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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 "game_loader.h" |
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22 | #include "story_entity.h" |
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23 | |
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24 | #include "world.h" |
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25 | #include "camera.h" |
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26 | |
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27 | #include "list.h" |
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28 | |
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29 | #include "load_param.h" |
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30 | |
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31 | using namespace std; |
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32 | |
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33 | |
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34 | Campaign::Campaign () |
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35 | { |
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36 | this->setClassID(CL_CAMPAIGN, "Campaign"); |
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37 | this->entities = new tList<StoryEntity>(); |
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38 | this->isInit = false; |
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39 | } |
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40 | |
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41 | Campaign::Campaign ( TiXmlElement* root) |
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42 | { |
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43 | this->setClassID(CL_CAMPAIGN, "Campaign"); |
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44 | |
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45 | PRINTF(3)("Loading Campaign...\n"); |
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46 | |
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47 | assert( root != NULL); |
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48 | |
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49 | this->entities = new tList<StoryEntity>(); |
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50 | this->isInit = false; |
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51 | |
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52 | this->loadParams(root); |
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53 | |
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54 | |
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55 | //if( lastCreated != NULL) |
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56 | //lastCreated->setStoryID( WORLD_ID_GAMEEND); |
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57 | } |
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58 | |
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59 | Campaign::~Campaign () |
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60 | {} |
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61 | |
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62 | |
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63 | ErrorMessage Campaign::init() |
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64 | { |
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65 | this->isInit = true; |
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66 | } |
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67 | |
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68 | /** |
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69 | \brief loads the Parameters of a Campaign |
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70 | * @param root: The XML-element to load from |
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71 | */ |
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72 | void Campaign::loadParams(const TiXmlElement* root) |
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73 | { |
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74 | static_cast<BaseObject*>(this)->loadParams(root); |
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75 | |
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76 | LoadParam<Campaign>(root, "identifier", this, &Campaign::setStoryID) |
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77 | .describe("A Unique Identifier for this Campaign"); |
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78 | |
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79 | LoadParam<Campaign>(root, "WorldList", this, &Campaign::loadWorldListParams) |
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80 | .describe("A List of Worlds to be loaded in this Campaign"); |
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81 | } |
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82 | |
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83 | /** |
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84 | \brief loads a WorldList |
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85 | * @param root: the XML-element to load from |
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86 | */ |
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87 | void Campaign::loadWorldListParams(const TiXmlElement* root) |
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88 | { |
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89 | const TiXmlElement* element = root->FirstChildElement(); |
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90 | // load Worlds/Subcampaigns/Whatever |
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91 | StoryEntity* lastCreated = NULL; |
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92 | while( element != NULL) |
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93 | { |
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94 | printf("Campaign: Constructor: adding a world\n"); |
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95 | StoryEntity* created = (StoryEntity*) GameLoader::getInstance()->fabricate(element); |
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96 | /* |
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97 | if( lastCreated != NULL) |
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98 | created->setNextStoryID( lastCreated->getStoryID()); |
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99 | else |
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100 | created->setNextStoryID( WORLD_ID_GAMEEND); |
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101 | */ |
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102 | if( created != NULL) |
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103 | { |
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104 | this->addEntity( created); |
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105 | lastCreated = created; |
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106 | } |
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107 | element = element->NextSiblingElement(); |
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108 | } |
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109 | } |
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110 | |
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111 | ErrorMessage Campaign::start() |
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112 | { |
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113 | this->start(0); |
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114 | } |
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115 | |
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116 | |
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117 | ErrorMessage Campaign::start(int storyID = 0) |
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118 | { |
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119 | ErrorMessage errorCode; |
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120 | if( !this->isInit) return errorCode; |
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121 | if( storyID == WORLD_ID_GAMEEND) return errorCode; |
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122 | this->running = true; |
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123 | StoryEntity* se = this->getStoryEntity(storyID); |
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124 | this->currentEntity = se; |
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125 | while( se != NULL && this->running) |
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126 | { |
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127 | PRINTF(0)("Starting new StoryEntity Nr:%i\n", se->getStoryID()); |
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128 | se->displayLoadScreen(); |
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129 | se->preLoad(); |
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130 | se->load(); |
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131 | se->init(); |
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132 | se->releaseLoadScreen(); |
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133 | se->start(); |
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134 | se->destroy(); |
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135 | |
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136 | int nextWorldID = se->getNextStoryID(); |
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137 | |
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138 | this->entities->remove(se); |
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139 | delete se; |
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140 | |
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141 | //printf("Campaing::start() - got nextWorldID = %i\n", nextWorldID); |
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142 | se = this->getStoryEntity(nextWorldID); |
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143 | this->currentEntity = se; |
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144 | if( ( nextWorldID == WORLD_ID_GAMEEND) ||( se == NULL) ) |
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145 | { |
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146 | PRINTF(0)("Quitting campaing story loop\n"); |
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147 | if(se != NULL) |
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148 | delete se; |
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149 | return errorCode; |
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150 | } |
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151 | } |
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152 | |
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153 | /* clean up all world that have not been loaded and therefore are still in the world list - |
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154 | this probably does not belong into the start function. remove this later |
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155 | */ |
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156 | tIterator<StoryEntity>* it = this->entities->getIterator(); |
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157 | se = it->firstElement(); |
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158 | while( se != NULL) |
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159 | { |
