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VVVVVV/desktop_version/src/Editor.cpp

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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
#define ED_DEFINITION
#include "Editor.h"
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#include <string>
#include <utf8/unchecked.h>
#include "Constants.h"
#include "CustomLevels.h"
#include "DeferCallbacks.h"
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#include "Entity.h"
#include "Enums.h"
#include "Font.h"
#include "Game.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
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#include "KeyPoll.h"
#include "Localization.h"
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#include "Map.h"
#include "Music.h"
#include "Screen.h"
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#include "Script.h"
#include "UtilityClass.h"
#include "VFormat.h"
#include "Vlogging.h"
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editorclass::editorclass(void)
{
reset();
}
void editorclass::reset(void)
{
roomnamehide=0;
zmod=false;
xmod=false;
cmod=false;
vmod=false;
hmod=false;
bmod=false;
spacemod=false;
spacemenu=0;
shiftmenu=false;
shiftkey=false;
saveandquit=false;
note="";
notedelay=0;
oldnotedelay=0;
deletekeyheld=false;
textmod = TEXT_NONE;
titlemod=false;
creatormod=false;
desc1mod=false;
desc2mod=false;
desc3mod=false;
websitemod=false;
settingsmod=false;
warpmod=false; //Two step process
warpent=-1;
boundarymod=0;
boundarytype=0;
boundx1=0;
boundx2=0;
boundy1=0;
boundy2=0;
textent=0;
scripttexttype=0;
drawmode=0;
dmtile=0;
dmtileeditor=0;
entcol=0;
tilex=0;
tiley=0;
levx=0;
levy=0;
keydelay=0;
lclickdelay=0;
savekey=false;
loadkey=false;
updatetiles=true;
changeroom=true;
entframe=0;
entframedelay=0;
SDL_zeroa(kludgewarpdir);
hooklist.clear();
sb.clear();
clearscriptbuffer();
sbx=0;
sby=0;
pagey=0;
lines_visible = 25;
scripteditmod=false;
sbscript="null";
scripthelppage=0;
scripthelppagedelay=0;
hookmenupage=0;
hookmenu=0;
returneditoralpha = 0;
oldreturneditoralpha = 0;
ghosts.clear();
currentghosts = 0;
loaded_filepath = "";
}
void editorclass::gethooks(void)
{
//Scan through the script and create a hooks list based on it
hooklist.clear();
for (size_t i = 0; i < script.customscripts.size(); i++)
{
Script& script_ = script.customscripts[i];
hooklist.push_back(script_.name);
}
}
void editorclass::loadhookineditor(const std::string& t)
{
//Find hook t in the scriptclass, then load it into the editor
clearscriptbuffer();
for(size_t i = 0; i < script.customscripts.size(); i++)
{
Script& script_ = script.customscripts[i];
if(script_.name == t)
{
sb = script_.contents;
break;
}
}
if(sb.empty())
{
//Always have one line or we'll have problems
sb.resize(1);
}
}
void editorclass::addhooktoscript(const std::string& t)
{
//Adds hook+the scriptbuffer to the end of the scriptclass
removehookfromscript(t);
Script script_;
script_.name = t;
script_.contents = sb;
script.customscripts.push_back(script_);
}
void editorclass::removehookfromscript(const std::string& t)
{
/* Find hook t in the scriptclass, then removes it (and any other code with it)
* When this loop reaches the end, it wraps to SIZE_MAX; SIZE_MAX + 1 is 0 */
size_t i;
for (i = script.customscripts.size() - 1; i + 1 > 0; --i)
{
if (script.customscripts[i].name == t)
{
script.customscripts.erase(script.customscripts.begin() + i);
}
}
}
void editorclass::removehook(const std::string& t)
{
//Check the hooklist for the hook t. If it's there, remove it from here and the script
size_t i;
removehookfromscript(t);
/* When this loop reaches the end, it wraps to SIZE_MAX; SIZE_MAX + 1 is 0 */
for (i = hooklist.size() - 1; i + 1 > 0; --i)
{
if (hooklist[i] == t)
{
hooklist.erase(hooklist.begin() + i);
}
}
}
void editorclass::addhook(const std::string& t)
{
//Add an empty function to the list in both editor and script
removehook(t);
hooklist.push_back(t);
addhooktoscript(t);
}
bool editorclass::checkhook(const std::string& t)
{
//returns true if hook t already is in the list
for(size_t i=0; i<hooklist.size(); i++)
{
if(hooklist[i]==t) return true;
}
return false;
}
void editorclass::clearscriptbuffer(void)
{
sb.clear();
}
void editorclass::removeline(int t)
{
//Remove line t from the script
if((int)sb.size()>1)
{
sb.erase(sb.begin() + t);
}
}
void editorclass::insertline(int t)
{
//insert a blank line into script at line t
sb.insert(sb.begin() + t, "");
}
void editorclass::getlin(const enum textmode mode, const std::string& prompt, std::string* ptr)
{
textmod = mode;
textptr = ptr;
textdesc = prompt;
key.enabletextentry();
if (ptr)
{
key.keybuffer = *ptr;
}
else
{
key.keybuffer = "";
textptr = &(key.keybuffer);
}
oldenttext = key.keybuffer;
}
static void addedentity( int xp, int yp, int tp, int p1 = 0, int p2 = 0, int p3 = 0, int p4 = 0, int p5 = 320, int p6 = 240)
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{
CustomEntity entity;
entity.x=xp;
entity.y=yp;
entity.t=tp;
entity.p1=p1;
entity.p2=p2;
entity.p3=p3;
entity.p4=p4;
entity.p5=p5;
entity.p6=p6;
entity.scriptname="";
customentities.push_back(entity);
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}
static void removeedentity( int t )
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{
customentities.erase(customentities.begin() + t);
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}
static int edentat( int xp, int yp )
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{
for(size_t i=0; i<customentities.size(); i++)
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{
if(customentities[i].x==xp && customentities[i].y==yp) return i;
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}
return -1;
}
static void fillbox(const int x, const int y, const int x2, const int y2, const SDL_Color color)
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{
graphics.set_color(color);
const SDL_Rect rect = {x, y, x2 - x, y2 - y};
const int result = SDL_RenderDrawRect(gameScreen.m_renderer, &rect);
if (result != 0)
{
WHINE_ONCE_ARGS(("Could not render rectangle outline: %s", SDL_GetError()));
}
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}
static void fillboxabs(const int x, const int y, const int x2, const int y2, const SDL_Color color)
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{
graphics.set_color(color);
const SDL_Rect rect = {x, y, x2, y2};
const int result = SDL_RenderDrawRect(gameScreen.m_renderer, &rect);
if (result != 0)
{
WHINE_ONCE_ARGS(("Could not render rectangle outline: %s", SDL_GetError()));
}
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}
static void editormenurender(int tr, int tg, int tb)
{
extern editorclass ed;
switch (game.currentmenuname)
{
case Menu::ed_settings:
font::print(PR_2X | PR_CEN, -1, 75, loc::gettext("Map Settings"), tr, tg, tb);
if (game.currentmenuoption == 3)
{
if (!game.ghostsenabled)
graphics.Print(2, 230, loc::gettext("Editor ghost trail is OFF"), tr/2, tg/2, tb/2);
else
graphics.Print(2, 230, loc::gettext("Editor ghost trail is ON"), tr, tg, tb);
}
break;
case Menu::ed_desc:
{
if(ed.titlemod)
{
if(ed.entframe<2)
{
font::print(PR_2X | PR_CEN, -1, 35, key.keybuffer+"_", tr, tg, tb);
}
else
{
font::print(PR_2X | PR_CEN, -1, 35, key.keybuffer+" ", tr, tg, tb);
}
}
else
{
font::print(PR_2X | PR_CEN, -1, 35, translate_title(cl.title), tr, tg, tb);
}
std::string creator;
if(ed.creatormod)
{
if(ed.entframe<2)
{
creator = key.keybuffer + "_";
}
else
{
creator = key.keybuffer + " ";
}
}
else
{
creator = translate_creator(cl.creator);
}
char creatorline[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
creatorline, sizeof(creatorline),
loc::gettext("by {author}"),
"author:str",
creator.c_str()
);
graphics.Print( -1, 60, creatorline, tr, tg, tb, true);
if(ed.websitemod)
{
if(ed.entframe<2)
{
graphics.Print( -1, 70, key.keybuffer+"_", tr, tg, tb, true);
}
else
{
graphics.Print( -1, 70, key.keybuffer+" ", tr, tg, tb, true);
}
}
else
{
graphics.Print( -1, 70, cl.website, tr, tg, tb, true);
}
if(ed.desc1mod)
{
if(ed.entframe<2)
{
graphics.Print( -1, 90, key.keybuffer+"_", tr, tg, tb, true);
}
else
{
graphics.Print( -1, 90, key.keybuffer+" ", tr, tg, tb, true);
}
}
else
{
graphics.Print( -1, 90, cl.Desc1, tr, tg, tb, true);
}
if(ed.desc2mod)
{
if(ed.entframe<2)
{
graphics.Print( -1, 100, key.keybuffer+"_", tr, tg, tb, true);
}
else
{
graphics.Print( -1, 100, key.keybuffer+" ", tr, tg, tb, true);
}
}
else
{
graphics.Print( -1, 100, cl.Desc2, tr, tg, tb, true);
}
if(ed.desc3mod)
{
if(ed.entframe<2)
{
graphics.Print( -1, 110, key.keybuffer+"_", tr, tg, tb, true);
}
else
{
graphics.Print( -1, 110, key.keybuffer+" ", tr, tg, tb, true);
}
}
else
{
graphics.Print( -1, 110, cl.Desc3, tr, tg, tb, true);
}
break;
}
case Menu::ed_music:
{
font::print(PR_2X | PR_CEN | PR_CJK_HIGH, -1, 65, loc::gettext("Map Music"), tr, tg, tb);
font::print_wrap(PR_CEN | PR_CJK_LOW, -1, 85, loc::gettext("Current map music:"), tr, tg, tb);
const char* songname;
switch(cl.levmusic)
{
case 0:
songname = loc::gettext("No background music");
break;
case 1:
songname = loc::gettext("1: Pushing Onwards");
break;
case 2:
songname = loc::gettext("2: Positive Force");
break;
case 3:
songname = loc::gettext("3: Potential for Anything");
break;
case 4:
songname = loc::gettext("4: Passion for Exploring");
break;
case 5:
songname = loc::gettext("N/A: Pause");
break;
case 6:
songname = loc::gettext("5: Presenting VVVVVV");
break;
case 7:
songname = loc::gettext("N/A: Plenary");
break;
case 8:
songname = loc::gettext("6: Predestined Fate");
break;
case 9:
songname = loc::gettext("N/A: ecroF evitisoP");
break;
case 10:
songname = loc::gettext("7: Popular Potpourri");
break;
case 11:
songname = loc::gettext("8: Pipe Dream");
break;
case 12:
songname = loc::gettext("9: Pressure Cooker");
break;
case 13:
songname = loc::gettext("10: Paced Energy");
break;
case 14:
songname = loc::gettext("11: Piercing the Sky");
break;
case 15:
songname = loc::gettext("N/A: Predestined Fate Remix");
break;
default:
songname = loc::gettext("?: something else");
break;
}
graphics.PrintWrap( -1, 120, songname, tr, tg, tb, true);
break;
}
case Menu::ed_quit:
graphics.PrintWrap(-1, 90, loc::gettext("Save before quitting?"), tr, tg, tb, true);
break;
default:
break;
}
}
void editorrender(void)
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{
extern editorclass ed;
const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy);
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//Draw grid
graphics.clear();
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for(int j=0; j<30; j++)
{
for(int i=0; i<40; i++)
{
fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(8,8,8)); //a simple grid
if(i%4==0) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(16,16,16));
if(j%4==0) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(16,16,16));
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//Minor guides
if(i==9) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
if(i==30) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
if(j==6 || j==7) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
if(j==21 || j==22) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
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//Major guides
if(i==20 || i==19) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(32,32,32));
if(j==14) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(32,32,32));
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}
}
//Or draw background
if(!ed.settingsmod)
{
switch(room->warpdir)
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{
case 1:
graphics.rcol=cl.getwarpbackground(ed.levx, ed.levy);
graphics.drawbackground(3);
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break;
case 2:
graphics.rcol=cl.getwarpbackground(ed.levx, ed.levy);
graphics.drawbackground(4);
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break;
case 3:
graphics.rcol=cl.getwarpbackground(ed.levx, ed.levy);
graphics.drawbackground(5);
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break;
default:
break;
}
}
//Draw map, in function
for (int j = 0; j < 30; j++)
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{
for (int i = 0; i < 40; i++)
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{
const int tile = cl.gettile(ed.levx, ed.levy, i, j);
if (tile <= 0)
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{
continue;
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}
if (room->tileset == 0)
{
graphics.drawtile(i * 8, j * 8, tile);
}
else
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{
graphics.drawtile2(i * 8, j * 8, tile);
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}
}
}
//Edge tile fix
//Buffer the sides of the new room with tiles from other rooms, to ensure no gap problems.
