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diff --git a/src/Game.cpp b/src/Game.cpp
index b2b8d56..334dd21 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,994 +1,1013 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. 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 <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <stdio.h>
#include <stdlib.h>
#include <string.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",
};
map<string,int> Game::blockNameMap;
string Game::recordFile;
Game::Game(bool loadLevel):isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,shadowCam(false)
,player(this),shadow(this),objLastCheckPoint(NULL){
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//Check if we should load record file.
if(!recordFile.empty()){
loadRecord(recordFile.c_str());
recordFile.clear();
return;
}
//If we should load the level then load it.
if(loadLevel){
this->loadLevel(levels.getLevelpackPath()+levels.getLevelFile());
levels.saveLevelProgress();
}
}
Game::~Game(){
//Simply call our destroy method.
destroy();
}
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();
//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;
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
}
void Game::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Temp var used for block locations.
SDL_Rect box;
//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;
//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.
{
//If a theme is configured then load it.
string theme=processFileName(getSettings()->getValue("theme"));
//Check if it isn't the default theme, because if it is it's already loaded.
if(fileNameFromPath(theme)!="Cloudscape") {
customTheme=objThemes.appendThemeFromFile(theme+"/theme.mnmstheme");
}
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")) {
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(theme)+"/theme.mnmstheme");
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile" && obj1->value.size()>=3){
int objectType=blockNameMap[obj1->value[0]];
box.x=atoi(obj1->value[1].c_str());
box.y=atoi(obj1->value[2].c_str());
map<string,string> obj;
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();i++){
if(i->second.size()>0) obj[i->first]=i->second[0];
}
levelObjects.push_back( new Block ( box.x, box.y, objectType, this) );
levelObjects.back()->setEditorData(obj);
}
}
//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.
stringstream s;
if(levels.getLevelCount()>1){
s<<"Level "<<(levels.getCurrentLevel()+1)<<" ";
}
s<<editorData["name"];
SDL_Color fg={0,0,0,0};
SDL_Color bg={255,255,255,0};
bmTips[0]=TTF_RenderText_Shaded(fontText,s.str().c_str(),fg,bg);
if(bmTips[0])
SDL_SetAlpha(bmTips[0],SDL_SRCALPHA,160);
}
//Get the background
background=objThemes.getBackground();
if(background)
background->resetAnimation(true);
}
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)){
//Check if it isn't a replay.
if(!player.isPlayFromRecord()){
//Set reset true.
isReset=true;
}else if(interlevel){
//We can also reset during the inter level screen.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
isReset=true;
}
}
+ //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)){
shadowCam=!shadowCam;
}
}
/////////////////LOGIC///////////////////
void Game::logic(){
//Add one tick to the time.
time++;
//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 the player jump.
player.jump();
//Let him move.
player.move(levelObjects);
//And let the camera follow him.
if(!shadowCam){
player.setMyCamera();
}else{
shadow.setMyCamera();
}
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow jump.
shadow.jump();
//Let the shadow move.
shadow.move(levelObjects);
//Some levelObjects can move so update them.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->move();
}
//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.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){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL && obj->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();
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Check if we should reset.
if(isReset)
reset(false);
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();
}
//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 we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
player.show();
shadow.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
applySurface(0,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 restart text, 2 for restart+checkpoint.
if(gameTipIndex>2 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
const char* s=NULL;
switch(gameTipIndex){
case TYPE_CHECKPOINT:
s="Press DOWN key to save the game.";
break;
case TYPE_SWAP:
s="Press DOWN key to swap the position of player and shadow.";
break;
case TYPE_SWITCH:
s="Press DOWN key to activate the switch.";
break;
case TYPE_PORTAL:
s="Press DOWN key to teleport.";
break;
case TYPE_NOTIFICATION_BLOCK:
s="Press DOWN key to read the message.";
break;
}
//If we have a string then it's a supported GameObject type.
if(s!=NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[gameTipIndex]=TTF_RenderText_Shaded(fontText,s,fg,bg);
SDL_SetAlpha(bmTips[gameTipIndex],SDL_SRCALPHA,160);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
applySurface(0,0,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Check if the player is dead, meaning we draw
if(player.dead){
//The player is dead, check if there's a state that can be loaded.
SDL_Surface* bm=NULL;
if(player.canLoadState()){
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[2]=TTF_RenderText_Shaded(fontText,
"Press R to restart current level or press F3 to load the game.",
fg,bg);
SDL_SetAlpha(bmTips[2],SDL_SRCALPHA,160);
}
bm=bmTips[2];
}else{
//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_RenderText_Shaded(fontText,
"Press R to restart current level.",
fg,bg);
SDL_SetAlpha(bmTips[1],SDL_SRCALPHA,160);
}
bm=bmTips[1];
}
//Draw the tip.
if(bm!=NULL)
applySurface(0,0,bm,screen,NULL);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
char c[32];
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
sprintf(c,"%d recordings",recordings);
bm=TTF_RenderText_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
sprintf(c,"%-.2fs",time/40.0f);
bm=TTF_RenderText_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(750,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(750,0,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,220);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
//Check if the GUI isn't null.
if(GUIObjectRoot){
//==Create first box==
//Create the title
SDL_Color black={0,0,0,0};
SDL_Rect r;
SDL_Surface* bm=TTF_RenderText_Blended(fontGUI,"You've finished:",black);
//Recreate the level string.
stringstream s;
- if(levels.getLevelCount()>1){
+ if(levels.getLevelCount()>0){
s<<"Level "<<(levels.getCurrentLevel()+1)<<" ";
}
s<<levelName;
SDL_Surface* bm2=TTF_RenderText_Blended(fontText,s.str().c_str(),black);
//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,0xDDDDDDA1);
// Now draw title.
r.x=(800-bm->w)/2;
r.y=8;
SDL_BlitSurface(bm,NULL,screen,&r);
// And then level name.
r.x=(800-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,0xDDDDDDA1);
//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+370,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);
}
}
}
void Game::replayPlay(){
interlevel=true;
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
GUIObjectRoot=new GUIObject(125,460,570,135,GUIObjectNone);
//NOTE: We put the medal in the value of the GUIObjectRoot.
