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 | |
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21 | #include "story_entity.h" |
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22 | |
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23 | #include "world.h" |
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24 | #include "camera.h" |
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25 | |
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26 | #include "list.h" |
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27 | |
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28 | using namespace std; |
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29 | |
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30 | |
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31 | Campaign::Campaign () |
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32 | { |
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33 | this->entities = new tList<StoryEntity>(); |
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34 | this->isInit = false; |
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35 | } |
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36 | |
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37 | |
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38 | Campaign::~Campaign () {} |
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39 | |
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40 | |
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41 | ErrorMessage Campaign::init() |
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42 | { |
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43 | this->isInit = true; |
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44 | } |
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45 | |
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46 | |
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47 | ErrorMessage Campaign::start() |
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48 | { |
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49 | this->start(0); |
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50 | } |
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51 | |
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52 | |
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53 | ErrorMessage Campaign::start(int storyID = 0) |
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54 | { |
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55 | printf("World::start() - starting new StoryEntity Nr:%i\n", storyID); |
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56 | ErrorMessage errorCode; |
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57 | if( !this->isInit) return errorCode; |
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58 | if( storyID == WORLD_ID_GAMEEND) return errorCode; |
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59 | this->running = true; |
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60 | StoryEntity* se = this->getStoryEntity(storyID); |
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61 | this->currentEntity = se; |
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62 | while( se != NULL && this->running) |
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63 | { |
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64 | se->displayLoadScreen(); |
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65 | se->preLoad(); |
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66 | se->load(); |
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67 | se->init(); |
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68 | se->releaseLoadScreen(); |
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69 | se->start(); |
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70 | se->destroy(); |
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71 | |
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72 | delete se; |
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73 | |
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74 | int nextWorldID = se->getNextStoryID(); |
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75 | //printf("Campaing::start() - got nextWorldID = %i\n", nextWorldID); |
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76 | se = this->getStoryEntity(nextWorldID); |
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77 | this->currentEntity = se; |
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78 | if( ( nextWorldID == WORLD_ID_GAMEEND) ||( se == NULL) ) |
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79 | { |
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80 | printf("Campaign::start() - quitting campaing story loop\n"); |
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81 | if(se != NULL) |
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82 | delete se; |
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83 | return errorCode; |
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84 | } |
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85 | |
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86 | } |
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87 | } |
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88 | |
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89 | |
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90 | ErrorMessage Campaign::pause() |
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91 | { |
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92 | if(this->currentEntity != NULL) |
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93 | this->isPaused = true; |
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94 | } |
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95 | |
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96 | |
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97 | ErrorMessage Campaign::resume() |
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98 | { |
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99 | if(this->currentEntity != NULL) |
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100 | this->isPaused = false; |
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101 | } |
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102 | |
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103 | |
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104 | ErrorMessage Campaign::stop() |
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105 | { |
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106 | this->running = false; |
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107 | if(this->currentEntity != NULL) |
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108 | { |
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109 | this->currentEntity->stop(); |
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110 | //delete this->currentEntity; |
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111 | //this->currentEntity = NULL; |
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112 | } |
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113 | } |
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114 | |
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115 | |
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116 | ErrorMessage Campaign::destroy() |
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117 | { |
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118 | if(this->currentEntity != NULL) |
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119 | { |
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120 | this->currentEntity->destroy(); |
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121 | delete this->currentEntity; |
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122 | this->currentEntity = NULL; |
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123 | } |
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124 | } |
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125 | |
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126 | |
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127 | /** |
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128 | \brief adds an game stroy entity to the campaign |
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129 | |
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130 | \param se: The entity |
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131 | \param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign |
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132 | |
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133 | An entity can be a world (playable), a cinematic, a shop, sounds, whatever you |
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134 | want to queue up in the campaign. |
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135 | */ |
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136 | void Campaign::addEntity(StoryEntity* se, int storyID) |
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137 | { |
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138 | se->setStoryID(storyID); |
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139 | this->addEntity(se); |
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140 | } |
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141 | |
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142 | void Campaign::addEntity(StoryEntity* se) |
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143 | { |
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144 | this->entities->add(se); |
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145 | } |
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146 | |
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147 | |
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148 | void Campaign::removeEntity(int storyID) |
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149 | { |
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150 | this->removeEntity(this->getStoryEntity(storyID)); |
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151 | |
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152 | } |
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153 | |
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154 | |
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155 | void Campaign::removeEntity(StoryEntity* se) |
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156 | { |
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157 | this->entities->remove(se); |
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158 | } |
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159 | |
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160 | |
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161 | /* |
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162 | \brief this changes to the next level |
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163 | */ |
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164 | void Campaign::nextLevel() |
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165 | { |
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166 | printf("Campaign:nextLevel()\n"); |
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167 | //int nextID = this->currentEntity->getNextStoryID(); |
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168 | //this->stop(); |
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169 | //this->start(nextID); |
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170 | this->currentEntity->stop(); |
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171 | } |
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172 | |
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173 | /* |
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174 | \brief change to the previous level - not implemented |
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175 | |
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176 | this propably useless |
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177 | */ |
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178 | void Campaign::previousLevel() |
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179 | {} |
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180 | |
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181 | |
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182 | /* |
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183 | \brief lookup a entity with a given id |
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184 | \param story id to be lookuped |
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185 | \returns the entity found or NULL if search ended without match |
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186 | */ |
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187 | StoryEntity* Campaign::getStoryEntity(int storyID) |
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188 | { |
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189 | //printf("Campaing::getStoryEntity(%i) - getting next Entity\n", storyID); |
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190 | if( storyID == WORLD_ID_GAMEEND) |
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191 | return NULL; |
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192 | |
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193 | /* |
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194 | tList<StoryEntity>* l; |
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195 | StoryEntity* entity = NULL; |
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196 | l = this->entities->getNext(); |
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197 | while( l != NULL) |
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198 | { |
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199 | entity = l->getObject(); |
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200 | l = l->getNext(); |
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201 | |
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202 | int id = entity->getStoryID(); |
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203 | //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id); |
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204 | if(id == storyID) |
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205 | { |
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206 | //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n"); |
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207 | return entity; |
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208 | } |
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209 | |
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210 | } |
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211 | */ |
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212 | |
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213 | |
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214 | |
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215 | StoryEntity* entity = this->entities->enumerate(); |
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216 | while( entity != NULL) |
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217 | { |
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218 | int id = entity->getStoryID(); |
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219 | //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id); |
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220 | if(id == storyID) |
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221 | { |
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222 | //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n"); |
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223 | return entity; |
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224 | } |
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225 | entity = this->entities->nextElement(); |
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226 | } |
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227 | |
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228 | |
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229 | |
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230 | return NULL; |
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231 | } |
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