X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGame.h;h=431f3243e8f6622931416b17dae35a07ec4ba76b;hb=9842b9043399f44a19c58d15e297d2a9dfadd272;hp=00dfb53dd47f280ed1705905f58300ec78805cca;hpb=1120e1144551bfbeea53d910f754f0ca1a43c8f8;p=lugaru.git diff --git a/Source/Game.h b/Source/Game.h index 00dfb53..431f324 100644 --- a/Source/Game.h +++ b/Source/Game.h @@ -65,6 +65,93 @@ 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 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> 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: @@ -89,8 +176,6 @@ class Game int endx[100]; int endy[100]; float selectedlong[100]; - float offsetx[100]; - float offsety[100]; int selected; int keyselect; int indemo; @@ -135,22 +220,9 @@ class Game 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 campaignlevels; int whichchoice; - - int numlevelspassed; - int levelorder[5000]; - int levelvisible[50]; - int levelhighlight[50]; + int actuallevel; bool minimap; @@ -300,7 +372,7 @@ class Game //keeps track of which textures are loaded //TODO: delete them properly -struct TextureInfo{ +struct TextureInfo { bool isLoaded; bool isSkin; const char* fileName; @@ -310,7 +382,7 @@ struct TextureInfo{ GLubyte* array; int* skinsize; - void load(){ + void load() { if(isSkin) Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded); else