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VVVVVV/desktop_version/src/editor.cpp

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#if !defined(NO_CUSTOM_LEVELS)
2020-01-01 21:29:24 +01:00
#include "editor.h"
#include "Graphics.h"
#include "Entity.h"
#include "Music.h"
#include "KeyPoll.h"
#include "Map.h"
#include "Script.h"
#include "time.h"
#include "tinyxml.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include <string>
#include <utf8/unchecked.h>
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edlevelclass::edlevelclass()
{
tileset=0;
tilecol=0;
roomname="";
warpdir=0;
platx1=0;
platy1=0;
platx2=320;
platy2=240;
platv=4;
enemyx1=0;
enemyy1=0;
enemyx2=320;
enemyy2=240;
enemytype=0;
directmode=0;
}
editorclass::editorclass()
{
maxwidth=20;
maxheight=20;
//We create a blank map
for (int j = 0; j < 30 * maxwidth; j++)
{
for (int i = 0; i < 40 * maxheight; i++)
{
contents.push_back(0);
}
}
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
swapmap.push_back(0);
}
}
for (int i = 0; i < 30 * maxheight; i++)
{
vmult.push_back(int(i * 40 * maxwidth));
}
reset();
}
// comparison, not case sensitive.
bool compare_nocase (std::string first, std::string second)
{
unsigned int i=0;
while ( (i<first.length()) && (i<second.length()) )
{
if (tolower(first[i])<tolower(second[i]))
return true;
else if (tolower(first[i])>tolower(second[i]))
return false;
++i;
}
if (first.length()<second.length())
return true;
else
return false;
}
void editorclass::getDirectoryData()
{
ListOfMetaData.clear();
directoryList.clear();
directoryList = FILESYSTEM_getLevelDirFileNames();
for(size_t i = 0; i < directoryList.size(); i++)
{
LevelMetaData temp;
if (getLevelMetaData( directoryList[i], temp))
{
ListOfMetaData.push_back(temp);
}
}
for(size_t i = 0; i < ListOfMetaData.size(); i++)
{
for(size_t k = 0; k < ListOfMetaData.size(); k++)
{
if(compare_nocase(ListOfMetaData[i].title, ListOfMetaData[k].title ))
{
std::swap(ListOfMetaData[i] , ListOfMetaData[k]);
std::swap(directoryList[i], directoryList[k]);
}
}
}
}
bool editorclass::getLevelMetaData(std::string& _path, LevelMetaData& _data )
{
TiXmlDocument doc;
if (!FILESYSTEM_loadTiXmlDocument(_path.c_str(), &doc))
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{
printf("Level %s not found :(\n", _path.c_str());
return false;
}
TiXmlHandle hDoc(&doc);
TiXmlElement* pElem;
TiXmlHandle hRoot(0);
{
pElem=hDoc.FirstChildElement().Element();
// should always have a valid root but handle gracefully if it does
if (!pElem)
{
printf("No valid root! Corrupt level file?\n");
}
// save this for later
hRoot=TiXmlHandle(pElem);
}
for( pElem = hRoot.FirstChild( "Data" ).FirstChild().Element(); pElem; pElem=pElem->NextSiblingElement())
{
std::string pKey(pElem->Value());
const char* pText = pElem->GetText() ;
if(pText == NULL)
{
pText = "";
}
if (pKey == "MetaData")
{
for( TiXmlElement* subElem = pElem->FirstChildElement(); subElem; subElem= subElem->NextSiblingElement())
{
std::string pKey(subElem->Value());
const char* pText = subElem->GetText() ;
if(pText == NULL)
{
pText = "";
}
_data.filename = _path;
if(pKey == "Created")
{
_data.timeCreated = pText;
}
if(pKey == "Creator")
{
_data.creator = pText;
}
if(pKey == "Title")
{
_data.title = pText;
}
if(pKey == "Modified")
{
_data.timeModified = pText;
}
if(pKey == "Modifiers")
{
_data.modifier = pText;
}
if(pKey == "Desc1")
{
_data.Desc1 = pText;
}
if(pKey == "Desc2")
{
_data.Desc2 = pText;
}
if(pKey == "Desc3")
{
_data.Desc3 = pText;
}
if(pKey == "website")
{
_data.website = pText;
}
}
}
}
return (_data.filename != "");
}
void editorclass::reset()
{
version=2; //New smaller format change is 2
mapwidth=5;
mapheight=5;
EditorData::GetInstance().title="Untitled Level";
EditorData::GetInstance().creator="Unknown";
Desc1="";
Desc2="";
Desc3="";
website="";
roomnamehide=0;
zmod=false;
xmod=false;
spacemod=false;
spacemenu=0;
shiftmenu=false;
shiftkey=false;
saveandquit=false;
note="";
notedelay=0;
roomnamemod=false;
textentry=false;
savemod=false;
loadmod=false;
deletekeyheld=false;
titlemod=false;
creatormod=false;
desc1mod=false;
desc2mod=false;
desc3mod=false;
websitemod=false;
settingsmod=false;
warpmod=false; //Two step process
warpent=-1;
boundarymod=0;
boundarytype=0;
boundx1=0;
boundx2=0;
boundy1=0;
boundy2=0;
scripttextmod=false;
textent=0;
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scripttexttype=0;
drawmode=0;
dmtile=0;
dmtileeditor=0;
entcol=0;
tilex=0;
tiley=0;
levx=0;
levy=0;
keydelay=0;
lclickdelay=0;
savekey=false;
loadkey=false;
updatetiles=true;
changeroom=true;
levmusic=0;
entframe=0;
entframedelay=0;
edentity.clear();
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levmusic=0;
roomtextmod=false;
for (int j = 0; j < maxheight; j++)
{
for (int i = 0; i < maxwidth; i++)
{
level[i+(j*maxwidth)].tileset=0;
level[i+(j*maxwidth)].tilecol=(i+j)%32;
level[i+(j*maxwidth)].roomname="";
level[i+(j*maxwidth)].warpdir=0;
level[i+(j*maxwidth)].platx1=0;
level[i+(j*maxwidth)].platy1=0;
level[i+(j*maxwidth)].platx2=320;
level[i+(j*maxwidth)].platy2=240;
level[i+(j*maxwidth)].platv=4;
level[i+(j*maxwidth)].enemyx1=0;
level[i+(j*maxwidth)].enemyy1=0;
level[i+(j*maxwidth)].enemyx2=320;
level[i+(j*maxwidth)].enemyy2=240;
level[i+(j*maxwidth)].enemytype=0;
level[i+(j*maxwidth)].directmode=0;
kludgewarpdir[i+(j*maxwidth)]=0;
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}
}
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++)
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{
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;
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}
}
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.
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sb.clear();
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clearscriptbuffer();
sbx=0;
sby=0;
pagey=0;
scripteditmod=false;
sbscript="null";
scripthelppage=0;
scripthelppagedelay=0;
hookmenupage=0;
hookmenu=0;
script.customscript.clear();
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returneditoralpha = 0;
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}
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();
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std::string tstring;
std::string tstring2;
for(size_t i=0; i<script.customscript.size(); i++)
{
tstring=script.customscript[i];
if((int) tstring.length() - 1 >= 0) // FIXME: This is sketchy. -flibit
{
tstring=tstring[tstring.length()-1];
}
else
{
tstring="";
}
if(tstring==":")
{
tstring2="";
tstring=script.customscript[i];
for(size_t j=0; j<tstring.length()-1; j++)
{
tstring2+=tstring[j];
}
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(tstring2);
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}
}
}
void editorclass::loadhookineditor(std::string t)
{
//Find hook t in the scriptclass, then load it into the editor
clearscriptbuffer();
std::string tstring;
bool removemode=false;
for(size_t i=0; i<script.customscript.size(); i++)
{
if(script.customscript[i]==t+":")
{
removemode=true;
}
else if(removemode)
{
tstring=script.customscript[i];
if(tstring != "")
{
tstring = tstring[tstring.length()-1];
}
if(tstring==":")
{
//this is a hook
removemode=false;
}
else
{
//load in this 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
sb.push_back(script.customscript[i]);
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}
}
}
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);
}
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}
void editorclass::addhooktoscript(std::string t)
{
//Adds hook+the scriptbuffer to the end of the scriptclass
removehookfromscript(t);
script.customscript.push_back(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
for(size_t i=0; i<sb.size(); i++)
2020-01-01 21:29:24 +01:00
{
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
script.customscript.push_back(sb[i]);
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}
}
void editorclass::removehookfromscript(std::string t)
{
//Find hook t in the scriptclass, then removes it (and any other code with it)
std::string tstring;
bool removemode=false;
for(size_t i=0; i<script.customscript.size(); i++)
{
if(script.customscript[i]==t+":")
{
removemode=true;
//Remove this line
for(size_t j=i; j<script.customscript.size()-1; j++)
{
script.customscript[j]=script.customscript[j+1];
}
script.customscript.pop_back();
i--;
}
else if(removemode)
{
//If this line is not the start of a new hook, remove it!
tstring=script.customscript[i];
if (tstring.length() > 0) {
tstring=tstring[tstring.length()-1];
} else {
tstring="";
}
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if(tstring==":")
{
//this is a hook
removemode=false;
}
else
{
//Remove this line
for(size_t j=i; j<script.customscript.size()-1; j++)
{
script.customscript[j]=script.customscript[j+1];
}
script.customscript.pop_back();
i--;
}
}
}
}
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.
