3 Commits

Author SHA1 Message Date
241ae1bd8e - Treballant en el editor de templates 2024-09-19 14:07:57 +02:00
ecd4f7d6b4 - Organització dels templates en categories
- Al afegir un actor com a template, "neteja" el nom de numerets
- El numeros del final de nom ara tenen el format "-XX"
2024-09-19 11:41:00 +02:00
39b304c265 - Editor de posició i tamany de actor en bitmap completat 2024-09-19 08:59:37 +02:00
8 changed files with 703 additions and 433 deletions

View File

@@ -1,280 +1,323 @@
actor{
name: BOX
bmp: caixes.gif
bmp-rect: 32 0 32 32
bmp-offset: 0 32
pos: 32 32 0
size: 8 8 8
flags: PUSHABLE
movement: CW
category{
name: default
actor{
name: BOX
bmp: caixes.gif
bmp-rect: 32 0 32 32
bmp-offset: 0 32
pos: 32 32 0
size: 8 8 8
flags: PUSHABLE
movement: CW
}
actor{
name: BARREL
bmp: caixes.gif
bmp-rect: 96 64 18 32
bmp-offset: -7 37
pos: 25 9 0
size: 6 6 12
anim-cycle: SEQ
anim-wait: 1
flags: PUSHABLE ANIMATED GRAVITY
movement: CW
}
actor{
name: NEVERA1
bmp: caixes.gif
bmp-rect: 0 96 32 32
bmp-offset: 0 32
pos: 32 32 0
size: 8 8 8
movement: CW
}
actor{
name: NEVERA2
bmp: caixes.gif
bmp-rect: 32 96 32 32
bmp-offset: 0 32
pos: 32 32 8
size: 8 8 8
movement: CW
}
actor{
name: LIFT
bmp: caixes.gif
bmp-rect: 32 32 32 24
bmp-offset: 0 24
pos: 56 0 0
size: 8 8 4
orient: ZP
flags: MOVING
movement: Z
}
actor{
name: BOOSTER
bmp: objectes.gif
bmp-rect: 114 78 15 18
bmp-offset: -8 22
pos: 0 0 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: ANIMATED SPECIAL
movement: CW
}
actor{
name: S-SHOES
bmp: objectes.gif
bmp-rect: 162 0 28 22
bmp-offset: -3 24
pos: 48 8 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-TIMER
bmp: objectes.gif
bmp-rect: 96 0 24 32
bmp-offset: -4 34
pos: 8 40 8
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-FILTER
bmp: objectes.gif
bmp-rect: 24 0 24 32
bmp-offset: -4 34
pos: 8 24 8
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-ELBOW
bmp: objectes.gif
bmp-rect: 22 32 22 32
bmp-offset: -2 35
pos: 8 16 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-PIPE
bmp: objectes.gif
bmp-rect: 16 64 16 32
bmp-offset: -8 36
pos: 8 24 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-SALT
bmp: objectes.gif
bmp-rect: 86 32 20 32
bmp-offset: -7 35
pos: 8 32 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-PUMP
bmp: objectes.gif
bmp-rect: 70 64 22 32
bmp-offset: -5 35
pos: 8 32 11
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: SOFA
bmp: altres.gif
bmp-rect: 0 0 48 40
bmp-offset: 0 32
pos: 0 0 0
size: 16 8 6
movement: CW
}
actor{
name: LLIT
bmp: altres.gif
bmp-rect: 48 0 57 47
bmp-offset: 11 32
pos: 8 8 0
size: 16 16 8
movement: CW
}
actor{
name: KALLAX-A
bmp: altres.gif
bmp-rect: 0 48 24 27
bmp-offset: 0 31
pos: 0 0 0
size: 8 4 8
movement: CW
}
actor{
name: FINESTRA
bmp: altres.gif
bmp-rect: 0 75 20 33
bmp-offset: 0 39
pos: 15 23 4
size: 1 1 9
movement: CW
}
actor{
name: EXPLOSION
bmp: caixes.gif
bmp-rect: 0 160 18 22
bmp-offset: -7 24
pos: 32 32 0
size: 8 8 4
anim-cycle: SEQ
flags: ANIMATED
movement: CW
}
actor{
name: GAT-NEGRE
bmp: gat.gif
bmp-rect: 0 0 24 28
bmp-offset: -4 32
pos: 8 8 0
size: 8 8 8
orient: XP
anim-wait: 2
flags: MOVING ANIMATED ORIENTABLE
movement: CW
}
actor{
name: CUADRO
bmp: altres.gif
bmp-rect: 66 75 18 32
bmp-offset: 0 39
pos: 14 23 6
size: 1 1 9
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{
name: MESITA
bmp: caixes.gif
bmp-rect: 0 64 32 32
bmp-offset: 0 32
pos: 0 16 0
size: 8 8 4
movement: CW
}
actor{
name: LAMPARA
bmp: altres.gif
bmp-rect: 128 0 20 41
bmp-offset: -6 45
pos: 1 41 0
size: 6 6 16
movement: CW
}
actor{
name: ROOMBA
bmp: caixes.gif
bmp-rect: 160 0 32 32
bmp-offset: 0 34
pos: 32 32 0
size: 8 8 2
orient: XN
