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source: orxonox.OLD/branches/atmospheric_engine/src/lib/util/loading/game_loader.cc @ 7913

Last change on this file since 7913 was 7374, checked in by bensch, 19 years ago

orxonox/trunk: added new Files shell_completion_plugin for the new Plugin Structure.
Also created the first namespace: OrxShell

File size: 7.6 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: ...
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD
19
20#include "game_loader.h"
21#include "util/loading/load_param.h"
22
23#include "shell_command.h"
24#include "campaign.h"
25
26#include "util/loading/resource_manager.h"
27
28#include "event_handler.h"
29
30
31namespace OrxShell
32{
33
34  SHELL_COMMAND(quit, GameLoader, stop)
35  ->describe("quits the game")
36  ->setAlias("orxoquit");
37
38
39  GameLoader* GameLoader::singletonRef = NULL;
40
41
42  /**
43   *  simple constructor
44   */
45  GameLoader::GameLoader ()
46  {
47    this->setClassID(CL_GAME_LOADER, "GameLoader");
48    this->setName("GameLoader");
49    this->bRun = true;
50  }
51
52
53  /**
54   *  simple deconstructor
55   */
56  GameLoader::~GameLoader ()
57  {
58    if( this->currentCampaign)
59      delete this->currentCampaign;
60    this->currentCampaign = NULL;
61  }
62
63
64  /**
65   *  initializes the GameLoader
66   */
67  ErrorMessage GameLoader::init()
68  {
69    if(this->currentCampaign != NULL)
70      this->currentCampaign->init();
71
72    this->eventHandler = EventHandler::getInstance();
73    this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE);
74    this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT);          //< External Quit Event
75    this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_QUIT);
76    this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD);
77    this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD);
78  }
79
80
81  /**
82   *  reads a campaign definition file into a campaign class
83   * @param fileName to be loaded
84   * @returns the loaded campaign
85   *
86   * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
87   */
88  ErrorMessage GameLoader::loadCampaign(const std::string& fileName)
89  {
90    ErrorMessage errorCode;
91    std::string campaignName = ResourceManager::getFullName(fileName);
92    if (!campaignName.empty())
93    {
94      this->currentCampaign = this->fileToCampaign(campaignName);
95    }
96  }
97
98
99  /**
100   *  reads a campaign definition file into a campaign class
101   * @param fileName to be loaded
102   * @returns the loaded campaign
103   *
104   * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
105   */
106  ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName)
107  {
108    ErrorMessage errorCode;
109    std::string campaignName = ResourceManager::getFullName(fileName);
110    if (!campaignName.empty())
111    {
112      this->currentCampaign = this->fileToCampaign(campaignName);
113    }
114  }
115
116
117  /**
118   *  loads a debug campaign for test purposes only.
119   * @param campaignID the identifier of the campaign.
120   * @returns error message if not able to do so.
121   */
122  ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID)
123  {
124    switch(campaignID)
125    {
126        /*
127           Debug Level 0: Debug level used to test the base frame work.
128           As you can see, all storyentity data is allocated before game
129           start. the storyentity will load themselfs shortly before start
130           through the StoryEntity::init() funtion.
131        */
132      case DEBUG_CAMPAIGN_0:
133        {
134          /*        Campaign* debugCampaign = new Campaign();
135
136                  World* world0 = new World(DEBUG_WORLD_0);
137                  world0->setNextStoryID(WORLD_ID_1);
138                  debugCampaign->addEntity(world0, WORLD_ID_0);
139
140                  World* world1 = new World(DEBUG_WORLD_1);
141                  world1->setNextStoryID(WORLD_ID_2);
142                  debugCampaign->addEntity(world1, WORLD_ID_1);
143
144                  World* world2 = new World(DEBUG_WORLD_2);
145                  world2->setNextStoryID(WORLD_ID_GAMEEND);
146                  debugCampaign->addEntity(world2, WORLD_ID_2);
147
148                  this->currentCampaign = debugCampaign;
149                  break;*/
150        }
151    }
152  }
153
154
155  /**
156   *  starts the current entity
157   * @returns error code if this action has caused a error
158   */
159  ErrorMessage GameLoader::start()
160  {
161    if(this->currentCampaign != NULL)
162    {
163      this->currentCampaign->start();
164    }
165  }
166
167
168  /**
169   *  stops the current entity
170   * @returns error code if this action has caused a error
171   *
172   *  ATTENTION: this function shouldn't call other functions, or if so, they must return
173   *  after finishing. If you ignore or forget to do so, the current entity is not able to
174   *  terminate and it will run in the background or the ressources can't be freed or even
175   *  worse: are freed and the program will end in a segmentation fault!
176   *  hehehe, have ya seen it... :)
177   */
178  void GameLoader::stop()
179  {
180    if(this->currentCampaign != NULL)
181      this->currentCampaign->stop();
182  }
183
184
185  /**
186   *  pause the current entity
187   * @returns error code if this action has caused a error
188   *
189   * this pauses the current entity or passes this call forth to the running entity.
190   */
191  ErrorMessage GameLoader::pause()
192  {
193    this->isPaused = true;
194    if(this->currentCampaign != NULL)
195      this->currentCampaign->pause();
196  }
197
198
199  /**
200   *  resumes a pause
201   * @returns error code if this action has caused a error
202   *
203   *  this resumess the current entity or passes this call forth to the running entity.
204   */
205  ErrorMessage GameLoader::resume()
206  {
207    this->isPaused = false;
208    if(this->currentCampaign != NULL)
209      this->currentCampaign->resume();
210  }
211
212
213  /**
214   *  reads a campaign definition file into a campaign class
215   * @param fileName to be loaded
216   * @returns the loaded campaign
217   *
218   * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
219   */
220  Campaign* GameLoader::fileToCampaign(const std::string& fileName)
221  {
222    /* do not entirely load the campaign. just the current world
223       before start of each world, it has to be initialized so it
224       can load everything it needs into memory then.
225    */
226
227    if( fileName.empty())
228    {
229      PRINTF(2)("No filename specified for loading");
230      return NULL;
231    }
232
233    TiXmlDocument XMLDoc(fileName);
234    // load the campaign document
235    if( !XMLDoc.LoadFile(fileName))
236    {
237      // report an error
238      PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol());
239      return NULL;
240    }
241
242    // check basic validity
243    TiXmlElement* root = XMLDoc.RootElement();
244    assert( root != NULL);
245
246    if( strcmp( root->Value(), "Campaign"))
247    {
248      // report an error
249      PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n");
250      return NULL;
251    }
252
253    // construct campaign
254    return new Campaign( root);
255  }
256
257
258
259  /**
260   *  handle keyboard commands
261   * @param event the event to handle
262   */
263  void GameLoader::process(const Event& event)
264  {
265    if( event.type == KeyMapper::PEV_NEXT_WORLD)
266    {
267      if( likely(event.bPressed))
268      {
269        this->switchToNextLevel();
270      }
271    }
272    else if( event.type == KeyMapper::PEV_PAUSE)
273    {
274      if( likely(event.bPressed))
275      {
276        if(this->isPaused)
277          this->resume();
278        else
279          this->pause();
280      }
281    }
282    else if( event.type == KeyMapper::PEV_QUIT)
283    {
284      if( event.bPressed) this->stop();
285    }
286    else if (event.type == EV_MAIN_QUIT)
287      this->stop();
288  }
289
290
291  /**
292   *  this changes to the next level
293   */
294  void GameLoader::switchToNextLevel()
295  {
296    if(this->currentCampaign != NULL)
297      this->currentCampaign->switchToNextLevel();
298  }
299
300}
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