]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Game.h
cleanup of campaign levels handling.
[lugaru.git] / Source / Game.h
index 56b65c257773b5510c9ec39ad6f4db4a3300398b..19604e1d5047931b3aeecb09407d358aab8d9e40 100644 (file)
@@ -59,10 +59,71 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Account.h"
 #include "Sounds.h"
 
+#define NB_CAMPAIGN_MENU_ITEM 7
+
 extern GLuint rabbittexture;
 
 struct TextureInfo;
 
+class CampaignLevel
+{
+private:
+       struct Position
+       {
+               int x;
+               int y;
+       };
+public: 
+       std::string mapname;
+       std::string description;
+       int choosenext;
+               /*      
+               0 = Immediately load next level at the end of this one.
+               1 = Go back to the world map.
+               2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
+               */
+       //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. 
+       std::vector<int> nextlevel;
+       Position location;
+       
+       CampaignLevel() {
+               choosenext = 1;
+               location.x = 0;
+               location.y = 0;
+       }
+       
+       istream& operator<< (istream& is) {
+               is.ignore(256,':');
+               is.ignore(256,':');
+               is.ignore(256,' ');
+               is >> mapname;
+               is.ignore(256,':');
+               is >> description;
+               for(int pos = description.find('_');pos!=string::npos;pos = description.find('_',pos)) {
+                       description.replace(pos,1,1,' ');
+               }
+               is.ignore(256,':');
+               is >> choosenext;
+               is.ignore(256,':');
+               int numnext,next;
+               is >> numnext;
+               for(int j=0;j<numnext;j++) {
+                       is.ignore(256,':');
+                       is >> next;
+                       nextlevel.push_back(next-1);
+               }
+               is.ignore(256,':');
+               is >> location.x;
+               is.ignore(256,':');
+               is >> location.y;
+               return is;
+       }
+       
+       friend istream& operator>> (istream& is, CampaignLevel& cl) {
+               return cl << is;
+       }
+};
+
 class Game
 {
        public:
@@ -89,13 +150,8 @@ class Game
                float selectedlong[100];
                float offsetx[100];
                float offsety[100];
-               float movex[100];
-               float movey[100];
-               float transition;
-               int anim;
                int selected;
                int keyselect;
-               int loaddistrib;
                int indemo;
 
                bool won;
@@ -138,24 +194,9 @@ class Game
 
                bool stealthloading;
 
-               int campaignnumlevels;
-               char campaignmapname[50][256];
-               char campaigndescription[50][256];
-               int campaignchoosenext[50];
-               int campaignnumnext[50];
-               int campaignnextlevel[50][10];
-               int campaignchoicesmade;
-               int campaignchoices[5000];
-               int campaignlocationx[50];
-               int campaignlocationy[50];
-               int campaignchoicenum;
-               int campaignchoicewhich[10];
+               std::vector<CampaignLevel> campaignlevels;
                int whichchoice;
-
-               int numlevelspassed;
-               int levelorder[5000];
-               int levelvisible[50];
-               int levelhighlight[50];
+               int actuallevel;
 
                bool minimap;
 
@@ -227,9 +268,12 @@ class Game
                void LoadScreenTexture();
                void LoadStuff();
                void LoadingScreen();
+               void LoadCampaign();
+               static std::vector<std::string> ListCampaigns();
                void FadeLoadingScreen(float howmuch);
                void Dispose();
                int DrawGLScene(StereoSide side);
+               void DrawMenu();
                void DrawGL();
         //factored from Tick() -sf17k
                void MenuTick();
@@ -302,7 +346,7 @@ class Game
 
 //keeps track of which textures are loaded
 //TODO: delete them properly
-struct TextureInfo{
+struct TextureInfo {
     bool isLoaded;
     bool isSkin;
     const char* fileName;
@@ -312,7 +356,7 @@ struct TextureInfo{
     GLubyte* array;
     int* skinsize;
 
-    void load(){
+    void load() {
         if(isSkin)
             Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded);
         else