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removehookfromscript(t);
hooklist.erase(std::remove(hooklist.begin(), hooklist.end(), t), hooklist.end());
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}
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.
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hooklist.push_back(t);
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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.
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for(size_t i=0; i<hooklist.size(); i++)
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{
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.
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sb.clear();
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}
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.
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if((int)sb.size()>1)
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{
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.
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sb.erase(sb.begin() + t);
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}
}
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.
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sb.insert(sb.begin() + t, "");
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}
void editorclass::loadlevel( int rxi, int ryi )
{
//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;
for (int j = 0; j < 30; j++)
{
for (int i = 0; i < 40; i++)
{
swapmap[i+(j*40)]=contents[i+(rxi*40)+vmult[j+(ryi*30)]];
}
}
}
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
int temp=x+(y*maxwidth);
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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
int temp=x+(y*maxwidth);
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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;
}
void editorclass::findstartpoint()
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{
//Ok! Scan the room for the closest checkpoint
int testeditor=-1;
//First up; is there a start point on this screen?
for(size_t i=0; i<edentity.size(); i++)
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{
//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--;
game.edsavedir=1;
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}
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;
game.edsavey--;
game.edsavedir=1-edentity[testeditor].p1;
}
}
void editorclass::saveconvertor()
{
//In the case of resizing breaking a level, this function can fix it
maxwidth=20;
maxheight=20;
int oldwidth=10, oldheight=10;
std::vector <int> tempcontents;
for (int j = 0; j < 30 * oldwidth; j++)
{
for (int i = 0; i < 40 * oldheight; i++)
{
tempcontents.push_back(contents[i+(j*40*oldwidth)]);
}
}
contents.clear();
for (int j = 0; j < 30 * maxheight; j++)
{
for (int i = 0; i < 40 * maxwidth; i++)
{
contents.push_back(0);
}
}
for (int j = 0; j < 30 * oldheight; j++)
{
for (int i = 0; i < 40 * oldwidth; i++)
{
contents[i+(j*40*oldwidth)]=tempcontents[i+(j*40*oldwidth)];
}
}
tempcontents.clear();
for (int i = 0; i < 30 * maxheight; i++)
{
vmult.push_back(int(i * 40 * maxwidth));
}
for (int j = 0; j < maxheight; j++)
{
for (int i = 0; i < maxwidth; i++)
{
level[i+(j*maxwidth)].tilecol=(i+j)%6;
}
}
contents.clear();
}
int editorclass::findtrinket(int t)
{
int ttrinket=0;
for(int i=0; i<(int)edentity.size(); i++)
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{
if(i==t) return ttrinket;
if(edentity[i].t==9) ttrinket++;
}
return 0;
}
int editorclass::findcrewmate(int t)
{
int ttrinket=0;
for(int i=0; i<(int)edentity.size(); i++)
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{
if(i==t) return ttrinket;
if(edentity[i].t==15) ttrinket++;
}
return 0;
}
int editorclass::findwarptoken(int t)
{
int ttrinket=0;
for(int i=0; i<(int)edentity.size(); i++)
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{
if(i==t) return ttrinket;
if(edentity[i].t==13) ttrinket++;
}
return 0;
}
void editorclass::load(std::string& _path)
{
reset();
static const char *levelDir = "levels/";
if (_path.compare(0, strlen(levelDir), levelDir) != 0)
{
_path = levelDir + _path;
}
TiXmlDocument doc;
if (!FILESYSTEM_loadTiXmlDocument(_path.c_str(), &doc))
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{
printf("No level %s to load :(\n", _path.c_str());
return;
}
TiXmlHandle hDoc(&doc);
TiXmlElement* pElem;
TiXmlHandle hRoot(0);
version = 0;
{
pElem=hDoc.FirstChildElement().Element();
// 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
hRoot=TiXmlHandle(pElem);
}
for( pElem = hRoot.FirstChild( "Data" ).FirstChild().Element(); pElem; pElem=pElem->NextSiblingElement())
{
std::string pKey(pElem->Value());
const char* pText = pElem->GetText() ;
if(pText == NULL)
{
pText = "";
}
if (pKey == "MetaData")
{
for( TiXmlElement* subElem = pElem->FirstChildElement(); subElem; subElem= subElem->NextSiblingElement())
{
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;
}
}
}
if (pKey == "mapwidth")
{
mapwidth = atoi(pText);
}
if (pKey == "mapheight")
{
mapheight = atoi(pText);
}
if (pKey == "levmusic")
{
levmusic = atoi(pText);
}
if (pKey == "contents")
{
std::string TextString = (pText);
if(TextString.length())
{
std::vector<std::string> values = split(TextString,',');
//contents.clear();
for(size_t i = 0; i < contents.size(); i++)
{
contents[i] =0;
}
int x =0;
int y =0;
for(size_t i = 0; i < values.size(); i++)
{
contents[x + (maxwidth*40*y)] = atoi(values[i].c_str());
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++)
{
contents.push_back(atoi(values[i].c_str()));
}
}
}
//}
*/
if (pKey == "edEntities")
{
for( TiXmlElement* edEntityEl = pElem->FirstChildElement(); edEntityEl; edEntityEl=edEntityEl->NextSiblingElement())
{
edentities entity;
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std::string pKey(edEntityEl->Value());
if (edEntityEl->GetText() != NULL)
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{
entity.scriptname = std::string(edEntityEl->GetText());
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}
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);
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}
}
if (pKey == "levelMetaData")
{
int i = 0;
for( TiXmlElement* edLevelClassElement = pElem->FirstChildElement(); edLevelClassElement; edLevelClassElement=edLevelClassElement->NextSiblingElement())
{
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();
for(size_t i = 0; i < values.size(); i++)
{
script.customscript.push_back(values[i]);
}
}
}
}
gethooks();
version=2;
}
void editorclass::save(std::string& _path)
{
TiXmlDocument doc;
TiXmlElement* msg;
TiXmlDeclaration* decl = new TiXmlDeclaration( "1.0", "", "" );
doc.LinkEndChild( decl );
TiXmlElement * root = new TiXmlElement( "MapData" );
root->SetAttribute("version",version);
doc.LinkEndChild( root );
TiXmlComment * comment = new TiXmlComment();
comment->SetValue(" Save file " );
root->LinkEndChild( comment );
TiXmlElement * data = new TiXmlElement( "Data" );
root->LinkEndChild( data );
msg = new TiXmlElement( "MetaData" );
time_t rawtime;
struct tm * timeinfo;
time ( &rawtime );
timeinfo = localtime ( &rawtime );
std::string timeAndDate = asctime (timeinfo);
EditorData::GetInstance().timeModified = timeAndDate;
if(EditorData::GetInstance().timeModified == "")
{
EditorData::GetInstance().timeCreated = timeAndDate;
}
//getUser
TiXmlElement* meta = new TiXmlElement( "Creator" );
meta->LinkEndChild( new TiXmlText( EditorData::GetInstance().creator.c_str() ));
msg->LinkEndChild( meta );
meta = new TiXmlElement( "Title" );
meta->LinkEndChild( new TiXmlText( EditorData::GetInstance().title.c_str() ));
msg->LinkEndChild( meta );
meta = new TiXmlElement( "Created" );
meta->LinkEndChild( new TiXmlText( help.String(version).c_str() ));
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msg->LinkEndChild( meta );
meta = new TiXmlElement( "Modified" );
meta->LinkEndChild( new TiXmlText( EditorData::GetInstance().modifier.c_str() ) );
msg->LinkEndChild( meta );
meta = new TiXmlElement( "Modifiers" );
meta->LinkEndChild( new TiXmlText( help.String(version).c_str() ));
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msg->LinkEndChild( meta );
meta = new TiXmlElement( "Desc1" );
meta->LinkEndChild( new TiXmlText( Desc1.c_str() ));
msg->LinkEndChild( meta );
meta = new TiXmlElement( "Desc2" );
meta->LinkEndChild( new TiXmlText( Desc2.c_str() ));
msg->LinkEndChild( meta );
meta = new TiXmlElement( "Desc3" );
meta->LinkEndChild( new TiXmlText( Desc3.c_str() ));
msg->LinkEndChild( meta );
meta = new TiXmlElement( "website" );
meta->LinkEndChild( new TiXmlText( website.c_str() ));
msg->LinkEndChild( meta );
data->LinkEndChild( msg );
msg = new TiXmlElement( "mapwidth" );
