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diff --git a/CMakeLists.txt b/CMakeLists.txt
index fa1b128..9658b62 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,190 +1,190 @@
Project (meandmyshadow)
CMake_Minimum_Required (VERSION 3.1)
Set (CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/")
Option (DEBUG_MODE "Compile the game with debug mode enabled" OFF)
Option (DISABLED_DEBUG_STUFF "Enable this you'll see a lot of annoying script debug messages which will lag the game." OFF)
#Find the required libraries.
Find_Package (SDL2 REQUIRED)
Find_Package (SDL2_image REQUIRED)
Find_Package (Freetype REQUIRED)
Find_Package (SDL2_mixer REQUIRED)
Find_Package (CURL REQUIRED)
Find_Package (LibArchive REQUIRED)
-Find_Package (Lua REQUIRED)
+Find_Package (Lua 5.3 REQUIRED)
if (NOT SDL2_FOUND)
message (FATAL_ERROR "SDL2 library could not be found!")
endif (NOT SDL2_FOUND)
if (NOT SDL2_IMAGE_FOUND)
message (FATAL_ERROR "SDL2_image library could not be found!")
endif (NOT SDL2_IMAGE_FOUND)
if (NOT FREETYPE_FOUND)
message (FATAL_ERROR "Freetype library could not be found!")
endif (NOT FREETYPE_FOUND)
if (NOT SDL2_MIXER_FOUND)
message (FATAL_ERROR "SDL2_mixer library could not be found!")
endif (NOT SDL2_MIXER_FOUND)
if (NOT CURL_FOUND)
message(FATAL_ERROR "CURL library could not be found!")
endif (NOT CURL_FOUND)
if (NOT LibArchive_FOUND)
message (FATAL_ERROR "LibArchive library could not be found!")
endif (NOT LibArchive_FOUND)
if (NOT LUA_FOUND)
message (FATAL_ERROR "Lua library could not be found!")
endif (NOT LUA_FOUND)
-if (LUA_VERSION_STRING VERSION_LESS "5.2")
- message (FATAL_ERROR "Lua version too old ${LUA_VERSION_STRING}, expected at least 5.2!")
+if (LUA_VERSION_STRING VERSION_LESS "5.3")
+ message (FATAL_ERROR "Lua version too old ${LUA_VERSION_STRING}, expected at least 5.3!")
endif ()
# check version from Globals.h
file(READ "${PROJECT_SOURCE_DIR}/src/Globals.h" GLOBALS_H)
string(REGEX MATCH "version[ ]*=[ ]*\"[^\"]*\"" MNMS_VERSION_STR ${GLOBALS_H})
string(REGEX REPLACE "^[^\"]*\"([^\"]*)\".*$" "\\1" MNMS_VERSION_STR ${MNMS_VERSION_STR})
message(STATUS "The version read from Globals.h is: ${MNMS_VERSION_STR}")
string(REGEX REPLACE "^V([0-9.]+).*$" "\\1" MNMS_VERSION_NUM ${MNMS_VERSION_STR})
set(MNMS_VERSION_NUM "${MNMS_VERSION_NUM}.0.0.0.0")
string(REGEX REPLACE "^([0-9]+)[.]([0-9]+)[.]([0-9]+)[.]([0-9]+).*$" "\\1,\\2,\\3,\\4" MNMS_VERSION_NUM ${MNMS_VERSION_NUM})
message(STATUS "which is: ${MNMS_VERSION_NUM}")
# check version from git
find_package(Git)
if(GIT_FOUND)
exec_program(${GIT_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR} ARGS "describe"
OUTPUT_VARIABLE MNMS_GIT_VERSION RETURN_VALUE GIT_RETURN_VALUE)
if(GIT_RETURN_VALUE STREQUAL "0")
set(MNMS_VERSION_STR "${MNMS_VERSION_STR} (${MNMS_GIT_VERSION})")
message(STATUS "The version read from git is: ${MNMS_GIT_VERSION}")
else()
# possibly there are no any tags
exec_program(${GIT_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR} ARGS "rev-parse --short HEAD"
OUTPUT_VARIABLE MNMS_GIT_VERSION RETURN_VALUE GIT_RETURN_VALUE)
if(GIT_RETURN_VALUE STREQUAL "0")
set(MNMS_VERSION_STR "${MNMS_VERSION_STR} (git ${MNMS_GIT_VERSION})")
message(STATUS "The version read from git is: ${MNMS_GIT_VERSION}")
endif()
endif()
endif()
# show version information on Windows
Set(WIN32_RESOURCES )
if(WIN32)
Configure_File (
"${PROJECT_SOURCE_DIR}/icons/windows-icon/res.rc.in"
"${PROJECT_BINARY_DIR}/res.rc"
)
Set(WIN32_RESOURCES ${PROJECT_BINARY_DIR}/res.rc)
Include_Directories(${PROJECT_SOURCE_DIR}/icons/windows-icon/)
SOURCE_GROUP("Source Files\\Resources" FILES ${WIN32_RESOURCES})
endif()
#Parse the configure file.