//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;
//Create the labels with the time and best time.
char s1[64];
sprintf(s1,"Time: %-.2fs",time/40.0f);
GUIObject* obj=new GUIObject(20,10,150,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
sprintf(s1,"Best time: %-.2fs",bestTime/40.0f);
obj=new GUIObject(20,34,150,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
if(targetTime>=0){
sprintf(s1,"Target time: %-.2fs",targetTime/40.0f);
obj=new GUIObject(20,58,150,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
}
//Now the ones for the recordings.
sprintf(s1,"Recordings: %d",recordings);
obj=new GUIObject(210,10,150,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
sprintf(s1,"Best recordings: %d",bestRecordings);
obj=new GUIObject(210,34,150,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
if(targetRecordings>=0){
sprintf(s1,"Target recordings: %d",targetRecordings);
obj=new GUIObject(210,58,150,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
}
//The medal that is earned.
sprintf(s1,"You earned the %s medal",(medal>1)?(medal==3)?"GOLD":"SILVER":"BRONZE");
obj=new GUIObject(48,92,150,36,GUIObjectLabel,s1);
//Center it horizontally.
int width;
TTF_SizeText(fontText,s1,&width,NULL);
obj->width=width;
obj->left=(416-width)/2;
GUIObjectRoot->childControls.push_back(obj);
//Create the three buttons, Menu, Restart, Next.
obj=new GUIObject(420,10,128,36,GUIObjectButton,"Menu");
obj->name="cmdMenu";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(420,50,128,36,GUIObjectButton,"Restart");
obj->name="cmdRestart";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(420,90,128,36,GUIObjectButton,"Next");
obj->name="cmdNext";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
//We only need to reset a few things so we don't call reset().
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(true);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(true);
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
player.reset(true);
shadow.reset(true);
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
}
void Game::recordingEnded(){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
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{
replayPlay();
}
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(player.canSaveState() && shadow.canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
//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();
//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;
//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();
//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);
//Reset the stats.
time=0;
recordings=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//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);
//Also set interlevel to false.
interlevel=false;
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id){
//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;
}
//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);
+
+ //Don't forget the music.
+ getMusicManager()->pickMusic();
+ }else{
+ if(!levels.congratulationText.empty()){
+ msgBox(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;
}
//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;
}
- //Goto the next level.
- levels.nextLevel();
-
- //Check if the level exists.
- if(levels.getCurrentLevel()<levels.getLevelCount()){
- setNextState(STATE_GAME);
-
- //Don't forget the music.
- getMusicManager()->pickMusic();
- }else{
- if(!levels.congratulationText.empty()){
- msgBox(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");
- }
+ //And goto the next level.
+ gotoNextLevel();
}
}
diff --git a/src/Game.h b/src/Game.h
index b549df5..2e4876b 100644
--- a/src/Game.h
+++ b/src/Game.h
@@ -1,186 +1,190 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#ifndef GAME_H
#define GAME_H
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <vector>
#include <map>
#include <string>
#include "GameState.h"
#include "GUIObject.h"
#include "GameObjects.h"
#include "Player.h"
#include "Shadow.h"
//This structure contains variables that make a GameObjectEvent.
struct typeGameObjectEvent{
//The type of event.
int eventType;
//The type of object that should react to the event.
int objectType;
//Flags, 0x1 means use the id.
int flags;
//Blocks with this id should react to the event.
std::string id;
};
class ThemeManager;
class ThemeBackground;
class TreeStorageNode;
class Game : public GameState,public GUIEventCallback{
private:
//Boolean if the game should reset.
bool isReset;
//contains currently played level.
TreeStorageNode* currentLevelNode;
protected:
//Array containing "tooltips" for certain block types.
//It will be shown in the topleft corner of the screen.
SDL_Surface* bmTips[TYPE_MAX];
//SDL_Surface containing the action images (record, play, etc..)
SDL_Surface* action;
//SDL_Surface containing the medal image.
SDL_Surface* medals;
//Vector containing all the levelObjects in the current game.
std::vector<GameObject*> levelObjects;
//The name of the current level.
std::string levelName;
//The path + file of the current level.
std::string levelFile;
//Editor data containing information like name, size, etc...
std::map<std::string,std::string> editorData;
//Vector used to queue the gameObjectEvents.
std::vector<typeGameObjectEvent> eventQueue;
//The themeManager.
ThemeManager* customTheme;
//The themeBackground.
ThemeBackground* background;
//Load a level from node.
//After calling this function the ownership of
//node will transfer to Game class. So don't delete
//the node after calling this function!
virtual void loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName);
public:
//Array used to convert GameObject type->string.
static const char* blockName[TYPE_MAX];
//Map used to convert GameObject string->type.
static std::map<std::string,int> blockNameMap;
//Boolean if the replaying currently done is for the interlevel screen.
bool interlevel;
//Integer containing the current tip index.
int gameTipIndex;
//Integer containing the number of ticks passed since the start of the level.
int time;
//Integer containing the stored value of time.
int timeSaved;
//Integer containing the number of recordings it took to finish.
int recordings;
//Integer containing the stored value of recordings.
int recordingsSaved;
//Boolean if the camera should follow the shadow or not.
bool shadowCam;
//The player...