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160 | delete se; |
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161 | se = it->nextElement(); |
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162 | } |
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163 | delete this->entities; |
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164 | delete it; |
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165 | } |
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166 | |
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167 | |
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168 | ErrorMessage Campaign::pause() |
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169 | { |
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170 | if(this->currentEntity != NULL) |
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171 | this->isPaused = true; |
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172 | } |
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173 | |
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174 | |
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175 | ErrorMessage Campaign::resume() |
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176 | { |
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177 | if(this->currentEntity != NULL) |
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178 | this->isPaused = false; |
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179 | } |
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180 | |
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181 | |
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182 | ErrorMessage Campaign::stop() |
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183 | { |
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184 | this->running = false; |
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185 | if(this->currentEntity != NULL) |
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186 | { |
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187 | this->currentEntity->stop(); |
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188 | } |
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189 | } |
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190 | |
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191 | |
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192 | ErrorMessage Campaign::destroy() |
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193 | { |
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194 | if(this->currentEntity != NULL) |
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195 | { |
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196 | this->currentEntity->destroy(); |
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197 | delete this->currentEntity; |
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198 | this->currentEntity = NULL; |
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199 | } |
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200 | } |
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201 | |
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202 | |
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203 | /** |
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204 | * adds an game stroy entity to the campaign |
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205 | |
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206 | * @param se: The entity |
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207 | * @param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign |
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208 | |
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209 | An entity can be a world (playable), a cinematic, a shop, sounds, whatever you |
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210 | want to queue up in the campaign. |
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211 | */ |
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212 | void Campaign::addEntity(StoryEntity* se, int storyID) |
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213 | { |
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214 | se->setStoryID(storyID); |
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215 | this->addEntity(se); |
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216 | } |
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217 | |
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218 | void Campaign::addEntity(StoryEntity* se) |
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219 | { |
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220 | this->entities->add(se); |
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221 | } |
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222 | |
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223 | |
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224 | void Campaign::removeEntity(int storyID) |
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225 | { |
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226 | this->removeEntity(this->getStoryEntity(storyID)); |
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227 | |
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228 | } |
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229 | |
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230 | |
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231 | void Campaign::removeEntity(StoryEntity* se) |
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232 | { |
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233 | this->entities->remove(se); |
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234 | } |
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235 | |
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236 | |
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237 | /* |
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238 | \brief this changes to the next level |
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239 | */ |
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240 | void Campaign::nextLevel() |
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241 | { |
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242 | printf("Campaign:nextLevel()\n"); |
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243 | this->currentEntity->stop(); |
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244 | } |
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245 | |
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246 | /* |
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247 | \brief change to the previous level - not implemented |
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248 | |
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249 | this propably useless |
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250 | */ |
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251 | void Campaign::previousLevel() |
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252 | {} |
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253 | |
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254 | |
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255 | /* |
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256 | \brief lookup a entity with a given id |
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257 | * @param story id to be lookuped |
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258 | @returns the entity found or NULL if search ended without match |
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259 | */ |
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260 | StoryEntity* Campaign::getStoryEntity(int storyID) |
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261 | { |
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262 | //printf("Campaing::getStoryEntity(%i) - getting next Entity\n", storyID); |
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263 | if( storyID == WORLD_ID_GAMEEND) |
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264 | return NULL; |
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265 | |
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266 | /* |
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267 | tList<StoryEntity>* l; |
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268 | StoryEntity* entity = NULL; |
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269 | l = this->entities->getNext(); |
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270 | while( l != NULL) |
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271 | { |
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272 | entity = l->getObject(); |
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273 | l = l->getNext(); |
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274 | |
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275 | int id = entity->getStoryID(); |
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276 | //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id); |
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277 | if(id == storyID) |
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278 | { |
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279 | //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n"); |
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280 | return entity; |
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281 | } |
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282 | |
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283 | } |
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284 | */ |
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285 | |
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286 | |
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287 | tIterator<StoryEntity>* iterator = this->entities->getIterator(); |
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288 | StoryEntity* entity = iterator->firstElement(); |
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289 | while( entity != NULL) |
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290 | { |
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291 | int id = entity->getStoryID(); |
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292 | //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id); |
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293 | if(id == storyID) |
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294 | { |
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295 | //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n"); |
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296 | delete iterator; |
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297 | return entity; |
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298 | } |
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299 | entity = iterator->nextElement(); |
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300 | } |
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301 | delete iterator; |
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302 | |
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303 | |
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304 | return NULL; |
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305 | } |
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