Configure_File (
"${PROJECT_SOURCE_DIR}/src/config.h.in"
"${PROJECT_BINARY_DIR}/config.h"
)
#Add some missing libraries to Windows.
if(WIN32)
include_directories(${PROJECT_SOURCE_DIR}/src/libs/dirent)
endif(WIN32)
#Disable some annoying warnings.
if(MSVC)
# warning C4996: '***': This function or variable may be unsafe
add_definitions(/wd4996)
# force the source code encoding to UTF-8 (which is available since VC2015)
if (NOT (CMAKE_CXX_COMPILER_VERSION VERSION_LESS 19.0))
add_definitions(-utf-8)
endif()
else()
# Assume it's gcc or clang
# warning: '***' overrides a member function but is not marked 'override'
add_definitions(-Wno-inconsistent-missing-override)
endif()
#Define some debug stuff.
if(DEBUG_MODE)
add_definitions(-DDEBUG)
add_definitions(-D_DEBUG)
endif(DEBUG_MODE)
if(DISABLED_DEBUG_STUFF)
add_definitions(-DDISABLED_DEBUG_STUFF)
endif(DISABLED_DEBUG_STUFF)
#Add the include directories of the (found) libraries.
Include_Directories(
${PROJECT_BINARY_DIR}
${SDL2_INCLUDE_DIR}
${SDL2_IMAGE_INCLUDE_DIR}
${FREETYPE_INCLUDE_DIRS}
${SDL2_MIXER_INCLUDE_DIR}
${CURL_INCLUDE_DIR}
${LibArchive_INCLUDE_DIR}
${LUA_INCLUDE_DIR}
${PROJECT_SOURCE_DIR}/src/libs
${PROJECT_SOURCE_DIR}/src/libs/SDL2_ttf
)
#Set the output path and the source path.
Set (EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR})
Set (SRC_DIR ${PROJECT_SOURCE_DIR}/src)
#List the source files.
File (GLOB SOURCES ${SRC_DIR}/*.cpp)
File (GLOB TINYGETTEXT ${SRC_DIR}/libs/tinygettext/*.cpp)
File (GLOB FINDLOCALE ${SRC_DIR}/libs/findlocale/*.cpp)
File (GLOB SDL2TTF ${SRC_DIR}/libs/SDL2_ttf/*.c)
#Always use SDL_iconv in tinygettext
add_definitions(-DHAVE_SDL)
SOURCE_GROUP("Source Files\\tinygettext" FILES ${TINYGETTEXT})
SOURCE_GROUP("Source Files\\findlocale" FILES ${FINDLOCALE})
SOURCE_GROUP("Source Files\\SDL2_ttf" FILES ${SDL2TTF})
Add_Executable (meandmyshadow ${SOURCES} ${TINYGETTEXT} ${FINDLOCALE} ${WIN32_RESOURCES} ${SDL2TTF})
set_property(TARGET meandmyshadow PROPERTY CXX_STANDARD 11)
Target_Link_Libraries (
meandmyshadow
${SDL2_LIBRARY}
${SDL2_IMAGE_LIBRARY}
${FREETYPE_LIBRARIES}
${SDL2_MIXER_LIBRARY}
${SDL2MAIN_LIBRARY}
${CURL_LIBRARY}
${LibArchive_LIBRARY}
${LUA_LIBRARIES}
)
#Path options
Set (BINDIR "bin" CACHE STRING "Where to install binaries")
Set (DATAROOTDIR "${CMAKE_INSTALL_PREFIX}/share" CACHE STRING "Sets the root of data directories to a non-default location")
Set (ICONDIR "${DATAROOTDIR}/icons" CACHE STRING "Sets the icon directory for desktop entry to a non-default location.")