Player player;
//... and his shadow.
Shadow shadow;
//warning: weak reference only, may point to invalid location
GameObject *objLastCheckPoint;
//Constructor.
//loadLevel: Boolean if the GameState should load the level.
Game(bool loadLevel=true);
//If this is not empty then when next Game class is created
//it will play this record file.
static std::string recordFile;
//Destructor.
//It will call destroy();
~Game();
//Method used to clean up the GameState.
void destroy();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
//This method will load a level.
//fileName: The fileName of the level.
virtual void loadLevel(std::string fileName);
//Method used to broadcast a GameObjectEvent.
//eventType: The type of event.
//objectType: The type of object that should react to the event.
//id: The id of the blocks that should react.
void broadcastObjectEvent(int eventType,int objectType=-1,const char* id=NULL);
//Method used to store the current state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool saveState();
//Method used to load the stored state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool loadState();
//Method that will reset the GameState to it's initial state.
//save: Boolean if the saved state should also be delted.
void reset(bool save);
//Save current game record to the file.
//fileName: The filename of the destination file.
void saveRecord(const char* fileName);
//Load game record (and its level) from file and play it.
//fileName: The filename of the recording file.
void loadRecord(const char* fileName);
//Method called by the player (or shadow) when he finished.
void replayPlay();
//Method that gets called when the recording has ended.
void recordingEnded();
//get current level's auto-save record path,
//using current level's MD5, file name and other information.
void getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath);
+ //Method that will prepare the gamestate for the next level and start it.
+ //If it's the last level it will show the congratulations text and return to the level select screen.
+ void gotoNextLevel();
+
//GUI event handling is done here.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
};
#endif
diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 158a912..ca402c8 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,688 +1,689 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. 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 "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <algorithm>
#include <string>
#include <iostream>
using namespace std;
LevelEditSelect::LevelEditSelect():LevelSelect("Map Editor"){
//The levelpack name text field.
levelpackName=new GUIObject(280,104,240,32,GUIObjectTextBox);
levelpackName->eventCallback=this;
levelpackName->visible=false;
GUIObjectRoot->childControls.push_back(levelpackName);
//Create the six buttons at the bottom of the screen.
GUIObject* obj=new GUIObject(20,480,260,32,GUIObjectButton,"New Levelpack");
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
propertiesPack=new GUIObject(280,480,280,32,GUIObjectButton,"Pack Properties");
propertiesPack->name="cmdLvlpackProp";
propertiesPack->eventCallback=this;
GUIObjectRoot->childControls.push_back(propertiesPack);
removePack=new GUIObject(540,480,240,32,GUIObjectButton,"Remove Pack");
removePack->name="cmdRmLvlpack";
removePack->eventCallback=this;
GUIObjectRoot->childControls.push_back(removePack);
move=new GUIObject(20,540,240,32,GUIObjectButton,"Move Map");
move->name="cmdMoveMap";
move->eventCallback=this;
move->enabled=false;
GUIObjectRoot->childControls.push_back(move);
remove=new GUIObject(280,540,240,32,GUIObjectButton,"Remove Map");
remove->name="cmdRmMap";
remove->eventCallback=this;
remove->enabled=false;
GUIObjectRoot->childControls.push_back(remove);
edit=new GUIObject(540,540,240,32,GUIObjectButton,"Edit Map");
edit->name="cmdEdit";
edit->eventCallback=this;
edit->enabled=false;
GUIObjectRoot->childControls.push_back(edit);
//NOTE: We are changing the available list of levelpacks to prevent editing the main/addons levelpacks.
listPacks();
//show level list
refresh();
}
LevelEditSelect::~LevelEditSelect(){
selectedNumber=NULL;
}
void LevelEditSelect::listPacks(){
levelpackLocations.clear();
levelpacks->item.clear();
levelpacks->value=0;
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
v.push_back("Levels");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"custom/levelpacks/"+*i;
//Check if we can find the lastlevelpack.
if(*i==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
packName=*i;
}
}
levelpacks->item=v;
//And call changePack since we changed the levelpack.
changePack();
}
void LevelEditSelect::changePack(){
packName=levelpacks->item[levelpacks->value];
if(packName=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
levels.levelpackPath="";
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
}else{
//Load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[packName]+"/levels.lst")){
msgBox("Can't load level pack:\n"+packName,MsgBoxOKOnly,"Error");
}
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
}
void LevelEditSelect::packProperties(){
//Open a message popup.
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-320)/2,600,320,GUIObjectFrame,"Properties");
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,"Name:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,80,480,36,GUIObjectTextBox,packName.c_str());
obj->name="LvlpackName";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,120,240,36,GUIObjectLabel,"Description:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,150,480,36,GUIObjectTextBox,levels.levelpackDescription.c_str());
obj->name="LvlpackDescription";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,190,240,36,GUIObjectLabel,"Congratulation text:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,220,480,36,GUIObjectTextBox,levels.congratulationText.c_str());
obj->name="LvlpackCongratulation";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,320-44,150,36,GUIObjectButton,"OK");
obj->name="cfgOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,320-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
}
void LevelEditSelect::addLevel(){
//Open a message popup.
