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diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 5ef7d9d..0953a7d 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,657 +1,661 @@
/****************************************************************************
** 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(20,480,240,32,GUIObjectButton,"New Levelpack");
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
propertiesPack=new GUIObject(280,480,240,32,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();
vector<string> v=enumAllDirs(getUserPath()+"custom/levelpacks/");
v.push_back("Levels");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getUserPath()+"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);
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath()+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath()+"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-300)/2,600,300,GUIObjectFrame,"Properties");
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,"Name:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,80,240,36,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(300,120,240,36,GUIObjectTextBox,levels.levelpackDescription.c_str());
obj->name="LvlpackDescription";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,160,240,36,GUIObjectLabel,"Congratulation text:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,160,240,36,GUIObjectTextBox,levels.congratulationText.c_str());
obj->name="LvlpackCongratulation";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,300-44,150,36,GUIObjectButton,"OK");
obj->name="cfgOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,300-44,150,36,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);
if(m>40){
levelScrollBar->maxValue=(m-41)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width,height;
TTF_SizeText(fontGUI,levels.levelpackDescription.c_str(),&width,&height);
levelpackDescription->left=(800-width)/2;
}
void LevelEditSelect::selectNumber(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(int number,int dy){
SDL_Color fg={0,0,0};
SDL_Surface* name;
if(number==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*80;
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()->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()+"custom/levelpacks/"+packName).c_str(),(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to move levelpack directory "<<(getUserPath()+"custom/levelpacks/"+packName)<<" to "<<(getUserPath()+"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(levelpacks->value>levelpacks->item.size())
levelpacks->value=levelpacks->item.size()-1;
}
//Also add the levelpack location
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}else{
if(!createDirectory((getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to create levelpack directory "<<(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
+ if(!createFile((getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst").c_str())){
+ cerr<<"ERROR: Unable to create levelpack file "<<(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst")<<endl;
+ }
//Also add the levelpack location.
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath()+"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()+"custom/levelpacks/"+packName+"/levels.lst");
//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{
if(!createFile((levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to create level file "<<(levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
levels.addLevel(levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption);
levels.saveLevels(getUserPath()+"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.
levels.saveLevels(getUserPath()+"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/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index 0fcf37f..8af2e7d 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,424 +1,424 @@
/****************************************************************************
** 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 "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
using namespace std;
static SDL_Surface* playButtonImage=NULL;
/////////////////////LEVEL SELECT/////////////////////
static string levelDescription,levelMedal,levelMedal2,levelMedal3;
static string bestTimeFilePath,bestRecordingFilePath;
LevelPlaySelect::LevelPlaySelect():LevelSelect("Select Level"){
//Load the play button if needed.
if(playButtonImage==NULL){
playButtonImage=loadImage(getDataPath()+"gfx/playbutton.png");
}
play=new GUIObject(560,540,240,32,GUIObjectButton,"Play");
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
GUIObjectRoot->childControls.push_back(play);
//show level list
refresh();
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
}
void LevelPlaySelect::refresh(){
int m=levels.getLevelCount();
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
//Disable the play button.
play->enabled=false;
for(int n=0; n<m; n++){
numbers.push_back(Number());
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%10)*64+80,(n/10)*64+184,0,0};
numbers[n].init(n,box);
numbers[n].setLocked(levels.getLocked(n));
int medal=levels.getLevel(n)->won;
if(medal){
if(levels.getLevel(n)->targetTime<0 || levels.getLevel(n)->time<=levels.getLevel(n)->targetTime)
medal++;
if(levels.getLevel(n)->targetRecordings<0 || levels.getLevel(n)->recordings<=levels.getLevel(n)->targetRecordings)
medal++;
}
numbers[n].setMedal(medal);
}
if(m>40){
levelScrollBar->maxValue=(m-41)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width;
TTF_SizeText(fontGUI,levels.levelpackDescription.c_str(),&width,NULL);
levelpackDescription->width=width;
levelpackDescription->left=(SCREEN_WIDTH-width)/2;
}
void LevelPlaySelect::selectNumber(int number,bool selected){
if(selected){
levels.setCurrentLevel(number);
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
displayLevelInfo(number);
}
}
void LevelPlaySelect::checkMouse(){
int x,y,dy=0,m=levels.getLevelCount();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if we should replay the record.
