#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;
int endx[100];
int endy[100];
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;
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;
unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
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();
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();
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))