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,"Add level");
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,"File name:");
GUIObjectRoot->childControls.push_back(obj);
char s[64];
sprintf(s,"map%02d.map",levels.getLevelCount()+1);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,s);
obj->name="LvlFile";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
obj->name="cfgAddOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgAddCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
}
void LevelEditSelect::moveLevel(){
//Open a message popup.
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,"Move level");
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,"Level: ");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,"1");
obj->name="MoveLevel";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUISingleLineListBox(40,120,240,36);
obj->name="lstPlacement";
vector<string> v;
v.push_back("Before");
v.push_back("After");
v.push_back("Swap");
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
obj->value=0;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
obj->name="cfgMoveOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgMoveCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
}
void LevelEditSelect::refresh(){
int m=levels.getLevelCount();
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%10)*64+80,(n/10)*64+184,0,0};
numbers[n].init(n,box);
}
SDL_Rect box={(m%10)*64+80,(m/10)*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+9)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width,height;
TTF_SizeText(fontText,levels.levelpackDescription.c_str(),&width,&height);
levelpackDescription->left=(800-width)/2;
}
void LevelEditSelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels.setCurrentLevel(number);
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
if(number==numbers.size()-1){
addLevel();
}else if(number>=0 && 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::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_RenderText_Blended(fontText,"Add level",fg);
}else{
//Render the name of the level.
name=TTF_RenderText_Blended(fontText,levels.getLevelName(number).c_str(),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=0xFFFFFF00|240;
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"){
//Set the name of the levelpack.
packName=((GUISingleLineListBox*)obj)->item[obj->value];
//Check if it matches the Levels levelpack.
if(((GUISingleLineListBox*)obj)->item[obj->value]=="Levels"){
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
getSettings()->setValue("lastlevelpack","Levels");
//We call changepack and return to prevent the LevelSelect to undo what we did.
changePack();
refresh();
return;
}else{
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
}
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the edit button.
if(name=="cmdNewLvlpack"){
//Clear the current pack.
packName.clear();
levels.clear();
//Create a new pack.
packProperties();
}else if(name=="cmdLvlpackProp"){
//Show the pack properties.
packProperties();
}else if(name=="cmdRmLvlpack"){
//Show an "are you sure" message.
if(msgBox("Are you sure?",MsgBoxYesNo,"Remove prompt")==MsgBoxYes){
//Remove the directory.
if(!removeDirectory(levelpackLocations[packName].c_str())){
cerr<<"ERROR: Unable to remove levelpack directory "<<levelpackLocations[packName]<<endl;
}
//Remove it from the vector (levelpack list).
vector<string>::iterator it;
it=find(levelpacks->item.begin(),levelpacks->item.end(),packName);
if(it!=levelpacks->item.end()){
levelpacks->item.erase(it);
}
//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!="Levels"){
if(!removeFile((levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str())){
cerr<<"ERROR: Unable to remove level "<<(levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
levels.removeLevel(selectedNumber->getNumber());
levels.saveLevels(levelpackLocations[packName]+"/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 "<<(levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
changePack();
}
//And refresh the selection screen.
refresh();
}
}else if(name=="cmdEdit"){
if(selectedNumber!=NULL){
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
//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;
}
//Also change the levelpack location.
map<string,string>::iterator it;
it=levelpackLocations.find(packName);
if(it!=levelpackLocations.end()){
levelpackLocations.erase(it);
}
//And the levelpack list.
vector<string>::iterator it1;
it1=find(levelpacks->item.begin(),levelpacks->item.end(),packName);
if(it1!=levelpacks->item.end()){
levelpacks->item.erase(it1);
if((unsigned)levelpacks->value>levelpacks->item.size())
levelpacks->value=levelpacks->item.size()-1;
}
//Also add the levelpack location
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}else{
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;
}
//Also add the levelpack location.
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}
//And set the new name.
packName=GUIObjectRoot->childControls[i]->caption;
changePack();
refresh();
}
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackDescription"){
levels.levelpackDescription=GUIObjectRoot->childControls[i]->caption;
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackCongratulation"){
levels.congratulationText=GUIObjectRoot->childControls[i]->caption;
}
}
//Save the configuration.
levels.saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
+ getSettings()->setValue("lastlevelpack",packName);
//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];
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=(levelpackLocations[packName]+"/"+tmp_caption);
if(packName=="Levels"){
path=(getUserPath(USER_DATA)+"/custom/levels/"+tmp_caption);
}
if(!createFile(path.c_str())){
cerr<<"ERROR: Unable to create level file "<<path<<endl;
}
levels.addLevel(path);
if(packName!="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!="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 d0e654a..5c62fd8 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,2620 +1,2624 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. 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 "Levels.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "InputManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#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
using namespace std;
static int levelTime,levelRecordings;
static GUIObject *levelTimeProperty,*levelRecordingsProperty;
/////////////////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(true){
//Get the target time and recordings.
levelTime=levels.getLevel()->targetTime;
levelRecordings=levels.getLevel()->targetRecordings;
//This will set some default settings.
reset();
//The level is loaded by the game, so do postLoad.
postLoad();
//Load the toolbar.
toolbar=loadImage(getDataPath()+"gfx/menu/toolbar.png");
SDL_Rect tmp={170,555,460,50};
toolbarRect=tmp;
//Load the selectionMark.
selectionMark=loadImage(getDataPath()+"gfx/menu/selection.png");
//Load the movingMark.
movingMark=loadImage(getDataPath()+"gfx/menu/moving.png");
//Create the semi transparent surface.
