2020-02-10 03:21:19 +01:00
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#if !defined(NO_CUSTOM_LEVELS)
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2020-02-10 01:53:01 +01:00
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2020-09-28 04:15:06 +02:00
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#define ED_DEFINITION
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2020-01-01 21:29:24 +01:00
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#include "editor.h"
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2020-07-19 21:43:29 +02:00
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#include <physfs.h>
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#include <stdio.h>
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#include <string>
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#include <tinyxml2.h>
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#include <utf8/unchecked.h>
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2020-01-01 21:29:24 +01:00
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#include "Entity.h"
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2020-07-19 21:43:29 +02:00
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#include "Enums.h"
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#include "FileSystemUtils.h"
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#include "Graphics.h"
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2020-01-01 21:29:24 +01:00
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#include "KeyPoll.h"
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#include "Map.h"
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2020-07-19 21:43:29 +02:00
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#include "Music.h"
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2020-01-01 21:29:24 +01:00
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#include "Script.h"
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2020-07-19 21:05:41 +02:00
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#include "UtilityClass.h"
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2020-01-01 21:29:24 +01:00
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2020-06-18 00:49:40 +02:00
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#ifndef __STDC_FORMAT_MACROS
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#define __STDC_FORMAT_MACROS
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#endif
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2020-06-18 01:06:15 +02:00
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#ifndef _POSIX_SOURCE
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#define _POSIX_SOURCE
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#endif
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2020-06-16 02:31:54 +02:00
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#include <inttypes.h>
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2020-01-01 21:29:24 +01:00
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edlevelclass::edlevelclass()
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{
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tileset=0;
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tilecol=0;
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warpdir=0;
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platx1=0;
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platy1=0;
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platx2=320;
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platy2=240;
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platv=4;
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enemyx1=0;
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enemyy1=0;
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enemyx2=320;
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enemyy2=240;
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enemytype=0;
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directmode=0;
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}
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editorclass::editorclass()
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{
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//We create a blank map
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2020-07-03 11:54:31 +02:00
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SDL_memset(contents, 0, sizeof(contents));
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2020-01-01 21:29:24 +01:00
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2020-07-03 11:54:31 +02:00
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for (size_t i = 0; i < SDL_arraysize(vmult); i++)
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2020-01-01 21:29:24 +01:00
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{
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2020-07-03 11:54:31 +02:00
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vmult[i] = i * 40 * maxwidth;
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2020-01-01 21:29:24 +01:00
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}
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reset();
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}
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// comparison, not case sensitive.
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bool compare_nocase (std::string first, std::string second)
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{
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unsigned int i=0;
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while ( (i<first.length()) && (i<second.length()) )
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{
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2020-07-04 06:48:07 +02:00
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if (SDL_tolower(first[i])<SDL_tolower(second[i]))
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2020-01-01 21:29:24 +01:00
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return true;
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2020-07-04 06:48:07 +02:00
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else if (SDL_tolower(first[i])>SDL_tolower(second[i]))
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2020-01-01 21:29:24 +01:00
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return false;
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++i;
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}
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if (first.length()<second.length())
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return true;
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else
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return false;
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}
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2020-06-03 20:05:09 +02:00
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void editorclass::loadZips()
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{
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directoryList = FILESYSTEM_getLevelDirFileNames();
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bool needsReload = false;
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for(size_t i = 0; i < directoryList.size(); i++)
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{
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if (endsWith(directoryList[i], ".zip")) {
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PHYSFS_File* zip = PHYSFS_openRead(directoryList[i].c_str());
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if (!PHYSFS_mountHandle(zip, directoryList[i].c_str(), "levels", 1)) {
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printf("%s\n", PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
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} else {
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needsReload = true;
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}
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}
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}
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if (needsReload) directoryList = FILESYSTEM_getLevelDirFileNames();
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}
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2020-04-17 23:19:56 +02:00
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void replace_all(std::string& str, const std::string& from, const std::string& to)
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{
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if (from.empty())
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{
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return;
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}
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size_t start_pos = 0;
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while ((start_pos = str.find(from, start_pos)) != std::string::npos)
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{
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str.replace(start_pos, from.length(), to);
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start_pos += to.length(); //In case `to` contains `from`, like replacing 'x' with 'yx'
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}
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}
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2020-04-17 23:56:38 +02:00
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std::string find_tag(const std::string& buf, const std::string& start, const std::string& end)
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{
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size_t tag = buf.find(start);
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if (tag == std::string::npos)
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{
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//No start tag
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return "";
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}
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size_t tag_start = tag + start.size();
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size_t tag_close = buf.find(end, tag_start);
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if (tag_close == std::string::npos)
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{
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//No close tag
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return "";
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}
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size_t tag_len = tag_close - tag_start;
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std::string value(buf.substr(tag_start, tag_len));
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//Encode special XML entities
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replace_all(value, """, "\"");
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replace_all(value, "&", "&");
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replace_all(value, "'", "'");
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replace_all(value, "<", "<");
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replace_all(value, ">", ">");
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//Encode general XML entities
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size_t start_pos = 0;
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while ((start_pos = value.find("&#", start_pos)) != std::string::npos)
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{
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2020-06-16 02:31:54 +02:00
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bool hex = value[start_pos + 2] == 'x';
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2020-04-17 23:56:38 +02:00
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size_t end = value.find(';', start_pos);
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2020-06-16 02:31:54 +02:00
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size_t real_start = start_pos + 2 + ((int) hex);
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std::string number(value.substr(real_start, end - real_start));
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2020-04-17 23:56:38 +02:00
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2020-06-16 02:31:54 +02:00
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if (!is_positive_num(number, hex))
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2020-04-17 23:56:38 +02:00
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{
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return "";
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}
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2020-06-16 02:31:54 +02:00
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uint32_t character = 0;
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if (hex)
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{
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sscanf(number.c_str(), "%" SCNx32, &character);
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}
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else
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{
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sscanf(number.c_str(), "%" SCNu32, &character);
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}
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uint32_t utf32[] = {character, 0};
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2020-04-17 23:56:38 +02:00
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std::string utf8;
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utf8::unchecked::utf32to8(utf32, utf32 + 1, std::back_inserter(utf8));
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value.replace(start_pos, end - start_pos + 1, utf8);
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}
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return value;
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}
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2020-04-18 00:06:42 +02:00
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#define TAG_FINDER(NAME, TAG) \
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std::string NAME(const std::string& buf) \
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{ \
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return find_tag(buf, "<" TAG ">", "</" TAG ">"); \
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}
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TAG_FINDER(find_metadata, "MetaData"); //only for checking that it exists
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TAG_FINDER(find_creator, "Creator");
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TAG_FINDER(find_title, "Title");
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TAG_FINDER(find_desc1, "Desc1");
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TAG_FINDER(find_desc2, "Desc2");
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TAG_FINDER(find_desc3, "Desc3");
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TAG_FINDER(find_website, "website");
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#undef TAG_FINDER
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2020-01-01 21:29:24 +01:00
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void editorclass::getDirectoryData()
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{
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ListOfMetaData.clear();
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directoryList.clear();
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2020-06-03 20:05:09 +02:00
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loadZips();
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2020-01-01 21:29:24 +01:00
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directoryList = FILESYSTEM_getLevelDirFileNames();
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for(size_t i = 0; i < directoryList.size(); i++)
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{
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LevelMetaData temp;
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if (getLevelMetaData( directoryList[i], temp))
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{
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ListOfMetaData.push_back(temp);
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}
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}
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for(size_t i = 0; i < ListOfMetaData.size(); i++)
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{
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for(size_t k = 0; k < ListOfMetaData.size(); k++)
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{
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if(compare_nocase(ListOfMetaData[i].title, ListOfMetaData[k].title ))
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{
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std::swap(ListOfMetaData[i] , ListOfMetaData[k]);
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std::swap(directoryList[i], directoryList[k]);
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}
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}
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}
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}
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bool editorclass::getLevelMetaData(std::string& _path, LevelMetaData& _data )
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{
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2020-04-18 00:31:02 +02:00
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unsigned char *uMem = NULL;
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FILESYSTEM_loadFileToMemory(_path.c_str(), &uMem, NULL, true);
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if (uMem == NULL)
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2020-01-01 21:29:24 +01:00
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{
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printf("Level %s not found :(\n", _path.c_str());
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return false;
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}
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2020-04-18 00:31:02 +02:00
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std::string buf((char*) uMem);
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2020-01-01 21:29:24 +01:00
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2020-04-18 00:31:02 +02:00
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if (find_metadata(buf) == "")
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2020-01-01 21:29:24 +01:00
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{
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2020-04-18 00:31:02 +02:00
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printf("Couldn't load metadata for %s\n", _path.c_str());
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return false;
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2020-01-01 21:29:24 +01:00
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}
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2020-04-18 00:31:02 +02:00
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_data.creator = find_creator(buf);
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_data.title = find_title(buf);
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_data.Desc1 = find_desc1(buf);
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_data.Desc2 = find_desc2(buf);
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_data.Desc3 = find_desc3(buf);
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2020-05-08 05:55:26 +02:00
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_data.website = find_website(buf);
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2020-01-01 21:29:24 +01:00
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2020-04-18 00:31:02 +02:00
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_data.filename = _path;
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return true;
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2020-01-01 21:29:24 +01:00
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}
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void editorclass::reset()
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{
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version=2; //New smaller format change is 2
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mapwidth=5;
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mapheight=5;
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EditorData::GetInstance().title="Untitled Level";
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EditorData::GetInstance().creator="Unknown";
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Desc1="";
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Desc2="";
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Desc3="";
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website="";
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roomnamehide=0;
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zmod=false;
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xmod=false;
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2020-06-17 23:49:57 +02:00
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cmod=false;
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vmod=false;
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hmod=false;
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bmod=false;
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2020-01-01 21:29:24 +01:00
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spacemod=false;
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spacemenu=0;
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shiftmenu=false;
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shiftkey=false;
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saveandquit=false;
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note="";
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notedelay=0;
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2020-05-02 19:42:39 +02:00
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oldnotedelay=0;
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2020-01-01 21:29:24 +01:00
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deletekeyheld=false;
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2020-07-01 08:17:26 +02:00
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textmod = TEXT_NONE;
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2020-01-01 21:29:24 +01:00
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titlemod=false;
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creatormod=false;
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desc1mod=false;
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desc2mod=false;
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desc3mod=false;
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websitemod=false;
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settingsmod=false;
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warpmod=false; //Two step process
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warpent=-1;
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boundarymod=0;
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boundarytype=0;
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boundx1=0;
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boundx2=0;
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boundy1=0;
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boundy2=0;
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2020-01-27 11:15:25 +01:00
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textent=0;
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2020-01-01 21:29:24 +01:00
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scripttexttype=0;
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drawmode=0;
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dmtile=0;
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dmtileeditor=0;
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entcol=0;
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tilex=0;
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tiley=0;
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levx=0;
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levy=0;
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keydelay=0;
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lclickdelay=0;
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savekey=false;
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loadkey=false;
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updatetiles=true;
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changeroom=true;
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levmusic=0;
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entframe=0;
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entframedelay=0;
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2020-03-01 21:24:43 +01:00
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edentity.clear();
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2020-01-01 21:29:24 +01:00
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levmusic=0;
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for (int j = 0; j < maxheight; j++)
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{
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for (int i = 0; i < maxwidth; i++)
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{
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level[i+(j*maxwidth)].tileset=0;
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level[i+(j*maxwidth)].tilecol=(i+j)%32;
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level[i+(j*maxwidth)].roomname="";
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level[i+(j*maxwidth)].warpdir=0;
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level[i+(j*maxwidth)].platx1=0;
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level[i+(j*maxwidth)].platy1=0;
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level[i+(j*maxwidth)].platx2=320;
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level[i+(j*maxwidth)].platy2=240;
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level[i+(j*maxwidth)].platv=4;
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level[i+(j*maxwidth)].enemyx1=0;
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level[i+(j*maxwidth)].enemyy1=0;
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level[i+(j*maxwidth)].enemyx2=320;
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level[i+(j*maxwidth)].enemyy2=240;
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2020-01-23 10:26:29 +01:00
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level[i+(j*maxwidth)].enemytype=0;
|
2020-01-20 06:46:52 +01:00
|
|
|
level[i+(j*maxwidth)].directmode=0;
|
2020-01-31 04:06:16 +01:00
|
|
|
kludgewarpdir[i+(j*maxwidth)]=0;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Fix X and Y coordinates getting reversed in editorclass::reset()
When editorclass::reset() was resetting the contents of the level
previously, it was mixing up the X and Y bounds. The Y bound was
supposed to be 30*maxheight, and the X bound was supposed to be
40*maxwidth. Instead, it took 30*maxwidth as its Y bound and
40*maxheight as its X bound.
Then, when it actually indexes the contents vector to set each tile to
0, it used 30*maxwidth instead of 40*maxwidth.
The difference between width and height is a bit hard to spot, but one
thing you can do to remember the difference is to remember the fact that
X corresponds with width, and Y corresponds with height. Also, rooms are
40 by 30 tiles, and so X (and therefore width) should correspond with
40, and Y (and therefore height) should correspond with 30.
As a result of mixing up the variables, whenever you played a 20x20 map,
quit the level and then started making a new 20x20 map, the tiles of the
last four rows of the previous map would persist, from y=16 (1-indexed)
all the way to y=20 (1-indexed).
I don't recall anyone ever running into this bug before, which is a bit
strange. But if no one truly has ever ran into this bug before, then I'm
genuinely surprised.
While working on the patch to fix the enemy type room property of each
room not getting reset, and testing the fix, I noticed that for some
reason some contents of the previous level I played in order to test the
enemy type property persisting was ALSO persisting alongside the enemy
type property.
Then I read the code and when I realized that the X and Y bounds were
getting mixed up I groaned. Very loudly.
2020-01-23 10:41:50 +01:00
|
|
|
for (int j = 0; j < 30 * maxheight; j++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Fix X and Y coordinates getting reversed in editorclass::reset()
When editorclass::reset() was resetting the contents of the level
previously, it was mixing up the X and Y bounds. The Y bound was
supposed to be 30*maxheight, and the X bound was supposed to be
40*maxwidth. Instead, it took 30*maxwidth as its Y bound and
40*maxheight as its X bound.
Then, when it actually indexes the contents vector to set each tile to
0, it used 30*maxwidth instead of 40*maxwidth.
The difference between width and height is a bit hard to spot, but one
thing you can do to remember the difference is to remember the fact that
X corresponds with width, and Y corresponds with height. Also, rooms are
40 by 30 tiles, and so X (and therefore width) should correspond with
40, and Y (and therefore height) should correspond with 30.
As a result of mixing up the variables, whenever you played a 20x20 map,
quit the level and then started making a new 20x20 map, the tiles of the
last four rows of the previous map would persist, from y=16 (1-indexed)
all the way to y=20 (1-indexed).
I don't recall anyone ever running into this bug before, which is a bit
strange. But if no one truly has ever ran into this bug before, then I'm
genuinely surprised.
While working on the patch to fix the enemy type room property of each
room not getting reset, and testing the fix, I noticed that for some
reason some contents of the previous level I played in order to test the
enemy type property persisting was ALSO persisting alongside the enemy
type property.
Then I read the code and when I realized that the X and Y bounds were
getting mixed up I groaned. Very loudly.
2020-01-23 10:41:50 +01:00
|
|
|
for (int i = 0; i < 40 * maxwidth; i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Fix X and Y coordinates getting reversed in editorclass::reset()
When editorclass::reset() was resetting the contents of the level
previously, it was mixing up the X and Y bounds. The Y bound was
supposed to be 30*maxheight, and the X bound was supposed to be
40*maxwidth. Instead, it took 30*maxwidth as its Y bound and
40*maxheight as its X bound.
Then, when it actually indexes the contents vector to set each tile to
0, it used 30*maxwidth instead of 40*maxwidth.
The difference between width and height is a bit hard to spot, but one
thing you can do to remember the difference is to remember the fact that
X corresponds with width, and Y corresponds with height. Also, rooms are
40 by 30 tiles, and so X (and therefore width) should correspond with
40, and Y (and therefore height) should correspond with 30.
As a result of mixing up the variables, whenever you played a 20x20 map,
quit the level and then started making a new 20x20 map, the tiles of the
last four rows of the previous map would persist, from y=16 (1-indexed)
all the way to y=20 (1-indexed).
I don't recall anyone ever running into this bug before, which is a bit
strange. But if no one truly has ever ran into this bug before, then I'm
genuinely surprised.
While working on the patch to fix the enemy type room property of each
room not getting reset, and testing the fix, I noticed that for some
reason some contents of the previous level I played in order to test the
enemy type property persisting was ALSO persisting alongside the enemy
type property.
Then I read the code and when I realized that the X and Y bounds were
getting mixed up I groaned. Very loudly.