for(int j=0; j<30; j++)
{
//left edge
if(ed.freewrap((ed.levx*40)-1,j+(ed.levy*30))==1)
{
graphics.fill_rect(0,j*8, 2,8, graphics.getRGB(255 - help.glow, 255, 255));
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}
//right edge
if(ed.freewrap((ed.levx*40)+40,j+(ed.levy*30))==1)
{
graphics.fill_rect(318,j*8, 2,8, graphics.getRGB(255 - help.glow, 255, 255));
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}
}
for(int i=0; i<40; i++)
{
if(ed.freewrap((ed.levx*40)+i,(ed.levy*30)-1)==1)
{
graphics.fill_rect(i*8,0, 8,2, graphics.getRGB(255 - help.glow, 255, 255));
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}
if(ed.freewrap((ed.levx*40)+i,30+(ed.levy*30))==1)
{
graphics.fill_rect(i*8,238, 8,2, graphics.getRGB(255 - help.glow, 255, 255));
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}
}
//Draw entities
obj.customplatformtile=game.customcol*12;
const int edent_under_cursor = edentat(ed.tilex + ed.levx*40, ed.tiley + ed.levy*30);
// Special case for drawing gray entities
bool custom_gray = room->tileset == 3 && room->tilecol == 6;
// Draw entities backward to remain accurate with ingame
for (int i = customentities.size() - 1; i >= 0; i--)
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{
SDL_Point tpoint;
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SDL_Rect drawRect;
//if() on screen
if(customentities[i].x / 40 == ed.levx && customentities[i].y / 30 == ed.levy)
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{
switch(customentities[i].t)
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{
case 1: //Entities
if (custom_gray)
{
ed.entcolreal = graphics.getcol(18);
}
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),ed.getenemyframe(room->enemytype),ed.entcolreal);
if(customentities[i].p1==0) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+4,(customentities[i].y*8)- (ed.levy*30*8)+4, "V", 255, 255, 255 - help.glow, false);
if(customentities[i].p1==1) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+4,(customentities[i].y*8)- (ed.levy*30*8)+4, "^", 255, 255, 255 - help.glow, false);
if(customentities[i].p1==2) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+4,(customentities[i].y*8)- (ed.levy*30*8)+4, "<", 255, 255, 255 - help.glow, false);
if(customentities[i].p1==3) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+4,(customentities[i].y*8)- (ed.levy*30*8)+4, ">", 255, 255, 255 - help.glow, false);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(255,164,255));
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break;
case 2: //Threadmills & platforms
tpoint.x = (customentities[i].x*8)- (ed.levx*40*8);
tpoint.y = (customentities[i].y*8)- (ed.levy*30*8);
drawRect = graphics.tiles_rect;
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drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
for (int j = 0; j < 4; j++) {
graphics.draw_grid_tile(custom_gray ? graphics.grphx.im_entcolours_tint : graphics.grphx.im_entcolours, obj.customplatformtile, drawRect.x, drawRect.y, 8, 8);
drawRect.x += 8;
}
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if(customentities[i].p1<=4)
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{
if(customentities[i].p1==0) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+12,(customentities[i].y*8)- (ed.levy*30*8), "V", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
if(customentities[i].p1==1) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+12,(customentities[i].y*8)- (ed.levy*30*8), "^", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
if(customentities[i].p1==2) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+12,(customentities[i].y*8)- (ed.levy*30*8), "<", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
if(customentities[i].p1==3) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+12,(customentities[i].y*8)- (ed.levy*30*8), ">", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),32,8,graphics.getRGB(255,255,255));
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}
if(customentities[i].p1==5)
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{
graphics.Print((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8), ">>>>", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),32,8,graphics.getRGB(255,255,255));
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}
else if(customentities[i].p1==6)
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{
graphics.Print((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8), "<<<<", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),32,8,graphics.getRGB(255,255,255));
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}
if(customentities[i].p1>=7)
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{
tpoint.x = (customentities[i].x*8)- (ed.levx*40*8)+32;
tpoint.y = (customentities[i].y*8)- (ed.levy*30*8);
drawRect = graphics.tiles_rect;
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drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
for (int j = 0; j < 4; j++) {
graphics.draw_grid_tile(custom_gray ? graphics.grphx.im_entcolours_tint : graphics.grphx.im_entcolours, obj.customplatformtile, drawRect.x, drawRect.y, 8, 8);
drawRect.x += 8;
}
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}
if(customentities[i].p1==7)
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{
graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+4,(customentities[i].y*8)- (ed.levy*30*8), "> > > > ", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),64,8,graphics.getRGB(255,255,255));
2020-01-01 21:29:24 +01:00
}
else if(customentities[i].p1==8)
2020-01-01 21:29:24 +01:00
{
graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+4,(customentities[i].y*8)- (ed.levy*30*8), "< < < < ", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),64,8,graphics.getRGB(255,255,255));
2020-01-01 21:29:24 +01:00
}
break;
case 3: //Disappearing Platform
tpoint.x = (customentities[i].x*8)- (ed.levx*40*8);
tpoint.y = (customentities[i].y*8)- (ed.levy*30*8);
drawRect = graphics.tiles_rect;
2020-01-01 21:29:24 +01:00
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
for (int j = 0; j < 4; j++) {
graphics.draw_grid_tile(custom_gray ? graphics.grphx.im_entcolours_tint : graphics.grphx.im_entcolours, obj.customplatformtile, drawRect.x, drawRect.y, 8, 8);
drawRect.x += 8;
}
2020-01-01 21:29:24 +01:00
graphics.Print((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8), "////", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),32,8,graphics.getRGB(255,255,255));
2020-01-01 21:29:24 +01:00
break;
case 9: //Shiny Trinket
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),22,196,196,196);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(255, 164, 164));
2020-01-01 21:29:24 +01:00
break;
case 10: //Checkpoints
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),20 + customentities[i].p1,196,196,196);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(255, 164, 164));
2020-01-01 21:29:24 +01:00
break;
case 11: //Gravity lines
if(customentities[i].p1==0) //Horizontal
2020-01-01 21:29:24 +01:00
{
int tx = customentities[i].p2;
int tx2 = tx + customentities[i].p3/8;
int ty = customentities[i].y % 30;
graphics.fill_rect((tx*8),(ty*8)+4, (tx2-tx)*8,1, graphics.getRGB(194,194,194));
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(164,255,164));
2020-01-01 21:29:24 +01:00
}
else //Vertical
{
int tx = customentities[i].x % 40;
int ty = customentities[i].p2;
int ty2 = ty + customentities[i].p3/8;
graphics.fill_rect((tx*8)+3,(ty*8), 1,(ty2-ty)*8, graphics.getRGB(194,194,194));
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(164,255,164));
2020-01-01 21:29:24 +01:00
}
break;
case 13://Warp tokens
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),18+(ed.entframe%2),196,196,196);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(255, 164, 164));
if (i == edent_under_cursor)
2020-01-01 21:29:24 +01:00
{
font::print(PR_BOR | PR_CJK_HIGH, (customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,
"("+help.String(customentities[i].p1/40 + 1)+","+help.String(customentities[i].p2/30 + 1)+")",210,210,255);
2020-01-01 21:29:24 +01:00
}
else
{
font::print(PR_BOR | PR_CJK_HIGH, (customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,help.String(cl.findwarptoken(i)),210,210,255);
2020-01-01 21:29:24 +01:00
}
break;
case 15: //Crewmates
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8)-4,(customentities[i].y*8)- (ed.levy*30*8),144,graphics.crewcolourreal(customentities[i].p1));
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(164,164,164));
2020-01-01 21:29:24 +01:00
break;
case 16: //Start
{
if(customentities[i].p1==0) //Left
2020-01-01 21:29:24 +01:00
{
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8)-4,(customentities[i].y*8)- (ed.levy*30*8),0,graphics.col_crewcyan);
2020-01-01 21:29:24 +01:00
}
else if(customentities[i].p1==1)
2020-01-01 21:29:24 +01:00
{
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8)-4,(customentities[i].y*8)- (ed.levy*30*8),3,graphics.col_crewcyan);
2020-01-01 21:29:24 +01:00
}
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(255, 255, 164));
short labelcol = ed.entframe<2 ? 255 : 196;
font::print(
PR_BOR | PR_CEN | PR_CJK_HIGH,
(customentities[i].x*8) - (ed.levx*40*8) + 8,
(customentities[i].y*8) - (ed.levy*30*8) - 8,
loc::gettext("START"),
labelcol,labelcol,labelcol
);
2020-01-01 21:29:24 +01:00
break;
}
2020-01-01 21:29:24 +01:00
case 17: //Roomtext
if(customentities[i].scriptname.length()<1)
2020-01-01 21:29:24 +01:00
{
fillboxabs((customentities[i].x*8)-(ed.levx*40*8), (customentities[i].y*8)-(ed.levy*30*8), 8, 8, graphics.getRGB(96,96,96));
2020-01-01 21:29:24 +01:00
}
else
{
fillboxabs((customentities[i].x*8)-(ed.levx*40*8), (customentities[i].y*8)-(ed.levy*30*8), font::len(PR_FONT_LEVEL, customentities[i].scriptname), font::height(PR_FONT_LEVEL), graphics.getRGB(96,96,96));
2020-01-01 21:29:24 +01:00
}
font::print(PR_FONT_LEVEL | PR_CJK_LOW, (customentities[i].x*8)-(ed.levx*40*8), (customentities[i].y*8)-(ed.levy*30*8), customentities[i].scriptname, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 18: //Terminals
{
int usethistile = customentities[i].p1;
int usethisy = (customentities[i].y % 30) * 8;
// Not a boolean: just swapping 0 and 1, leaving the rest alone
if (usethistile == 0)
{
usethistile = 1; // Unflipped
}
else if (usethistile == 1)
{
usethistile = 0; // Flipped;
usethisy -= 8;
}
graphics.draw_sprite((customentities[i].x*8)- (ed.levx*40*8), usethisy + 8, usethistile + 16, 96,96,96);
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(164,164,164));
if (i == edent_under_cursor)
2020-01-01 21:29:24 +01:00
{
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, (customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,customentities[i].scriptname,210,210,255);
2020-01-01 21:29:24 +01:00
}
break;
}
2020-01-01 21:29:24 +01:00
case 19: //Script Triggers
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),customentities[i].p1*8,customentities[i].p2*8,graphics.getRGB(255,164,255));
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(255,255,255));
if (i == edent_under_cursor)
2020-01-01 21:29:24 +01:00
{
font::print(PR_FONT_LEVEL | PR_BOR | PR_CJK_HIGH, (customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,customentities[i].scriptname,210,210,255);
2020-01-01 21:29:24 +01:00
}
break;
case 50: //Warp lines
if(customentities[i].p1>=2) //Horizontal
2020-01-01 21:29:24 +01:00
{
int tx=customentities[i].x-(ed.levx*40);
int tx2=customentities[i].x-(ed.levx*40);
int ty=customentities[i].y-(ed.levy*30);
if (customentities[i].p4 != 1)
{
// Unlocked
while(ed.free(tx,ty)==0) tx--;
while(ed.free(tx2,ty)==0) tx2++;
tx++;
customentities[i].p2=tx;
customentities[i].p3=(tx2-tx)*8;
}
else
{
// Locked
tx = customentities[i].p2;
tx2 = tx + customentities[i].p3/8;
}
fillboxabs((tx*8),(ty*8)+1, (tx2-tx)*8,6, graphics.getRGB(194, 255, 255));
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(164, 255, 255));
2020-01-01 21:29:24 +01:00
}
else //Vertical
{
int tx=customentities[i].x-(ed.levx*40);
int ty=customentities[i].y-(ed.levy*30);
int ty2=customentities[i].y-(ed.levy*30);
if (customentities[i].p4 != 1)
{
// Unlocked
while(ed.free(tx,ty)==0) ty--;
while(ed.free(tx,ty2)==0) ty2++;
ty++;
customentities[i].p2=ty;
customentities[i].p3=(ty2-ty)*8;
}
else
{
// Locked
ty = customentities[i].p2;
ty2 = ty + customentities[i].p3/8;
}
fillboxabs((tx*8)+1,(ty*8), 6,(ty2-ty)*8, graphics.getRGB(194, 255, 255));
fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(164, 255, 255));
2020-01-01 21:29:24 +01:00
}
break;
}
}
//Need to also check warp point destinations
if(customentities[i].t==13 && ed.warpent!=i)
2020-01-01 21:29:24 +01:00
{
if (customentities[i].p1 / 40 == ed.levx && customentities[i].p2 / 30 == ed.levy)
2020-01-01 21:29:24 +01:00
{
graphics.draw_sprite((customentities[i].p1*8)- (ed.levx*40*8),(customentities[i].p2*8)- (ed.levy*30*8),18+(ed.entframe%2),64,64,64);
fillboxabs((customentities[i].p1*8)- (ed.levx*40*8),(customentities[i].p2*8)- (ed.levy*30*8),16,16,graphics.getRGB(96, 64, 64));
if(ed.tilex+(ed.levx*40)==customentities[i].p1 && ed.tiley+(ed.levy*30)==customentities[i].p2)
2020-01-01 21:29:24 +01:00
{
font::print(PR_BOR | PR_CJK_HIGH, (customentities[i].p1*8)- (ed.levx*40*8),(customentities[i].p2*8)- (ed.levy*30*8)-8,
"("+help.String(customentities[i].x/40 + 1)+","+help.String(customentities[i].y/30 + 1)+")",190,190,225);
2020-01-01 21:29:24 +01:00
}
else
{
font::print(PR_BOR | PR_CJK_HIGH, (customentities[i].p1*8)- (ed.levx*40*8),(customentities[i].p2*8)- (ed.levy*30*8)-8,help.String(cl.findwarptoken(i)),190,190,225);
2020-01-01 21:29:24 +01:00
}
}
}
}
if(ed.boundarymod>0)
{
if(ed.boundarymod==1)
{
fillboxabs(ed.tilex*8, ed.tiley*8, 8,8,graphics.getRGB(210 + help.glow/2, 191 + help.glow, 255 - help.glow/2));
fillboxabs((ed.tilex*8)+2, (ed.tiley*8)+2, 4,4,graphics.getRGB(105 + help.glow/4, 100 + help.glow/2, 128 - help.glow/4));
2020-01-01 21:29:24 +01:00
}
else if(ed.boundarymod==2)
{
if((ed.tilex*8)+8<=ed.boundx1 || (ed.tiley*8)+8<=ed.boundy1)
{
fillboxabs(ed.boundx1, ed.boundy1, 8, 8,graphics.getRGB(210 + help.glow/2, 191 + help.glow, 255 - help.glow/2));
fillboxabs(ed.boundx1+2, ed.boundy1+2, 4, 4,graphics.getRGB(105 + help.glow/4, 100 + help.glow/2, 128 - help.glow/4));
2020-01-01 21:29:24 +01:00
}
else
{
fillboxabs(ed.boundx1, ed.boundy1, (ed.tilex*8)+8-ed.boundx1,(ed.tiley*8)+8-ed.boundy1,graphics.getRGB(210 + help.glow/2, 191 + help.glow, 255 - help.glow/2));
fillboxabs(ed.boundx1+2, ed.boundy1+2, (ed.tilex*8)+8-ed.boundx1-4,(ed.tiley*8)+8-ed.boundy1-4,graphics.getRGB(105 + help.glow/4, 100 + help.glow/2, 128 - help.glow/4));
2020-01-01 21:29:24 +01:00
}
}
}
else
{
//Draw boundaries
if(room->enemyx1!=0 || room->enemyy1!=0
|| room->enemyx2!=320 || room->enemyy2!=240)
2020-01-01 21:29:24 +01:00
{
fillboxabs( room->enemyx1, room->enemyy1,
room->enemyx2-room->enemyx1,
room->enemyy2-room->enemyy1,
graphics.getRGB(255-(help.glow/2),64,64));
2020-01-01 21:29:24 +01:00
}
if(room->platx1!=0 || room->platy1!=0
|| room->platx2!=320 || room->platy2!=240)
2020-01-01 21:29:24 +01:00
{
fillboxabs( room->platx1, room->platy1,
room->platx2-room->platx1,
room->platy2-room->platy1,
graphics.getRGB(64,64,255-(help.glow/2)));
2020-01-01 21:29:24 +01:00
}
}
//Draw ghosts (spooky!)
if (game.ghostsenabled) {
graphics.set_render_target(graphics.ghostTexture);
graphics.set_blendmode(graphics.ghostTexture, SDL_BLENDMODE_BLEND);
graphics.clear(0, 0, 0, 0);
for (int i = 0; i < (int)ed.ghosts.size(); i++) {
if (i <= ed.currentghosts) { // We don't want all of them to show up at once :)
if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy)
continue;
SDL_Point tpoint;
tpoint.x = ed.ghosts[i].x;
tpoint.y = ed.ghosts[i].y;
SDL_Color ct = ed.ghosts[i].realcol;
const int alpha = 3 * ct.a / 4;
ct.a = (Uint8) alpha;
SDL_Rect drawRect = graphics.sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
graphics.draw_sprite(drawRect.x, drawRect.y, ed.ghosts[i].frame, ct);
}
}
graphics.set_render_target(graphics.gameTexture);
graphics.set_texture_alpha_mod(graphics.ghostTexture, 128);
graphics.copy_texture(graphics.ghostTexture, NULL, NULL);
}
2020-01-01 21:29:24 +01:00
//Draw Cursor
switch(ed.drawmode)
{
case 0:
case 1:
case 2:
case 9:
case 10:
case 12: //Single point
fillboxabs((ed.tilex*8),(ed.tiley*8),8,8, graphics.getRGB(32, 32, 200));
2020-01-01 21:29:24 +01:00
break;
case 3:
case 4:
case 8:
case 13://2x2
fillboxabs((ed.tilex*8),(ed.tiley*8),16,16, graphics.getRGB(32, 32, 200));
2020-01-01 21:29:24 +01:00
break;
case 5:
case 6:
case 7://Platform
fillboxabs((ed.tilex*8),(ed.tiley*8),32,8, graphics.getRGB(32, 32, 200));
2020-01-01 21:29:24 +01:00
break;
case 14: //X if not on edge
if(ed.tilex==0 || ed.tilex==39 || ed.tiley==0 || ed.tiley==29)
{
fillboxabs((ed.tilex*8),(ed.tiley*8),8,8, graphics.getRGB(32, 32, 200));
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print((ed.tilex*8),(ed.tiley*8),"X",255,0,0);
2020-01-01 21:29:24 +01:00
}
break;
case 11:
case 15:
case 16: //2x3
fillboxabs((ed.tilex*8),(ed.tiley*8),16,24, graphics.getRGB(32, 32, 200));
2020-01-01 21:29:24 +01:00
break;
}
if(ed.drawmode<3)
{
if(ed.bmod && ed.drawmode<2)
2020-01-01 21:29:24 +01:00
{
fillboxabs((ed.tilex*8),0,8,240,graphics.getRGB(32, 32, 200));
2020-01-01 21:29:24 +01:00
}
else if(ed.hmod && ed.drawmode<2)
{
fillboxabs(0,(ed.tiley*8),320,8,graphics.getRGB(32, 32, 200));
}
else if(ed.vmod && ed.drawmode<2)
{
fillboxabs((ed.tilex*8)-32,(ed.tiley*8)-32,24+48,24+48, graphics.getRGB(32, 32, 200));
}
else if(ed.cmod && ed.drawmode<2)
{
fillboxabs((ed.tilex*8)-24,(ed.tiley*8)-24,24+32,24+32, graphics.getRGB(32, 32, 200));
}
else if(ed.xmod && ed.drawmode<2)
{
fillboxabs((ed.tilex*8)-16,(ed.tiley*8)-16,24+16,24+16, graphics.getRGB(32, 32, 200));
}
else if(ed.zmod && ed.drawmode<2)
{
fillboxabs((ed.tilex*8)-8,(ed.tiley*8)-8,24,24, graphics.getRGB(32, 32, 200));
}
2020-01-01 21:29:24 +01:00
}
//If in directmode, show current directmode tile
if(room->directmode==1)
2020-01-01 21:29:24 +01:00
{
//Tile box for direct mode
int t2=0;
if(ed.dmtileeditor>0)
{
if(ed.dmtileeditor<=4)
{
t2=graphics.lerp((4-ed.dmtileeditor+1)*12, (4-ed.dmtileeditor)*12);
2020-01-01 21:29:24 +01:00
}
//Draw five lines of the editor
const int temp = ed.dmtile - (ed.dmtile % 40) - 80;
graphics.fill_rect(0,-t2,320,40, graphics.getRGB(0,0,0));
graphics.fill_rect(0,-t2+40,320,2, graphics.getRGB(255,255,255));
int texturewidth;
int textureheight;
if (room->tileset == 0)
2020-01-01 21:29:24 +01:00
{
if (graphics.query_texture(graphics.grphx.im_tiles, NULL, NULL, &texturewidth, &textureheight) != 0)
{
return;
}
const int numtiles = (int) (texturewidth / 8) * (textureheight / 8);
2020-01-01 21:29:24 +01:00
for(int i=0; i<40; i++)
{
graphics.drawtile(i*8,0-t2,(temp+numtiles+i)%numtiles);
graphics.drawtile(i*8,8-t2,(temp+numtiles+40+i)%numtiles);
graphics.drawtile(i*8,16-t2,(temp+numtiles+80+i)%numtiles);
graphics.drawtile(i*8,24-t2,(temp+numtiles+120+i)%numtiles);
graphics.drawtile(i*8,32-t2,(temp+numtiles+160+i)%numtiles);
2020-01-01 21:29:24 +01:00
}
}
else
{
if (graphics.query_texture(graphics.grphx.im_tiles2, NULL, NULL, &texturewidth, &textureheight) != 0)
{
return;
}
const int numtiles = (int) (texturewidth / 8) * (textureheight / 8);
2020-01-01 21:29:24 +01:00
for(int i=0; i<40; i++)
{
graphics.drawtile2(i*8,0-t2,(temp+numtiles+i)%numtiles);
graphics.drawtile2(i*8,8-t2,(temp+numtiles+40+i)%numtiles);
graphics.drawtile2(i*8,16-t2,(temp+numtiles+80+i)%numtiles);
graphics.drawtile2(i*8,24-t2,(temp+numtiles+120+i)%numtiles);
graphics.drawtile2(i*8,32-t2,(temp+numtiles+160+i)%numtiles);
2020-01-01 21:29:24 +01:00
}
}
//Highlight our little block
fillboxabs(((ed.dmtile%40)*8)-2,16-t2-2,12,12,graphics.getRGB(255 - help.glow, 196, 196));
fillboxabs(((ed.dmtile%40)*8)-1,16-t2-1,10,10,graphics.getRGB(0,0,0));
2020-01-01 21:29:24 +01:00
}
if(ed.dmtileeditor>0 && t2<=30)
{
short labellen = 2 + font::len(0, loc::gettext("Tile:"));
font::print(PR_BOR, 2, 45-t2, loc::gettext("Tile:"), 196, 196, 255 - help.glow);
font::print(PR_BOR, labellen+16, 45-t2, help.String(ed.dmtile), 196, 196, 255 - help.glow);
graphics.fill_rect(labellen+2,44-t2,10,10, graphics.getRGB(255 - help.glow, 196, 196));
graphics.fill_rect(labellen+3,45-t2,8,8, graphics.getRGB(0,0,0));
2020-01-01 21:29:24 +01:00
if(room->tileset==0)
2020-01-01 21:29:24 +01:00
{
graphics.drawtile(labellen+3,45-t2,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.drawtile2(labellen+3,45-t2,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
}
else
{
short labellen = 2 + font::len(0, loc::gettext("Tile:"));
int y = 2 + font::height(0);
y = SDL_max(y, 12);
font::print(PR_BOR, 2, y, loc::gettext("Tile:"), 196, 196, 255 - help.glow);
font::print(PR_BOR, labellen+16, y, help.String(ed.dmtile), 196, 196, 255 - help.glow);
graphics.fill_rect(labellen+2, y-1, 10,10, graphics.getRGB(255 - help.glow, 196, 196));
graphics.fill_rect(labellen+3, y, 8,8, graphics.getRGB(0,0,0));
2020-01-01 21:29:24 +01:00
if(room->tileset==0)
2020-01-01 21:29:24 +01:00
{
graphics.drawtile(labellen+3,12,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.drawtile2(labellen+3,12,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
}
}
//Draw GUI
if(ed.boundarymod>0)
{
std::string message;
2020-01-01 21:29:24 +01:00
if(ed.boundarymod==1)
{
switch(ed.boundarytype)
{
case 0:
message = loc::gettext("SCRIPT BOX: Click on top left");
2020-01-01 21:29:24 +01:00
break;
case 1:
message = loc::gettext("ENEMY BOUNDS: Click on top left");
2020-01-01 21:29:24 +01:00
break;
case 2:
message = loc::gettext("PLATFORM BOUNDS: Click on top left");
2020-01-01 21:29:24 +01:00
break;
default:
message = loc::gettext("Click on top left");
2020-01-01 21:29:24 +01:00
break;
}
}
else if(ed.boundarymod==2)
{
switch(ed.boundarytype)
{
case 0:
message = loc::gettext("SCRIPT BOX: Click on bottom right");
2020-01-01 21:29:24 +01:00
break;
case 1:
message = loc::gettext("ENEMY BOUNDS: Click on bottom right");
2020-01-01 21:29:24 +01:00
break;
case 2:
message = loc::gettext("PLATFORM BOUNDS: Click on bottom right");
2020-01-01 21:29:24 +01:00
break;
default:
message = loc::gettext("Click on bottom right");
2020-01-01 21:29:24 +01:00
break;
}
}
short lines;
message = font::string_wordwrap(message, 312, &lines);
short textheight = 8*lines;
graphics.fill_rect(0,238-textheight,320,240, graphics.getRGB(32,32,32));
graphics.fill_rect(0,239-textheight,320,240, graphics.getRGB(0,0,0));
graphics.PrintWrap(4, 240-textheight, message, 255,255,255, false, 8, 312);
2020-01-01 21:29:24 +01:00
}
else if(ed.scripteditmod)
{
//Elaborate C64 BASIC menu goes here!