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,800,600,32,0x000000FF,0x0000FF00,0x00FF0000,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
}
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);
//Reset the camera.
camera.x=0;
camera.y=0;
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
pressedShift=false;
+ pressedLeftMouse=false;
dragging=false;
selectionDrag=false;
dragCenter=NULL;
camera.x=0;
camera.y=0;
cameraXvel=0;
cameraYvel=0;
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setPosition(player.fx,player.fy);
shadow.setPosition(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.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());
}
}
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);
//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);
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
}
}
//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.
sprintf(s,"%d",objectType);
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);
}
}
}
}
//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;
camera.x=cameraSave.x;
- camera.y=cameraSave.y;
+ 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.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
}
}
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_SHIFT)){
pressedShift=true;
}
if(inputMgr.isKeyUpEvent(INPUTMGR_SHIFT)){
pressedShift=false;
}
//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(0,0,atoi(clipboard[o]["type"].c_str()),this);
block->setPosition(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())){
tool=CONFIGURE;
//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);
}
}
}
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
//Only change the current type when using the add tool.
if(tool==ADD){
currentType++;
if(currentType>=EDITOR_ORDER_MAX){
currentType=0;
}
}
//When in configure mode.
if(tool==CONFIGURE){
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
//Only change the current type when using the add tool.
if(tool==ADD){
currentType--;
if(currentType<0){
currentType=EDITOR_ORDER_MAX-1;
}
}
//When in configure mode.
if(tool==CONFIGURE){
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
playMode=true;
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;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_w){
tool=CONFIGURE;
}
//Check for certain events.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//First make sure the mouse isn't above the toolbar.
if(checkCollision(mouse,toolbarRect)==false){
//We didn't hit the toolbar so convert the mouse location to ingame location.
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){
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//We have collision meaning that the mouse is above an object.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),levelObjects[o]);
//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(levelObjects[o],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickObject(levelObjects[o],isSelected);
}
}
}
}
//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==CONFIGURE){
//Stop linking.
linking=false;
linkingTrigger=NULL;
//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,"%d",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;
}
}
}
}
}
//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();
}
//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();
loadLevel(getDataPath()+"misc/Empty.map");
}
//Check if we should save the level (Ctrl+s) or save levelpack (Ctrl+Shift+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("Level \""+fileNameFromPath(levelFile)+"\" saved",MsgBoxOKOnly,"Saved");
else
msgBox("Level \""+levelName+"\" saved",MsgBoxOKOnly,"Saved");
}
}
}
void LevelEditor::levelSettings(){
//It isn't so open a popup asking for a name.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-300)/2,600,300,GUIObjectFrame,"Level settings");
GUIObject* obj;
//NOTE: We reuse the objectProperty and secondProperty.
obj=new GUIObject(40,50,240,36,GUIObjectLabel,"Name:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(140,50,410,36,GUIObjectTextBox,levelName.c_str());
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,"Theme:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(140,100,410,36,GUIObjectTextBox,levelTheme.c_str());
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%-.2f",levelTime/40.0f);
}else{
c[0]='\0';
}
obj=new GUIObject(40,150,240,36,GUIObjectLabel,"Target time (s):");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(290,150,260,36,GUIObjectTextBox,c);
levelTimeProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
}else{
c[0]='\0';
}
obj=new GUIObject(40,200,240,36,GUIObjectLabel,"Target recordings:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(290,200,260,36,GUIObjectTextBox,c);
levelRecordingsProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
}
//Ok and cancel buttons.
obj=new GUIObject(100,300-44,150,36,GUIObjectButton,"OK");
obj->name="lvlSettingsOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,300-44,150,36,GUIObjectButton,"Cancel");
obj->name="lvlSettingsCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Now we keep rendering and updating the GUI.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Get the editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//Check for the highest id.
for(unsigned int i=0;i<objMap.size();i++){
if(objMap[i].first=="id"){
unsigned int id=atoi(objMap[i].second.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()){
return;
}
//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:
{
//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=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[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::onClickObject(GameObject* obj,bool selected){
switch(tool){
//NOTE: We put CONFIGURE above ADD and SELECT to use the same method of selection.
//Meaning there's no break at the end of CONFIGURE.
case CONFIGURE:
{
//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.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["destination"]=s;
linkingTrigger->setEditorData(editorData);
}
}else{
//Give the object the same id as the trigger.
vector<pair<string,string> > objMap;
linkingTrigger->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["id"]=s;
obj->setEditorData(editorData);
}
}
//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))));
}
}
case SELECT:
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){
switch(tool){
case CONFIGURE:
{
//Make sure we aren't doing anything special.
if(moving || linking)
break;
//Check if it's a trigger.
if(obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
//Set linking true.
linking=true;
linkingTrigger=obj;
}
//Check if it's a moving block.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES){
//Set moving true.
moving=true;
movingBlock=obj;
}
break;
}
case SELECT:
case ADD:
{
//We deselect the object if it's selected.
if(selected){
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),obj);
//Remove the object from selection.
if(it!=selection.end()){
selection.erase(it);
}
}else{
//It wasn't a selected object so switch to configure mode.