2020-01-23 10:41:50 +01:00
|
|
|
contents[i+(j*40*maxwidth)]=0;
|
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
|
|
|
hooklist.clear();
|
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
|
|
|
sb.clear();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
clearscriptbuffer();
|
|
|
|
sbx=0;
|
|
|
|
sby=0;
|
|
|
|
pagey=0;
|
|
|
|
scripteditmod=false;
|
|
|
|
sbscript="null";
|
|
|
|
scripthelppage=0;
|
|
|
|
scripthelppagedelay=0;
|
|
|
|
|
|
|
|
hookmenupage=0;
|
|
|
|
hookmenu=0;
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
script.customscripts.clear();
|
2020-02-11 06:34:01 +01:00
|
|
|
|
|
|
|
returneditoralpha = 0;
|
2020-05-02 19:49:41 +02:00
|
|
|
oldreturneditoralpha = 0;
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
|
|
|
|
ghosts.clear();
|
2020-06-13 00:27:21 +02:00
|
|
|
currentghosts = 0;
|
2020-06-30 23:08:14 +02:00
|
|
|
|
|
|
|
onewaycol_override = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::gethooks()
|
|
|
|
{
|
|
|
|
//Scan through the script and create a hooks list based on it
|
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
|
|
|
hooklist.clear();
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
for (size_t i = 0; i < script.customscripts.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
Script& script_ = script.customscripts[i];
|
|
|
|
|
|
|
|
hooklist.push_back(script_.name);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::loadhookineditor(std::string t)
|
|
|
|
{
|
|
|
|
//Find hook t in the scriptclass, then load it into the editor
|
|
|
|
clearscriptbuffer();
|
|
|
|
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
for(size_t i = 0; i < script.customscripts.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
Script& script_ = script.customscripts[i];
|
|
|
|
|
|
|
|
if(script_.name == t)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
sb = script_.contents;
|
|
|
|
break;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
|
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(sb.empty())
|
|
|
|
{
|
|
|
|
//Always have one line or we'll have problems
|
|
|
|
sb.resize(1);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::addhooktoscript(std::string t)
|
|
|
|
{
|
|
|
|
//Adds hook+the scriptbuffer to the end of the scriptclass
|
|
|
|
removehookfromscript(t);
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
Script script_;
|
|
|
|
script_.name = t;
|
|
|
|
script_.contents = sb;
|
|
|
|
script.customscripts.push_back(script_);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::removehookfromscript(std::string t)
|
|
|
|
{
|
|
|
|
//Find hook t in the scriptclass, then removes it (and any other code with it)
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
for (size_t i = 0; i < script.customscripts.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
Script& script_ = script.customscripts[i];
|
2020-01-01 21:29:24 +01:00
|
|
|
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
if (script_.name == t)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
script.customscripts.erase(script.customscripts.begin() + i);
|
|
|
|
break;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::removehook(std::string t)
|
|
|
|
{
|
|
|
|
//Check the hooklist for the hook t. If it's there, remove it from here and the script
|
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
|
|
|
removehookfromscript(t);
|
|
|
|
hooklist.erase(std::remove(hooklist.begin(), hooklist.end(), t), hooklist.end());
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::addhook(std::string t)
|
|
|
|
{
|
|
|
|
//Add an empty function to the list in both editor and script
|
|
|
|
removehook(t);
|
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
|
|
|
hooklist.push_back(t);
|
2020-01-01 21:29:24 +01:00
|
|
|
addhooktoscript(t);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool editorclass::checkhook(std::string t)
|
|
|
|
{
|
|
|
|
//returns true if hook t already is in the list
|
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
|
|
|
for(size_t i=0; i<hooklist.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(hooklist[i]==t) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void editorclass::clearscriptbuffer()
|
|
|
|
{
|
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
|
|
|
sb.clear();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::removeline(int t)
|
|
|
|
{
|
|
|
|
//Remove line t from the script
|
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((int)sb.size()>1)
|
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
|
|
|
sb.erase(sb.begin() + t);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::insertline(int t)
|
|
|
|
{
|
|
|
|
//insert a blank line into script at line t
|
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
|
|
|
sb.insert(sb.begin() + t, "");
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-07-01 08:17:26 +02:00
|
|
|
void editorclass::getlin(const enum textmode mode, const std::string& prompt, std::string* ptr)
|
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
textmod = mode;
|
|
|
|
textptr = ptr;
|
|
|
|
textdesc = prompt;
|
2020-07-01 08:17:26 +02:00
|
|
|
key.enabletextentry();
|
|
|
|
if (ptr)
|
|
|
|
{
|
|
|
|
key.keybuffer = *ptr;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
key.keybuffer = "";
|
2020-09-28 04:15:06 +02:00
|
|
|
textptr = &(key.keybuffer);
|
2020-07-01 08:17:26 +02:00
|
|
|
}
|
|
|
|
|
2020-09-28 04:15:06 +02:00
|
|
|
oldenttext = key.keybuffer;
|
2020-07-01 08:17:26 +02:00
|
|
|
}
|
|
|
|
|
2020-07-19 06:06:35 +02:00
|
|
|
const short* editorclass::loadlevel( int rxi, int ryi )
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Set up our buffer array to be picked up by mapclass
|
|
|
|
rxi -= 100;
|
|
|
|
ryi -= 100;
|
|
|
|
if(rxi<0)rxi+=mapwidth;
|
|
|
|
if(ryi<0)ryi+=mapheight;
|
|
|
|
if(rxi>=mapwidth)rxi-=mapwidth;
|
|
|
|
if(ryi>=mapheight)ryi-=mapheight;
|
|
|
|
|
2020-07-19 06:06:35 +02:00
|
|
|
static short result[1200];
|
2020-05-22 04:23:21 +02:00
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
for (int j = 0; j < 30; j++)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 40; i++)
|
|
|
|
{
|
2020-07-03 11:06:46 +02:00
|
|
|
result[i + j*40] = contents[i+(rxi*40)+vmult[j+(ryi*30)]];
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
2020-05-22 04:23:21 +02:00
|
|
|
|
|
|
|
return result;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::getlevelcol(int t)
|
|
|
|
{
|
|
|
|
if(level[t].tileset==0) //Space Station
|
|
|
|
{
|
|
|
|
return level[t].tilecol;
|
|
|
|
}
|
|
|
|
else if(level[t].tileset==1) //Outside
|
|
|
|
{
|
|
|
|
return 32+level[t].tilecol;
|
|
|
|
}
|
|
|
|
else if(level[t].tileset==2) //Lab
|
|
|
|
{
|
|
|
|
return 40+level[t].tilecol;
|
|
|
|
}
|
|
|
|
else if(level[t].tileset==3) //Warp Zone
|
|
|
|
{
|
|
|
|
return 46+level[t].tilecol;
|
|
|
|
}
|
|
|
|
else if(level[t].tileset==4) //Ship
|
|
|
|
{
|
|
|
|
return 52+level[t].tilecol;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::getenemycol(int t)
|
|
|
|
{
|
|
|
|
switch(t)
|
|
|
|
{
|
|
|
|
//RED
|
|
|
|
case 3:
|
|
|
|
case 7:
|
|
|
|
case 12:
|
|
|
|
case 23:
|
|
|
|
case 28:
|
|
|
|
case 34:
|
|
|
|
case 42:
|
|
|
|
case 48:
|
|
|
|
case 58:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
//GREEN
|
|
|
|
case 5:
|
|
|
|
case 9:
|
|
|
|
case 22:
|
|
|
|
case 25:
|
|
|
|
case 29:
|
|
|
|
case 31:
|
|
|
|
case 38:
|
|
|
|
case 46:
|
|
|
|
case 52:
|
|
|
|
case 53:
|
|
|
|
return 7;
|
|
|
|
break;
|
|
|
|
//BLUE
|
|
|
|
case 1:
|
|
|
|
case 6:
|
|
|
|
case 14:
|
|
|
|
case 27:
|
|
|
|
case 33:
|
|
|
|
case 44:
|
|
|
|
case 50:
|
|
|
|
case 57:
|
|
|
|
return 12;
|
|
|
|
break;
|
|
|
|
//YELLOW
|
|
|
|
case 4:
|
|
|
|
case 17:
|
|
|
|
case 24:
|
|
|
|
case 30:
|
|
|
|
case 37:
|
|
|
|
case 45:
|
|
|
|
case 51:
|
|
|
|
case 55:
|
|
|
|
return 9;
|
|
|
|
break;
|
|
|
|
//PURPLE
|
|
|
|
case 2:
|
|
|
|
case 11:
|
|
|
|
case 15:
|
|
|
|
case 19:
|
|
|
|
case 32:
|
|
|
|
case 36:
|
|
|
|
case 49:
|
|
|
|
return 20;
|
|
|
|
break;
|
|
|
|
//CYAN
|
|
|
|
case 8:
|
|
|
|
case 10:
|
|
|
|
case 13:
|
|
|
|
case 18:
|
|
|
|
case 26:
|
|
|
|
case 35:
|
|
|
|
case 41:
|
|
|
|
case 47:
|
|
|
|
case 54:
|
|
|
|
return 11;
|
|
|
|
break;
|
|
|
|
//PINK
|
|
|
|
case 16:
|
|
|
|
case 20:
|
|
|
|
case 39:
|
|
|
|
case 43:
|
|
|
|
case 56:
|
|
|
|
return 8;
|
|
|
|
break;
|
|
|
|
//ORANGE
|
|
|
|
case 21:
|
|
|
|
case 40:
|
|
|
|
return 17;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::getwarpbackground(int rx, int ry)
|
|
|
|
{
|
|
|
|
int tmp=rx+(maxwidth*ry);
|
|
|
|
switch(level[tmp].tileset)
|
|
|
|
{
|
|
|
|
case 0: //Space Station
|
|
|
|
switch(level[tmp].tilecol)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 9:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 11:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 12:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 13:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 14:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 16:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 17:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 18:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 19:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 20:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 21:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 22:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 23:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 24:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 25:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 26:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 27:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 28:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 29:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 30:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 31:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1: //Outside
|
|
|
|
switch(level[tmp].tilecol)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: //Lab
|
|
|
|
switch(level[tmp].tilecol)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: //Warp Zone
|
|
|
|
switch(level[tmp].tilecol)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 4: //Ship
|
|
|
|
switch(level[tmp].tilecol)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
return 5;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
return 0;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
return 4;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
return 2;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
return 3;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 5: //Tower
|
|
|
|
return 6;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return 6;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
return 78;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void editorclass::placetile( int x, int y, int t )
|
|
|
|
{
|
|
|
|
if(x>=0 && y>=0 && x<mapwidth*40 && y<mapheight*30)
|
|
|
|
{
|
|
|
|
contents[x+(levx*40)+vmult[y+(levy*30)]]=t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::placetilelocal( int x, int y, int t )
|
|
|
|
{
|
|
|
|
if(x>=0 && y>=0 && x<40 && y<30)
|
|
|
|
{
|
|
|
|
contents[x+(levx*40)+vmult[y+(levy*30)]]=t;
|
|
|
|
}
|
|
|
|
updatetiles=true;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::base( int x, int y )
|
|
|
|
{
|
|
|
|
//Return the base tile for the given tileset and colour
|
2020-04-03 03:50:37 +02:00
|
|
|
int temp=x+(y*maxwidth);
|
2020-01-01 21:29:24 +01:00
|
|
|
if(level[temp].tileset==0) //Space Station
|
|
|
|
{
|
|
|
|
if(level[temp].tilecol>=22)
|
|
|
|
{
|
|
|
|
return 483 + ((level[temp].tilecol-22)*3);
|
|
|
|
}
|
|
|
|
else if(level[temp].tilecol>=11)
|
|
|
|
{
|
|
|
|
return 283 + ((level[temp].tilecol-11)*3);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 83 + (level[temp].tilecol*3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(level[temp].tileset==1) //Outside
|
|
|
|
{
|
|
|
|
return 480 + (level[temp].tilecol*3);
|
|
|
|
}
|
|
|
|
else if(level[temp].tileset==2) //Lab
|
|
|
|
{
|
|
|
|
return 280 + (level[temp].tilecol*3);
|
|
|
|
}
|
|
|
|
else if(level[temp].tileset==3) //Warp Zone/Intermission
|
|
|
|
{
|
|
|
|
return 80 + (level[temp].tilecol*3);
|
|
|
|
}
|
|
|
|
else if(level[temp].tileset==4) //SHIP
|
|
|
|
{
|
|
|
|
return 101 + (level[temp].tilecol*3);
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::backbase( int x, int y )
|
|
|
|
{
|
|
|
|
//Return the base tile for the background of the given tileset and colour
|
2020-04-03 03:50:37 +02:00
|
|
|
int temp=x+(y*maxwidth);
|
2020-01-01 21:29:24 +01:00
|
|
|
if(level[temp].tileset==0) //Space Station
|
|
|
|
{
|
|
|
|
//Pick depending on tilecol
|
|
|
|
switch(level[temp].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(level[temp].tileset==1) //outside
|
|
|
|
{
|
|
|
|
return 680 + (level[temp].tilecol*3);
|
|
|
|
}
|
|
|
|
else if(level[temp].tileset==2) //Lab
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else if(level[temp].tileset==3) //Warp Zone/Intermission
|
|
|
|
{
|
|
|
|
return 120 + (level[temp].tilecol*3);
|
|
|
|
}
|
|
|
|
else if(level[temp].tileset==4) //SHIP
|
|
|
|
{
|
|
|
|
return 741 + (level[temp].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 contents[x+(levx*40)+vmult[y+(levy*30)]];
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int editorclass::freewrap( int x, int y )
|
|
|
|
{
|
|
|
|
if(x<0) return freewrap(x+(mapwidth*40),y);
|
|
|
|
if(y<0) return freewrap(x,y+(mapheight*30));
|
|
|
|
if(x>=(mapwidth*40)) return freewrap(x-(mapwidth*40),y);
|
|
|
|
if(y>=(mapheight*30)) return freewrap(x,y-(mapheight*30));
|
|
|
|
|
|
|
|
if(x>=0 && y>=0 && x<(mapwidth*40) && y<(mapheight*30))
|
|
|
|
{
|
|
|
|
if(contents[x+vmult[y]]==0)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(contents[x+vmult[y]]>=2 && contents[x+vmult[y]]<80)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
if(contents[x+vmult[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(contents[x+(levx*40)+vmult[y+(levy*30)]]>=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(contents[x+(levx*40)+vmult[y+(levy*30)]]==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(contents[x+(levx*40)+vmult[y+(levy*30)]]==0)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(contents[x+(levx*40)+vmult[y+(levy*30)]]>=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(contents[x+(levx*40)+vmult[y+(levy*30)]]==0)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(contents[x+(levx*40)+vmult[y+(levy*30)]]>=2 && contents[x+(levx*40)+vmult[y+(levy*30)]]<80)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
if(contents[x+(levx*40)+vmult[y+(levy*30)]]>=680)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::absfree( int x, int y )
|
|
|
|
{
|
|
|
|
//Returns 0 if tile is not a block, 1 otherwise, abs on grid
|
|
|
|
if(x>=0 && y>=0 && x<mapwidth*40 && y<mapheight*30)
|
|
|
|
{
|
|
|
|
if(contents[x+vmult[y]]==0)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(contents[x+vmult[y]]>=2 && contents[x+vmult[y]]<80)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
if(contents[x+vmult[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::warpzonematch( 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;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::warpzoneedgetile( 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;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
void editorclass::findstartpoint()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Ok! Scan the room for the closest checkpoint
|
|
|
|
int testeditor=-1;
|
|
|
|
//First up; is there a start point on this screen?
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i=0; i<edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//if() on screen
|
|
|
|
if(edentity[i].t==16 && testeditor==-1)
|
|
|
|
{
|
|
|
|
testeditor=i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(testeditor==-1)
|
|
|
|
{
|
|
|
|
game.edsavex = 160;
|
|
|
|
game.edsavey = 120;
|
|
|
|
game.edsaverx = 100;
|
|
|
|
game.edsavery = 100;
|
|
|
|
game.edsavegc = 0;
|
|
|
|
game.edsavey--;
|
2020-01-22 06:43:01 +01:00
|
|
|
game.edsavedir=1;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Start point spawn
|
|
|
|
int tx=(edentity[testeditor].x-(edentity[testeditor].x%40))/40;
|
|
|
|
int ty=(edentity[testeditor].y-(edentity[testeditor].y%30))/30;
|
|
|
|
game.edsavex = ((edentity[testeditor].x%40)*8)-4;
|
|
|
|
game.edsavey = (edentity[testeditor].y%30)*8;
|
|
|
|
game.edsaverx = 100+tx;
|
|
|
|
game.edsavery = 100+ty;
|
|
|
|
game.edsavegc = 0;
|
2020-10-06 08:13:07 +02:00
|
|
|
game.edsavey++;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.edsavedir=1-edentity[testeditor].p1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::findtrinket(int t)
|
|
|
|
{
|
|
|
|
int ttrinket=0;
|
2020-03-01 21:24:43 +01:00
|
|
|
for(int i=0; i<(int)edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(i==t) return ttrinket;
|
|
|
|
if(edentity[i].t==9) ttrinket++;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::findcrewmate(int t)
|
|
|
|
{
|
|
|
|
int ttrinket=0;
|
2020-03-01 21:24:43 +01:00
|
|
|
for(int i=0; i<(int)edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(i==t) return ttrinket;
|
|
|
|
if(edentity[i].t==15) ttrinket++;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int editorclass::findwarptoken(int t)
|
|
|
|
{
|
|
|
|
int ttrinket=0;
|
2020-03-01 21:24:43 +01:00
|
|
|
for(int i=0; i<(int)edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(i==t) return ttrinket;
|
|
|
|
if(edentity[i].t==13) ttrinket++;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2020-07-01 06:39:10 +02:00
|
|
|
void editorclass::switch_tileset(const bool reversed /*= false*/)
|
|
|
|
{
|
|
|
|
const char* tilesets[] = {"Space Station", "Outside", "Lab", "Warp Zone", "Ship"};
|
|
|
|
const size_t roomnum = levx + levy*maxwidth;
|
2020-09-10 07:12:10 +02:00
|
|
|
if (!INBOUNDS_ARR(roomnum, level))
|
2020-07-01 06:39:10 +02:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
edlevelclass& room = level[roomnum];
|
|
|
|
|
|
|
|
int tiles = room.tileset;
|
|
|
|
|
|
|
|
if (reversed)
|
|
|
|
{
|
|
|
|
tiles--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
tiles++;
|
|
|
|
}
|
|
|
|
|
|
|
|
const size_t modulus = SDL_arraysize(tilesets);
|
|
|
|
tiles = (tiles % modulus + modulus) % modulus;
|
|
|
|
room.tileset = tiles;
|
|
|
|
|
|
|
|
clamp_tilecol(levx, levy);
|
|
|
|
|
|
|
|
char buffer[64];
|
|
|
|
SDL_snprintf(buffer, sizeof(buffer), "Now using %s Tileset", tilesets[tiles]);
|
|
|
|
|
|
|
|
note = buffer;
|
|
|
|
notedelay = 45;
|
|
|
|
updatetiles = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::switch_tilecol(const bool reversed /*= false*/)
|
|
|
|
{
|
|
|
|
const size_t roomnum = levx + levy*maxwidth;
|
2020-09-10 07:12:10 +02:00
|
|
|
if (!INBOUNDS_ARR(roomnum, level))
|
2020-07-01 06:39:10 +02:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
edlevelclass& room = level[roomnum];
|
|
|
|
|
|
|
|
if (reversed)
|
|
|
|
{
|
|
|
|
room.tilecol--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
room.tilecol++;
|
|
|
|
}
|
|
|
|
|
|
|
|
clamp_tilecol(levx, levy, true);
|
|
|
|
|
|
|
|
notedelay = 45;
|
|
|
|
note = "Tileset Colour Changed";
|
|
|
|
updatetiles = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::clamp_tilecol(const int rx, const int ry, const bool wrap /*= false*/)
|
|
|
|
{
|
|
|
|
const size_t roomnum = rx + ry*maxwidth;
|
2020-09-10 07:12:10 +02:00
|
|
|
if (!INBOUNDS_ARR(roomnum, level))
|
2020-07-01 06:39:10 +02:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
edlevelclass& room = level[rx + ry*maxwidth];
|
|
|
|
|
|
|
|
const int tileset = room.tileset;
|
|
|
|
int tilecol = room.tilecol;
|
|
|
|
|
2020-07-01 06:47:03 +02:00
|
|
|
int mincol = -1;
|
2020-07-01 06:39:10 +02:00
|
|
|
int maxcol = 5;
|
|
|
|
|
2020-07-01 06:47:03 +02:00
|
|
|
// Only Space Station allows tileset -1
|
|
|
|
if (tileset != 0)
|
|
|
|
{
|
|
|
|
mincol = 0;
|
|
|
|
}
|
|
|
|
|
2020-07-01 06:39:10 +02:00
|
|
|
switch (tileset)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
maxcol = 31;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
maxcol = 7;
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
room.tilecol = tilecol;
|
|
|
|
}
|
|
|
|
|
|
|
|
void editorclass::switch_enemy(const bool reversed /*= false*/)
|
|
|
|
{
|
|
|
|
const size_t roomnum = levx + levy*maxwidth;
|
2020-09-10 07:12:10 +02:00
|
|
|
if (!INBOUNDS_ARR(roomnum, level))
|
2020-07-01 06:39:10 +02:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
edlevelclass& room = level[roomnum];
|
|
|
|
|
2020-07-17 22:25:23 +02:00
|
|
|
int enemy = room.enemytype;
|
|
|
|
|
2020-07-01 06:39:10 +02:00
|
|
|
if (reversed)
|
|
|
|
{
|
2020-07-17 22:25:23 +02:00
|
|
|
enemy--;
|
2020-07-01 06:39:10 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-07-17 22:25:23 +02:00
|
|
|
enemy++;
|
2020-07-01 06:39:10 +02:00
|
|
|
}
|
|
|
|
|
2020-07-17 22:25:23 +02:00
|
|
|
const int modulus = 10;
|
|
|
|
enemy = (enemy % modulus + modulus) % modulus;
|
|
|
|
room.enemytype = enemy;
|
|
|
|
|
2020-07-01 06:39:10 +02:00
|
|
|
note = "Enemy Type Changed";
|
|
|
|
notedelay = 45;
|
|
|
|
}
|
|
|
|
|
2020-06-02 12:59:54 +02:00
|
|
|
bool editorclass::load(std::string& _path)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
reset();
|
|
|
|
|
|
|
|
static const char *levelDir = "levels/";
|
|
|
|
if (_path.compare(0, strlen(levelDir), levelDir) != 0)
|
|
|
|
{
|
|
|
|
_path = levelDir + _path;
|
|
|
|
}
|
|
|
|
|
2020-06-01 01:31:02 +02:00
|
|
|
FILESYSTEM_unmountassets();
|
2020-06-22 00:56:31 +02:00
|
|
|
if (game.playassets != "")
|
|
|
|
{
|
|
|
|
FILESYSTEM_mountassets(game.playassets.c_str());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FILESYSTEM_mountassets(_path.c_str());
|
|
|
|
}
|
2020-06-01 01:31:02 +02:00
|
|
|
|
2020-06-17 00:45:01 +02:00
|
|
|
tinyxml2::XMLDocument doc;
|
2020-06-04 03:03:00 +02:00
|
|
|
if (!FILESYSTEM_loadTiXml2Document(_path.c_str(), doc))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
printf("No level %s to load :(\n", _path.c_str());
|
2020-06-02 12:59:54 +02:00
|
|
|
return false;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-06-04 03:03:00 +02:00
|
|
|
tinyxml2::XMLHandle hDoc(&doc);
|
|
|
|
tinyxml2::XMLElement* pElem;
|
|
|
|
tinyxml2::XMLHandle hRoot(NULL);
|
2020-01-01 21:29:24 +01:00
|
|
|
version = 0;
|
|
|
|
|
|
|
|
{
|
2020-06-04 03:03:00 +02:00
|
|
|
pElem=hDoc.FirstChildElement().ToElement();
|
2020-01-01 21:29:24 +01:00
|
|
|
// should always have a valid root but handle gracefully if it does
|
|
|
|
if (!pElem)
|
|
|
|
{
|
|
|
|
printf("No valid root! Corrupt level file?\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
pElem->QueryIntAttribute("version", &version);
|
|
|
|
// save this for later
|
2020-06-04 03:03:00 +02:00
|
|
|
hRoot=tinyxml2::XMLHandle(pElem);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-06-04 03:03:00 +02:00
|
|
|
for( pElem = hRoot.FirstChildElement( "Data" ).FirstChild().ToElement(); pElem; pElem=pElem->NextSiblingElement())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
std::string pKey(pElem->Value());
|
|
|
|
const char* pText = pElem->GetText() ;
|
|
|
|
if(pText == NULL)
|
|
|
|
{
|
|
|
|
pText = "";
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pKey == "MetaData")
|
|
|
|
{
|
|
|
|
|
2020-06-04 03:03:00 +02:00
|
|
|
for( tinyxml2::XMLElement* subElem = pElem->FirstChildElement(); subElem; subElem= subElem->NextSiblingElement())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
std::string pKey(subElem->Value());
|
|
|
|
const char* pText = subElem->GetText() ;
|
|
|
|
if(pText == NULL)
|
|
|
|
{
|
|
|
|
pText = "";
|
|
|
|
}
|
|
|
|
|
|
|
|
if(pKey == "Creator")
|
|
|
|
{
|
|
|
|
EditorData::GetInstance().creator = pText;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(pKey == "Title")
|
|
|
|
{
|
|
|
|
EditorData::GetInstance().title = pText;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(pKey == "Desc1")
|
|
|
|
{
|
|
|
|
Desc1 = pText;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(pKey == "Desc2")
|
|
|
|
{
|
|
|
|
Desc2 = pText;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(pKey == "Desc3")
|
|
|
|
{
|
|
|
|
Desc3 = pText;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(pKey == "website")
|
|
|
|
{
|
|
|
|
website = pText;
|
|
|
|
}
|
2020-06-30 23:08:14 +02:00
|
|
|
|
|
|
|
if(pKey == "onewaycol_override")
|
|
|
|
{
|
2020-08-07 06:31:29 +02:00
|
|
|
onewaycol_override = help.Int(pText);
|
2020-06-30 23:08:14 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pKey == "mapwidth")
|
|
|
|
{
|
2020-08-07 06:31:29 +02:00
|
|
|
mapwidth = help.Int(pText);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (pKey == "mapheight")
|
|
|
|
{
|
2020-08-07 06:31:29 +02:00
|
|
|
mapheight = help.Int(pText);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
if (pKey == "levmusic")
|
|
|
|
{
|
2020-08-07 06:31:29 +02:00
|
|
|
levmusic = help.Int(pText);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (pKey == "contents")
|
|
|
|
{
|
|
|
|
std::string TextString = (pText);
|
|
|
|
if(TextString.length())
|
|
|
|
{
|
|
|
|
std::vector<std::string> values = split(TextString,',');
|
2020-07-03 11:54:31 +02:00
|
|
|
SDL_memset(contents, 0, sizeof(contents));
|
2020-01-01 21:29:24 +01:00
|
|
|
int x =0;
|
|
|
|
int y =0;
|
|
|
|
for(size_t i = 0; i < values.size(); i++)
|
|
|
|
{
|
2020-08-07 06:31:29 +02:00
|
|
|
contents[x + (maxwidth*40*y)] = help.Int(values[i].c_str());
|
2020-01-01 21:29:24 +01:00
|
|
|
x++;
|
|
|
|
if(x == mapwidth*40)
|
|
|
|
{
|
|
|
|
x=0;
|
|
|
|
y++;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*else if(version==1){
|
|
|
|
if (pKey == "contents")
|
|
|
|
{
|
|
|
|
std::string TextString = (pText);
|
|
|
|
if(TextString.length())
|
|
|
|
{
|
|
|
|
std::vector<std::string> values = split(TextString,',');
|
|
|
|
contents.clear();
|
|
|
|
for(int i = 0; i < values.size(); i++)
|
|
|
|
{
|
2020-08-07 06:31:29 +02:00
|
|
|
contents.push_back(help.Int(values[i].c_str()));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//}
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
if (pKey == "edEntities")
|
|
|
|
{
|
2020-06-04 03:03:00 +02:00
|
|
|
for( tinyxml2::XMLElement* edEntityEl = pElem->FirstChildElement(); edEntityEl; edEntityEl=edEntityEl->NextSiblingElement())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-01 21:24:43 +01:00
|
|
|
edentities entity;
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
std::string pKey(edEntityEl->Value());
|
2020-03-01 21:24:43 +01:00
|
|
|
if (edEntityEl->GetText() != NULL)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-17 01:19:33 +02:00
|
|
|
std::string text(edEntityEl->GetText());
|
|
|
|
|
|
|
|
// And now we come to the part where we have to deal with
|
|
|
|
// the terrible decisions of the past.