msg->LinkEndChild( new TiXmlText( help.String(mapwidth).c_str() ));
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data->LinkEndChild( msg );
msg = new TiXmlElement( "mapheight" );
msg->LinkEndChild( new TiXmlText( help.String(mapheight).c_str() ));
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data->LinkEndChild( msg );
msg = new TiXmlElement( "levmusic" );
msg->LinkEndChild( new TiXmlText( help.String(levmusic).c_str() ));
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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++ )
{
contentsString += help.String(contents[x + (maxwidth*40*y)]) + ",";
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}
}
msg = new TiXmlElement( "contents" );
msg->LinkEndChild( new TiXmlText( contentsString.c_str() ));
data->LinkEndChild( msg );
msg = new TiXmlElement( "edEntities" );
for(size_t i = 0; i < edentity.size(); i++)
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{
TiXmlElement *edentityElement = new TiXmlElement( "edentity" );
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);
edentityElement->LinkEndChild( new TiXmlText( edentity[i].scriptname.c_str() )) ;
msg->LinkEndChild( edentityElement );
}
data->LinkEndChild( msg );
msg = new TiXmlElement( "levelMetaData" );
for(int i = 0; i < 400; i++)
{
TiXmlElement *edlevelclassElement = new TiXmlElement( "edLevelClass" );
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);
edlevelclassElement->LinkEndChild( new TiXmlText( level[i].roomname.c_str() )) ;
msg->LinkEndChild( edlevelclassElement );
}
data->LinkEndChild( msg );
std::string scriptString;
for(size_t i = 0; i < script.customscript.size(); i++ )
{
scriptString += script.customscript[i] + "|";
}
msg = new TiXmlElement( "script" );
msg->LinkEndChild( new TiXmlText( scriptString.c_str() ));
data->LinkEndChild( msg );
FILESYSTEM_saveTiXmlDocument(("levels/" + _path).c_str(), &doc);
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}
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*/)
{
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);
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}
void removeedentity( int t )
{
edentity.erase(edentity.begin() + t);
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}
int edentat( int xp, int yp )
{
for(size_t i=0; i<edentity.size(); i++)
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{
if(edentity[i].x==xp && edentity[i].y==yp) return i;
}
return -1;
}
bool edentclear( int xp, int yp )
{
for(size_t i=0; i<edentity.size(); i++)
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{
if(edentity[i].x==xp && edentity[i].y==yp) return false;
}
return true;
}
void fillbox( int x, int y, int x2, int y2, int c )
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{
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);
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}
void fillboxabs( int x, int y, int x2, int y2, int c )
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{
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);
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}
extern editorclass ed;
extern scriptclass script;
void editorclass::generatecustomminimap()
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{
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);
}
FillRect(graphics.images[12], graphics.getRGB(0,0,0));
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int tm=0;
int temp=0;
//Scan over the map size
if(ed.mapheight<=5 && ed.mapwidth<=5)
{
//4x map
for(int j2=0; j2<ed.mapheight; j2++)
{
for(int i2=0; i2<ed.mapwidth; i2++)
{
//Ok, now scan over each square
tm=196;
if(ed.level[i2 + (j2*ed.maxwidth)].tileset==1) tm=96;
for(int j=0; j<36; j++)
{
for(int i=0; i<48; i++)
{
temp=ed.absfree(int(i*0.83) + (i2*40),int(j*0.83)+(j2*30));
if(temp>=1)
{
//Fill in this pixel
FillRect(graphics.images[12], (i2*48)+i, (j2*36)+j, 1, 1, graphics.getRGB(tm, tm, tm));
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}
}
}
}
}
}
else if(ed.mapheight<=10 && ed.mapwidth<=10)
{
//2x map
for(int j2=0; j2<ed.mapheight; j2++)
{
for(int i2=0; i2<ed.mapwidth; i2++)
{
//Ok, now scan over each square
tm=196;
if(ed.level[i2 + (j2*ed.maxwidth)].tileset==1) tm=96;
for(int j=0; j<18; j++)
{
for(int i=0; i<24; i++)
{
temp=ed.absfree(int(i*1.6) + (i2*40),int(j*1.6)+(j2*30));
if(temp>=1)
{
//Fill in this pixel
FillRect(graphics.images[12], (i2*24)+i, (j2*18)+j, 1, 1, graphics.getRGB(tm, tm, tm));
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}
}
}
}
}
}
else
{
for(int j2=0; j2<ed.mapheight; j2++)
{
for(int i2=0; i2<ed.mapwidth; i2++)
{
//Ok, now scan over each square
tm=196;
if(ed.level[i2 + (j2*ed.maxwidth)].tileset==1) tm=96;
for(int j=0; j<9; j++)
{
for(int i=0; i<12; i++)
{
temp=ed.absfree(3+(i*3) + (i2*40),(j*3)+(j2*30));
if(temp>=1)
{
//Fill in this pixel
FillRect(graphics.images[12], (i2*12)+i, (j2*9)+j, 1, 1, graphics.getRGB(tm, tm, tm));
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}
}
}
}
}
}
}
void editormenurender(int tr, int tg, int tb)
{
switch (game.currentmenuname)
{
case Menu::ed_settings:
graphics.bigprint( -1, 75, "Map Settings", tr, tg, tb, true);
break;
case Menu::ed_desc:
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);
}
break;
case Menu::ed_music:
graphics.bigprint( -1, 65, "Map Music", tr, tg, tb, true);
graphics.Print( -1, 85, "Current map music:", tr, tg, tb, true);
switch(ed.levmusic)
{
case 0:
graphics.Print( -1, 120, "No background music", tr, tg, tb, true);
break;
case 1:
graphics.Print( -1, 120, "1: Pushing Onwards", tr, tg, tb, true);
break;
case 2:
graphics.Print( -1, 120, "2: Positive Force", tr, tg, tb, true);
break;
case 3:
graphics.Print( -1, 120, "3: Potential for Anything", tr, tg, tb, true);
break;
case 4:
graphics.Print( -1, 120, "4: Passion for Exploring", tr, tg, tb, true);
break;
case 6:
graphics.Print( -1, 120, "5: Presenting VVVVVV", tr, tg, tb, true);
break;
case 8:
graphics.Print( -1, 120, "6: Predestined Fate", tr, tg, tb, true);
break;
case 10:
graphics.Print( -1, 120, "7: Popular Potpourri", tr, tg, tb, true);
break;
case 11:
graphics.Print( -1, 120, "8: Pipe Dream", tr, tg, tb, true);
break;
case 12:
graphics.Print( -1, 120, "9: Pressure Cooker", tr, tg, tb, true);
break;
case 13:
graphics.Print( -1, 120, "10: Paced Energy", tr, tg, tb, true);
break;
case 14:
graphics.Print( -1, 120, "11: Piercing the Sky", tr, tg, tb, true);
break;
default:
graphics.Print( -1, 120, "?: something else", tr, tg, tb, true);
break;
}
break;
case Menu::ed_quit:
graphics.bigprint( -1, 90, "Save before", tr, tg, tb, true);
graphics.bigprint( -1, 110, "quitting?", tr, tg, tb, true);
break;
default:
break;
}
}
void editorrender()
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{
//Draw grid
FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getRGB(0,0,0));
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for(int j=0; j<30; j++)
{
for(int i=0; i<40; i++)
{
fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(8,8,8)); //a simple grid
if(i%4==0) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(16,16,16));
if(j%4==0) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(16,16,16));
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//Minor guides
if(i==9) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
if(i==30) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
if(j==6 || j==7) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
if(j==21 || j==22) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(24,24,24));
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//Major guides
if(i==20 || i==19) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(32,32,32));
if(j==14) fillbox(i*8, j*8, (i*8)+7, (j*8)+7, graphics.getRGB(32,32,32));
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}
}
//Or draw background
if(!ed.settingsmod)
{
switch(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir)
{
case 1:
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
graphics.drawbackground(3);
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break;
case 2:
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
graphics.drawbackground(4);
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break;
case 3:
graphics.rcol=ed.getwarpbackground(ed.levx, ed.levy);
graphics.drawbackground(5);
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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)]];
if(temp>0) graphics.drawtile(i*8,j*8,temp);
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}
}
}
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)]];
if(temp>0) graphics.drawtile2(i*8,j*8,temp);
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}
}
}
//Edge tile fix
//Buffer the sides of the new room with tiles from other rooms, to ensure no gap problems.
