[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 | |
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| 19 | #include "game_loader.h" |
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| 20 | #include "campaign.h" |
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| 21 | #include "world.h" |
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| 22 | #include "player.h" |
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| 23 | #include "orxonox.h" |
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| 24 | #include "camera.h" |
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| 25 | #include "command_node.h" |
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| 26 | #include "vector.h" |
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[4004] | 27 | #include "factory.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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| 38 | GameLoader::GameLoader () {} |
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| 39 | |
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| 40 | |
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| 41 | GameLoader::~GameLoader () {} |
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| 42 | |
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| 43 | |
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[3225] | 44 | /** |
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| 45 | \brief this class is a singleton class |
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| 46 | \returns an instance of itself |
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| 47 | |
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| 48 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 49 | */ |
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[2636] | 50 | GameLoader* GameLoader::getInstance() |
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| 51 | { |
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| 52 | if(singletonRef == NULL) |
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| 53 | singletonRef = new GameLoader(); |
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| 54 | return singletonRef; |
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| 55 | } |
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| 56 | |
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| 57 | |
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[3222] | 58 | ErrorMessage GameLoader::init() |
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[2636] | 59 | { |
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| 60 | if(this->currentCampaign != NULL) |
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| 61 | this->currentCampaign->init(); |
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| 62 | } |
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| 63 | |
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| 64 | |
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[3225] | 65 | /** |
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| 66 | \brief reads a campaign definition file into a campaign class |
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| 67 | \param filename to be loaded |
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| 68 | \returns the loaded campaign |
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| 69 | |
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| 70 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 71 | */ |
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[3222] | 72 | ErrorMessage GameLoader::loadCampaign(char* name) |
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[2636] | 73 | { |
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[3222] | 74 | ErrorMessage errorCode; |
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[2636] | 75 | |
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| 76 | this->currentCampaign = this->fileToCampaign(name); |
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| 77 | } |
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| 78 | |
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[3225] | 79 | |
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| 80 | /** |
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| 81 | \brief loads a debug campaign for test purposes only. |
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| 82 | \param the identifier of the campaign. |
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| 83 | \returns error message if not able to do so. |
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| 84 | */ |
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[3222] | 85 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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[2636] | 86 | { |
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| 87 | switch(campaignID) |
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| 88 | { |
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[3629] | 89 | /* |
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| 90 | Debug Level 0: Debug level used to test the base frame work. |
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| 91 | As you can see, all storyentity data is allocated before game |
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| 92 | start. the storyentity will load themselfs shortly before start |
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| 93 | through the StoryEntity::init() funtion. |
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| 94 | */ |
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[2636] | 95 | case DEBUG_CAMPAIGN_0: |
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| 96 | { |
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| 97 | Campaign* debugCampaign = new Campaign(); |
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[3220] | 98 | |
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[2636] | 99 | World* world0 = new World(DEBUG_WORLD_0); |
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[3220] | 100 | world0->setNextStoryID(WORLD_ID_1); |
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[2636] | 101 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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[3220] | 102 | |
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[2636] | 103 | World* world1 = new World(DEBUG_WORLD_1); |
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[3727] | 104 | world1->setNextStoryID(WORLD_ID_2); |
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[2636] | 105 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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| 106 | |
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[3727] | 107 | World* world2 = new World(DEBUG_WORLD_2); |
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| 108 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 109 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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| 110 | |
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[2636] | 111 | this->currentCampaign = debugCampaign; |
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| 112 | break; |
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| 113 | } |
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| 114 | } |
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| 115 | } |
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| 116 | |
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[3222] | 117 | ErrorMessage GameLoader::start() |
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[2636] | 118 | { |
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| 119 | if(this->currentCampaign != NULL) |
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| 120 | this->currentCampaign->start(); |
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| 121 | } |
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| 122 | |
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| 123 | |
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[3222] | 124 | ErrorMessage GameLoader::stop() |
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[2636] | 125 | { |
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| 126 | if(this->currentCampaign != NULL) |
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| 127 | this->currentCampaign->stop(); |
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| 128 | this->currentCampaign = NULL; |
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| 129 | } |
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| 130 | |
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| 131 | |
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[3222] | 132 | ErrorMessage GameLoader::pause() |
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[2636] | 133 | { |
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| 134 | this->isPaused = true; |
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| 135 | if(this->currentCampaign != NULL) |
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| 136 | this->currentCampaign->pause(); |
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| 137 | } |
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| 138 | |
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| 139 | |
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[3222] | 140 | ErrorMessage GameLoader::resume() |
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[2636] | 141 | { |
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| 142 | this->isPaused = false; |
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| 143 | if(this->currentCampaign != NULL) |
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| 144 | this->currentCampaign->resume(); |
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| 145 | } |
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| 146 | |
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[3225] | 147 | /** |
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| 148 | \brief release the mem |
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| 149 | */ |
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| 150 | ErrorMessage GameLoader::destroy() |
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[2636] | 151 | {} |
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| 152 | |
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| 153 | |
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[3225] | 154 | /** |
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| 155 | \brief reads a campaign definition file into a campaign class |
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| 156 | \param filename to be loaded |
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| 157 | \returns the loaded campaign |
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| 158 | |
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| 159 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 160 | */ |
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[2636] | 161 | Campaign* GameLoader::fileToCampaign(char *name) |
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| 162 | { |
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| 163 | /* do not entirely load the campaign. just the current world |
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| 164 | before start of each world, it has to be initialized so it |
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| 165 | can load everything it needs into memory then. |
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| 166 | */ |
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[3989] | 167 | |
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| 168 | if( name == NULL) |