flags: REACTIVE MOVING DEADLY
react-mask: XP XN YP YN ZP ZN
movement: CCW
}
actor{
name: WC
bmp: altres.gif
bmp-rect: 105 0 21 33
bmp-offset: -4 36
pos: 8 8 0
size: 8 8 8
movement: CW
}
actor{
name: MANCUERNA
bmp: altres.gif
bmp-rect: 106 33 17 14
bmp-offset: -6 20
pos: 24 25 0
size: 6 4 2
movement: CW
}
actor{
name: CADIRA
bmp: caixes.gif
bmp-rect: 64 96 20 32
bmp-offset: -8 40
pos: 8 51 0
size: 5 4 8
orient: YP
movement: CW
}
}
actor{
name: BARREL
bmp: caixes.gif
bmp-rect: 96 64 18 32
bmp-offset: -7 37
pos: 25 9 0
size: 6 6 12
anim-cycle: SEQ
anim-wait: 1
flags: PUSHABLE ANIMATED GRAVITY
movement: CW
}
category{
name: coses
actor{
name: NEVERA1
bmp: caixes.gif
bmp-rect: 0 96 32 32
bmp-offset: 0 32
pos: 32 32 0
size: 8 8 8
movement: CW
}
actor{
name: PILA
bmp: caixes.gif
bmp-rect: 160 96 32 32
bmp-offset: 0 32
pos: 24 8 0
size: 8 8 8
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{
name: NEVERA2
bmp: caixes.gif
bmp-rect: 32 96 32 32
bmp-offset: 0 32
pos: 32 32 8
size: 8 8 8
movement: CW
}
actor{
name: LIFT
bmp: caixes.gif
bmp-rect: 32 32 32 24
bmp-offset: 0 24
pos: 56 0 0
size: 8 8 4
orient: ZP
flags: MOVING
movement: Z
}
actor{
name: BOOSTER
bmp: objectes.gif
bmp-rect: 114 78 15 18
bmp-offset: -8 22
pos: 0 0 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: ANIMATED SPECIAL
movement: CW
}
actor{
name: S-SHOES
bmp: objectes.gif
bmp-rect: 162 0 28 22
bmp-offset: -3 24
pos: 48 8 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-TIMER
bmp: objectes.gif
bmp-rect: 96 0 24 32
bmp-offset: -4 34
pos: 8 40 8
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-FILTER
bmp: objectes.gif
bmp-rect: 24 0 24 32
bmp-offset: -4 34
pos: 8 24 8
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-ELBOW
bmp: objectes.gif
bmp-rect: 22 32 22 32
bmp-offset: -2 35
pos: 8 16 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-PIPE
bmp: objectes.gif
bmp-rect: 16 64 16 32
bmp-offset: -8 36
pos: 8 24 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-SALT
bmp: objectes.gif
bmp-rect: 86 32 20 32
bmp-offset: -7 35
pos: 8 32 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: P-PUMP
bmp: objectes.gif
bmp-rect: 70 64 22 32
bmp-offset: -5 35
pos: 8 32 11
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: SOFA
bmp: altres.gif
bmp-rect: 0 0 48 40
bmp-offset: 0 32
pos: 0 0 0
size: 16 8 6
movement: CW
}
actor{
name: LLIT
bmp: altres.gif
bmp-rect: 48 0 57 47
bmp-offset: 11 32
pos: 8 8 0
size: 16 16 8
movement: CW
}
actor{
name: KALLAX-A
bmp: altres.gif
bmp-rect: 0 48 24 27
bmp-offset: 0 31
pos: 0 0 0
size: 8 4 8
movement: CW
}
actor{
name: FINESTRA
bmp: altres.gif
bmp-rect: 0 75 20 33
bmp-offset: 0 39
pos: 15 23 4
size: 1 1 9
movement: CW
}
actor{
name: EXPLOSION
bmp: caixes.gif
bmp-rect: 0 160 18 22
bmp-offset: -7 24
pos: 32 32 0
size: 8 8 4
anim-cycle: SEQ
flags: ANIMATED
movement: CW
}
actor{
name: GAT-NEGRE
bmp: gat.gif
bmp-rect: 0 0 24 28
bmp-offset: -4 32
pos: 8 8 0
size: 8 8 8
orient: XP
anim-wait: 2
flags: MOVING ANIMATED ORIENTABLE
movement: CW
}
actor{
name: CUADRO
bmp: altres.gif
bmp-rect: 66 75 18 32
bmp-offset: 0 39
pos: 14 23 6
size: 1 1 9
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{
name: MESITA
bmp: caixes.gif
bmp-rect: 0 64 32 32
bmp-offset: 0 32
pos: 0 16 0
size: 8 8 4
movement: CW
}
actor{
name: LAMPARA
bmp: altres.gif
bmp-rect: 128 0 20 41
bmp-offset: -6 45
pos: 1 41 0
size: 6 6 16
movement: CW
}
actor{
name: ROOMBA
bmp: caixes.gif
bmp-rect: 160 0 32 32
bmp-offset: 0 34
pos: 32 32 0
size: 8 8 2
orient: XN
flags: REACTIVE MOVING DEADLY
react-mask: XP XN YP YN ZP ZN
movement: CCW
}
actor{
name: WC
bmp: altres.gif
bmp-rect: 105 0 21 33
bmp-offset: -4 36
pos: 8 8 0
size: 8 8 8
movement: CW
}