graphics.fill_rect(0,0,320,240, graphics.getRGB(123, 111, 218));
graphics.fill_rect(14,16,292,208, graphics.getRGB(61, 48, 162));
2020-01-01 21:29:24 +01:00
switch(ed.scripthelppage)
{
case 0:
graphics.Print(16,28,loc::gettext("**** VVVVVV SCRIPT EDITOR ****"), 123, 111, 218, true);
graphics.Print(16,44,loc::gettext("PRESS ESC TO RETURN TO MENU"), 123, 111, 218, true);
2020-01-01 21:29:24 +01:00
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(!ed.hooklist.empty())
2020-01-01 21:29:24 +01:00
{
for(int i=0; i<9; i++)
{
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(ed.hookmenupage+i<(int)ed.hooklist.size())
2020-01-01 21:29:24 +01:00
{
if(ed.hookmenupage+i==ed.hookmenu)
{
std::string text_upper(loc::toupper(ed.hooklist[(ed.hooklist.size()-1)-(ed.hookmenupage+i)]));
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer), loc::get_langmeta()->menu_select.c_str(), "label:str", text_upper.c_str());
graphics.Print(16, 68+(i*16), buffer, 123, 111, 218, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(16, 68+(i*16), ed.hooklist[(ed.hooklist.size()-1)-(ed.hookmenupage+i)], 123, 111, 218, true);
2020-01-01 21:29:24 +01:00
}
}
}
}
else
{
graphics.Print(16,110,loc::gettext("NO SCRIPT IDS FOUND"), 123, 111, 218, true);
graphics.PrintWrap(16,130,loc::gettext("CREATE A SCRIPT WITH EITHER THE TERMINAL OR SCRIPT BOX TOOLS"), 123, 111, 218, true, 10, 288);
2020-01-01 21:29:24 +01:00
}
break;
case 1:
{
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//Current scriptname
graphics.fill_rect(14,226,292,12, graphics.getRGB(61, 48, 162));
char namebuffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
namebuffer, sizeof(namebuffer),
loc::gettext("CURRENT SCRIPT: {name}"),
"name:str",
ed.sbscript.c_str()
);
graphics.Print(16,228, namebuffer, 123, 111, 218, true);
2020-01-01 21:29:24 +01:00
//Draw text
int font_height = font::height(PR_FONT_LEVEL);
for(int i=0; i<ed.lines_visible; i++)
2020-01-01 21:29:24 +01:00
{
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(i+ed.pagey<(int)ed.sb.size())
2020-01-01 21:29:24 +01:00
{
font::print(PR_FONT_LEVEL | PR_CJK_LOW, 16, 20+(i*font_height), ed.sb[i+ed.pagey], 123, 111, 218);
2020-01-01 21:29:24 +01:00
}
}
//Draw cursor
if(ed.entframe<2)
{
font::print(PR_FONT_LEVEL | PR_CJK_LOW, 16+font::len(PR_FONT_LEVEL, ed.sb[ed.pagey+ed.sby]),20+(ed.sby*font_height),"_",123, 111, 218);
2020-01-01 21:29:24 +01:00
}
break;
}
}
2020-01-01 21:29:24 +01:00
}
else if(ed.settingsmod)
{
if(!game.colourblindmode)
{
graphics.drawtowerbackground(graphics.titlebg);
}
else
{
graphics.clear();
}
2020-01-01 21:29:24 +01:00
int tr = graphics.titlebg.r - (help.glow / 4) - int(fRandom() * 4);
int tg = graphics.titlebg.g - (help.glow / 4) - int(fRandom() * 4);
int tb = graphics.titlebg.b - (help.glow / 4) - int(fRandom() * 4);
2020-01-01 21:29:24 +01:00
if (tr < 0) tr = 0;
if(tr>255) tr=255;
if (tg < 0) tg = 0;
if(tg>255) tg=255;
if (tb < 0) tb = 0;
if(tb>255) tb=255;
editormenurender(tr, tg, tb);
2020-01-01 21:29:24 +01:00
graphics.drawmenu(tr, tg, tb, game.currentmenuname);
2020-01-01 21:29:24 +01:00
}
else if (ed.textmod)
2020-01-01 21:29:24 +01:00
{
short lines;
std::string wrapped = font::string_wordwrap(ed.textdesc, 312, &lines);
short textheight = 8*lines+8;
graphics.fill_rect(0, 238-textheight, 320, 240, graphics.getRGB(32, 32, 32));
graphics.fill_rect(0, 239-textheight, 320, 240, graphics.getRGB(0, 0, 0));
graphics.PrintWrap(4, 240-textheight, wrapped, 255, 255, 255, false, 8, 312);
std::string input = key.keybuffer;
if (ed.entframe < 2)
2020-01-01 21:29:24 +01:00
{
input += "_";
2020-01-01 21:29:24 +01:00
}
else
{
input += " ";
2020-01-01 21:29:24 +01:00
}
graphics.Print(4, 232, input, 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else if(ed.warpmod)
{
//placing warp token
graphics.fill_rect(0,221,320,240, graphics.getRGB(32,32,32));
graphics.fill_rect(0,222,320,240, graphics.getRGB(0,0,0));
graphics.Print(4, 224, loc::gettext("Left click to place warp destination"), 196, 196, 255 - help.glow, false);
graphics.Print(4, 232, loc::gettext("Right click to cancel"), 196, 196, 255 - help.glow, false);
2020-01-01 21:29:24 +01:00
}
else
{
if(ed.spacemod)
{
graphics.fill_rect(0,208,320,240, graphics.getRGB(32,32,32));
graphics.fill_rect(0,209,320,240, graphics.getRGB(0,0,0));
2020-01-01 21:29:24 +01:00
//Draw little icons for each thingy
int tx=6, ty=211, tg=32;
if(ed.spacemenu==0)
{
for(int i=0; i<10; i++)
{
graphics.fill_rect(4+(i*tg), 209,20,20,graphics.getRGB(32,32,32));
2020-01-01 21:29:24 +01:00
}
graphics.fill_rect(4+(ed.drawmode*tg), 209,20,20,graphics.getRGB(64,64,64));
2020-01-01 21:29:24 +01:00
//0:
graphics.drawtile(tx,ty,83);
graphics.drawtile(tx+8,ty,83);
graphics.drawtile(tx,ty+8,83);
graphics.drawtile(tx+8,ty+8,83);
2020-01-01 21:29:24 +01:00
//1:
tx+=tg;
graphics.drawtile(tx,ty,680);
graphics.drawtile(tx+8,ty,680);
graphics.drawtile(tx,ty+8,680);
graphics.drawtile(tx+8,ty+8,680);
2020-01-01 21:29:24 +01:00
//2:
tx+=tg;
graphics.drawtile(tx+4,ty+4,8);
2020-01-01 21:29:24 +01:00
//3:
tx+=tg;
graphics.draw_sprite(tx,ty,22,196,196,196);
2020-01-01 21:29:24 +01:00
//4:
tx+=tg;
graphics.draw_sprite(tx,ty,21,196,196,196);
2020-01-01 21:29:24 +01:00
//5:
tx+=tg;
graphics.drawtile(tx,ty+4,3);
graphics.drawtile(tx+8,ty+4,4);
2020-01-01 21:29:24 +01:00
//6:
tx+=tg;
graphics.drawtile(tx,ty+4,24);
graphics.drawtile(tx+8,ty+4,24);
2020-01-01 21:29:24 +01:00
//7:
tx+=tg;
graphics.drawtile(tx,ty+4,1);
graphics.drawtile(tx+8,ty+4,1);
2020-01-01 21:29:24 +01:00
//8:
tx+=tg;
graphics.draw_sprite(tx,ty,78+ed.entframe,196,196,196);
2020-01-01 21:29:24 +01:00
//9:
tx+=tg;
graphics.fill_rect(tx+2,ty+8,12,1,graphics.getRGB(255,255,255));
2020-01-01 21:29:24 +01:00
Fix editor tool menu inconsistencies This patch de-duplicates the tool drawing code a bit in the menu that gets brought up when you press Space in the level editor, as well as fixes several bugs related to the fact that the original author(s) of the code decided to copy-paste everything. (It was most likely Terry, judging by the distinct lack of whitespace between tokens in the code.) There are two "pages" of tools that get shown when you open the tool menu, according to your currently-selected tool. 1. On the first page, your currently-selected tool gets a brighter outline. However, on the second page, the code to draw the outline over your currently-selected tool is missing. So I've fixed that. 2. On the first page, the glyph indicator next to the tool icon also gets brighter when you have that tool selected. However, on the second page, the code that drew the brighter-colored indicator got ran before the code that drew the normal-colored indicator, so this was never shown. This is also fixed. 3. The glyph indicator of the gravity line tool didn't get brighter when you had it selected, due to its special-cased copy-pasted code drawing its brighter color before drawing its normal color. This has also been fixed. 4. Lastly, the tool menu no longer draws the brighter-colored glyphs on top of the normal-colored glyphs. Instead, the menu will simply draw the brighter-colored glyphs and will not draw the normal-colored glyphs in the first place. This is because double-drawing text like this will look bad if the user has a custom font.png that has translucent pixels, like I do. All of these bugs have been fixed by paying off the technical debt of copy-pasting code.
2021-01-11 06:10:03 +01:00
for (int i = 0; i < 10; i++)
2020-01-01 21:29:24 +01:00
{
fillboxabs(4+(i*tg), 209,20,20,graphics.getRGB(96,96,96));
Fix editor tool menu inconsistencies This patch de-duplicates the tool drawing code a bit in the menu that gets brought up when you press Space in the level editor, as well as fixes several bugs related to the fact that the original author(s) of the code decided to copy-paste everything. (It was most likely Terry, judging by the distinct lack of whitespace between tokens in the code.) There are two "pages" of tools that get shown when you open the tool menu, according to your currently-selected tool. 1. On the first page, your currently-selected tool gets a brighter outline. However, on the second page, the code to draw the outline over your currently-selected tool is missing. So I've fixed that. 2. On the first page, the glyph indicator next to the tool icon also gets brighter when you have that tool selected. However, on the second page, the code that drew the brighter-colored indicator got ran before the code that drew the normal-colored indicator, so this was never shown. This is also fixed. 3. The glyph indicator of the gravity line tool didn't get brighter when you had it selected, due to its special-cased copy-pasted code drawing its brighter color before drawing its normal color. This has also been fixed. 4. Lastly, the tool menu no longer draws the brighter-colored glyphs on top of the normal-colored glyphs. Instead, the menu will simply draw the brighter-colored glyphs and will not draw the normal-colored glyphs in the first place. This is because double-drawing text like this will look bad if the user has a custom font.png that has translucent pixels, like I do. All of these bugs have been fixed by paying off the technical debt of copy-pasting code.
2021-01-11 06:10:03 +01:00
const int col = i == ed.drawmode ? 255 : 164;
const std::string glyph = i == 9 ? "0" : help.String(i + 1);
graphics.Print(22 + i*tg - 4, 225 - 4, glyph, col, col, col, false);
2020-01-01 21:29:24 +01:00
}
fillboxabs(4+(ed.drawmode*tg), 209,20,20,graphics.getRGB(200,200,200));
2020-01-01 21:29:24 +01:00
font::print(PR_CJK_HIGH, 4, 232, "1/2", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
else
{
for(int i=0; i<7; i++)
{
graphics.fill_rect(4+(i*tg), 209,20,20,graphics.getRGB(32,32,32));
2020-01-01 21:29:24 +01:00
}
graphics.fill_rect(4+((ed.drawmode-10)*tg), 209,20,20,graphics.getRGB(64,64,64));
2020-01-01 21:29:24 +01:00
//10:
font::print(PR_FONT_8X8, tx, ty, "AB", 196, 196, 255 - help.glow);
font::print(PR_FONT_8X8, tx, ty+8, "CD", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
//11:
tx+=tg;
graphics.draw_sprite(tx,ty,17,196,196,196);
2020-01-01 21:29:24 +01:00
//12:
tx+=tg;
fillboxabs(tx+4,ty+4,8,8,graphics.getRGB(96,96,96));
2020-01-01 21:29:24 +01:00
//13:
tx+=tg;
graphics.draw_sprite(tx,ty,18+(ed.entframe%2),196,196,196);
2020-01-01 21:29:24 +01:00
//14:
tx+=tg;
graphics.fill_rect(tx+6,ty+2,4,12,graphics.getRGB(255,255,255));
2020-01-01 21:29:24 +01:00
//15:
tx+=tg;
graphics.draw_sprite(tx,ty,186,graphics.col_crewblue);
2020-01-01 21:29:24 +01:00
//16:
tx+=tg;
graphics.draw_sprite(tx,ty,184,graphics.col_crewcyan);
Fix editor tool menu inconsistencies This patch de-duplicates the tool drawing code a bit in the menu that gets brought up when you press Space in the level editor, as well as fixes several bugs related to the fact that the original author(s) of the code decided to copy-paste everything. (It was most likely Terry, judging by the distinct lack of whitespace between tokens in the code.) There are two "pages" of tools that get shown when you open the tool menu, according to your currently-selected tool. 1. On the first page, your currently-selected tool gets a brighter outline. However, on the second page, the code to draw the outline over your currently-selected tool is missing. So I've fixed that. 2. On the first page, the glyph indicator next to the tool icon also gets brighter when you have that tool selected. However, on the second page, the code that drew the brighter-colored indicator got ran before the code that drew the normal-colored indicator, so this was never shown. This is also fixed. 3. The glyph indicator of the gravity line tool didn't get brighter when you had it selected, due to its special-cased copy-pasted code drawing its brighter color before drawing its normal color. This has also been fixed. 4. Lastly, the tool menu no longer draws the brighter-colored glyphs on top of the normal-colored glyphs. Instead, the menu will simply draw the brighter-colored glyphs and will not draw the normal-colored glyphs in the first place. This is because double-drawing text like this will look bad if the user has a custom font.png that has translucent pixels, like I do. All of these bugs have been fixed by paying off the technical debt of copy-pasting code.
2021-01-11 06:10:03 +01:00
for (int i = 0; i < 7; i++)
{
fillboxabs(4 + i*tg, 209, 20, 20, graphics.getRGB(96, 96, 96));
const int col = i + 10 == ed.drawmode ? 255 : 164;
static const char glyphs[] = "RTYUIOP";
graphics.Print(22 + i*tg - 4, 225 - 4, std::string(1, glyphs[i]), col, col, col, false);
}
fillboxabs(4 + (ed.drawmode - 10) * tg, 209, 20, 20, graphics.getRGB(200, 200, 200));
font::print(PR_CJK_HIGH, 4, 232, "2/2", 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
}
char changetooltext[SCREEN_WIDTH_CHARS + 1];
vformat_buf(changetooltext, sizeof(changetooltext),
loc::gettext("{button1} and {button2} keys change tool"),
"button1:str, button2:str",
",", "."
