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source: orxonox.OLD/branches/network/src/story_entities/campaign.cc @ 5874

Last change on this file since 5874 was 5773, checked in by bensch, 19 years ago

orxonox/trunk: changed to std::list in campaign

File size: 6.0 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17
18
19#include "campaign.h"
20
21#include "game_loader.h"
22#include "story_entity.h"
23
24#include "world.h"
25#include "camera.h"
26
27#include "load_param.h"
28
29
30using namespace std;
31
32
33Campaign::Campaign ()
34{
35  this->setClassID(CL_CAMPAIGN, "Campaign");
36  this->isInit = false;
37}
38
39Campaign::Campaign ( TiXmlElement* root)
40{
41  this->setClassID(CL_CAMPAIGN, "Campaign");
42
43  PRINTF(4)("Loading Campaign...\n");
44
45  assert( root != NULL);
46
47  this->isInit = false;
48
49  this->loadParams(root);
50
51
52  //if( lastCreated != NULL)
53  //lastCreated->setStoryID( WORLD_ID_GAMEEND);
54}
55
56Campaign::~Campaign ()
57{}
58
59
60ErrorMessage Campaign::init()
61{
62  this->isInit = true;
63}
64
65/**
66  \brief loads the Parameters of a Campaign
67* @param root: The XML-element to load from
68 */
69void Campaign::loadParams(const TiXmlElement* root)
70{
71  static_cast<BaseObject*>(this)->loadParams(root);
72
73  LoadParam(root, "identifier", this, Campaign, setStoryID)
74     .describe("A Unique Identifier for this Campaign");
75
76   LoadParamXML(root, "WorldList", this, Campaign, loadWorldListParams)
77      .describe("A List of Worlds to be loaded in this Campaign");
78}
79
80/**
81  \brief loads a WorldList
82* @param root: the XML-element to load from
83 */
84void Campaign::loadWorldListParams(const TiXmlElement* root)
85{
86  if (root == NULL)
87    return;
88
89  LOAD_PARAM_START_CYCLE(root, element);
90  {
91    PRINTF(5)("Campaign: Constructor: adding a world\n");
92    StoryEntity* created = (StoryEntity*) GameLoader::getInstance()->fabricate(element);
93    if( created != NULL)
94    {
95      this->addEntity( created);
96    }
97  }
98  LOAD_PARAM_END_CYCLE(element);
99}
100
101ErrorMessage Campaign::start()
102{
103  this->start(0);
104}
105
106//! @todo boky -> fix it
107ErrorMessage Campaign::start(int storyID = 0)
108{
109  ErrorMessage errorCode;
110  if( !this->isInit) return errorCode;
111  if( storyID == WORLD_ID_GAMEEND) return errorCode;
112  this->running = true;
113  StoryEntity* se = this->getStoryEntity(storyID);
114  this->currentEntity = se;
115  while( se != NULL && this->running)
116    {
117      PRINTF(0)("Starting new StoryEntity Nr:%i\n", se->getStoryID());
118      se->displayLoadScreen();
119      se->preLoad();
120      se->load();
121      se->init();
122      se->releaseLoadScreen();
123      se->start();
124      se->destroy();
125
126      int nextWorldID = se->getNextStoryID();
127
128      this->entities.remove(se);
129      delete se;
130
131      //printf("Campaing::start() - got nextWorldID = %i\n", nextWorldID);
132      se = this->getStoryEntity(nextWorldID);
133      this->currentEntity = se;
134      if( ( nextWorldID == WORLD_ID_GAMEEND) ||( se == NULL) )
135        {
136          PRINTF(4)("Quitting campaing story loop\n");
137          if(se != NULL)
138            delete se;
139          return errorCode;
140        }
141    }
142
143    /* clean up all world that have not been loaded and therefore are still in the world list  -
144       this probably does not belong into the start function. remove this later
145    */
146    list<StoryEntity*>::iterator it;
147    for(it = this->entities.begin(); it != entities.end(); it++)
148    {
149      delete (*it);
150    }
151}
152
153
154ErrorMessage Campaign::pause()
155{
156  if(this->currentEntity != NULL)
157    this->isPaused = true;
158}
159
160
161ErrorMessage Campaign::resume()
162{
163  if(this->currentEntity != NULL)
164    this->isPaused = false;
165}
166
167
168ErrorMessage Campaign::stop()
169{
170  this->running = false;
171  if(this->currentEntity != NULL)
172    {
173      this->currentEntity->stop();
174    }
175}
176
177
178ErrorMessage Campaign::destroy()
179{
180  if(this->currentEntity != NULL)
181    {
182      this->currentEntity->destroy();
183      delete this->currentEntity;
184      this->currentEntity = NULL;
185    }
186}
187
188
189/**
190  *  adds an game stroy entity to the campaign
191
192  * @param se: The entity
193  * @param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign
194
195    An entity can be a world (playable), a cinematic, a shop, sounds, whatever you
196    want to queue up in the campaign.
197*/
198void Campaign::addEntity(StoryEntity* se, int storyID)
199{
200  se->setStoryID(storyID);
201  this->addEntity(se);
202}
203
204void Campaign::addEntity(StoryEntity* se)
205{
206  this->entities.push_back(se);
207}
208
209
210void Campaign::removeEntity(int storyID)
211{
212  this->removeEntity(this->getStoryEntity(storyID));
213
214}
215
216
217void Campaign::removeEntity(StoryEntity* se)
218{
219  this->entities.remove(se);
220}
221
222
223/*
224  \brief this changes to the next level
225*/
226void Campaign::nextLevel()
227{
228  PRINTF(4)("Campaign:nextLevel()\n");
229  this->currentEntity->stop();
230}
231
232/*
233  \brief change to the previous level - not implemented
234
235  this propably useless
236*/
237void Campaign::previousLevel()
238{}
239
240
241/*
242  \brief lookup a entity with a given id
243* @param story id to be lookuped
244  @returns the entity found or NULL if search ended without match
245*/
246StoryEntity* Campaign::getStoryEntity(int storyID)
247{
248  //printf("Campaing::getStoryEntity(%i) - getting next Entity\n", storyID);
249  if( storyID == WORLD_ID_GAMEEND)
250    return NULL;
251
252  /*
253  tList<StoryEntity>* l;
254  StoryEntity* entity = NULL;
255  l = this->entities->getNext();
256  while( l != NULL)
257    {
258      entity = l->getObject();
259      l = l->getNext();
260
261      int id = entity->getStoryID();
262      //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id);
263      if(id == storyID)
264        {
265          //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n");
266          return entity;
267        }
268
269    }
270  */
271
272
273  list<StoryEntity*>::iterator it;
274  for (it = this->entities.begin(); it != this->entities.end(); it++)
275  {
276      int id = (*it)->getStoryID();
277      //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id);
278      if(id == storyID)
279        {
280          //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n");
281          return (*it);
282        }
283    }
284
285
286
287  return NULL;
288}
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