for(int j=0; j<30; j++)
{
//left edge
if(ed.freewrap((ed.levx*40)-1,j+(ed.levy*30))==1)
{
FillRect(graphics.backBuffer, 0,j*8, 2,8, graphics.getRGB(255,255,255-help.glow));
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}
//right edge
if(ed.freewrap((ed.levx*40)+40,j+(ed.levy*30))==1)
{
FillRect(graphics.backBuffer, 318,j*8, 2,8, graphics.getRGB(255,255,255-help.glow));
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}
}
for(int i=0; i<40; i++)
{
if(ed.freewrap((ed.levx*40)+i,(ed.levy*30)-1)==1)
{
FillRect(graphics.backBuffer, i*8,0, 8,2, graphics.getRGB(255,255,255-help.glow));
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}
if(ed.freewrap((ed.levx*40)+i,30+(ed.levy*30))==1)
{
FillRect(graphics.backBuffer, i*8,238, 8,2, graphics.getRGB(255,255,255-help.glow));
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}
}
//Draw entities
game.customcol=ed.getlevelcol(ed.levx+(ed.levy*ed.maxwidth))+1;
ed.entcol=ed.getenemycol(game.customcol);
obj.customplatformtile=game.customcol*12;
ed.temp=edentat(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30));
// Draw entities backward to remain accurate with ingame
for (int i = edentity.size() - 1; i >= 0; i--)
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{
//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
graphics.drawspritesetcol((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.entcol);
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));
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break;
case 2: //Threadmills & platforms
tpoint.x = (edentity[i].x*8)- (ed.levx*40*8);
tpoint.y = (edentity[i].y*8)- (ed.levy*30*8);
drawRect = graphics.tiles_rect;
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drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL,graphics.backBuffer, &drawRect);
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if(edentity[i].p1<=4)
{
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));
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}
if(edentity[i].p1==5)
{
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));
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}
else if(edentity[i].p1==6)
{
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));
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}
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);
drawRect = graphics.tiles_rect;
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drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL,graphics.backBuffer, &drawRect);
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}
if(edentity[i].p1==7)
{
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));
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}
else if(edentity[i].p1==8)
{
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));
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}
break;
case 3: //Disappearing Platform
tpoint.x = (edentity[i].x*8)- (ed.levx*40*8);
tpoint.y = (edentity[i].y*8)- (ed.levy*30*8);
drawRect = graphics.tiles_rect;
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drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL, graphics.backBuffer, &drawRect);
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drawRect.x += 8;
BlitSurfaceStandard(graphics.entcolours[obj.customplatformtile],NULL,graphics.backBuffer, &drawRect);
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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));
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break;
case 9: //Shiny Trinket
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));
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break;
case 10: //Checkpoints
if(edentity[i].p1==0) //From roof
{
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),20,196,196,196);
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}
else if(edentity[i].p1==1) //From floor
{
graphics.drawsprite((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),21,196,196,196);
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}
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(164,164,255));
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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);
while(ed.spikefree(tx,ty)==0) tx--;
while(ed.spikefree(tx2,ty)==0) tx2++;
tx++;
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));
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edentity[i].p2=tx;
edentity[i].p3=(tx2-tx)*8;
}
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);
while(ed.spikefree(tx,ty)==0) ty--;
while(ed.spikefree(tx,ty2)==0) ty2++;
ty++;
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));
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edentity[i].p2=ty;
edentity[i].p3=(ty2-ty)*8;
}
break;
case 13://Warp tokens
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));
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if(ed.temp==i)
{
graphics.bprint((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8)-8,
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"("+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
{
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
graphics.drawspritesetcol((edentity[i].x*8)- (ed.levx*40*8)-4,(edentity[i].y*8)- (ed.levy*30*8),144,obj.crewcolour(edentity[i].p1));
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(164,164,164));
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break;
case 16: //Start
if(edentity[i].p1==0) //Left
{
graphics.drawspritesetcol((edentity[i].x*8)- (ed.levx*40*8)-4,(edentity[i].y*8)- (ed.levy*30*8),0,obj.crewcolour(0));
2020-01-01 21:29:24 +01:00
}
else if(edentity[i].p1==1)
{
graphics.drawspritesetcol((edentity[i].x*8)- (ed.levx*40*8)-4,(edentity[i].y*8)- (ed.levy*30*8),3,obj.crewcolour(0));
2020-01-01 21:29:24 +01:00
}
fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(164,255,255));
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if(ed.entframe<2)
{
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
{
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)
{
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
{
int length = utf8::unchecked::distance(edentity[i].scriptname.begin(), edentity[i].scriptname.end());
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
}
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
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));
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if(ed.temp==i)
{
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
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));
2020-01-01 21:29:24 +01:00
if(ed.temp==i)
{
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);
while(ed.free(tx,ty)==0) tx--;
while(ed.free(tx2,ty)==0) tx2++;
tx++;
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
edentity[i].p2=tx;
edentity[i].p3=(tx2-tx)*8;
}
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);
while(ed.free(tx,ty)==0) ty--;
while(ed.free(tx,ty2)==0) ty2++;
ty++;
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
edentity[i].p2=ty;
edentity[i].p3=(ty2-ty)*8;
}
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)
{
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));
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if(ed.tilex+(ed.levx*40)==edentity[i].p1 && ed.tiley+(ed.levy*30)==edentity[i].p2)
{
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
{
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)
{
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)
{
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
{
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)
{
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,
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)
{
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,
graphics.getBGR(64,64,255-(help.glow/2)));
2020-01-01 21:29:24 +01:00
}
}
//Draw Cursor
switch(ed.drawmode)
{
case 0:
case 1:
case 2:
case 9:
case 10:
case 12: //Single point
fillboxabs((ed.tilex*8),(ed.tiley*8),8,8, graphics.getRGB(200,32,32));
2020-01-01 21:29:24 +01:00
break;
case 3:
case 4:
case 8:
case 13://2x2
fillboxabs((ed.tilex*8),(ed.tiley*8),16,16, graphics.getRGB(200,32,32));
2020-01-01 21:29:24 +01:00
break;
case 5:
case 6:
case 7://Platform
fillboxabs((ed.tilex*8),(ed.tiley*8),32,8, graphics.getRGB(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)
{
fillboxabs((ed.tilex*8),(ed.tiley*8),8,8, graphics.getRGB(200,32,32));
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print((ed.tilex*8),(ed.tiley*8),"X",255,0,0);
2020-01-01 21:29:24 +01:00
}
break;
case 11:
case 15:
case 16: //2x3
fillboxabs((ed.tilex*8),(ed.tiley*8),16,24, graphics.getRGB(200,32,32));
2020-01-01 21:29:24 +01:00
break;
}
if(ed.drawmode<3)
{
if(ed.zmod && ed.drawmode<2)
{
fillboxabs((ed.tilex*8)-8,(ed.tiley*8)-8,24,24, graphics.getRGB(200,32,32));
2020-01-01 21:29:24 +01:00
}
else if(ed.xmod && ed.drawmode<2)
{
fillboxabs((ed.tilex*8)-16,(ed.tiley*8)-16,24+16,24+16, graphics.getRGB(200,32,32));
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;
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++)
{
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++)
{
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
fillboxabs(((ed.dmtile%40)*8)-2,16-2,12,12,graphics.getRGB(196, 196, 255 - help.glow));
fillboxabs(((ed.dmtile%40)*8)-1,16-1,10,10,graphics.getRGB(0,0,0));
2020-01-01 21:29:24 +01:00
}
if(ed.dmtileeditor>0 && t2<=30)
{
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)
{
graphics.drawtile(45,45-t2,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.drawtile2(45,45-t2,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
}
else
{
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)
{
graphics.drawtile(45,12,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.drawtile2(45,12,ed.dmtile);
2020-01-01 21:29:24 +01:00
}
}
}
//Draw GUI
if(ed.boundarymod>0)
{
if(ed.boundarymod==1)
{
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:
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:
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:
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:
graphics.Print(4, 232, "COPY TILES: Click on top left", 255,255,255, false);
2020-01-01 21:29:24 +01:00
break;
default:
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)
{
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:
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:
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:
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:
graphics.Print(4, 232, "COPY TILES: Click on bottom right", 255,255,255, false);
2020-01-01 21:29:24 +01:00
break;
default:
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!