|
|
|
|
//
|
|
|
|
// For some reason, the closing tag of edentities generated
|
|
|
|
// by 2.2 and below has not only been put on a separate
|
|
|
|
// line, but also indented to match with the opening tag as
|
|
|
|
// well. Like this:
|
|
|
|
//
|
|
|
|
// <edentity ...>contents
|
|
|
|
// </edentity>
|
|
|
|
//
|
|
|
|
// Instead of doing <edentity ...>contents</edentity>.
|
|
|
|
//
|
|
|
|
// This is COMPLETELY terrible. This requires the XML to be
|
|
|
|
// parsed in an extremely specific and quirky way, which
|
|
|
|
// TinyXML-1 just happened to do.
|
|
|
|
//
|
|
|
|
// TinyXML-2 by default interprets the newline and the next
|
|
|
|
// indentation of whitespace literally, so you end up with
|
|
|
|
// tag contents that has a linefeed plus a bunch of extra
|
|
|
|
// spaces. You can't fix this by setting the whitespace
|
|
|
|
// mode to COLLAPSE_WHITESPACE, that does way more than
|
|
|
|
// TinyXML-1 ever did - it removes the leading whitespace
|
|
|
|
// from things like <edentity ...> this</edentity>, and
|
|
|
|
// collapses XML-encoded whitespace like <edentity ...>
|
|
|
|
//    this</edentity>, which TinyXML-1 never did.
|
|
|
|
//
|
|
|
|
// Best solution here is to specifically hardcode removing
|
|
|
|
// the linefeed + the extremely specific amount of
|
|
|
|
// whitespace at the end of the contents.
|
|
|
|
|
|
|
|
if (endsWith(text, "\n ")) // linefeed + exactly 12 spaces
|
|
|
|
{
|
|
|
|
// 12 spaces + 1 linefeed = 13 chars
|
|
|
|
text = text.substr(0, text.length()-13);
|
|
|
|
}
|
|
|
|
|
|
|
|
entity.scriptname = text;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-01 21:24:43 +01:00
|
|
|
edEntityEl->QueryIntAttribute("x", &entity.x);
|
|
|
|
edEntityEl->QueryIntAttribute("y", &entity.y);
|
|
|
|
edEntityEl->QueryIntAttribute("t", &entity.t);
|
|
|
|
|
|
|
|
edEntityEl->QueryIntAttribute("p1", &entity.p1);
|
|
|
|
edEntityEl->QueryIntAttribute("p2", &entity.p2);
|
|
|
|
edEntityEl->QueryIntAttribute("p3", &entity.p3);
|
|
|
|
edEntityEl->QueryIntAttribute("p4", &entity.p4);
|
|
|
|
edEntityEl->QueryIntAttribute("p5", &entity.p5);
|
|
|
|
edEntityEl->QueryIntAttribute("p6", &entity.p6);
|
|
|
|
|
|
|
|
edentity.push_back(entity);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pKey == "levelMetaData")
|
|
|
|
{
|
|
|
|
int i = 0;
|
2020-06-04 03:03:00 +02:00
|
|
|
for( tinyxml2::XMLElement* edLevelClassElement = pElem->FirstChildElement(); edLevelClassElement; edLevelClassElement=edLevelClassElement->NextSiblingElement())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
std::string pKey(edLevelClassElement->Value());
|
|
|
|
if(edLevelClassElement->GetText() != NULL)
|
|
|
|
{
|
|
|
|
level[i].roomname = std::string(edLevelClassElement->GetText()) ;
|
|
|
|
}
|
|
|
|
|
|
|
|
edLevelClassElement->QueryIntAttribute("tileset", &level[i].tileset);
|
|
|
|
edLevelClassElement->QueryIntAttribute("tilecol", &level[i].tilecol);
|
|
|
|
edLevelClassElement->QueryIntAttribute("platx1", &level[i].platx1);
|
|
|
|
edLevelClassElement->QueryIntAttribute("platy1", &level[i].platy1);
|
|
|
|
edLevelClassElement->QueryIntAttribute("platx2", &level[i].platx2);
|
|
|
|
edLevelClassElement->QueryIntAttribute("platy2", &level[i].platy2);
|
|
|
|
edLevelClassElement->QueryIntAttribute("platv", &level[i].platv);
|
|
|
|
edLevelClassElement->QueryIntAttribute("enemyx1", &level[i].enemyx1);
|
|
|
|
edLevelClassElement->QueryIntAttribute("enemyy1", &level[i].enemyy1);
|
|
|
|
edLevelClassElement->QueryIntAttribute("enemyx2", &level[i].enemyx2);
|
|
|
|
edLevelClassElement->QueryIntAttribute("enemyy2", &level[i].enemyy2);
|
|
|
|
edLevelClassElement->QueryIntAttribute("enemytype", &level[i].enemytype);
|
|
|
|
edLevelClassElement->QueryIntAttribute("directmode", &level[i].directmode);
|
|
|
|
|
|
|
|
edLevelClassElement->QueryIntAttribute("warpdir", &level[i].warpdir);
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pKey == "script")
|
|
|
|
{
|
|
|
|
std::string TextString = (pText);
|
|
|
|
if(TextString.length())
|
|
|
|
{
|
|
|
|
std::vector<std::string> values = split(TextString,'|');
|
|
|
|
script.clearcustom();
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
Script script_;
|
|
|
|
bool headerfound = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
for(size_t i = 0; i < values.size(); i++)
|
|
|
|
{
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
std::string& line = values[i];
|
|
|
|
|
|
|
|
//Comparing line[line.length()-1] directly to a string literal is UB
|
|
|
|
//Workaround: assign line[line.length()-1] to a string first
|
|
|
|
std::string temp;
|
|
|
|
if(line.length())
|
|
|
|
{
|
|
|
|
temp = line[line.length()-1];
|
|
|
|
}
|
|
|
|
if(temp == ":")
|
|
|
|
{
|
|
|
|
if(headerfound)
|
|
|
|
{
|
|
|
|
//Add the script if we have a preceding header
|
|
|
|
script.customscripts.push_back(script_);
|
|
|
|
}
|
|
|
|
script_.name = line.substr(0, line.length()-1);
|
|
|
|
script_.contents.clear();
|
|
|
|
headerfound = true;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(headerfound)
|
|
|
|
{
|
|
|
|
script_.contents.push_back(line);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//Add the last script
|
|
|
|
if(headerfound)
|
|
|
|
{
|
|
|
|
//Add the script if we have a preceding header
|
|
|
|
script.customscripts.push_back(script_);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
gethooks();
|
|
|
|
version=2;
|
2020-06-02 12:59:54 +02:00
|
|
|
|
|
|
|
return true;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-06-02 12:59:54 +02:00
|
|
|
bool editorclass::save(std::string& _path)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-04 03:12:12 +02:00
|
|
|
tinyxml2::XMLDocument doc;
|
|
|
|
tinyxml2::XMLElement* msg;
|
|
|
|
tinyxml2::XMLDeclaration* decl = doc.NewDeclaration();
|
2020-01-01 21:29:24 +01:00
|
|
|
doc.LinkEndChild( decl );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
tinyxml2::XMLElement * root = doc.NewElement( "MapData" );
|
2020-01-01 21:29:24 +01:00
|
|
|
root->SetAttribute("version",version);
|
|
|
|
doc.LinkEndChild( root );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
tinyxml2::XMLComment * comment = doc.NewComment(" Save file " );
|
2020-01-01 21:29:24 +01:00
|
|
|
root->LinkEndChild( comment );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
tinyxml2::XMLElement * data = doc.NewElement( "Data" );
|
2020-01-01 21:29:24 +01:00
|
|
|
root->LinkEndChild( data );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "MetaData" );
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//getUser
|
2020-06-04 03:12:12 +02:00
|
|
|
tinyxml2::XMLElement* meta = doc.NewElement( "Creator" );
|
|
|
|
meta->LinkEndChild( doc.NewText( EditorData::GetInstance().creator.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "Title" );
|
|
|
|
meta->LinkEndChild( doc.NewText( EditorData::GetInstance().title.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "Created" );
|
|
|
|
meta->LinkEndChild( doc.NewText( help.String(version).c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "Modified" );
|
|
|
|
meta->LinkEndChild( doc.NewText( EditorData::GetInstance().modifier.c_str() ) );
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "Modifiers" );
|
|
|
|
meta->LinkEndChild( doc.NewText( help.String(version).c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "Desc1" );
|
|
|
|
meta->LinkEndChild( doc.NewText( Desc1.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "Desc2" );
|
|
|
|
meta->LinkEndChild( doc.NewText( Desc2.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "Desc3" );
|
|
|
|
meta->LinkEndChild( doc.NewText( Desc3.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
meta = doc.NewElement( "website" );
|
|
|
|
meta->LinkEndChild( doc.NewText( website.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
|
2020-06-30 23:08:14 +02:00
|
|
|
if (onewaycol_override)
|
|
|
|
{
|
|
|
|
meta = doc.NewElement( "onewaycol_override" );
|
|
|
|
meta->LinkEndChild( doc.NewText( help.String(onewaycol_override).c_str() ));
|
|
|
|
msg->LinkEndChild( meta );
|
|
|
|
}
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "mapwidth" );
|
|
|
|
msg->LinkEndChild( doc.NewText( help.String(mapwidth).c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "mapheight" );
|
|
|
|
msg->LinkEndChild( doc.NewText( help.String(mapheight).c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "levmusic" );
|
|
|
|
msg->LinkEndChild( doc.NewText( help.String(levmusic).c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
|
|
|
//New save format
|
|
|
|
std::string contentsString="";
|
|
|
|
for(int y = 0; y < mapheight*30; y++ )
|
|
|
|
{
|
|
|
|
for(int x = 0; x < mapwidth*40; x++ )
|
|
|
|
{
|
2020-04-02 21:30:37 +02:00
|
|
|
contentsString += help.String(contents[x + (maxwidth*40*y)]) + ",";
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "contents" );
|
|
|
|
msg->LinkEndChild( doc.NewText( contentsString.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "edEntities" );
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i = 0; i < edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-04 03:12:12 +02:00
|
|
|
tinyxml2::XMLElement *edentityElement = doc.NewElement( "edentity" );
|
2020-01-01 21:29:24 +01:00
|
|
|
edentityElement->SetAttribute( "x", edentity[i].x);
|
|
|
|
edentityElement->SetAttribute( "y", edentity[i].y);
|
|
|
|
edentityElement->SetAttribute( "t", edentity[i].t);
|
|
|
|
edentityElement->SetAttribute( "p1", edentity[i].p1);
|
|
|
|
edentityElement->SetAttribute( "p2", edentity[i].p2);
|
|
|
|
edentityElement->SetAttribute( "p3", edentity[i].p3);
|
|
|
|
edentityElement->SetAttribute( "p4", edentity[i].p4);
|
|
|
|
edentityElement->SetAttribute( "p5", edentity[i].p5);
|
|
|
|
edentityElement->SetAttribute( "p6", edentity[i].p6);
|
2020-06-04 03:12:12 +02:00
|
|
|
edentityElement->LinkEndChild( doc.NewText( edentity[i].scriptname.c_str() )) ;
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( edentityElement );
|
|
|
|
}
|
|
|
|
|
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "levelMetaData" );
|
2020-09-10 07:13:59 +02:00
|
|
|
for(size_t i = 0; i < SDL_arraysize(level); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-04 03:12:12 +02:00
|
|
|
tinyxml2::XMLElement *edlevelclassElement = doc.NewElement( "edLevelClass" );
|
2020-01-01 21:29:24 +01:00
|
|
|
edlevelclassElement->SetAttribute( "tileset", level[i].tileset);
|
|
|
|
edlevelclassElement->SetAttribute( "tilecol", level[i].tilecol);
|
|
|
|
edlevelclassElement->SetAttribute( "platx1", level[i].platx1);
|
|
|
|
edlevelclassElement->SetAttribute( "platy1", level[i].platy1);
|
|
|
|
edlevelclassElement->SetAttribute( "platx2", level[i].platx2);
|
|
|
|
edlevelclassElement->SetAttribute( "platy2", level[i].platy2);
|
|
|
|
edlevelclassElement->SetAttribute( "platv", level[i].platv);
|
|
|
|
edlevelclassElement->SetAttribute( "enemyx1", level[i].enemyx1);
|
|
|
|
edlevelclassElement->SetAttribute( "enemyy1", level[i].enemyy1);
|
|
|
|
edlevelclassElement->SetAttribute( "enemyx2", level[i].enemyx2);
|
|
|
|
edlevelclassElement->SetAttribute( "enemyy2", level[i].enemyy2);
|
|
|
|
edlevelclassElement->SetAttribute( "enemytype", level[i].enemytype);
|
|
|
|
edlevelclassElement->SetAttribute( "directmode", level[i].directmode);
|
|
|
|
edlevelclassElement->SetAttribute( "warpdir", level[i].warpdir);
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
edlevelclassElement->LinkEndChild( doc.NewText( level[i].roomname.c_str() )) ;
|
2020-01-01 21:29:24 +01:00
|
|
|
msg->LinkEndChild( edlevelclassElement );
|
|
|
|
}
|
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
|
|
|
std::string scriptString;
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
for(size_t i = 0; i < script.customscripts.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
Script& script_ = script.customscripts[i];
|
|
|
|
|
|
|
|
scriptString += script_.name + ":|";
|
|
|
|
for (size_t i = 0; i < script_.contents.size(); i++)
|
|
|
|
{
|
2020-09-15 02:34:12 +02:00
|
|
|
scriptString += script_.contents[i];
|
|
|
|
|
|
|
|
// Inserts a space if the line ends with a :
|
|
|
|
if (script_.contents[i].length() && *script_.contents[i].rbegin() == ':')
|
|
|
|
{
|
|
|
|
scriptString += " ";
|
|
|
|
}
|
|
|
|
|
|
|
|
scriptString += "|";
|
Refactor custom scripts to not be stored in one giant vector of lines
This commit refactors custom level scripts to no longer be stored in one
giant vector containing not only every single script name, but every
single script's contents as well. More specifically,
scriptclass::customscript has been converted to an std::vector<Script>
scriptclass::customscripts (note the extra S), and a Script is just a
struct with an std::string name and std::vector<std::string> contents.
This is an improvement in both performance and maintainability. The game
no longer has to look through script contents in case they're actually
script names, and then manually extract the script contents from there.
Instead, all it has to do is look for script names only. And the
contents are provided for free. This results in a performance gain.
Also, the old system resulted in lots of boilerplate everywhere anytime
scripts had to be handled or parsed. Now, the boilerplate is only done
when saving or loading a custom level. This makes code quality much,
much better.
To be sure I didn't actually change anything, I tested by first saving
Dimension Open in current 2.3 (because current 2.3 gets rid of the
awful edentity whitespace), and then resaved it on this patch. There is
absolutely no difference between the current-2.3-resave and
this-patch-resave.