//Check if it's the right type of object.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES ||
obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
tool=CONFIGURE;
onRightClickObject(obj,selected);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case SELECT:
{
//We need to clear the selection.
selection.clear();
break;
}
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(x,y,editorTileOrder[currentType],this));
break;
}
case CONFIGURE:
{
//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::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
case CONFIGURE:
{
//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};
//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:
case CONFIGURE:
{
//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){
switch(tool){
case CONFIGURE:
{
//Check if the type is an moving block.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check if the moving block has a path..
char s1[64];
bool path=false;
if(!movingBlocks[obj].empty()){
sprintf(s1,"Defined");
path=true;
}else{
sprintf(s1,"None");
}
//Now create the GUI.
string s;
switch(obj->type){
case TYPE_MOVING_BLOCK:
s="Moving block";
break;
case TYPE_MOVING_SHADOW_BLOCK:
s="Moving shadow block";
break;
case TYPE_MOVING_SPIKES:
s="Moving spikes";
break;
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(70,50,280,36,GUIObjectCheckBox,"Enabled",(objMap[2].second!="1"));
obj->name="cfgMovingBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,80,280,36,GUIObjectCheckBox,"Loop",(objMap[3].second!="0"));
obj->name="cfgMovingBlockLoop";
obj->eventCallback=this;
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,110,280,36,GUIObjectLabel,"Path");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(330,110,280,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
if(path){
obj=new GUIObject(400,110,36,36,GUIObjectButton,"x");
obj->name="cfgMovingBlockClrPath";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}else{
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(400,115,36,36,GUIObjectButton,"+");
obj->name="cfgMovingBlockMakePath";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
obj->name="cfgMovingBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
}
}
//Check which type of object it is.
if(obj->type==TYPE_NOTIFICATION_BLOCK){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Now create the GUI.
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-250)/2,600,250,GUIObjectFrame,"Notification block");
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,"Enter message here:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUITextArea(50,90,500,100);
string tmp=objMap[1].second.c_str();
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
obj->caption=tmp.c_str();
//Set the textField.
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,250-44,150,36,GUIObjectButton,"OK");
obj->name="cfgNotificationBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,250-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
}
}
if(obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Now create the GUI.
string s;
if(obj->type==TYPE_CONVEYOR_BELT){
s="Shadow Conveyor belt";
}else{
s="Conveyor belt";
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(40,60,220,36,GUIObjectCheckBox,"Enabled",(objMap[1].second!="1"));
obj->name="cfgConveyorBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,"Enter speed here:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(240,100,320,36,GUIObjectTextBox,objMap[2].second.c_str());
//Set the textField.
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
obj->name="cfgConveyorBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
}
}
if(obj->type==TYPE_PORTAL){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check how many targets there are for this object.
char s1[64];
bool target=false;
if(!triggers[obj].empty()){
sprintf(s1,"Defined");
target=true;
}else{
sprintf(s1,"None");
}
//Now create the GUI.
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,"Portal");
GUIObject* obj;
obj=new GUIObject(70,60,310,36,GUIObjectCheckBox,"Activate on touch",(objMap[1].second=="1"));
obj->name="cfgPortalAutomatic";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,100,240,36,GUIObjectLabel,"Targets:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(360,100,100,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(460,105,36,36,GUIObjectButton,"+");
obj->name="cfgPortalLink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Check if there are targets defined.
if(target){
obj=new GUIObject(500,100,36,36,GUIObjectButton,"x");
obj->name="cfgPortalUnlink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
obj->name="cfgPortalOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
}
}
if(obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check how many targets there are for this object.
char s1[64];
bool targets=false;
if(!triggers[obj].empty()){
sprintf(s1,"%d Defined",(int)triggers[obj].size());
targets=true;
}else{
sprintf(s1,"None");
}
//Now create the GUI.
string s;
if(obj->type==TYPE_BUTTON){
s="Button";
}else{
s="Switch";
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(70,60,240,36,GUIObjectLabel,"Behaviour:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUISingleLineListBox(250,60,300,36);
obj->name="lstBehaviour";
vector<string> v;
v.push_back("On");
v.push_back("Off");
v.push_back("Toggle");
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
//Get the current behaviour.
if(objMap[1].second=="on"){
obj->value=0;
}else if(objMap[1].second=="off"){
obj->value=1;
}else{
//There's no need to check for the last one, since it's also the default.
obj->value=2;
}
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,100,240,36,GUIObjectLabel,"Targets:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(250,100,100,36,GUIObjectLabel,s1);
GUIObjectRoot->childControls.push_back(obj);
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(350,105,36,36,GUIObjectButton,"+");
obj->name="cfgTriggerLink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Check if there are targets defined.
if(targets){
obj=new GUIObject(390,100,36,36,GUIObjectButton,"x");
obj->name="cfgTriggerUnlink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
obj->name="cfgTriggerOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
SDL_Flip(screen);
SDL_Delay(30);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::addObject(GameObject* obj){
//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.
levelObjects.push_back(obj);
//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[obj]=linked;
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
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[obj]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
obj->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[obj].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,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setPosition(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.setPosition(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setPosition(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<GameObject*,vector<GameObject*> >::iterator mapIt;
//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(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<GameObject*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(obj);
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Now we remove the object from the levelObjects.
it=find(levelObjects.begin(),levelObjects.end(),obj);
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
delete obj;
obj=NULL;
}
void LevelEditor::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["message"]=objectProperty->caption;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Conveyor belt block configure events.
if(name=="cfgConveyorBlockOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["speed"]=secondObjectProperty->caption;
editorData["disabled"]=(objectProperty->value==0)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Moving block configure events.
if(name=="cfgMovingBlockOK"){
if(GUIObjectRoot){
//Set if the moving block is enabled/disabled.