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:
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)] + " <";
2020-01-01 21:29:24 +01:00
std::transform(tstring.begin(), tstring.end(),tstring.begin(), ::toupper);
graphics.Print(16,68+(i*16),tstring,123, 111, 218, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(16,68+(i*16),ed.hooklist[(ed.hooklist.size()-1)-(ed.hookmenupage+i)],123, 111, 218, true);
2020-01-01 21:29:24 +01:00
}
}
}
}
else
{
graphics.Print(16,110,"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
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
{
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)
{
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)
{
if(!game.colourblindmode) graphics.drawtowerbackgroundsolo();
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;
editormenurender(tr, tg, tb);
2020-01-01 21:29:24 +01:00
graphics.drawmenu(tr, tg, tb, 15);
2020-01-01 21:29:24 +01:00
}
else if(ed.scripttextmod)
{
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, "Enter script id name:", 255,255,255, false);
2020-01-01 21:29:24 +01:00
if(ed.entframe<2)
{
graphics.Print(4, 232, edentity[ed.textent].scriptname+"_", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(4, 232, edentity[ed.textent].scriptname+" ", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
}
else if(ed.savemod)
{
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, "Enter filename to save map as:", 255,255,255, false);
2020-01-01 21:29:24 +01:00
if(ed.entframe<2)
{
graphics.Print(4, 232, ed.filename+"_", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(4, 232, ed.filename+" ", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
}
else if(ed.loadmod)
{
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, "Enter map filename to load:", 255,255,255, false);
2020-01-01 21:29:24 +01:00
if(ed.entframe<2)
{
graphics.Print(4, 232, ed.filename+"_", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(4, 232, ed.filename+" ", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
}
else if(ed.roomnamemod)
{
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, "Enter new room name:", 255,255,255, false);
2020-01-01 21:29:24 +01:00
if(ed.entframe<2)
{
graphics.Print(4, 232, ed.level[ed.levx+(ed.levy*ed.maxwidth)].roomname+"_", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(4, 232, ed.level[ed.levx+(ed.levy*ed.maxwidth)].roomname+" ", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
}
else if(ed.roomtextmod)
{
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, "Enter text string:", 255,255,255, false);
2020-01-01 21:29:24 +01:00
if(ed.entframe<2)
{
graphics.Print(4, 232, edentity[ed.textent].scriptname+"_", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
else
{
graphics.Print(4, 232, edentity[ed.textent].scriptname+" ", 196, 196, 255 - help.glow, true);
2020-01-01 21:29:24 +01:00
}
}
else if(ed.warpmod)
{
//placing warp token
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)
{
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++)
{
FillRect(graphics.backBuffer, 4+(i*tg), 209,20,20,graphics.getRGB(32,32,32));
2020-01-01 21:29:24 +01:00
}
FillRect(graphics.backBuffer, 4+(ed.drawmode*tg), 209,20,20,graphics.getRGB(64,64,64));
2020-01-01 21:29:24 +01:00
//0:
graphics.drawtile(tx,ty,83);
graphics.drawtile(tx+8,ty,83);
graphics.drawtile(tx,ty+8,83);
graphics.drawtile(tx+8,ty+8,83);
2020-01-01 21:29:24 +01:00
//1:
tx+=tg;
graphics.drawtile(tx,ty,680);
graphics.drawtile(tx+8,ty,680);
graphics.drawtile(tx,ty+8,680);
graphics.drawtile(tx+8,ty+8,680);
2020-01-01 21:29:24 +01:00
//2:
tx+=tg;
graphics.drawtile(tx+4,ty+4,8);
2020-01-01 21:29:24 +01:00
//3:
tx+=tg;
graphics.drawsprite(tx,ty,22,196,196,196);
2020-01-01 21:29:24 +01:00
//4:
tx+=tg;
graphics.drawsprite(tx,ty,21,196,196,196);
2020-01-01 21:29:24 +01:00
//5:
tx+=tg;
graphics.drawtile(tx,ty+4,3);
graphics.drawtile(tx+8,ty+4,4);
2020-01-01 21:29:24 +01:00
//6:
tx+=tg;
graphics.drawtile(tx,ty+4,24);
graphics.drawtile(tx+8,ty+4,24);
2020-01-01 21:29:24 +01:00
//7:
tx+=tg;
graphics.drawtile(tx,ty+4,1);
graphics.drawtile(tx+8,ty+4,1);
2020-01-01 21:29:24 +01:00
//8:
tx+=tg;
graphics.drawsprite(tx,ty,78+ed.entframe,196,196,196);
2020-01-01 21:29:24 +01:00
//9:
tx+=tg;
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++)
{
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
}
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
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
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)
{
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
}
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++)
{
FillRect(graphics.backBuffer, 4+(i*tg), 209,20,20,graphics.getRGB(32,32,32));
2020-01-01 21:29:24 +01:00
}
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:
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;
graphics.drawsprite(tx,ty,17,196,196,196);
2020-01-01 21:29:24 +01:00
//12:
tx+=tg;
fillboxabs(tx+4,ty+4,8,8,graphics.getRGB(96,96,96));
2020-01-01 21:29:24 +01:00
//13:
tx+=tg;
graphics.drawsprite(tx,ty,18+(ed.entframe%2),196,196,196);
2020-01-01 21:29:24 +01:00
//14:
tx+=tg;
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;
graphics.drawsprite(tx,ty,186,75, 75, 255- help.glow/4 - (fRandom()*20));
2020-01-01 21:29:24 +01:00
//16:
tx+=tg;
graphics.drawsprite(tx,ty,184,160- help.glow/2 - (fRandom()*20), 200- help.glow/2, 220 - help.glow);
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
}
graphics.Print(128, 232, "< and > keys change tool", 196, 196, 255 - help.glow, false);
2020-01-01 21:29:24 +01:00
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:
graphics.bprint(2,199, "1: Walls",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 1:
graphics.bprint(2,199, "2: Backing",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 2:
graphics.bprint(2,199, "3: Spikes",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 3:
graphics.bprint(2,199, "4: Trinkets",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 4:
graphics.bprint(2,199, "5: Checkpoint",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 5:
graphics.bprint(2,199, "6: Disappear",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 6:
graphics.bprint(2,199, "7: Conveyors",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 7:
graphics.bprint(2,199, "8: Moving",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 8:
graphics.bprint(2,199, "9: Enemies",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 9:
graphics.bprint(2,199, "0: Grav Line",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 10:
graphics.bprint(2,199, "R: Roomtext",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 11:
graphics.bprint(2,199, "T: Terminal",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 12:
graphics.bprint(2,199, "Y: Script Box",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 13:
graphics.bprint(2,199, "U: Warp Token",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 14:
graphics.bprint(2,199, "I: Warp Lines",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 15:
graphics.bprint(2,199, "O: Crewmate",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 16:
graphics.bprint(2,199, "P: Start Point",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
}
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
{
//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++;
}
if (graphics.translucentroomname)
{
graphics.footerrect.y = 230+ed.roomnamehide;
SDL_BlitSurface(graphics.footerbuffer, NULL, graphics.backBuffer, &graphics.footerrect);
}
else
{
FillRect(graphics.backBuffer, 0,230+ed.roomnamehide,320,10, graphics.getRGB(0,0,0));
}
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
{
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)
{
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:
graphics.bprint(2,2, "1: Walls",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 1:
graphics.bprint(2,2, "2: Backing",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 2:
graphics.bprint(2,2, "3: Spikes",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 3:
graphics.bprint(2,2, "4: Trinkets",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 4:
graphics.bprint(2,2, "5: Checkpoint",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 5:
graphics.bprint(2,2, "6: Disappear",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 6:
graphics.bprint(2,2, "7: Conveyors",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 7:
graphics.bprint(2,2, "8: Moving",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 8:
graphics.bprint(2,2, "9: Enemies",196, 196, 255 - help.glow);
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break;
case 9:
graphics.bprint(2,2, "0: Grav Line",196, 196, 255 - help.glow);
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break;
case 10:
graphics.bprint(2,2, "R: Roomtext",196, 196, 255 - help.glow);
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break;
case 11:
graphics.bprint(2,2, "T: Terminal",196, 196, 255 - help.glow);
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break;
case 12:
graphics.bprint(2,2, "Y: Script Box",196, 196, 255 - help.glow);
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break;
case 13:
graphics.bprint(2,2, "U: Warp Token",196, 196, 255 - help.glow);
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break;
case 14:
graphics.bprint(2,2, "I: Warp Lines",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 15:
graphics.bprint(2,2, "O: Crewmate",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
case 16:
graphics.bprint(2,2, "P: Start Point",196, 196, 255 - help.glow);
2020-01-01 21:29:24 +01:00
break;
}
}
if(ed.notedelay>0)
{
FillRect(graphics.backBuffer, 0,115,320,18, graphics.getRGB(92,92,92));
FillRect(graphics.backBuffer, 0,116,320,16, graphics.getRGB(0,0,0));
graphics.Print(0,121, ed.note,196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), true);
2020-01-01 21:29:24 +01:00
}
graphics.drawfade();
2020-01-01 21:29:24 +01:00
