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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: ... |
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16 | */ |
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17 | |
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18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD |
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19 | |
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20 | #include "game_loader.h" |
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21 | |
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22 | #include "shell_command.h" |
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23 | #include "campaign.h" |
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24 | #include "world.h" |
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25 | #include "orxonox.h" |
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26 | #include "camera.h" |
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27 | #include "vector.h" |
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28 | #include "resource_manager.h" |
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29 | #include "factory.h" |
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30 | #include "event.h" |
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31 | #include "event_handler.h" |
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32 | #include <string.h> |
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33 | |
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34 | |
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35 | using namespace std; |
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36 | |
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37 | |
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38 | SHELL_COMMAND(quit, GameLoader, stop) |
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39 | ->describe("quits the game") |
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40 | ->setAlias("orxoquit"); |
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41 | |
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42 | |
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43 | GameLoader* GameLoader::singletonRef = NULL; |
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44 | |
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45 | |
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46 | /** |
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47 | * simple constructor |
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48 | */ |
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49 | GameLoader::GameLoader () |
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50 | { |
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51 | this->setClassID(CL_GAME_LOADER, "GameLoader"); |
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52 | this->setName("GameLoader"); |
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53 | |
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54 | } |
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55 | |
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56 | |
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57 | /** |
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58 | * simple deconstructor |
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59 | */ |
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60 | GameLoader::~GameLoader () |
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61 | { |
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62 | if( this->currentCampaign) |
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63 | delete this->currentCampaign; |
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64 | this->currentCampaign = NULL; |
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65 | } |
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66 | |
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67 | |
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68 | /** |
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69 | * this class is a singleton class |
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70 | * @returns an instance of itself |
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71 | |
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72 | if you are unsure about singleton classes, check the theory out on the internet :) |
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73 | */ |
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74 | GameLoader* GameLoader::getInstance() |
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75 | { |
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76 | if(singletonRef == NULL) |
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77 | singletonRef = new GameLoader(); |
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78 | return singletonRef; |
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79 | } |
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80 | |
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81 | /** |
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82 | * initializes the GameLoader |
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83 | */ |
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84 | ErrorMessage GameLoader::init() |
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85 | { |
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86 | if(this->currentCampaign != NULL) |
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87 | this->currentCampaign->init(); |
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88 | |
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89 | this->eventHandler = EventHandler::getInstance(); |
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90 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); |
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91 | this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT); //< External Quit Event |
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92 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); |
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93 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); |
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94 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); |
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95 | } |
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96 | |
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97 | |
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98 | /** |
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99 | * reads a campaign definition file into a campaign class |
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100 | * @param fileName to be loaded |
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101 | * @returns the loaded campaign |
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102 | |
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103 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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104 | */ |
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105 | ErrorMessage GameLoader::loadCampaign(const char* fileName) |
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106 | { |
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107 | ErrorMessage errorCode; |
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108 | char* campaignName = ResourceManager::getFullName(fileName); |
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109 | if (campaignName) |
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110 | { |
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111 | this->currentCampaign = this->fileToCampaign(campaignName); |
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112 | delete[] campaignName; |
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113 | } |
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114 | // World* world0 = new World(DEBUG_WORLD_0); |
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115 | // world0->setNextStoryID(WORLD_ID_GAMEEND); |
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116 | // this->currentCampaign->addEntity(world0, WORLD_ID_2); |
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117 | } |
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118 | |
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119 | /** |
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120 | * loads a debug campaign for test purposes only. |
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121 | * @param campaignID the identifier of the campaign. |
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122 | * @returns error message if not able to do so. |
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123 | */ |
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124 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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125 | { |
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126 | switch(campaignID) |
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127 | { |
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128 | /* |
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129 | Debug Level 0: Debug level used to test the base frame work. |
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130 | As you can see, all storyentity data is allocated before game |
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131 | start. the storyentity will load themselfs shortly before start |
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132 | through the StoryEntity::init() funtion. |
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133 | */ |
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134 | case DEBUG_CAMPAIGN_0: |
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135 | { |
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136 | Campaign* debugCampaign = new Campaign(); |
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137 | |
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138 | World* world0 = new World(DEBUG_WORLD_0); |
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139 | world0->setNextStoryID(WORLD_ID_1); |
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140 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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141 | |
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142 | World* world1 = new World(DEBUG_WORLD_1); |
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143 | world1->setNextStoryID(WORLD_ID_2); |
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144 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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145 | |
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146 | World* world2 = new World(DEBUG_WORLD_2); |
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147 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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148 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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149 | |
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150 | this->currentCampaign = debugCampaign; |
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151 | break; |
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152 | } |
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153 | } |
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154 | } |
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155 | |
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156 | |
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157 | /** |
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158 | * starts the current entity |
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159 | * @returns error code if this action has caused a error |
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160 | */ |
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161 | ErrorMessage GameLoader::start() |
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162 | { |
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163 | if(this->currentCampaign != NULL) |
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164 | this->currentCampaign->start(); |
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165 | } |
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166 | |
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167 | |
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168 | /** |
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169 | * stops the current entity |
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170 | * @returns error code if this action has caused a error |
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171 | |