View File

@@ -88,6 +88,7 @@ namespace actor
act->anim_frame=0;
act->react_mask = act->react_push = 0;
act->flags = FLAG_NONE;
act->template_category = 0;
return act;
}
@@ -204,6 +205,16 @@ namespace actor
char tmp[255];
void cleanName(actor_t *act)
{
int size = strlen(act->name);
if (act->name[size-3] == '-' && act->name[size-1] >= 48 && act->name[size-1] <= 57 && act->name[size-2] >= 48 && act->name[size-2] <= 57 )
{
act->name[size-3] = 0;
}
}
// Li donem al actor un nom únic
void setUniqueName(actor_t *act)
{
@@ -217,11 +228,12 @@ namespace actor
// ... però tenim el mateix nom...
if (strcmp(act->name, other->name)==0)
{
// Si el nom actual no acaba en dos digits, li afegim "01" al final
// Si el nom actual no acaba en guió + dos digits, li afegim "-01" al final
int size = strlen(act->name);
if (act->name[size-1] < 48 || act->name[size-1] > 57 || act->name[size-2] < 48 || act->name[size-2] > 57 )
if (act->name[size-3] != '-' || act->name[size-1] < 48 || act->name[size-1] > 57 || act->name[size-2] < 48 || act->name[size-2] > 57 )
{
strcat(act->name, "01");
strcat(other->name, "-00");
strcat(act->name, "-01");
} else {
// Si ja acaba en dos digits, agafem el numero, li sumem 1, i li'l tornem a ficar
int num = (act->name[size-1]-48) + (act->name[size-2]-48)*10;
@@ -332,23 +344,25 @@ namespace actor
return alpha;
}
void saveToFile(FILE *f, actor_t *act)
void saveToFile(FILE *f, actor_t *act, bool tab)
{
fprintf(f, "\nactor{\n");
fprintf(f, " name: %s\n", act->name);
fprintf(f, " bmp: %s\n", act->bmp);
fprintf(f, " bmp-rect: %i %i %i %i\n", act->bmp_rect.x, act->bmp_rect.y, act->bmp_rect.w, act->bmp_rect.h);
fprintf(f, " bmp-offset: %i %i\n", act->bmp_offset.x, act->bmp_offset.y);
fprintf(f, " pos: %i %i %i\n", act->pos.x, act->pos.y, act->pos.z);
fprintf(f, " size: %i %i %i\n", act->size.x, act->size.y, act->size.z);
if (act->orient!=0) fprintf(f, " orient: %s\n", numToOrient(act->orient));
if (act->anim_cycle!=0) fprintf(f, " anim-cycle: %s\n", act->anim_cycle==0 ? "WALK" : act->anim_cycle==1 ? "SEQ" : "MIN");
if (act->anim_wait!=0) fprintf(f, " anim-wait: %i\n", act->anim_wait);
if (act->flags!=0) fprintf(f, " flags: %s\n", numToFlags(act->flags));
if (act->react_mask!=0) fprintf(f, " react-mask: %s\n", numToOrient(act->react_mask));
if (act->react_push!=0) fprintf(f, " react-push: %s\n", numToOrient(act->react_push));
if (act->movement!=0) fprintf(f, " movement: %s\n", numToMov(act->movement));
fprintf(f, "}\n");
char ws[5] = "";
if (tab) strcpy(ws, " ");
fprintf(f, "\n%sactor{\n", ws);
fprintf(f, " %sname: %s\n", ws, act->name);
fprintf(f, " %sbmp: %s\n", ws, act->bmp);
fprintf(f, " %sbmp-rect: %i %i %i %i\n", ws, act->bmp_rect.x, act->bmp_rect.y, act->bmp_rect.w, act->bmp_rect.h);
fprintf(f, " %sbmp-offset: %i %i\n", ws, act->bmp_offset.x, act->bmp_offset.y);
fprintf(f, " %spos: %i %i %i\n", ws, act->pos.x, act->pos.y, act->pos.z);
fprintf(f, " %ssize: %i %i %i\n", ws, act->size.x, act->size.y, act->size.z);
if (act->orient!=0) fprintf(f, " %sorient: %s\n", ws, numToOrient(act->orient));
if (act->anim_cycle!=0) fprintf(f, " %sanim-cycle: %s\n", ws, act->anim_cycle==0 ? "WALK" : act->anim_cycle==1 ? "SEQ" : "MIN");
if (act->anim_wait!=0) fprintf(f, " %sanim-wait: %i\n", ws, act->anim_wait);
if (act->flags!=0) fprintf(f, " %sflags: %s\n", ws, numToFlags(act->flags));
if (act->react_mask!=0) fprintf(f, " %sreact-mask: %s\n", ws, numToOrient(act->react_mask));
if (act->react_push!=0) fprintf(f, " %sreact-push: %s\n", ws, numToOrient(act->react_push));
if (act->movement!=0) fprintf(f, " %smovement: %s\n", ws, numToMov(act->movement));
fprintf(f, "%s}\n", ws);
}
const bool check_2d_collision(actor_t *obj1, actor_t *obj2)
@@ -1306,14 +1320,18 @@ namespace actor
namespace templates
{
std::vector<actor_t> templates;
std::vector<std::string> categories;
void load()
{
//newCategory("default");
categories.clear();
templates.clear();
char filename[] = "templates.txt";
int filesize=0;
char *buffer = file::getFileBuffer(filename, filesize, true);
char *original_buffer = buffer;
int current_category = 0;
if (buffer)
{
@@ -1321,12 +1339,25 @@ namespace actor
{
const char* key = file::readString(&buffer);
if (util::strcomp(key, "actor{"))
if (util::strcomp(key, "category{"))
{
const char* key = file::readString(&buffer);
if (util::strcomp(key, "name:")) {
const char *val = file::readString(&buffer);
current_category = newCategory(val);
}
}
else if (util::strcomp(key, "actor{"))
{
actor_t *t = createFromFile(&buffer);
t->template_category = current_category;
templates.push_back(*t);
free(t);
}
else if (util::strcomp(key, "}")) {
current_category = 0;
}
}
free(original_buffer);
}
@@ -1336,18 +1367,56 @@ namespace actor
{
FILE *f = fopen("data/templates.txt", "w");
for (int i=0; i<templates.size(); ++i)
for (auto cat_name : categories)
{
fprintf(f, "\ncategory{\n");
fprintf(f, " name: %s\n", cat_name.c_str());
auto actors = getByCategory(cat_name.c_str());
for (auto t : actors )
{
saveToFile(f, &t, true);
}
fprintf(f, "\n}\n");
}
/*for (int i=0; i<templates.size(); ++i)
{
actor_t t = templates[i];
saveToFile(f, &t);
}
}*/
fclose(f);
}
const int size()
/*const int size()
{
return templates.size();
}*/
std::vector<actor::actor_t> getByCategory(const char* category)
{
std::string catname = category;
std::vector<actor_t> actors;
for (auto act : templates)
{
if (act.template_category>=categories.size()) act.template_category = 0;
if (categories[act.template_category]==catname) actors.push_back(act);
}
return actors;
}
std::vector<std::string> getCategories()
{
return categories;
}
const int newCategory(const char *name)
{
categories.push_back(name);
return categories.size()-1;
}
actor_t *get(const int index)
@@ -1381,16 +1450,22 @@ namespace actor
void add(actor_t *act)
{
// Fem una copia del actor
actor_t new_template;
copy(&new_template, act);
// Li fiquem la categoria per defecte
new_template.template_category = 0;
// Netejem el nom de numerets
cleanName(&new_template);
// Si ja hi ha una plantilla amb eixe nom...
if (actor::templates::getByName(act->name))
{
// ... la actualitzem amb les dades del actor seleccionat
actor_t *existing_template = actor::templates::getByName(act->name);
copy(existing_template, act);
copy(existing_template, &new_template);
} else {
// ... i sinó, afegim el actor seleccionat a la llista de plantilles
actor_t new_template;
copy(&new_template, act);
templates.push_back(new_template);
}
save();

