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source: orxonox.OLD/branches/powerups/src/story_entities/campaign.cc @ 5985

Last change on this file since 5985 was 5985, checked in by manuel, 18 years ago

merge: factory has now create from class name string function (svn merge -r 5955:HEAD ../trunk/ powerups/)

File size: 6.0 KB
RevLine 
[2636]1
2
[4597]3/*
[2636]4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
[4597]15   co-programmer:
[2636]16*/
17
18
19#include "campaign.h"
[3629]20
[5985]21#include "factory.h"
[4010]22#include "game_loader.h"
[3629]23#include "story_entity.h"
24
[2636]25#include "world.h"
26#include "camera.h"
[3629]27
[4261]28#include "load_param.h"
29
[5651]30
[2636]31using namespace std;
32
33
[4597]34Campaign::Campaign ()
[2636]35{
[4597]36  this->setClassID(CL_CAMPAIGN, "Campaign");
[2636]37  this->isInit = false;
38}
[4261]39
[4597]40Campaign::Campaign ( TiXmlElement* root)
[4010]41{
[4597]42  this->setClassID(CL_CAMPAIGN, "Campaign");
43
[5300]44  PRINTF(4)("Loading Campaign...\n");
[4597]45
[4010]46  assert( root != NULL);
[4597]47
[4010]48  this->isInit = false;
[4597]49
[4598]50  this->loadParams(root);
[4597]51
52
53  //if( lastCreated != NULL)
[4010]54  //lastCreated->setStoryID( WORLD_ID_GAMEEND);
55}
[2636]56
[4816]57Campaign::~Campaign ()
58{}
[2636]59
60
[3222]61ErrorMessage Campaign::init()
[2636]62{
63  this->isInit = true;
64}
65
[4598]66/**
67  \brief loads the Parameters of a Campaign
[4836]68* @param root: The XML-element to load from
[4598]69 */
70void Campaign::loadParams(const TiXmlElement* root)
71{
[4600]72  static_cast<BaseObject*>(this)->loadParams(root);
[2636]73
[5671]74  LoadParam(root, "identifier", this, Campaign, setStoryID)
[5651]75     .describe("A Unique Identifier for this Campaign");
[4598]76
[5651]77   LoadParamXML(root, "WorldList", this, Campaign, loadWorldListParams)
[4600]78      .describe("A List of Worlds to be loaded in this Campaign");
[4598]79}
80
81/**
82  \brief loads a WorldList
[4836]83* @param root: the XML-element to load from
[4598]84 */
85void Campaign::loadWorldListParams(const TiXmlElement* root)
86{
[5651]87  if (root == NULL)
88    return;
89
[5751]90  LOAD_PARAM_START_CYCLE(root, element);
[4598]91  {
[5300]92    PRINTF(5)("Campaign: Constructor: adding a world\n");
[5985]93    StoryEntity* created = (StoryEntity*) Factory::fabricate(element);
[4598]94    if( created != NULL)
95    {
96      this->addEntity( created);
97    }
98  }
[5751]99  LOAD_PARAM_END_CYCLE(element);
[4598]100}
101
[3222]102ErrorMessage Campaign::start()
[2636]103{
104  this->start(0);
105}
106
[5292]107//! @todo boky -> fix it
[3222]108ErrorMessage Campaign::start(int storyID = 0)
[2636]109{
[3222]110  ErrorMessage errorCode;
[4597]111  if( !this->isInit) return errorCode;
[3221]112  if( storyID == WORLD_ID_GAMEEND) return errorCode;
[2636]113  this->running = true;
114  StoryEntity* se = this->getStoryEntity(storyID);
[3220]115  this->currentEntity = se;
[3221]116  while( se != NULL && this->running)
[2636]117    {
[4324]118      PRINTF(0)("Starting new StoryEntity Nr:%i\n", se->getStoryID());
[3220]119      se->displayLoadScreen();
[3629]120      se->preLoad();
[2636]121      se->load();
122      se->init();
[3220]123      se->releaseLoadScreen();
[2636]124      se->start();
[3221]125      se->destroy();
[4597]126
[5215]127      int nextWorldID = se->getNextStoryID();
128
[5773]129      this->entities.remove(se);
[3220]130      delete se;
131
132      //printf("Campaing::start() - got nextWorldID = %i\n", nextWorldID);
[2636]133      se = this->getStoryEntity(nextWorldID);
[3220]134      this->currentEntity = se;
[4597]135      if( ( nextWorldID == WORLD_ID_GAMEEND) ||( se == NULL) )
136        {
[5305]137          PRINTF(4)("Quitting campaing story loop\n");
[4597]138          if(se != NULL)
139            delete se;
