| 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 ListTemplate<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 | ErrorMessage 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 | ErrorMessage Campaign::start() | 
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| 43 | { | 
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| 44 | this->start(0); | 
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| 45 | } | 
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| 46 |  | 
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| 47 |  | 
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| 48 | ErrorMessage Campaign::start(int storyID = 0) | 
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| 49 | { | 
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| 50 | printf("World::start() - starting new StoryEntity Nr:%i\n", storyID); | 
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| 51 | ErrorMessage errorCode; | 
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| 52 | if( !this->isInit) return errorCode; | 
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| 53 | if( storyID == WORLD_ID_GAMEEND) return errorCode; | 
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| 54 | this->running = true; | 
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| 55 | StoryEntity* se = this->getStoryEntity(storyID); | 
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| 56 | this->currentEntity = se; | 
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| 57 | while( se != NULL && this->running) | 
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| 58 | { | 
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| 59 | se->displayLoadScreen(); | 
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| 60 | se->load(); | 
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| 61 | se->init(); | 
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| 62 | se->releaseLoadScreen(); | 
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| 63 | se->start(); | 
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| 64 | se->destroy(); | 
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| 65 |  | 
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| 66 | delete se; | 
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| 67 |  | 
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| 68 | int nextWorldID = se->getNextStoryID(); | 
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| 69 | //printf("Campaing::start() - got nextWorldID = %i\n", nextWorldID); | 
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| 70 | se = this->getStoryEntity(nextWorldID); | 
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| 71 | this->currentEntity = se; | 
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| 72 | if( ( nextWorldID == WORLD_ID_GAMEEND) ||( se == NULL) ) | 
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| 73 | { | 
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| 74 | printf("Campaign::start() - quitting campaing story loop\n"); | 
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| 75 | if(se != NULL) | 
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| 76 | delete se; | 
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| 77 | return errorCode; | 
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| 78 | } | 
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| 79 |  | 
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| 80 | } | 
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| 81 | } | 
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| 82 |  | 
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| 83 |  | 
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| 84 | ErrorMessage Campaign::pause() | 
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| 85 | { | 
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| 86 | if(this->currentEntity != NULL) | 
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| 87 | this->isPaused = true; | 
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| 88 | } | 
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| 89 |  | 
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| 90 |  | 
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| 91 | ErrorMessage Campaign::resume() | 
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| 92 | { | 
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| 93 | if(this->currentEntity != NULL) | 
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| 94 | this->isPaused = false; | 
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| 95 | } | 
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| 96 |  | 
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| 97 |  | 
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| 98 | ErrorMessage Campaign::stop() | 
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| 99 | { | 
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| 100 | this->running = false; | 
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| 101 | if(this->currentEntity != NULL) | 
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| 102 | { | 
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| 103 | this->currentEntity->stop(); | 
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| 104 | //delete this->currentEntity; | 
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| 105 | //this->currentEntity = NULL; | 
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| 106 | } | 
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| 107 | } | 
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| 108 |  | 
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| 109 |  | 
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| 110 | ErrorMessage Campaign::destroy() | 
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| 111 | { | 
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| 112 | if(this->currentEntity != NULL) | 
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| 113 | { | 
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| 114 | this->currentEntity->destroy(); | 
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| 115 | delete this->currentEntity; | 
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| 116 | this->currentEntity = NULL; | 
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| 117 | } | 
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| 118 | } | 
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| 119 |  | 
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| 120 |  | 
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| 121 | /** | 
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| 122 | \brief adds an game stroy entity to the campaign | 
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| 123 |  | 
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| 124 | \param se: The entity | 
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| 125 | \param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign | 
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| 126 |  | 
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| 127 | An entity can be a world (playable), a cinematic, a shop, sounds, whatever you | 
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| 128 | want to queue up in the campaign. | 
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| 129 | */ | 
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| 130 | void Campaign::addEntity(StoryEntity* se, int storyID) | 
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| 131 | { | 
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| 132 | se->setStoryID(storyID); | 
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| 133 | this->addEntity(se); | 
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| 134 | } | 
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| 135 |  | 
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| 136 | void Campaign::addEntity(StoryEntity* se) | 
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| 137 | { | 
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| 138 | this->entities->add(se); | 
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| 139 | } | 
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| 140 |  | 
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| 141 |  | 
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| 142 | void Campaign::removeEntity(int storyID) | 
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| 143 | { | 
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| 144 | this->removeEntity(this->getStoryEntity(storyID)); | 
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| 145 |  | 
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| 146 | } | 
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| 147 |  | 
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| 148 |  | 
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| 149 | void Campaign::removeEntity(StoryEntity* se) | 
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| 150 | { | 
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| 151 | this->entities->remove(se); | 
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| 152 | } | 
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| 153 |  | 
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| 154 |  | 
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| 155 | /* | 
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| 156 | \brief this changes to the next level | 
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| 157 | */ | 
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| 158 | void Campaign::nextLevel() | 
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| 159 | { | 
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| 160 | printf("Campaign:nextLevel()\n"); | 
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| 161 | //int nextID = this->currentEntity->getNextStoryID(); | 
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| 162 | //this->stop(); | 
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| 163 | //this->start(nextID); | 
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| 164 | this->currentEntity->stop(); | 
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| 165 | } | 
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| 166 |  | 
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| 167 | /* | 
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| 168 | \brief change to the previous level - not implemented | 
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| 169 |  | 
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| 170 | this propably useless | 
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| 171 | */ | 
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| 172 | void Campaign::previousLevel() | 
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| 173 | {} | 
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| 174 |  | 
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| 175 |  | 
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| 176 | /* | 
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| 177 | \brief lookup a entity with a given id | 
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| 178 | \param story id to be lookuped | 
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| 179 | \returns the entity found or NULL if search ended without match | 
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| 180 | */ | 
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| 181 | StoryEntity* Campaign::getStoryEntity(int storyID) | 
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| 182 | { | 
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| 183 | //printf("Campaing::getStoryEntity(%i) - getting next Entity\n", storyID); | 
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| 184 | if( storyID == WORLD_ID_GAMEEND) | 
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| 185 | return NULL; | 
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| 186 | ListTemplate<StoryEntity>* l; | 
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| 187 | StoryEntity* entity = NULL; | 
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| 188 | l = this->entities->getNext(); | 
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| 189 | while( l != NULL) | 
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| 190 | { | 
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| 191 | entity = l->getObject(); | 
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| 192 | l = l->getNext(); | 
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| 193 | int id = entity->getStoryID(); | 
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| 194 | //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id); | 
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| 195 | if(id == storyID) | 
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| 196 | { | 
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| 197 | //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n"); | 
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| 198 | return entity; | 
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| 199 | } | 
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| 200 | } | 
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| 201 | return NULL; | 
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| 202 | } | 
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