| 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 | Error 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 | \brief adds an game stroy entity to the campaign | 
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| 43 |  | 
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| 44 | \param se: The entity | 
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| 45 | \param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign | 
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| 46 |  | 
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| 47 | An entity can be a world (playable), a cinematic, a shop, sounds, whatever you | 
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| 48 | want to queue up in the campaign. | 
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| 49 | */ | 
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| 50 | void Campaign::addEntity(StoryEntity* se, Uint32 storyID) | 
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| 51 | { | 
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| 52 | se->setStoryID(storyID); | 
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| 53 | this->addEntity(se); | 
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| 54 | } | 
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| 55 |  | 
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| 56 | void Campaign::addEntity(StoryEntity* se) | 
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| 57 | { | 
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| 58 | this->entities->add(se); | 
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| 59 | } | 
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| 60 |  | 
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| 61 |  | 
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| 62 | void Campaign::removeEntity(Uint32 storyID) | 
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| 63 | { | 
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| 64 | this->removeEntity(this->getStoryEntity(storyID)); | 
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| 65 |  | 
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| 66 | } | 
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| 67 |  | 
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| 68 |  | 
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| 69 | void Campaign::removeEntity(StoryEntity* se) | 
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| 70 | { | 
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| 71 | this->entities->remove(se); | 
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| 72 | } | 
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| 73 |  | 
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| 74 |  | 
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| 75 | Error Campaign::start() | 
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| 76 | { | 
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| 77 | this->start(0); | 
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| 78 | } | 
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| 79 |  | 
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| 80 | Error Campaign::start(Uint32 storyID = 0) | 
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| 81 | { | 
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| 82 | printf("World::start() - starting new StoryEntity Nr:%i\n", storyID); | 
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| 83 | Error errorCode; | 
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| 84 | if(!this->isInit) return errorCode; | 
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| 85 | if(storyID == WORLD_ID_GAMEEND) return errorCode; | 
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| 86 | this->running = true; | 
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| 87 | StoryEntity* se = this->getStoryEntity(storyID); | 
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| 88 | while(se != NULL && this->running) | 
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| 89 | { | 
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| 90 | se = this->getStoryEntity(storyID); | 
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| 91 | this->currentEntity = se; | 
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| 92 |  | 
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| 93 | se->displayEntityScreen(); | 
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| 94 | se->load(); | 
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| 95 | se->init(); | 
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| 96 | se->releaseEntityScreen(); | 
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| 97 | se->start(); | 
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| 98 |  | 
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| 99 | int nextWorldID = se->getNextStoryID(); | 
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| 100 | if(nextWorldID == WORLD_ID_GAMEEND) return errorCode; | 
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| 101 | se = this->getStoryEntity(nextWorldID); | 
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| 102 | if(se == NULL) | 
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| 103 | printf("Campaign::start() - ERROR: world it not found, oh oh..."); | 
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| 104 | } | 
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| 105 | } | 
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| 106 |  | 
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| 107 | Error Campaign::stop() | 
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| 108 | { | 
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| 109 | this->running = false; | 
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| 110 | if(this->currentEntity != NULL) | 
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| 111 | { | 
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| 112 | this->currentEntity->stop(); | 
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| 113 | delete this->currentEntity; | 
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| 114 | this->currentEntity = NULL; | 
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| 115 | } | 
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| 116 | } | 
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| 117 |  | 
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| 118 | Error Campaign::pause() | 
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| 119 | { | 
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| 120 | if(this->currentEntity != NULL) | 
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| 121 | this->isPaused = true; | 
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| 122 | } | 
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| 123 |  | 
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| 124 |  | 
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| 125 | Error Campaign::resume() | 
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| 126 | { | 
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| 127 | if(this->currentEntity != NULL) | 
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| 128 | this->isPaused = false; | 
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| 129 | } | 
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| 130 |  | 
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| 131 |  | 
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| 132 | void Campaign::nextLevel() | 
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| 133 | { | 
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| 134 | printf("Campaign|nextLevel\n"); | 
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| 135 | int nextID = this->currentEntity->getNextStoryID(); | 
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| 136 | this->stop(); | 
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| 137 | this->start(nextID); | 
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| 138 | } | 
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| 139 |  | 
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| 140 | void Campaign::previousLevel() | 
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| 141 | {} | 
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| 142 |  | 
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| 143 |  | 
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| 144 | StoryEntity* Campaign::getStoryEntity(Uint32 storyID) | 
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| 145 | { | 
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| 146 | ListTemplate<StoryEntity>* l; | 
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| 147 | StoryEntity* entity; | 
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| 148 | l = this->entities->get_next(); | 
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| 149 | while( l != NULL) | 
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| 150 | { | 
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| 151 | entity = l->get_object(); | 
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| 152 | l = l->get_next(); | 
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| 153 | if(entity->getStoryID() == storyID) | 
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| 154 | return entity; | 
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| 155 | } | 
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| 156 | return NULL; | 
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| 157 | } | 
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