if(selectedNumber!=NULL){
SDL_Rect mouse={x,y,0,0};
if(!bestTimeFilePath.empty()){
SDL_Rect box={380,440,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestTimeFilePath;
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={380,472,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestRecordingFilePath;
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse();
}
void LevelPlaySelect::displayLevelInfo(int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number();
}
SDL_Rect box={40,440,50,50};
selectedNumber->init(number,box);
//Show level description
levelDescription=levels.getLevelName(number);
//Show level medal
int medal=levels.getLevel(number)->won;
int time=levels.getLevel(number)->time;
int targetTime=levels.getLevel(number)->targetTime;
int recordings=levels.getLevel(number)->recordings;
int targetRecordings=levels.getLevel(number)->targetRecordings;
if(medal){
if(targetTime<0 && targetTime<0){
medal=-1;
}else{
if(targetTime<0 || time<=targetTime)
medal++;
if(targetRecordings<0 || recordings<=targetRecordings)
medal++;
}
}
switch(medal){
case 0:
levelMedal="You haven't finished this level ";//"Medal: None";
break;
case 1:
levelMedal="Medal: Bronze";
break;
case 2:
levelMedal="Medal: Silver";
break;
case 3:
levelMedal="Medal: Gold";
break;
default:
levelMedal="Medal: Not avaliable for this level";
break;
}
//Show best time and recordings
if(medal){
char s[64];
if(time>0)
if(targetTime>0)
sprintf(s,"%-.2fs / %-.2fs",time/40.0f,targetTime/40.0f);
else
- sprintf(s,"%-.2fs",time/40.0f);
+ sprintf(s,"%-.2fs / -",time/40.0f);
else
s[0]='\0';
levelMedal2=string("Time: ")+s;
if(recordings>=0)
if(targetRecordings>=0)
sprintf(s,"%5d / %d",recordings,targetRecordings);
else
- sprintf(s,"%d",recordings);
+ sprintf(s,"%5d / -",recordings);
else
s[0]='\0';
levelMedal3=string("Recordings: ")+s;
}else{
levelMedal2.clear();
levelMedal3.clear();
}
//Show the play button.
play->enabled=true;
//Check if there is auto record file
levels.getLevelAutoSaveRecordPath(number,bestTimeFilePath,bestRecordingFilePath,false);
if(!bestTimeFilePath.empty()){
FILE *f;
f=fopen(bestTimeFilePath.c_str(),"rb");
if(f==NULL){
bestTimeFilePath.clear();
}else{
fclose(f);
}
}
if(!bestRecordingFilePath.empty()){
FILE *f;
f=fopen(bestRecordingFilePath.c_str(),"rb");
if(f==NULL){
bestRecordingFilePath.clear();
}else{
fclose(f);
}
}
}
void LevelPlaySelect::render(){
//First let the levelselect render.
LevelSelect::render();
int x,y,dy=0,m=levels.getLevelCount();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
if(m>dy*10+40)
m=dy*10+40;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
//Draw a background for the stats.
drawGUIBox(0,420,SCREEN_WIDTH,SCREEN_HEIGHT-420,screen,0xFFFFFF80);
selectedNumber->show(0);
SDL_Color fg={0,0,0};
SDL_Surface* bm;
if(!levelDescription.empty()){
bm=TTF_RenderText_Blended(fontText,levelDescription.c_str(),fg);
applySurface(100,440,bm,screen,NULL);
SDL_FreeSurface(bm);
}
if(!levelMedal.empty()){
bm=TTF_RenderText_Blended(fontText,levelMedal.c_str(),fg);
applySurface(40,504,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Only show the replay if the level is completed (won).
if(levels.getLevel(selectedNumber->getNumber())->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={380,440,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(720,440,playButtonImage,screen,&r);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={380,472,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(720,472,playButtonImage,screen,&r);
}
}
if(!levelMedal2.empty()){
bm=TTF_RenderText_Blended(fontText,levelMedal2.c_str(),fg);
applySurface(380,440+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
if(!levelMedal3.empty()){
bm=TTF_RenderText_Blended(fontText,levelMedal3.c_str(),fg);
applySurface(380,472+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
}
}
void LevelPlaySelect::renderTooltip(int number,int dy){
SDL_Color fg={0,0,0};
char s[64];
//Render the name of the level.
SDL_Surface* name=TTF_RenderText_Blended(fontText,levels.getLevelName(number).c_str(),fg);
SDL_Surface* time=NULL;
SDL_Surface* recordings=NULL;
//The time it took.
if(levels.getLevel(number)->time>0){
sprintf(s,"%-.2fs",levels.getLevel(number)->time/40.0f);
time=TTF_RenderText_Blended(fontText,(string("Time: ")+s).c_str(),fg);
}
//The number of recordings it took.
if(levels.getLevel(number)->recordings>=0){
sprintf(s,"%d",levels.getLevel(number)->recordings);
recordings=TTF_RenderText_Blended(fontText,(string("Recordings: ")+s).c_str(),fg);
}
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*80;
if(time!=NULL && recordings!=NULL){
r.w=(name->w)>time->w?(name->w)>recordings->w?name->w:recordings->w:(time->w)>recordings->w?time->w:recordings->w;
r.h=name->h+5+time->h+recordings->h;
}else{
r.w=name->w;
r.h=name->h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=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);
}
//Increase the height to leave a gap between name and stats.
r2.y+=5;
if(time!=NULL){
//Now draw the time.
r2.y+=name->h;
SDL_BlitSurface(time,NULL,screen,&r2);
}
if(recordings!=NULL){
//Now draw the recordings.
