obj){
destroyWindow((*confIt).first);
}
}
//Now we remove the object from the levelObjects.
{
std::vector<Block*>::iterator it;
it=find(levelObjects.begin(),levelObjects.end(),dynamic_cast<Block*>(obj));
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
}
delete obj;
obj=NULL;
//Set dirty of selection popup
if(selectionPopup!=NULL) selectionPopup->dirty=true;
}
void LevelEditor::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check if one of the windows is closed.
if(eventType==GUIEventClick && (name=="lvlSettingsWindow" || name=="notificationBlockWindow" || name=="conveyorBlockWindow" || name=="scriptingWindow" || name=="levelScriptingWindow")){
destroyWindow(obj);
return;
}
//TODO: Add resize code for each GUIWindow.
if(name=="lvlSettingsWindow"){
return;
}
if(name=="notificationBlockWindow"){
return;
}
if(name=="conveyorBlockWindow"){
return;
}
if(name=="scriptingWindow"){
return;
}
if(name=="levelScriptingWindow"){
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.
configuredObject->setEditorProperty("message",message->getString());
}
}
}
//Conveyor belt block configure events.
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.
configuredObject->setEditorProperty("speed",speed->caption);
}
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
GUIObject* object=obj->getChild("name");
if(object)
levelName=object->caption;
object=obj->getChild("theme");
if(object)
levelTheme=object->caption;
//target time and recordings.
GUISpinBox* object2=(GUISpinBox*)obj->getChild("time");
if(object2){
float number=atof(object2->caption.c_str());
if(number<=0){
levelTime=-1;
}else{
levelTime=int(number*40.0+0.5);
}
}
object2=(GUISpinBox*)obj->getChild("recordings");
if(object){
float number=atof(object2->caption.c_str());
if(number<=0){
levelRecordings=-1;
}else{
levelRecordings=int(number);
}
}
}
//Level scripting window events.
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;
}
if(name=="cfgLevelScriptingOK"){
//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++){
//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())
scripts.erase(levelEventNameMap[script->name]);
else
scripts[levelEventNameMap[script->name]]=str;
}
}
}
}
//Scripting window events.
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=(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;
}
if(name=="cfgScriptingOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgScriptingEventType");
GUIObject* id=obj->getChild("id");
Block* block=dynamic_cast<Block*>(configuredObject);
if(block){
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())
block->scripts.erase(gameObjectEventNameMap[script->name]);
else
block->scripts[gameObjectEventNameMap[script->name]]=str;
}
}
}
if(id){
//Set the new id for the target block.
//TODO: Check for trigger links etc...
(dynamic_cast<Block*>(configuredObject))->id=id->caption;
}
}
}
}
//NOTE: We assume every event came from a window so 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(){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic();
}else{
//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){
camera.x+=cameraXvel;
camera.y+=cameraYvel;
//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(checkCollision(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<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-410)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(){
//Always let the game render the game.
Game::render();
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//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();
r.x-=camera.x;
r.y-=camera.y;
drawGUIBox(r.x,r.y,50,50,screen,0xFFFFFF33);
//Draw the selectionMarks.
applySurface(r.x,r.y,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y,selectionMark,screen,NULL);
applySurface(r.x,r.y+r.h-5,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y+r.h-5,selectionMark,screen,NULL);
}
//Clear the placement surface.
SDL_FillRect(placement,NULL,0x00FF00FF);
Uint32 color=SDL_MapRGB(placement->format,themeTextColor.r,themeTextColor.g,themeTextColor.b);
//Draw the dark areas marking the outside of the level.
SDL_Rect r;
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.x>LEVEL_WIDTH-SCREEN_WIDTH){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=SCREEN_WIDTH-(LEVEL_WIDTH-camera.x);
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_FillRect(placement,&r,color);
}
if(camera.y>LEVEL_HEIGHT-SCREEN_HEIGHT){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=SCREEN_WIDTH;
r.h=SCREEN_HEIGHT-(LEVEL_HEIGHT-camera.y);
SDL_FillRect(placement,&r,color);
}
//Check if we should draw on the placement surface.
showConfigure();
if(selectionDrag){
showSelectionDrag();
}else{
if(tool==ADD){
showCurrentObject();
}
}
//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};
//Find a block where the mouse is hovering on.
for(unsigned int o=0; o<levelObjects.size(); o++){
SDL_Rect rect=levelObjects[o]->getBox();
if(checkCollision(rect,mouse)==true){
if(tool==REMOVE){
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFF000055);
currentCursor=CURSOR_REMOVE;
}else{
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFFFFFF33);
}
}
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,screen);
//Render the placement surface.
applySurface(0,0,placement,screen,NULL);
//Render the hud layer.
renderHUD();
//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();
}
}
//Render actions popup (if any).
if(actionsPopup!=NULL){
actionsPopup->render();
}
}
}
void LevelEditor::renderHUD(){
//If moving show the moving speed in the top right corner.
if(moving){
//Calculate width of text "Movespeed: 100" to keep the same position with every value
if (movingSpeedWidth==-1){
int w;
TTF_SizeUTF8(fontText,tfm::format(_("Movespeed: %s"),100).c_str(),&w,NULL);
movingSpeedWidth=w+4;
}
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black);
//Draw the text in box and free the surface.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,bm->h+6,screen,0xDDDDDDDD);
applySurface(SCREEN_WIDTH-movingSpeedWidth,2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//On top of all render the toolbar.
drawGUIBox(toolbarRect.x,toolbarRect.y,8*50+10,52,screen,0xEDEDEDFF);
//Draw the first four options.
SDL_Rect r={0,0,200,50};
applySurface(toolbarRect.x+5,toolbarRect.y,toolbar,screen,&r);
//And the last three.
r.x=200;
r.w=150;
applySurface(toolbarRect.x+255,toolbarRect.y,toolbar,screen,&r);
//Now render a tooltip.
if(tooltip>=0){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=NULL;
switch(tooltip){
case 0:
tip=TTF_RenderUTF8_Blended(fontText,_("Select"),fg);
break;
case 1:
tip=TTF_RenderUTF8_Blended(fontText,_("Add"),fg);
break;
case 2:
tip=TTF_RenderUTF8_Blended(fontText,_("Delete"),fg);
break;
case 3:
tip=TTF_RenderUTF8_Blended(fontText,_("Play"),fg);
break;
case 5:
tip=TTF_RenderUTF8_Blended(fontText,_("Level settings"),fg);
break;
case 6:
tip=TTF_RenderUTF8_Blended(fontText,_("Save level"),fg);
break;
case 7:
tip=TTF_RenderUTF8_Blended(fontText,_("Back to menu"),fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={(SCREEN_WIDTH-390)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-tip->h;
if(r.x+tip->w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
}
}
//Render the tool box.
if(!playMode && !moving && tool==ADD && selectionPopup==NULL && actionsPopup==NULL && objectWindows.empty()){
if(toolboxVisible){
toolboxRect.x=0;
toolboxRect.y=0;
toolboxRect.w=SCREEN_WIDTH;
toolboxRect.h=64;
drawGUIBox(-2,-2,SCREEN_WIDTH+4,66,screen,0xFFFFFF00|230);
//Draw the hide icon.