2020-06-12 02:31:57 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-06-04 03:12:12 +02:00
|
|
|
msg = doc.NewElement( "script" );
|
|
|
|
msg->LinkEndChild( doc.NewText( scriptString.c_str() ));
|
2020-01-01 21:29:24 +01:00
|
|
|
data->LinkEndChild( msg );
|
|
|
|
|
2020-06-04 03:12:12 +02:00
|
|
|
return FILESYSTEM_saveTiXml2Document(("levels/" + _path).c_str(), doc);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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*/)
|
|
|
|
{
|
2020-03-01 21:24:43 +01:00
|
|
|
edentities 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="";
|
|
|
|
|
|
|
|
edentity.push_back(entity);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void removeedentity( int t )
|
|
|
|
{
|
2020-03-01 21:24:43 +01:00
|
|
|
edentity.erase(edentity.begin() + t);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
int edentat( int xp, int yp )
|
|
|
|
{
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i=0; i<edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(edentity[i].x==xp && edentity[i].y==yp) return i;
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool edentclear( int xp, int yp )
|
|
|
|
{
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i=0; i<edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(edentity[i].x==xp && edentity[i].y==yp) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
void fillbox( int x, int y, int x2, int y2, int c )
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, x, y, x2-x, 1, c);
|
|
|
|
FillRect(graphics.backBuffer, x, y2-1, x2-x, 1, c);
|
|
|
|
FillRect(graphics.backBuffer, x, y, 1, y2-y, c);
|
|
|
|
FillRect(graphics.backBuffer, x2-1, y, 1, y2-y, c);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
void fillboxabs( int x, int y, int x2, int y2, int c )
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, x, y, x2, 1, c);
|
|
|
|
FillRect(graphics.backBuffer, x, y+y2-1, x2, 1, c);
|
|
|
|
FillRect(graphics.backBuffer, x, y, 1, y2, c);
|
|
|
|
FillRect(graphics.backBuffer, x+x2-1, y, 1, y2, c);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
void editorclass::generatecustomminimap()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
map.customwidth=mapwidth;
|
|
|
|
map.customheight=mapheight;
|
|
|
|
|
|
|
|
map.customzoom=1;
|
|
|
|
if(map.customwidth<=10 && map.customheight<=10) map.customzoom=2;
|
|
|
|
if(map.customwidth<=5 && map.customheight<=5) map.customzoom=4;
|
|
|
|
|
|
|
|
//Set minimap offsets
|
|
|
|
if(map.customzoom==4)
|
|
|
|
{
|
|
|
|
map.custommmxoff=24*(5-map.customwidth);
|
|
|
|
map.custommmxsize=240-(map.custommmxoff*2);
|
|
|
|
|
|
|
|
map.custommmyoff=18*(5-map.customheight);
|
|
|
|
map.custommmysize=180-(map.custommmyoff*2);
|
|
|
|
}
|
|
|
|
else if(map.customzoom==2)
|
|
|
|
{
|
|
|
|
map.custommmxoff=12*(10-map.customwidth);
|
|
|
|
map.custommmxsize=240-(map.custommmxoff*2);
|
|
|
|
|
|
|
|
map.custommmyoff=9*(10-map.customheight);
|
|
|
|
map.custommmysize=180-(map.custommmyoff*2);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
map.custommmxoff=6*(20-map.customwidth);
|
|
|
|
map.custommmxsize=240-(map.custommmxoff*2);
|
|
|
|
|
|
|
|
map.custommmyoff=int(4.5*(20-map.customheight));
|
|
|
|
map.custommmysize=180-(map.custommmyoff*2);
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.images[12], graphics.getRGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
int tm=0;
|
|
|
|
int temp=0;
|
|
|
|
//Scan over the map size
|
2020-09-28 04:15:06 +02:00
|
|
|
if(mapheight<=5 && mapwidth<=5)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//4x map
|
2020-09-28 04:15:06 +02:00
|
|
|
for(int j2=0; j2<mapheight; j2++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
for(int i2=0; i2<mapwidth; i2++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Ok, now scan over each square
|
|
|
|
tm=196;
|
2020-09-28 04:15:06 +02:00
|
|
|
if(level[i2 + (j2*maxwidth)].tileset==1) tm=96;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
for(int j=0; j<36; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<48; i++)
|
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
temp=absfree(int(i*0.83) + (i2*40),int(j*0.83)+(j2*30));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(temp>=1)
|
|
|
|
{
|
|
|
|
//Fill in this pixel
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.images[12], (i2*48)+i, (j2*36)+j, 1, 1, graphics.getRGB(tm, tm, tm));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-09-28 04:15:06 +02:00
|
|
|
else if(mapheight<=10 && mapwidth<=10)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//2x map
|
2020-09-28 04:15:06 +02:00
|
|
|
for(int j2=0; j2<mapheight; j2++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
for(int i2=0; i2<mapwidth; i2++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Ok, now scan over each square
|
|
|
|
tm=196;
|
2020-09-28 04:15:06 +02:00
|
|
|
if(level[i2 + (j2*maxwidth)].tileset==1) tm=96;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
for(int j=0; j<18; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<24; i++)
|
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
temp=absfree(int(i*1.6) + (i2*40),int(j*1.6)+(j2*30));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(temp>=1)
|
|
|
|
{
|
|
|
|
//Fill in this pixel
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.images[12], (i2*24)+i, (j2*18)+j, 1, 1, graphics.getRGB(tm, tm, tm));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
for(int j2=0; j2<mapheight; j2++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
for(int i2=0; i2<mapwidth; i2++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Ok, now scan over each square
|
|
|
|
tm=196;
|
2020-09-28 04:15:06 +02:00
|
|
|
if(level[i2 + (j2*maxwidth)].tileset==1) tm=96;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
for(int j=0; j<9; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<12; i++)
|
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
temp=absfree(3+(i*3) + (i2*40),(j*3)+(j2*30));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(temp>=1)
|
|
|
|
{
|
|
|
|
//Fill in this pixel
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.images[12], (i2*12)+i, (j2*9)+j, 1, 1, graphics.getRGB(tm, tm, tm));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-20 00:23:28 +02:00
|
|
|
#if !defined(NO_EDITOR)
|
2020-04-16 05:55:34 +02:00
|
|
|
void editormenurender(int tr, int tg, int tb)
|
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
extern editorclass ed;
|
2020-04-17 00:19:17 +02:00
|
|
|
switch (game.currentmenuname)
|
2020-04-16 05:55:34 +02:00
|
|
|
{
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::ed_settings:
|
2020-04-16 05:55:34 +02:00
|
|
|
graphics.bigprint( -1, 75, "Map Settings", tr, tg, tb, true);
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
if (game.currentmenuoption == 3)
|
|
|
|
{
|
|
|
|
if (!game.ghostsenabled)
|
|
|
|
graphics.Print(2, 230, "Editor ghost trail is OFF", tr/2, tg/2, tb/2);
|
|
|
|
else
|
|
|
|
graphics.Print(2, 230, "Editor ghost trail is ON", tr, tg, tb);
|
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::ed_desc:
|
2020-04-16 05:55:34 +02:00
|
|
|
if(ed.titlemod)
|
|
|
|
{
|
|
|
|
if(ed.entframe<2)
|
|
|
|
{
|
|
|
|
graphics.bigprint( -1, 35, key.keybuffer+"_", tr, tg, tb, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
graphics.bigprint( -1, 35, key.keybuffer+" ", tr, tg, tb, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
graphics.bigprint( -1, 35, EditorData::GetInstance().title, tr, tg, tb, true);
|
|
|
|
}
|
|
|
|
if(ed.creatormod)
|
|
|
|
{
|
|
|
|
if(ed.entframe<2)
|
|
|
|
{
|
|
|
|
graphics.Print( -1, 60, "by " + key.keybuffer+ "_", tr, tg, tb, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
graphics.Print( -1, 60, "by " + key.keybuffer+ " ", tr, tg, tb, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
graphics.Print( -1, 60, "by " + EditorData::GetInstance().creator, 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, ed.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, ed.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, ed.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, ed.Desc3, tr, tg, tb, true);
|
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::ed_music:
|
2020-07-01 03:40:18 +02:00
|
|
|
{
|
2020-04-16 05:55:34 +02:00
|
|
|
graphics.bigprint( -1, 65, "Map Music", tr, tg, tb, true);
|
|
|
|
|
|
|
|
graphics.Print( -1, 85, "Current map music:", tr, tg, tb, true);
|
2020-07-01 03:40:18 +02:00
|
|
|
std::string songname;
|
2020-04-16 05:55:34 +02:00
|
|
|
switch(ed.levmusic)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "No background music";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "1: Pushing Onwards";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "2: Positive Force";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "3: Potential for Anything";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "4: Passion for Exploring";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
2020-07-01 03:41:20 +02:00
|
|
|
case 5:
|
|
|
|
songname = "N/A: Pause";
|
|
|
|
break;
|
2020-04-16 05:55:34 +02:00
|
|
|
case 6:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "5: Presenting VVVVVV";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
2020-07-01 03:41:20 +02:00
|
|
|
case 7:
|
|
|
|
songname = "N/A: Plenary";
|
|
|
|
break;
|
2020-04-16 05:55:34 +02:00
|
|
|
case 8:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "6: Predestined Fate";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
2020-07-01 03:41:20 +02:00
|
|
|
case 9:
|
|
|
|
songname = "N/A: ecroF evitisoP";
|
|
|
|
break;
|
2020-04-16 05:55:34 +02:00
|
|
|
case 10:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "7: Popular Potpourri";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 11:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "8: Pipe Dream";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 12:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "9: Pressure Cooker";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 13:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "10: Paced Energy";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
case 14:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "11: Piercing the Sky";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
2020-07-01 03:41:20 +02:00
|
|
|
case 15:
|
|
|
|
songname = "N/A: Predestined Fate Remix";
|
|
|
|
break;
|
2020-04-16 05:55:34 +02:00
|
|
|
default:
|
2020-07-01 03:40:18 +02:00
|
|
|
songname = "?: something else";
|
2020-04-16 05:55:34 +02:00
|
|
|
break;
|
|
|
|
}
|
2020-07-01 03:40:18 +02:00
|
|
|
graphics.Print( -1, 120, songname, tr, tg, tb, true);
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
2020-07-01 03:40:18 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::ed_quit:
|
2020-04-16 05:55:34 +02:00
|
|
|
graphics.bigprint( -1, 90, "Save before", tr, tg, tb, true);
|
|
|
|
graphics.bigprint( -1, 110, "quitting?", tr, tg, tb, true);
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
2020-04-16 05:55:34 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
void editorrender()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
extern editorclass ed;
|
2020-05-09 23:44:51 +02:00
|
|
|
if (game.shouldreturntoeditor)
|
|
|
|
{
|
|
|
|
graphics.backgrounddrawn = false;
|
|
|
|
}
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
//Draw grid
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getRGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
for(int j=0; j<30; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
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));
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//Minor guides
|
2020-03-31 21:52:10 +02:00
|
|
|
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));
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//Major guides
|
2020-03-31 21:52:10 +02:00
|
|
|
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));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Or draw background
|
|
|
|
if(!ed.settingsmod)
|
|
|
|
{
|
|
|
|
switch(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir)
|
|
|
|
{
|
|
|
|
case 1:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
|
|
|
|
graphics.drawbackground(3);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
|
|
|
|
graphics.drawbackground(4);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
|
|
|
|
graphics.drawbackground(5);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Draw map, in function
|
|
|
|
int temp;
|
|
|
|
if(ed.level[ed.levx+(ed.maxwidth*ed.levy)].tileset==0 || ed.level[ed.levx+(ed.maxwidth*ed.levy)].tileset==10)
|
|
|
|
{
|
|
|
|
for (int j = 0; j < 30; j++)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 40; i++)
|
|
|
|
{
|
|
|
|
temp=ed.contents[i + (ed.levx*40) + ed.vmult[j+(ed.levy*30)]];
|
2020-04-02 00:42:22 +02:00
|
|
|
if(temp>0) graphics.drawtile(i*8,j*8,temp);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int j = 0; j < 30; j++)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 40; i++)
|
|
|
|
{
|
|
|
|
temp=ed.contents[i + (ed.levx*40) + ed.vmult[j+(ed.levy*30)]];
|
2020-04-02 00:47:35 +02:00
|
|
|
if(temp>0) graphics.drawtile2(i*8,j*8,temp);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//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)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,j*8, 2,8, graphics.getRGB(255,255,255-help.glow));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
//right edge
|
|
|
|
if(ed.freewrap((ed.levx*40)+40,j+(ed.levy*30))==1)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 318,j*8, 2,8, graphics.getRGB(255,255,255-help.glow));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
|
|
|
if(ed.freewrap((ed.levx*40)+i,(ed.levy*30)-1)==1)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, i*8,0, 8,2, graphics.getRGB(255,255,255-help.glow));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if(ed.freewrap((ed.levx*40)+i,30+(ed.levy*30))==1)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, i*8,238, 8,2, graphics.getRGB(255,255,255-help.glow));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Draw entities
|
|
|
|
obj.customplatformtile=game.customcol*12;
|
|
|
|
|
2020-07-03 04:28:35 +02:00
|
|
|
int temp2=edentat(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30));
|
2020-01-27 02:15:49 +01:00
|
|
|
|
2020-09-25 19:35:03 +02:00
|
|
|
// Special case for drawing gray entities
|
|
|
|
int current_room = (ed.levx+(ed.levy*ed.maxwidth));
|
|
|
|
bool custom_gray = INBOUNDS_ARR(current_room, ed.level)
|
|
|
|
&& ed.level[current_room].tileset == 3 && ed.level[current_room].tilecol == 6;
|
|
|
|
colourTransform gray_ct;
|
|
|
|
gray_ct.colour = 0xFFFFFFFF;
|
|
|
|
|
2020-01-27 02:15:49 +01:00
|
|
|
// Draw entities backward to remain accurate with ingame
|
2020-03-01 21:24:43 +01:00
|
|
|
for (int i = edentity.size() - 1; i >= 0; i--)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//if() on screen
|
|
|
|
int tx=(edentity[i].x-(edentity[i].x%40))/40;
|
|
|
|
int ty=(edentity[i].y-(edentity[i].y%30))/30;
|
|
|
|
|
|
|
|
point tpoint;
|
|
|
|
SDL_Rect drawRect;
|
|
|
|
|
|
|
|
if(tx==ed.levx && ty==ed.levy)
|
|
|
|
{
|
|
|
|
switch(edentity[i].t)
|
|
|
|
{
|
|
|
|
case 1: //Entities
|
2020-09-25 19:35:03 +02:00
|
|
|
if (custom_gray) {
|
|
|
|
graphics.setcol(18);
|
|
|
|
ed.entcolreal = graphics.ct.colour;
|
|
|
|
}
|
2020-05-02 22:53:19 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),ed.getenemyframe(ed.level[ed.levx+(ed.levy*ed.maxwidth)].enemytype),ed.entcolreal);
|
2020-03-31 21:52:10 +02:00
|
|
|
if(edentity[i].p1==0) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+4,(edentity[i].y*8)- (ed.levy*30*8)+4, "V", 255, 255, 255 - help.glow, false);
|
|
|
|
if(edentity[i].p1==1) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+4,(edentity[i].y*8)- (ed.levy*30*8)+4, "^", 255, 255, 255 - help.glow, false);
|
|
|
|
if(edentity[i].p1==2) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+4,(edentity[i].y*8)- (ed.levy*30*8)+4, "<", 255, 255, 255 - help.glow, false);
|
|
|
|
if(edentity[i].p1==3) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+4,(edentity[i].y*8)- (ed.levy*30*8)+4, ">", 255, 255, 255 - help.glow, false);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,16,graphics.getBGR(255,164,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 2: //Threadmills & platforms
|
2020-09-16 00:21:34 +02:00
|
|
|
if (!INBOUNDS_VEC(obj.customplatformtile, graphics.entcolours))
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
tpoint.x = (edentity[i].x*8)- (ed.levx*40*8);
|
|
|
|
tpoint.y = (edentity[i].y*8)- (ed.levy*30*8);
|
2020-03-31 21:52:10 +02:00
|
|
|
drawRect = graphics.tiles_rect;
|
2020-01-01 21:29:24 +01:00
|
|
|
drawRect.x += tpoint.x;
|
|
|
|
drawRect.y += tpoint.y;
|
2020-09-25 19:35:03 +02:00
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
if (custom_gray) BlitSurfaceTinted(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect, gray_ct);
|
|
|
|
else BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
|
|
|
|
drawRect.x += 8;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
if(edentity[i].p1<=4)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
if(edentity[i].p1==0) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+12,(edentity[i].y*8)- (ed.levy*30*8), "V", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
if(edentity[i].p1==1) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+12,(edentity[i].y*8)- (ed.levy*30*8), "^", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
if(edentity[i].p1==2) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+12,(edentity[i].y*8)- (ed.levy*30*8), "<", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
if(edentity[i].p1==3) graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+12,(edentity[i].y*8)- (ed.levy*30*8), ">", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),32,8,graphics.getBGR(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if(edentity[i].p1==5)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8), ">>>>", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),32,8,graphics.getBGR(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if(edentity[i].p1==6)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8), "<<<<", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),32,8,graphics.getBGR(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if(edentity[i].p1>=7)
|
|
|
|
{
|
|
|
|
tpoint.x = (edentity[i].x*8)- (ed.levx*40*8)+32;
|
|
|
|
tpoint.y = (edentity[i].y*8)- (ed.levy*30*8);
|
2020-03-31 21:52:10 +02:00
|
|
|
drawRect = graphics.tiles_rect;
|
2020-01-01 21:29:24 +01:00
|
|
|
drawRect.x += tpoint.x;
|
|
|
|
drawRect.y += tpoint.y;
|
2020-09-25 19:35:03 +02:00
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
if (custom_gray) BlitSurfaceTinted(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect, gray_ct);
|
|
|
|
else BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
|
|
|
|
drawRect.x += 8;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if(edentity[i].p1==7)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+4,(edentity[i].y*8)- (ed.levy*30*8), "> > > > ", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),64,8,graphics.getBGR(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if(edentity[i].p1==8)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print((edentity[i].x*8)- (ed.levx*40*8)+4,(edentity[i].y*8)- (ed.levy*30*8), "< < < < ", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),64,8,graphics.getBGR(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: //Disappearing Platform
|
2020-09-16 00:21:34 +02:00
|
|
|
if (!INBOUNDS_VEC(obj.customplatformtile, graphics.entcolours))
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
tpoint.x = (edentity[i].x*8)- (ed.levx*40*8);
|
|
|
|
tpoint.y = (edentity[i].y*8)- (ed.levy*30*8);
|
2020-03-31 21:52:10 +02:00
|
|
|
drawRect = graphics.tiles_rect;
|
2020-01-01 21:29:24 +01:00
|
|
|
drawRect.x += tpoint.x;
|
|
|
|
drawRect.y += tpoint.y;
|
2020-09-25 19:35:03 +02:00
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
if (custom_gray) BlitSurfaceTinted(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect, gray_ct);
|
|
|
|
else BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
|
|
|
|
drawRect.x += 8;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8), "////", 255 - help.glow, 255 - help.glow, 255 - help.glow, false);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),32,8,graphics.getBGR(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 9: //Shiny Trinket
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),22,196,196,196);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(164,164,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 10: //Checkpoints
|
|
|
|
if(edentity[i].p1==0) //From roof
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),20,196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if(edentity[i].p1==1) //From floor
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),21,196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(164,164,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 11: //Gravity lines
|
|
|
|
if(edentity[i].p1==0) //Horizontal
|
|
|
|
{
|
|
|
|
int tx=edentity[i].x-(ed.levx*40);
|
|
|
|
int tx2=edentity[i].x-(ed.levx*40);
|
|
|
|
int ty=edentity[i].y-(ed.levy*30);
|
2020-06-30 23:42:34 +02:00
|
|
|
if (edentity[i].p4 != 1)
|
|
|
|
{
|
|
|
|
// Unlocked
|
|
|
|
while(ed.spikefree(tx,ty)==0) tx--;
|
|
|
|
while(ed.spikefree(tx2,ty)==0) tx2++;
|
|
|
|
tx++;
|
|
|
|
edentity[i].p2=tx;
|
|
|
|
edentity[i].p3=(tx2-tx)*8;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Locked
|
|
|
|
tx = edentity[i].p2;
|
|
|
|
tx2 = tx + edentity[i].p3/8;
|
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, (tx*8),(ty*8)+4, (tx2-tx)*8,1, graphics.getRGB(194,194,194));
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[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=edentity[i].x-(ed.levx*40);
|
|
|
|
int ty=edentity[i].y-(ed.levy*30);
|
|
|
|
int ty2=edentity[i].y-(ed.levy*30);
|
2020-06-30 23:42:34 +02:00
|
|
|
if (edentity[i].p4 != 1)
|
|
|
|
{
|
|
|
|
// Unlocked
|
|
|
|
while(ed.spikefree(tx,ty)==0) ty--;
|
|
|
|
while(ed.spikefree(tx,ty2)==0) ty2++;
|
|
|
|
ty++;
|
|
|
|
edentity[i].p2=ty;
|
|
|
|
edentity[i].p3=(ty2-ty)*8;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Locked
|
|
|
|
ty = edentity[i].p2;
|
|
|
|
ty2 = ty + edentity[i].p3/8;
|
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, (tx*8)+3,(ty*8), 1,(ty2-ty)*8, graphics.getRGB(194,194,194));
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[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
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),18+(ed.entframe%2),196,196,196);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(164,164,255));
|
2020-07-03 04:28:35 +02:00
|
|
|
if(temp2==i)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8)-8,
|
2020-01-01 21:29:24 +01:00
|
|
|
"("+help.String(((edentity[i].p1-int(edentity[i].p1%40))/40)+1)+","+help.String(((edentity[i].p2-int(edentity[i].p2%30))/30)+1)+")",210,210,255);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8)-8,help.String(ed.findwarptoken(i)),210,210,255);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 15: //Crewmates
|
2020-05-02 22:53:19 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8)-4,(edentity[i].y*8)- (ed.levy*30*8),144,graphics.crewcolourreal(edentity[i].p1));
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[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(edentity[i].p1==0) //Left
|
|
|
|
{
|
2020-05-02 22:53:19 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8)-4,(edentity[i].y*8)- (ed.levy*30*8),0,graphics.col_crewcyan);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if(edentity[i].p1==1)
|
|
|
|
{
|
2020-05-02 22:53:19 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8)-4,(edentity[i].y*8)- (ed.levy*30*8),3,graphics.col_crewcyan);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(164,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.entframe<2)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].x*8)- (ed.levx*40*8)-12,(edentity[i].y*8)- (ed.levy*30*8)-8,"START",255,255,255);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].x*8)- (ed.levx*40*8)-12,(edentity[i].y*8)- (ed.levy*30*8)-8,"START",196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 17: //Roomtext
|
|
|
|
if(edentity[i].scriptname.length()<1)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(96,96,96));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-01-31 19:25:37 +01:00
|
|
|
int length = utf8::unchecked::distance(edentity[i].scriptname.begin(), edentity[i].scriptname.end());
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),length*8,8,graphics.getRGB(96,96,96));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8), edentity[i].scriptname, 196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 18: //Terminals
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8)+8,17,96,96,96);
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(164,164,164));
|
2020-07-03 04:28:35 +02:00
|
|
|
if(temp2==i)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8)-8,edentity[i].scriptname,210,210,255);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 19: //Script Triggers
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),edentity[i].p1*8,edentity[i].p2*8,graphics.getRGB(255,164,255));
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(255,255,255));
|
2020-07-03 04:28:35 +02:00
|
|
|
if(temp2==i)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8)-8,edentity[i].scriptname,210,210,255);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 50: //Warp lines
|
|
|
|
if(edentity[i].p1>=2) //Horizontal
|
|
|
|
{
|
|
|
|
int tx=edentity[i].x-(ed.levx*40);
|
|
|
|
int tx2=edentity[i].x-(ed.levx*40);
|
|
|
|
int ty=edentity[i].y-(ed.levy*30);
|
2020-06-30 23:42:34 +02:00
|
|
|
if (edentity[i].p4 != 1)
|
|
|
|
{
|
|
|
|
// Unlocked
|
|
|
|
while(ed.free(tx,ty)==0) tx--;
|
|
|
|
while(ed.free(tx2,ty)==0) tx2++;
|
|
|
|
tx++;
|
|
|
|
edentity[i].p2=tx;
|
|
|
|
edentity[i].p3=(tx2-tx)*8;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Locked
|
|
|
|
tx = edentity[i].p2;
|
|
|
|
tx2 = tx + edentity[i].p3/8;
|
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((tx*8),(ty*8)+1, (tx2-tx)*8,6, graphics.getRGB(255,255,194));
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(255,255,164));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else //Vertical
|
|
|
|
{
|
|
|
|
int tx=edentity[i].x-(ed.levx*40);
|
|
|
|
int ty=edentity[i].y-(ed.levy*30);
|
|
|
|
int ty2=edentity[i].y-(ed.levy*30);
|
2020-06-30 23:42:34 +02:00
|
|
|
if (edentity[i].p4 != 1)
|
|
|
|
{
|
|
|
|
// Unlocked
|
|
|
|
while(ed.free(tx,ty)==0) ty--;
|
|
|
|
while(ed.free(tx,ty2)==0) ty2++;
|
|
|
|
ty++;
|
|
|
|
edentity[i].p2=ty;
|
|
|
|
edentity[i].p3=(ty2-ty)*8;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Locked
|
|
|
|
ty = edentity[i].p2;
|
|
|
|
ty2 = ty + edentity[i].p3/8;
|
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((tx*8)+1,(ty*8), 6,(ty2-ty)*8, graphics.getRGB(255,255,194));
|
|
|
|
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(255,255,164));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Need to also check warp point destinations
|
|
|
|
if(edentity[i].t==13 && ed.warpent!=i)
|
|
|
|
{
|
|
|
|
tx=(edentity[i].p1-(edentity[i].p1%40))/40;
|
|
|
|
ty=(edentity[i].p2-(edentity[i].p2%30))/30;
|
|
|
|
if(tx==ed.levx && ty==ed.levy)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite((edentity[i].p1*8)- (ed.levx*40*8),(edentity[i].p2*8)- (ed.levy*30*8),18+(ed.entframe%2),64,64,64);
|
|
|
|
fillboxabs((edentity[i].p1*8)- (ed.levx*40*8),(edentity[i].p2*8)- (ed.levy*30*8),16,16,graphics.getRGB(64,64,96));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.tilex+(ed.levx*40)==edentity[i].p1 && ed.tiley+(ed.levy*30)==edentity[i].p2)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].p1*8)- (ed.levx*40*8),(edentity[i].p2*8)- (ed.levy*30*8)-8,
|
2020-01-01 21:29:24 +01:00
|
|
|
"("+help.String(((edentity[i].x-int(edentity[i].x%40))/40)+1)+","+help.String(((edentity[i].y-int(edentity[i].y%30))/30)+1)+")",190,190,225);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint((edentity[i].p1*8)- (ed.levx*40*8),(edentity[i].p2*8)- (ed.levy*30*8)-8,help.String(ed.findwarptoken(i)),190,190,225);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ed.boundarymod>0)
|
|
|
|
{
|
|
|
|
if(ed.boundarymod==1)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(ed.tilex*8, ed.tiley*8, 8,8,graphics.getRGB(255-(help.glow/2),191+(help.glow),210+(help.glow/2)));
|
|
|
|
fillboxabs((ed.tilex*8)+2, (ed.tiley*8)+2, 4,4,graphics.getRGB(128-(help.glow/4),100+(help.glow/2),105+(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)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(ed.boundx1, ed.boundy1, 8, 8,graphics.getRGB(255-(help.glow/2),191+(help.glow),210+(help.glow/2)));
|
|
|
|
fillboxabs(ed.boundx1+2, ed.boundy1+2, 4, 4,graphics.getRGB(128-(help.glow/4),100+(help.glow/2),105+(help.glow/4)));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(ed.boundx1, ed.boundy1, (ed.tilex*8)+8-ed.boundx1,(ed.tiley*8)+8-ed.boundy1,graphics.getRGB(255-(help.glow/2),191+(help.glow),210+(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(128-(help.glow/4),100+(help.glow/2),105+(help.glow/4)));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Draw boundaries
|
|
|
|
int tmp=ed.levx+(ed.levy*ed.maxwidth);
|
|
|
|
if(ed.level[tmp].enemyx1!=0 && ed.level[tmp].enemyy1!=0
|
|
|
|
&& ed.level[tmp].enemyx2!=320 && ed.level[tmp].enemyy2!=240)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs( ed.level[tmp].enemyx1, ed.level[tmp].enemyy1,
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.level[tmp].enemyx2-ed.level[tmp].enemyx1,
|
|
|
|
ed.level[tmp].enemyy2-ed.level[tmp].enemyy1,
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.getBGR(255-(help.glow/2),64,64));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if(ed.level[tmp].platx1!=0 && ed.level[tmp].platy1!=0
|
|
|
|
&& ed.level[tmp].platx2!=320 && ed.level[tmp].platy2!=240)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs( ed.level[tmp].platx1, ed.level[tmp].platy1,
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.level[tmp].platx2-ed.level[tmp].platx1,
|
|
|
|
ed.level[tmp].platy2-ed.level[tmp].platy1,
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.getBGR(64,64,255-(help.glow/2)));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
//Draw ghosts (spooky!)
