[2636] | 1 | |
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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 | #include "game_loader.h" |
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| 19 | #include "campaign.h" |
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| 20 | #include "world.h" |
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| 21 | #include "player.h" |
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| 22 | #include "orxonox.h" |
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| 23 | #include "camera.h" |
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| 24 | #include "command_node.h" |
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| 25 | #include "vector.h" |
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[3903] | 26 | #include "factory.h" |
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| 27 | #include "debug.h" |
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[2636] | 28 | |
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| 29 | #include <string.h> |
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| 30 | |
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| 31 | |
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| 32 | using namespace std; |
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| 33 | |
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| 34 | |
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| 35 | GameLoader* GameLoader::singletonRef = 0; |
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| 36 | |
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| 37 | |
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[3903] | 38 | GameLoader::GameLoader () |
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| 39 | { |
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| 40 | first = NULL; |
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| 41 | } |
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[2636] | 42 | |
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| 43 | |
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| 44 | GameLoader::~GameLoader () {} |
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| 45 | |
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| 46 | |
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[3225] | 47 | /** |
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| 48 | \brief this class is a singleton class |
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| 49 | \returns an instance of itself |
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| 50 | |
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| 51 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 52 | */ |
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[2636] | 53 | GameLoader* GameLoader::getInstance() |
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| 54 | { |
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| 55 | if(singletonRef == NULL) |
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| 56 | singletonRef = new GameLoader(); |
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| 57 | return singletonRef; |
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| 58 | } |
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| 59 | |
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| 60 | |
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[3222] | 61 | ErrorMessage GameLoader::init() |
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[2636] | 62 | { |
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| 63 | if(this->currentCampaign != NULL) |
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| 64 | this->currentCampaign->init(); |
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| 65 | } |
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| 66 | |
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| 67 | |
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[3225] | 68 | /** |
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| 69 | \brief reads a campaign definition file into a campaign class |
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| 70 | \param filename to be loaded |
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| 71 | \returns the loaded campaign |
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| 72 | |
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| 73 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 74 | */ |
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[3222] | 75 | ErrorMessage GameLoader::loadCampaign(char* name) |
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[2636] | 76 | { |
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[3222] | 77 | ErrorMessage errorCode; |
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[2636] | 78 | |
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| 79 | this->currentCampaign = this->fileToCampaign(name); |
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| 80 | } |
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| 81 | |
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[3225] | 82 | |
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| 83 | /** |
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| 84 | \brief loads a debug campaign for test purposes only. |
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| 85 | \param the identifier of the campaign. |
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| 86 | \returns error message if not able to do so. |
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| 87 | */ |
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[3222] | 88 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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[2636] | 89 | { |
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| 90 | switch(campaignID) |
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| 91 | { |
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[3629] | 92 | /* |
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| 93 | Debug Level 0: Debug level used to test the base frame work. |
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| 94 | As you can see, all storyentity data is allocated before game |
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| 95 | start. the storyentity will load themselfs shortly before start |
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| 96 | through the StoryEntity::init() funtion. |
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| 97 | */ |
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[2636] | 98 | case DEBUG_CAMPAIGN_0: |
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| 99 | { |
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| 100 | Campaign* debugCampaign = new Campaign(); |
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[3220] | 101 | |
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[2636] | 102 | World* world0 = new World(DEBUG_WORLD_0); |
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[3220] | 103 | world0->setNextStoryID(WORLD_ID_1); |
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[2636] | 104 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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[3220] | 105 | |
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[2636] | 106 | World* world1 = new World(DEBUG_WORLD_1); |
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[3727] | 107 | world1->setNextStoryID(WORLD_ID_2); |
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[2636] | 108 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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| 109 | |
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[3727] | 110 | World* world2 = new World(DEBUG_WORLD_2); |
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| 111 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 112 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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| 113 | |
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[2636] | 114 | this->currentCampaign = debugCampaign; |
