struct TextureInfo;
+class CampaignLevel
+{
+private:
+ int width;
+ 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() : width(10) {
+ choosenext = 1;
+ location.x = 0;
+ location.y = 0;
+ }
+
+ int getStartX() {
+ return 30+120+location.x*400/512;
+ }
+
+ int getStartY() {
+ return 30+30+(512-location.y)*400/512;
+ }
+
+ int getEndX() {
+ return getStartX()+width;
+ }
+
+ int getEndY() {
+ return getStartY()+width;
+ }
+
+ XYZ getCenter() {
+ XYZ center;
+ center.x=getStartX()+width/2;
+ center.y=getStartY()+width/2;
+ return center;
+ }
+
+ int getWidth() {
+ return width;
+ }
+
+ 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:
int endx[100];
int endy[100];
float selectedlong[100];
- float offsetx[100];
- float offsety[100];
int selected;
int keyselect;
int indemo;
bool stealthloading;
- int campaignnumlevels;
- char campaignmapname[50][256];
- char campaigndescription[50][256];
- int campaignchoosenext[50];
- int campaignnumnext[50]; // Set this to 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
- int campaignnextlevel[50][10];
- 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;
//keeps track of which textures are loaded
//TODO: delete them properly
-struct TextureInfo{
+struct TextureInfo {
bool isLoaded;
bool isSkin;
const char* fileName;
GLubyte* array;
int* skinsize;
- void load(){
+ void load() {
if(isSkin)
Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded);
else