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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 | |
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| 32 | using namespace std; |
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| 33 | |
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| 34 | |
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| 35 | Campaign::Campaign () |
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| 36 | { |
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| 37 | this->setClassID(CL_CAMPAIGN, "Campaign"); |
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| 38 | this->entities = new tList<StoryEntity>(); |
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| 39 | this->isInit = false; |
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| 40 | } |
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| 41 | |
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| 42 | Campaign::Campaign ( TiXmlElement* root) |
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| 43 | { |
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| 44 | this->setClassID(CL_CAMPAIGN, "Campaign"); |
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| 45 | |
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| 46 | PRINTF(4)("Loading Campaign...\n"); |
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| 47 | |
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| 48 | assert( root != NULL); |
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| 49 | |
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| 50 | this->entities = new tList<StoryEntity>(); |
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| 51 | this->isInit = false; |
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| 52 | |
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| 53 | this->loadParams(root); |
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| 54 | |
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| 55 | |
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| 56 | //if( lastCreated != NULL) |
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| 57 | //lastCreated->setStoryID( WORLD_ID_GAMEEND); |
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| 58 | } |
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| 59 | |
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| 60 | Campaign::~Campaign () |
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| 61 | {} |
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| 62 | |
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| 63 | |
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| 64 | ErrorMessage Campaign::init() |
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| 65 | { |
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| 66 | this->isInit = true; |
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| 67 | } |
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| 68 | |
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| 69 | /** |
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| 70 | \brief loads the Parameters of a Campaign |
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| 71 | * @param root: The XML-element to load from |
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| 72 | */ |
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| 73 | void Campaign::loadParams(const TiXmlElement* root) |
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| 74 | { |
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| 75 | static_cast<BaseObject*>(this)->loadParams(root); |
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| 76 | |
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| 77 | LoadParam(root, "identifier", this, Campaign, setStoryID) |
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| 78 | .describe("A Unique Identifier for this Campaign"); |
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| 79 | |
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| 80 | LoadParamXML(root, "WorldList", this, Campaign, loadWorldListParams) |
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| 81 | .describe("A List of Worlds to be loaded in this Campaign"); |
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| 82 | } |
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| 83 | |
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| 84 | /** |
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| 85 | \brief loads a WorldList |
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| 86 | * @param root: the XML-element to load from |
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| 87 | */ |
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| 88 | void Campaign::loadWorldListParams(const TiXmlElement* root) |
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| 89 | { |
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| 90 | if (root == NULL) |
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| 91 | return; |
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| 92 | |
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| 93 | const TiXmlElement* element = root->FirstChildElement(); |
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| 94 | // load Worlds/Subcampaigns/Whatever |
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| 95 | StoryEntity* lastCreated = NULL; |
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| 96 | while( element != NULL) |
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| 97 | { |
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| 98 | PRINTF(5)("Campaign: Constructor: adding a world\n"); |
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| 99 | StoryEntity* created = (StoryEntity*) GameLoader::getInstance()->fabricate(element); |
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| 100 | /* |
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| 101 | if( lastCreated != NULL) |
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| 102 | created->setNextStoryID( lastCreated->getStoryID()); |
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| 103 | else |
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| 104 | created->setNextStoryID( WORLD_ID_GAMEEND); |
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| 105 | */ |
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| 106 | if( created != NULL) |
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| 107 | { |
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| 108 | this->addEntity( created); |
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| 109 | lastCreated = created; |
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| 110 | } |
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| 111 | element = element->NextSiblingElement(); |
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| 112 | } |
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| 113 | } |
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| 114 | |
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| 115 | ErrorMessage Campaign::start() |
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| 116 | { |
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| 117 | this->start(0); |
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| 118 | } |
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| 119 | |
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| 120 | //! @todo boky -> fix it |
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| 121 | ErrorMessage Campaign::start(int storyID = 0) |
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| 122 | { |
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| 123 | ErrorMessage errorCode; |
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| 124 | if( !this->isInit) return errorCode; |
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| 125 | if( storyID == WORLD_ID_GAMEEND) return errorCode; |
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| 126 | this->running = true; |
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| 127 | StoryEntity* se = this->getStoryEntity(storyID); |
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| 128 | this->currentEntity = se; |
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| 129 | while( se != NULL && this->running) |
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| 130 | { |
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| 131 | PRINTF(0)("Starting new StoryEntity Nr:%i\n", se->getStoryID()); |
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| 132 | se->displayLoadScreen(); |
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| 133 | se->preLoad(); |
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| 134 | se->load(); |
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| 135 | se->init(); |
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| 136 | se->releaseLoadScreen(); |
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| 137 | se->start(); |
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| 138 | se->destroy(); |
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| 139 | |
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| 140 | int nextWorldID = se->getNextStoryID(); |
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| 141 | |
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| 142 | this->entities->remove(se); |
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| 143 | delete se; |
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| 144 | |
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| 145 | //printf("Campaing::start() - got nextWorldID = %i\n", nextWorldID); |
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| 146 | se = this->getStoryEntity(nextWorldID); |
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| 147 | this->currentEntity = se; |
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| 148 | if( ( nextWorldID == WORLD_ID_GAMEEND) ||( se == NULL) ) |
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| 149 | { |
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| 150 | PRINTF(4)("Quitting campaing story loop\n"); |
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| 151 | if(se != NULL) |
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| 152 | delete se; |
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| 153 | return errorCode; |
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| 154 | } |
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| 155 | } |
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| 156 | |
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| 157 | /* clean up all world that have not been loaded and therefore are still in the world list - |
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| 158 | this probably does not belong into the start function. remove this later |
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| 159 | */ |
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| 160 | tIterator<StoryEntity>* it = this->entities->getIterator(); |
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| 161 | se = it->firstElement(); |
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| 162 | while( se != NULL) |
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| 163 | { |
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| 164 | delete se; |
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| 165 | se = it->nextElement(); |
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| 166 | } |