SDL_Rect r={SCREEN_WIDTH-20,2,0,0};
SDL_Rect r2={80,0,16,16};
r.x=SCREEN_WIDTH-20;
SDL_BlitSurface(bmGUI,&r2,screen,&r);
//Calculate the maximal number of blocks can be displayed.
int m=(SCREEN_WIDTH-48)/64;
if(toolboxIndex>=EDITOR_ORDER_MAX-m){
toolboxIndex=EDITOR_ORDER_MAX-m;
}else{
//Draw an icon.
r.x=SCREEN_WIDTH-20;
r.y=24;
r2.x=96;
r2.y=16;
SDL_BlitSurface(bmGUI,&r2,screen,&r);
}
if(toolboxIndex<=0){
toolboxIndex=0;
}else{
//Draw an icon.
r.x=4;
r.y=24;
r2.x=80;
r2.y=16;
SDL_BlitSurface(bmGUI,&r2,screen,&r);
}
//Draw available blocks.
for(int i=0;i<m;i++){
if(i+toolboxIndex>=EDITOR_ORDER_MAX) break;
//Draw a rectangle around the current tool.
if(i+toolboxIndex==currentType){
drawGUIBox(i*64+24,3,64,58,screen,0xDDDDDDFF);
}
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[i+toolboxIndex]);
if(obj){
obj->editorPicture.draw(screen,i*64+24+7,7);
}
}
//Draw a tool tip.
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64 && x>=24 && x<24+m*64){
int i=(x-24)/64;
if(i+toolboxIndex<EDITOR_ORDER_MAX){
SDL_Color fg={0,0,0};
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,_(blockNames[editorTileOrder[i+toolboxIndex]]),fg);
SDL_Rect r={24+i*64,64,40,40};
if(r.x+tip->w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
}
}
}else{
SDL_Color fg={0,0,0};
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,_("Toolbox"),fg);
toolboxRect.x=SCREEN_WIDTH-tip->w-28;
toolboxRect.y=0;
toolboxRect.w=tip->w+28;
toolboxRect.h=tip->h+4;
SDL_Rect r={SCREEN_WIDTH-tip->w-24,2,0,0};
drawGUIBox(r.x-4,-2,tip->w+32,tip->h+6,screen,0xFFFFFF00|230);
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
SDL_Rect r2={96,0,16,16};
r.x=SCREEN_WIDTH-20;
SDL_BlitSurface(bmGUI,&r2,screen,&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-390)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,screen,color);
}
void LevelEditor::showCurrentObject(){
//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<EDITOR_ORDER_MAX){
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[currentType]);
if(obj){
obj->editorPicture.draw(placement,x-camera.x,y-camera.y);
}
}
}
void LevelEditor::showSelectionDrag(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
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 drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Loop through the selection.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
ThemeBlock* obj=objThemes.getBlock(selection[o]->type);
if(obj){
SDL_Rect r1=selection[o]->getBox();
obj->editorPicture.draw(placement,(r1.x-r.x)+x-camera.x,(r1.y-r.y)+y-camera.y);
}
}
}
void LevelEditor::showConfigure(){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
//By default use black color for arrows.
Uint32 color=0x00000000;
//Theme can change the color.
//TODO: use the actual color from the theme.
if(themeTextColor.r>128 && themeTextColor.g>128 && themeTextColor.b>128)
color=0xffffffff;
//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,placement,color,32,arrowAnimation%32);
//Also draw two selection marks.
applySurface(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,screen,NULL);
applySurface(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,screen,NULL);
}
}
}
//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,placement,color,32,arrowAnimation%32);
}
}
//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,placement,color,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,placement);
}
}
//And draw a marker at the end.
applySurface(x-13,y-13,movingMark,screen,NULL);
//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;
}
//Calculate offset to contain the moving speed.
int offset=int(double(arrowAnimation)*movingSpeed/10.0)%32;
drawLineWithArrow(posX+25,posY+25,x+25,y+25,placement,color,32,offset);
applySurface(x+12,y+12,movingMark,screen,NULL);
}
}
void LevelEditor::resize(){
//Call the resize method of the Game.
Game::resize();
//Now update the placement surface.
if(placement)
SDL_FreeSurface(placement);
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Move the toolbar's position rect used for collision.
toolbarRect.x=(SCREEN_WIDTH-410)/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/LevelPack.h b/src/LevelPack.h
index 928a78e..f126932 100644
--- a/src/LevelPack.h
+++ b/src/LevelPack.h
@@ -1,215 +1,213 @@
/*
- * Copyright (C) 2011-2012 Me and My Shadow
+ * Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LEVELPACK_H
#define LEVELPACK_H
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
#include <vector>
#include <string>
-#include "GameObjects.h"
-#include "Player.h"
#include "libs/tinygettext/tinygettext.hpp"
enum LevelPackType{
//Main levelpacks are distibuted along with the game and located in the data path.
MAIN,
//Addon levelpacks are downloaded/added packs which reside in the user data path.
ADDON,
//Custom levelpacks are user made and are located in the
CUSTOM,
//Collection levelpacks can contain levels from different locations.
//This type is used for the Levels and Custom Levels levelpacks.
//NOTE: The levelpackPath is ignored for these type of levelpacks since levels can be anywhere.
COLLECTION
};
class LevelPack{
public:
//A level entry structure.
struct Level{
//The name of the level.
- string name;
+ std::string name;
//The filename of the level.
- string file;
+ std::string file;
//Boolean if the level is locked.
bool locked;
//Boolean if the level is won.
bool won;
//Integer containing the number of ticks (40 = 1s) it took to finish the level.
//If there's no time the value will be -1.
int time;
//Integer containing the target time to get a medal.
int targetTime;
//Integer containing the number of recordings used to finish the level.
//When not won the value is -1.
int recordings;
//Integer containing the target recordings to get a medal.
int targetRecordings;
//MD5 of level node. :/
unsigned char md5Digest[16];
};
private:
//Index of the current level.
int currentLevel;
//Boolean if the levels are loaded.
bool loaded;
//Vector containing the filenames of the levels.
std::vector<Level> levels;
//The file name of the level progress.
std::string levelProgressFile;
public:
//The name of the levelpack.
std::string levelpackName;
//The location the levelpack is stored.
std::string levelpackPath;
//A description of the levelpack.
std::string levelpackDescription;
//The type of levelpack.
LevelPackType type;
//The text that will be displayed when the levels are finished.
std::string congratulationText;
//The preferred music list to be used with this levelpack.
std::string levelpackMusicList;
//The dictionaryManager of the levelpack, used to translate strings.
tinygettext::DictionaryManager* dictionaryManager;
//Boolean if the levelpack has a custom theme/partial theme bundled with it.
//NOTE: Themes can't be preloaded since they would be destroyed by the ThemeStack.
bool customTheme;
//Constructor.
LevelPack();
//Destructor.
~LevelPack();
//gettext function
inline tinygettext::DictionaryManager* getDictionaryManager() const{
return dictionaryManager;
}
//Method for updating the language to the configured one.
//NOTE: This is called when changing the translation in the Options menu.
void updateLanguage();
//Adds a level to the levels.
//levelFileName: The filename of the level to add.
//level: The index of the level to add.
void addLevel(const std::string& levelFileName,int levelno=-1);
//Removes a level from the levels.
//level: The index of the level to remove.
void removeLevel(unsigned int level);
//Moves the level to a given index.
//level1: The level to move.
//level2: The destination.
void moveLevel(unsigned int level1,unsigned int level2);
//Swaps two level.
//level1: The first level to swap.
//level2: The second level to swap.
void swapLevel(unsigned int level1,unsigned int level2);
//Get the levelFile for a given level.
//level: The level index to get the levelFile from.
//Returns: String containing the levelFileName (full path to the file).
const std::string getLevelFile(int level=-1);
//Get the levelpackPath of the levels.
//Returns: String containing the levelpackPath.
const std::string& getLevelpackPath();
//Get the levelName for a given level.
//level: The level index to get the levelName from.