|
|
|
|
if (game.ghostsenabled) {
|
|
|
|
SDL_FillRect(graphics.ghostbuffer, NULL, SDL_MapRGBA(graphics.ghostbuffer->format, 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 :)
|
2020-06-14 03:35:12 +02:00
|
|
|
if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy
|
2020-09-08 09:31:44 +02:00
|
|
|
|| !INBOUNDS_VEC(ed.ghosts[i].frame, graphics.sprites))
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
continue;
|
|
|
|
point tpoint;
|
|
|
|
tpoint.x = ed.ghosts[i].x;
|
|
|
|
tpoint.y = ed.ghosts[i].y;
|
2020-06-13 02:34:19 +02:00
|
|
|
graphics.setcolreal(ed.ghosts[i].realcol);
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
Uint32 alpha = graphics.ct.colour & graphics.backBuffer->format->Amask;
|
|
|
|
Uint32 therest = graphics.ct.colour & 0x00FFFFFF;
|
|
|
|
alpha = (3 * (alpha >> 24) / 4) << 24;
|
|
|
|
graphics.ct.colour = therest | alpha;
|
|
|
|
SDL_Rect drawRect = graphics.sprites_rect;
|
|
|
|
drawRect.x += tpoint.x;
|
|
|
|
drawRect.y += tpoint.y;
|
|
|
|
BlitSurfaceColoured(graphics.sprites[ed.ghosts[i].frame],NULL, graphics.ghostbuffer, &drawRect, graphics.ct);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
SDL_BlitSurface(graphics.ghostbuffer, NULL, graphics.backBuffer, &graphics.bg_rect);
|
|
|
|
}
|
|
|
|
|
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
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((ed.tilex*8),(ed.tiley*8),8,8, graphics.getRGB(200,32,32));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
case 4:
|
|
|
|
case 8:
|
|
|
|
case 13://2x2
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((ed.tilex*8),(ed.tiley*8),16,16, graphics.getRGB(200,32,32));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
case 6:
|
|
|
|
case 7://Platform
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((ed.tilex*8),(ed.tiley*8),32,8, graphics.getRGB(200,32,32));
|
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)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((ed.tilex*8),(ed.tiley*8),8,8, graphics.getRGB(200,32,32));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
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
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs((ed.tilex*8),(ed.tiley*8),16,24, graphics.getRGB(200,32,32));
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ed.drawmode<3)
|
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
if(ed.bmod && ed.drawmode<2)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
fillboxabs((ed.tilex*8),0,8,240,graphics.getRGB(200,32,32));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.hmod && ed.drawmode<2)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
fillboxabs(0,(ed.tiley*8),320,8,graphics.getRGB(200,32,32));
|
2020-06-17 23:49:57 +02:00
|
|
|
}
|
|
|
|
else if(ed.vmod && ed.drawmode<2)
|
|
|
|
{
|
|
|
|
fillboxabs((ed.tilex*8)-32,(ed.tiley*8)-32,24+48,24+48, graphics.getRGB(200,32,32));
|
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.cmod && ed.drawmode<2)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
fillboxabs((ed.tilex*8)-24,(ed.tiley*8)-24,24+32,24+32, graphics.getRGB(200,32,32));
|
2020-06-17 23:49:57 +02:00
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.xmod && ed.drawmode<2)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
fillboxabs((ed.tilex*8)-16,(ed.tiley*8)-16,24+16,24+16, graphics.getRGB(200,32,32));
|
|
|
|
}
|
|
|
|
else if(ed.zmod && ed.drawmode<2)
|
|
|
|
{
|
|
|
|
fillboxabs((ed.tilex*8)-8,(ed.tiley*8)-8,24,24, graphics.getRGB(200,32,32));
|
2020-06-17 23:49:57 +02:00
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
//If in directmode, show current directmode tile
|
|
|
|
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].directmode==1)
|
|
|
|
{
|
|
|
|
//Tile box for direct mode
|
|
|
|
int t2=0;
|
|
|
|
if(ed.dmtileeditor>0)
|
|
|
|
{
|
|
|
|
ed.dmtileeditor--;
|
|
|
|
if(ed.dmtileeditor<=4)
|
|
|
|
{
|
|
|
|
t2=(4-ed.dmtileeditor)*12;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Draw five lines of the editor
|
|
|
|
temp=ed.dmtile-(ed.dmtile%40);
|
|
|
|
temp-=80;
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,-t2,320,40, graphics.getRGB(0,0,0));
|
|
|
|
FillRect(graphics.backBuffer, 0,-t2+40,320,2, graphics.getRGB(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset==0)
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-04-02 00:42:22 +02:00
|
|
|
graphics.drawtile(i*8,0-t2,(temp+1200+i)%1200);
|
|
|
|
graphics.drawtile(i*8,8-t2,(temp+1200+40+i)%1200);
|
|
|
|
graphics.drawtile(i*8,16-t2,(temp+1200+80+i)%1200);
|
|
|
|
graphics.drawtile(i*8,24-t2,(temp+1200+120+i)%1200);
|
|
|
|
graphics.drawtile(i*8,32-t2,(temp+1200+160+i)%1200);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-04-02 00:47:35 +02:00
|
|
|
graphics.drawtile2(i*8,0-t2,(temp+1200+i)%1200);
|
|
|
|
graphics.drawtile2(i*8,8-t2,(temp+1200+40+i)%1200);
|
|
|
|
graphics.drawtile2(i*8,16-t2,(temp+1200+80+i)%1200);
|
|
|
|
graphics.drawtile2(i*8,24-t2,(temp+1200+120+i)%1200);
|
|
|
|
graphics.drawtile2(i*8,32-t2,(temp+1200+160+i)%1200);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
//Highlight our little block
|
2020-08-01 22:27:03 +02:00
|
|
|
fillboxabs(((ed.dmtile%40)*8)-2,16-t2-2,12,12,graphics.getRGB(196, 196, 255 - help.glow));
|
|
|
|
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)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2, 45-t2, "Tile:", 196, 196, 255 - help.glow, false);
|
|
|
|
graphics.bprint(58, 45-t2, help.String(ed.dmtile), 196, 196, 255 - help.glow, false);
|
|
|
|
FillRect(graphics.backBuffer, 44,44-t2,10,10, graphics.getRGB(196, 196, 255 - help.glow));
|
|
|
|
FillRect(graphics.backBuffer, 45,45-t2,8,8, graphics.getRGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset==0)
|
|
|
|
{
|
2020-04-02 00:42:22 +02:00
|
|
|
graphics.drawtile(45,45-t2,ed.dmtile);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-04-02 00:47:35 +02:00
|
|
|
graphics.drawtile2(45,45-t2,ed.dmtile);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2, 12, "Tile:", 196, 196, 255 - help.glow, false);
|
|
|
|
graphics.bprint(58, 12, help.String(ed.dmtile), 196, 196, 255 - help.glow, false);
|
|
|
|
FillRect(graphics.backBuffer, 44,11,10,10, graphics.getRGB(196, 196, 255 - help.glow));
|
|
|
|
FillRect(graphics.backBuffer, 45,12,8,8, graphics.getRGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset==0)
|
|
|
|
{
|
2020-04-02 00:42:22 +02:00
|
|
|
graphics.drawtile(45,12,ed.dmtile);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-04-02 00:47:35 +02:00
|
|
|
graphics.drawtile2(45,12,ed.dmtile);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//Draw GUI
|
|
|
|
if(ed.boundarymod>0)
|
|
|
|
{
|
|
|
|
if(ed.boundarymod==1)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,230,320,240, graphics.getRGB(32,32,32));
|
|
|
|
FillRect(graphics.backBuffer, 0,231,320,240, graphics.getRGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
switch(ed.boundarytype)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "SCRIPT BOX: Click on top left", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "ENEMY BOUNDS: Click on top left", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "PLATFORM BOUNDS: Click on top left", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "COPY TILES: Click on top left", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
default:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "Click on top left", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(ed.boundarymod==2)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,230,320,240, graphics.getRGB(32,32,32));
|
|
|
|
FillRect(graphics.backBuffer, 0,231,320,240, graphics.getRGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
switch(ed.boundarytype)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "SCRIPT BOX: Click on bottom right", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "ENEMY BOUNDS: Click on bottom right", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "PLATFORM BOUNDS: Click on bottom right", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "COPY TILES: Click on bottom right", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
default:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "Click on bottom right", 255,255,255, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(ed.scripteditmod)
|
|
|
|
{
|
|
|
|
//Elaborate C64 BASIC menu goes here!
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,0,320,240, graphics.getBGR(123, 111, 218));
|
|
|
|
FillRect(graphics.backBuffer, 14,16,292,208, graphics.getRGB(162,48,61));
|
2020-01-01 21:29:24 +01:00
|
|
|
switch(ed.scripthelppage)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(16,28,"**** VVVVVV SCRIPT EDITOR ****", 123, 111, 218, true);
|
|
|
|
graphics.Print(16,44,"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)
|
|
|
|
{
|
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
|
|
|
std::string tstring="> " + ed.hooklist[(ed.hooklist.size()-1)-(ed.hookmenupage+i)] + " <";
|
2020-07-03 23:54:23 +02:00
|
|
|
for (size_t ii = 0; ii < tstring.length(); ii++)
|
|
|
|
{
|
|
|
|
tstring[ii] = SDL_toupper(tstring[ii]);
|
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(16,68+(i*16),tstring,123, 111, 218, true);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
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
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(16,110,"NO SCRIPT IDS FOUND", 123, 111, 218, true);
|
|
|
|
graphics.Print(16,130,"CREATE A SCRIPT WITH EITHER", 123, 111, 218, true);
|
|
|
|
graphics.Print(16,140,"THE TERMINAL OR SCRIPT BOX TOOLS", 123, 111, 218, true);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
//Current scriptname
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 14,226,292,12, graphics.getRGB(162,48,61));
|
|
|
|
graphics.Print(16,228,"CURRENT SCRIPT: " + ed.sbscript, 123, 111, 218, true);
|
2020-01-01 21:29:24 +01:00
|
|
|
//Draw text
|
|
|
|
for(int i=0; i<25; 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(i+ed.pagey<(int)ed.sb.size())
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(16,20+(i*8),ed.sb[i+ed.pagey], 123, 111, 218, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
//Draw cursor
|
|
|
|
if(ed.entframe<2)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(16+(ed.sbx*8),20+(ed.sby*8),"_",123, 111, 218, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(ed.settingsmod)
|
|
|
|
{
|
2020-04-29 20:15:23 +02:00
|
|
|
if(!game.colourblindmode)
|
|
|
|
{
|
2020-04-29 23:28:11 +02:00
|
|
|
graphics.drawtowerbackground();
|
2020-04-29 20:15:23 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FillRect(graphics.backBuffer, 0, 0, 320, 240, 0x00000000);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
int tr = map.r - (help.glow / 4) - int(fRandom() * 4);
|
|
|
|
int tg = map.g - (help.glow / 4) - int(fRandom() * 4);
|
|
|
|
int tb = map.b - (help.glow / 4) - int(fRandom() * 4);
|
|
|
|
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;
|
2020-04-16 05:55:34 +02:00
|
|
|
editormenurender(tr, tg, tb);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
Make menus automatically centered and narrowed
All menus had a hardcoded X position (offset to an arbitrary starting
point of 110) and a hardcoded horizontal spacing for the "staircasing"
(mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or
something else). Not all menus were centered, and seem to have been
manually made narrower (with lower horizontal spacing) whenever text
ran offscreen during development.
This system may already be hard to work with in an English-only menu
system, since you may need to adjust horizontal spacing or positioning
when adding an option. The main reason I made this change is that it's
even less optimal when menu options have to be translated, since
maximum string lengths are hard to determine, and it's easy to have
menu options running offscreen, especially when not all menus are
checked for all languages and when options could be added in the middle
of a menu after translations of that menu are already checked.
Now, menus are automatically centered based on their options, and they
are automatically made narrower if they won't fit with the default
horizontal spacing of 30 pixels (with some padding). The game.menuxoff
variable for the menu X position is now also offset to 0 instead of 110
The _default_ horizontal spacing can be changed on a per-menu basis,
and most menus (not all) which already had a narrower spacing set,
retain that as a maximum spacing, simply because they looked odd with
30 pixels of spacing (especially the main menu). They will be made even
narrower automatically if needed. In the most extreme case, the spacing
can go down to 0 and options will be displayed right below each other.
This isn't in the usual style of the game, but at least we did the best
we could to prevent options running offscreen.
The only exception to automatic menu centering and narrowing is the
list of player levels, because it's a special case and existing
behavior would be better than automatic centering there.
2020-06-29 02:09:52 +02:00
|
|
|
graphics.drawmenu(tr, tg, tb);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-07-01 08:17:26 +02:00
|
|
|
else if (ed.textmod)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
FillRect(graphics.backBuffer, 0, 221, 320, 240, graphics.getRGB(32, 32, 32));
|
|
|
|
FillRect(graphics.backBuffer, 0, 222, 320, 240, graphics.getRGB(0, 0, 0));
|
|
|
|
graphics.Print(4, 224, ed.textdesc, 255, 255, 255, false);
|
|
|
|
std::string input = key.keybuffer;
|
|
|
|
if (ed.entframe < 2)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
input += "_";
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
input += " ";
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-07-01 08:17:26 +02:00
|
|
|
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
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,221,320,240, graphics.getRGB(32,32,32));
|
|
|
|
FillRect(graphics.backBuffer, 0,222,320,240, graphics.getRGB(0,0,0));
|
|
|
|
graphics.Print(4, 224, "Left click to place warp destination", 196, 196, 255 - help.glow, false);
|
|
|
|
graphics.Print(4, 232, "Right click to cancel", 196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(ed.spacemod)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,208,320,240, graphics.getRGB(32,32,32));
|
|
|
|
FillRect(graphics.backBuffer, 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++)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 4+(i*tg), 209,20,20,graphics.getRGB(32,32,32));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 4+(ed.drawmode*tg), 209,20,20,graphics.getRGB(64,64,64));
|
2020-01-01 21:29:24 +01:00
|
|
|
//0:
|
2020-04-02 00:42:22 +02:00
|
|
|
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;
|
2020-04-02 00:42:22 +02:00
|
|
|
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;
|
2020-04-02 00:42:22 +02:00
|
|
|
graphics.drawtile(tx+4,ty+4,8);
|
2020-01-01 21:29:24 +01:00
|
|
|
//3:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite(tx,ty,22,196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
//4:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite(tx,ty,21,196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
//5:
|
|
|
|
tx+=tg;
|
2020-04-02 00:42:22 +02:00
|
|
|
graphics.drawtile(tx,ty+4,3);
|
|
|
|
graphics.drawtile(tx+8,ty+4,4);
|
2020-01-01 21:29:24 +01:00
|
|
|
//6:
|
|
|
|
tx+=tg;
|
2020-04-02 00:42:22 +02:00
|
|
|
graphics.drawtile(tx,ty+4,24);
|
|
|
|
graphics.drawtile(tx+8,ty+4,24);
|
2020-01-01 21:29:24 +01:00
|
|
|
//7:
|
|
|
|
tx+=tg;
|
2020-04-02 00:42:22 +02:00
|
|
|
graphics.drawtile(tx,ty+4,1);
|
|
|
|
graphics.drawtile(tx+8,ty+4,1);
|
2020-01-01 21:29:24 +01:00
|
|
|
//8:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite(tx,ty,78+ed.entframe,196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
//9:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, tx+2,ty+8,12,1,graphics.getRGB(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
for(int i=0; i<9; i++)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(4+(i*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(i*tg)-4, 225-4,help.String(i+1),164,164,164,false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
if(ed.drawmode==9)graphics.Print(22+(ed.drawmode*tg)-4, 225-4,"0",255,255,255,false);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(4+(9*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(9*tg)-4, 225-4, "0",164,164,164,false);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(4+(ed.drawmode*tg), 209,20,20,graphics.getRGB(200,200,200));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.drawmode<9)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(22+(ed.drawmode*tg)-4, 225-4,help.String(ed.drawmode+1),255,255,255,false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(4, 232, "1/2", 196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for(int i=0; i<7; i++)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 4+(i*tg), 209,20,20,graphics.getRGB(32,32,32));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 4+((ed.drawmode-10)*tg), 209,20,20,graphics.getRGB(64,64,64));
|
2020-01-01 21:29:24 +01:00
|
|
|
//10:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(tx,ty,"A",196, 196, 255 - help.glow, false);
|
|
|
|
graphics.Print(tx+8,ty,"B",196, 196, 255 - help.glow, false);
|
|
|
|
graphics.Print(tx,ty+8,"C",196, 196, 255 - help.glow, false);
|
|
|
|
graphics.Print(tx+8,ty+8,"D",196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
//11:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite(tx,ty,17,196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
//12:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(tx+4,ty+4,8,8,graphics.getRGB(96,96,96));
|
2020-01-01 21:29:24 +01:00
|
|
|
//13:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawsprite(tx,ty,18+(ed.entframe%2),196,196,196);
|
2020-01-01 21:29:24 +01:00
|
|
|
//14:
|
|
|
|
tx+=tg;
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, tx+6,ty+2,4,12,graphics.getRGB(255,255,255));
|
2020-01-01 21:29:24 +01:00
|
|
|
//15:
|
|
|
|
tx+=tg;
|
2020-05-02 22:53:19 +02:00
|
|
|
graphics.drawsprite(tx,ty,186,graphics.col_crewblue);
|
2020-01-01 21:29:24 +01:00
|
|
|
//16:
|
|
|
|
tx+=tg;
|
2020-05-02 22:53:19 +02:00
|
|
|
graphics.drawsprite(tx,ty,184,graphics.col_crewcyan);
|
2020-03-31 21:52:10 +02:00
|
|
|
|
|
|
|
if(ed.drawmode==10)graphics.Print(22+((ed.drawmode-10)*tg)-4, 225-4,"R",255,255,255,false);
|
|
|
|
if(ed.drawmode==11)graphics.Print(22+((ed.drawmode-10)*tg)-4, 225-4,"T",255,255,255,false);
|
|
|
|
if(ed.drawmode==12)graphics.Print(22+((ed.drawmode-10)*tg)-4, 225-4,"Y",255,255,255,false);
|
|
|
|
if(ed.drawmode==13)graphics.Print(22+((ed.drawmode-10)*tg)-4, 225-4,"U",255,255,255,false);
|
|
|
|
if(ed.drawmode==14)graphics.Print(22+((ed.drawmode-10)*tg)-4, 225-4,"I",255,255,255,false);
|
|
|
|
if(ed.drawmode==15)graphics.Print(22+((ed.drawmode-10)*tg)-4, 225-4,"O",255,255,255,false);
|
|
|
|
if(ed.drawmode==16)graphics.Print(22+((ed.drawmode-10)*tg)-4, 225-4,"P",255,255,255,false);
|
|
|
|
|
|
|
|
fillboxabs(4+(0*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(0*tg)-4, 225-4, "R",164,164,164,false);
|
|
|
|
fillboxabs(4+(1*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(1*tg)-4, 225-4, "T",164,164,164,false);
|
|
|
|
fillboxabs(4+(2*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(2*tg)-4, 225-4, "Y",164,164,164,false);
|
|
|
|
fillboxabs(4+(3*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(3*tg)-4, 225-4, "U",164,164,164,false);
|
|
|
|
fillboxabs(4+(4*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(4*tg)-4, 225-4, "I",164,164,164,false);
|
|
|
|
fillboxabs(4+(5*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(5*tg)-4, 225-4, "O",164,164,164,false);
|
|
|
|
fillboxabs(4+(6*tg), 209,20,20,graphics.getRGB(96,96,96));
|
|
|
|
graphics.Print(22+(6*tg)-4, 225-4, "P",164,164,164,false);
|
|
|
|
|
|
|
|
graphics.Print(4, 232, "2/2", 196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.Print(128, 232, "< and > keys change tool", 196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,198,120,10, graphics.getRGB(32,32,32));
|
|
|
|
FillRect(graphics.backBuffer, 0,199,119,9, graphics.getRGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
switch(ed.drawmode)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "1: Walls",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "2: Backing",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "3: Spikes",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "4: Trinkets",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "5: Checkpoint",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 5:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "6: Disappear",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 6:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "7: Conveyors",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 7:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "8: Moving",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 8:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "9: Enemies",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 9:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "0: Grav Line",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 10:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "R: Roomtext",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 11:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "T: Terminal",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 12:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "Y: Script Box",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 13:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "U: Warp Token",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 14:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "I: Warp Lines",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 15:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "O: Crewmate",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 16:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,199, "P: Start Point",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 260,198,80,10, graphics.getRGB(32,32,32));
|
|
|
|
FillRect(graphics.backBuffer, 261,199,80,9, graphics.getRGB(0,0,0));
|
|
|
|
graphics.bprint(268,199, "("+help.String(ed.levx+1)+","+help.String(ed.levy+1)+")",196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
//FillRect(graphics.backBuffer, 0,230,72,240, graphics.RGB(32,32,32));
|
|
|
|
//FillRect(graphics.backBuffer, 0,231,71,240, graphics.RGB(0,0,0));
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.level[ed.levx+(ed.maxwidth*ed.levy)].roomname!="")
|
|
|
|
{
|
|
|
|
if(ed.tiley<28)
|
|
|
|
{
|
|
|
|
if(ed.roomnamehide>0) ed.roomnamehide--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(ed.roomnamehide<12) ed.roomnamehide++;
|
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
if (graphics.translucentroomname)
|
2020-01-25 05:43:04 +01:00
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.footerrect.y = 230+ed.roomnamehide;
|
|
|
|
SDL_BlitSurface(graphics.footerbuffer, NULL, graphics.backBuffer, &graphics.footerrect);
|