r2.y+=time->h;
SDL_BlitSurface(recordings,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
SDL_FreeSurface(time);
SDL_FreeSurface(recordings);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber!=NULL){
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
}
diff --git a/src/Player.cpp b/src/Player.cpp
index 06c88cd..9878d07 100644
--- a/src/Player.cpp
+++ b/src/Player.cpp
@@ -1,1238 +1,1239 @@
/****************************************************************************
** 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 "Player.h"
#include "Game.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "InputManager.h"
#include "MD5.h"
#include <iostream>
#include <fstream>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
using namespace std;
#ifdef RECORD_FILE_DEBUG
string recordKeyPressLog,recordKeyPressLog_saved;
vector<SDL_Rect> recordPlayerPosition,recordPlayerPosition_saved;
#endif
Player::Player(Game* objParent):xVelBase(0),yVelBase(0),objParent(objParent){
//Set the dimensions of the player.
//The size of the player is 21x40.
box.x=0;
box.y=0;
box.w=21;
box.h=40;
//Set his velocity to zero.
xVel=0;
yVel=0;
//Set the start position.
fx=0;
fy=0;
//Check if sound is enabled.
if(getSettings()->getBoolValue("sound")==true){
//It is so load the sounds.
jumpSound=Mix_LoadWAV((getDataPath()+"sfx/jump.wav").c_str());
hitSound=Mix_LoadWAV((getDataPath()+"sfx/hit.wav").c_str());
saveSound=Mix_LoadWAV((getDataPath()+"sfx/checkpoint.wav").c_str());
swapSound=Mix_LoadWAV((getDataPath()+"sfx/swap.wav").c_str());
toggleSound=Mix_LoadWAV((getDataPath()+"sfx/toggle.wav").c_str());
errorSound=Mix_LoadWAV((getDataPath()+"sfx/error.wav").c_str());
}
//Set some default values.
inAir=true;
isJump=false;
onGround=true;
shadowCall=false;
shadow=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordKeyPressLog_saved.clear();
recordPlayerPosition.clear();
recordPlayerPosition_saved.clear();
#endif
//Some default values for animation variables.
direction=0;
jumpTime=0;
state=0;
//xVelSaved is used to store if there's a state saved or not.
xVelSaved=0x80000000;
}
Player::~Player(){
//We only need to clean up the sounds if they were loaded.
if(getSettings()->getBoolValue("sound")==true){
Mix_FreeChunk(jumpSound);
Mix_FreeChunk(hitSound);
Mix_FreeChunk(saveSound);
Mix_FreeChunk(swapSound);
Mix_FreeChunk(toggleSound);
}
}
bool Player::isPlayFromRecord(){
return recordIndex>=0; // && recordIndex<(int)recordButton.size();
}
//get the game record object.
std::vector<int>* Player::getRecord(){
return &recordButton;
}
#ifdef RECORD_FILE_DEBUG
string& Player::keyPressLog(){
return recordKeyPressLog;
}
vector<SDL_Rect>& Player::playerPosition(){
return recordPlayerPosition;
}
#endif
//play the record.
void Player::playRecord(){
//TODO:
recordIndex=0;
}
void Player::spaceKeyDown(class Shadow* shadow){
//Start recording or stop, depending on the recording state.
if(record==false){
//We start recording.
if(shadow->called==true){
//The shadow is still busy so first stop him before we can start recording.
shadowCall=false;
shadow->called=false;
shadow->playerButton.clear();
}else if(!dead){
//The shadow isn't moving and we aren't dead so start recording.
record=true;
//We start a recording meaning we need to increase recordings by one.
- //if(stateID!=STATE_LEVEL_EDITOR)
- objParent->recordings++;
+ objParent->recordings++;
}
}else{
//The player is recording so stop recording and call the shadow.
record=false;
shadowCall=true;
}
}
void Player::handleInput(class Shadow* shadow){
//Check if we should read the input from record file.
//Actually, we read input from record file in
//another function shadowSetState.
bool readFromRecord=false;
if(recordIndex>=0 && recordIndex<(int)recordButton.size()) readFromRecord=true;
if(!readFromRecord){
//Reset horizontal velocity.
xVel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
//Walking to the right.
xVel+=7;
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
//Walking to the left.
xVel-=7;
}
//Check if a key has been released.
if(/*event.type==SDL_KEYUP || */!inputMgr.isKeyDown(INPUTMGR_ACTION)){
//It has so downKeyPressed can't be true.
downKeyPressed=false;
}
/*
//Don't reset spaceKeyPressed or when you press the space key
//and release another key then the bug occurs. (ticket #44)
if(event.type==SDL_KEYUP || !inputMgr.isKeyDown(INPUTMGR_SPACE)){
spaceKeyPressed=false;
}*/
}
//Check if a key is pressed (down).
if(inputMgr.isKeyDownEvent(INPUTMGR_JUMP) && !readFromRecord){
//The up key, if we aren't in the air we start jumping.