);
font::print(PR_CJK_HIGH | PR_RIGHT, 320, 232, changetooltext, 196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
const char* toolname;
2020-01-01 21:29:24 +01:00
switch(ed.drawmode)
{
case 0:
toolname = loc::gettext("1: Walls");
2020-01-01 21:29:24 +01:00
break;
case 1:
toolname = loc::gettext("2: Backing");
2020-01-01 21:29:24 +01:00
break;
case 2:
toolname = loc::gettext("3: Spikes");
2020-01-01 21:29:24 +01:00
break;
case 3:
toolname = loc::gettext("4: Trinkets");
2020-01-01 21:29:24 +01:00
break;
case 4:
toolname = loc::gettext("5: Checkpoint");
2020-01-01 21:29:24 +01:00
break;
case 5:
toolname = loc::gettext("6: Disappear");
2020-01-01 21:29:24 +01:00
break;
case 6:
toolname = loc::gettext("7: Conveyors");
2020-01-01 21:29:24 +01:00
break;
case 7:
toolname = loc::gettext("8: Moving");
2020-01-01 21:29:24 +01:00
break;
case 8:
toolname = loc::gettext("9: Enemies");
2020-01-01 21:29:24 +01:00
break;
case 9:
toolname = loc::gettext("0: Grav Line");
2020-01-01 21:29:24 +01:00
break;
case 10:
toolname = loc::gettext("R: Roomtext");
2020-01-01 21:29:24 +01:00
break;
case 11:
toolname = loc::gettext("T: Terminal");
2020-01-01 21:29:24 +01:00
break;
case 12:
toolname = loc::gettext("Y: Script Box");
2020-01-01 21:29:24 +01:00
break;
case 13:
toolname = loc::gettext("U: Warp Token");
2020-01-01 21:29:24 +01:00
break;
case 14:
toolname = loc::gettext("I: Warp Lines");
2020-01-01 21:29:24 +01:00
break;
case 15:
toolname = loc::gettext("O: Crewmate");
2020-01-01 21:29:24 +01:00
break;
case 16:
toolname = loc::gettext("P: Start Point");
break;
default:
toolname = "???";
2020-01-01 21:29:24 +01:00
break;
}
int bgheight = 2 + font::height(0);
int toolnamelen = font::len(0, toolname);
graphics.fill_rect(0,207-bgheight,toolnamelen+8,bgheight+1, graphics.getRGB(32,32,32));
graphics.fill_rect(0,208-bgheight,toolnamelen+7,bgheight, graphics.getRGB(0,0,0));
font::print(PR_BOR | PR_CJK_HIGH, 2,199, toolname, 196, 196, 255 - help.glow);
char coords[8];
SDL_snprintf(coords, sizeof(coords), "(%d,%d)", ed.levx+1, ed.levy+1);
int coordslen = font::len(0, coords);
graphics.fill_rect(319-coordslen-8,207-bgheight,coordslen+8,bgheight+1, graphics.getRGB(32,32,32));
graphics.fill_rect(320-coordslen-8,208-bgheight,coordslen+8,bgheight, graphics.getRGB(0,0,0));
font::print(PR_BOR | PR_CJK_HIGH | PR_RIGHT, 316, 199, coords, 196, 196, 255 - help.glow);
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}
else
{
//graphics.fill_rect(0,230,72,240, graphics.RGB(32,32,32));
//graphics.fill_rect(0,231,71,240, graphics.RGB(0,0,0));
if(room->roomname!="")
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{
graphics.footerrect.y = 230 + ed.roomnamehide;
graphics.set_blendmode(SDL_BLENDMODE_BLEND);
graphics.fill_rect(&graphics.footerrect, graphics.getRGBA(0, 0, 0, graphics.translucentroomname ? 127 : 255));
graphics.set_blendmode(SDL_BLENDMODE_NONE);
font::print(PR_CEN | PR_BOR | PR_FONT_LEVEL | PR_CJK_LOW, -1, 231+ed.roomnamehide, room->roomname, 196, 196, 255 - help.glow);
font::print(PR_BOR | PR_CJK_HIGH, 4, 222, loc::gettext("SPACE ^ SHIFT ^"), 196, 196, 255 - help.glow);
font::print(PR_BOR | PR_CJK_HIGH | PR_RIGHT, 316, 222, "("+help.String(ed.levx+1)+","+help.String(ed.levy+1)+")", 196, 196, 255 - help.glow);
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}
else
{
font::print(PR_BOR | PR_CJK_HIGH, 4, 232, loc::gettext("SPACE ^ SHIFT ^"), 196, 196, 255 - help.glow);
font::print(PR_BOR | PR_CJK_HIGH | PR_RIGHT, 316, 232, "("+help.String(ed.levx+1)+","+help.String(ed.levy+1)+")", 196, 196, 255 - help.glow);
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}
}
if(ed.shiftmenu)
{
const char* shiftmenuoptions[] = {
loc::gettext("F1: Change Tileset"),
loc::gettext("F2: Change Colour"),
loc::gettext("F3: Change Enemies"),
loc::gettext("F4: Enemy Bounds"),
loc::gettext("F5: Platform Bounds"),
"",
loc::gettext("F9: Reload Resources"),
loc::gettext("F10: Direct Mode"),
"",
loc::gettext("W: Change Warp Dir"),
loc::gettext("E: Change Roomname"),
};
int menuwidth = 0;
for (size_t i = 0; i < SDL_arraysize(shiftmenuoptions); i++)
{
int len = font::len(0, shiftmenuoptions[i]);
if (len > menuwidth)
menuwidth = len;
}
int lineheight = font::height(0);
lineheight = SDL_max(10, lineheight);
int left_y = 230-SDL_arraysize(shiftmenuoptions)*lineheight;
fillboxabs(0, left_y-3, menuwidth+17, 240,graphics.getRGB(64,64,64));
graphics.fill_rect(0,left_y-2,menuwidth+16,240, graphics.getRGB(0,0,0));
for (size_t i = 0; i < SDL_arraysize(shiftmenuoptions); i++)
graphics.Print(4, left_y+i*lineheight, shiftmenuoptions[i], 164,164,164,false);
fillboxabs(220, 207,100,60,graphics.getRGB(64,64,64));
graphics.fill_rect(221,208,160,60, graphics.getRGB(0,0,0));
graphics.Print(224, 210, loc::gettext("S: Save Map"),164,164,164,false);
graphics.Print(224, 210+lineheight, loc::gettext("L: Load Map"),164,164,164,false);
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}
}
if(!ed.settingsmod && !ed.scripteditmod)
{
//Same as above, without borders
switch(ed.drawmode)
{
case 0:
font::print(PR_BOR, 2,2, loc::gettext("1: Walls"),196, 196, 255 - help.glow);
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break;
case 1:
font::print(PR_BOR, 2,2, loc::gettext("2: Backing"),196, 196, 255 - help.glow);
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break;
case 2:
font::print(PR_BOR, 2,2, loc::gettext("3: Spikes"),196, 196, 255 - help.glow);
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break;
case 3:
font::print(PR_BOR, 2,2, loc::gettext("4: Trinkets"),196, 196, 255 - help.glow);
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break;
case 4:
font::print(PR_BOR, 2,2, loc::gettext("5: Checkpoint"),196, 196, 255 - help.glow);
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break;
case 5:
font::print(PR_BOR, 2,2, loc::gettext("6: Disappear"),196, 196, 255 - help.glow);
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break;
case 6:
font::print(PR_BOR, 2,2, loc::gettext("7: Conveyors"),196, 196, 255 - help.glow);
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break;
case 7:
font::print(PR_BOR, 2,2, loc::gettext("8: Moving"),196, 196, 255 - help.glow);
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break;
case 8:
font::print(PR_BOR, 2,2, loc::gettext("9: Enemies"),196, 196, 255 - help.glow);
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break;
case 9:
font::print(PR_BOR, 2,2, loc::gettext("0: Grav Line"),196, 196, 255 - help.glow);
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break;
case 10:
font::print(PR_BOR, 2,2, loc::gettext("R: Roomtext"),196, 196, 255 - help.glow);
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break;
case 11:
font::print(PR_BOR, 2,2, loc::gettext("T: Terminal"),196, 196, 255 - help.glow);
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break;
case 12:
font::print(PR_BOR, 2,2, loc::gettext("Y: Script Box"),196, 196, 255 - help.glow);
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break;
case 13:
font::print(PR_BOR, 2,2, loc::gettext("U: Warp Token"),196, 196, 255 - help.glow);
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break;
case 14:
font::print(PR_BOR, 2,2, loc::gettext("I: Warp Lines"),196, 196, 255 - help.glow);
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break;
case 15:
font::print(PR_BOR, 2,2, loc::gettext("O: Crewmate"),196, 196, 255 - help.glow);
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break;
case 16:
font::print(PR_BOR, 2,2, loc::gettext("P: Start Point"),196, 196, 255 - help.glow);
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break;
}
}
if(ed.notedelay>0 || ed.oldnotedelay>0)
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{
short lines;
std::string wrapped = font::string_wordwrap(ed.note, 304, &lines);
short textheight = 8+(lines-1)*10;
short banner_y = 120 - textheight/2 - 5;
float alpha = graphics.lerp(ed.oldnotedelay, ed.notedelay);
graphics.fill_rect(0, banner_y, 320, 10+textheight, graphics.getRGB(92,92,92));
graphics.fill_rect(0, banner_y+1, 320, 8+textheight, graphics.getRGB(0,0,0));
graphics.PrintWrap(0,banner_y+5, wrapped, 196-((45.0f-alpha)*4), 196-((45.0f-alpha)*4), 196-((45.0f-alpha)*4), true);
2020-01-01 21:29:24 +01:00
}
graphics.drawfade();
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graphics.render();
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}
void editorrenderfixed(void)
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{
extern editorclass ed;
const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy);
graphics.updatetitlecolours();
game.customcol=cl.getlevelcol(room->tileset, room->tilecol)+1;
ed.entcol=cl.getenemycol(game.customcol);
ed.entcolreal = graphics.getcol(ed.entcol);
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if (game.ghostsenabled)
{
for (size_t i = 0; i < ed.ghosts.size(); i++)
{
GhostInfo& ghost = ed.ghosts[i];
if ((int) i > ed.currentghosts || ghost.rx != ed.levx || ghost.ry != ed.levy)
{
continue;
}
ghost.realcol = graphics.getcol(ghost.col);
}
if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {
ed.currentghosts++;
if (ed.zmod) ed.currentghosts++;
} else {
ed.currentghosts = (int)ed.ghosts.size() - 1;
}
}
if (!ed.settingsmod)
{
switch(room->warpdir)
{
case 1:
graphics.rcol=cl.getwarpbackground(ed.levx, ed.levy);
graphics.updatebackground(3);
break;
case 2:
graphics.rcol=cl.getwarpbackground(ed.levx, ed.levy);
graphics.updatebackground(4);
break;
case 3:
graphics.rcol=cl.getwarpbackground(ed.levx, ed.levy);
graphics.updatebackground(5);
break;
default:
break;
}
}
else if (!game.colourblindmode)
{
graphics.updatetowerbackground(graphics.titlebg);
}
/* Correct gravity lines */
for (size_t i = 0; i < customentities.size(); ++i)
{
if (customentities[i].x / 40 != ed.levx
|| customentities[i].y / 30 != ed.levy
|| customentities[i].t != 11
/* Is the gravity line locked? */
|| customentities[i].p4 == 1)
{
continue;
}
if (customentities[i].p1 == 0)
{
/* Horizontal */
int tx = customentities[i].x % 40;
int tx2 = tx;
int ty = customentities[i].y % 30;
while (!ed.spikefree(tx, ty))
{
--tx;
}
while (!ed.spikefree(tx2, ty))
{
++tx2;
}
++tx;
customentities[i].p2 = tx;
customentities[i].p3 = (tx2 - tx) * 8;
}
else
{
/* Vertical */
int tx = customentities[i].x % 40;
int ty = customentities[i].y % 30;
int ty2 = ty;
/* Unlocked */
while (!ed.spikefree(tx, ty))
{
--ty;
}
while (!ed.spikefree(tx, ty2))
{
++ty2;
}
++ty;
customentities[i].p2 = ty;
customentities[i].p3 = (ty2 - ty) * 8;
}
}
if (cl.getroomprop(ed.levx, ed.levy)->directmode == 1)
{
if (ed.dmtileeditor > 0)
{
ed.dmtileeditor--;
}
}
else
{
ed.dmtileeditor = 0;
}
if (cl.getroomprop(ed.levx, ed.levy)->roomname != "")
{
if (ed.tiley < 28)
{
if (ed.roomnamehide > 0)
{
ed.roomnamehide--;
}
}
else
{
if (ed.roomnamehide < 12)
{
ed.roomnamehide++;
}
}
}
else
{
if (ed.tiley < 28)
{
ed.roomnamehide = 0;
}
else
{
ed.roomnamehide = 12;
}
}
}
void editorlogic(void)
{
extern editorclass ed;
//Misc
help.updateglow();
graphics.titlebg.bypos -= 2;
graphics.titlebg.bscroll = -2;
ed.entframedelay--;
if(ed.entframedelay<=0)
{
ed.entframe=(ed.entframe+1)%4;
ed.entframedelay=8;
}
ed.oldnotedelay = ed.notedelay;
if(ed.notedelay>0)
{
ed.notedelay--;
}
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (graphics.fademode == FADE_FULLY_BLACK)
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{
//Return to game
graphics.titlebg.colstate = 10;
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map.nexttowercolour();
Clean up all exit paths to the menu to use common code There are multiple different exit paths to the main menu. In 2.2, they all had a bunch of copy-pasted code. In 2.3 currently, most of them use game.quittomenu(), but there are some stragglers that still use hand-copied code. This is a bit of a problem, because all exit paths should consistently have FILESYSTEM_unmountassets(), as part of the 2.3 feature of per-level custom assets. Furthermore, most (but not all) of the paths call script.hardreset() too, and some of the stragglers don't. So there could be something persisting through to the title screen (like a really long flash/shake timer) that could only persist if exiting to the title screen through those paths. But, actually, it seems like there's a good reason for some of those to not call script.hardreset() - namely, dying or completing No Death Mode and completing a Time Trial presents some information onscreen that would get reset by script.hardreset(), so I'll fix that in a later commit. So what I've done for this commit is found every exit path that didn't already use game.quittomenu(), and made them use game.quittomenu(). As well, some of them had special handling that existed on top of them already having a corresponding entry in game.quittomenu() (but the path would take the special handling because it never did game.quittomenu()), so I removed that special handling as well (e.g. exiting from a custom level used returntomenu(Menu::levellist) when quittomenu() already had that same returntomenu()). The menu that exiting from the level editor returns to is now handled in game.quittomenu() as well, where the map.custommode branch now also checks for map.custommodeforreal. Unfortunately, it seems like entering the level editor doesn't properly initialize map.custommode, so entering the level editor now initializes map.custommode, too. I've also taken the music.play(6) out of game.quittomenu(), because not all exit paths immediately play Presenting VVVVVV, so all exit paths that DO immediately play Presenting VVVVVV now have music.play(6) special-cased for them, which is fine enough for me. Here is the list of all exit paths to the menu: - Exiting through the pause menu (without glitchrunner mode) - Exiting through the pause menu (with glitchrunner mode) - Completing a custom level - Completing a Time Trial - Dying in No Death Mode - Completing No Death Mode - Completing an Intermission replay - Exiting from the level editor - Completing the main game
2021-01-07 23:20:37 +01:00
game.quittomenu();
music.play(6); //should be before game.quittomenu()
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ed.settingsmod=false;
}
}
static void creategameoptions(void)
{
game.createmenu(Menu::options);
}
static void nextbgcolor(void)
{
map.nexttowercolour();
}
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static void editormenuactionpress(void)
{
extern editorclass ed;
switch (game.currentmenuname)
{
case Menu::ed_desc:
switch (game.currentmenuoption)
{
case 0:
ed.titlemod=true;
key.enabletextentry();
key.keybuffer=translate_title(cl.title);
break;
case 1:
ed.creatormod=true;
key.enabletextentry();
key.keybuffer=translate_creator(cl.creator);
break;
case 2:
ed.desc1mod=true;
key.enabletextentry();
key.keybuffer=cl.Desc1;
break;
case 3:
ed.websitemod=true;
key.enabletextentry();
key.keybuffer=cl.website;
break;
case 4:
game.returnmenu();
map.nexttowercolour();
break;
}
music.playef(11);
break;
case Menu::ed_settings:
switch (game.currentmenuoption)
{
case 0:
//Change level description stuff
music.playef(11);
game.createmenu(Menu::ed_desc);
map.nexttowercolour();
break;
case 1:
//Enter script editormode
music.playef(11);
ed.scripteditmod=true;
ed.clearscriptbuffer();
key.keybuffer="";
ed.hookmenupage=0;
ed.hookmenu=0;
ed.scripthelppage=0;
ed.scripthelppagedelay=0;
ed.sby=0;
ed.sbx=0, ed.pagey=0;
ed.lines_visible = 200/font::height(PR_FONT_LEVEL);
break;
case 2:
music.playef(11);
game.createmenu(Menu::ed_music);
map.nexttowercolour();
if(cl.levmusic>0) music.play(cl.levmusic);
break;
case 3:
music.playef(11);
game.ghostsenabled = !game.ghostsenabled;
break;
case 4:
//Load level
ed.settingsmod = false;
map.nexttowercolour();
ed.keydelay = 6;
ed.getlin(TEXT_LOAD, loc::gettext("Enter map filename to load:"), &(ed.filename));
game.mapheld = true;
graphics.backgrounddrawn = false;
break;
case 5:
//Save level
ed.settingsmod=false;
map.nexttowercolour();
ed.keydelay = 6;
ed.getlin(TEXT_SAVE, loc::gettext("Enter map filename to save as:"), &(ed.filename));
game.mapheld = true;
graphics.backgrounddrawn = false;
break;
case 6:
/* Game options */
music.playef(11);
game.gamestate = TITLEMODE;
game.ingame_titlemode = true;
game.ingame_editormode = true;
DEFER_CALLBACK(creategameoptions);
DEFER_CALLBACK(nextbgcolor);
break;
default:
music.playef(11);
game.createmenu(Menu::ed_quit);
map.nexttowercolour();
break;
}
break;
case Menu::ed_music:
switch (game.currentmenuoption)
{
case 0:
case 1:
switch (game.currentmenuoption)
{
case 0:
cl.levmusic++;
break;
case 1:
cl.levmusic--;
break;
}
cl.levmusic = (cl.levmusic % 16 + 16) % 16;
if(cl.levmusic>0)
{
music.play(cl.levmusic);
}
else
{
music.haltdasmusik();
}
music.playef(11);
break;
case 2:
music.playef(11);
music.fadeout();
game.returnmenu();
map.nexttowercolour();
break;
}
break;
case Menu::ed_quit:
switch (game.currentmenuoption)
{
case 0:
//Saving and quit
ed.saveandquit=true;
ed.settingsmod=false;
map.nexttowercolour();
ed.keydelay = 6;
ed.getlin(TEXT_SAVE, loc::gettext("Enter map filename to save as:"), &(ed.filename));
game.mapheld = true;
graphics.backgrounddrawn = false;
break;
case 1:
//Quit without saving
music.playef(11);
music.fadeout();
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEOUT;
graphics.backgrounddrawn = false;
break;
case 2:
//Go back to editor
music.playef(11);
game.returnmenu();
map.nexttowercolour();
break;
}
break;
default:
break;
}
}
void editorinput(void)
2020-01-01 21:29:24 +01:00
{
extern editorclass ed;
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
if (graphics.fademode == FADE_FADING_OUT)
{
return;
}
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game.mx = (float) key.mx;
game.my = (float) key.my;
ed.tilex=(game.mx - (game.mx%8))/8;
ed.tiley=(game.my - (game.my%8))/8;
if (gameScreen.scalingMode == SCALING_STRETCH) {
// In this mode specifically, we have to fix the mouse coordinates
int winwidth, winheight;
gameScreen.GetWindowSize(&winwidth, &winheight);
ed.tilex = ed.tilex * 320 / winwidth;
ed.tiley = ed.tiley * 240 / winheight;
}
2020-01-01 21:29:24 +01:00
bool up_pressed = key.isDown(SDLK_UP) || key.isDown(SDL_CONTROLLER_BUTTON_DPAD_UP);
bool down_pressed = key.isDown(SDLK_DOWN) || key.isDown(SDL_CONTROLLER_BUTTON_DPAD_DOWN);
bool left_pressed = key.isDown(SDLK_LEFT) || key.isDown(SDL_CONTROLLER_BUTTON_DPAD_LEFT);
bool right_pressed = key.isDown(SDLK_RIGHT) || key.isDown(SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
2020-01-01 21:29:24 +01:00
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
game.press_interact = false;
2020-01-01 21:29:24 +01:00
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
2020-01-01 21:29:24 +01:00
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
2020-01-01 21:29:24 +01:00
{
game.press_right = true;
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
2020-01-01 21:29:24 +01:00
{
game.press_action = true;
};
if (key.keymap[SDLK_F9] && (ed.keydelay==0)) {
ed.keydelay = 30;
ed.note=loc::gettext("Reloaded resources");
ed.notedelay=45;
graphics.reloadresources();
}
2020-01-01 21:29:24 +01:00
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
if (key.isDown(27) && !ed.settingskey)
{
ed.settingskey=true;
if (ed.textmod)
{
key.disabletextentry();
if (ed.textmod >= FIRST_ENTTEXT && ed.textmod <= LAST_ENTTEXT)
{
*ed.textptr = ed.oldenttext;
if (ed.oldenttext == "")
{
removeedentity(ed.textent);
}
}
ed.textmod = TEXT_NONE;
ed.shiftmenu = false;
ed.shiftkey = false;
}
Axe manual state trackers and use SDL_IsTextInputActive() After looking at pull request #446, I got a bit annoyed that we have TWO variables, key.textentrymode and ed.textentry, that we rolled ourselves to track the state of something SDL already provides us a function to easily query: SDL_IsTextInputActive(). We don't need to have either of these two variables, and we shouldn't. So that's what I do in this patch. Both variables have been axed in favor of using this function, and I just made a wrapper out of it, named key.textentry(). For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering the script list and disabled when exiting it. This makes the code there easier to read, too. Furthermore, apparently key.textentrymode was initialized to *true* instead of false... for whatever reason. But that's gone now, too. Now, you'd think there wouldn't be any downside to using SDL_IsTextInputActive(). After all, it's a function that SDL itself provides, right? Wrong. For whatever reason, it seems like text input is active *from the start of the program*, meaning that what would happen is I would go into the editor, and find that I can't move around nor place tiles nor anything else. Then I would press Esc, and then suddenly become able to do those things I wanted to do before. I have no idea why the above happens, but all I can do is to just insert an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of course, I have to surround it with an SDL_IsTextInputActive() check to make sure I don't do anything extraneous by stopping input when it's already stopped.