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[4003] | 169 | { |
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| 170 | PRINTF0("No filename specified for loading"); |
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| 171 | return NULL; |
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| 172 | } |
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[3989] | 173 | |
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[4003] | 174 | TiXmlDocument* XMLDoc = new TiXmlDocument( name); |
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| 175 | // load the campaign document |
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| 176 | if( !XMLDoc->LoadFile()) |
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| 177 | { |
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| 178 | // report an error |
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| 179 | PRINTF0("Error loading XML File: %s @ %d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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| 180 | delete XMLDoc; |
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| 181 | return NULL; |
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| 182 | } |
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[3989] | 183 | |
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[4003] | 184 | // check basic validity |
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| 185 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 186 | assert( root != NULL); |
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[3989] | 187 | |
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[4003] | 188 | if( strcmp( root->Value(), "Campaign")) |
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| 189 | { |
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| 190 | // report an error |
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[4004] | 191 | PRINTF(0)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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[4003] | 192 | delete XMLDoc; |
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| 193 | return NULL; |
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| 194 | } |
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[3989] | 195 | |
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[4003] | 196 | // construct campaign |
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| 197 | Campaign* c = new Campaign( root); |
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[3989] | 198 | |
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[4003] | 199 | // free the XML data |
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| 200 | delete XMLDoc; |
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[3989] | 201 | |
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[4003] | 202 | return c; |
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[2636] | 203 | } |
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| 204 | |
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| 205 | |
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| 206 | /** |
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| 207 | \brief handle keyboard commands |
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| 208 | \param cmd: the command to handle |
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[3225] | 209 | \returns true if the command was handled by the system |
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[2636] | 210 | */ |
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| 211 | bool GameLoader::worldCommand (Command* cmd) |
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| 212 | { |
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| 213 | if( !strcmp( cmd->cmd, "up_world")) |
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| 214 | { |
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| 215 | if( !cmd->bUp) |
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| 216 | { |
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| 217 | this->nextLevel(); |
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| 218 | } |
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| 219 | return true; |
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| 220 | } |
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| 221 | else if( !strcmp( cmd->cmd, "down_world")) |
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| 222 | { |
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| 223 | if( !cmd->bUp) |
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| 224 | { |
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| 225 | this->previousLevel(); |
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| 226 | } |
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| 227 | return true; |
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| 228 | } |
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| 229 | else if( !strcmp( cmd->cmd, "pause")) |
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| 230 | { |
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| 231 | if( !cmd->bUp) |
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| 232 | { |
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| 233 | if(this->isPaused) |
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| 234 | this->resume(); |
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| 235 | else |
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| 236 | this->pause(); |
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| 237 | } |
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| 238 | return true; |
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| 239 | } |
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[3220] | 240 | else if( !strcmp( cmd->cmd, "quit")) |
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| 241 | { |
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| 242 | if( !cmd->bUp) this->stop(); |
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| 243 | return true; |
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| 244 | } |
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[2636] | 245 | return false; |
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| 246 | } |
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| 247 | |
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[3225] | 248 | |
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| 249 | /* |
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| 250 | \brief this changes to the next level |
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| 251 | */ |
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[2636] | 252 | void GameLoader::nextLevel() |
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| 253 | { |
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| 254 | if(this->currentCampaign != NULL) |
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| 255 | this->currentCampaign->nextLevel(); |
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| 256 | } |
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| 257 | |
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[3225] | 258 | |
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| 259 | /* |
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| 260 | \brief change to the previous level - not implemented |
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| 261 | |
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| 262 | this propably useless |
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| 263 | */ |
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[2636] | 264 | void GameLoader::previousLevel() |
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| 265 | { |
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| 266 | if(this->currentCampaign != NULL) |
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| 267 | this->currentCampaign->previousLevel(); |
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| 268 | } |
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[3940] | 269 | |
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| 270 | /** |
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| 271 | \brief add a Factory to the Factory Q |
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| 272 | \param factory a Factory to be registered |
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| 273 | */ |
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| 274 | void GameLoader::registerFactory( Factory* factory) |
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| 275 | { |
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| 276 | assert( factory != NULL); |
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| 277 | |
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| 278 | PRINTF0("Registered factory for '%s'\n", factory->getClassname()); |
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| 279 | |
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| 280 | if( first == NULL) first = factory; |
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| 281 | else first->registerFactory( factory); |
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| 282 | } |
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| 283 | |
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| 284 | /** |
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| 285 | \brief load a StoryEntity |
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| 286 | \param element a XMLElement containing all the needed info |
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| 287 | */ |
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| 288 | BaseObject* GameLoader::fabricate( TiXmlElement* element) |
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| 289 | { |
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| 290 | assert( element != NULL); |
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| 291 | |
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| 292 | if( first == NULL) |
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| 293 | { |
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| 294 | PRINTF0("GameLoader does not know any factories, fabricate() failed\n"); |
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| 295 | return NULL; |
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| 296 | } |
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| 297 | |
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| 298 | if( element->Value() != NULL) |
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| 299 | { |
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| 300 | PRINTF0("Attempting fabrication of a '%s'\n", element->Value()); |
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| 301 | BaseObject* b = first->fabricate( element); |
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| 302 | if( b == NULL) PRINTF0("Failed to fabricate a '%s'\n", element->Value()); |
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| 303 | else PRINTF0("Successfully fabricated a '%s'\n", element->Value()); |
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| 304 | return b; |
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| 305 | } |
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| 306 | |
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| 307 | PRINTF0("Fabricate failed, TiXmlElement did not contain a value\n"); |
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| 308 | |
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| 309 | return NULL; |
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| 310 | } |
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