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172 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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173 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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174 | terminate and it will run in the background or the ressources can't be freed or even |
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175 | worse: are freed and the program will end in a segmentation fault! |
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176 | hehehe, have ya seen it... :) |
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177 | */ |
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178 | void GameLoader::stop() |
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179 | { |
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180 | if(this->currentCampaign != NULL) |
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181 | this->currentCampaign->stop(); |
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182 | } |
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183 | |
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184 | |
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185 | /** |
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186 | * pause the current entity |
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187 | * @returns error code if this action has caused a error |
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188 | |
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189 | this pauses the current entity or passes this call forth to the running entity. |
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190 | */ |
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191 | ErrorMessage GameLoader::pause() |
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192 | { |
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193 | this->isPaused = true; |
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194 | if(this->currentCampaign != NULL) |
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195 | this->currentCampaign->pause(); |
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196 | } |
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197 | |
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198 | |
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199 | /** |
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200 | * resumes a pause |
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201 | * @returns error code if this action has caused a error |
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202 | |
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203 | this resumess the current entity or passes this call forth to the running entity. |
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204 | */ |
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205 | ErrorMessage GameLoader::resume() |
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206 | { |
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207 | this->isPaused = false; |
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208 | if(this->currentCampaign != NULL) |
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209 | this->currentCampaign->resume(); |
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210 | } |
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211 | |
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212 | |
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213 | /** |
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214 | * release the mem ATTENTION: not implemented |
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215 | */ |
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216 | ErrorMessage GameLoader::destroy() |
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217 | { |
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218 | |
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219 | } |
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220 | |
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221 | |
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222 | /** |
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223 | * reads a campaign definition file into a campaign class |
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224 | * @param fileName to be loaded |
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225 | * @returns the loaded campaign |
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226 | |
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227 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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228 | */ |
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229 | Campaign* GameLoader::fileToCampaign(const char* fileName) |
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230 | { |
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231 | /* do not entirely load the campaign. just the current world |
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232 | before start of each world, it has to be initialized so it |
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233 | can load everything it needs into memory then. |
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234 | */ |
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235 | |
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236 | if( fileName == NULL) |
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237 | { |
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238 | PRINTF(2)("No filename specified for loading"); |
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239 | return NULL; |
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240 | } |
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241 | |
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242 | TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); |
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243 | // load the campaign document |
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244 | if( !XMLDoc->LoadFile()) |
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245 | { |
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246 | // report an error |
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247 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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248 | delete XMLDoc; |
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249 | return NULL; |
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250 | } |
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251 | |
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252 | // check basic validity |
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253 | TiXmlElement* root = XMLDoc->RootElement(); |
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254 | assert( root != NULL); |
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255 | |
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256 | if( strcmp( root->Value(), "Campaign")) |
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257 | { |
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258 | // report an error |
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259 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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260 | delete XMLDoc; |
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261 | return NULL; |
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262 | } |
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263 | |
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264 | // construct campaign |
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265 | Campaign* c = new Campaign( root); |
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266 | |
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267 | // free the XML data |
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268 | delete XMLDoc; |
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269 | |
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270 | return c; |
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271 | } |
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272 | |
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273 | |
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274 | /** |
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275 | * handle keyboard commands |
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276 | * @param event the event to handle |
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277 | */ |
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278 | void GameLoader::process(const Event& event) |
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279 | { |
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280 | if( event.type == KeyMapper::PEV_NEXT_WORLD) |
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281 | { |
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282 | if( likely(event.bPressed)) |
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283 | { |
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284 | this->nextLevel(); |
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285 | } |
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286 | } |
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287 | else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) |
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288 | { |
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289 | if( likely(event.bPressed)) |
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290 | { |
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291 | this->previousLevel(); |
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292 | } |
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293 | } |
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294 | else if( event.type == KeyMapper::PEV_PAUSE) |
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295 | { |
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296 | if( likely(event.bPressed)) |
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297 | { |
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298 | if(this->isPaused) |
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299 | this->resume(); |
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300 | else |
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301 | this->pause(); |
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302 | } |
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303 | } |
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304 | else if( event.type == KeyMapper::PEV_QUIT) |
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305 | { |
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306 | if( event.bPressed) this->stop(); |
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307 | } |
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308 | else if (event.type == EV_MAIN_QUIT) |
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309 | this->stop(); |
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310 | } |
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311 | |
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312 | |
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313 | /** |
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314 | \brief this changes to the next level |
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315 | */ |
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316 | void GameLoader::nextLevel() |
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317 | { |
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318 | if(this->currentCampaign != NULL) |
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319 | this->currentCampaign->nextLevel(); |
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320 | } |
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321 | |
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322 | |
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323 | /** |
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324 | \brief change to the previous level - not implemented |
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325 | |
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326 | this propably useless |
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327 | */ |
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328 | void GameLoader::previousLevel() |
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329 | { |
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330 | if(this->currentCampaign != NULL) |
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331 | this->currentCampaign->previousLevel(); |
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332 | } |
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