]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Game.h
major refactor of menu system, part 1
[lugaru.git] / Source / Game.h
index 337b0bfe71f82fa6986559ef995872705a2ccde2..bc7ac539fc62b39b1c5fb650cdc489c1dd7a4e72 100644 (file)
@@ -59,15 +59,102 @@ 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:
+       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:
-               static std::vector<TextureInfo> textures;
-
                GLuint terraintexture;
                GLuint terraintexture2;
                GLuint terraintexture3;
@@ -81,14 +168,6 @@ class Game
                GLuint cursortexture;
                GLuint Mainmenuitems[10];
 
-               int nummenuitems;
-               int startx[100];
-               int starty[100];
-               int endx[100];
-               int endy[100];
-               float selectedlong[100];
-               float offsetx[100];
-               float offsety[100];
                int selected;
                int keyselect;
                int indemo;
@@ -133,22 +212,11 @@ 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 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 winhotspot;
+               bool windialogue;
 
                bool minimap;
 
@@ -208,12 +276,11 @@ class Game
                bool autocam;
 
                unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
+               unsigned short consolekey;
                bool oldattackkey;
 
-               static void LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
-               static void LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
-               static void LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
-               static void LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload);
+               static void LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha);
+               static void LoadTextureSave(const string fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
                void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
         bool AddClothes(const char *fileName, GLubyte *array);
                void InitGame();
@@ -221,6 +288,7 @@ class Game
                void LoadStuff();
                void LoadingScreen();
                void LoadCampaign();
+               static std::vector<std::string> ListCampaigns();
                void FadeLoadingScreen(float howmuch);
                void Dispose();
                int DrawGLScene(StereoSide side);
@@ -295,33 +363,6 @@ class Game
                Account* accountactive;
 };
 
-//keeps track of which textures are loaded
-//TODO: delete them properly
-struct TextureInfo{
-    bool isLoaded;
-    bool isSkin;
-    const char* fileName;
-    GLuint* ptextureid;
-    int mipmap;
-    bool hasalpha;
-    GLubyte* array;
-    int* skinsize;
-
-    void load(){
-        if(isSkin)
-            Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded);
-        else
-            Game::LoadTextureData(fileName,ptextureid,mipmap,hasalpha);
-        isLoaded=true;
-    }
-    TextureInfo(const char *_fileName, GLuint *_ptextureid,int _mipmap, bool _hasalpha):
-        isLoaded(false), isSkin(false), array(NULL), skinsize(NULL),
-        fileName(_fileName), ptextureid(_ptextureid), mipmap(_mipmap), hasalpha(_hasalpha) { }
-    TextureInfo(const char *_fileName, GLuint *_ptextureid, int _mipmap, GLubyte *_array, int *_skinsize):
-        isLoaded(false), isSkin(true), hasalpha(false),
-        fileName(_fileName), ptextureid(_ptextureid), mipmap(_mipmap), array(_array), skinsize(_skinsize) { }
-};
-
 #ifndef __forceinline
 #  ifdef __GNUC__
 #    define __forceinline inline __attribute__((always_inline))