if (game.flashlight > 0 && !game.noflashingmode)
{
game.flashlight--;
graphics.flashlight();
2020-01-01 21:29:24 +01:00
}
if (game.screenshake > 0 && !game.noflashingmode)
{
game.screenshake--;
graphics.screenshake();
2020-01-01 21:29:24 +01:00
}
else
{
graphics.render();
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}
}
void editorlogic()
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{
//Misc
help.updateglow();
map.bypos -= 2;
map.bscroll = -2;
ed.entframedelay--;
if(ed.entframedelay<=0)
{
ed.entframe=(ed.entframe+1)%4;
ed.entframedelay=8;
}
if(ed.notedelay>0)
{
ed.notedelay--;
}
if (graphics.fademode == 1)
2020-01-01 21:29:24 +01:00
{
//Return to game
map.nexttowercolour();
map.colstate = 10;
game.gamestate = TITLEMODE;
graphics.fademode = 4;
music.haltdasmusik();
2020-01-01 21:29:24 +01:00
music.play(6);
map.nexttowercolour();
ed.settingsmod=false;
graphics.backgrounddrawn=false;
//Do returnmenu twice because we have two menus:
//the main editor menu and the confirm save&quit menu
game.returnmenu();
game.returnmenu();
2020-01-01 21:29:24 +01:00
}
}
void editormenuactionpress()
{
switch (game.currentmenuname)
{
case Menu::ed_desc:
switch (game.currentmenuoption)
{
case 0:
ed.textentry=true;
ed.titlemod=true;
key.enabletextentry();
key.keybuffer=EditorData::GetInstance().title;
break;
case 1:
ed.textentry=true;
ed.creatormod=true;
key.enabletextentry();
key.keybuffer=EditorData::GetInstance().creator;
break;
case 2:
ed.textentry=true;
ed.desc1mod=true;
key.enabletextentry();
key.keybuffer=ed.Desc1;
break;
case 3:
ed.textentry=true;
ed.websitemod=true;
key.enabletextentry();
key.keybuffer=ed.website;
break;
case 4:
music.playef(11);
game.createmenu(Menu::ed_settings);
map.nexttowercolour();
break;
}
break;
case Menu::ed_settings:
switch (game.currentmenuoption)
{
case 0:
//Change level description stuff
music.playef(11);
game.createmenu(Menu::ed_desc);
map.nexttowercolour();
break;
case 1:
//Enter script editormode
music.playef(11);
ed.scripteditmod=true;
ed.clearscriptbuffer();
key.enabletextentry();
key.keybuffer="";
ed.hookmenupage=0;
ed.hookmenu=0;
ed.scripthelppage=0;
ed.scripthelppagedelay=0;
ed.sby=0;
ed.sbx=0, ed.pagey=0;
break;
case 2:
music.playef(11);
game.createmenu(Menu::ed_music);
map.nexttowercolour();
if(ed.levmusic>0) music.play(ed.levmusic);
break;
case 3:
//Load level
ed.settingsmod=false;
graphics.backgrounddrawn=false;
map.nexttowercolour();
ed.loadmod=true;
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.filename;
ed.keydelay=6;
game.mapheld=true;
graphics.backgrounddrawn=false;
break;
case 4:
//Save level
ed.settingsmod=false;
graphics.backgrounddrawn=false;
map.nexttowercolour();
ed.savemod=true;
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.filename;
ed.keydelay=6;
game.mapheld=true;
graphics.backgrounddrawn=false;
break;
case 5:
music.playef(11);
game.createmenu(Menu::ed_quit);
map.nexttowercolour();
break;
}
break;
case Menu::ed_music:
switch (game.currentmenuoption)
{
case 0:
ed.levmusic++;
if(ed.levmusic==5) ed.levmusic=6;
if(ed.levmusic==7) ed.levmusic=8;
if(ed.levmusic==9) ed.levmusic=10;
if(ed.levmusic==15) ed.levmusic=0;
if(ed.levmusic>0)
{
music.play(ed.levmusic);
}
else
{
music.haltdasmusik();
}
music.playef(11);
break;
case 1:
music.playef(11);
music.fadeout();
game.createmenu(Menu::ed_settings);
map.nexttowercolour();
break;
}
break;
case Menu::ed_quit:
switch (game.currentmenuoption)
{
case 0:
//Saving and quit
ed.saveandquit=true;
ed.settingsmod=false;
graphics.backgrounddrawn=false;
map.nexttowercolour();
ed.savemod=true;
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.filename;
ed.keydelay=6;
game.mapheld=true;
graphics.backgrounddrawn=false;
break;
case 1:
//Quit without saving
music.playef(11);
music.fadeout();
graphics.fademode = 2;
break;
case 2:
//Go back to editor
music.playef(11);
game.createmenu(Menu::ed_settings);
map.nexttowercolour();
break;
}
break;
default:
break;
}
}
void editorinput()
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;
if (game.stretchMode == 1) {
// In this mode specifically, we have to fix the mouse coordinates
int winwidth, winheight;
graphics.screenbuffer->GetWindowSize(&winwidth, &winheight);
ed.tilex = ed.tilex * 320 / winwidth;
ed.tiley = ed.tiley * 240 / winheight;
}
2020-01-01 21:29:24 +01:00
game.press_left = false;
game.press_right = false;
game.press_action = false;
game.press_map = false;
if (key.isDown(KEYBOARD_LEFT) || key.isDown(KEYBOARD_a))
{
game.press_left = true;
}
if (key.isDown(KEYBOARD_RIGHT) || key.isDown(KEYBOARD_d))
{
game.press_right = true;
}
if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v))
{
game.press_action = true;
};
if (key.isDown(KEYBOARD_ENTER)) game.press_map = true;
if (key.isDown(27) && !ed.settingskey)
{
ed.settingskey=true;
if(ed.textentry)
{
key.disabletextentry();
ed.roomnamemod=false;
ed.loadmod=false;
ed.savemod=false;
ed.textentry=false;
ed.titlemod=false;
ed.desc1mod=false;
ed.desc2mod=false;
ed.desc3mod=false;
ed.websitemod=false;
ed.creatormod=false;
if(ed.scripttextmod || ed.roomtextmod)
2020-01-01 21:29:24 +01:00
{
if (ed.oldenttext == "")
{
removeedentity(ed.textent);
}
else
{
edentity[ed.textent].scriptname = ed.oldenttext;
}
2020-01-01 21:29:24 +01:00
}
ed.scripttextmod=false;
ed.roomtextmod=false;
2020-01-01 21:29:24 +01:00
ed.shiftmenu=false;
ed.shiftkey=false;
}
else if(ed.boundarymod>0)
{
ed.boundarymod=0;
}
else
{
ed.settingsmod=!ed.settingsmod;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
game.createmenu(Menu::ed_settings);
2020-01-01 21:29:24 +01:00
map.nexttowercolour();
}
}
if (!key.isDown(27))
{
ed.settingskey=false;
}
if(key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
{
if(key.leftbutton) key.rightbutton=true;
}
if(ed.scripteditmod)
{
if(ed.scripthelppage==0)
{
//hook select menu
if(ed.keydelay>0) ed.keydelay--;
if(key.keymap[SDLK_UP] && ed.keydelay<=0)
{
ed.keydelay=6;
ed.hookmenu--;
}
if(key.keymap[SDLK_DOWN] && ed.keydelay<=0)
{
ed.keydelay=6;
ed.hookmenu++;
}
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(ed.hookmenu>=(int)ed.hooklist.size())
2020-01-01 21:29:24 +01:00
{
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
ed.hookmenu=ed.hooklist.size()-1;
2020-01-01 21:29:24 +01:00
}
if(ed.hookmenu<0) ed.hookmenu=0;
if(ed.hookmenu<ed.hookmenupage)
{
ed.hookmenupage=ed.hookmenu;
}
if(ed.hookmenu>=ed.hookmenupage+9)
{
ed.hookmenupage=ed.hookmenu+8;
}
if(!key.keymap[SDLK_BACKSPACE]) ed.deletekeyheld=0;
if(key.keymap[SDLK_BACKSPACE] && ed.deletekeyheld==0 && !ed.hooklist.empty())
2020-01-01 21:29:24 +01:00
{
ed.deletekeyheld=1;
music.playef(2);
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
ed.removehook(ed.hooklist[(ed.hooklist.size()-1)-ed.hookmenu]);
2020-01-01 21:29:24 +01:00
}
if (!game.press_action && !game.press_left && !game.press_right
&& !key.keymap[SDLK_UP] && !key.keymap[SDLK_DOWN] && !key.isDown(27)) game.jumpheld = false;
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map
|| key.keymap[SDLK_UP] || key.keymap[SDLK_DOWN] || key.isDown(27))
{
game.jumpheld = true;
}
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if ((game.press_action || game.press_map) && !ed.hooklist.empty())
2020-01-01 21:29:24 +01:00
{
game.mapheld=true;
ed.scripthelppage=1;
key.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];
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--;
if(key.keymap[SDLK_UP] && ed.keydelay<=0)
{
ed.keydelay=6;
ed.sby--;
if(ed.sby<=5)
{
if(ed.pagey>0)
{
ed.pagey--;
ed.sby++;
}
else
{
if(ed.sby<0) ed.sby=0;
}
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
}
if(key.keymap[SDLK_DOWN] && ed.keydelay<=0)
{
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)
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{
//Remove this line completely
ed.removeline(ed.pagey+ed.sby);
ed.sby--;
if(ed.sby<=5)
{
if(ed.pagey>0)
{
ed.pagey--;
ed.sby++;
}
else
{
if(ed.sby<0) ed.sby=0;
}
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
ed.keydelay=6;
2020-01-01 21:29:24 +01:00
}
ed.sb[ed.pagey+ed.sby]=key.keybuffer;
ed.sbx = utf8::unchecked::distance(ed.sb[ed.pagey+ed.sby].begin(), ed.sb[ed.pagey+ed.sby].end());
2020-01-01 21:29:24 +01:00
if(!game.press_map && !key.isDown(27)) game.mapheld=false;
if (!game.mapheld)
{
if(game.press_map)
{
game.mapheld=true;
//Continue to next line
Make `commands`, `sb`, and `hooklist` not use separate length-trackers This is a refactor that turns the script-related arrays `ed.sb`, and `ed.hooklist` into C++ vectors (`script.commands` was already a vector, it was just misused). The code handling these vectors now looks more like idiomatic C++ than sloppily-pasted pseudo-ActionScript. This removes the variables `script.scriptlength`, `ed.sblength`, and `ed.numhooks`, too. This reduces the amount of code needed to e.g. simply remove something from any of these vectors. Previously the code had to manually shift the rest of the elements down one-by-one, and doing it manually is definitely error-prone and tedious. But now we can just use fancy functions like `std::vector::erase()` and `std::remove()` to do it all in one line! Don't worry, I checked and `std::remove()` is in the C++ standard since at least 1998. This patch makes it so the `commands` vector gets cleared when `scriptclass::load()` is ran. Previously, the `commands` vector never actually properly got cleared, so there could potentially be glitches that rely on the game indexing past the bounds set by `scriptlength` but still in-bounds in the eyes of C++, and people could potentially rely on such an exploit... However, I checked, and I'm pretty sure that no such glitch previously existed at all, because the only times the vector gets indexed are when `scriptlength` is either being incremented after starting from 0 (`add()`) or when it's underneath a `position < scriptlength` conditional. Furthermore, I'm unaware of anyone who has actually found or used such an exploit, and I've been in the custom level community for 6 years. So I think it's fine.