2020-08-13 08:43:25 +02:00
else if (key.textentry())
2020-01-01 21:29:24 +01:00
{
key.disabletextentry();
ed.titlemod=false;
ed.desc1mod=false;
ed.desc2mod=false;
ed.desc3mod=false;
ed.websitemod=false;
ed.creatormod=false;
music.playef(11);
2020-01-01 21:29:24 +01:00
ed.shiftmenu=false;
ed.shiftkey=false;
}
else if(ed.boundarymod>0)
{
ed.boundarymod=0;
}
else
{
music.playef(11);
if (ed.settingsmod)
{
if (ed.scripteditmod)
{
ed.scripteditmod = false;
}
else if (ed.settingsmod)
{
if (game.currentmenuname == Menu::ed_settings)
{
ed.settingsmod = false;
}
else
{
game.returnmenu();
map.nexttowercolour();
}
}
}
else
{
ed.settingsmod = true;
}
2020-01-01 21:29:24 +01:00
if (ed.settingsmod)
{
bool edsettings_in_stack = game.currentmenuname == Menu::ed_settings;
if (!edsettings_in_stack)
{
size_t i;
for (i = 0; i < game.menustack.size(); ++i)
{
if (game.menustack[i].name == Menu::ed_settings)
{
edsettings_in_stack = true;
break;
}
}
}
if (edsettings_in_stack)
{
game.returntomenu(Menu::ed_settings);
}
else
{
game.createmenu(Menu::ed_settings);
}
map.nexttowercolour();
}
2020-01-01 21:29:24 +01:00
}
}
if (!key.isDown(27))
{
ed.settingskey=false;
}
if(key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
{
if(key.leftbutton) key.rightbutton=true;
}
if(ed.scripteditmod)
{
if(ed.scripthelppage==0)
{
//hook select menu
if(ed.keydelay>0) ed.keydelay--;
if(up_pressed && ed.keydelay<=0)
2020-01-01 21:29:24 +01:00
{
ed.keydelay=6;
ed.hookmenu--;
}
if(down_pressed && ed.keydelay<=0)
2020-01-01 21:29:24 +01:00
{
ed.keydelay=6;
ed.hookmenu++;
}
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(ed.hookmenu>=(int)ed.hooklist.size())
2020-01-01 21:29:24 +01:00
{
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
ed.hookmenu=ed.hooklist.size()-1;
2020-01-01 21:29:24 +01:00
}
if(ed.hookmenu<0) ed.hookmenu=0;
if(ed.hookmenu<ed.hookmenupage)
{
ed.hookmenupage=ed.hookmenu;
}
if(ed.hookmenu>=ed.hookmenupage+9)
{
ed.hookmenupage=ed.hookmenu+8;
}
if(!key.keymap[SDLK_BACKSPACE]) ed.deletekeyheld=0;
if(key.keymap[SDLK_BACKSPACE] && ed.deletekeyheld==0 && !ed.hooklist.empty())
2020-01-01 21:29:24 +01:00
{
ed.deletekeyheld=1;
music.playef(2);
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
ed.removehook(ed.hooklist[(ed.hooklist.size()-1)-ed.hookmenu]);
2020-01-01 21:29:24 +01:00
}
if (!game.press_action && !game.press_left && !game.press_right
&& !up_pressed && !down_pressed && !key.isDown(27)) game.jumpheld = false;
2020-01-01 21:29:24 +01:00
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map
|| up_pressed || down_pressed || key.isDown(27))
2020-01-01 21:29:24 +01:00
{
game.jumpheld = true;
}
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if ((game.press_action || game.press_map) && !ed.hooklist.empty())
2020-01-01 21:29:24 +01:00
{
game.mapheld=true;
ed.scripthelppage=1;
key.enabletextentry();
2020-01-01 21:29:24 +01:00
key.keybuffer="";
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
ed.sbscript=ed.hooklist[(ed.hooklist.size()-1)-ed.hookmenu];
2020-01-01 21:29:24 +01:00
ed.loadhookineditor(ed.sbscript);
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
ed.sby=ed.sb.size()-1;
2020-01-01 21:29:24 +01:00
ed.pagey=0;
while(ed.sby>=ed.lines_visible-5)
2020-01-01 21:29:24 +01:00
{
ed.pagey++;
ed.sby--;
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
ed.sbx = utf8::unchecked::distance(ed.sb[ed.pagey+ed.sby].begin(), ed.sb[ed.pagey+ed.sby].end());
music.playef(11);
2020-01-01 21:29:24 +01:00
}
}
}
else if(ed.scripthelppage==1)
{
//Script editor!
if (key.isDown(27))
{
ed.scripthelppage=0;
game.jumpheld = true;
//save the script for use again!
ed.addhook(ed.sbscript);
}
if(ed.keydelay>0) ed.keydelay--;
if(up_pressed && ed.keydelay<=0)
2020-01-01 21:29:24 +01:00
{
ed.keydelay=6;
ed.sby--;
if(ed.sby<=5)
{
if(ed.pagey>0)
{
ed.pagey--;
ed.sby++;
}
else
{
if(ed.sby<0) ed.sby=0;
}
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
}
if(down_pressed && ed.keydelay<=0)
2020-01-01 21:29:24 +01:00
{
ed.keydelay=6;
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(ed.sby+ed.pagey<(int)ed.sb.size()-1)
2020-01-01 21:29:24 +01:00
{
ed.sby++;
if(ed.sby>=ed.lines_visible-5)
2020-01-01 21:29:24 +01:00
{
ed.pagey++;
ed.sby--;
}
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
}
Fix frame-ordering backspacing empty line bug in script editor There is a long-standing bug with the script editor where if you delete the last character of a line, it IMMEDIATELY deletes the line you're on, and then moves your cursor back to the previous line. This is annoying, to say the least. The reason for this is that, in the sequence of events that happens in one frame (known as frame ordering), the code that backspaces one character from the line when you press Backspace is ran BEFORE the code to remove an empty line if you backspace it is ran. The former is located in key.Poll(), and the latter is located in editorinput(). Thus, when you press Backspace, the game first runs key.Poll(), sees that you've pressed Backspace, and dutifully removes the last character from a line. The line is now empty. Then, when the game gets around to the "Are you pressing Backspace on an empty line?" check in editorinput(), it thinks that you're pressing Backspace on an empty line, and then does the usual line-removing stuff. And actually, when it does the check in editorinput(), it ACTUALLY asks "Are you pressing Backspace on THIS frame and was the line empty LAST frame?" because it's checking against its own copy of the input buffer, before copying the input buffer to its own local copy. So the problem only happens if you press and hold Backspace for more than 1 frame. It's a small consolation prize for this annoyance, getting to tap-tap-tap Backspace in the hopes that you only press it for 1 frame, while in the middle of something more important to do like, oh I don't know, writing a script. So there are two potential solutions here: (1) Just change the frame ordering around. This is risky to say the least, because I'm not sure what behavior depends on exactly which frame order. It's not like it's key.Poll() and then IMMEDIATELY afterwards editorinput() is run, it's more like key.Poll(), some things that obviously depend on key.Poll() running before them, and THEN editorinput(). Also, editorinput() is only one possible thing that could be ran afterwards, on the next frame we could be running something else entirely instead. (2) Add a kludge variable to signal when the line is ALREADY empty so the game doesn't re-check the already-empty line and conclude that you're already immediately backspacing an empty line. I went with (2) for this commit, and I've added the kludge variable key.linealreadyemptykludge. However, that by itself isn't enough to fix it. It only adds about a frame or so of delay before the game goes right back to saying "Oh, you're ALREADY somehow pressing backspace again? I'll just delete this line real quick" and the behavior is basically the same as before, except now you have to hit Backspace for TWO frames or less instead of one in order to not have it happen. What we need is to have a delay set as well, when the game deletes the last line of a char. So I set ed.keydelay to 6 as well if editorinput() sses that key.linealreadyemptykludge is on.
2020-01-19 03:17:46 +01:00
if(key.linealreadyemptykludge)
{
ed.keydelay=6;
key.linealreadyemptykludge=false;
}
if(key.pressedbackspace && ed.sb[ed.pagey+ed.sby]=="" && ed.keydelay<=0)
2020-01-01 21:29:24 +01:00
{
//Remove this line completely
ed.removeline(ed.pagey+ed.sby);
ed.sby--;
if(ed.sby<=5)
{
if(ed.pagey>0)
{
ed.pagey--;
ed.sby++;
}
else
{
if(ed.sby<0) ed.sby=0;
}
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
ed.keydelay=6;
2020-01-01 21:29:24 +01:00
}
/* Remove all pipes, they are the line separator in the XML
* When this loop reaches the end, it wraps to SIZE_MAX; SIZE_MAX + 1 is 0 */
{size_t i; for (i = key.keybuffer.length() - 1; i + 1 > 0; --i)
{
if (key.keybuffer[i] == '|')
{
key.keybuffer.erase(key.keybuffer.begin() + i);
}
}}
2020-01-01 21:29:24 +01:00
ed.sb[ed.pagey+ed.sby]=key.keybuffer;
ed.sbx = utf8::unchecked::distance(ed.sb[ed.pagey+ed.sby].begin(), ed.sb[ed.pagey+ed.sby].end());
2020-01-01 21:29:24 +01:00
if(!game.press_map && !key.isDown(27)) game.mapheld=false;
if (!game.mapheld)
{
if(game.press_map)
{
game.mapheld=true;
//Continue to next line
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(ed.sby+ed.pagey>=(int)ed.sb.size()) //we're on the last line
2020-01-01 21:29:24 +01:00
{
ed.sby++;
if(ed.sby>=ed.lines_visible-5)
2020-01-01 21:29:24 +01:00
{
ed.pagey++;
ed.sby--;
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
ed.sbx = utf8::unchecked::distance(ed.sb[ed.pagey+ed.sby].begin(), ed.sb[ed.pagey+ed.sby].end());
2020-01-01 21:29:24 +01:00
}
else
{
//We're not, insert a line instead
ed.sby++;
if(ed.sby>=ed.lines_visible-5)
2020-01-01 21:29:24 +01:00
{
ed.pagey++;
ed.sby--;
}
ed.insertline(ed.sby+ed.pagey);
key.keybuffer="";
ed.sbx = 0;
}
}
}
}
}
else if (ed.textmod)
2020-01-01 21:29:24 +01:00
{
*ed.textptr = key.keybuffer;
if (!game.press_map && !key.isDown(27))
2020-01-01 21:29:24 +01:00
{
game.mapheld = false;
2020-01-01 21:29:24 +01:00
}
if (!game.mapheld && game.press_map)
2020-01-01 21:29:24 +01:00
{
game.mapheld = true;
key.disabletextentry();
switch (ed.textmod)
{
case TEXT_GOTOROOM:
{
char coord_x[16];
char coord_y[16];
const char* comma = SDL_strchr(key.keybuffer.c_str(), ',');
bool valid_input = comma != NULL;
if (valid_input)
{
SDL_strlcpy(
coord_x,
key.keybuffer.c_str(),
SDL_min((size_t) (comma - key.keybuffer.c_str() + 1), sizeof(coord_x))
);
SDL_strlcpy(coord_y, &comma[1], sizeof(coord_y));
valid_input = is_number(coord_x) && is_number(coord_y);
}
if (!valid_input)
{
ed.note = loc::gettext("ERROR: Invalid format");
ed.notedelay = 45;
break;
}
ed.levx = SDL_clamp(help.Int(coord_x) - 1, 0, cl.mapwidth - 1);
ed.levy = SDL_clamp(help.Int(coord_y) - 1, 0, cl.mapheight - 1);
graphics.backgrounddrawn = false;
break;
}
case TEXT_LOAD:
{
std::string loadstring = ed.filename + ".vvvvvv";
if (cl.load(loadstring))
{
// don't use filename, it has the full path
char buffer[3*SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer), loc::gettext("Loaded map: {filename}.vvvvvv"), "filename:str", ed.filename.c_str());
ed.note = buffer;
}
else
{
ed.note = loc::gettext("ERROR: Could not load level");
}
ed.notedelay = 45;
break;
}
case TEXT_SAVE:
{
std::string savestring = ed.filename + ".vvvvvv";
if (cl.save(savestring))
{
char buffer[3*SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer), loc::gettext("Saved map: {filename}.vvvvvv"), "filename:str", ed.filename.c_str());
ed.note = buffer;
}
else
{
ed.note = loc::gettext("ERROR: Could not save level!");
ed.saveandquit = false;
}
ed.notedelay = 45;
if (ed.saveandquit)
{
Enumify all fade modes This removes the magic numbers previously used for controlling the fade mode, which are really not readable at all unless you already know what they mean. 0: FADE_NONE 1: FADE_FULLY_BLACK 2: FADE_START_FADEOUT 3: FADE_FADING_OUT 4: FADE_START_FADEIN 5: FADE_FADING_IN There is also the macro FADEMODE_IS_FADING, which indicates when the intention is to only check if the game is fading right now, which wasn't clearly conveyed previously. I also took the opportunity to clean up the style of any lines I touched. This included rewriting if-else chains into case-switches, turning one-liner if-then statements into proper blocks, fixing up comments, and even commenting the `fademode == FADE_NONE` on the tower spike checks (which, it was previously undocumented why that check was there, but I think I know why it's there). As for type safety, we already get some by transforming the variable types into the enum. Assignment is prohibited without a cast. But, apparently, comparison is perfectly legal and won't even give so much as a warning. To work around this and make absolutely sure I made all existing comparisons now use the enum, I temporarily changed it to be an `enum class`, which is a C++11 feature that makes it so all comparisons are illegal. Unfortunately, it scopes them in a namespace with the same name as a class, so I had to temporarily define macros to make sure my existing code worked. I also had to temporarily up the standard in CMakeLists.txt to get it to compile. But after all that was done, I found the rest of the places where a comparison to an integer was used, and fixed them.