Set (DESKTOPDIR "${DATAROOTDIR}/applications" CACHE STRING "Sets the desktop file directory for desktop entry to a non-default location.")
#Install locations
Install (DIRECTORY ${PROJECT_SOURCE_DIR}/data DESTINATION ${DATAROOTDIR}/meandmyshadow/)
Install (FILES AUTHORS DESTINATION ${DATAROOTDIR}/meandmyshadow/)
Install (TARGETS meandmyshadow RUNTIME DESTINATION ${BINDIR})
if ("${CMAKE_SYSTEM_NAME}" MATCHES "Linux")
Install (FILES meandmyshadow.desktop DESTINATION ${DESKTOPDIR})
Install (FILES icons/16x16/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/16x16/apps/)
Install (FILES icons/32x32/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/32x32/apps/)
Install (FILES icons/48x48/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/48x48/apps/)
Install (FILES icons/64x64/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/64x64/apps/)
endif ("${CMAKE_SYSTEM_NAME}" MATCHES "Linux")
diff --git a/src/Globals.h b/src/Globals.h
index b57f30c..6cbc33c 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -1,266 +1,266 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GLOBALS_H
#define GLOBALS_H
#include <SDL.h>
#include <string>
#include "libs/tinygettext/tinygettext.hpp"
#include "LevelPack.h"
#include "Render.h"
#if defined (WIN32) || defined (__APPLE__)
//#define DATA_PATH
#else
#include "config.h"
#endif
#define TITLE_FONT_RAISE 19
#define GUI_FONT_RAISE 5
class GameState;
//Global constants
//The width of the screen.
extern int SCREEN_WIDTH;
//The height of the screen.
extern int SCREEN_HEIGHT;
//The depth of the screen.
#if defined(ANDROID)
//TODO: change other surface creating code to make the game runs faster
const int SCREEN_BPP=16; //??? 24?? 32??
//const int SCREEN_FLAGS=SDL_HWSURFACE;
#else
const int SCREEN_BPP=32;
//const int SCREEN_FLAGS=SDL_HWSURFACE;
#endif
const int SCREEN_FLAGS = 0;
//SDL interprets each pixel as a 32-bit number,
// so our masks must depend on the endianness (byte order) of the machine.
//NOTE: We define them here so we only have to do it once.
/*#if SDL_BYTEORDER == SDL_BIG_ENDIAN
const Uint32 BMASK=0xFF000000;
const Uint32 GMASK=0x00FF0000;
const Uint32 RMASK=0x0000FF00;
const Uint32 AMASK=0x000000FF;
#else*/
// NOTE: Changed to ARGB for SDL2.
const Uint32 BMASK=0x000000FF;
const Uint32 GMASK=0x0000FF00;
const Uint32 RMASK=0x00FF0000;
const Uint32 AMASK=0xFF000000;
/*#endif*/
//String containing the version, used in the titelbar.
//NOTE: for development version please write something like "V0.5 Development version"
//which can trigger the corresponding achievement.
-const std::string version = "V0.5 RC";
+const std::string version = "V0.5.1 Development version";
//The height of the current level.
extern int LEVEL_HEIGHT;
//The width of the current level.
extern int LEVEL_WIDTH;
//The target frames per seconds.
const int FPS=40;
//The language that in which the game should be translated.
extern std::string language;
//The DictionaryManager that is used to translate the game itself.
extern tinygettext::DictionaryManager* dictionaryManager;
//SDL Window and renderer
extern SDL_Window* sdlWindow;
//Font that is used for titles.
//Knewave large.
extern TTF_Font* fontTitle;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
extern TTF_Font* fontGUI;
//Font that is used for long captions of buttons and other GUI elements.
//Knewave smaller.
extern TTF_Font* fontGUISmall;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
extern TTF_Font* fontText;
//Font used for scripting editor.
//Monospace.
extern TTF_Font* fontMono;
//Fallback fonts. No need to use them directly.
extern TTF_Font *fontFallbackTitle, *fontFallbackGUI, *fontFallbackGUISmall, *fontFallbackText, *fontFallbackMono;
//Small arrows used for GUI widgets.
