1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | |
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18 | |
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19 | #include "campaign.h" |
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20 | #include "world.h" |
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21 | #include "camera.h" |
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22 | #include "story_entity.h" |
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23 | |
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24 | using namespace std; |
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25 | |
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26 | |
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27 | Campaign::Campaign () |
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28 | { |
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29 | this->entities = new List<StoryEntity>(); |
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30 | this->isInit = false; |
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31 | } |
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32 | |
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33 | Campaign::~Campaign () {} |
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34 | |
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35 | |
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36 | Error Campaign::init() |
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37 | { |
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38 | this->isInit = true; |
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39 | } |
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40 | |
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41 | /** |
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42 | \brief adds an game stroy entity to the campaign |
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43 | |
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44 | \param se: The entity |
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45 | \param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign |
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46 | |
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47 | An entity can be a world (playable), a cinematic, a shop, sounds, whatever you |
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48 | want to queue up in the campaign. |
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49 | */ |
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50 | void Campaign::addEntity(StoryEntity* se, Uint32 storyID) |
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51 | { |
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52 | se->setStoryID(storyID); |
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53 | this->addEntity(se); |
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54 | } |
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55 | |
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56 | void Campaign::addEntity(StoryEntity* se) |
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57 | { |
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58 | this->entities->add(se); |
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59 | } |
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60 | |
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61 | |
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62 | void Campaign::removeEntity(Uint32 storyID) |
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63 | { |
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64 | this->removeEntity(this->getStoryEntity(storyID)); |
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65 | |
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66 | } |
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67 | |
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68 | |
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69 | void Campaign::removeEntity(StoryEntity* se) |
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70 | { |
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71 | this->entities->remove(se); |
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72 | } |
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73 | |
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74 | |
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75 | Error Campaign::start() |
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76 | { |
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77 | this->start(0); |
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78 | } |
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79 | |
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80 | Error Campaign::start(Uint32 storyID = 0) |
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81 | { |
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82 | printf("World::start() - starting new StoryEntity Nr:%i\n", storyID); |
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83 | Error errorCode; |
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84 | if(!this->isInit) return errorCode; |
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85 | if(storyID == WORLD_ID_GAMEEND) return errorCode; |
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86 | this->running = true; |
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87 | StoryEntity* se = this->getStoryEntity(storyID); |
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88 | while(se != NULL && this->running) |
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89 | { |
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90 | se = this->getStoryEntity(storyID); |
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91 | this->currentEntity = se; |
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92 | |
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93 | se->displayEntityScreen(); |
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94 | se->load(); |
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95 | se->init(); |
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96 | se->releaseEntityScreen(); |
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97 | se->start(); |
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98 | |
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99 | int nextWorldID = se->getNextStoryID(); |
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100 | if(nextWorldID == WORLD_ID_GAMEEND) return errorCode; |
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101 | se = this->getStoryEntity(nextWorldID); |
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102 | if(se == NULL) |
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103 | printf("Campaign::start() - ERROR: world it not found, oh oh..."); |
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104 | } |
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105 | } |
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106 | |
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107 | Error Campaign::stop() |
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108 | { |
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109 | this->running = false; |
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110 | if(this->currentEntity != NULL) |
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111 | { |
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112 | this->currentEntity->stop(); |
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113 | delete this->currentEntity; |
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114 | this->currentEntity = NULL; |
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115 | } |
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116 | } |
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117 | |
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118 | Error Campaign::pause() |
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119 | { |
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120 | if(this->currentEntity != NULL) |
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121 | this->isPaused = true; |
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122 | } |
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123 | |
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124 | |
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125 | Error Campaign::resume() |
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126 | { |
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127 | if(this->currentEntity != NULL) |
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128 | this->isPaused = false; |
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129 | } |
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130 | |
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131 | |
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132 | void Campaign::nextLevel() |
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133 | { |
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134 | printf("Campaign|nextLevel\n"); |
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135 | int nextID = this->currentEntity->getNextStoryID(); |
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136 | this->stop(); |
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137 | this->start(nextID); |
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138 | } |
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139 | |
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140 | void Campaign::previousLevel() |
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141 | {} |
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142 | |
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143 | |
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144 | StoryEntity* Campaign::getStoryEntity(Uint32 storyID) |
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145 | { |
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146 | List<StoryEntity>* l; |
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147 | StoryEntity* entity; |
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148 | l = this->entities->get_next(); |
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149 | while( l != NULL) |
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150 | { |
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151 | entity = l->get_object(); |
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152 | l = l->get_next(); |
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153 | if(entity->getStoryID() == storyID) |
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154 | return entity; |
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155 | } |
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156 | return NULL; |
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157 | } |
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