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| 115 | break; |
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| 116 | } |
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| 117 | } |
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| 118 | } |
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| 119 | |
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[3222] | 120 | ErrorMessage GameLoader::start() |
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[2636] | 121 | { |
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| 122 | if(this->currentCampaign != NULL) |
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| 123 | this->currentCampaign->start(); |
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| 124 | } |
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| 125 | |
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| 126 | |
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[3222] | 127 | ErrorMessage GameLoader::stop() |
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[2636] | 128 | { |
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| 129 | if(this->currentCampaign != NULL) |
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| 130 | this->currentCampaign->stop(); |
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| 131 | this->currentCampaign = NULL; |
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| 132 | } |
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| 133 | |
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| 134 | |
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[3222] | 135 | ErrorMessage GameLoader::pause() |
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[2636] | 136 | { |
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| 137 | this->isPaused = true; |
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| 138 | if(this->currentCampaign != NULL) |
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| 139 | this->currentCampaign->pause(); |
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| 140 | } |
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| 141 | |
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| 142 | |
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[3222] | 143 | ErrorMessage GameLoader::resume() |
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[2636] | 144 | { |
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| 145 | this->isPaused = false; |
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| 146 | if(this->currentCampaign != NULL) |
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| 147 | this->currentCampaign->resume(); |
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| 148 | } |
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| 149 | |
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[3225] | 150 | /** |
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| 151 | \brief release the mem |
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| 152 | */ |
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| 153 | ErrorMessage GameLoader::destroy() |
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[2636] | 154 | {} |
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| 155 | |
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| 156 | |
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[3225] | 157 | /** |
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| 158 | \brief reads a campaign definition file into a campaign class |
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| 159 | \param filename to be loaded |
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| 160 | \returns the loaded campaign |
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| 161 | |
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| 162 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 163 | */ |
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[2636] | 164 | Campaign* GameLoader::fileToCampaign(char *name) |
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| 165 | { |
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| 166 | /* do not entirely load the campaign. just the current world |
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| 167 | before start of each world, it has to be initialized so it |
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| 168 | can load everything it needs into memory then. |
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| 169 | */ |
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[3903] | 170 | |
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| 171 | if( name == NULL) |
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| 172 | { |
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| 173 | PRINTF0("No filename specified for loading"); |
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| 174 | return NULL; |
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| 175 | } |
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| 176 | |
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| 177 | TiXmlDocument* XMLDoc = new TiXmlDocument( name); |
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| 178 | // load the campaign document |
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| 179 | if( !XMLDoc->LoadFile()) |
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| 180 | { |
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| 181 | // report an error |
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| 182 | PRINTF0("Error loading XML File: %s @ %d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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| 183 | delete XMLDoc; |
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| 184 | return NULL; |
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| 185 | } |
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| 186 | |
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| 187 | // check basic validity |
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| 188 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 189 | assert( root != NULL); |
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| 190 | |
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| 191 | if( strcmp( root->Value(), "Campaign")) |
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| 192 | { |
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| 193 | // report an error |
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| 194 | PRINTF0("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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| 195 | delete XMLDoc; |
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| 196 | return NULL; |
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| 197 | } |
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| 198 | |
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| 199 | // construct campaign |
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| 200 | Campaign* c = new Campaign( root); |
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| 201 | |
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| 202 | // free the XML data |
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| 203 | delete XMLDoc; |
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| 204 | |
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| 205 | return c; |
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[2636] | 206 | } |
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| 207 | |
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| 208 | |
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| 209 | /** |
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| 210 | \brief handle keyboard commands |
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| 211 | \param cmd: the command to handle |
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[3225] | 212 | \returns true if the command was handled by the system |
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[2636] | 213 | */ |
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| 214 | bool GameLoader::worldCommand (Command* cmd) |