//Fixed a potential bug
if(!inAir && !isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
isJump=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) && !readFromRecord){
//Fixed a potential bug
if(!spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
spaceKeyDown(shadow);
spaceKeyPressed=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_ACTION)){
//Downkey is pressed.
//Fixed a potential bug
if(!downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
downKeyPressed=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SAVE)){
//F2 only works in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
//Save the state.
if(objParent)
objParent->saveState();
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LOAD)){
//F3 is used to load the last state.
if(objParent)
objParent->loadState();
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SWAP)){
//F4 will swap the player and the shadow, but only in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
swapState(shadow);
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_TELEPORT)){
//F5 will revive and teleoprt the player to the cursor. Only works in the level editor.
//Shift+F5 teleports the shadow.
if(stateID==STATE_LEVEL_EDITOR){
//get the position of the cursor.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
if(inputMgr.isKeyDown(INPUTMGR_SHIFT)){
//teleports the shadow.
shadow->dead=false;
shadow->box.x=x;
shadow->box.y=y;
}else{
//teleports the player.
dead=false;
box.x=x;
box.y=y;
}
//play sound?
if(getSettings()->getBoolValue("sound")){
Mix_PlayChannel(-1,swapSound,0);
}
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SUICIDE)){
//F12 is suicide and only works in the leveleditor.
if(stateID==STATE_LEVEL_EDITOR){
die();
shadow->die();
}
}
}
void Player::setPosition(int x,int y){
box.x=x;
box.y=y;
}
void Player::move(vector<GameObject*> &levelObjects){
//Pointer to a checkpoint.
GameObject* objCheckPoint=NULL;
//Pointer to a swap.
GameObject* objSwap=NULL;
//Set the objShadowBlock to NULL.
//Only for swapping to prevent the shadow from swapping in a shadow block.
objShadowBlock=NULL;
//Boolean if the player can teleport.
bool canTeleport=true;
//Set the object the player is currently standing to NULL.
objCurrentStand=NULL;
//Check if the player is still alive.
if(dead==false){
//Add gravity
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13){
yVel=13;
}
}
//Check if the player can move.
if(canMove==true){
//Check if the player is moving or not.
if(xVel>0){
direction=0;
onGround=false;
if(appearance.currentStateName!="walkright"){
appearance.changeState("walkright");
}
}else if(xVel<0){
direction=1;
onGround=false;
if(appearance.currentStateName!="walkleft"){
appearance.changeState("walkleft");
}
}else if(xVel==0){
onGround=true;
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
}
//Move the player.
box.x+=xVel;
//Loop through the levelobjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the player can walk on the object.
if(levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
//Get the collision box of the levelobject.
SDL_Rect r=levelObjects[o]->getBox();
//Check collision with the player.
if(checkCollision(box,r)){
//We have collision, get the velocity of the box.
SDL_Rect v=levelObjects[o]->getBox(BoxType_Delta);
//Check on which side of the box the player is.
if(box.x + box.w/2 <= r.x + r.w/2){
if(xVel+xVelBase>v.x){
if(box.x>r.x-box.w)
box.x=r.x-box.w;
}
}else{
if(xVel+xVelBase<v.x){
if(box.x<r.x+r.w)
box.x=r.x+r.w;
}
}
}
}
}
}
//Now apply the yVel. (gravity, jumping, etc..)
box.y+=yVel;
//Pointer to the object the player standed on.
GameObject* lastStand=NULL;
//???
inAir=true;
canMove=true;
//Loop through all the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the object is solid.
if(levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
SDL_Rect r=levelObjects[o]->getBox();
if(checkCollision(r,box)==true){ //TODO:fix some bug
SDL_Rect v=levelObjects[o]->getBox(BoxType_Delta);
if(box.y+box.h/2<=r.y+r.h/2){
if(yVel>=v.y || yVel>=0){
inAir=false;
box.y=r.y-box.h;
yVel=1; //???
lastStand=levelObjects[o];
lastStand->onEvent(GameObjectEvent_PlayerIsOn);
}
}else{
if(yVel<=v.y+1){
yVel=v.y>0?v.y:0;
if(box.y<r.y+r.h)
box.y=r.y+r.h;
}
}
}
}
//Check if the object is a checkpoint.
if(levelObjects[o]->type==TYPE_CHECKPOINT && checkCollision(box,levelObjects[o]->getBox())){
//If we're not the shadow set the gameTip to Checkpoint.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_CHECKPOINT;
//And let objCheckPoint point to this object.
objCheckPoint=levelObjects[o];
}
//Check if the object is a swap.
if(levelObjects[o]->type==TYPE_SWAP && checkCollision(box,levelObjects[o]->getBox())){
//If we're not the shadow set the gameTip to swap.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWAP;
//And let objSwap point to this object.
objSwap=levelObjects[o];
}
//Check if the object is an exit.
//This doesn't work if the state is Level editor.
if(levelObjects[o]->type==TYPE_EXIT && stateID!=STATE_LEVEL_EDITOR && checkCollision(box,levelObjects[o]->getBox())){
//Check if it's playing game record (?)
if(recordIndex>=0){
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");
return;
}
//TEST ONLY: save the current game record to file.