2022-04-25 09:57:47 +02:00
graphics.fademode = FADE_START_FADEOUT; /* quit editor */
}
break;
}
case TEXT_SCRIPT:
ed.clearscriptbuffer();
if (!ed.checkhook(key.keybuffer))
{
ed.addhook(key.keybuffer);
}
break;
default:
break;
}
ed.shiftmenu = false;
ed.shiftkey = false;
ed.textmod = TEXT_NONE;
2020-01-01 21:29:24 +01:00
}
}
Axe manual state trackers and use SDL_IsTextInputActive() After looking at pull request #446, I got a bit annoyed that we have TWO variables, key.textentrymode and ed.textentry, that we rolled ourselves to track the state of something SDL already provides us a function to easily query: SDL_IsTextInputActive(). We don't need to have either of these two variables, and we shouldn't. So that's what I do in this patch. Both variables have been axed in favor of using this function, and I just made a wrapper out of it, named key.textentry(). For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering the script list and disabled when exiting it. This makes the code there easier to read, too. Furthermore, apparently key.textentrymode was initialized to *true* instead of false... for whatever reason. But that's gone now, too. Now, you'd think there wouldn't be any downside to using SDL_IsTextInputActive(). After all, it's a function that SDL itself provides, right? Wrong. For whatever reason, it seems like text input is active *from the start of the program*, meaning that what would happen is I would go into the editor, and find that I can't move around nor place tiles nor anything else. Then I would press Esc, and then suddenly become able to do those things I wanted to do before. I have no idea why the above happens, but all I can do is to just insert an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of course, I have to surround it with an SDL_IsTextInputActive() check to make sure I don't do anything extraneous by stopping input when it's already stopped.
2020-08-13 08:43:25 +02:00
else if (key.textentry())
{
if(ed.titlemod)
2020-01-01 21:29:24 +01:00
{
cl.title=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.creatormod)
{
cl.creator=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.websitemod)
{
cl.website=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.desc1mod)
{
cl.Desc1=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.desc2mod)
{
cl.Desc2=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.desc3mod)
{
cl.Desc3=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
if(!game.press_map && !key.isDown(27)) game.mapheld=false;
if (!game.mapheld)
{
if(game.press_map)
{
game.mapheld=true;
if(ed.titlemod)
2020-01-01 21:29:24 +01:00
{
cl.title=key.keybuffer;
2020-01-01 21:29:24 +01:00
ed.titlemod=false;
}
else if(ed.creatormod)
{
cl.creator=key.keybuffer;
2020-01-01 21:29:24 +01:00
ed.creatormod=false;
}
else if(ed.websitemod)
{
cl.website=key.keybuffer;
2020-01-01 21:29:24 +01:00
ed.websitemod=false;
}
else if(ed.desc1mod)
{
cl.Desc1=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.desc2mod)
{
cl.Desc2=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.desc3mod)
{
cl.Desc3=key.keybuffer;
2020-01-01 21:29:24 +01:00
ed.desc3mod=false;
}
key.disabletextentry();
if(ed.desc1mod)
{
ed.desc1mod=false;
ed.desc2mod=true;
key.enabletextentry();
key.keybuffer=cl.Desc2;
2020-01-01 21:29:24 +01:00
}
else if(ed.desc2mod)
{
ed.desc2mod=false;
ed.desc3mod=true;
key.enabletextentry();
key.keybuffer=cl.Desc3;
2020-01-01 21:29:24 +01:00
}
music.playef(11);
2020-01-01 21:29:24 +01:00
}
}
}
else
{
if(ed.settingsmod)
{
if (!game.press_action && !game.press_left && !game.press_right
&& !up_pressed && !down_pressed) game.jumpheld = false;
2020-01-01 21:29:24 +01:00
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map
|| up_pressed || down_pressed)
2020-01-01 21:29:24 +01:00
{
game.jumpheld = true;
}
if(game.menustart)
{
if (game.press_left || up_pressed)
2020-01-01 21:29:24 +01:00
{
game.currentmenuoption--;
}
else if (game.press_right || down_pressed)
2020-01-01 21:29:24 +01:00
{
game.currentmenuoption++;
}
}
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
2020-01-01 21:29:24 +01:00
if (game.press_action)
{
editormenuactionpress();
2020-01-01 21:29:24 +01:00
}
}
}
else if (ed.keydelay > 0)
{
ed.keydelay--;
}
else if (key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
{
// Ctrl modifiers
int texturewidth;
int textureheight;
if (cl.getroomprop(ed.levx, ed.levy)->tileset == 0)
{
if (graphics.query_texture(graphics.grphx.im_tiles, NULL, NULL, &texturewidth, &textureheight) != 0)
{
return;
}
}
else
{
if (graphics.query_texture(graphics.grphx.im_tiles2, NULL, NULL, &texturewidth, &textureheight) != 0)
{
return;
}
}
const int numtiles = (int) (texturewidth / 8) * (textureheight / 8);
ed.dmtileeditor=10;
if(left_pressed)
{
ed.dmtile--;
ed.keydelay=3;
if(ed.dmtile<0) ed.dmtile+=numtiles;
}
else if(right_pressed)
{
ed.dmtile++;
ed.keydelay=3;
if(ed.dmtile>=numtiles) ed.dmtile-=numtiles;
}
if(up_pressed)
{
ed.dmtile-=40;
ed.keydelay=3;
if(ed.dmtile<0) ed.dmtile+=numtiles;
}
else if(down_pressed)
{
ed.dmtile+=40;
ed.keydelay=3;
if(ed.dmtile>=numtiles) ed.dmtile-=numtiles;
}
}
else if (key.keymap[SDLK_LSHIFT] || key.keymap[SDLK_RSHIFT])
{
// Shift modifiers
if (key.keymap[SDLK_F1])
{
ed.switch_tileset(true);
ed.keydelay = 6;
}
if (key.keymap[SDLK_F2])
{
ed.switch_tilecol(true);
ed.keydelay = 6;
}
if (key.keymap[SDLK_F3])
{
ed.switch_enemy(true);
ed.keydelay=6;
}
if (key.keymap[SDLK_w])
{
ed.switch_warpdir(true);
ed.keydelay = 6;
}
if (up_pressed || down_pressed || left_pressed || right_pressed)
{
ed.keydelay=6;
if(up_pressed)
{
cl.mapheight--;
}
else if(down_pressed)
{
cl.mapheight++;
}
else if(left_pressed)
{
cl.mapwidth--;
}
else if(right_pressed)
{
cl.mapwidth++;
}
if(cl.mapwidth<1) cl.mapwidth=1;
if(cl.mapheight<1) cl.mapheight=1;
if(cl.mapwidth>=cl.maxwidth) cl.mapwidth=cl.maxwidth;
if(cl.mapheight>=cl.maxheight) cl.mapheight=cl.maxheight;
char buffer[3*SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("Mapsize is now [{width},{height}]"),
"width:int, height:int",
cl.mapwidth, cl.mapheight
);
ed.note = buffer;
ed.notedelay=45;
}
if(!ed.shiftkey)
{
if(ed.shiftmenu)
{
ed.shiftmenu=false;
}
else
{
ed.shiftmenu=true;
}
}
ed.shiftkey=true;
}
2020-01-01 21:29:24 +01:00
else
{
// No modifiers
ed.shiftkey=false;
if(key.keymap[SDLK_F1])
2020-01-01 21:29:24 +01:00
{
ed.switch_tileset(false);
ed.keydelay = 6;
2020-01-01 21:29:24 +01:00
}
if(key.keymap[SDLK_F2])
2020-01-01 21:29:24 +01:00
{
ed.switch_tilecol(false);
ed.keydelay = 6;
2020-01-01 21:29:24 +01:00
}
if(key.keymap[SDLK_F3])
2020-01-01 21:29:24 +01:00
{
ed.switch_enemy(false);
2020-01-01 21:29:24 +01:00
ed.keydelay=6;
}
if(key.keymap[SDLK_F4])
2020-01-01 21:29:24 +01:00
{
ed.keydelay=6;
ed.boundarytype=1;
ed.boundarymod=1;
}
if(key.keymap[SDLK_F5])
2020-01-01 21:29:24 +01:00
{
ed.keydelay=6;
ed.boundarytype=2;
ed.boundarymod=1;
}
if(key.keymap[SDLK_F10])
2020-01-01 21:29:24 +01:00
{
if(cl.getroomprop(ed.levx, ed.levy)->directmode==1)
2020-01-01 21:29:24 +01:00
{
cl.setroomdirectmode(ed.levx, ed.levy, 0);
ed.note=loc::gettext("Direct Mode Disabled");
/* Kludge fix for rainbow BG here... */
if (cl.getroomprop(ed.levx, ed.levy)->tileset == 2
&& cl.getroomprop(ed.levx, ed.levy)->tilecol == 6)
{
cl.setroomtilecol(ed.levx, ed.levy, 0);
}
2020-01-01 21:29:24 +01:00
}
else
{
cl.setroomdirectmode(ed.levx, ed.levy, 1);
ed.note=loc::gettext("Direct Mode Enabled");
2020-01-01 21:29:24 +01:00
}
graphics.backgrounddrawn = false;
2020-01-01 21:29:24 +01:00
ed.notedelay = 45;
ed.updatetiles = true;
ed.keydelay = 6;
2020-01-01 21:29:24 +01:00
}
if(key.keymap[SDLK_1]) ed.drawmode=0;
if(key.keymap[SDLK_2]) ed.drawmode=1;
if(key.keymap[SDLK_3]) ed.drawmode=2;
if(key.keymap[SDLK_4]) ed.drawmode=3;
if(key.keymap[SDLK_5]) ed.drawmode=4;
if(key.keymap[SDLK_6]) ed.drawmode=5;
if(key.keymap[SDLK_7]) ed.drawmode=6;
if(key.keymap[SDLK_8]) ed.drawmode=7;
if(key.keymap[SDLK_9]) ed.drawmode=8;
if(key.keymap[SDLK_0]) ed.drawmode=9;
if(key.keymap[SDLK_r]) ed.drawmode=10;
if(key.keymap[SDLK_t]) ed.drawmode=11;
if(key.keymap[SDLK_y]) ed.drawmode=12;
if(key.keymap[SDLK_u]) ed.drawmode=13;
if(key.keymap[SDLK_i]) ed.drawmode=14;
if(key.keymap[SDLK_o]) ed.drawmode=15;
if(key.keymap[SDLK_p]) ed.drawmode=16;
if(key.keymap[SDLK_w])
2020-01-01 21:29:24 +01:00
{
ed.switch_warpdir(false);
ed.keydelay = 6;
2020-01-01 21:29:24 +01:00
}
if(key.keymap[SDLK_e])
2020-01-01 21:29:24 +01:00
{
ed.keydelay = 6;
ed.getlin(TEXT_ROOMNAME, loc::gettext("Enter new room name:"), const_cast<std::string*>(&(cl.getroomprop(ed.levx, ed.levy)->roomname)));
2020-01-01 21:29:24 +01:00
game.mapheld=true;
}
if (key.keymap[SDLK_g])
{
ed.keydelay = 6;
ed.getlin(TEXT_GOTOROOM, loc::gettext("Enter room coordinates x,y:"), NULL);
game.mapheld=true;
}
2020-01-01 21:29:24 +01:00
//Save and load
if(key.keymap[SDLK_s])
2020-01-01 21:29:24 +01:00
{
ed.keydelay = 6;
ed.getlin(TEXT_SAVE, loc::gettext("Enter map filename to save as:"), &(ed.filename));
2020-01-01 21:29:24 +01:00
game.mapheld=true;
}
if(key.keymap[SDLK_l])
2020-01-01 21:29:24 +01:00
{
ed.keydelay = 6;
ed.getlin(TEXT_LOAD, loc::gettext("Enter map filename to load:"), &(ed.filename));
2020-01-01 21:29:24 +01:00
game.mapheld=true;
}
if(!game.press_map) game.mapheld=false;
if (!game.mapheld)
{
if(game.press_map)
{
game.mapheld=true;
//Ok! Scan the room for the closest checkpoint
int testeditor=-1;
int startpoint=0;
//First up; is there a start point on this screen?
for(size_t i=0; i<customentities.size(); i++)
2020-01-01 21:29:24 +01:00
{
//if() on screen
if(customentities[i].t==16 && testeditor==-1)
2020-01-01 21:29:24 +01:00
{
int tx=customentities[i].x/40;
int ty=customentities[i].y/30;
2020-01-01 21:29:24 +01:00
if(tx==ed.levx && ty==ed.levy)
{
testeditor=i;
startpoint=1;
}
}
}
if(testeditor==-1)
{
//Ok, settle for a check point
for(size_t i=0; i<customentities.size(); i++)
2020-01-01 21:29:24 +01:00
{
//if() on screen
if(customentities[i].t==10 && testeditor==-1)
2020-01-01 21:29:24 +01:00
{
int tx=customentities[i].x/40;
int ty=customentities[i].y/30;
2020-01-01 21:29:24 +01:00
if(tx==ed.levx && ty==ed.levy)
{
testeditor=i;
}
}
}
}
if(testeditor==-1)
{
ed.note=loc::gettext("ERROR: No checkpoint to spawn at");
2020-01-01 21:29:24 +01:00
ed.notedelay=45;
}
else
{
ed.currentghosts = 0;
2020-01-01 21:29:24 +01:00
if(startpoint==0)
{
//Checkpoint spawn
int tx=customentities[testeditor].x/40;
int ty=customentities[testeditor].y/30;
game.edsavex = (customentities[testeditor].x%40)*8 - 4;
game.edsavey = (customentities[testeditor].y%30)*8;
2020-01-01 21:29:24 +01:00
game.edsaverx = 100+tx;
game.edsavery = 100+ty;
if (customentities[testeditor].p1 == 0) // NOT a bool check!
{
game.edsavegc = 1;
game.edsavey -= 2;
}
else
{
game.edsavegc = 0;
game.edsavey -= 7;
}
2020-01-01 21:29:24 +01:00
game.edsavedir = 0;
}
else
{
//Start point spawn
int tx=customentities[testeditor].x/40;
int ty=customentities[testeditor].y/30;
game.edsavex = (customentities[testeditor].x%40)*8 - 4;
game.edsavey = (customentities[testeditor].y%30)*8;
2020-01-01 21:29:24 +01:00
game.edsaverx = 100+tx;
game.edsavery = 100+ty;
game.edsavegc = 0;
game.edsavey++;
game.edsavedir=1-customentities[testeditor].p1;
2020-01-01 21:29:24 +01:00
}
music.haltdasmusik();
ed.returneditoralpha = 1000; // Let's start it higher than 255 since it gets clamped
ed.oldreturneditoralpha = 1000;
Refactor scriptclass::startgamemode This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
2022-12-29 23:01:36 +01:00
script.startgamemode(Start_EDITORPLAYTESTING);
2020-01-01 21:29:24 +01:00
}
}
}
ed.hmod = key.keymap[SDLK_h];
ed.vmod = key.keymap[SDLK_v];
ed.bmod = key.keymap[SDLK_b];
ed.cmod = key.keymap[SDLK_c];
ed.xmod = key.keymap[SDLK_x];
ed.zmod = key.keymap[SDLK_z];
2020-01-01 21:29:24 +01:00
if(key.keymap[SDLK_COMMA])
2020-01-01 21:29:24 +01:00
{
ed.drawmode--;
ed.keydelay=6;
2020-01-01 21:29:24 +01:00
}
else if(key.keymap[SDLK_PERIOD])
2020-01-01 21:29:24 +01:00
{
ed.drawmode++;
ed.keydelay=6;
}
2020-01-01 21:29:24 +01:00
if(ed.drawmode<0)
{
ed.drawmode=16;
if(ed.spacemod) ed.spacemenu=0;
}
if(ed.drawmode>16) ed.drawmode=0;
if(ed.drawmode>9)
{
if(ed.spacemod) ed.spacemenu=1;
}
else
{
if(ed.spacemod) ed.spacemenu=0;
}
2020-01-01 21:29:24 +01:00
if(up_pressed)
{
ed.keydelay = 6;
ed.levy--;
ed.updatetiles = true;
ed.changeroom = true;
graphics.backgrounddrawn = false;
}
else if(down_pressed)
{
ed.keydelay = 6;
ed.levy++;
ed.updatetiles = true;
ed.changeroom = true;
graphics.backgrounddrawn = false;
}
else if(left_pressed)
{
ed.keydelay = 6;
ed.levx--;
ed.updatetiles = true;
ed.changeroom = true;
graphics.backgrounddrawn = false;
}
else if(right_pressed)
{
ed.keydelay = 6;
ed.levx++;
ed.updatetiles = true;
ed.changeroom = true;
graphics.backgrounddrawn = false;
}
2020-01-01 21:29:24 +01:00
if (ed.levx < 0) ed.levx += cl.mapwidth;
if (ed.levx >= cl.mapwidth) ed.levx -= cl.mapwidth;
if (ed.levy < 0) ed.levy += cl.mapheight;
if (ed.levy >= cl.mapheight) ed.levy -= cl.mapheight;
if (key.keymap[SDLK_SPACE])
{
ed.spacemod = !ed.spacemod;
ed.keydelay = 6;
2020-01-01 21:29:24 +01:00
}
}
if(!ed.settingsmod)
{
if(ed.boundarymod>0)
{
if(key.leftbutton)
{
if(ed.lclickdelay==0)
{
if(ed.boundarymod==1)
{
ed.lclickdelay=1;
ed.boundx1=(ed.tilex*8);
ed.boundy1=(ed.tiley*8);
ed.boundarymod=2;
}
else if(ed.boundarymod==2)
{
Fix attempts to place enemy/plat bounds & scripts with bad corner order There is a certain ordering of which corners you click on to place enemy and platform boundaries, and script boxes. You must first click on the top-left corner, then click on the bottom-right corner. The visual box that is drawn after you've first clicked on the top-left corner clearly shows this intended way of doing things. However, it seems like despite the visuals, the game didn't properly prevent you from clicking on the corners in the wrong way. If you placed it from top-right to bottom-left, or bottom-left to top-right, then the game would place the boxes accordingly, and they would have a weird shape where two of its opposite sides would just be missing. But, placing them from bottom-right to top-left is prevented accordingly. The bug comes down to a simple use of "or", instead of the correct "and". This isn't the first time the wrong conjunction was used in a conditional... (8260bb2696f4843b3e6a29b0c4deea7ba6779aea, #136) Since the code block that the if-statement guards is the code that will execute if the corners placed were correct, the if-statement thus should be written in the positive case and use a more restrictive "and", instead of the negative case, which would use a more looser "or". There are less cases that are correct than cases which are incorrect - in this case, there is only 1 correct way of doing things (top-left to bottom-right), compared to 3 incorrect ways of doing things (top-right to bottom-left, bottom-left to top-right, bottom-right to top-left) - so when thinking of positive cases, you should be using "and". Or, you can always just test it. This bug has been in the game since 2.0, so it seems like no one just tested that incorrect input actually didn't work.