//2 directions and 2 different/same colors depending on theme.
extern TexturePtr arrowLeft1;
extern TexturePtr arrowRight1;
extern TexturePtr arrowLeft2;
extern TexturePtr arrowRight2;
//Event, used for event handling.
extern SDL_Event event;
//GUI
class GUIObject;
extern GUIObject *GUIObjectRoot;
//The state id of the current state.
extern int stateID;
//Integer containing what the next state will be.
extern int nextState;
//The currentState.
extern GameState* currentState;
//Pointer to the current levelpack.
extern LevelPack* levels;
//String containing the name of the current level.
extern std::string levelName;
//SDL rectangle used to store the camera.
//x is the x location of the camera.
//y is the y location of the camera.
//w is the width of the camera. (equal to SCREEN_WIDTH)
//h is the height of the camera. (equal to SCREEN_HEIGHT)
extern SDL_Rect camera;
//Themable colors
const SDL_Color BLACK = SDL_Color{0,0,0,255};
//Enumeration containing the different cursor types there are.
enum CursorType{
//The default pointer.
CURSOR_POINTER,
//The vertical ibeam, used to indicate text input.
CURSOR_CARROT,
//A closed hand, used for indicating a drag action.
CURSOR_DRAG,
//The different (window) size cursor icons.
CURSOR_SIZE_HOR,
CURSOR_SIZE_VER,
CURSOR_SIZE_FDIAG,
CURSOR_SIZE_BDIAG,
//Remove cursor used in level editor
CURSOR_REMOVE,
//Pointing hand cursor, for hyperlinks.
CURSOR_POINTING_HAND,
//The number of cursor types there are.
CURSOR_MAX
};
//Currently used cursor type.
extern CursorType currentCursor;
//Array containing the SDL_Cursors.
extern SDL_Cursor* cursors[CURSOR_MAX];
//Enumeration containing the ids of the game states.
enum GameStates{
//State null is a special state used to indicate no state.
//This is used when no next state is defined.
STATE_NULL,
//This state is before the actual leveleditor used to make levelpacks.
STATE_LEVEL_EDIT_SELECT,
//This state is for the level editor.
STATE_LEVEL_EDITOR,
//This state is for the main menu.
STATE_MENU,
//This state is for the actual game.
STATE_GAME,
//Special state used when exiting meandmyshadow.
STATE_EXIT,
//This state is for the help screen.
STATE_LEVEL_SELECT,
//This state is for the options screen.
STATE_OPTIONS,
//This state is for the addon screen.
STATE_ADDONS,
//This state is for credits screen
STATE_CREDITS,
//This state is for statistics screen
STATE_STATISTICS,
};
//Enumeration containing the ids of the different block types.
enum GameTileType{
//The normal solid block.
TYPE_BLOCK=0,
//Block representing the start location of the player.
TYPE_START_PLAYER,
//Block representing the start location of the shadow.
TYPE_START_SHADOW,
//The exit of the level.
TYPE_EXIT,
//The shadow block which is only solid for the shadow.
TYPE_SHADOW_BLOCK,
//Block that can kill both the player and the shadow.
TYPE_SPIKES,
//Special point where the player can save.
TYPE_CHECKPOINT,
//Block that will switch the location of the player and the shadow when invoked.
TYPE_SWAP,
//Block that will crumble to dust when stepped on it for the third time.
TYPE_FRAGILE,
//Normal block that moves along a path.
TYPE_MOVING_BLOCK,
//Shadow block that moves along a path.
TYPE_MOVING_SHADOW_BLOCK,
//A spike block that moves along a path.
TYPE_MOVING_SPIKES,
//Special block which, once entered, moves the player/shadow to a different portal.
TYPE_PORTAL,
//A block with a button which can activate or stop moving blocks, converyor belts
TYPE_BUTTON,
//A switch which can activate or stop moving blocks, converyor belts
TYPE_SWITCH,
//Solid block which works like
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
//Block that contains a message that can be read.
TYPE_NOTIFICATION_BLOCK,
//A collectable that is able to open locked doors
TYPE_COLLECTABLE,
//Block that can be pushed by the player and the shadow.
//Pushable blocks can push other pushable blocks.
TYPE_PUSHABLE,
//The (max) number of tiles.
TYPE_MAX
};
//Keyboard only mode. This is set to true if the last menu navigation is performed by keyboard.
extern bool isKeyboardOnly;
#endif
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