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| 215 | { |
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| 216 | if( !strcmp( cmd->cmd, "up_world")) |
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| 217 | { |
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| 218 | if( !cmd->bUp) |
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| 219 | { |
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| 220 | this->nextLevel(); |
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| 221 | } |
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| 222 | return true; |
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| 223 | } |
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| 224 | else if( !strcmp( cmd->cmd, "down_world")) |
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| 225 | { |
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| 226 | if( !cmd->bUp) |
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| 227 | { |
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| 228 | this->previousLevel(); |
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| 229 | } |
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| 230 | return true; |
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| 231 | } |
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| 232 | else if( !strcmp( cmd->cmd, "pause")) |
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| 233 | { |
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| 234 | if( !cmd->bUp) |
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| 235 | { |
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| 236 | if(this->isPaused) |
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| 237 | this->resume(); |
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| 238 | else |
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| 239 | this->pause(); |
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| 240 | } |
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| 241 | return true; |
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| 242 | } |
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[3220] | 243 | else if( !strcmp( cmd->cmd, "quit")) |
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| 244 | { |
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| 245 | if( !cmd->bUp) this->stop(); |
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| 246 | return true; |
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| 247 | } |
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[2636] | 248 | return false; |
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| 249 | } |
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| 250 | |
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[3225] | 251 | |
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| 252 | /* |
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| 253 | \brief this changes to the next level |
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| 254 | */ |
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[2636] | 255 | void GameLoader::nextLevel() |
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| 256 | { |
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| 257 | if(this->currentCampaign != NULL) |
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| 258 | this->currentCampaign->nextLevel(); |
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| 259 | } |
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| 260 | |
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[3225] | 261 | |
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| 262 | /* |
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| 263 | \brief change to the previous level - not implemented |
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| 264 | |
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| 265 | this propably useless |
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| 266 | */ |
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[2636] | 267 | void GameLoader::previousLevel() |
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| 268 | { |
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| 269 | if(this->currentCampaign != NULL) |
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| 270 | this->currentCampaign->previousLevel(); |
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| 271 | } |
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[3903] | 272 | |
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| 273 | |
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| 274 | /** |
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| 275 | \brief add a Factory to the Factory Q |
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| 276 | \param factory a Factory to be registered |
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| 277 | */ |
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| 278 | void GameLoader::registerFactory( Factory* factory) |
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| 279 | { |
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| 280 | assert( factory != NULL); |
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| 281 | |
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| 282 | PRINTF0("Registered factory for '%s'\n", factory->getClassname()); |
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| 283 | |
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| 284 | if( first == NULL) first = factory; |
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| 285 | else first->registerFactory( factory); |
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| 286 | } |
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| 287 | |
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| 288 | /** |
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| 289 | \brief load a StoryEntity |
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| 290 | \param element a XMLElement containing all the needed info |
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| 291 | */ |
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| 292 | BaseObject* GameLoader::fabricate( TiXmlElement* element) |
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| 293 | { |
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| 294 | assert( element != NULL); |
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| 295 | |
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| 296 | if( first == NULL) |
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| 297 | { |
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| 298 | PRINTF0("GameLoader does not know any factories, fabricate() failed\n"); |
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| 299 | return NULL; |
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| 300 | } |
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| 301 | |
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| 302 | if( element->Value() != NULL) |
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| 303 | { |
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| 304 | PRINTF0("Attempting fabrication of a '%s'\n", element->Value()); |
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| 305 | BaseObject* b = first->fabricate( element); |
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| 306 | if( b == NULL) PRINTF0("Failed to fabricate a '%s'\n", element->Value()); |
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| 307 | else PRINTF0("Successfully fabricated a '%s'\n", element->Value()); |
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| 308 | return b; |
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| 309 | } |
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| 310 | |
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| 311 | PRINTF0("Fabricate failed, TiXmlElement did not contain a value\n"); |
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| 312 | |
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| 313 | return NULL; |
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| 314 | } |
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