//Returns: String containing the levelName.
const std::string& getLevelName(int level=-1);
//Sets the levelName for a given level.
//level: The level index to get the levelName from.
//name: The new name of the level.
void setLevelName(unsigned int level,const std::string& name);
//Get the MD5 for a given level.
//level: The level index.
//Returns: const unsigned char[16] containing the digest.
const unsigned char* getLevelMD5(int level=-1);
//get level's auto-save record path,
//using level's MD5, file name and other information.
void getLevelAutoSaveRecordPath(int level,std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath);
//Method for getting the path to the progress file.
//Returns: The path + filename to the progress file.
std::string getLevelProgressPath();
//Set the currentLevel.
//level: The new current level.
void setCurrentLevel(unsigned int level);
//Get the currentLevel.
//Returns: The currentLevel.
inline int getCurrentLevel(){return currentLevel;}
//Get the levelCount.
//Returns: The level count.
inline int getLevelCount(){return levels.size();}
//Method that will return the requested level.
//level: The index of the level, default is the current level.
//Returns: Pointer to the requested level structure.
struct Level* getLevel(int level=-1);
//Method that will reset any progress/statistics for a given level.
//level: The index of the level to reset, default is currentLevel.
void resetLevel(int level=-1);
//Check if a certain level is locked.
//level: The index of the level to check.
//Returns: True if the level is locked.
bool getLocked(unsigned int level);
//Set a level locked or not.
//level: The level to (un)lock.
//locked: The new status of the level, default is unlocked (false).
void setLocked(unsigned int level,bool locked=false);
//Empties the levels.
void clear();
bool loadLevels(const std::string& levelListFile);
void loadProgress();
void saveLevels(const std::string& levelListFile);
void saveLevelProgress();
void nextLevel();
};
#endif
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index 8db7354..f2537d4 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,453 +1,452 @@
/*
- * Copyright (C) 2011-2012 Me and My Shadow
+ * Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
-#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#ifdef __APPLE__
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_ttf.h>
#endif
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
using namespace std;
/////////////////////LEVEL SELECT/////////////////////
static string levelDescription,levelMedal2,levelMedal3,levelTime,levelRecs;
static string bestTimeFilePath,bestRecordingFilePath;
LevelPlaySelect::LevelPlaySelect():LevelSelect(_("Select Level")){
//Load the play button if needed.
playButtonImage=loadImage(getDataPath()+"gfx/playbutton.png");
timeIcon=loadImage(getDataPath()+"gfx/time.png");
recordingsIcon=loadImage(getDataPath()+"gfx/recordings.png");
//Create the gui.
createGUI(true);
//Show level list
refresh();
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
recordingsIcon=NULL;
timeIcon=NULL;
//Clear the selected level.
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
}
void LevelPlaySelect::createGUI(bool initial){
//Create the play button.
if(initial){
play=new GUIButton(SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,_("Play"));
}else{
play->left=SCREEN_WIDTH-240;
play->top=SCREEN_HEIGHT-60;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
if(initial)
GUIObjectRoot->addChild(play);
}
void LevelPlaySelect::refresh(bool change){
int m=levels->getLevelCount();
numbers.clear();
//Clear the selected level.
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
//Recreate the non selected number.
selectedNumber=new Number();
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(" ",box);
selectedNumber->setLocked(true);
levelDescription=_("Choose a level");
levelMedal2=string(_("Time:"));
levelMedal3=string(_("Recordings:"));
levelTime=string("- / -");
levelRecs=string("- / -");
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled=false;
for(int n=0; n<m; n++){
numbers.push_back(Number());
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+(SCREEN_WIDTH*0.2)/2,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(n,box);
numbers[n].setLocked(levels->getLocked(n));
int medal=levels->getLevel(n)->won;
if(medal){
if(levels->getLevel(n)->targetTime<0 || levels->getLevel(n)->time<=levels->getLevel(n)->targetTime)
medal++;
if(levels->getLevel(n)->targetRecordings<0 || levels->getLevel(n)->recordings<=levels->getLevel(n)->targetRecordings)
medal++;
}
numbers[n].setMedal(medal);
}
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+(LEVELS_PER_ROW-1))/LEVELS_PER_ROW;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
if(!levels->levelpackDescription.empty())
levelpackDescription->caption=_CC(levels->getDictionaryManager(),levels->levelpackDescription);
else
levelpackDescription->caption="";
}
void LevelPlaySelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
}else{
displayLevelInfo(number);
}
}
void LevelPlaySelect::checkMouse(){
int x,y;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if we should replay the record.
if(selectedNumber!=NULL){
SDL_Rect mouse={x,y,0,0};
if(!bestTimeFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestTimeFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestRecordingFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse();
}
void LevelPlaySelect::displayLevelInfo(int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number();
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(number,box);
selectedNumber->setLocked(false);
//Show level description
levelDescription=levels->getLevelName(number);
//Show level medal
int medal=levels->getLevel(number)->won;
int time=levels->getLevel(number)->time;
int targetTime=levels->getLevel(number)->targetTime;
int recordings=levels->getLevel(number)->recordings;
int targetRecordings=levels->getLevel(number)->targetRecordings;
if(medal){
if(targetTime<0){
medal=-1;
}else{
if(targetTime<0 || time<=targetTime)
medal++;
if(targetRecordings<0 || recordings<=targetRecordings)
medal++;
}
}
selectedNumber->setMedal(medal);
//Show best time and recordings
if(medal){
char s[64];
if(time>0)
if(targetTime>0)
sprintf(s,"%-.2fs / %-.2fs",time/40.0f,targetTime/40.0f);
else
sprintf(s,"%-.2fs / -",time/40.0f);
else
s[0]='\0';
levelTime=string(s);
if(recordings>=0)
if(targetRecordings>=0)
sprintf(s,"%5d / %d",recordings,targetRecordings);
else
sprintf(s,"%5d / -",recordings);
else
s[0]='\0';
levelRecs=string(s);
}else{
levelTime=string("- / -");
levelRecs=string("- / -");
}
//Show the play button.
play->enabled=true;
//Check if there is auto record file
levels->getLevelAutoSaveRecordPath(number,bestTimeFilePath,bestRecordingFilePath,false);
if(!bestTimeFilePath.empty()){
FILE *f;
f=fopen(bestTimeFilePath.c_str(),"rb");
if(f==NULL){
bestTimeFilePath.clear();
}else{
fclose(f);
}
}
if(!bestRecordingFilePath.empty()){
FILE *f;
f=fopen(bestRecordingFilePath.c_str(),"rb");
if(f==NULL){
bestRecordingFilePath.clear();
}else{
fclose(f);
}
}
}
void LevelPlaySelect::render(){
//First let the levelselect render.
