Erwan
- Adding (dead) code for Story mode. This is FAR from being ready so it's deactivated in the code. I just don't want to create a branch (I'm lazy) and I'm fed up with synching. My Goal is to have a tutorial ready with this for the release after this one. If you want to test it (Note: the sample story is not interesting at ALL), just look for "Story mode" and uncomment (3 occurrences). PSP Or Linux need additions to the Makefile...
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86
projects/mtg/include/StoryFlow.h
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86
projects/mtg/include/StoryFlow.h
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#ifndef _STORYFLOW_H_
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#define _STORYFLOW_H_
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#include <string>
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#include <map>
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#include <vector>
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using namespace std;
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#include "../../../JGE/src/TinyXML/tinyxml.h"
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#include <JGui.h>
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class GameObserver;
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#define CAMPAIGNS_FOLDER "Res/campaigns/"
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class StoryChoice:public JGuiObject {
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public:
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string pageId;
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string text;
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int mX;
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int mY;
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bool mHasFocus;
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float mScale;
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float mTargetScale;
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StoryChoice(string id, string text, int JGOid, float mX, float mY, bool hasFocus);
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void Render();
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void Update(float dt);
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void Entering();
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bool Leaving(u32 key);
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bool ButtonPressed();
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bool hasFocus();
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virtual ostream& toString(ostream& out) const;
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};
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class StoryFlow;
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class StoryPage {
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public:
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StoryFlow * mParent;
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StoryPage(StoryFlow * mParent);
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virtual void Update(float dt)=0;
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virtual void Render()=0;
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virtual ~StoryPage(){};
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};
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class StoryDialog:public StoryPage, public JGuiListener,public JGuiController {
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private:
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string text;
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public:
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StoryDialog(TiXmlElement* el,StoryFlow * mParent);
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void Update(float dt);
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void Render();
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void ButtonPressed(int,int);
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};
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class Rules;
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class StoryDuel:public StoryPage {
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public:
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string pageId;
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string onWin, onLose;
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GameObserver * game;
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Rules * rules;
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StoryDuel(TiXmlElement* el,StoryFlow * mParent);
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virtual ~StoryDuel();
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void Update(float dt);
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void Render();
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void init();
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};
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class StoryFlow{
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private:
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map<string,StoryPage *>pages;
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bool parse(string filename);
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StoryPage * loadPage(TiXmlElement* element);
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public:
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string currentPageId;
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string folder;
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StoryFlow(string folder);
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~StoryFlow();
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bool gotoPage(string id);
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void Update(float dt);
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void Render();
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};
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#endif
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