View File

@@ -2,26 +2,26 @@
#include <SDL2/SDL.h>
#include "misc.h"
#include "jdraw.h"
#include <vector>
#include <string>
// Flags que defineixen les capacitats de l'actor
#define FLAG_NONE 0
#define FLAG_HERO 1 // Es el heroi
#define FLAG_PUSHABLE 2 // Es pot espentar
#define FLAG_REACTIVE 4 // Quan se li espenta, torna una espenta específica
#define FLAG_MOVING 8 // Es mou
#define FLAG_ANIMATED 16 // Te animació de frames
#define FLAG_ORIENTABLE 32 // S'orienta cap on va
#define FLAG_DEADLY 64 // Fa pupa
#define FLAG_GRAVITY 128 // Li afecta la gravetat
#define FLAG_PICKABLE 256 // Es pot agafar
#define FLAG_SPECIAL 512 // Especial (habilitats, poders temporals i parts de l'excavadora)
#define FLAG_NOEDITOR 1024 // No es seleccionable a l'editor (son les portes)
#define FLAG_INERTIA 2048 // Al rebre una espenta, continua fins tropesar en algo
#define FLAG_NONE 0
#define FLAG_HERO 1 // Es el heroi
#define FLAG_PUSHABLE 2 // Es pot espentar
#define FLAG_REACTIVE 4 // Quan se li espenta, torna una espenta específica
#define FLAG_MOVING 8 // Es mou
#define FLAG_ANIMATED 16 // Te animació de frames
#define FLAG_ORIENTABLE 32 // S'orienta cap on va
#define FLAG_DEADLY 64 // Fa pupa
#define FLAG_GRAVITY 128 // Li afecta la gravetat
#define FLAG_PICKABLE 256 // Es pot agafar
#define FLAG_SPECIAL 512 // Especial (habilitats, poders temporals i parts de l'excavadora)
#define FLAG_NOEDITOR 1024 // No es seleccionable a l'editor (son les portes)
#define FLAG_INERTIA 2048 // Al rebre una espenta, continua fins tropesar en algo
#define FLAG_SENSIBLE 6 // PUSHABLE or REACTIVE
#define FLAG_IGNORE 1025 // HERO or NOEDITOR
#define FLAG_SENSIBLE 6 // PUSHABLE or REACTIVE
#define FLAG_IGNORE 1025 // HERO or NOEDITOR
// Direcció de espenta
#define PUSH_NONE 0
@@ -34,78 +34,79 @@
#define PUSH_KILL 64
// Tipus de moviment de l'actor
#define MOV_NONE 0 // Ningun
#define MOV_X 1 // Es mou només en l'eix X i quan topeta en algo, torna per on venia
#define MOV_Y 2 // Es mou només en l'eix Y i quan topeta en algo, torna per on venia
#define MOV_Z 3 // Es mou només en l'eix Z i quan topeta en algo, torna per on venia
#define MOV_CW 4 // Es mou en sentit de les agulles del rellotge
#define MOV_CCW 5 // Es mou en sentit contrari a les agulles del rellotge
#define MOV_RAND 6 // Es mou en direcció aleatòria
#define MOV_RANDV 7 // Es mou en direcció aleatòria, diagonals incloses
#define MOV_HUNT 8 // Persegueix al heroi
#define MOV_NONE 0 // Ningun
#define MOV_X 1 // Es mou només en l'eix X i quan topeta en algo, torna per on venia
#define MOV_Y 2 // Es mou només en l'eix Y i quan topeta en algo, torna per on venia
#define MOV_Z 3 // Es mou només en l'eix Z i quan topeta en algo, torna per on venia
#define MOV_CW 4 // Es mou en sentit de les agulles del rellotge
#define MOV_CCW 5 // Es mou en sentit contrari a les agulles del rellotge
#define MOV_RAND 6 // Es mou en direcció aleatòria
#define MOV_RANDV 7 // Es mou en direcció aleatòria, diagonals incloses
#define MOV_HUNT 8 // Persegueix al heroi
// Boosters
#define BOOST_NONE 0
#define BOOST_RUN 1
#define BOOST_GOD 2
#define BOOST_JUMP 4
#define BOOST_LIVE 8
#define BOOST_NONE 0
#define BOOST_RUN 1
#define BOOST_GOD 2
#define BOOST_JUMP 4
#define BOOST_LIVE 8
// Skills
#define SKILL_NONE 0