//objParent->saveRecord("test.mnmsrec");
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get thest path.
bool filePathError=false;
//Set the current level won.
levels.getLevel()->won=true;
if(levels.getLevel()->time==-1 || levels.getLevel()->time>objParent->time){
levels.getLevel()->time=objParent->time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
objParent->getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
objParent->saveRecord(bestTimeFilePath.c_str());
}
}
if(levels.getLevel()->recordings==-1 || levels.getLevel()->recordings>objParent->recordings){
levels.getLevel()->recordings=objParent->recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
objParent->getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
objParent->saveRecord(bestRecordingFilePath.c_str());
}
}
//Goto the next level.
levels.nextLevel();
//Check if the level exists.
if(levels.getCurrentLevel()<levels.getLevelCount()){
//It does so unlock the levels.
levels.setLocked(levels.getCurrentLevel());
//And enter the GameState to start the new level.
setNextState(STATE_GAME);
//Don't forget the music.
getMusicManager()->pickMusic();
}else{
//Show the congratulations messagebox.
if(!levels.congratulationText.empty()){
msgBox(levels.congratulationText,MsgBoxOKOnly,"Congratulations");
}else{
msgBox("You have finished the levelpack!",MsgBoxOKOnly,"Congratulations");
}
//Save the progress.
levels.saveLevelProgress();
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
}
//Check if the object is a portal.
if(levelObjects[o]->type==TYPE_PORTAL && checkCollision(box,levelObjects[o]->getBox())){
//Check if the teleport id isn't empty.
if((dynamic_cast<Block*>(levelObjects[o]))->id.empty()){
cerr<<"Warning: Invalid teleport id!"<<endl;
canTeleport=false;
}
//If we're not the shadow set the gameTip to portal.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_PORTAL;
//Check if we can teleport and should (downkey -or- auto).
if(canTeleport && (downKeyPressed || (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&1))){
canTeleport=false;
if(downKeyPressed || levelObjects[o]!=objLastTeleport){
downKeyPressed=false;
//Loop the levelobjects again to find the destination.
for(unsigned int oo=o+1;;){
//We started at our index+1.
//Meaning that if we reach the end of the vector then we need to start at the beginning.
if(oo>=levelObjects.size())
oo-=(int)levelObjects.size();
//It also means that if we reach the same index we need to stop.
//If the for loop breaks this way then we have no succes.
if(oo==o){
//Couldn't teleport so play the error sound.
if(getSettings()->getBoolValue("sound")){
Mix_PlayChannel(-1,errorSound,0);
}
break;
}
//Check if the second (oo) object is a portal.
if(levelObjects[oo]->type==TYPE_PORTAL){
//Check the id against the destination of the first portal.
if((dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Call the event.
levelObjects[o]->onEvent(GameObjectEvent_OnToggle);
objLastTeleport=levelObjects[oo];
//Get the destination location and teleport the player.
SDL_Rect r=levelObjects[oo]->getBox();
box.x=r.x+5;
box.y=r.y+2;
//Check if music/sound is enabled.
if(getSettings()->getBoolValue("sound")){
Mix_PlayChannel(-1,swapSound,0);
}
break;
}
}
//Increase oo.
oo++;
}
}
}
}
//Check if the object is a switch.
if(levelObjects[o]->type==TYPE_SWITCH && checkCollision(box,levelObjects[o]->getBox())){
//If we're not the shadow set the gameTip to switch.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWITCH;
//If the down key is pressed then invoke an event.
if(downKeyPressed){
//Play the animation.
levelObjects[o]->playAnimation(1);
//Check if sound is enabled, if so play the toggle sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,toggleSound,0);
}
if(objParent!=NULL){
//Make sure that the id isn't emtpy.
if(!(dynamic_cast<Block*>(levelObjects[o]))->id.empty()){
objParent->broadcastObjectEvent(0x10000 | (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&3),
-1,(dynamic_cast<Block*>(levelObjects[o]))->id.c_str());
}else{
cerr<<"Warning: invalid switch id!"<<endl;
}
}
}
}
//Check if the object is a notification block.
if(levelObjects[o]->type==TYPE_NOTIFICATION_BLOCK && checkCollision(box,levelObjects[o]->getBox())){
//If we're not the shadow set the gameTip to notification block.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_NOTIFICATION_BLOCK;
//If the down key is pressed then invoke an event.
if(downKeyPressed==true)
(dynamic_cast<Block*>(levelObjects[o]))->onEvent(GameObjectEvent_OnSwitchOn);
}
//Check if the object is a shadow block, only if we are the playre.
if((levelObjects[o]->type==TYPE_SHADOW_BLOCK || levelObjects[o]->type==TYPE_MOVING_SHADOW_BLOCK) && checkCollision(box,levelObjects[o]->getBox()) && !shadow){
objShadowBlock=levelObjects[o];
}
//Check if the object is deadly.
if(levelObjects[o]->queryProperties(GameObjectProperty_IsSpikes,this)){
//It is so get the collision box.