std::map<std::string,std::string> editorData;
editorData["disabled"]=(objectProperty->value==0)?"1":"0";
editorData["loop"]=(secondObjectProperty->value==1)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgMovingBlockClrPath"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["MovingPosCount"]="0";
configuredObject->setEditorData(editorData);
std::map<GameObject*,vector<MovingPosition> >::iterator it;
it=movingBlocks.find(configuredObject);
if(it!=movingBlocks.end()){
(*it).second.clear();
}
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgMovingBlockMakePath"){
if(GUIObjectRoot){
//Set moving.
moving=true;
movingBlock=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Portal block configure events.
if(name=="cfgPortalOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["automatic"]=(objectProperty->value==1)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgPortalLink"){
//We set linking true.
linking=true;
linkingTrigger=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
if(name=="cfgPortalUnlink"){
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=triggers.find(configuredObject);
if(it!=triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//We reset the destination.
std::map<std::string,std::string> editorData;
editorData["destination"]="";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Trigger block configure events.
if(name=="cfgTriggerOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["behaviour"]=(dynamic_cast<GUISingleLineListBox*>(objectProperty))->item[objectProperty->value];
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgTriggerLink"){
//We set linking true.
linking=true;
linkingTrigger=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
if(name=="cfgTriggerUnlink"){
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=triggers.find(configuredObject);
if(it!=triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//We give the trigger a new id to prevent activating unlinked targets.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Cancel.
if(name=="cfgCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
levelName=objectProperty->caption;
levelTheme=secondObjectProperty->caption;
//target time and recordings.
string s=levelTimeProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=int(atof(s.c_str())*40.0+0.5);
}
s=levelRecordingsProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
//And delete the GUI.
if(GUIObjectRoot){
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="lvlSettingsCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
////////////////LOGIC////////////////////
void LevelEditor::logic(){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic();
}else{
//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.
setCamera();
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//We loop through the number of tools + the number of buttons.
for(int t=0; t<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={180+(t*40)+(t*10),555,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
//Check if there's a mouse click.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
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;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
if(tool==CONFIGURE){
//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,"%d",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("Level \""+fileNameFromPath(levelFile)+"\" saved",MsgBoxOKOnly,"Saved");
else
msgBox("Level \""+levelName+"\" saved",MsgBoxOKOnly,"Saved");
}
}
}
}
}
}
}
/////////////////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;
//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);
//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=600;
SDL_FillRect(placement,&r,0);
}
if(camera.x>LEVEL_WIDTH-800){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=800-(LEVEL_WIDTH-camera.x);
r.h=600;
SDL_FillRect(placement,&r,0);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=800;
r.h=0-camera.y;
SDL_FillRect(placement,&r,0);
}
if(camera.y>LEVEL_HEIGHT-600){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=800;
r.h=600-(LEVEL_HEIGHT-camera.y);
SDL_FillRect(placement,&r,0);
}
//Check if we should draw on the placement surface.
if(selectionDrag){
showSelectionDrag();
}else{
if(tool==ADD){
showCurrentObject();
}
if(tool==CONFIGURE){
showConfigure();
}
}
//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();
//On top of all render the toolbar.
applySurface(170,550,toolbar,screen,NULL);
//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_RenderText_Blended(fontText,"Select",fg);
break;
case 1:
tip=TTF_RenderText_Blended(fontText,"Add",fg);
break;
case 2:
tip=TTF_RenderText_Blended(fontText,"Delete",fg);
break;
case 3:
tip=TTF_RenderText_Blended(fontText,"Configure",fg);
break;
case 4:
tip=TTF_RenderText_Blended(fontText,"Play",fg);
break;
case 6:
tip=TTF_RenderText_Blended(fontText,"Level settings",fg);
break;
case 7:
tip=TTF_RenderText_Blended(fontText,"Save level",fg);
break;
case 8:
tip=TTF_RenderText_Blended(fontText,"Back to menu",fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={180+(tooltip*40)+(tooltip*10),555,40,40};
r.y=550-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);
}
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox(180+(tool*40)+(tool*10),554,42,42,screen,color);
}
}
void LevelEditor::renderHUD(){
//Switch the tool.
switch(tool){
case CONFIGURE:
//If moving show the moving speed in the top right corner.
if(moving){
SDL_Rect r={620,0,180,30};
SDL_FillRect(screen,&r,0);
//Shrink the rectangle by one pixel and fill with white leaving an one pixel border.
r.x+=1;
r.w-=2;
r.h-=1;
SDL_FillRect(screen,&r,0xFFFFFF);
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Color white={255,255,255,255};
char s[64];
sprintf(s,"%d",movingSpeed);
SDL_Surface* bm=TTF_RenderText_Shaded(fontText,("Movespeed: "+string(s)).c_str(),black,white);
r.x+=2;
r.y+=2;
//Draw the text and free the surface.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
break;
default:
break;
}
}
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++;
//Draw the trigger lines.
{
map<GameObject*,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,0,32,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,0,32,arrowAnimation%32);
}
}
//Draw the moving positions.
map<GameObject*,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,0,32,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,0,32,offset);
applySurface(x+12,y+12,movingMark,screen,NULL);
}
}
//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
};
diff --git a/src/LevelSelect.cpp b/src/LevelSelect.cpp
index edf354f..c36fcad 100644
--- a/src/LevelSelect.cpp
+++ b/src/LevelSelect.cpp
@@ -1,381 +1,386 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. 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"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
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.
background=loadImage(getDataPath()+"gfx/level.png");
backgroundLocked=loadImage(getDataPath()+"gfx/levellocked.png");
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_RenderText_Blended(fontGUI,text.str().c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
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_RenderText_Blended(fontGUI,text.c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
void Number::show(int dy){
//First draw the background, also apply the yOffset(dy).
if(!locked)
applySurface(box.x,box.y-dy,background,screen,NULL);
else
applySurface(box.x,box.y-dy,backgroundLocked,screen,NULL);
//Now draw the text image over the background.