2020-02-20 18:43:52 +01:00
if(ed.sby+ed.pagey>=(int)ed.sb.size()) //we're on the last line
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{
ed.sby++;
if(ed.sby>=20)
{
ed.pagey++;
ed.sby--;
}
key.keybuffer=ed.sb[ed.pagey+ed.sby];
ed.sbx = utf8::unchecked::distance(ed.sb[ed.pagey+ed.sby].begin(), ed.sb[ed.pagey+ed.sby].end());
2020-01-01 21:29:24 +01:00
}
else
{
//We're not, insert a line instead
ed.sby++;
if(ed.sby>=20)
{
ed.pagey++;
ed.sby--;
}
ed.insertline(ed.sby+ed.pagey);
key.keybuffer="";
ed.sbx = 0;
}
}
}
}
}
else if(ed.textentry)
{
if(ed.roomnamemod)
{
ed.level[ed.levx+(ed.levy*ed.maxwidth)].roomname=key.keybuffer;
}
else if(ed.savemod)
{
ed.filename=key.keybuffer;
}
else if(ed.loadmod)
{
ed.filename=key.keybuffer;
}
else if(ed.roomtextmod)
{
edentity[ed.textent].scriptname=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.scripttextmod)
{
edentity[ed.textent].scriptname=key.keybuffer;
2020-01-01 21:29:24 +01:00
}
else if(ed.titlemod)
{
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;
if(ed.roomnamemod)
{
ed.level[ed.levx+(ed.levy*ed.maxwidth)].roomname=key.keybuffer;
ed.roomnamemod=false;
}
else if(ed.savemod)
{
std::string savestring=ed.filename+".vvvvvv";
ed.save(savestring);
ed.note="[ Saved map: " + ed.filename+ ".vvvvvv]";
ed.notedelay=45;
ed.savemod=false;
ed.shiftmenu=false;
ed.shiftkey=false;
if(ed.saveandquit)
{
//quit editor
graphics.fademode = 2;
2020-01-01 21:29:24 +01:00
}
}
else if(ed.loadmod)
{
std::string loadstring=ed.filename+".vvvvvv";
ed.load(loadstring);
ed.note="[ Loaded map: " + ed.filename+ ".vvvvvv]";
ed.notedelay=45;
ed.loadmod=false;
ed.shiftmenu=false;
ed.shiftkey=false;
}
else if(ed.roomtextmod)
{
edentity[ed.textent].scriptname=key.keybuffer;
2020-01-01 21:29:24 +01:00
ed.roomtextmod=false;
ed.shiftmenu=false;
ed.shiftkey=false;
}
else if(ed.scripttextmod)
{
edentity[ed.textent].scriptname=key.keybuffer;
2020-01-01 21:29:24 +01:00
ed.scripttextmod=false;
ed.clearscriptbuffer();
if(!ed.checkhook(edentity[ed.textent].scriptname))
2020-01-01 21:29:24 +01:00
{
ed.addhook(edentity[ed.textent].scriptname);
2020-01-01 21:29:24 +01:00
}
}
else if(ed.titlemod)
{
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();
ed.textentry=false;
if(ed.desc1mod)
{
ed.desc1mod=false;
ed.textentry=true;
ed.desc2mod=true;
key.enabletextentry();
key.keybuffer=ed.Desc2;
}
else if(ed.desc2mod)
{
ed.desc2mod=false;
ed.textentry=true;
ed.desc3mod=true;
key.enabletextentry();
key.keybuffer=ed.Desc3;
}
}
}
}
else
{
if(ed.settingsmod)
{
if (!game.press_action && !game.press_left && !game.press_right
&& !key.keymap[SDLK_UP] && !key.keymap[SDLK_DOWN]) game.jumpheld = false;
if (!game.jumpheld)
{
if (game.press_action || game.press_left || game.press_right || game.press_map
|| key.keymap[SDLK_UP] || key.keymap[SDLK_DOWN])
{
game.jumpheld = true;
}
if(game.menustart)
{
if (game.press_left || key.keymap[SDLK_UP])
{
game.currentmenuoption--;
}
else if (game.press_right || key.keymap[SDLK_DOWN])
{
game.currentmenuoption++;
}
}
if (game.currentmenuoption < 0) game.currentmenuoption = game.menuoptions.size()-1;
if (game.currentmenuoption >= (int) game.menuoptions.size() ) game.currentmenuoption = 0;
2020-01-01 21:29:24 +01:00
if (game.press_action)
{
editormenuactionpress();
2020-01-01 21:29:24 +01:00
}
}
}
else
{
//Shortcut keys
//TO DO: make more user friendly
if(key.keymap[SDLK_F1] && ed.keydelay==0)
{
ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset++;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset>=5) ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset=0;
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset==0)
{
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol>=32) ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol=0;
}
else if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset==1)
{
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol>=8) ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol=0;
}
else
{
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol>=6) ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol=0;
}
ed.notedelay=45;
switch(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset)
{
case 0:
ed.note="Now using Space Station Tileset";
break;
case 1:
ed.note="Now using Outside Tileset";
break;
case 2:
ed.note="Now using Lab Tileset";
break;
case 3:
ed.note="Now using Warp Zone Tileset";
break;
case 4:
ed.note="Now using Ship Tileset";
break;
case 5:
ed.note="Now using Tower Tileset";
break;
default:
ed.note="Tileset Changed";
break;
}
ed.updatetiles=true;
ed.keydelay=6;
}
if(key.keymap[SDLK_F2] && ed.keydelay==0)
{
ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol++;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset==0)
{
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol>=32) ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol=0;
}
else if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tileset==1)
{
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol>=8) ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol=0;
}
else
{
if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol>=6) ed.level[ed.levx+(ed.levy*ed.maxwidth)].tilecol=0;
}
ed.updatetiles=true;
ed.keydelay=6;
ed.notedelay=45;
ed.note="Tileset Colour Changed";
}
if(key.keymap[SDLK_F3] && ed.keydelay==0)
{
ed.level[ed.levx+(ed.levy*ed.maxwidth)].enemytype=(ed.level[ed.levx+(ed.levy*ed.maxwidth)].enemytype+1)%10;
ed.keydelay=6;
ed.notedelay=45;
ed.note="Enemy Type Changed";
}
if(key.keymap[SDLK_F4] && ed.keydelay==0)
{
ed.keydelay=6;
ed.boundarytype=1;
ed.boundarymod=1;
}
if(key.keymap[SDLK_F5] && ed.keydelay==0)
{
ed.keydelay=6;
ed.boundarytype=2;
ed.boundarymod=1;
}
if(key.keymap[SDLK_F10] && ed.keydelay==0)
{
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";
}
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;
if(key.keymap[SDLK_w] && ed.keydelay==0)
{
int j=0, tx=0, ty=0;
for(size_t i=0; i<edentity.size(); i++)
2020-01-01 21:29:24 +01:00
{
if(edentity[i].t==50)
{
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)
{
j++;
}
}
}
if(j>0)
{
ed.note="ERROR: Cannot have both warp types";
ed.notedelay=45;
}
else
{
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)
{
ed.note="Room warping disabled";
ed.notedelay=45;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
}
else if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir==1)
{
ed.note="Room warps horizontally";
ed.notedelay=45;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
}
else if(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir==2)
{
ed.note="Room warps vertically";
ed.notedelay=45;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
}
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;
}
if(key.keymap[SDLK_e] && ed.keydelay==0)
{
ed.roomnamemod=true;
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.level[ed.levx+(ed.levy*ed.maxwidth)].roomname;
ed.keydelay=6;
game.mapheld=true;
}
//Save and load
if(key.keymap[SDLK_s] && ed.keydelay==0)
{
ed.savemod=true;
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.filename;
ed.keydelay=6;
game.mapheld=true;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
}
if(key.keymap[SDLK_l] && ed.keydelay==0)
{
ed.loadmod=true;
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.filename;
ed.keydelay=6;
game.mapheld=true;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
}
if(!game.press_map) game.mapheld=false;
if (!game.mapheld)
{
if(game.press_map)
{
game.mapheld=true;
//Ok! Scan the room for the closest checkpoint
int testeditor=-1;
int startpoint=0;
//First up; is there a start point on this screen?