LevelSelect::render();
int x,y,dy=0;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
selectedNumber->show(0);
SDL_Surface* bm;
if(!levelDescription.empty()){
bm=TTF_RenderUTF8_Blended(fontText,_CC(levels->getDictionaryManager(),levelDescription.c_str()),themeTextColor);
applySurface(100,SCREEN_HEIGHT-130+(50-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Only show the replay if the level is completed (won).
if(selectedNumber->getNumber()>=0 && selectedNumber->getNumber()<levels->getLevelCount()) {
if(levels->getLevel(selectedNumber->getNumber())->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(SCREEN_WIDTH-80,SCREEN_HEIGHT-130,playButtonImage,screen,&r);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(SCREEN_WIDTH-80,SCREEN_HEIGHT-98,playButtonImage,screen,&r);
}
}
}
if(!levelMedal2.empty()){
//Draw the icon.
applySurface(SCREEN_WIDTH-405,SCREEN_HEIGHT-130+3,timeIcon,screen,NULL);
//Now draw the text (title).
bm=TTF_RenderUTF8_Blended(fontText,levelMedal2.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-380,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
//Now draw the second text (value).
bm=TTF_RenderUTF8_Blended(fontText,levelTime.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-bm->w-80,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
}
if(!levelMedal3.empty()){
//Draw the icon.
applySurface(SCREEN_WIDTH-405,SCREEN_HEIGHT-98+(6)/2,recordingsIcon,screen,NULL);
//Now draw the text (title).
bm=TTF_RenderUTF8_Blended(fontText,levelMedal3.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-380,SCREEN_HEIGHT-98+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
//Now draw the second text (value).
bm=TTF_RenderUTF8_Blended(fontText,levelRecs.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-bm->w-80,SCREEN_HEIGHT-98+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
}
}
void LevelPlaySelect::renderTooltip(unsigned int number,int dy){
SDL_Color themeTextColor={0,0,0};
char s[64];
//Render the name of the level.
SDL_Surface* name=TTF_RenderUTF8_Blended(fontText,_CC(levels->getDictionaryManager(),levels->getLevelName(number)),themeTextColor);
SDL_Surface* time=NULL;
SDL_Surface* recordings=NULL;
//The time it took.
if(levels->getLevel(number)->time>0){
sprintf(s,"%-.2fs",levels->getLevel(number)->time/40.0f);
time=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
}
//The number of recordings it took.
if(levels->getLevel(number)->recordings>=0){
sprintf(s,"%d",levels->getLevel(number)->recordings);
recordings=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
}
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
if(time!=NULL && recordings!=NULL){
r.w=(name->w)>(25+time->w+40+recordings->w)?(name->w):(25+time->w+40+recordings->w);
r.h=name->h+5+20;
}else{
r.w=name->w;
r.h=name->h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFFFF;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//Increase the height to leave a gap between name and stats.
r2.y+=30;
if(time!=NULL){
//Now draw the time.
applySurface(r2.x,r2.y,timeIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(time,NULL,screen,&r2);
r2.x+=time->w+15;
}
if(recordings!=NULL){
//Now draw the recordings.
applySurface(r2.x,r2.y,recordingsIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(recordings,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
SDL_FreeSurface(time);
SDL_FreeSurface(recordings);
}
void LevelPlaySelect::resize(){
//Let the LevelSelect do his stuff.
LevelSelect::resize();
//Now create our gui again.
createGUI(false);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
}
}
}
diff --git a/src/LevelSelect.cpp b/src/LevelSelect.cpp
index 00d110a..ecd7b8e 100644
--- a/src/LevelSelect.cpp
+++ b/src/LevelSelect.cpp
@@ -1,416 +1,415 @@
/*
- * Copyright (C) 2011-2012 Me and My Shadow
+ * 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 "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
-#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#ifdef __APPLE__
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_ttf.h>
#endif
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
////////////////////NUMBER////////////////////////
Number::Number(){
image=NULL;
number=0;
medal=0;
selected=false;
locked=false;
//Set the default dimensions.
box.x=0;
box.y=0;
box.h=50;
box.w=50;
//Load the medals image.
medals=loadImage(getDataPath()+"gfx/medals.png");
}
Number::~Number(){
//We only need to free the SDLSurface.
if(image) SDL_FreeSurface(image);
}
void Number::init(int number,SDL_Rect box){
//First set the number and update our status.
this->number=number;
//Write our text, number+1 since the counting doens't start with 0, but with 1.
std::stringstream text;
number++;
text<<number;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
//Create the text image.
//Also check which font to use, if the number is higher than 100 use the small font.
image=TTF_RenderUTF8_Blended(fontGUI,text.str().c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
//Load background blocks.
objThemes.getBlock(TYPE_BLOCK,true)->createInstance(&block);
block.changeState("unlocked");
objThemes.getBlock(TYPE_SHADOW_BLOCK,true)->createInstance(&blockLocked);
blockLocked.changeState("locked");
}
void Number::init(std::string text,SDL_Rect box){
//First set the number and update our status.
this->number=-1;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
image=TTF_RenderUTF8_Blended(fontGUI,text.c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
//Load background blocks.
objThemes.getBlock(TYPE_BLOCK,true)->createInstance(&block);
block.changeState("unlocked");
objThemes.getBlock(TYPE_SHADOW_BLOCK,true)->createInstance(&blockLocked);
blockLocked.changeState("locked");
}
void Number::show(int dy){
//First draw the background, also apply the yOffset(dy).
if(!locked)
block.draw(screen,box.x,box.y-dy);
else
blockLocked.draw(screen,box.x,box.y-dy);
//Now draw the text image over the background.
//We draw it centered inside the box.
applySurface((box.x+25-(image->w/2)),box.y-dy,image,screen,NULL);
//Draw the selection mark.
if(selected){
drawGUIBox(box.x,box.y-dy,50,50,screen,0xFFFFFF23);
}
//Draw the medal.
if(medal>0){
SDL_Rect r={(medal-1)*30,0,30,30};
applySurface(box.x+30,(box.y+30)-dy,medals,screen,&r);
}
}
void Number::setLocked(bool locked){
this->locked=locked;
}
void Number::setMedal(int medal){
this->medal=medal;
}
/////////////////////LEVEL SELECT/////////////////////
LevelSelect::LevelSelect(string titleText,LevelPackManager::LevelPackLists packType){
//clear the selected level
selectedNumber=NULL;
//Calculate the LEVELS_PER_ROW and LEVEL_ROWS if they aren't calculated already.
calcRows();
//Render the title.
title=TTF_RenderUTF8_Blended(fontTitle,titleText.c_str(),themeTextColor);
//create GUI (test only)
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//the level select scroll bar
levelScrollBar=new GUIScrollBar(SCREEN_WIDTH*0.9,184,16,SCREEN_HEIGHT-344,ScrollBarVertical,0,0,0,1,4,true,false);
GUIObjectRoot->addChild(levelScrollBar);
//level pack description
levelpackDescription=new GUILabel(0,140,SCREEN_WIDTH,32,"",0,true,true,GUIGravityCenter);
GUIObjectRoot->addChild(levelpackDescription);
levelpacks=new GUISingleLineListBox((SCREEN_WIDTH-500)/2,104,500,32);
levelpacks->name="cmdLvlPack";
levelpacks->eventCallback=this;
vector<pair<string,string> > v=getLevelPackManager()->enumLevelPacks(packType);
levelpacks->addItems(v);
levelpacks->value=0;
//Check if we can find the lastlevelpack.
for(vector<pair<string,string> >::iterator i=v.begin(); i!=v.end(); ++i){
if(i->first==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
}
}
//Load the progress.
levels=getLevelPackManager()->getLevelPack(v[levelpacks->value].first);
levels->loadProgress();
//And add the levelpack single line listbox to the GUIObjectRoot.
GUIObjectRoot->addChild(levelpacks);
obj=new GUIButton(20,20,-1,32,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
section=1;
}
LevelSelect::~LevelSelect(){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
levelScrollBar=NULL;
levelpackDescription=NULL;
selectedNumber=NULL;
//Free the rendered title surface.
SDL_FreeSurface(title);
}
void LevelSelect::calcRows(){
//Calculate the number of rows and the number of levels per row.