//We draw it centered inside the box.
applySurface((box.x+25-(image->w/2)),box.y+((TTF_FontAscent(fontGUI)+TTF_FontDescent(fontGUI))/2)-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){
//clear the selected level
selectedNumber=NULL;
//Load the background image.
background=loadImage(getDataPath()+"gfx/menu/background.png");
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderText_Blended(fontTitle,titleText.c_str(),black);
//create GUI (test only)
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,800,600);
//the level select scroll bar
levelScrollBar=new GUIScrollBar(768,184,16,242,ScrollBarVertical,0,0,0,1,4,true,false);
GUIObjectRoot->childControls.push_back(levelScrollBar);
//level pack description
levelpackDescription=new GUIObject(60,140,800,32,GUIObjectLabel);
GUIObjectRoot->childControls.push_back(levelpackDescription);
levelpacks=new GUISingleLineListBox(150,104,500,32);
levelpacks->name="cmdLvlPack";
levelpacks->eventCallback=this;
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getDataPath()+"levelpacks/"+*i;
}
vector<string> v2=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v2.begin(); i!=v2.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"levelpacks/"+*i;
}
vector<string> v3=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v3.begin(); i!=v3.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"custom/levelpacks/"+*i;
}
v.insert(v.end(),v2.begin(),v2.end());
v.insert(v.end(),v3.begin(),v3.end());
//Now we add a special levelpack that will contain the levels not in a levelpack.
v.push_back("Levels");
levelpacks->item=v;
levelpacks->value=0;
//Check if we can find the lastlevelpack.
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
if(*i==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
- string s1=getUserPath(USER_DATA)+"progress/"+*i+".progress";
-
- //Check if this is the special Levels levelpack.
- if(*i=="Levels"){
- //Clear the current levels.
- levels.clear();
- levels.setCurrentLevel(0);
-
- //List the custom levels and add them one for one.
- vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
- for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
- levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
- levels.setLocked(levels.getLevelCount()-1);
- }
- //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){
- levels.addLevel(getUserPath(USER_DATA)+"levels/"+*i);
- levels.setLocked(levels.getLevelCount()-1);
- }
- }else{
- //This isn't so load the levelpack in the normal way.
- if(!levels.loadLevels(levelpackLocations[*i]+"/levels.lst")){
- msgBox("Can't load level pack:\n"+*i,MsgBoxOKOnly,"Error");
- }
- }
- //Load the progress.
- levels.loadProgress(s1);
}
}
+
+ //Get the name of the selected levelpack.
+ string levelpackName=levelpacks->item[levelpacks->value];
+ string s1=getUserPath(USER_DATA)+"progress/"+levelpackName+".progress";
+
+ //Check if this is the special Levels levelpack.
+ if(levelpackName=="Levels"){
+ //Clear the current levels.
+ levels.clear();
+ levels.setCurrentLevel(0);
+
+ //List the custom levels and add them one for one.
+ vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
+ for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
+ levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
+ levels.setLocked(levels.getLevelCount()-1);
+ }
+ //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){
+ levels.addLevel(getUserPath(USER_DATA)+"levels/"+*i);
+ levels.setLocked(levels.getLevelCount()-1);
+ }
+ }else{
+ //This isn't so load the levelpack in the normal way.
+ if(!levels.loadLevels(levelpackLocations[levelpackName]+"/levels.lst")){
+ msgBox("Can't load level pack:\n"+levelpackName,MsgBoxOKOnly,"Error");
+ }
+ }
+ //Load the progress.
+ levels.loadProgress(s1);
+
+ //And add the levelpack single line listbox to the GUIObjectRoot.
GUIObjectRoot->childControls.push_back(levelpacks);
obj=new GUIObject(20,20,100,32,GUIObjectButton,"Back");
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
LevelSelect::~LevelSelect(){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
levelScrollBar=NULL;
levelpackDescription=NULL;
selectedNumber=NULL;
//Free the rendered title surface.
SDL_FreeSurface(title);
}
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 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*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
for(int n=dy*10; 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);
}
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*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Draw the background.
applySurface(0,0,background,screen,NULL);
//Draw the title.
applySurface((800-title->w)/2,40,title,screen,NULL);
//Loop through the level blocks and draw them.
for(int n=dy*10;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::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
string s;
if(name=="cmdLvlPack"){
s=levelpackLocations[((GUISingleLineListBox*)obj)->item[obj->value]];
getSettings()->setValue("lastlevelpack",((GUISingleLineListBox*)obj)->item[obj->value]);
}else if(name=="cmdBack"){
setNextState(STATE_MENU);
return;
}else{
return;
}
//new: reset the level list scroll bar
if(levelScrollBar)
levelScrollBar->value=0;
string s1=getUserPath(USER_DATA)+"progress/"+((GUISingleLineListBox*)obj)->item[obj->value]+".progress";
//Check if this is the special Levels levelpack.
if(((GUISingleLineListBox*)obj)->item[obj->value]=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//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){
levels.addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
}else{
//This isn't so load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[((GUISingleLineListBox*)obj)->item[obj->value]]+"/levels.lst")){
msgBox("Can't load level pack:\n"+((GUISingleLineListBox*)obj)->item[obj->value],MsgBoxOKOnly,"Error");
}
}
//Load the progress file.
levels.loadProgress(s1);
//And refresh the numbers.
refresh();
}

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