SDL_Rect r=levelObjects[o]->getBox();
//TODO: pixel-accuracy hit test.
//For now we shrink the box.
r.x+=2;
r.y+=2;
r.w-=4;
r.h-=4;
//Check collision, if the player collides then let him die.
if(checkCollision(box,r))
die();
}
}
//Check if the player fell of the level.
if(box.y>LEVEL_HEIGHT)
die();
//Check if the player changed blocks, meaning stepped onto a block.
objCurrentStand=lastStand;
if(lastStand!=objLastStand){
objLastStand=lastStand;
if(lastStand){
//Call the walk on event of the laststand.
lastStand->onEvent(GameObjectEvent_PlayerWalkOn);
//Bugfix for Fragile blocks.
if(lastStand->type==TYPE_FRAGILE && !lastStand->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
inAir=true;
onGround=false;
isJump=false;
}
}
}
//Check if the player can teleport.
if(canTeleport)
objLastTeleport=NULL;
//Check the checkpoint pointer only if the downkey is pressed.
if(objParent!=NULL && downKeyPressed && objCheckPoint!=NULL){
//Checkpoint thus save the state.
if(objParent->saveState())
objParent->objLastCheckPoint=objCheckPoint;
}
//Check the swap pointer only if the down key is pressed.
if(objSwap!=NULL && downKeyPressed && objParent!=NULL){
//Now check if the shadow we're the shadow or not.
if(shadow){
if(!(dead || objParent->player.dead)){
//Check if the player isn't in front of a shadow block.
if(!objParent->player.objShadowBlock){
objParent->player.swapState(this);
objSwap->playAnimation(1);
}else{
//We can't swap so play the error sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,errorSound,0);
}
}
}
}else{
if(!(dead || objParent->shadow.dead)){
//Check if the player isn't in front of a shadow block.
if(!objShadowBlock){
swapState(&objParent->shadow);
objSwap->playAnimation(1);
}else{
//We can't swap so play the error sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,errorSound,0);
}
}
}
}
}
//Check for jump appearance (inAir).
if(inAir && !dead){
if(direction==1){
if(yVel>0){
if(appearance.currentStateName!="fallleft")
appearance.changeState("fallleft");
}else{
if(appearance.currentStateName!="jumpleft")
appearance.changeState("jumpleft");
}
}else{
if(yVel>0){
if(appearance.currentStateName!="fallright")
appearance.changeState("fallright");
}else{
if(appearance.currentStateName!="jumpright")
appearance.changeState("jumpright");
}
}
}
}
//Finally we reset some stuff.
downKeyPressed=false;
xVelBase=0;
yVelBase=0;
}
void Player::jump(){
//Check if the player is dead or not.
if(dead==true){
//The player can't jump if he's dead.
isJump=false;
}
//Check if the player can jump.
if(isJump==true && inAir==false){
//Set the jump velocity.
yVel=-13;
inAir=true;
isJump=false;
jumpTime++;
//Check if sound is enabled, if so play the jump sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,jumpSound,0);
}
}
}
void Player::show(){
//Check if we should render the recorded line.
//Only do this when we're recording and we're not the shadow.
if(shadow==false && record==true){
//FIXME: Adding an entry not in update but in render?
line.push_back(SDL_Rect());
line[line.size()-1].x=box.x+11;
line[line.size()-1].y=box.y+20;
//Loop through the line dots and draw them.
for(int l=0; l<(signed)line.size(); l++){
appearance.drawState("line",screen,line[l].x-camera.x,line[l].y-camera.y,NULL);
}
}
//NOTE: We do logic here, because it's only needed by the appearance.
appearance.updateAnimation();
appearance.draw(screen, box.x-camera.x, box.y-camera.y, NULL);
}
void Player::shadowSetState(){
int currentKey=0;
//Check if we should read the input from record file.
if(recordIndex>=0){ // && recordIndex<(int)recordButton.size()){
//read the input from record file
if(recordIndex<(int)recordButton.size()){
currentKey=recordButton[recordIndex];
recordIndex++;
}
//Reset horizontal velocity.
xVel=0;
if(currentKey&PlayerButtonRight){
//Walking to the right.
xVel+=7;
}
if(currentKey&PlayerButtonLeft){
//Walking to the left.
xVel-=7;
}
if(currentKey&PlayerButtonJump){
//The up key, if we aren't in the air we start jumping.
if(inAir==false){
isJump=true;
}else{
//Shouldn't go here
cout<<"Replay BUG"<<endl;
}
}
//check the down key
downKeyPressed=(currentKey&PlayerButtonDown)!=0;
//check the space key
if(currentKey&PlayerButtonSpace){
spaceKeyDown(&objParent->shadow);
}
}else{
//read the input from keyboard.
recordIndex=-1;
//Check for xvelocity.
if(xVel>0)
currentKey|=PlayerButtonRight;
if(xVel<0)
currentKey|=PlayerButtonLeft;
//Check for jumping.