LEVELS_PER_ROW=(SCREEN_WIDTH*0.8)/64;
int LEVEL_ROWS=(SCREEN_HEIGHT-344)/64;
LEVELS_DISPLAYED_IN_SCREEN=LEVELS_PER_ROW*LEVEL_ROWS;
}
void LevelSelect::selectNumberKeyboard(int x,int y){
if(section==2){
//Move selection
int realNumber=0;
if(selectedNumber)
realNumber=selectedNumber->getNumber()+x+(y*LEVELS_PER_ROW);
//If selection is outside of the map grid, change section
if(realNumber<0 || realNumber>(int)numbers.size()-1){
section=1;
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=false;
refresh();
}
}else{
//If not, move selection
if(!numbers[realNumber].getLocked()){
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==realNumber);
}
selectNumber(realNumber,false);
}
}
}else if(section==1){
//Loop through levelpacks and update GUI
levelpacks->value+=x;
if(levelpacks->value<0){
levelpacks->value=levelpacks->item.size()-1;
}else if(levelpacks->value>(int)levelpacks->item.size()-1){
levelpacks->value=0;
}
GUIEventCallback_OnEvent("cmdLvlPack",static_cast<GUIObject*>(levelpacks),0);
//If up is pressed, change section
if(y==1){
section=2;
selectNumber(0,false);
numbers[0].selected=true;
}
}else{
section=clamp(section+y,0,2);
}
}
void LevelSelect::handleEvents(){
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check for a mouse click.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
checkMouse();
}
//Check focus movement
if(inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
selectNumberKeyboard(1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
selectNumberKeyboard(-1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
selectNumberKeyboard(0,-1);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
selectNumberKeyboard(0,1);
}
//Check if enter is pressed
if(section==2 && inputMgr.isKeyUpEvent(INPUTMGR_SELECT)){
selectNumber(selectedNumber->getNumber(),true);
}
//Check if escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
//Check for scrolling down and up.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN && levelScrollBar){
if(levelScrollBar->value<levelScrollBar->maxValue) levelScrollBar->value++;
return;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP && levelScrollBar){
if(levelScrollBar->value>0) levelScrollBar->value--;
return;
}
}
void LevelSelect::checkMouse(){
int x,y,dy=0,m=numbers.size();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if there's a scrollbar, if so get the value.
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
for(int n=dy*LEVELS_PER_ROW; n<m; n++){
if(!numbers[n].getLocked()){
if(checkCollision(mouse,numbers[n].box)==true){
if(numbers[n].selected){
selectNumber(n,true);
}else{
//Select current level
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==n);
}
selectNumber(n,false);
}
section=2;
break;
}
}
}
}
void LevelSelect::logic(){}
void LevelSelect::render(){
int x,y,dy=0,m=numbers.size();
int idx=-1;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Draw background.
objThemes.getBackground(true)->draw(screen);
objThemes.getBackground(true)->updateAnimation();
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
//Loop through the level blocks and draw them.
for(int n=dy*LEVELS_PER_ROW;n<m;n++){
numbers[n].show(dy*64);
if(numbers[n].getLocked()==false && checkCollision(mouse,numbers[n].box)==true)
idx=n;
}
//Show the tool tip text.
if(idx>=0){
renderTooltip(idx,dy);
}
}
void LevelSelect::resize(){
calcRows();
refresh(false);
//NOTE: We don't need to recreate the listbox and the back button, only resize the list.
levelpacks->left=(SCREEN_WIDTH-500)/2;
levelpackDescription->width = SCREEN_WIDTH;
}
void LevelSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
if(name=="cmdLvlPack"){
getSettings()->setValue("lastlevelpack",static_cast<GUISingleLineListBox*>(obj)->item[obj->value].first);
}else if(name=="cmdBack"){
setNextState(STATE_MENU);
return;
}else{
return;
}
//new: reset the level list scroll bar
if(levelScrollBar)
levelScrollBar->value=0;
levels=getLevelPackManager()->getLevelPack(static_cast<GUISingleLineListBox*>(obj)->item[obj->value].first);
//Load the progress file.
levels->loadProgress();
//And refresh the numbers.
refresh();
}
diff --git a/src/Main.cpp b/src/Main.cpp
index b446875..e4693d1 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -1,260 +1,258 @@
/*
- * Copyright (C) 2011-2012 Me and My Shadow
+ * 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 "Functions.h"
-#include "Timer.h"
-#include "Objects.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIObject.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <SDL/SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#endif
//Variables for recording.
//To enable picture recording uncomment the next line:
//#define RECORD_PICUTRE_SEQUENCE
#ifdef RECORD_PICUTRE_SEQUENCE
bool recordPictureSequence=false;
int recordPictureIndex=0;
#endif
#ifdef __APPLE__
int SDL_main(int argc, char** argv) {
#else
int main(int argc, char** argv) {
#endif
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale(LC_ALL,"");
#endif
//Relocate the standard output for debug purpose (?)
#if defined(ANDROID)
freopen("stdout.txt","w",stdout);
freopen("stderr.txt","w",stderr);
#endif
//First parse the comand line arguments.
int s=parseArguments(argc,argv);
if(s==-1){
printf("Usage: %s [OPTIONS] ...\n",argv[0]);
printf("%s","Available options:\n");
printf(" %-5s%-30s %s\n","","--data-dir <dir>","Specifies the data directory.");
printf(" %-5s%-30s %s\n","","--user-dir <dir>","Specifies the user preferences directory.");
printf(" %-5s%-30s %s\n","-f,","--fullscreen","Run the game fullscreen.");
printf(" %-5s%-30s %s\n","-w,","--windowed","Run the game windowed.");
printf(" %-5s%-30s %s\n","-mv,","--music <volume>","Set the music volume.");
printf(" %-5s%-30s %s\n","-sv,","--sound <volume>","Set the sound volume.");
printf(" %-5s%-30s %s\n","-s,","--set <setting> <value>","Change a setting to a given value.");
printf(" %-5s%-30s %s\n","-v,","--version","Display the version and quit.");
printf(" %-5s%-30s %s\n","-h,","--help","Display this help message.");
return 0;
}else if(s==0){
return 0;
}
//Try to configure the dataPath, userPath, etc...
if(configurePaths()==false){
fprintf(stderr,"FATAL ERROR: Failed to configure paths.\n");
return 1;
}
//Load the settings.
if(loadSettings()==false){
fprintf(stderr,"FATAL ERROR: Failed to load config file.\n");
return 1;
}
//Initialise some stuff like SDL, the window, SDL_Mixer.
if(init()==false) {
fprintf(stderr,"FATAL ERROR: Failed to initialize game.\n");
return 1;
}
//Load some important files like the background music, default theme.
if(loadFiles()==false){
fprintf(stderr,"FATAL ERROR: Failed to load necessary files.\n");
return 1;
}
//Seed random.
srand((unsigned)time(NULL));
//Set the currentState id to the main menu and create it.
stateID=STATE_MENU;
currentState=new Menu();
//Set the fadeIn value to zero.
int fadeIn=0;
//Keep the last resize event, this is to only process one.
SDL_Event lastResize={};
//Start the game loop.
while(stateID!=STATE_EXIT){
//We start the timer.
timer.start();
//Loop the SDL events.
while(SDL_PollEvent(&event)){
//Check if user resizes the window.
if(event.type==SDL_VIDEORESIZE){
lastResize=event;
//Don't let other objects process this event (?)
continue;
}
//Check if the fullscreen toggle shortcut is pressed (Alt+Enter).
if(event.type==SDL_KEYUP && event.key.keysym.sym==SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT)){
getSettings()->setValue("fullscreen",getSettings()->getBoolValue("fullscreen")?"0":"1");
//We need to create a new screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width","800");
getSettings()->setValue("height","600");
//Try it with the safe settings.