#define SKILL_SHOES 1
#define SKILL_GLOVES 2
#define SKILL_PANTS 4
#define SKILL_BAG 8
#define SKILL_NONE 0
#define SKILL_SHOES 1
#define SKILL_GLOVES 2
#define SKILL_PANTS 4
#define SKILL_BAG 8
// Parts
#define PART_NONE 0
#define PART_FILTER 1
#define PART_PUMP 2
#define PART_TIMER 4
#define PART_SALT 8
#define PART_PIPE 16
#define PART_ELBOW 32
#define PART_NONE 0
#define PART_FILTER 1
#define PART_PUMP 2
#define PART_TIMER 4
#define PART_SALT 8
#define PART_PIPE 16
#define PART_ELBOW 32
namespace actor
{
struct actor_t
{
char name[16];
draw::surface *surface;
char bmp[16];
SDL_Rect bmp_rect;
SDL_Point bmp_offset;
char name[16];
draw::surface *surface;
char bmp[16];
SDL_Rect bmp_rect;
SDL_Point bmp_offset;
vec3_t pos;
vec3_t size;
vec3_t pos;
vec3_t size;
int orient;
int anim_cycle;
int anim_frame;
int anim_wait;
int anim_wait_count;
int orient;
int anim_cycle;
int anim_frame;
int anim_wait;
int anim_wait_count;
int flags;
int push;
int flags;
int push;
int react_mask;
int react_push;
int react_mask;
int react_push;
int movement;
int mov_push;
int movement;
int mov_push;
actor_t *below;
actor_t *above;
actor_t *below;
actor_t *above;
actor_t *prev;
actor_t *next;
actor_t *next_alpha;
actor_t *prev;
actor_t *next;
actor_t *next_alpha;
int inner_x;
int inner_y;
int inner_x;
int inner_y;
int tag;
int tag;
int template_category;
};
void resetTag();
@@ -130,25 +131,27 @@ namespace actor
actor_t *replaceWithTemplate(actor_t *act, const char *name);
void cleanName(actor_t *act);
void setUniqueName(actor_t *act);
actor_t *alphaOrder(actor_t *act);
void saveToFile(FILE *f, actor_t *act);
void saveToFile(FILE *f, actor_t *act, bool tab=false);
void setDirty(actor_t *act, const bool force=false);
void setDirty(actor_t *act, const bool force = false);
void select(actor_t *act);
void reorder();
uint8_t push(actor_t *source, actor_t *act, uint8_t push);
void update(actor_t *act, const bool update_all=true);
void updateEditor(actor_t *act, const bool update_all=true);
void update(actor_t *act, const bool update_all = true);
void updateEditor(actor_t *act, const bool update_all = true);
void drawAt(actor_t * act, const int x, const int y);
void draw(actor_t *act, const bool draw_all=true);
void drawAt(actor_t *act, const int x, const int y);
void draw(actor_t *act, const bool draw_all = true);
actor_t *find(std::string name);
@@ -161,18 +164,21 @@ namespace actor
const bool check_collision(actor_t *obj1, actor_t *obj2);
void remove(actor_t *act);
void pick(actor_t *act);
actor_t *getPicked();
void clear(const bool all=false);
void clear(const bool all = false);
namespace templates
{
void load();
void save();
const int size();
//const int size();
std::vector<actor::actor_t> getByCategory(const char* category);
std::vector<std::string> getCategories();
const int newCategory(const char *name);
actor_t *get(const int index);
actor_t *getByName(const char *name);
void copy(actor_t *dest, actor_t *source);
@@ -181,13 +187,13 @@ namespace actor
namespace hero
{
void init(const bool complete=true);
void init(const bool complete = true);
int getLives();
void setLives(int value);
void die();
bool isDead();
bool giveBooster(char *booster);
void collectBooster(int booster, int id);
bool wasBoosterCollected(int id);