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| 167 | delete this->entities; |
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| 168 | delete it; |
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| 169 | } |
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| 170 | |
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| 171 | |
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| 172 | ErrorMessage Campaign::pause() |
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| 173 | { |
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| 174 | if(this->currentEntity != NULL) |
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| 175 | this->isPaused = true; |
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| 176 | } |
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| 177 | |
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| 178 | |
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| 179 | ErrorMessage Campaign::resume() |
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| 180 | { |
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| 181 | if(this->currentEntity != NULL) |
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| 182 | this->isPaused = false; |
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| 183 | } |
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| 184 | |
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| 185 | |
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| 186 | ErrorMessage Campaign::stop() |
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| 187 | { |
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| 188 | this->running = false; |
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| 189 | if(this->currentEntity != NULL) |
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| 190 | { |
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| 191 | this->currentEntity->stop(); |
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| 192 | } |
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| 193 | } |
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| 194 | |
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| 195 | |
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| 196 | ErrorMessage Campaign::destroy() |
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| 197 | { |
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| 198 | if(this->currentEntity != NULL) |
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| 199 | { |
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| 200 | this->currentEntity->destroy(); |
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| 201 | delete this->currentEntity; |
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| 202 | this->currentEntity = NULL; |
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| 203 | } |
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| 204 | } |
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| 205 | |
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| 206 | |
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| 207 | /** |
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| 208 | * adds an game stroy entity to the campaign |
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| 209 | |
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| 210 | * @param se: The entity |
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| 211 | * @param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign |
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| 212 | |
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| 213 | An entity can be a world (playable), a cinematic, a shop, sounds, whatever you |
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| 214 | want to queue up in the campaign. |
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| 215 | */ |
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| 216 | void Campaign::addEntity(StoryEntity* se, int storyID) |
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| 217 | { |
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| 218 | se->setStoryID(storyID); |
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| 219 | this->addEntity(se); |
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| 220 | } |
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| 221 | |
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| 222 | void Campaign::addEntity(StoryEntity* se) |
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| 223 | { |
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| 224 | this->entities->add(se); |
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| 225 | } |
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| 226 | |
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| 227 | |
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| 228 | void Campaign::removeEntity(int storyID) |
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| 229 | { |
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| 230 | this->removeEntity(this->getStoryEntity(storyID)); |
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| 231 | |
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| 232 | } |
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| 233 | |
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| 234 | |
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| 235 | void Campaign::removeEntity(StoryEntity* se) |
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| 236 | { |
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| 237 | this->entities->remove(se); |
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| 238 | } |
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| 239 | |
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| 240 | |
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| 241 | /* |
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| 242 | \brief this changes to the next level |
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| 243 | */ |
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| 244 | void Campaign::nextLevel() |
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| 245 | { |
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| 246 | PRINTF(4)("Campaign:nextLevel()\n"); |
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| 247 | this->currentEntity->stop(); |
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| 248 | } |
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| 249 | |
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| 250 | /* |
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| 251 | \brief change to the previous level - not implemented |
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| 252 | |
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| 253 | this propably useless |
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| 254 | */ |
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| 255 | void Campaign::previousLevel() |
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| 256 | {} |
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| 257 | |
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| 258 | |
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| 259 | /* |
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| 260 | \brief lookup a entity with a given id |
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| 261 | * @param story id to be lookuped |
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| 262 | @returns the entity found or NULL if search ended without match |
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| 263 | */ |
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| 264 | StoryEntity* Campaign::getStoryEntity(int storyID) |
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| 265 | { |
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| 266 | //printf("Campaing::getStoryEntity(%i) - getting next Entity\n", storyID); |
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| 267 | if( storyID == WORLD_ID_GAMEEND) |
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| 268 | return NULL; |
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| 269 | |
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| 270 | /* |
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| 271 | tList<StoryEntity>* l; |
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| 272 | StoryEntity* entity = NULL; |
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| 273 | l = this->entities->getNext(); |
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| 274 | while( l != NULL) |
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| 275 | { |
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| 276 | entity = l->getObject(); |
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| 277 | l = l->getNext(); |
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| 278 | |
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| 279 | int id = entity->getStoryID(); |
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| 280 | //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id); |
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| 281 | if(id == storyID) |
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| 282 | { |
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| 283 | //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n"); |
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| 284 | return entity; |
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| 285 | } |
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| 286 | |
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| 287 | } |
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| 288 | */ |
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| 289 | |
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| 290 | |
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| 291 | tIterator<StoryEntity>* iterator = this->entities->getIterator(); |
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| 292 | StoryEntity* entity = iterator->firstElement(); |
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| 293 | while( entity != NULL) |
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| 294 | { |
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| 295 | int id = entity->getStoryID(); |
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| 296 | //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id); |
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| 297 | if(id == storyID) |
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| 298 | { |
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| 299 | //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n"); |
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| 300 | delete iterator; |
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| 301 | return entity; |
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| 302 | } |
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| 303 | entity = iterator->nextElement(); |
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| 304 | } |
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| 305 | delete iterator; |
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| 306 | |
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| 307 | |
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| 308 | return NULL; |
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| 309 | } |
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