2021-01-09 09:27:53 +01:00
if((ed.tilex*8)+8>=ed.boundx1 && (ed.tiley*8)+8>=ed.boundy1)
2020-01-01 21:29:24 +01:00
{
ed.boundx2=(ed.tilex*8)+8;
ed.boundy2=(ed.tiley*8)+8;
}
else
{
ed.boundx2=ed.boundx1+8;
ed.boundy2=ed.boundy1+8;
}
if(ed.boundarytype==0)
{
//Script trigger
ed.lclickdelay=1;
ed.textent=customentities.size();
2020-01-01 21:29:24 +01:00
addedentity((ed.boundx1/8)+(ed.levx*40),(ed.boundy1/8)+ (ed.levy*30),19,
(ed.boundx2-ed.boundx1)/8, (ed.boundy2-ed.boundy1)/8);
ed.getlin(TEXT_SCRIPT, loc::gettext("Enter script name:"), &(customentities[ed.textent].scriptname));
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(ed.boundarytype==1)
{
//Enemy bounds
cl.setroomenemyx1(ed.levx, ed.levy, ed.boundx1);
cl.setroomenemyy1(ed.levx, ed.levy, ed.boundy1);
cl.setroomenemyx2(ed.levx, ed.levy, ed.boundx2);
cl.setroomenemyy2(ed.levx, ed.levy, ed.boundy2);
2020-01-01 21:29:24 +01:00
}
else if(ed.boundarytype==2)
{
//Platform bounds
cl.setroomplatx1(ed.levx, ed.levy, ed.boundx1);
cl.setroomplaty1(ed.levx, ed.levy, ed.boundy1);
cl.setroomplatx2(ed.levx, ed.levy, ed.boundx2);
cl.setroomplaty2(ed.levx, ed.levy, ed.boundy2);
2020-01-01 21:29:24 +01:00
}
else if(ed.boundarytype==3)
{
//Copy
}
ed.boundarymod=0;
ed.lclickdelay=1;
}
}
}
else
{
ed.lclickdelay=0;
}
if(key.rightbutton)
{
ed.boundarymod=0;
}
}
else if(ed.warpmod)
{
//Placing warp token
if(key.leftbutton)
{
if(ed.lclickdelay==0)
{
if(ed.free(ed.tilex, ed.tiley)==0)
{
customentities[ed.warpent].p1=ed.tilex+(ed.levx*40);
customentities[ed.warpent].p2=ed.tiley+(ed.levy*30);
2020-01-01 21:29:24 +01:00
ed.warpmod=false;
ed.warpent=-1;
ed.lclickdelay=1;
}
}
}
else
{
ed.lclickdelay=0;
}
if(key.rightbutton)
{
removeedentity(ed.warpent);
ed.warpmod=false;
ed.warpent=-1;
}
}
else
{
//Mouse input
if(key.leftbutton)
{
if(ed.lclickdelay==0)
{
//Depending on current mode, place something
if(ed.drawmode==0)
{
//place tiles
//Are we in direct mode?
if(cl.getroomprop(ed.levx, ed.levy)->directmode>=1)
2020-01-01 21:29:24 +01:00
{
if(ed.bmod)
{
for(int i=0; i<30; i++)
{
ed.placetilelocal(ed.tilex, i, ed.dmtile);
}
}
else if(ed.hmod)
{
for(int i=0; i<40; i++)
{
ed.placetilelocal(i, ed.tiley, ed.dmtile);
}
}
else if(ed.vmod)
{
for(int j=-4; j<5; j++)
{
for(int i=-4; i<5; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, ed.dmtile);
}
}
}
else if(ed.cmod)
{
for(int j=-3; j<4; j++)
{
for(int i=-3; i<4; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, ed.dmtile);
}
}
}
else if(ed.xmod)
2020-01-01 21:29:24 +01:00
{
for(int j=-2; j<3; j++)
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, ed.dmtile);
}
}
}
else if(ed.zmod)
{
for(int j=-1; j<2; j++)
{
for(int i=-1; i<2; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, ed.dmtile);
}
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, ed.dmtile);
}
}
else
{
if(ed.bmod)
{
for(int i=0; i<30; i++)
{
ed.placetilelocal(ed.tilex, i, 80);
}
}
else if(ed.hmod)
{
for(int i=0; i<40; i++)
{
ed.placetilelocal(i, ed.tiley, 80);
}
}
else if(ed.vmod)
{
for(int j=-4; j<5; j++)
{
for(int i=-4; i<5; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 80);
}
}
}
else if(ed.cmod)
{
for(int j=-3; j<4; j++)
{
for(int i=-3; i<4; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 80);
}
}
}
else if(ed.xmod)
2020-01-01 21:29:24 +01:00
{
for(int j=-2; j<3; j++)
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 80);
}
}
}
else if(ed.zmod)
{
for(int j=-1; j<2; j++)
{
for(int i=-1; i<2; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 80);
}
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, 80);
}
}
}
else if(ed.drawmode==1)
{
//place background tiles
if(ed.bmod)
{
for(int i=0; i<30; i++)
{
ed.placetilelocal(ed.tilex, i, 2);
}
}
else if(ed.hmod)
{
for(int i=0; i<40; i++)
{
ed.placetilelocal(i, ed.tiley, 2);
}
}
else if(ed.vmod)
{
for(int j=-4; j<5; j++)
{
for(int i=-4; i<5; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 2);
}
}
}
else if(ed.cmod)
{
for(int j=-3; j<4; j++)
{
for(int i=-3; i<4; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 2);
}
}
}
else if(ed.xmod)
2020-01-01 21:29:24 +01:00
{
for(int j=-2; j<3; j++)
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 2);
}
}
}
else if(ed.zmod)
{
for(int j=-1; j<2; j++)
{
for(int i=-1; i<2; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 2);
}
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, 2);
}
}
else if(ed.drawmode==2)
{
//place spikes
ed.placetilelocal(ed.tilex, ed.tiley, 8);
}
int tmp=edentat(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30));
if(tmp==-1)
{
//Room text and script triggers can be placed in walls
if(ed.drawmode==10)
{
ed.lclickdelay=1;
ed.textent=customentities.size();
2020-01-01 21:29:24 +01:00
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),17);
ed.getlin(TEXT_ROOMTEXT, loc::gettext("Enter roomtext:"), &(customentities[ed.textent].scriptname));
2020-01-01 21:29:24 +01:00
}
else if(ed.drawmode==12) //Script Trigger
{
ed.boundarytype=0;
ed.boundx1=ed.tilex*8;
ed.boundy1=ed.tiley*8;
ed.boundarymod=2;
ed.lclickdelay=1;
}
}
if(tmp==-1 && ed.free(ed.tilex,ed.tiley)==0)
{
if(ed.drawmode==3)
{
if(cl.numtrinkets()<100)
2020-01-01 21:29:24 +01:00
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),9);
ed.lclickdelay=1;
}
else
{
ed.note=loc::gettext("ERROR: Max number of trinkets is 100");
2020-01-01 21:29:24 +01:00
ed.notedelay=45;
}
}
else if(ed.drawmode==4)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),10, 1);
ed.lclickdelay=1;
}
else if(ed.drawmode==5)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),3);
ed.lclickdelay=1;
}
else if(ed.drawmode==6)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),2,5);
ed.lclickdelay=1;
}
else if(ed.drawmode==7)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),2,0);
ed.lclickdelay=1;
}
else if(ed.drawmode==8)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),1,0);
ed.lclickdelay=1;
}
else if(ed.drawmode==9)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),11,0);
ed.lclickdelay=1;
}
else if(ed.drawmode==11)
{
ed.lclickdelay=1;
ed.textent=customentities.size();
2020-01-01 21:29:24 +01:00
addedentity(ed.tilex+(ed.levx*40),ed.tiley+ (ed.levy*30),18,0);
ed.getlin(TEXT_SCRIPT, loc::gettext("Enter script name:"), &(customentities[ed.textent].scriptname));
2020-01-01 21:29:24 +01:00
}
else if(ed.drawmode==13)
{
ed.warpmod=true;
ed.warpent=customentities.size();
2020-01-01 21:29:24 +01:00
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),13);
ed.lclickdelay=1;
}
else if(ed.drawmode==14)
{
//Warp lines
Remove checks to prevent having both warp lines/BGs in editor It's perfectly acceptable to have both warp lines and a warping background in the same room. Many levels do this exact thing, I would say at least 30 or so levels, many of them popular and played by many, and this has never caused any issues at all. All that having both warp lines and warp BG does is make it so the warping of the warping background gets overriden by the warp lines, but make it so the background is still a warp background. So in effect, you can have a warp background without any warping. This is perfectly defined behavior. Except, for whatever reason, it's unintentional, and the editor tries to prevent you from doing it. Key word being "tries". The code to prevent having both warp types is bugged (at least when you change the warp BG. The check when you place warp lines seems to be solid). It compares the p1 and p2 attributes of warp lines to the x-coordinate and y-coordinate of the room, despite p1 and p2 having nothing to do with room coordinates. p1 is the type of the warp line and should be treated as an enum, and p2 is the offset of the warp line from the top/left of the screen. This results in this check sometimes working if you're unlucky, but never actually working properly most of the time. This means people can first place warp lines, and then change the warp background later, to have both warp lines and a warp background. Having these checks just further complicates the code, makes it more error-prone, and just inconveniences people when they want to do something that's perfectly fine to do. So it's best if we just remove these checks.
2020-09-06 05:02:27 +02:00
if(ed.tilex==0)
2020-01-01 21:29:24 +01:00
{
Remove checks to prevent having both warp lines/BGs in editor It's perfectly acceptable to have both warp lines and a warping background in the same room. Many levels do this exact thing, I would say at least 30 or so levels, many of them popular and played by many, and this has never caused any issues at all. All that having both warp lines and warp BG does is make it so the warping of the warping background gets overriden by the warp lines, but make it so the background is still a warp background. So in effect, you can have a warp background without any warping. This is perfectly defined behavior. Except, for whatever reason, it's unintentional, and the editor tries to prevent you from doing it. Key word being "tries". The code to prevent having both warp types is bugged (at least when you change the warp BG. The check when you place warp lines seems to be solid). It compares the p1 and p2 attributes of warp lines to the x-coordinate and y-coordinate of the room, despite p1 and p2 having nothing to do with room coordinates. p1 is the type of the warp line and should be treated as an enum, and p2 is the offset of the warp line from the top/left of the screen. This results in this check sometimes working if you're unlucky, but never actually working properly most of the time. This means people can first place warp lines, and then change the warp background later, to have both warp lines and a warp background. Having these checks just further complicates the code, makes it more error-prone, and just inconveniences people when they want to do something that's perfectly fine to do. So it's best if we just remove these checks.
2020-09-06 05:02:27 +02:00
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),50,0);
}
else if(ed.tilex==39)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),50,1);
}
else if(ed.tiley==0)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),50,2);
}
else if(ed.tiley==29)
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),50,3);
2020-01-01 21:29:24 +01:00
}
else
{
ed.note=loc::gettext("ERROR: Warp lines must be on edges");
2020-01-01 21:29:24 +01:00
ed.notedelay=45;
}
ed.lclickdelay=1;
}
else if(ed.drawmode==15) //Crewmate
{
if(cl.numcrewmates()<100)
2020-01-01 21:29:24 +01:00
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),15,int(fRandom() * 6));
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else
{
ed.note=loc::gettext("ERROR: Max number of crewmates is 100");
2020-01-01 21:29:24 +01:00
ed.notedelay=45;
}
}
else if(ed.drawmode==16) //Start Point
{
//If there is another start point, destroy it
for(size_t i=0; i<customentities.size(); i++)
2020-01-01 21:29:24 +01:00
{
if(customentities[i].t==16)
2020-01-01 21:29:24 +01:00
{
removeedentity(i);
i--;
}
}
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),16,0);
ed.lclickdelay=1;
}
}
Fix undefined behavior with left-click logic in editor There's an if-else chain that first deals with figuring out if there's an entity where your left-click happened, and to do this it uses edentat(), which returns a sentinel value of -1 if there is NOT an entity where your cursor is. It's very important to check that the value returned ISN'T -1 before you start indexing the 'edentity' vector, since if you DO index it with that -1, it'll result in Undefined Behavior because you're doing an out-of-bounds array access. Now, here's what the if-else chain looked like before: if(tmp==-1 && ed.free(ed.tilex,ed.tiley)==0) { ... } else if(edentity[tmp].t==1) The bug here is very subtle but it was an easy oversight. Basically, if 'ed.free' ended up not being zero, control flow would jump to the next "else if" over, which then ends up asking for the -1th index of 'edentity', which is Undefined Behavior. This undefined behavior has now resulted in a crash on my system after TerryCavanagh/VVVVVV#172, due it shuffling things around juuuuust enough such that this UB would end up resulting in a segfault instead of chugging along and working fine. For me and my system, this meant that if my first left-click in the editor upon opening the game was me placing down a tile and not placing down an entity, the game would crash. But, it would be fine if I first placed down an entity and then afterwards placed down tiles, because it's UB. And I'm almost certain this was the cause of the very strange bug where you couldn't hold down left-click for the foreground-placing tool (but you COULD for the background-placing tool) that seemed to occur most often on Windows (TerryCavanagh/VVVVVV#25). The solution to this is to stick in another conditional in the tree before any indexing occurs, such that there's no way any other conditionals with the indexing in the conditional tree could end up being hit. In summary, the if-else chain looks like this now: if(tmp==-1 && ed.free(ed.tilex,ed.tiley)==0) { ... } else if(tmp == -1) { //Important! Do nothing, or else Undefined Behavior will happen } else if(edentity[tmp].t==1)
2020-03-02 06:25:29 +01:00
else if(tmp == -1)
{
//Important! Do nothing, or else Undefined Behavior will happen
}
else if(customentities[tmp].t==1)
2020-01-01 21:29:24 +01:00
{
customentities[tmp].p1=(customentities[tmp].p1+1)%4;
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(customentities[tmp].t==2)
2020-01-01 21:29:24 +01:00
{
if(customentities[tmp].p1>=5)
2020-01-01 21:29:24 +01:00
{
customentities[tmp].p1=(customentities[tmp].p1+1)%9;
if(customentities[tmp].p1<5) customentities[tmp].p1=5;
2020-01-01 21:29:24 +01:00
}
else
{
customentities[tmp].p1=(customentities[tmp].p1+1)%4;
2020-01-01 21:29:24 +01:00
}
ed.lclickdelay=1;
}
else if(customentities[tmp].t==10)
2020-01-01 21:29:24 +01:00
{
// If it's not textured as a checkpoint, leave it alone
if (customentities[tmp].p1 == 0 || customentities[tmp].p1 == 1)
{
customentities[tmp].p1=(customentities[tmp].p1+1)%2;
}
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(customentities[tmp].t==11)
2020-01-01 21:29:24 +01:00
{
customentities[tmp].p1=(customentities[tmp].p1+1)%2;
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(customentities[tmp].t==15)
2020-01-01 21:29:24 +01:00
{
customentities[tmp].p1=(customentities[tmp].p1+1)%6;
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(customentities[tmp].t==16)
2020-01-01 21:29:24 +01:00
{
customentities[tmp].p1=(customentities[tmp].p1+1)%2;
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(customentities[tmp].t==17)
2020-01-01 21:29:24 +01:00
{
ed.getlin(TEXT_ROOMTEXT, loc::gettext("Enter roomtext:"), &(customentities[tmp].scriptname));
ed.textent=tmp;
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(customentities[tmp].t==18 || customentities[tmp].t==19)
2020-01-01 21:29:24 +01:00
{
ed.lclickdelay=1;
ed.textent=tmp;
ed.getlin(TEXT_SCRIPT, loc::gettext("Enter script name:"), &(customentities[ed.textent].scriptname));
if (customentities[tmp].t == 18
&& (customentities[tmp].p1 == 0 || customentities[tmp].p1 == 1))
{
// Flip the terminal, but if it's not textured as a terminal leave it alone
customentities[tmp].p1 = (customentities[tmp].p1 + 1) % 2;
}
2020-01-01 21:29:24 +01:00
}
}