2020-01-25 05:43:04 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,230+ed.roomnamehide,320,10, graphics.getRGB(0,0,0));
|
2020-01-25 05:43:04 +01:00
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(5,231+ed.roomnamehide,ed.level[ed.levx+(ed.maxwidth*ed.levy)].roomname, 196, 196, 255 - help.glow, true);
|
|
|
|
graphics.bprint(4, 222, "SPACE ^ SHIFT ^", 196, 196, 255 - help.glow, false);
|
|
|
|
graphics.bprint(268,222, "("+help.String(ed.levx+1)+","+help.String(ed.levy+1)+")",196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(4, 232, "SPACE ^ SHIFT ^", 196, 196, 255 - help.glow, false);
|
|
|
|
graphics.bprint(268,232, "("+help.String(ed.levx+1)+","+help.String(ed.levy+1)+")",196, 196, 255 - help.glow, false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ed.shiftmenu)
|
|
|
|
{
|
2020-03-31 21:52:10 +02:00
|
|
|
fillboxabs(0, 127,161+8,140,graphics.getRGB(64,64,64));
|
|
|
|
FillRect(graphics.backBuffer, 0,128,160+8,140, graphics.getRGB(0,0,0));
|
|
|
|
graphics.Print(4, 130, "F1: Change Tileset",164,164,164,false);
|
|
|
|
graphics.Print(4, 140, "F2: Change Colour",164,164,164,false);
|
|
|
|
graphics.Print(4, 150, "F3: Change Enemies",164,164,164,false);
|
|
|
|
graphics.Print(4, 160, "F4: Enemy Bounds",164,164,164,false);
|
|
|
|
graphics.Print(4, 170, "F5: Platform Bounds",164,164,164,false);
|
|
|
|
|
|
|
|
graphics.Print(4, 190, "F10: Direct Mode",164,164,164,false);
|
|
|
|
|
|
|
|
graphics.Print(4, 210, "W: Change Warp Dir",164,164,164,false);
|
|
|
|
graphics.Print(4, 220, "E: Change Roomname",164,164,164,false);
|
|
|
|
|
|
|
|
fillboxabs(220, 207,100,60,graphics.getRGB(64,64,64));
|
|
|
|
FillRect(graphics.backBuffer, 221,208,160,60, graphics.getRGB(0,0,0));
|
|
|
|
graphics.Print(224, 210, "S: Save Map",164,164,164,false);
|
|
|
|
graphics.Print(224, 220, "L: Load Map",164,164,164,false);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if(!ed.settingsmod && !ed.scripteditmod)
|
|
|
|
{
|
|
|
|
//Same as above, without borders
|
|
|
|
switch(ed.drawmode)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "1: Walls",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "2: Backing",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "3: Spikes",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "4: Trinkets",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "5: Checkpoint",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 5:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "6: Disappear",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 6:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "7: Conveyors",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 7:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "8: Moving",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 8:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "9: Enemies",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 9:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "0: Grav Line",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 10:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "R: Roomtext",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 11:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "T: Terminal",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 12:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "Y: Script Box",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 13:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "U: Warp Token",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 14:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "I: Warp Lines",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 15:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "O: Crewmate",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
case 16:
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.bprint(2,2, "P: Start Point",196, 196, 255 - help.glow);
|
2020-01-01 21:29:24 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-05-02 19:42:39 +02:00
|
|
|
if(ed.notedelay>0 || ed.oldnotedelay>0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-05-02 19:42:39 +02:00
|
|
|
float alpha = graphics.lerp(ed.oldnotedelay, ed.notedelay);
|
2020-03-31 21:52:10 +02:00
|
|
|
FillRect(graphics.backBuffer, 0,115,320,18, graphics.getRGB(92,92,92));
|
|
|
|
FillRect(graphics.backBuffer, 0,116,320,16, graphics.getRGB(0,0,0));
|
2020-05-02 19:42:39 +02:00
|
|
|
graphics.Print(0,121, ed.note,196-((45.0f-alpha)*4), 196-((45.0f-alpha)*4), 196-((45.0f-alpha)*4), true);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.drawfade();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-27 04:29:40 +02:00
|
|
|
graphics.render();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
void editorlogic()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
extern editorclass ed;
|
2020-01-01 21:29:24 +01:00
|
|
|
//Misc
|
|
|
|
help.updateglow();
|
2020-05-02 22:53:19 +02:00
|
|
|
graphics.updatetitlecolours();
|
|
|
|
|
|
|
|
game.customcol=ed.getlevelcol(ed.levx+(ed.levy*ed.maxwidth))+1;
|
|
|
|
ed.entcol=ed.getenemycol(game.customcol);
|
|
|
|
|
|
|
|
graphics.setcol(ed.entcol);
|
|
|
|
ed.entcolreal = graphics.ct.colour;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-05-09 23:44:51 +02:00
|
|
|
if (game.shouldreturntoeditor)
|
|
|
|
{
|
|
|
|
game.shouldreturntoeditor = false;
|
|
|
|
}
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
map.bypos -= 2;
|
|
|
|
map.bscroll = -2;
|
|
|
|
|
|
|
|
ed.entframedelay--;
|
|
|
|
if(ed.entframedelay<=0)
|
|
|
|
{
|
|
|
|
ed.entframe=(ed.entframe+1)%4;
|
|
|
|
ed.entframedelay=8;
|
|
|
|
}
|
|
|
|
|
2020-05-02 19:42:39 +02:00
|
|
|
ed.oldnotedelay = ed.notedelay;
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.notedelay>0)
|
|
|
|
{
|
|
|
|
ed.notedelay--;
|
|
|
|
}
|
|
|
|
|
2020-06-13 02:24:08 +02:00
|
|
|
if (game.ghostsenabled)
|
|
|
|
{
|
2020-06-13 02:34:19 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
graphics.setcol(ghost.col);
|
|
|
|
ghost.realcol = graphics.ct.colour;
|
|
|
|
}
|
|
|
|
|
2020-06-13 02:24:08 +02:00
|
|
|
if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {
|
|
|
|
ed.currentghosts++;
|
|
|
|
if (ed.zmod) ed.currentghosts++;
|
|
|
|
} else {
|
|
|
|
ed.currentghosts = (int)ed.ghosts.size() - 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-29 19:37:56 +02:00
|
|
|
if (!ed.settingsmod)
|
|
|
|
{
|
|
|
|
switch(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
|
|
|
|
graphics.updatebackground(3);
|
|
|
|
break;
|
2020-04-29 20:06:03 +02:00
|
|
|
case 2:
|
|
|
|
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
|
|
|
|
graphics.updatebackground(4);
|
|
|
|
break;
|
2020-04-30 00:37:39 +02:00
|
|
|
case 3:
|
|
|
|
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
|
|
|
|
graphics.updatebackground(5);
|
|
|
|
break;
|
2020-04-29 19:37:56 +02:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2020-04-30 00:25:01 +02:00
|
|
|
else if (!game.colourblindmode)
|
|
|
|
{
|
|
|
|
graphics.updatetowerbackground();
|
|
|
|
}
|
2020-04-29 19:37:56 +02:00
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
if (graphics.fademode == 1)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//Return to game
|
|
|
|
map.nexttowercolour();
|
|
|
|
map.colstate = 10;
|
2020-04-17 05:15:53 +02:00
|
|
|
game.gamestate = TITLEMODE;
|
2020-04-27 04:35:41 +02:00
|
|
|
script.hardreset();
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.fademode = 4;
|
2020-04-04 00:44:04 +02:00
|
|
|
music.haltdasmusik();
|
2020-06-17 09:48:10 +02:00
|
|
|
FILESYSTEM_unmountassets(); // should be before music.play(6)
|
2020-01-01 21:29:24 +01:00
|
|
|
music.play(6);
|
|
|
|
map.nexttowercolour();
|
|
|
|
ed.settingsmod=false;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.backgrounddrawn=false;
|
2020-04-26 04:21:23 +02:00
|
|
|
game.returntomenu(Menu::playerworlds);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-04-16 05:52:21 +02:00
|
|
|
void editormenuactionpress()
|
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
extern editorclass ed;
|
2020-04-17 00:19:17 +02:00
|
|
|
switch (game.currentmenuname)
|
2020-04-16 05:52:21 +02:00
|
|
|
{
|
2020-04-17 00:19:17 +02:00
|
|
|
case Menu::ed_desc:
|
2020-04-16 06:01:00 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-16 05:52:21 +02:00
|
|
|
{
|
2020-04-16 06:01:00 +02:00
|
|
|
case 0:
|
2020-04-16 05:52:21 +02:00
|
|
|
ed.titlemod=true;
|
|
|
|
key.enabletextentry();
|
|
|
|
key.keybuffer=EditorData::GetInstance().title;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-16 05:52:21 +02:00
|
|
|
ed.creatormod=true;
|
|
|
|
key.enabletextentry();
|
|
|
|
key.keybuffer=EditorData::GetInstance().creator;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-16 05:52:21 +02:00
|
|
|
ed.desc1mod=true;
|
|
|
|
key.enabletextentry();
|
|
|
|
key.keybuffer=ed.Desc1;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
2020-04-16 05:52:21 +02:00
|
|
|
ed.websitemod=true;
|
|
|
|
key.enabletextentry();
|
|
|
|
key.keybuffer=ed.website;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-16 05:52:21 +02:00
|
|
|
music.playef(11);
|
2020-04-26 04:25:30 +02:00
|
|
|
game.returnmenu();
|
2020-04-16 05:52:21 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
2020-04-16 05:52:21 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::ed_settings:
|
2020-04-16 06:01:00 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-16 05:52:21 +02:00
|
|
|
{
|
2020-04-16 06:01:00 +02:00
|
|
|
case 0:
|
2020-04-16 05:52:21 +02:00
|
|
|
//Change level description stuff
|
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::ed_desc);
|
2020-04-16 05:52:21 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-16 05:52:21 +02:00
|
|
|
//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;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-16 05:52:21 +02:00
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::ed_music);
|
2020-04-16 05:52:21 +02:00
|
|
|
map.nexttowercolour();
|
|
|
|
if(ed.levmusic>0) music.play(ed.levmusic);
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 3:
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
music.playef(11);
|
|
|
|
game.ghostsenabled = !game.ghostsenabled;
|
|
|
|
break;
|
|
|
|
case 4:
|
2020-04-16 05:52:21 +02:00
|
|
|
//Load level
|
|
|
|
ed.settingsmod=false;
|
|
|
|
graphics.backgrounddrawn=false;
|
|
|
|
map.nexttowercolour();
|
|
|
|
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.keydelay = 6;
|
|
|
|
ed.getlin(TEXT_LOAD, "Enter map filename to load:", &(ed.filename));
|
2020-04-16 05:52:21 +02:00
|
|
|
game.mapheld=true;
|
|
|
|
graphics.backgrounddrawn=false;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
case 5:
|
2020-04-16 05:52:21 +02:00
|
|
|
//Save level
|
|
|
|
ed.settingsmod=false;
|
|
|
|
map.nexttowercolour();
|
|
|
|
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.keydelay = 6;
|
|
|
|
ed.getlin(TEXT_SAVE, "Enter map filename to save as:", &(ed.filename));
|
2020-04-16 05:52:21 +02:00
|
|
|
game.mapheld=true;
|
|
|
|
graphics.backgrounddrawn=false;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
case 6:
|
2020-04-16 05:52:21 +02:00
|
|
|
music.playef(11);
|
2020-04-16 06:53:36 +02:00
|
|
|
game.createmenu(Menu::ed_quit);
|
2020-04-16 05:52:21 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
2020-04-16 05:52:21 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::ed_music:
|
2020-04-16 06:01:00 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-16 05:52:21 +02:00
|
|
|
{
|
2020-04-16 06:01:00 +02:00
|
|
|
case 0:
|
2020-04-16 05:52:21 +02:00
|
|
|
ed.levmusic++;
|
2020-07-01 03:40:44 +02:00
|
|
|
if(ed.levmusic==16) ed.levmusic=0;
|
2020-04-16 05:52:21 +02:00
|
|
|
if(ed.levmusic>0)
|
|
|
|
{
|
|
|
|
music.play(ed.levmusic);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music.haltdasmusik();
|
|
|
|
}
|
|
|
|
music.playef(11);
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-16 05:52:21 +02:00
|
|
|
music.playef(11);
|
|
|
|
music.fadeout();
|
2020-04-26 04:25:30 +02:00
|
|
|
game.returnmenu();
|
2020-04-16 05:52:21 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
2020-04-16 05:52:21 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
case Menu::ed_quit:
|
2020-04-16 06:01:00 +02:00
|
|
|
switch (game.currentmenuoption)
|
2020-04-16 05:52:21 +02:00
|
|
|
{
|
2020-04-16 06:01:00 +02:00
|
|
|
case 0:
|
2020-04-16 05:52:21 +02:00
|
|
|
//Saving and quit
|
|
|
|
ed.saveandquit=true;
|
|
|
|
|
|
|
|
ed.settingsmod=false;
|
|
|
|
map.nexttowercolour();
|
|
|
|
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.keydelay = 6;
|
|
|
|
ed.getlin(TEXT_SAVE, "Enter map filename to save as:", &(ed.filename));
|
2020-04-16 05:52:21 +02:00
|
|
|
game.mapheld=true;
|
|
|
|
graphics.backgrounddrawn=false;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 1:
|
2020-04-16 05:52:21 +02:00
|
|
|
//Quit without saving
|
|
|
|
music.playef(11);
|
|
|
|
music.fadeout();
|
|
|
|
graphics.fademode = 2;
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
|
|
|
case 2:
|
2020-04-16 05:52:21 +02:00
|
|
|
//Go back to editor
|
|
|
|
music.playef(11);
|
2020-04-26 04:25:30 +02:00
|
|
|
game.returnmenu();
|
2020-04-16 05:52:21 +02:00
|
|
|
map.nexttowercolour();
|
2020-04-16 06:01:00 +02:00
|
|
|
break;
|
2020-04-16 05:52:21 +02:00
|
|
|
}
|
2020-04-17 00:19:17 +02:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
2020-04-16 05:52:21 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-31 21:52:10 +02:00
|
|
|
void editorinput()
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-09-28 04:15:06 +02:00
|
|
|
extern editorclass ed;
|
2020-01-01 21:29:24 +01:00
|
|
|
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;
|
2020-01-12 10:09:32 +01:00
|
|
|
if (game.stretchMode == 1) {
|
|
|
|
// In this mode specifically, we have to fix the mouse coordinates
|
|
|
|
int winwidth, winheight;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.screenbuffer->GetWindowSize(&winwidth, &winheight);
|
2020-01-12 10:09:32 +01:00
|
|
|
ed.tilex = ed.tilex * 320 / winwidth;
|
|
|
|
ed.tiley = ed.tiley * 240 / winheight;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-01 04:40:24 +02:00
|
|
|
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);
|
2020-07-01 02:39:32 +02:00
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
game.press_left = false;
|
|
|
|
game.press_right = false;
|
|
|
|
game.press_action = false;
|
|
|
|
game.press_map = false;
|
|
|
|
|
2020-07-01 02:39:32 +02:00
|
|
|
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a) || key.controllerWantsLeft(false))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.press_left = true;
|
|
|
|
}
|
2020-07-01 02:39:32 +02:00
|
|
|
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d) || key.controllerWantsRight(false))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.press_right = true;
|
|
|
|
}
|
2020-07-01 02:39:32 +02:00
|
|
|
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;
|
|
|
|
};
|
|
|
|
|
2020-06-01 01:31:02 +02:00
|
|
|
if (key.keymap[SDLK_F9] && (ed.keydelay==0)) {
|
|
|
|
ed.keydelay = 30;
|
|
|
|
ed.note="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;
|
2020-07-01 08:17:26 +02:00
|
|
|
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;
|
|
|
|
|
|
|
|
ed.shiftmenu=false;
|
|
|
|
ed.shiftkey=false;
|
|
|
|
}
|
|
|
|
else if(ed.boundarymod>0)
|
|
|
|
{
|
|
|
|
ed.boundarymod=0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
|
|
|
|
ed.settingsmod=!ed.settingsmod;
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.backgrounddrawn=false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-04-26 04:37:33 +02:00
|
|
|
if (ed.settingsmod)
|
|
|
|
{
|
|
|
|
bool edsettings_in_stack = false;
|
|
|
|
for (size_t 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--;
|
|
|
|
|
2020-07-01 02:39:32 +02:00
|
|
|
if(up_pressed && ed.keydelay<=0)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
ed.hookmenu--;
|
|
|
|
}
|
|
|
|
|
2020-07-01 02:39:32 +02:00
|
|
|
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;
|
|
|
|
|
2020-04-03 21:23:37 +02:00
|
|
|
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
|
2020-07-01 02:39:32 +02:00
|
|
|
&& !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
|
2020-07-01 02:39:32 +02:00
|
|
|
|| 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;
|
2020-08-18 00:39:19 +02:00
|
|
|
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>=20)
|
|
|
|
{
|
|
|
|
ed.pagey++;
|
|
|
|
ed.sby--;
|
|
|
|
}
|
|
|
|
key.keybuffer=ed.sb[ed.pagey+ed.sby];
|
2020-01-31 19:25:37 +01:00
|
|
|
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 (key.isDown(27))
|
|
|
|
{
|
|
|
|
ed.scripteditmod=false;
|
|
|
|
ed.settingsmod=false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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--;
|
|
|
|
|
2020-07-01 02:39:32 +02:00
|
|
|
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];
|
|
|
|
}
|
|
|
|
|
2020-07-01 02:39:32 +02:00
|
|
|
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>=20)
|
|
|
|
{
|
|
|
|
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];
|
2020-01-19 03:39:39 +01:00
|
|
|
ed.keydelay=6;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-09-28 00:14:42 +02:00
|
|
|
// Remove all pipes, they are the line separator in the XML
|
|
|
|
key.keybuffer.erase(std::remove(key.keybuffer.begin(), key.keybuffer.end(), '|'), key.keybuffer.end());
|
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.sb[ed.pagey+ed.sby]=key.keybuffer;
|
2020-01-31 19:25:37 +01:00
|
|
|
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>=20)
|
|
|
|
{
|
|
|
|
ed.pagey++;
|
|
|
|
ed.sby--;
|
|
|
|
}
|
|
|
|
key.keybuffer=ed.sb[ed.pagey+ed.sby];
|
2020-01-31 19:25:37 +01:00
|
|
|
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>=20)
|
|
|
|
{
|
|
|
|
ed.pagey++;
|
|
|
|
ed.sby--;
|
|
|
|
}
|
|
|
|
ed.insertline(ed.sby+ed.pagey);
|
|
|
|
key.keybuffer="";
|
|
|
|
ed.sbx = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-07-01 08:17:26 +02:00
|
|
|
else if (ed.textmod)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
*ed.textptr = key.keybuffer;
|
|
|
|
|
|
|
|
if (!game.press_map && !key.isDown(27))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
game.mapheld = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-07-01 08:17:26 +02:00
|
|
|
if (!game.mapheld && game.press_map)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
game.mapheld = true;
|
|
|
|
key.disabletextentry();
|
|
|
|
switch (ed.textmod)
|
|
|
|
{
|
2020-07-01 08:35:59 +02:00
|
|
|
case TEXT_GOTOROOM:
|
|
|
|
{
|
|
|
|
std::vector<std::string> coords = split(key.keybuffer, ',');
|
|
|
|
if (coords.size() != 2)
|
|
|
|
{
|
|
|
|
ed.note = "[ ERROR: Invalid format ]";
|
|
|
|
ed.notedelay = 45;
|
|
|
|
break;
|
|
|
|
}
|
2020-08-07 06:31:29 +02:00
|
|
|
ed.levx = clamp(help.Int(coords[0].c_str()) - 1, 0, ed.mapwidth - 1);
|
|
|
|
ed.levy = clamp(help.Int(coords[1].c_str()) - 1, 0, ed.mapheight - 1);
|
2020-07-01 08:35:59 +02:00
|
|
|
graphics.backgrounddrawn = false;
|
|
|
|
break;
|
|
|
|
}
|
2020-07-01 08:17:26 +02:00
|
|
|
case TEXT_LOAD:
|
|
|
|
{
|
|
|
|
std::string loadstring = ed.filename + ".vvvvvv";
|
|
|
|
if (ed.load(loadstring))
|
|
|
|
{
|
|
|
|
// don't use filename, it has the full path
|
|
|
|
char buffer[64];
|
|
|
|
SDL_snprintf(buffer, sizeof(buffer), "[ Loaded map: %s.vvvvvv ]", ed.filename.c_str());
|
|
|
|
ed.note = buffer;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ed.note = "[ ERROR: Could not load level ]";
|
|
|
|
}
|
|
|
|
ed.notedelay = 45;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TEXT_SAVE:
|
|
|
|
{
|
|
|
|
std::string savestring = ed.filename + ".vvvvvv";
|
|
|
|
if (ed.save(savestring))
|
|
|
|
{
|
|
|
|
char buffer[64];
|
|
|
|
SDL_snprintf(buffer, sizeof(buffer), "[ Saved map: %s.vvvvvv ]", ed.filename.c_str());
|
|
|
|
ed.note = buffer;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ed.note = "[ ERROR: Could not save level! ]";
|
|
|
|
ed.saveandquit = false;
|
|
|
|
}
|
|
|
|
ed.notedelay = 45;
|
|
|
|
|
|
|
|
if (ed.saveandquit)
|
|
|
|
{
|
|
|
|
graphics.fademode = 2; // 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
|
|
|
}
|
2020-07-01 08:17:26 +02:00
|
|
|
}
|
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())
|
2020-07-01 08:17:26 +02:00
|
|
|
{
|
|
|
|
if(ed.titlemod)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
EditorData::GetInstance().title=key.keybuffer;
|
|
|
|
}
|
|
|
|
else if(ed.creatormod)
|
|
|
|
{
|
|
|
|
EditorData::GetInstance().creator=key.keybuffer;
|
|
|
|
}
|
|
|
|
else if(ed.websitemod)
|
|
|
|
{
|
|
|
|
ed.website=key.keybuffer;
|
|
|
|
}
|
|
|
|
else if(ed.desc1mod)
|
|
|
|
{
|
|
|
|
ed.Desc1=key.keybuffer;
|
|
|
|
}
|
|
|
|
else if(ed.desc2mod)
|
|
|
|
{
|
|
|
|
ed.Desc2=key.keybuffer;
|
|
|
|
}
|
|
|
|
else if(ed.desc3mod)
|
|
|
|
{
|
|
|
|
ed.Desc3=key.keybuffer;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!game.press_map && !key.isDown(27)) game.mapheld=false;
|
|
|
|
if (!game.mapheld)
|
|
|
|
{
|
|
|
|
if(game.press_map)
|
|
|
|
{
|
|
|
|
game.mapheld=true;
|
2020-07-01 08:17:26 +02:00
|
|
|
if(ed.titlemod)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
EditorData::GetInstance().title=key.keybuffer;
|
|
|
|
ed.titlemod=false;
|
|
|
|
}
|
|
|
|
else if(ed.creatormod)
|
|
|
|
{
|
|
|
|
EditorData::GetInstance().creator=key.keybuffer;
|
|
|
|
ed.creatormod=false;
|
|
|
|
}
|
|
|
|
else if(ed.websitemod)
|
|
|
|
{
|
|
|
|
ed.website=key.keybuffer;
|
|
|
|
ed.websitemod=false;
|
|
|
|
}
|
|
|
|
else if(ed.desc1mod)
|
|
|
|
{
|
|
|
|
ed.Desc1=key.keybuffer;
|
|
|
|
}
|
|
|
|
else if(ed.desc2mod)
|
|
|
|
{
|
|
|
|
ed.Desc2=key.keybuffer;
|
|
|
|
}
|
|
|
|
else if(ed.desc3mod)
|
|
|
|
{
|
|
|
|
ed.Desc3=key.keybuffer;
|
|
|
|
ed.desc3mod=false;
|
|
|
|
}
|
|
|
|
key.disabletextentry();
|
|
|
|
|
|
|
|
if(ed.desc1mod)
|
|
|
|
{
|
|
|
|
ed.desc1mod=false;
|
|
|
|
|
|
|
|
ed.desc2mod=true;
|
|
|
|
key.enabletextentry();
|
|
|
|
key.keybuffer=ed.Desc2;
|
|
|
|
}
|
|
|
|
else if(ed.desc2mod)
|
|
|
|
{
|
|
|
|
ed.desc2mod=false;
|
|
|
|
|
|
|
|
ed.desc3mod=true;
|
|
|
|
key.enabletextentry();
|
|
|
|
key.keybuffer=ed.Desc3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(ed.settingsmod)
|
|
|
|
{
|
|
|
|
if (!game.press_action && !game.press_left && !game.press_right
|
2020-07-01 02:39:32 +02:00
|
|
|
&& !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
|
2020-07-01 02:39:32 +02:00
|
|
|
|| up_pressed || down_pressed)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.jumpheld = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(game.menustart)
|
|
|
|
{
|
2020-07-01 02:39:32 +02:00
|
|
|
if (game.press_left || up_pressed)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.currentmenuoption--;
|
|
|
|
}
|
2020-07-01 02:39:32 +02:00
|
|
|
else if (game.press_right || down_pressed)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
game.currentmenuoption++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Refactor menu creation code
Firstly, menu options are no longer ad-hoc objects, and are added by
using Game::option() (this is the biggest change). This removes the
vector Game::menuoptionsactive, and Game::menuoptions is now a vector of
MenuOption instead of std::string.