if(isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonJump;
}
//Check if the downbutton is pressed.
if(downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonDown;
}
if(spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonSpace;
}
- //record it
+ //Record it.
recordButton.push_back(currentKey);
}
#ifdef RECORD_FILE_DEBUG
if(recordIndex>=0){
if(recordIndex>0 && recordIndex<=int(recordPlayerPosition.size())/2){
SDL_Rect &r1=recordPlayerPosition[recordIndex*2-2];
SDL_Rect &r2=recordPlayerPosition[recordIndex*2-1];
if(r1.x!=box.x || r1.y!=box.y || r2.x!=objParent->shadow.box.x || r2.y!=objParent->shadow.box.y){
char c[192];
sprintf(c,"Replay ERROR [%05d] %d %d %d %d Expected: %d %d %d %d\n",
objParent->time-1,box.x,box.y,objParent->shadow.box.x,objParent->shadow.box.y,r1.x,r1.y,r2.x,r2.y);
cout<<c;
}
}
}else{
recordPlayerPosition.push_back(box);
recordPlayerPosition.push_back(objParent->shadow.box);
}
#endif
//reset spaceKeyPressed.
spaceKeyPressed=false;
//Only add an entry if the player is recording.
if(record){
//Add the action.
- playerButton.push_back(currentKey);
-
- //Change the state.
- state++;
+ if(!dead){
+ playerButton.push_back(currentKey);
+
+ //Change the state.
+ state++;
+ }
}
}
void Player::shadowGiveState(Shadow* shadow){
//Check if the player calls the shadow.
if(shadowCall==true){
//Clear any recording still with the shadow.
shadow->playerButton.clear();
//Loop the recorded moves and add them to the one of the shadow.
for(unsigned int s=0;s<playerButton.size();s++){
shadow->playerButton.push_back(playerButton[s]);
}
//Reset the state of both the player and the shadow.
stateReset();
shadow->stateReset();
//Clear the recording at the player's side.
playerButton.clear();
line.clear();
//Set shadowCall false
shadowCall=false;
//And let the shadow know that the player called him.
shadow->meCall();
}
}
void Player::stateReset(){
//Reset the state by setting it to 0.
state=0;
}
void Player::otherCheck(class Player* other){
//First make sure the player isn't dead.
//And check for velocity of the block the player is standing on.
if(!dead){
if(objCurrentStand!=NULL){
//Now get the velocity of the object the player is standing on.
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
xVelBase=v.x;
yVelBase=v.y;
//Already move the player box.
box.x+=v.x;
box.y+=v.y;
}
}
//Now do the same for the shadow.
if(!other->dead){
if(other->objCurrentStand!=NULL){
//Now get the velocity of the object the shadow is standing on.
SDL_Rect v=other->objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
other->xVelBase=v.x;
other->yVelBase=v.y;
//Already move the shadow box.
other->box.x+=v.x;
other->box.y+=v.y;
}
}
//Now check if the player is on the shadow.
//First make sure they are both alive.
if(!dead && !other->dead){
//Get the box of the shadow.
SDL_Rect boxShadow=other->getBox();
//Check if the player is on top of the shadow.
if(checkCollision(box,boxShadow)==true){
//We have collision now check if the other is standing on top of you.
if(box.y+box.h<=boxShadow.y+13 && !other->inAir){
int yVelocity=yVel-1;
if(yVelocity>0){
box.y-=yVel;
box.y+=boxShadow.y-(box.y+box.h);
inAir=false;
canMove=false;
onGround=true;
other->holdingOther=true;
other->appearance.changeState("holding");
//Change our own appearance to standing.
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
//Apply the velocity the shadow has.
box.x+=other->xVelBase;
box.y+=other->yVelBase;
}
}else if(boxShadow.y+boxShadow.h<=box.y+13 && !inAir){
int yVelocity=other->yVel-1;
if(yVelocity>0){
other->box.y-=other->yVel;
other->box.y+=box.y-(other->box.y+other->box.h);
other->inAir=false;
other->canMove=false;
other->onGround=true;
holdingOther=true;
appearance.changeState("holding");
//Change our own appearance to standing.
if(other->direction==1){
other->appearance.changeState("standleft");
}else{
other->appearance.changeState("standright");
}
//Apply the velocity the shadow has.
other->box.x+=xVelBase;
other->box.y+=yVelBase;
}
}
}else{
holdingOther=false;
other->holdingOther=false;
}
}
//And set currentStand to null.
objCurrentStand=NULL;
other->objCurrentStand=NULL;
}
SDL_Rect Player::getBox(){
return box;
}
void Player::setMyCamera(){
//Only change the camera when the player isn't dead.
if(dead)
return;
//Check if the player is halfway pass the halfright of the screen.
if(box.x>camera.x+450){
//It is so ease the camera to the right.
camera.x+=(box.x-camera.x-400)>>4;
//Check if the camera isn't going too far.