}
else
{
ed.lclickdelay=0;
}
if(key.rightbutton)
{
//place tiles
if(ed.drawmode < 2) {
if(ed.bmod)
{
for(int i=0; i<30; i++)
{
ed.placetilelocal(ed.tilex, i, 0);
}
}
else if(ed.hmod)
{
for(int i=0; i<40; i++)
{
ed.placetilelocal(i, ed.tiley, 0);
}
}
else if(ed.vmod)
{
for(int j=-4; j<5; j++)
{
for(int i=-4; i<5; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
}
}
}
else if(ed.cmod)
{
for(int j=-3; j<4; j++)
{
for(int i=-3; i<4; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
}
}
}
else if(ed.xmod)
2020-01-01 21:29:24 +01:00
{
for(int j=-2; j<3; j++)
2020-01-01 21:29:24 +01:00
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
}
2020-01-01 21:29:24 +01:00
}
}
else if(ed.zmod)
2020-01-01 21:29:24 +01:00
{
for(int j=-1; j<2; j++)
2020-01-01 21:29:24 +01:00
{
for(int i=-1; i<2; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
}
2020-01-01 21:29:24 +01:00
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, 0);
}
2020-01-01 21:29:24 +01:00
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, 0);
}
for(size_t i=0; i<customentities.size(); i++)
2020-01-01 21:29:24 +01:00
{
if(customentities[i].x==ed.tilex + (ed.levx*40)&& customentities[i].y==ed.tiley+ (ed.levy*30))
2020-01-01 21:29:24 +01:00
{
removeedentity(i);
}
}
}
if(key.middlebutton)
{
ed.dmtile=cl.gettile(ed.levx, ed.levy, ed.tilex, ed.tiley);
2020-01-01 21:29:24 +01:00
}
}
}
}
if(ed.updatetiles && cl.getroomprop(ed.levx, ed.levy)->directmode==0)
2020-01-01 21:29:24 +01:00
{
ed.updatetiles=false;
//Correctly set the tiles in the current room
switch(cl.getroomprop(ed.levx, ed.levy)->tileset)
2020-01-01 21:29:24 +01:00
{
case 0: //The Space Station
for(int j=0; j<30; j++)
{
for(int i=0; i<40; i++)
{
int temp=cl.gettile(ed.levx, ed.levy, i, j);
if(temp>=3 && temp<80)
2020-01-01 21:29:24 +01:00
{
//Fix spikes
cl.settile(ed.levx, ed.levy, i, j, ed.spikedir(i, j));
2020-01-01 21:29:24 +01:00
}
else if(temp==2 || temp>=680)
2020-01-01 21:29:24 +01:00
{
//Fix background
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.backedgetile(i, j) + ed.backbase(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
else if(temp>0)
2020-01-01 21:29:24 +01:00
{
//Fix tiles
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.edgetile(i, j) + ed.base(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
}
}
break;
case 1: //Outside
for(int j=0; j<30; j++)
{
for(int i=0; i<40; i++)
{
int temp=cl.gettile(ed.levx, ed.levy, i, j);
if(temp>=3 && temp<80)
2020-01-01 21:29:24 +01:00
{
//Fix spikes
cl.settile(ed.levx, ed.levy, i, j, ed.spikedir(i, j));
2020-01-01 21:29:24 +01:00
}
else if(temp==2 || temp>=680)
2020-01-01 21:29:24 +01:00
{
//Fix background
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.outsideedgetile(i, j) + ed.backbase(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
else if(temp>0)
2020-01-01 21:29:24 +01:00
{
//Fix tiles
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.edgetile(i, j) + ed.base(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
}
}
break;
case 2: //Lab
for(int j=0; j<30; j++)
{
for(int i=0; i<40; i++)
{
int temp=cl.gettile(ed.levx, ed.levy, i, j);
if(temp>=3 && temp<80)
2020-01-01 21:29:24 +01:00
{
//Fix spikes
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.labspikedir(
i,
j,
cl.getroomprop(ed.levx, ed.levy)->tilecol
)
);
2020-01-01 21:29:24 +01:00
}
else if(temp==2 || temp>=680)
2020-01-01 21:29:24 +01:00
{
//Fix background
cl.settile(ed.levx, ed.levy, i, j, 713);
2020-01-01 21:29:24 +01:00
}
else if(temp>0)
2020-01-01 21:29:24 +01:00
{
//Fix tiles
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.edgetile(i, j) + ed.base(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
}
}
break;
case 3: //Warp Zone/Intermission
for(int j=0; j<30; j++)
{
for(int i=0; i<40; i++)
{
int temp=cl.gettile(ed.levx, ed.levy, i, j);
if(temp>=3 && temp<80)
2020-01-01 21:29:24 +01:00
{
//Fix spikes
cl.settile(ed.levx, ed.levy, i, j, ed.spikedir(i, j));
2020-01-01 21:29:24 +01:00
}
else if(temp==2 || temp>=680)
2020-01-01 21:29:24 +01:00
{
//Fix background
cl.settile(ed.levx, ed.levy, i, j, 713);
2020-01-01 21:29:24 +01:00
}
else if(temp>0)
2020-01-01 21:29:24 +01:00
{
//Fix tiles
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.edgetile(i, j) + ed.base(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
}
}
break;
case 4: //The ship
for(int j=0; j<30; j++)
{
for(int i=0; i<40; i++)
{
int temp=cl.gettile(ed.levx, ed.levy, i, j);
if(temp>=3 && temp<80)
2020-01-01 21:29:24 +01:00
{
//Fix spikes
cl.settile(ed.levx, ed.levy, i, j, ed.spikedir(i, j));
2020-01-01 21:29:24 +01:00
}
else if(temp==2 || temp>=680)
2020-01-01 21:29:24 +01:00
{
//Fix background
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.backedgetile(i, j) + ed.backbase(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
else if(temp>0)
2020-01-01 21:29:24 +01:00
{
//Fix tiles
cl.settile(
ed.levx,
ed.levy,
i,
j,
ed.edgetile(i, j) + ed.base(ed.levx, ed.levy)
);
2020-01-01 21:29:24 +01:00
}
}
}
break;
case 5: //The Tower
break;
case 6: //Custom Set 1
break;
case 7: //Custom Set 2
break;
case 8: //Custom Set 3
break;
case 9: //Custom Set 4
break;
}
}
}
int editorclass::getenemyframe(int t)
{
switch(t)
{
case 0:
return 78;
break;
case 1:
return 88;
break;
case 2:
return 36;
break;
case 3:
return 164;
break;
case 4:
return 68;
break;
case 5:
return 48;
break;
case 6:
return 176;
break;
case 7:
return 168;
break;
case 8:
return 112;
break;
case 9:
return 114;
break;
default:
return 78;
break;
}
}
void editorclass::placetilelocal( int x, int y, int t )
{
if(x>=0 && y>=0 && x<40 && y<30)
{
cl.settile(levx, levy, x, y, t);
}
updatetiles=true;
}
int editorclass::base( int x, int y )
{
//Return the base tile for the given tileset and colour
const RoomProperty* const room = cl.getroomprop(x, y);
if(room->tileset==0) //Space Station
{
if(room->tilecol>=22)
{
return 483 + ((room->tilecol-22)*3);
}
else if(room->tilecol>=11)
{
return 283 + ((room->tilecol-11)*3);
}
else
{
return 83 + (room->tilecol*3);
}
}
else if(room->tileset==1) //Outside
{
return 480 + (room->tilecol*3);
}
else if(room->tileset==2) //Lab
{
return 280 + (room->tilecol*3);
}
else if(room->tileset==3) //Warp Zone/Intermission
{
return 80 + (room->tilecol*3);
}
else if(room->tileset==4) //SHIP
{
return 101 + (room->tilecol*3);
}
return 0;
}
int editorclass::backbase( int x, int y )
{
//Return the base tile for the background of the given tileset and colour
const RoomProperty* const room = cl.getroomprop(x, y);
if(room->tileset==0) //Space Station
{
//Pick depending on tilecol
switch(room->tilecol)
{
case 0:
case 5:
case 26:
return 680; //Blue
break;
case 3:
case 16:
case 23:
return 683; //Yellow
break;
case 9:
case 12:
case 21:
return 686; //Greeny Cyan
break;
case 4:
case 8:
case 24:
case 28:
case 30:
return 689; //Green
break;
case 20:
case 29:
return 692; //Orange
break;
case 2:
case 6:
case 11:
case 22:
case 27:
return 695; //Red
break;
case 1:
case 10:
case 15:
case 19:
case 31:
return 698; //Pink
break;
case 14:
case 18:
return 701; //Dark Blue
break;
case 7:
case 13:
case 17:
case 25:
return 704; //Cyan
break;
default:
return 680;
break;
}
}
else if(room->tileset==1) //outside
{
return 680 + (room->tilecol*3);
}
else if(room->tileset==2) //Lab
{
return 0;
}
else if(room->tileset==3) //Warp Zone/Intermission
{
return 120 + (room->tilecol*3);
}
else if(room->tileset==4) //SHIP
{
return 741 + (room->tilecol*3);
}
return 0;
}
int editorclass::at( int x, int y )
{
if(x<0) return at(0,y);
if(y<0) return at(x,0);
if(x>=40) return at(39,y);
if(y>=30) return at(x,29);
if(x>=0 && y>=0 && x<40 && y<30)
{
return cl.gettile(levx, levy, x, y);
}
return 0;
}
int editorclass::freewrap( int x, int y )
{
if(x<0) return freewrap(x+(cl.mapwidth*40),y);
if(y<0) return freewrap(x,y+(cl.mapheight*30));
if(x>=(cl.mapwidth*40)) return freewrap(x-(cl.mapwidth*40),y);
if(y>=(cl.mapheight*30)) return freewrap(x,y-(cl.mapheight*30));
if(x>=0 && y>=0 && x<(cl.mapwidth*40) && y<(cl.mapheight*30))
{
if(cl.getabstile(x, y)==0)
{
return 0;
}
else
{
if(cl.getabstile(x, y)>=2 && cl.getabstile(x, y)<80)
{
return 0;
}
if(cl.getabstile(x, y)>=680)
{
return 0;
}
}
}
return 1;
}
int editorclass::backonlyfree( int x, int y )
{
//Returns 1 if tile is a background tile, 0 otherwise
if(x<0) return backonlyfree(0,y);
if(y<0) return backonlyfree(x,0);
if(x>=40) return backonlyfree(39,y);
if(y>=30) return backonlyfree(x,29);
if(x>=0 && y>=0 && x<40 && y<30)
{
if(cl.gettile(levx, levy, x, y)>=680)
{
return 1;
}
}
return 0;
}
int editorclass::backfree( int x, int y )
{
//Returns 0 if tile is not a block or background tile, 1 otherwise
if(x<0) return backfree(0,y);
if(y<0) return backfree(x,0);
if(x>=40) return backfree(39,y);
if(y>=30) return backfree(x,29);
if(x>=0 && y>=0 && x<40 && y<30)
{
if(cl.gettile(levx, levy, x, y)==0)
{
return 0;
}
}
return 1;
}
int editorclass::spikefree( int x, int y )
{
//Returns 0 if tile is not a block or spike, 1 otherwise
if(x==-1) return free(0,y);
if(y==-1) return free(x,0);
if(x==40) return free(39,y);
if(y==30) return free(x,29);
if(x>=0 && y>=0 && x<40 && y<30)
{
if(cl.gettile(levx, levy, x, y)==0)
{
return 0;
}
else
{
if(cl.gettile(levx, levy, x, y)>=680)
{
return 0;
}
}
}
return 1;
}
int editorclass::free( int x, int y )
{
//Returns 0 if tile is not a block, 1 otherwise
if(x==-1) return free(0,y);
if(y==-1) return free(x,0);
if(x==40) return free(39,y);
if(y==30) return free(x,29);
if(x>=0 && y>=0 && x<40 && y<30)
{
if(cl.gettile(levx, levy, x, y)==0)
{
return 0;
}
else
{
if(cl.gettile(levx, levy, x, y)>=2 && cl.gettile(levx, levy, x, y)<80)
{
return 0;
}
if(cl.gettile(levx, levy, x, y)>=680)
{
return 0;
}
}
}
return 1;
}
int editorclass::match( int x, int y )
{
if(free(x-1,y)==0 && free(x,y-1)==0 && free(x+1,y)==0 && free(x,y+1)==0) return 0;
if(free(x-1,y)==0 && free(x,y-1)==0) return 10;
if(free(x+1,y)==0 && free(x,y-1)==0) return 11;
if(free(x-1,y)==0 && free(x,y+1)==0) return 12;
if(free(x+1,y)==0 && free(x,y+1)==0) return 13;
if(free(x,y-1)==0) return 1;
if(free(x-1,y)==0) return 2;
if(free(x,y+1)==0) return 3;
if(free(x+1,y)==0) return 4;
if(free(x-1,y-1)==0) return 5;
if(free(x+1,y-1)==0) return 6;
if(free(x-1,y+1)==0) return 7;
if(free(x+1,y+1)==0) return 8;
return 0;
}
int editorclass::outsidematch( int x, int y )
{
if(backonlyfree(x-1,y)==0 && backonlyfree(x+1,y)==0) return 2;
if(backonlyfree(x,y-1)==0 && backonlyfree(x,y+1)==0) return 1;
return 0;
}
int editorclass::backmatch( int x, int y )
{
//Returns the first position match for a border
// 5 1 6
// 2 X 4
// 7 3 8
if(backfree(x-1,y)==0 && backfree(x,y-1)==0 && backfree(x+1,y)==0 && backfree(x,y+1)==0) return 0;
if(backfree(x-1,y)==0 && backfree(x,y-1)==0) return 10;
if(backfree(x+1,y)==0 && backfree(x,y-1)==0) return 11;
if(backfree(x-1,y)==0 && backfree(x,y+1)==0) return 12;
if(backfree(x+1,y)==0 && backfree(x,y+1)==0) return 13;
if(backfree(x,y-1)==0) return 1;
if(backfree(x-1,y)==0) return 2;
if(backfree(x,y+1)==0) return 3;
if(backfree(x+1,y)==0) return 4;
if(backfree(x-1,y-1)==0) return 5;
if(backfree(x+1,y-1)==0) return 6;
if(backfree(x-1,y+1)==0) return 7;
if(backfree(x+1,y+1)==0) return 8;
return 0;
}
int editorclass::edgetile( int x, int y )
{
switch(match(x,y))
{
case 14:
return 0;
break;
case 10:
return 80;
break;
case 11:
return 82;
break;
case 12:
return 160;
break;
case 13:
return 162;
break;
case 1:
return 81;
break;
case 2:
return 120;
break;
case 3:
return 161;
break;
case 4:
return 122;
break;
case 5:
return 42;
break;
case 6:
return 41;
break;
case 7:
return 2;
break;
case 8:
return 1;
break;
case 0:
default:
return 0;
break;
}
}
int editorclass::outsideedgetile( int x, int y )
{
switch(outsidematch(x,y))
{
case 2:
return 0;
break;
case 1:
return 1;
break;
case 0:
default:
return 2;
break;
}
}
int editorclass::backedgetile( int x, int y )
{
switch(backmatch(x,y))
{
case 14:
return 0;
break;
case 10:
return 80;
break;
case 11:
return 82;
break;
case 12:
return 160;
break;
case 13:
return 162;
break;
case 1:
return 81;
break;
case 2:
return 120;
break;
case 3:
return 161;
break;
case 4:
return 122;
break;
case 5:
return 42;
break;
case 6:
return 41;
break;
case 7:
return 2;
break;
case 8:
return 1;
break;
case 0:
default:
return 0;
break;
}
}
int editorclass::labspikedir( int x, int y, int t )
{
// a slightly more tricky case
if(free(x,y+1)==1) return 63 + (t*2);
if(free(x,y-1)==1) return 64 + (t*2);
if(free(x-1,y)==1) return 51 + (t*2);
if(free(x+1,y)==1) return 52 + (t*2);
return 63 + (t*2);
}
int editorclass::spikedir( int x, int y )
{
if(free(x,y+1)==1) return 8;
if(free(x,y-1)==1) return 9;
if(free(x-1,y)==1) return 49;
if(free(x+1,y)==1) return 50;
return 8;
}
void editorclass::switch_tileset(const bool reversed)
{
const char* tilesets[] = {"Space Station", "Outside", "Lab", "Warp Zone", "Ship"};
int tiles = cl.getroomprop(levx, levy)->tileset;
if (reversed)
{
tiles--;
}
else
{
tiles++;
}
const int modulus = SDL_arraysize(tilesets);
tiles = POS_MOD(tiles, modulus);
cl.setroomtileset(levx, levy, tiles);
clamp_tilecol(levx, levy, false);
char buffer[3*SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("Now using {area} Tileset"),
"area:str",
loc::gettext(tilesets[tiles])
);
note = buffer;
notedelay = 45;
updatetiles = true;
graphics.backgrounddrawn = false;
}
void editorclass::switch_tilecol(const bool reversed)
{
int tilecol = cl.getroomprop(levx, levy)->tilecol;
if (reversed)
{
tilecol--;
}
else
{
tilecol++;
}
cl.setroomtilecol(levx, levy, tilecol);
clamp_tilecol(levx, levy, true);
notedelay = 45;
note = loc::gettext("Tileset Colour Changed");
updatetiles = true;
graphics.backgrounddrawn = false;
}
void editorclass::clamp_tilecol(const int rx, const int ry, const bool wrap)
{
const RoomProperty* const room = cl.getroomprop(rx, ry);
const int tileset = room->tileset;
int tilecol = room->tilecol;
int mincol = -1;
int maxcol = 5;
// Only Space Station allows tileset -1
if (tileset != 0)
{
mincol = 0;
}
switch (tileset)
{
case 0:
maxcol = 31;
break;
case 1:
maxcol = 7;
break;
case 2:
if (room->directmode)
{
maxcol = 6;
}
break;
case 3:
maxcol = 6;
break;
case 5:
maxcol = 29;
break;
}
// If wrap is true, wrap-around, otherwise just cap
if (tilecol > maxcol)
{
tilecol = (wrap ? mincol : maxcol);
}
if (tilecol < mincol)
{
tilecol = (wrap ? maxcol : mincol);
}
cl.setroomtilecol(rx, ry, tilecol);
}
void editorclass::switch_enemy(const bool reversed)
{
const RoomProperty* const room = cl.getroomprop(levx, levy);
int enemy = room->enemytype;
if (reversed)
{
enemy--;
}
else
{
enemy++;
}
const int modulus = 10;
enemy = POS_MOD(enemy, modulus);
cl.setroomenemytype(levx, levy, enemy);
note = loc::gettext("Enemy Type Changed");
notedelay = 45;
}
void editorclass::switch_warpdir(const bool reversed)
{
static const int modulus = 4;
const RoomProperty* const room = cl.getroomprop(levx, levy);
int warpdir = room->warpdir;
if (reversed)
{
--warpdir;
}
else
{
++warpdir;
}
warpdir = POS_MOD(warpdir, modulus);
cl.setroomwarpdir(levx, levy, warpdir);
switch (warpdir)
{
default:
note = loc::gettext("Room warping disabled");
break;
case 1:
note = loc::gettext("Room warps horizontally");
break;
case 2:
note = loc::gettext("Room warps vertically");
break;
case 3:
note = loc::gettext("Room warps in all directions");
break;
}
notedelay = 45;
graphics.backgrounddrawn = false;
}
#endif /* NO_CUSTOM_LEVELS and NO_EDITOR */