Secondly, the manual tracker variable of the amount of menu options,
Game::nummenuoptions, has been removed, in favor of using vectors
properly and using Game::menuoptions::size().
As a result, a lot of copy-pasted code has been removed from
Game::createmenu(), mostly due to having to have different versions of
menus depending on whether or not we have certain defines, or having an
mmmmmm.vvv file inside the VVVVVV directory. In the old days, you
couldn't just add or remove a menu option conveniently, you had to
shuffle around the position of every other menu option too, which
resulted in lots of copy-pasted code. But now this copy-pasted code has
been de-duplicated, at least in Game::createmenu().
2020-04-15 06:50:17 +02:00
|
|
|
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)
|
|
|
|
{
|
2020-04-16 05:52:21 +02:00
|
|
|
editormenuactionpress();
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
else if (ed.keydelay > 0)
|
|
|
|
{
|
|
|
|
ed.keydelay--;
|
|
|
|
}
|
|
|
|
else if (key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
|
|
|
|
{
|
|
|
|
// Ctrl modifiers
|
|
|
|
ed.dmtileeditor=10;
|
|
|
|
if(left_pressed)
|
|
|
|
{
|
|
|
|
ed.dmtile--;
|
|
|
|
ed.keydelay=3;
|
|
|
|
if(ed.dmtile<0) ed.dmtile+=1200;
|
|
|
|
}
|
|
|
|
else if(right_pressed)
|
|
|
|
{
|
|
|
|
ed.dmtile++;
|
|
|
|
ed.keydelay=3;
|
|
|
|
|
|
|
|
if(ed.dmtile>=1200) ed.dmtile-=1200;
|
|
|
|
}
|
|
|
|
if(up_pressed)
|
|
|
|
{
|
|
|
|
ed.dmtile-=40;
|
|
|
|
ed.keydelay=3;
|
|
|
|
if(ed.dmtile<0) ed.dmtile+=1200;
|
|
|
|
}
|
|
|
|
else if(down_pressed)
|
|
|
|
{
|
|
|
|
ed.dmtile+=40;
|
|
|
|
ed.keydelay=3;
|
|
|
|
|
|
|
|
if(ed.dmtile>=1200) ed.dmtile-=1200;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (key.keymap[SDLK_LSHIFT] || key.keymap[SDLK_RSHIFT])
|
|
|
|
{
|
|
|
|
// Shift modifiers
|
2020-07-01 06:53:11 +02:00
|
|
|
if (key.keymap[SDLK_F1])
|
|
|
|
{
|
|
|
|
ed.switch_tileset(true);
|
|
|
|
graphics.backgrounddrawn = false;
|
|
|
|
ed.keydelay = 6;
|
|
|
|
}
|
|
|
|
if (key.keymap[SDLK_F2])
|
|
|
|
{
|
|
|
|
ed.switch_tilecol(true);
|
|
|
|
graphics.backgrounddrawn = false;
|
|
|
|
ed.keydelay = 6;
|
|
|
|
}
|
|
|
|
if (key.keymap[SDLK_F3])
|
|
|
|
{
|
|
|
|
ed.switch_enemy(true);
|
|
|
|
ed.keydelay=6;
|
|
|
|
}
|
|
|
|
|
2020-07-01 05:39:36 +02:00
|
|
|
if (up_pressed || down_pressed || left_pressed || right_pressed)
|
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
if(up_pressed)
|
|
|
|
{
|
|
|
|
ed.mapheight--;
|
|
|
|
}
|
|
|
|
else if(down_pressed)
|
|
|
|
{
|
|
|
|
ed.mapheight++;
|
|
|
|
}
|
|
|
|
else if(left_pressed)
|
|
|
|
{
|
|
|
|
ed.mapwidth--;
|
|
|
|
}
|
|
|
|
else if(right_pressed)
|
|
|
|
{
|
|
|
|
ed.mapwidth++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ed.mapwidth<1) ed.mapwidth=1;
|
|
|
|
if(ed.mapheight<1) ed.mapheight=1;
|
|
|
|
if(ed.mapwidth>=ed.maxwidth) ed.mapwidth=ed.maxwidth;
|
|
|
|
if(ed.mapheight>=ed.maxheight) ed.mapheight=ed.maxheight;
|
|
|
|
ed.note = "Mapsize is now [" + help.String(ed.mapwidth) + "," + help.String(ed.mapheight) + "]";
|
|
|
|
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
|
|
|
|
{
|
2020-07-01 05:39:36 +02:00
|
|
|
// No modifiers
|
|
|
|
ed.shiftkey=false;
|
|
|
|
if(key.keymap[SDLK_F1])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 06:39:10 +02:00
|
|
|
ed.switch_tileset();
|
|
|
|
graphics.backgrounddrawn = false;
|
|
|
|
ed.keydelay = 6;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_F2])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 06:39:10 +02:00
|
|
|
ed.switch_tilecol();
|
|
|
|
graphics.backgrounddrawn = false;
|
|
|
|
ed.keydelay = 6;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_F3])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 06:39:10 +02:00
|
|
|
ed.switch_enemy();
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.keydelay=6;
|
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_F4])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
ed.boundarytype=1;
|
|
|
|
ed.boundarymod=1;
|
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_F5])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
ed.boundarytype=2;
|
|
|
|
ed.boundarymod=1;
|
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_F10])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].directmode==1)
|
|
|
|
{
|
|
|
|
ed.level[ed.levx+(ed.levy*ed.maxwidth)].directmode=0;
|
|
|
|
ed.note="Direct Mode Disabled";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ed.level[ed.levx+(ed.levy*ed.maxwidth)].directmode=1;
|
|
|
|
ed.note="Direct Mode Enabled";
|
|
|
|
}
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.backgrounddrawn=false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
ed.notedelay=45;
|
|
|
|
ed.updatetiles=true;
|
|
|
|
ed.keydelay=6;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_w])
|
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
|
|
|
ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir=(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir+1)%4;
|
|
|
|
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir==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
|
|
|
ed.note="Room warping disabled";
|
|
|
|
ed.notedelay=45;
|
|
|
|
graphics.backgrounddrawn=false;
|
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
|
|
|
else if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir==1)
|
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
|
|
|
ed.note="Room warps horizontally";
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.notedelay=45;
|
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
|
|
|
graphics.backgrounddrawn=false;
|
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
|
|
|
else if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir==2)
|
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
|
|
|
ed.note="Room warps vertically";
|
|
|
|
ed.notedelay=45;
|
|
|
|
graphics.backgrounddrawn=false;
|
|
|
|
}
|
|
|
|
else if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir==3)
|
|
|
|
{
|
|
|
|
ed.note="Room warps in all directions";
|
|
|
|
ed.notedelay=45;
|
|
|
|
graphics.backgrounddrawn=false;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
ed.keydelay=6;
|
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_e])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.keydelay = 6;
|
|
|
|
ed.getlin(TEXT_ROOMNAME, "Enter new room name:", &(ed.level[ed.levx+(ed.levy*ed.maxwidth)].roomname));
|
2020-01-01 21:29:24 +01:00
|
|
|
game.mapheld=true;
|
|
|
|
}
|
2020-07-01 08:35:59 +02:00
|
|
|
if (key.keymap[SDLK_g])
|
|
|
|
{
|
|
|
|
ed.keydelay = 6;
|
|
|
|
ed.getlin(TEXT_GOTOROOM, "Enter room coordinates x,y:", NULL);
|
|
|
|
game.mapheld=true;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//Save and load
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_s])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.keydelay = 6;
|
|
|
|
ed.getlin(TEXT_SAVE, "Enter map filename to save map as:", &(ed.filename));
|
2020-01-01 21:29:24 +01:00
|
|
|
game.mapheld=true;
|
|
|
|
}
|
|
|
|
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_l])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.keydelay = 6;
|
|
|
|
ed.getlin(TEXT_LOAD, "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?
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i=0; i<edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//if() on screen
|
|
|
|
if(edentity[i].t==16 && testeditor==-1)
|
|
|
|
{
|
|
|
|
int tx=(edentity[i].x-(edentity[i].x%40))/40;
|
|
|
|
int ty=(edentity[i].y-(edentity[i].y%30))/30;
|
|
|
|
if(tx==ed.levx && ty==ed.levy)
|
|
|
|
{
|
|
|
|
testeditor=i;
|
|
|
|
startpoint=1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(testeditor==-1)
|
|
|
|
{
|
|
|
|
//Ok, settle for a check point
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i=0; i<edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
//if() on screen
|
|
|
|
if(edentity[i].t==10 && testeditor==-1)
|
|
|
|
{
|
|
|
|
int tx=(edentity[i].x-(edentity[i].x%40))/40;
|
|
|
|
int ty=(edentity[i].y-(edentity[i].y%30))/30;
|
|
|
|
if(tx==ed.levx && ty==ed.levy)
|
|
|
|
{
|
|
|
|
testeditor=i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(testeditor==-1)
|
|
|
|
{
|
|
|
|
ed.note="ERROR: No checkpoint to spawn at";
|
|
|
|
ed.notedelay=45;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Add a player trail to the editor (ghosts)
A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think
about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight
difference however--you can choose whether you have them or not in the editor's settings menu. They're off by
default, and this is saved to the save file.
Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3
frames. The max is 100, where if it tries to add more, the oldest one gets removed.
When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up.
[Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4)
2020-06-13 00:04:35 +02:00
|
|
|
ed.currentghosts = 0;
|
2020-01-01 21:29:24 +01:00
|
|
|
if(startpoint==0)
|
|
|
|
{
|
|
|
|
//Checkpoint spawn
|
|
|
|
int tx=(edentity[testeditor].x-(edentity[testeditor].x%40))/40;
|
|
|
|
int ty=(edentity[testeditor].y-(edentity[testeditor].y%30))/30;
|
2020-07-29 19:54:22 +02:00
|
|
|
game.edsavex = (edentity[testeditor].x%40)*8 - 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.edsavey = (edentity[testeditor].y%30)*8;
|
|
|
|
game.edsaverx = 100+tx;
|
|
|
|
game.edsavery = 100+ty;
|
Fix spawning from an exotic checkpoint setting invalid gravitycontrol
An exotic checkpoint is a checkpoint with a sprite that is neither the
flipped checkpoint nor unflipped checkpoint. More specifically, it's a
checkpoint whose edentity p1 attribute is something other than 0 or 1.
Normally, whenever you touch an exotic checkpoint in-game, your
savepoint's y-position and gravitycontrol don't get touched. However, in
the editor, spawning from an exotic checkpoint means that your
gravitycontrol gets set to a value that is neither 0 nor 1. In this
invalid gravitycontrol state, Viridian is treated like they're flipped,
but they cannot unflip.
This is an inconsistency between the editor and in-game, so I'm fixing
it. Now, spawning from an exotic checkpoint in the editor will just set
your gravitycontrol to 0, i.e. unflipped.
2020-10-06 08:04:58 +02:00
|
|
|
if (edentity[testeditor].p1 == 0) // NOT a bool check!
|
|
|
|
{
|
|
|
|
game.edsavegc = 1;
|
2020-10-06 08:13:07 +02:00
|
|
|
game.edsavey -= 2;
|
Fix spawning from an exotic checkpoint setting invalid gravitycontrol
An exotic checkpoint is a checkpoint with a sprite that is neither the
flipped checkpoint nor unflipped checkpoint. More specifically, it's a
checkpoint whose edentity p1 attribute is something other than 0 or 1.
Normally, whenever you touch an exotic checkpoint in-game, your
savepoint's y-position and gravitycontrol don't get touched. However, in
the editor, spawning from an exotic checkpoint means that your
gravitycontrol gets set to a value that is neither 0 nor 1. In this
invalid gravitycontrol state, Viridian is treated like they're flipped,
but they cannot unflip.
This is an inconsistency between the editor and in-game, so I'm fixing
it. Now, spawning from an exotic checkpoint in the editor will just set
your gravitycontrol to 0, i.e. unflipped.
2020-10-06 08:04:58 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.edsavegc = 0;
|
2020-10-06 08:13:07 +02:00
|
|
|
game.edsavey -= 7;
|
Fix spawning from an exotic checkpoint setting invalid gravitycontrol
An exotic checkpoint is a checkpoint with a sprite that is neither the
flipped checkpoint nor unflipped checkpoint. More specifically, it's a
checkpoint whose edentity p1 attribute is something other than 0 or 1.
Normally, whenever you touch an exotic checkpoint in-game, your
savepoint's y-position and gravitycontrol don't get touched. However, in
the editor, spawning from an exotic checkpoint means that your
gravitycontrol gets set to a value that is neither 0 nor 1. In this
invalid gravitycontrol state, Viridian is treated like they're flipped,
but they cannot unflip.
This is an inconsistency between the editor and in-game, so I'm fixing
it. Now, spawning from an exotic checkpoint in the editor will just set
your gravitycontrol to 0, i.e. unflipped.