View File

@@ -1,7 +1,7 @@
#include "jutil.h"
#include <string.h>
#include <ctype.h>
#include <SDL2/SDL.h>
namespace util
{
int stringToInt(const char *value, std::vector<const char*> strings, std::vector<int> values)
@@ -23,4 +23,14 @@ namespace util
if (a==nullptr || b==nullptr) return false;
return (strcmp(a,b)==0);
}
const uint8_t scancode_to_char(const uint8_t scancode)
{
if (scancode == SDL_SCANCODE_0 || scancode == SDL_SCANCODE_KP_0) return '0';
if (scancode >= SDL_SCANCODE_1 && scancode <= SDL_SCANCODE_9) return scancode+19;
if (scancode >= SDL_SCANCODE_KP_1 && scancode <= SDL_SCANCODE_KP_9) return scancode-40;
if (scancode >= SDL_SCANCODE_A && scancode <= SDL_SCANCODE_Z) return scancode+61;
//if (scancode == SDL_SCANCODE_MINUS) return '-';
return '-';
}
}

View File

@@ -1,9 +1,11 @@
#pragma once
#include <vector>
#include <stdint.h>
namespace util
{
int stringToInt(const char *value, std::vector<const char*> strings, std::vector<int> values);
const bool strcomp(const char *a, const char* b);
const uint8_t scancode_to_char(const uint8_t scancode);
}

View File

@@ -12,6 +12,8 @@ namespace modules
{
int edit_mode = EDITING_BITMAP_POS;
draw::surface *surf = nullptr;
int lastMX, lastMY;
bool lastMB = false;
void init(int editing)
{
@@ -23,16 +25,47 @@ namespace modules
bool loop()
{
if (input::keyPressed(SDL_SCANCODE_ESCAPE)) return false;
const bool ctrl = input::keyDown(SDL_SCANCODE_LCTRL);
actor::actor_t *sel = actor::getSelected();
if (input::keyDown(SDL_SCANCODE_UP)) if (!ctrl) sel->bmp_rect.y--; else sel->bmp_rect.h--;
if (input::keyDown(SDL_SCANCODE_DOWN)) if (!ctrl) sel->bmp_rect.y++; else sel->bmp_rect.h++;
if (input::keyDown(SDL_SCANCODE_LEFT)) if (!ctrl) sel->bmp_rect.x--; else sel->bmp_rect.w--;
if (input::keyDown(SDL_SCANCODE_RIGHT)) if (!ctrl) sel->bmp_rect.x++; else sel->bmp_rect.w++;
if (input::mouseBtn(1))
{
int mx = input::mouseX();
int my = input::mouseY();
if (!lastMB) {
lastMB = true;
lastMX = mx;
lastMY = my;
} else {
int dx = 0, dy = 0;
if (lastMX != mx) { dx = mx - lastMX; }
if (lastMY != my) { dy = my - lastMY; }
lastMX = mx;
lastMY = my;
if (!ctrl) {
sel->bmp_rect.x += dx;
sel->bmp_rect.y += dy;
} else {
sel->bmp_rect.w += dx;
sel->bmp_rect.h += dy;
}
}
}
const int tx = (520-surf->w)/2;
const int ty = (240-surf->h)/2;
draw::cls(PAPER);
draw::setSource(surf);
draw::color(BLUE);
draw::color(100);
draw::setViewport(tx, ty, surf->w, surf->h);
draw::fillrect(0, 0, surf->w, surf->h);
draw::color(BLUE+LIGHT);
draw::color(101);
int x=0, y=0;
while(y*32<surf->h)
{
@@ -41,19 +74,25 @@ namespace modules
}
draw::resetViewport();
draw::color(WHITE);
draw::color(LIGHT+WHITE);
draw::rect(((520-surf->w)/2)-1, ((240-surf->h)/2)-1, surf->w+2, surf->h+2);
draw::swapcol(1, LIGHT+WHITE);
draw::draw((520-surf->w)/2, (240-surf->h)/2, surf->w, surf->h, 0, 0, 0);
draw::setViewport(tx, ty, surf->w, surf->h);
draw::color(RED+LIGHT);
draw::hline(0, actor::getSelected()->bmp_rect.y, surf->w);
draw::vline(actor::getSelected()->bmp_rect.x, 0, surf->h);
draw::hline(0, sel->bmp_rect.y, surf->w);
draw::vline(sel->bmp_rect.x, 0, surf->h);
draw::color(YELLOW);
draw::hline(0, actor::getSelected()->bmp_rect.y+actor::getSelected()->bmp_rect.h, surf->w);
draw::vline(actor::getSelected()->bmp_rect.x+actor::getSelected()->bmp_rect.w, 0, surf->h);
draw::hline(0, sel->bmp_rect.y+sel->bmp_rect.h-1, surf->w);
draw::vline(sel->bmp_rect.x+sel->bmp_rect.w-1, 0, surf->h);
draw::resetViewport();
draw::print2(sel->bmp_rect.x, 3, 1, 4, LIGHT+WHITE, FONT_ZOOM_VERTICAL);
draw::print2(sel->bmp_rect.y, 3, 5, 4, LIGHT+WHITE, FONT_ZOOM_VERTICAL);
draw::print2(sel->bmp_rect.w, 3, 1, 7, LIGHT+WHITE, FONT_ZOOM_VERTICAL);
draw::print2(sel->bmp_rect.h, 3, 5, 7, LIGHT+WHITE, FONT_ZOOM_VERTICAL);
draw::render();
return true;
}