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
cerr<<"ERROR: Unable to create screen."<<endl;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme("")){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
cerr<<"ERROR: Unable to load theme after toggling fullscreen."<<endl;
}
//Don't let other objects process this event.
continue;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_F10){
recordPictureSequence=!recordPictureSequence;
printf("Record Picture Sequence %s\n",recordPictureSequence?"ON":"OFF");
}
#endif
//Set the cursor type to the default one, the GUI can change that if needed.
currentCursor=CURSOR_POINTER;
//Let the input manager handle the events.
inputMgr.updateState(true);
//Let the currentState handle the events.
currentState->handleEvents();
//Also pass the events to the GUI.
GUIObjectHandleEvents();
}
//Process the resize event.
if(lastResize.type==SDL_VIDEORESIZE){
event=lastResize;
onVideoResize();
//After resize we erase the event type
lastResize.type=SDL_NOEVENT;
}
//maybe we should add a check here (??) to fix some bugs (ticket #47)
if(nextState!=STATE_NULL){
//Check if fading is enabled.
if(getSettings()->getBoolValue("fading"))
fadeIn=17;
else
fadeIn=255;
changeState();
}
if(stateID==STATE_EXIT) break;
//update input state (??)
inputMgr.updateState(false);
//Now it's time for the state to do his logic.
currentState->logic();
currentState->render();
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if(GUIObjectRoot) GUIObjectRoot->render();
//draw new achievements (if any)
statsMgr.render();
//draw fading effect
if(fadeIn>0&&fadeIn<255){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fadeIn);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
fadeIn+=17;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(recordPictureSequence){
char s[64];
recordPictureIndex++;
sprintf(s,"pic%08d.bmp",recordPictureIndex);
printf("Save screen to %s\n",s);
SDL_SaveBMP(screen,(getUserPath(USER_CACHE)+s).c_str());
}
#endif
//Before flipping the screen set the cursor.
SDL_SetCursor(cursors[currentCursor]);
//And draw the screen surface to the actual screen.
flipScreen();
//Check if nextState is set, meaning we should fade in and change state.
if(nextState!=STATE_NULL){
//FIXME: Should we check it here, this is only called when the nextState is changed in logic or render code.
//This happens AFAIK only when replaying a level, in which case the nextState can just as well be handled the next frame in the check above.
//Check if fading is enabled.
if(getSettings()->getBoolValue("fading"))
fadeIn=17;
else
fadeIn=255;
changeState();
}
//Now calcualte how long we need to wait to keep a constant framerate.
int t=timer.getTicks();
t=(1000/FPS)-t;
if(t>0){
SDL_Delay(t);
}
}
//The game has ended, save the settings just to be sure.
saveSettings();
//Clean everything up.
clean();
//End of program.
return 0;
}
diff --git a/src/Objects.cpp b/src/Objects.cpp
deleted file mode 100644
index a96d30f..0000000
--- a/src/Objects.cpp
+++ /dev/null
@@ -1,24 +0,0 @@
-/*
- * Copyright (C) 2011-2012 Me and My Shadow
- *
- * This file is part of Me and My Shadow.
- *
- * Me and My Shadow is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Me and My Shadow is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#include "Objects.h"
-
-Timer timer;
-LevelPack* levels = NULL;
-GameState* currentState = NULL;
diff --git a/src/Objects.h b/src/Objects.h
deleted file mode 100644
index 1d41346..0000000
--- a/src/Objects.h
+++ /dev/null
@@ -1,34 +0,0 @@
-/*
- * Copyright (C) 2011-2012 Me and My Shadow
- *
- * This file is part of Me and My Shadow.
- *
- * Me and My Shadow is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Me and My Shadow is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#ifndef OBJECTS_H
-#define OBJECTS_H
-
-#include "Timer.h"
-#include "LevelPack.h"
-#include "GameState.h"
-
-//Timer used to maintain a constant number of fps.
-extern Timer timer;
-//Pointer to the current levelpack.
-extern LevelPack* levels;
-//The currentState.
-extern GameState* currentState;
-
-#endif
diff --git a/src/Player.cpp b/src/Player.cpp
index 57eb6c7..0052bb2 100644
--- a/src/Player.cpp
+++ b/src/Player.cpp
@@ -1,1589 +1,1588 @@
/*
* 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 "Player.h"
#include "Game.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
-#include "Objects.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include "MD5.h"
#include <iostream>
#include <fstream>
#include <SDL/SDL.h>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
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;
onGroundSaved=false;
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordKeyPressLog_saved.clear();
recordPlayerPosition.clear();
recordPlayerPosition_saved.clear();
#endif
objNotificationBlock=objCurrentStandSave=objLastStandSave=NULL;
//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=objShadowBlock=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->saveStateNextTime=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LOAD) && !readFromRecord){
//F3 is used to load the last state.
if(objParent)
objParent->loadStateNextTime=true;
}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){
//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;
//Store the location.
int lastX=box.x;
int lastY=box.y;
collision(levelObjects);
bool canTeleport=true;
bool isTraveling=true;
//Now check the functional blocks.
for(unsigned int o=0;o<levelObjects.size();o++){
//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){
//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;
}
break;
}
case TYPE_PORTAL:
{
//Check if the teleport id isn't empty.
if(levelObjects[o]->id.empty()){
cerr<<"Warning: Invalid teleport id!"<<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){
downKeyPressed=false;
//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 so play the error sound.
getSoundManager()->playSound("error");
break;
}
//Check if the second (oo) object is a portal.
if(levelObjects[oo]->type==TYPE_PORTAL){
//Check the id against the destination of the first portal.
if(levelObjects[o]->destination==levelObjects[oo]->id){
//Call the event.
objParent->broadcastObjectEvent(GameObjectEvent_OnToggle,-1,NULL,levelObjects[o]);
objLastTeleport=levelObjects[oo];
//Get the destination location and teleport the player.
SDL_Rect r=levelObjects[oo]->getBox();
box.x=r.x+5;
box.y=r.y+2;
//We don't count it to traveling distance.
isTraveling=false;
//Play the swap sound.
getSoundManager()->playSound("swap");
break;
}
}
//Increase oo.
oo++;
}
}
}
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(1);
//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;
}
}
if(objParent!=NULL){
//Make sure that the id isn't emtpy.
if(!levelObjects[o]->id.empty()){
objParent->broadcastObjectEvent(0x10000 | (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&3),
-1,levelObjects[o]->id.c_str());
}else{
cerr<<"Warning: invalid switch id!"<<endl;
}
}
}
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)==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 && !isPlayFromRecord()){
//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){
objParent->player.swapState(this);
objSwap->playAnimation(1);
//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){
swapState(&objParent->shadow);
objSwap->playAnimation(1);
//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){
if(appearance.currentStateName!="walkright"){
appearance.changeState("walkright");
}
}else if(xVel<0){
if(appearance.currentStateName!="walkleft"){
appearance.changeState("walkleft");
}
}else if(xVel==0){
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
}
}else{
//Check for jump appearance (inAir).
if(direction==1){
if(yVel>0){
if(appearance.currentStateName!="fallleft")
appearance.changeState("fallleft");
}else{
if(appearance.currentStateName!="jumpleft")
appearance.changeState("jumpleft");
}
}else{
if(yVel>0){
if(appearance.currentStateName!="fallright")
appearance.changeState("fallright");
}else{
if(appearance.currentStateName!="jumpright")
appearance.changeState("jumpright");
}
}
}
}
//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){
//Only move when the player isn't dead.
if(dead)
return;
//First sort out the velocity.
//Add gravity acceleration to the vertical velocity.
if(!canMove)
//FIXME: xVel should be set to zero instead of substracting it from xVelBase.