140          return errorCode;
141        }
[4816]142    }
[4597]143
[4816]144    /* clean up all world that have not been loaded and therefore are still in the world list  -
145       this probably does not belong into the start function. remove this later
146    */
[5773]147    list<StoryEntity*>::iterator it;
148    for(it = this->entities.begin(); it != entities.end(); it++)
[4816]149    {
[5773]150      delete (*it);
[2636]151    }
152}
153
154
[3222]155ErrorMessage Campaign::pause()
[2636]156{
157  if(this->currentEntity != NULL)
158    this->isPaused = true;
159}
160
161
[3222]162ErrorMessage Campaign::resume()
[2636]163{
164  if(this->currentEntity != NULL)
165    this->isPaused = false;
166}
167
168
[3459]169ErrorMessage Campaign::stop()
[3220]170{
[3459]171  this->running = false;
[4597]172  if(this->currentEntity != NULL)
[3459]173    {
174      this->currentEntity->stop();
175    }
176}
177
178
179ErrorMessage Campaign::destroy()
180{
[3220]181  if(this->currentEntity != NULL)
182    {
183      this->currentEntity->destroy();
184      delete this->currentEntity;
185      this->currentEntity = NULL;
186    }
187}
188
[3459]189
[4597]190/**
[4836]191  *  adds an game stroy entity to the campaign
[3459]192
[4836]193  * @param se: The entity
194  * @param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign
[3459]195
196    An entity can be a world (playable), a cinematic, a shop, sounds, whatever you
197    want to queue up in the campaign.
198*/
199void Campaign::addEntity(StoryEntity* se, int storyID)
200{
201  se->setStoryID(storyID);
202  this->addEntity(se);
203}
204
205void Campaign::addEntity(StoryEntity* se)
206{
[5773]207  this->entities.push_back(se);
[3459]208}
209
210
211void Campaign::removeEntity(int storyID)
212{
213  this->removeEntity(this->getStoryEntity(storyID));
[4597]214
[3459]215}
216
217
218void Campaign::removeEntity(StoryEntity* se)
219{
[5773]220  this->entities.remove(se);
[3459]221}
222
223
[3225]224/*
225  \brief this changes to the next level
226*/
[2636]227void Campaign::nextLevel()
228{
[5324]229  PRINTF(4)("Campaign:nextLevel()\n");
[3220]230  this->currentEntity->stop();
[2636]231}
232
[3225]233/*
234  \brief change to the previous level - not implemented
235
236  this propably useless
237*/
[2636]238void Campaign::previousLevel()
239{}
240
241
[3225]242/*
243  \brief lookup a entity with a given id
[4836]244* @param story id to be lookuped
245  @returns the entity found or NULL if search ended without match
[3225]246*/
[3220]247StoryEntity* Campaign::getStoryEntity(int storyID)
[2636]248{
[3220]249  //printf("Campaing::getStoryEntity(%i) - getting next Entity\n", storyID);
250  if( storyID == WORLD_ID_GAMEEND)
251    return NULL;
[3608]252
253  /*
254  tList<StoryEntity>* l;
[3220]255  StoryEntity* entity = NULL;
[4597]256  l = this->entities->getNext();
257  while( l != NULL)
258    {
[3231]259      entity = l->getObject();
260      l = l->getNext();
[3608]261
[3220]262      int id = entity->getStoryID();
263      //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id);
264      if(id == storyID)
[4597]265        {
266          //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n");
267          return entity;
268        }
[3608]269
[2636]270    }
[3608]271  */
272
273
[5773]274  list<StoryEntity*>::iterator it;
275  for (it = this->entities.begin(); it != this->entities.end(); it++)
276  {
277      int id = (*it)->getStoryID();
[3608]278      //printf("Campaing::getStoryEntity() - now looping, found entity nr=%i\n", id);
279      if(id == storyID)
[4597]280        {
281          //printf("Campaing::getStoryEntity() - yea, this is what we where looking for: %id\n");
[5773]282          return (*it);
[4597]283        }
[3608]284    }
285
286
[5773]287
[2636]288  return NULL;
289}
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