View File

@@ -6,59 +6,157 @@
#include "actor.h"
#include <vector>
#include "room.h"
#include "jutil.h"
#define EDITING_NORMAL 0
#define EDITING_CATEGORY_NAME 1
#define EDITING_ACTOR_NAME 2
namespace modules
{
namespace editor_templates
{
std::vector<actor::actor_t*> templates;
//std::vector<actor::actor_t*> templates;
int current_category;
int edit_mode = EDITING_NORMAL;
actor::actor_t *actor_edited = nullptr;
char name[13];
uint32_t time = 0;
void init()
{
for (int i=0; i<templates.size(); ++i) if (templates[i] != nullptr) actor::remove(templates[i]);
templates.clear();
current_category = 0;
edit_mode = EDITING_NORMAL;
//for (int i=0; i<templates.size(); ++i) if (templates[i] != nullptr) actor::remove(templates[i]);
//templates.clear();
for (int i=0; i<actor::templates::size(); ++i)
templates.push_back(actor::duplicate(actor::templates::get(i)));
//for (int i=0; i<actor::templates::size(); ++i)
// templates.push_back(actor::duplicate(actor::templates::get(i)));
draw::resetViewport();
time = SDL_GetTicks();
}
void init_text_edit()
{
draw::color(WHITE);
draw::fillrect(217,106,86,30);
draw::color(LIGHT+WHITE);
draw::hline(217, 106, 86);
draw::vline(217, 106, 30);
draw::color(BLACK);
draw::hline(217, 106+29, 86);
draw::vline(217+85, 106, 30);
if (edit_mode == EDITING_CATEGORY_NAME) {
strcpy(name, "HOLA");
draw::print("CATEGORY NAME:", 227, 110, LIGHT+WHITE, PAPER);
} else {
strcpy(name, actor_edited->name);
draw::print("ACTOR NAME:", 227, 110, LIGHT+WHITE, PAPER);
}
}
bool loop()
{
if (input::keyPressed(SDL_SCANCODE_ESCAPE) || input::keyPressed(SDL_SCANCODE_TAB)) return false;
draw::cls(2);
//draw::stencil::enable();
//draw::stencil::clear(255);
int x=0, y=0;
for (int i=0; i<templates.size(); ++i)
if (edit_mode == EDITING_NORMAL)
{
//draw::stencil::set(i);
draw::swapcol(1, TEAL);
actor::drawAt(templates[i], x*65, y*40);
draw::print(templates[i]->name, (x*65), (y*40)+30, LIGHT+WHITE, BLACK);
x++; if (x==8) { x=0;y++; }
}
draw::cls(2);
draw::render();
int x=0, y=0;
if (input::mouseClk(1)) {
//const int clicked = draw::stencil::query(input::mouseX(), input::mouseY());
const int clicked = (input::mouseX()/65) + (input::mouseY()/40) * 8;
if (clicked<=actor::templates::size()) {
actor::actor_t *new_act = actor::duplicate(actor::templates::get(clicked));
actor::setUniqueName(new_act);
actor::setDirty(new_act, true);
actor::select(new_act);
room::editor::modify();
draw::color(BLUE);
draw::fillrect(8, 0, 512, 11);
return false;
auto categories = actor::templates::getCategories();
draw::color(GREEN);
draw::fillrect(0, 0, 11, 11);
draw::print("+", 4, 3, WHITE, BLACK);
for (auto category : categories)
{
if (current_category == x) { draw::color(BLACK); draw::fillrect(11+x*40, 0, 40, 11); }
draw::print(category.c_str(), 11+((40-category.size()*4)/2)+x*40, 3, LIGHT+WHITE, BLACK);
x++;
}
x = 0;
auto actors = actor::templates::getByCategory(categories[current_category].c_str());
for (auto actor : actors)
{
draw::swapcol(1, TEAL);
actor::drawAt(&actor, 10+x*65, 14+y*40);
draw::print(actor.name, 10+(x*65), (y*40)+44, LIGHT+WHITE, BLACK);
x++; if (x==8) { x=0;y++; }
}
draw::render();
current_category += input::mouseWheel();
if (current_category < 0) current_category = categories.size()-1;
if (current_category >= categories.size()) current_category = 0;
if (input::mouseClk(1))
{
if (input::mouseX()>12) {
const int clicked = ((input::mouseX()-10)/65) + ((input::mouseY()-14)/40) * 8;
if (clicked<=actors.size()) {
actor::actor_t *new_act = actor::duplicate(&actors[clicked]);
actor::setUniqueName(new_act);
actor::setDirty(new_act, true);
actor::select(new_act);
room::editor::modify();
return false;
}
} else {
edit_mode = EDITING_CATEGORY_NAME;
init_text_edit();
}
}
else if (input::mouseClk(3))
{
if (input::mouseX()>12) {
const int clicked = ((input::mouseX()-10)/65) + ((input::mouseY()-14)/40) * 8;
if (clicked<=actors.size()) {
actor_edited = actor::templates::getByName(actors[clicked].name);
edit_mode = EDITING_CATEGORY_NAME;
}
}
}
}
else
{
draw::color(LIGHT+WHITE);
draw::fillrect(217+10,106+15,66,11);
draw::color(BLACK);
draw::rect(217+10,106+15,66,11);
draw::print(name, 217+12, 106+17, BLACK, 0);
if (SDL_GetTicks()-time < 500) draw::print("_", 217+12+strlen(name)*4, 106+17, BLACK, 0);
if (SDL_GetTicks()-time >= 500) time = SDL_GetTicks();
draw::render();
int result = input::getKeyPressed();
if (result)
{
const int len = strlen(name);
if (result == SDL_SCANCODE_BACKSPACE) {
if (len>0) name[len-1] = 0;
} else {
if (len<15) {
name[len] = util::scancode_to_char(result);
name[len+1] = 0;
}
}
return true;
}
}
return true;
}