//This isn't done since xVel won't be set back every frame but in handleInput.
xVelBase-=xVel;
if(isJump)
jump();
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13)
yVel=13;
}
if(objCurrentStand!=NULL){
//Now get the velocity of the object the player is standing on.
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
xVelBase=v.x;
//NOTE: Only copy the velocity of the block when moving down.
//Upwards is automatically resolved before the player is moved.
if(v.y>0)
yVelBase=v.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 enabled blocks.
if(!levelObjects[o]->enabled)
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){
if((r.x+r.w)-box.x<=delta.x)
box.x=r.x+r.w;
}else{
if((box.x+box.w)-r.x<=-delta.x)
box.x=r.x-box.w;
}
}
if(delta.y!=0){
if(delta.y>0){
if((r.y+r.h)-box.y<=delta.y)
box.y=r.y+r.h;
}else{
if((box.y+box.h)-r.y<=-delta.y)
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 enabled.
if(!levelObjects[o]->enabled)
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 isn't enabled.
if(!levelObjects[o]->enabled)
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 left so the right edge of the player must be less 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 less 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)
die(false);
//Check if the player changed blocks, meaning stepped onto a block.
objCurrentStand=lastStand;
if(lastStand!=objLastStand){
//The player has changed block so call the playerleave event.
if(objLastStand)
objParent->broadcastObjectEvent(GameObjectEvent_PlayerLeave,-1,NULL,objLastStand);
//Set the new lastStand.
objLastStand=lastStand;
if(lastStand){
//Call the walk on event of the laststand.
objParent->broadcastObjectEvent(GameObjectEvent_PlayerWalkOn,-1,NULL,lastStand);
//Bugfix for Fragile blocks.
if(lastStand->type==TYPE_FRAGILE && !lastStand->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
inAir=true;
isJump=false;
}
}
}
//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(objCurrentStand)
objParent->broadcastObjectEvent(GameObjectEvent_PlayerIsOn,-1,NULL,objCurrentStand);
//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(){
//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",screen,line[l].x-camera.x,line[l].y-camera.y,NULL);
}
}
//NOTE: We do logic here, because it's only needed by the appearance.
appearance.updateAnimation();
appearance.draw(screen, box.x-camera.x, box.y-camera.y, NULL);
}
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){
int yVelocity=yVel-1;
if(yVelocity>0){
box.y-=yVel;
box.y+=boxShadow.y-(box.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;
if(other->objCurrentStand){
SDL_Rect v=other->objCurrentStand->getBox(BoxType_Velocity);
xVelBase=v.x;
yVelBase=v.y;
}
}
}else if(boxShadow.y+boxShadow.h<=box.y+13 && !inAir){
int yVelocity=other->yVel-1;
if(yVelocity>0){
other->box.y-=other->yVel;
other->box.y+=box.y-(other->box.y+other->box.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;
if(objCurrentStand){
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
other->xVelBase=v.x;
other->yVelBase=v.y;
}
}
}
}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;
}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 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;
}
}
//Check if the level fit's vertically inside the camera.
if(camera.h>LEVEL_HEIGHT){
//We don't centre vertical because the bottom line of the level (deadly) will be mid air.
camera.y=-(camera.h-LEVEL_HEIGHT);
}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 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;
}
}
}
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.resetAnimation(save);
appearance.changeState("standright");
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=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.
appearance.saveAnimation();
//Save the lastStand and currentStand pointers.
objCurrentStandSave=objCurrentStand;
objLastStandSave=objLastStand;
//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;
//Restore the appearance.
appearance.loadAnimation();
//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);
//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 9aa4d71..6b0279e 100644
--- a/src/Scenery.cpp
+++ b/src/Scenery.cpp
@@ -1,189 +1,188 @@
/*
* 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 "Game.h"
#include "Scenery.h"
-#include "Objects.h"
#include "Functions.h"
#include <iostream>
#include <stdlib.h>
#include <stdio.h>
using namespace std;
Scenery::Scenery(Game* parent):
GameObject(parent),
xSave(0),
ySave(0),
dx(0),
dy(0)
{}
Scenery::~Scenery(){
//Destroy the themeBlock since it isn't needed anymore.
themeBlock.destroy();
}
void Scenery::show(){
//Check if the scenery is visible.
if(checkCollision(camera,box)==true || (stateID==STATE_LEVEL_EDITOR && checkCollision(camera,boxBase)==true)){
//Now draw normal.
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
}
}
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.
appearance.saveAnimation();
}
void Scenery::loadState(){
//Restore the location.
box.x=boxBase.x+xSave;
box.y=boxBase.y+ySave;
//And load the animation.
appearance.loadAnimation();
}
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.resetAnimation(save);
appearance.changeState("default");
//NOTE: We load the animation right after changing it to prevent a transition.
if(save)
appearance.loadAnimation();
}
void Scenery::playAnimation(int flags){}
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){
}
void Scenery::setEditorData(std::map<std::string,std::string>& obj){
}
std::string Scenery::getEditorProperty(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(std::string property,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(TreeStorageNode* objNode){
//Make sure there are enough arguments.
if(objNode->value.size()<4)
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=atoi(objNode->value[2].c_str());
box.h=boxBase.h=atoi(objNode->value[3].c_str());
//Load the appearance.
themeBlock.loadFromNode(objNode,levels->levelpackPath);
themeBlock.createInstance(&appearance);
return true;
}
void Scenery::prepareFrame(){
//Reset the delta variables.
dx=dy=0;
}
void Scenery::move(){
//Update our appearance.
appearance.updateAnimation();
}
diff --git a/src/ScriptAPI.cpp b/src/ScriptAPI.cpp
index 0dd0599..0d73eb3 100644
--- a/src/ScriptAPI.cpp
+++ b/src/ScriptAPI.cpp
@@ -1,768 +1,767 @@
/*
* 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 "Functions.h"
-#include "Objects.h"
#include "Game.h"
#include <iostream>
using namespace std;
int test(lua_State* state){
cout<<"Hello world"<<endl;
return 0;
}
//Register the libraries.
void registerFunctions(ScriptExecutor* executor){
//
}
///////////////////////////BLOCK SPECIFIC///////////////////////////
int getBlockById(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlockById, expected 1.");
lua_error(state);
}
//Make sure the given argument is an id (string).
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlockById.");
lua_error(state);
}
//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.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlocksById, expected 1.");
lua_error(state);
}
//Make sure the given argument is an id (string).
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlocksById.");
lua_error(state);
}
//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 getBlockLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlockLocation, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlockLocation.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL) return 0;
//Get the object.
lua_pushnumber(state,object->getBox().x);
lua_pushnumber(state,object->getBox().y);
return 2;
}
int setBlockLocation(lua_State* state){
//Check the number of arguments.
int args=lua_gettop(state);
//Make sure the number of arguments is correct.
if(args!=3){
lua_pushstring(state,"Incorrect number of arguments for setBlockLocation, expected 3.");
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setBlockLocation.");
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setBlockLocation.");
lua_error(state);
}
if(!lua_isnumber(state,3)){
lua_pushstring(state,"Invalid type for argument 3 of setBlockLocation.");
lua_error(state);
}
//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 getBlockType(lua_State* state){
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getBlockType, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getBlockType.");
lua_error(state);
}
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 changeBlockThemeState(lua_State* state){
int args=lua_gettop(state);
if(args!=2){
lua_pushstring(state,"Incorrect number of arguments for changeBlockThemeState, expected 2.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of changeBlockThemeState.");
lua_error(state);
}
if(!lua_isstring(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of changeBlockThemeState.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
object->appearance.changeState(lua_tostring(state,2));
return 0;
}
int setBlockEnabled(lua_State* state){
int args=lua_gettop(state);
if(args!=2){
lua_pushstring(state,"Incorrect number of arguments for setBlockEnabled, expected 2.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setBlockEnabled.");
lua_error(state);
}
if(!lua_isboolean(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setBlockEnabled.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL)
return 0;
bool enabled=lua_toboolean(state,2);
object->enabled=enabled;
return 0;
}
int isBlockEnabled(lua_State* state){
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for isBlockEnabled, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setBlockEnabled.");
lua_error(state);
}
Block* object = Block::getObjectFromUserData(state,1);
if(object==NULL)
return 0;
lua_pushboolean(state,object->enabled);
return 1;
}
//Array with the methods for the block library.