if(box.x<camera.x+450){
camera.x=box.x-450;
}
}
//Check if the player is halfway pass the halfleft of the screen.
if(box.x<camera.x+350){
//It is so ease the camera to the left.
camera.x+=(box.x-camera.x-400)>>4;
//Check if the camera isn't going too far.
if(box.x>camera.x+350){
camera.x=box.x-350;
}
}
//If the camera is too far to the left we set it to 0.
if(camera.x<0){
camera.x=0;
}
//If the camera is too far to the right we set it to the max right.
if(camera.x+camera.w>LEVEL_WIDTH){
camera.x=LEVEL_WIDTH-camera.w;
}
//Check if the player is halfway pass the lower half of the screen.
if(box.y>camera.y+350){
//Ir is so ease the camera down.
camera.y+=(box.y-camera.y-300)>>4;
//Check if the camera isn't going too far.
if(box.y<camera.y+350){
camera.y=box.y-350;
}
}
//Check if the player is halfway pass the upper half of the screen.
if(box.y<camera.y+250){
//It is so ease the camera up.
camera.y+=(box.y-camera.y-300)>>4;
//Check if the camera isn't going too far.
if(box.y>camera.y+250){
camera.y=box.y-250;
}
}
//If the camera is too far up we set it to 0.
if(camera.y<0){
camera.y=0;
}
//If the camera is too far down we set it to the max down.
if(camera.y+camera.h>LEVEL_HEIGHT){
camera.y=LEVEL_HEIGHT-camera.h;
}
}
void Player::reset(bool save){
//Set the location of the player to it's initial state.
box.x=fx;
box.y=fy;
//Reset back to default value.
inAir=true;
isJump=false;
onGround=true;
shadowCall=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
//Some animation variables.
appearance.resetAnimation(save);
appearance.changeState("standright");
direction=0;
state=0;
yVel=0;
objCurrentStand=NULL;
//Clear the recording.
line.clear();
playerButton.clear();
recordButton.clear();
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordPlayerPosition.clear();
#endif
//xVelSaved is used to indicate if there's a state saved or not.
if(save){
xVelSaved=0x80000000;
}
}
void Player::saveState(){
//We can only save the state when the player isn't dead.
if(!dead){
boxSaved.x=box.x;
boxSaved.y=box.y;
xVelSaved=xVel;
yVelSaved=yVel;
inAirSaved=inAir;
isJumpSaved=isJump;
onGroundSaved=onGround;
canMoveSaved=canMove;
holdingOtherSaved=holdingOther;
//Let the appearance save.
appearance.saveAnimation();
//Save the record
savedRecordButton=recordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog_saved=recordKeyPressLog;
recordPlayerPosition_saved=recordPlayerPosition;
#endif
//Only play the sound when it's enabled.
if(getSettings()->getBoolValue("sound")==true){
//To prevent playing the sound twice, only the player can cause the sound.
if(!shadow)
Mix_PlayChannel(-1,saveSound,0);
}
}
}
void Player::loadState(){
//Check with xVelSaved if there's a saved state.
if(xVelSaved==int(0x80000000)){
//There isn't so reset the game to load the first initial state.
//NOTE: There's no need in removing the saved state since there is none.
reset(false);
return;
}
//Restore the saved values.
box.x=boxSaved.x;
box.y=boxSaved.y;
//xVel is set to 0 since it's saved counterpart is used to indicate a saved state.
xVel=0;
yVel=yVelSaved;
//Restore teh saved values.
inAir=inAirSaved;
isJump=isJumpSaved;
onGround=onGroundSaved;
canMove=canMoveSaved;
holdingOther=holdingOtherSaved;
dead=false;
record=false;
shadowCall=false;
stateReset();
//Restore the appearance.
appearance.loadAnimation();
//Clear any recorded stuff.
line.clear();
playerButton.clear();
//Load the previously saved record
recordButton=savedRecordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog=recordKeyPressLog_saved;
recordPlayerPosition=recordPlayerPosition_saved;
#endif
}
void Player::swapState(Player* other){
//We need to swap the values of the player with the ones of the given player.
swap(box.x,other->box.x);
swap(box.y,other->box.y);
//NOTE: xVel isn't there since it's used for something else.
swap(yVel,other->yVel);
swap(inAir,other->inAir);
swap(isJump,other->isJump);
swap(onGround,other->onGround);
swap(canMove,other->canMove);
swap(holdingOther,other->holdingOther);
swap(dead,other->dead);
//Also reset the state of the other.
other->stateReset();
//Play the swap sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,swapSound,0);
}
}
bool Player::canSaveState(){
//We can only save the state if the player isn't dead.
return !dead;
}
bool Player::canLoadState(){
//We use xVelSaved to indicate if a state is saved or not.
return xVelSaved != int(0x80000000);
}
void Player::die(){
//Make sure the player isn't already dead.
if(!dead){
dead=true;
//If sound is enabled run the hit sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,hitSound,0);
}
//Change the apearance to die.
appearance.changeState("die");
}
}

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Event Timeline