View File

@@ -6,6 +6,7 @@
#include "jgame.h"
#include "console.h"
#include "editor.h"
#include "jutil.h"
namespace modules
{
@@ -26,6 +27,8 @@ namespace modules
if (editor::isDevMode())
{
draw::setPaletteColor(100, 0xbb, 0x80, 0x80);
draw::setPaletteColor(101, 0xff, 0xc0, 0xc0);
draw::stencil::init();
FILE* f = fopen("data/gifs.txt", "r");
@@ -153,15 +156,6 @@ namespace modules
return false;
}
const uint8_t scancode_to_char(const uint8_t scancode)
{
if (scancode == SDL_SCANCODE_0) return '0';
if (scancode >= SDL_SCANCODE_1 && scancode <= SDL_SCANCODE_9) return scancode+19;
if (scancode >= SDL_SCANCODE_A && scancode <= SDL_SCANCODE_Z) return scancode+61;
//if (scancode == SDL_SCANCODE_MINUS) return '-';
return '-';
}
const bool btn_txt(const char* label, const int x, const int y, char *var)
{
//draw::print(label, x, y+3, PAPER, 0);
@@ -175,7 +169,7 @@ namespace modules
if (len>0) var[len-1] = 0;
} else {
if (len<15) {
var[len] = scancode_to_char(result);
var[len] = util::scancode_to_char(result);
var[len+1] = 0;
}
}
@@ -264,10 +258,12 @@ namespace modules
if (input::keyPressed(SDL_SCANCODE_ESCAPE))
{
if (console::isEnabled())
if (console::isEnabled()) {
console::toggle();
else
} else {
if (editor::isEditing()) room::editor::save();
return GAME_MENU;
}
}
// WHILE EDITING...
@@ -431,6 +427,7 @@ namespace modules
draw::color(WHITE);
draw::fillrect(0, 0, 100, 240);
/*
int result = ui::combo(actor::templates::get(editor::getCurrentTemplate())->name, 2, 2, 76, 11);
if (result)
{
@@ -447,7 +444,7 @@ namespace modules
actor::select(new_act);
room::editor::modify();
}
*/
draw::color(LIGHT+WHITE);
draw::fillrect(2, 15, 96, 223);
draw::color(PAPER);