for(size_t i=0; i<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
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
{
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;
game.edsavex = (edentity[testeditor].x%40)*8;
game.edsavey = (edentity[testeditor].y%30)*8;
game.edsaverx = 100+tx;
game.edsavery = 100+ty;
game.edsavegc = edentity[testeditor].p1;
if(game.edsavegc==0)
{
game.edsavey--;
}
else
{
game.edsavey-=8;
}
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;
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;
game.edsavey--;
game.edsavedir=1-edentity[testeditor].p1;
}
music.haltdasmusik();
graphics.backgrounddrawn=false;
ed.returneditoralpha = 1000; // Let's start it higher than 255 since it gets clamped
script.startgamemode(21);
2020-01-01 21:29:24 +01:00
}
}
}
if(key.keymap[SDLK_x])
{
ed.xmod=true;
}
else
{
ed.xmod=false;
}
if(key.keymap[SDLK_z])
{
ed.zmod=true;
}
else
{
ed.zmod=false;
}
//Keyboard shortcuts
if(ed.keydelay>0)
{
ed.keydelay--;
}
else
{
if(key.keymap[SDLK_LSHIFT] || key.keymap[SDLK_RSHIFT])
{
if(key.keymap[SDLK_UP])
{
ed.keydelay=6;
ed.mapheight--;
}
else if(key.keymap[SDLK_DOWN])
{
ed.keydelay=6;
ed.mapheight++;
}
if(key.keymap[SDLK_LEFT])
{
ed.keydelay=6;
ed.mapwidth--;
}
else if(key.keymap[SDLK_RIGHT])
{
ed.keydelay=6;
ed.mapwidth++;
}
if(ed.keydelay==6)
{
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;
}
}
else
{
if(key.keymap[SDLK_COMMA])
{
ed.drawmode--;
ed.keydelay=6;
}
else if(key.keymap[SDLK_PERIOD])
{
ed.drawmode++;
ed.keydelay=6;
}
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;
}
if(key.keymap[SDLK_LCTRL] || key.keymap[SDLK_RCTRL])
{
ed.dmtileeditor=10;
if(key.keymap[SDLK_LEFT])
{
ed.dmtile--;
ed.keydelay=3;
if(ed.dmtile<0) ed.dmtile+=1200;
}
else if(key.keymap[SDLK_RIGHT])
{
ed.dmtile++;
ed.keydelay=3;
if(ed.dmtile>=1200) ed.dmtile-=1200;
}
if(key.keymap[SDLK_UP])
{
ed.dmtile-=40;
ed.keydelay=3;
if(ed.dmtile<0) ed.dmtile+=1200;
}
else if(key.keymap[SDLK_DOWN])
{
ed.dmtile+=40;
ed.keydelay=3;
if(ed.dmtile>=1200) ed.dmtile-=1200;
}
}
else
{
if(key.keymap[SDLK_UP])
{
ed.keydelay=6;
graphics.backgrounddrawn=false;
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ed.levy--;
ed.updatetiles=true;
ed.changeroom=true;
}
else if(key.keymap[SDLK_DOWN])
{
ed.keydelay=6;
graphics.backgrounddrawn=false;
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ed.levy++;
ed.updatetiles=true;
ed.changeroom=true;
}
else if(key.keymap[SDLK_LEFT])
{
ed.keydelay=6;
graphics.backgrounddrawn=false;
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ed.levx--;
ed.updatetiles=true;
ed.changeroom=true;
}
else if(key.keymap[SDLK_RIGHT])
{
ed.keydelay=6;
graphics.backgrounddrawn=false;
2020-01-01 21:29:24 +01:00
ed.levx++;
ed.updatetiles=true;
ed.changeroom=true;
}
}
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;
}
if(key.keymap[SDLK_LSHIFT] || key.keymap[SDLK_RSHIFT])
{
if(!ed.shiftkey)
{
if(ed.shiftmenu)
{
ed.shiftmenu=false;
}
else
{
ed.shiftmenu=true;
}
}
ed.shiftkey=true;
}
else
{
ed.shiftkey=false;
}
}
}
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
ed.scripttextmod=true;
ed.oldenttext="";
ed.textent=edentity.size();
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addedentity((ed.boundx1/8)+(ed.levx*40),(ed.boundy1/8)+ (ed.levy*30),19,
(ed.boundx2-ed.boundx1)/8, (ed.boundy2-ed.boundy1)/8);
ed.lclickdelay=1;
ed.textentry=true;
key.enabletextentry();
key.keybuffer="";
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)
{
if(ed.xmod)
{
for(int j=-2; j<3; j++)
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, ed.dmtile);
}
}
}
else if(ed.zmod)
{
for(int j=-1; j<2; j++)
{
for(int i=-1; i<2; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, ed.dmtile);
}
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, ed.dmtile);
}
}
else
{
if(ed.xmod)
{
for(int j=-2; j<3; j++)
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 80);
}
}
}
else if(ed.zmod)
{
for(int j=-1; j<2; j++)
{
for(int i=-1; i<2; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 80);
}
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, 80);
}
}
}
else if(ed.drawmode==1)
{
//place background tiles
if(ed.xmod)
{
for(int j=-2; j<3; j++)
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 2);
}
}
}
else if(ed.zmod)
{
for(int j=-1; j<2; j++)
{
for(int i=-1; i<2; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 2);
}
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, 2);
}
}
else if(ed.drawmode==2)
{
//place spikes
ed.placetilelocal(ed.tilex, ed.tiley, 8);
}
int tmp=edentat(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30));
if(tmp==-1)
{
//Room text and script triggers can be placed in walls
if(ed.drawmode==10)
{
ed.roomtextmod=true;
ed.oldenttext="";
ed.textent=edentity.size();
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ed.textentry=true;
key.enabletextentry();
key.keybuffer="";
graphics.backgrounddrawn=false;
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addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),17);
ed.lclickdelay=1;
}
else if(ed.drawmode==12) //Script Trigger
{
ed.boundarytype=0;
ed.boundx1=ed.tilex*8;
ed.boundy1=ed.tiley*8;
ed.boundarymod=2;
ed.lclickdelay=1;
}
}
if(tmp==-1 && ed.free(ed.tilex,ed.tiley)==0)
{
if(ed.drawmode==3)
{
if(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
{
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)
{
ed.scripttextmod=true;
ed.oldenttext="";
ed.textent=edentity.size();
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ed.textentry=true;
key.enabletextentry();
addedentity(ed.tilex+(ed.levx*40),ed.tiley+ (ed.levy*30),18,0);
ed.lclickdelay=1;
}
else if(ed.drawmode==13)
{
ed.warpmod=true;
ed.warpent=edentity.size();
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addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),13);
ed.lclickdelay=1;
}
else if(ed.drawmode==14)
{
//Warp lines
if(ed.level[ed.levx+(ed.maxwidth*ed.levy)].warpdir==0)
{
if(ed.tilex==0)
{
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);
}
else
{
ed.note="ERROR: Warp lines must be on edges";
ed.notedelay=45;
}
}
else
{
ed.note="ERROR: Cannot have both warp types";
ed.notedelay=45;
}
ed.lclickdelay=1;
}
else if(ed.drawmode==15) //Crewmate
{
if(ed.numcrewmates()<100)
2020-01-01 21:29:24 +01:00
{
addedentity(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30),15,1 + int(fRandom() * 5));
ed.lclickdelay=1;
}
else
{
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
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)
{
ed.roomtextmod=true;
ed.oldenttext=edentity[tmp].scriptname;
ed.textent=tmp;
2020-01-01 21:29:24 +01:00
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.oldenttext;
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
else if(edentity[tmp].t==18 || edentity[tmp].t==19)
2020-01-01 21:29:24 +01:00
{
ed.scripttextmod=true;
ed.oldenttext=edentity[tmp].scriptname;
ed.textent=tmp;
2020-01-01 21:29:24 +01:00
ed.textentry=true;
key.enabletextentry();
key.keybuffer=ed.oldenttext;
2020-01-01 21:29:24 +01:00
ed.lclickdelay=1;
}
}
}
else
{
ed.lclickdelay=0;
}
if(key.rightbutton)
{
//place tiles
if(ed.xmod)
{
for(int j=-2; j<3; j++)
{
for(int i=-2; i<3; i++)
{
ed.placetilelocal(ed.tilex+i, ed.tiley+j, 0);
}
}
}
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, 0);
}
}
}
else
{
ed.placetilelocal(ed.tilex, ed.tiley, 0);
}
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++)
{
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++)
{
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++)
{
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++)
{
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]=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++)
{
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;
}
}
}
int editorclass::numtrinkets()
{
int temp = 0;
for (size_t i = 0; i < edentity.size(); i++)
{
if (edentity[i].t == 9)
{
temp++;
}
}
return temp;
}
int editorclass::numcrewmates()
{
int temp = 0;
for (size_t i = 0; i < edentity.size(); i++)
{
if (edentity[i].t == 15)
{
temp++;
}
}
return temp;
}
#endif /* NO_CUSTOM_LEVELS */