2020-10-06 08:04:58 +02:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
game.edsavedir = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//Start point spawn
|
|
|
|
int tx=(edentity[testeditor].x-(edentity[testeditor].x%40))/40;
|
|
|
|
int ty=(edentity[testeditor].y-(edentity[testeditor].y%30))/30;
|
2020-07-29 19:54:22 +02:00
|
|
|
game.edsavex = (edentity[testeditor].x%40)*8 - 4;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.edsavey = (edentity[testeditor].y%30)*8;
|
|
|
|
game.edsaverx = 100+tx;
|
|
|
|
game.edsavery = 100+ty;
|
|
|
|
game.edsavegc = 0;
|
2020-10-06 08:13:07 +02:00
|
|
|
game.edsavey++;
|
2020-01-01 21:29:24 +01:00
|
|
|
game.edsavedir=1-edentity[testeditor].p1;
|
|
|
|
}
|
|
|
|
|
2020-04-04 00:44:04 +02:00
|
|
|
music.haltdasmusik();
|
2020-03-31 21:52:10 +02:00
|
|
|
graphics.backgrounddrawn=false;
|
2020-02-10 03:23:12 +01:00
|
|
|
ed.returneditoralpha = 1000; // Let's start it higher than 255 since it gets clamped
|
2020-05-02 19:49:41 +02:00
|
|
|
ed.oldreturneditoralpha = 1000;
|
2020-03-31 21:38:52 +02:00
|
|
|
script.startgamemode(21);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-17 23:49:57 +02:00
|
|
|
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
|
|
|
|
2020-07-01 05:39:36 +02:00
|
|
|
if(key.keymap[SDLK_COMMA])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 05:39:36 +02:00
|
|
|
ed.drawmode--;
|
|
|
|
ed.keydelay=6;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
2020-07-01 05:39:36 +02:00
|
|
|
else if(key.keymap[SDLK_PERIOD])
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-07-01 05:39:36 +02:00
|
|
|
ed.drawmode++;
|
|
|
|
ed.keydelay=6;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-01 05:39:36 +02:00
|
|
|
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
|
|
|
|
2020-07-01 05:39:36 +02:00
|
|
|
if(up_pressed)
|
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
graphics.backgrounddrawn=false;
|
|
|
|
ed.levy--;
|
|
|
|
ed.updatetiles=true;
|
|
|
|
ed.changeroom=true;
|
|
|
|
}
|
|
|
|
else if(down_pressed)
|
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
graphics.backgrounddrawn=false;
|
|
|
|
ed.levy++;
|
|
|
|
ed.updatetiles=true;
|
|
|
|
ed.changeroom=true;
|
|
|
|
}
|
|
|
|
else if(left_pressed)
|
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
graphics.backgrounddrawn=false;
|
|
|
|
ed.levx--;
|
|
|
|
ed.updatetiles=true;
|
|
|
|
ed.changeroom=true;
|
|
|
|
}
|
|
|
|
else if(right_pressed)
|
|
|
|
{
|
|
|
|
ed.keydelay=6;
|
|
|
|
graphics.backgrounddrawn=false;
|
|
|
|
ed.levx++;
|
|
|
|
ed.updatetiles=true;
|
|
|
|
ed.changeroom=true;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-01 05:39:36 +02:00
|
|
|
if(ed.levx<0) ed.levx+=ed.mapwidth;
|
|
|
|
if(ed.levx>= ed.mapwidth) ed.levx-=ed.mapwidth;
|
|
|
|
if(ed.levy<0) ed.levy+=ed.mapheight;
|
|
|
|
if(ed.levy>=ed.mapheight) ed.levy-=ed.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)
|
|
|
|
{
|
|
|
|
if((ed.tilex*8)+8>=ed.boundx1 || (ed.tiley*8)+8>=ed.boundy1)
|
|
|
|
{
|
|
|
|
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
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.lclickdelay=1;
|
2020-03-01 21:24:43 +01:00
|
|
|
ed.textent=edentity.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);
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.getlin(TEXT_SCRIPT, "Enter script name:", &(edentity[ed.textent].scriptname));
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
|
|
|
else if(ed.boundarytype==1)
|
|
|
|
{
|
|
|
|
//Enemy bounds
|
|
|
|
int tmp=ed.levx+(ed.levy*ed.maxwidth);
|
|
|
|
ed.level[tmp].enemyx1=ed.boundx1;
|
|
|
|
ed.level[tmp].enemyy1=ed.boundy1;
|
|
|
|
ed.level[tmp].enemyx2=ed.boundx2;
|
|
|
|
ed.level[tmp].enemyy2=ed.boundy2;
|
|
|
|
}
|
|
|
|
else if(ed.boundarytype==2)
|
|
|
|
{
|
|
|
|
//Platform bounds
|
|
|
|
int tmp=ed.levx+(ed.levy*ed.maxwidth);
|
|
|
|
ed.level[tmp].platx1=ed.boundx1;
|
|
|
|
ed.level[tmp].platy1=ed.boundy1;
|
|
|
|
ed.level[tmp].platx2=ed.boundx2;
|
|
|
|
ed.level[tmp].platy2=ed.boundy2;
|
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
edentity[ed.warpent].p1=ed.tilex+(ed.levx*40);
|
|
|
|
edentity[ed.warpent].p2=ed.tiley+(ed.levy*30);
|
|
|
|
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(ed.level[ed.levx+(ed.levy*ed.maxwidth)].directmode>=1)
|
|
|
|
{
|
2020-06-17 23:49:57 +02:00
|
|
|
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
|
|
|
|
{
|
2020-06-17 23:49:57 +02:00
|
|
|
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
|
2020-06-17 23:49:57 +02:00
|
|
|
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)
|
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.lclickdelay=1;
|
2020-03-01 21:24:43 +01:00
|
|
|
ed.textent=edentity.size();
|
2020-01-01 21:29:24 +01:00
|
|
|
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),17);
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.getlin(TEXT_ROOMTEXT, "Enter roomtext:", &(edentity[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)
|
|
|
|
{
|
2020-04-09 07:09:11 +02:00
|
|
|
if(ed.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
|
|
|
|
{
|
2020-01-23 15:43:53 +01:00
|
|
|
ed.note="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)
|
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.lclickdelay=1;
|
2020-03-01 21:24:43 +01:00
|
|
|
ed.textent=edentity.size();
|
2020-01-01 21:29:24 +01:00
|
|
|
addedentity(ed.tilex+(ed.levx*40),ed.tiley+ (ed.levy*30),18,0);
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.getlin(TEXT_SCRIPT, "Enter script name", &(edentity[ed.textent].scriptname));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if(ed.drawmode==13)
|
|
|
|
{
|
|
|
|
ed.warpmod=true;
|
2020-03-01 21:24:43 +01:00
|
|
|
ed.warpent=edentity.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
|
|
|
|
{
|
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
|
|
|
ed.note="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
|
|
|
|
{
|
2020-04-09 07:13:43 +02:00
|
|
|
if(ed.numcrewmates()<100)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-05-20 03:18:01 +02:00
|
|
|
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
|
|
|
|
{
|
2020-01-23 15:43:53 +01:00
|
|
|
ed.note="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
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i=0; i<edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(edentity[i].t==16)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
else if(edentity[tmp].t==1)
|
|
|
|
{
|
|
|
|
edentity[tmp].p1=(edentity[tmp].p1+1)%4;
|
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
|
|
|
else if(edentity[tmp].t==2)
|
|
|
|
{
|
|
|
|
if(edentity[tmp].p1>=5)
|
|
|
|
{
|
|
|
|
edentity[tmp].p1=(edentity[tmp].p1+1)%9;
|
|
|
|
if(edentity[tmp].p1<5) edentity[tmp].p1=5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
edentity[tmp].p1=(edentity[tmp].p1+1)%4;
|
|
|
|
}
|
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
|
|
|
else if(edentity[tmp].t==10)
|
|
|
|
{
|
|
|
|
edentity[tmp].p1=(edentity[tmp].p1+1)%2;
|
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
|
|
|
else if(edentity[tmp].t==11)
|
|
|
|
{
|
|
|
|
edentity[tmp].p1=(edentity[tmp].p1+1)%2;
|
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
|
|
|
else if(edentity[tmp].t==15)
|
|
|
|
{
|
|
|
|
edentity[tmp].p1=(edentity[tmp].p1+1)%6;
|
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
|
|
|
else if(edentity[tmp].t==16)
|
|
|
|
{
|
|
|
|
edentity[tmp].p1=(edentity[tmp].p1+1)%2;
|
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
|
|
|
else if(edentity[tmp].t==17)
|
|
|
|
{
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.getlin(TEXT_ROOMTEXT, "Enter roomtext:", &(edentity[tmp].scriptname));
|
2020-01-27 11:15:25 +01:00
|
|
|
ed.textent=tmp;
|
2020-01-01 21:29:24 +01:00
|
|
|
ed.lclickdelay=1;
|
|
|
|
}
|
2020-02-21 22:23:04 +01:00
|
|
|
else if(edentity[tmp].t==18 || edentity[tmp].t==19)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
ed.lclickdelay=1;
|
2020-07-01 08:17:26 +02:00
|
|
|
ed.textent=tmp;
|
|
|
|
ed.getlin(TEXT_SCRIPT, "Enter script name:", &(edentity[ed.textent].scriptname));
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ed.lclickdelay=0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(key.rightbutton)
|
|
|
|
{
|
|
|
|
//place tiles
|
2020-08-01 21:23:56 +02:00
|
|
|
if(ed.drawmode < 2) {
|
|
|
|
if(ed.bmod)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int i=0; i<30; i++)
|
|
|
|
{
|
|
|
|
ed.placetilelocal(ed.tilex, i, 0);
|
|
|
|
}
|
2020-06-17 23:49:57 +02:00
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.hmod)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
|
|
|
ed.placetilelocal(i, ed.tiley, 0);
|
|
|
|
}
|
2020-06-17 23:49:57 +02:00
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.vmod)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int j=-4; j<5; j++)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int i=-4; i<5; i++)
|
|
|
|
{
|
|
|
|
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
|
|
|
|
}
|
2020-06-17 23:49:57 +02:00
|
|
|
}
|
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.cmod)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int j=-3; j<4; j++)
|
2020-06-17 23:49:57 +02:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int i=-3; i<4; i++)
|
|
|
|
{
|
|
|
|
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
|
|
|
|
}
|
2020-06-17 23:49:57 +02:00
|
|
|
}
|
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.xmod)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int j=-2; j<3; j++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int i=-2; i<3; i++)
|
|
|
|
{
|
|
|
|
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else if(ed.zmod)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int j=-1; j<2; j++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-08-01 21:23:56 +02:00
|
|
|
for(int i=-1; i<2; i++)
|
|
|
|
{
|
|
|
|
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
}
|
2020-08-01 21:23:56 +02:00
|
|
|
else
|
|
|
|
{
|
|
|
|
ed.placetilelocal(ed.tilex, ed.tiley, 0);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ed.placetilelocal(ed.tilex, ed.tiley, 0);
|
|
|
|
}
|
2020-03-01 21:24:43 +01:00
|
|
|
for(size_t i=0; i<edentity.size(); i++)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
|
|
|
if(edentity[i].x==ed.tilex + (ed.levx*40)&& edentity[i].y==ed.tiley+ (ed.levy*30))
|
|
|
|
{
|
|
|
|
removeedentity(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(key.middlebutton)
|
|
|
|
{
|
|
|
|
ed.dmtile=ed.contents[ed.tilex + (ed.levx*40) + ed.vmult[ed.tiley + (ed.levy*30)]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ed.updatetiles && ed.level[ed.levx + (ed.levy*ed.maxwidth)].directmode==0)
|
|
|
|
{
|
|
|
|
ed.updatetiles=false;
|
|
|
|
//Correctly set the tiles in the current room
|
|
|
|
switch(ed.level[ed.levx + (ed.levy*ed.maxwidth)].tileset)
|
|
|
|
{
|
|
|
|
case 0: //The Space Station
|
|
|
|
for(int j=0; j<30; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-04-03 03:50:37 +02:00
|
|
|
int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.contents[temp]>=3 && ed.contents[temp]<80)
|
|
|
|
{
|
|
|
|
//Fix spikes
|
|
|
|
ed.contents[temp]=ed.spikedir(i,j);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]==2 || ed.contents[temp]>=680)
|
|
|
|
{
|
|
|
|
//Fix background
|
|
|
|
ed.contents[temp]=ed.backedgetile(i,j)+ed.backbase(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]>0)
|
|
|
|
{
|
|
|
|
//Fix tiles
|
|
|
|
ed.contents[temp]=ed.edgetile(i,j)+ed.base(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1: //Outside
|
|
|
|
for(int j=0; j<30; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-04-03 03:50:37 +02:00
|
|
|
int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.contents[temp]>=3 && ed.contents[temp]<80)
|
|
|
|
{
|
|
|
|
//Fix spikes
|
|
|
|
ed.contents[temp]=ed.spikedir(i,j);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]==2 || ed.contents[temp]>=680)
|
|
|
|
{
|
|
|
|
//Fix background
|
|
|
|
ed.contents[temp]=ed.outsideedgetile(i,j)+ed.backbase(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]>0)
|
|
|
|
{
|
|
|
|
//Fix tiles
|
|
|
|
ed.contents[temp]=ed.edgetile(i,j)+ed.base(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: //Lab
|
|
|
|
for(int j=0; j<30; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-04-03 03:50:37 +02:00
|
|
|
int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.contents[temp]>=3 && ed.contents[temp]<80)
|
|
|
|
{
|
|
|
|
//Fix spikes
|
|
|
|
ed.contents[temp]=ed.labspikedir(i,j, ed.level[ed.levx + (ed.maxwidth*ed.levy)].tilecol);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]==2 || ed.contents[temp]>=680)
|
|
|
|
{
|
|
|
|
//Fix background
|
|
|
|
ed.contents[temp]=713;
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]>0)
|
|
|
|
{
|
|
|
|
//Fix tiles
|
|
|
|
ed.contents[temp]=ed.edgetile(i,j)+ed.base(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: //Warp Zone/Intermission
|
|
|
|
for(int j=0; j<30; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-04-03 03:50:37 +02:00
|
|
|
int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.contents[temp]>=3 && ed.contents[temp]<80)
|
|
|
|
{
|
|
|
|
//Fix spikes
|
|
|
|
ed.contents[temp]=ed.spikedir(i,j);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]==2 || ed.contents[temp]>=680)
|
|
|
|
{
|
|
|
|
//Fix background
|
2020-04-03 02:43:54 +02:00
|
|
|
ed.contents[temp]=713;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
else if(ed.contents[temp]>0)
|
|
|
|
{
|
|
|
|
//Fix tiles
|
|
|
|
ed.contents[temp]=ed.edgetile(i,j)+ed.base(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 4: //The ship
|
|
|
|
for(int j=0; j<30; j++)
|
|
|
|
{
|
|
|
|
for(int i=0; i<40; i++)
|
|
|
|
{
|
2020-04-03 03:50:37 +02:00
|
|
|
int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
|
2020-01-01 21:29:24 +01:00
|
|
|
if(ed.contents[temp]>=3 && ed.contents[temp]<80)
|
|
|
|
{
|
|
|
|
//Fix spikes
|
|
|
|
ed.contents[temp]=ed.spikedir(i,j);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]==2 || ed.contents[temp]>=680)
|
|
|
|
{
|
|
|
|
//Fix background
|
|
|
|
ed.contents[temp]=ed.backedgetile(i,j)+ed.backbase(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
else if(ed.contents[temp]>0)
|
|
|
|
{
|
|
|
|
//Fix tiles
|
|
|
|
ed.contents[temp]=ed.edgetile(i,j)+ed.base(ed.levx,ed.levy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-06-20 00:23:28 +02:00
|
|
|
#endif /* NO_EDITOR */
|
2020-02-10 01:53:01 +01:00
|
|
|
|
2020-06-30 20:47:22 +02:00
|
|
|
// Return a graphics-ready color based off of the given tileset and tilecol
|
|
|
|
// Much kudos to Dav999 for saving me a lot of work, because I stole these colors from const.lua in Ved! -Info Teddy
|
|
|
|
Uint32 editorclass::getonewaycol(const int rx, const int ry)
|
|
|
|
{
|
|
|
|
const int roomnum = rx + ry*maxwidth;
|
|
|
|
if (roomnum < 0 || roomnum >= 400)
|
|
|
|
{
|
|
|
|
return graphics.getRGB(255, 255, 255);
|
|
|
|
}
|
|
|
|
const edlevelclass& room = level[roomnum];
|
|
|
|
switch (room.tileset) {
|
|
|
|
|
|
|
|
case 0: // Space Station
|
|
|
|
switch (room.tilecol) {
|
|
|
|
case -1:
|
|
|
|
return graphics.getRGB(109, 109, 109);
|
|
|
|
case 0:
|
|
|
|
return graphics.getRGB(131, 141, 235);
|
|
|
|
case 1:
|
|
|
|
return graphics.getRGB(227, 140, 227);
|
|
|
|
case 2:
|
|
|
|
return graphics.getRGB(242, 126, 151);
|
|
|
|
case 3:
|
|
|
|
return graphics.getRGB(229, 235, 133);
|
|
|
|
case 4:
|
|
|
|
return graphics.getRGB(148, 238, 130);
|
|
|
|
case 5:
|
|
|
|
return graphics.getRGB(140, 165, 227);
|
|
|
|
case 6:
|
|
|
|
return graphics.getRGB(227, 140, 148);
|
|
|
|
case 7:
|
|
|
|
return graphics.getRGB(140, 173, 228);
|
|
|
|
case 8:
|
|
|
|
return graphics.getRGB(142, 235, 137);
|
|
|
|
case 9:
|
|
|
|
return graphics.getRGB(137, 235, 206);
|
|
|
|
case 10:
|
|
|
|
return graphics.getRGB(235, 139, 223);
|
|
|
|
case 11:
|
|
|
|
return graphics.getRGB(238, 130, 138);
|
|
|
|
case 12:
|
|
|
|
return graphics.getRGB(137, 235, 178);
|
|
|
|
case 13:
|
|
|
|
return graphics.getRGB(125, 205, 247);
|
|
|
|
case 14:
|
|
|
|
return graphics.getRGB(190, 137, 235);
|
|
|
|
case 15:
|
|
|
|
return graphics.getRGB(235, 137, 206);
|
|
|
|
case 16:
|
|
|
|
return graphics.getRGB(229, 247, 127);
|
|
|
|
case 17:
|
|
|
|
return graphics.getRGB(127, 200, 247);
|
|
|
|
case 18:
|
|
|
|
return graphics.getRGB(197, 137, 235);
|
|
|
|
case 19:
|
|
|
|
return graphics.getRGB(235, 131, 175);
|
|
|
|
case 20:
|
|
|
|
return graphics.getRGB(242, 210, 123);
|
|
|
|
case 21:
|
|
|
|
return graphics.getRGB(131, 235, 158);
|
|
|
|
case 22:
|
|
|
|
return graphics.getRGB(242, 126, 151);
|
|
|
|
case 23:
|
|
|
|
return graphics.getRGB(219, 243, 123);
|
|
|
|
case 24:
|
|
|
|
return graphics.getRGB(131, 234, 145);
|
|
|
|
case 25:
|
|
|
|
return graphics.getRGB(131, 199, 234);
|
|
|
|
case 26:
|
|
|
|
return graphics.getRGB(141, 131, 234);
|
|
|
|
case 27:
|
|
|
|
return graphics.getRGB(226, 140, 144);
|
|
|
|
case 28:
|
|
|
|
return graphics.getRGB(129, 236, 144);
|
|
|
|
case 29:
|
|
|
|
return graphics.getRGB(235, 231, 131);
|
|
|
|
case 30:
|
|
|
|
return graphics.getRGB(153, 235, 131);
|
|
|
|
case 31:
|
|
|
|
return graphics.getRGB(207, 131, 235);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1: // Outside
|
|
|
|
switch (room.tilecol) {
|
|
|
|
case 0:
|
|
|
|
return graphics.getRGB(57, 86, 140);
|
|
|
|
case 1:
|
|
|
|
return graphics.getRGB(156, 42, 42);
|
|
|
|
case 2:
|
|
|
|
return graphics.getRGB(42, 156, 155);
|
|
|
|
case 3:
|
|
|
|
return graphics.getRGB(125, 36, 162);
|
|
|
|
case 4:
|
|
|
|
return graphics.getRGB(191, 198, 0);
|
|
|
|
case 5:
|
|
|
|
return graphics.getRGB(0, 198, 126);
|
|
|
|
case 6:
|
|
|
|
return graphics.getRGB(224, 110, 177);
|
|
|
|
case 7:
|
|
|
|
return graphics.getRGB(255, 142, 87);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2: // Lab
|
|
|
|
switch (room.tilecol) {
|
|
|
|
case 0:
|
|
|
|
return graphics.getRGB(0, 165, 206);
|
|
|
|
case 1:
|
|
|
|
return graphics.getRGB(206, 5, 0);
|
|
|
|
case 2:
|
|
|
|
return graphics.getRGB(222, 0, 173);
|
|
|
|
case 3:
|
|
|
|
return graphics.getRGB(27, 67, 255);
|
|
|
|
case 4:
|
|
|
|
return graphics.getRGB(194, 206, 0);
|
|
|
|
case 5:
|
|
|
|
return graphics.getRGB(0, 206, 39);
|
|
|
|
case 6:
|
|
|
|
return graphics.getRGB(0, 165, 206);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 3: // Warp Zone
|
|
|
|
switch (room.tilecol) {
|
|
|
|
case 0:
|
|
|
|
return graphics.getRGB(113, 178, 197);
|
|
|
|
case 1:
|
|
|
|
return graphics.getRGB(197, 113, 119);
|
|
|
|
case 2:
|
|
|
|
return graphics.getRGB(196, 113, 197);
|
|
|
|
case 3:
|
|
|
|
return graphics.getRGB(149, 113, 197);
|
|
|
|
case 4:
|
|
|
|
return graphics.getRGB(197, 182, 113);
|
|
|
|
case 5:
|
|
|
|
return graphics.getRGB(141, 197, 113);
|
|
|
|
case 6:
|
|
|
|
return graphics.getRGB(109, 109, 109);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 4: // Ship
|
|
|
|
switch (room.tilecol) {
|
|
|
|
case 0:
|
|
|
|
return graphics.getRGB(0, 206, 39);
|
|
|
|
case 1:
|
|
|
|
return graphics.getRGB(0, 165, 206);
|
|
|
|
case 2:
|
|
|
|
return graphics.getRGB(194, 206, 0);
|
|
|
|
case 3:
|
|
|
|
return graphics.getRGB(206, 0, 160);
|
|
|
|
case 4:
|
|
|
|
return graphics.getRGB(27, 67, 255);
|
|
|
|
case 5:
|
|
|
|
return graphics.getRGB(206, 5, 0);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Uh, I guess return solid white
|
|
|
|
return graphics.getRGB(255, 255, 255);
|
|
|
|
}
|
|
|
|
|
|
|
|
// This version detects the room automatically
|
|
|
|
Uint32 editorclass::getonewaycol()
|
|
|
|
{
|
|
|
|
if (game.gamestate == EDITORMODE)
|
2020-09-28 04:15:06 +02:00
|
|
|
return getonewaycol(levx, levy);
|
2020-06-30 20:47:22 +02:00
|
|
|
else if (map.custommode)
|
|
|
|
return getonewaycol(game.roomx - 100, game.roomy - 100);
|
|
|
|
|
|
|
|
// Uh, I guess return solid white
|
|
|
|
return graphics.getRGB(255, 255, 255);
|
|
|
|
}
|
|
|
|
|
2020-04-09 07:09:11 +02:00
|
|
|
int editorclass::numtrinkets()
|
|
|
|
{
|
|
|
|
int temp = 0;
|
|
|
|
for (size_t i = 0; i < edentity.size(); i++)
|
|
|
|
{
|
|
|
|
if (edentity[i].t == 9)
|
|
|
|
{
|
|
|
|
temp++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return temp;
|
|
|
|
}
|
|
|
|
|
2020-04-09 07:13:43 +02:00
|
|
|
int editorclass::numcrewmates()
|
|
|
|
{
|
|
|
|
int temp = 0;
|
|
|
|
for (size_t i = 0; i < edentity.size(); i++)
|
|
|
|
{
|
|
|
|
if (edentity[i].t == 15)
|
|
|
|
{
|
|
|
|
temp++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return temp;
|
|
|
|
}
|
|
|
|
|
2020-02-11 03:29:29 +01:00
|
|
|
#endif /* NO_CUSTOM_LEVELS */
|