static const struct luaL_Reg blocklib_m[]={
{"getBlockById",getBlockById},
{"getBlocksById",getBlocksById},
{"getLocation",getBlockLocation},
{"setLocation",setBlockLocation},
{"getType",getBlockType},
{"changeThemeState",changeBlockThemeState},
{"setEnabled",setBlockEnabled},
{"isEnabled",isBlockEnabled},
{NULL,NULL}
};
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///////////////////////////
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;
}
int getPlayerLocation(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getPlayerLocation, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getPlayerLocation.");
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
//Get the object.
lua_pushnumber(state,player->getBox().x);
lua_pushnumber(state,player->getBox().y);
return 2;
}
int setPlayerLocation(lua_State* state){
//Make sure there are three arguments, userdatum and two integers.
int args=lua_gettop(state);
if(args!=3){
lua_pushstring(state,"Incorrect number of arguments for setPlayerLocation, expected 3.");
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setPlayerLocation.");
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setPlayerLocation.");
lua_error(state);
}
if(!lua_isnumber(state,3)){
lua_pushstring(state,"Invalid type for argument 3 of setPlayerLocation.");
lua_error(state);
}
//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 setPlayerJump(lua_State* state){
//Make sure there are three arguments, userdatum and one integers.
int args=lua_gettop(state);
if(args!=1 && args!=2){
lua_pushstring(state,"Incorrect number of arguments for setPlayerJump, expected 1 or 2.");
lua_error(state);
}
//Check if the arguments are of the right type.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setPlayerJump.");
lua_error(state);
}
if(args==2 && !lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of setPlayerJump.");
lua_error(state);
}
//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 isPlayerShadow(lua_State* state){
//Make sure there's only one argument and that argument is an userdatum.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for isPlayerShadow, expected 1.");
lua_error(state);
}
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of isPlayerShadow.");
lua_error(state);
}
Player* player=getPlayerFromUserData(state,1);
if(player==NULL) return 0;
lua_pushboolean(state,player->isShadow());
return 1;
}
int getPlayerCurrentStand(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for getPlayerCurrentStand, expected 1.");
lua_error(state);
}
//Make sure the given argument is a player userdatum.
if(!lua_isuserdata(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of getPlayerCurrentStand.");
lua_error(state);
}
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;
}
//Array with the methods for the player and shadow library.
static const struct luaL_Reg playerlib_m[]={
{"getLocation",getPlayerLocation},
{"setLocation",setPlayerLocation},
{"jump",setPlayerJump},
{"isShadow",isPlayerShadow},
{"getCurrentStand",getPlayerCurrentStand},
{NULL,NULL}
};
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///////////////////////////
int getLevelSize(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_WIDTH);
lua_pushinteger(state,LEVEL_HEIGHT);
return 2;
}
int getLevelWidth(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_WIDTH);
return 1;
}
int getLevelHeight(lua_State* state){
//NOTE: this function accepts 0 arguments, but we ignore the argument count.
//Returns level size.
lua_pushinteger(state,LEVEL_HEIGHT);
return 1;
}
int getLevelName(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;
}
//Array with the methods for the level library.
static const struct luaL_Reg levellib_m[]={
{"getSize",getLevelSize},
{"getWidth",getLevelWidth},
{"getHeight",getLevelHeight},
{"getName",getLevelName},
{NULL,NULL}
};
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///////////////////////////
int setCameraMode(lua_State* state){
//Get the number of args, this MUST be one.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for setCameraMode, expected 1.");
lua_error(state);
}
//Make sure the given argument is a string.
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setCameraMode.");
lua_error(state);
}
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{
//Unkown OR invalid camera mode.
lua_pushstring(state,"Unkown or invalid camera mode for setCameraMode.");
lua_error(state);
}
//Returns nothing.
return 0;
}
int cameraLookAt(lua_State* state){
//Get the number of args, this MUST be two (x and y).
int args=lua_gettop(state);
if(args!=2){
lua_pushstring(state,"Incorrect number of arguments for cameraLookAt, expected 2.");
lua_error(state);
}
//Make sure the given arguments are integers.
if(!lua_isnumber(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of cameraLookAt.");
lua_error(state);
}
if(!lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of cameraLookAt.");
lua_error(state);
}
//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;
}
//Array with the methods for the camera library.
static const struct luaL_Reg cameralib_m[]={
{"setMode",setCameraMode},
{"lookAt",cameraLookAt},
{NULL,NULL}
};
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///////////////////////////
int playSound(lua_State* state){
//Get the number of args, this can be anything from one to three.
int args=lua_gettop(state);
if(args<1 || args>3){
lua_pushstring(state,"Incorrect number of arguments for playSound, expected 1-3.");
lua_error(state);
}
//Make sure the first argument is a string.
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of playSound.");
lua_error(state);
}
//Default values for concurrent and force.
//See SoundManager.h
int concurrent=1;
bool force=false;
//If there's a second one it should be an integer.
if(args>1){
if(!lua_isnumber(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of playSound.");
lua_error(state);
}else{
concurrent=lua_tonumber(state,2);
}
}
//If there's a third one it should be a boolean.
if(args>2){
if(!lua_isboolean(state,3)){
lua_pushstring(state,"Invalid type for argument 3 of playSound.");
lua_error(state);
}else{
force=lua_toboolean(state,3);
}
}
//Get the name of the sound.
string sound=lua_tostring(state,1);
//Try to play the sound.
getSoundManager()->playSound(sound,concurrent,force);
//Returns nothing.
return 0;
}
int playMusic(lua_State* state){
//Get the number of args, this can be either one or two.
int args=lua_gettop(state);
if(args<1 || args>2){
lua_pushstring(state,"Incorrect number of arguments for playMusic, expected 1 or 2.");
lua_error(state);
}
//Make sure the first argument is a string.
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of playMusic.");
lua_error(state);
}
//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){
if(!lua_isboolean(state,2)){
lua_pushstring(state,"Invalid type for argument 2 of playMusic.");
lua_error(state);
}else{
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.
int args=lua_gettop(state);
if(args!=1){
lua_pushstring(state,"Incorrect number of arguments for setMusicList, expected 1.");
lua_error(state);
}
//Make sure the given argument is a string.
if(!lua_isstring(state,1)){
lua_pushstring(state,"Invalid type for argument 1 of setMusicList.");
lua_error(state);
}
//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 currentMusicPlaying(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;
}
//Array with the methods for the audio library.
static const struct luaL_Reg audiolib_m[]={
{"playSound",playSound},
{"playMusic",playMusic},
{"pickMusic",pickMusic},
{"setMusicList",setMusicList},
{"getMusicList",getMusicList},
{"currentMusic",currentMusicPlaying},
{NULL,NULL}
};
int luaopen_audio(lua_State* state){
luaL_newlib(state,audiolib_m);
//Register the functions and methods.
luaL_setfuncs(state,audiolib_m,0);
return 1;
}

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