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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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27 | |
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28 | #include <string.h> |
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29 | |
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30 | |
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31 | using namespace std; |
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32 | |
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33 | |
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34 | GameLoader* GameLoader::singletonRef = 0; |
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35 | |
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36 | |
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37 | GameLoader::GameLoader () {} |
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38 | |
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39 | |
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40 | GameLoader::~GameLoader () {} |
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41 | |
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42 | |
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43 | /** |
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44 | \brief this class is a singleton class |
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45 | \returns an instance of itself |
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46 | |
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47 | if you are unsure about singleton classes, check the theory out on the internet :) |
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48 | */ |
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49 | GameLoader* GameLoader::getInstance() |
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50 | { |
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51 | if(singletonRef == NULL) |
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52 | singletonRef = new GameLoader(); |
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53 | return singletonRef; |
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54 | } |
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55 | |
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56 | |
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57 | ErrorMessage GameLoader::init() |
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58 | { |
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59 | if(this->currentCampaign != NULL) |
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60 | this->currentCampaign->init(); |
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61 | } |
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62 | |
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63 | |
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64 | /** |
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65 | \brief reads a campaign definition file into a campaign class |
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66 | \param filename to be loaded |
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67 | \returns the loaded campaign |
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68 | |
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69 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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70 | */ |
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71 | ErrorMessage GameLoader::loadCampaign(char* name) |
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72 | { |
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73 | ErrorMessage errorCode; |
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74 | |
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75 | this->currentCampaign = this->fileToCampaign(name); |
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76 | } |
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77 | |
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78 | |
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79 | /** |
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80 | \brief loads a debug campaign for test purposes only. |
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81 | \param the identifier of the campaign. |
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82 | \returns error message if not able to do so. |
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83 | */ |
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84 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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85 | { |
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86 | switch(campaignID) |
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87 | { |
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88 | /* |
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89 | Debug Level 0: Debug level used to test the base frame work. |
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90 | As you can see, all storyentity data is allocated before game |
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91 | start. the storyentity will load themselfs shortly before start |
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92 | through the StoryEntity::init() funtion. |
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93 | */ |
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94 | case DEBUG_CAMPAIGN_0: |
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95 | { |
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96 | Campaign* debugCampaign = new Campaign(); |
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97 | |
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98 | World* world0 = new World(DEBUG_WORLD_0); |
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99 | world0->setNextStoryID(WORLD_ID_1); |
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100 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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101 | |
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102 | World* world1 = new World(DEBUG_WORLD_1); |
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103 | world1->setNextStoryID(WORLD_ID_2); |
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104 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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105 | |
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106 | World* world2 = new World(DEBUG_WORLD_2); |
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107 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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108 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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109 | |
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110 | this->currentCampaign = debugCampaign; |
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111 | break; |
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112 | } |
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113 | } |
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114 | } |
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115 | |
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116 | ErrorMessage GameLoader::start() |
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117 | { |
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118 | if(this->currentCampaign != NULL) |
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119 | this->currentCampaign->start(); |
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120 | } |
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121 | |
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122 | |
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123 | ErrorMessage GameLoader::stop() |
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124 | { |
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125 | if(this->currentCampaign != NULL) |
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126 | this->currentCampaign->stop(); |
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127 | this->currentCampaign = NULL; |
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128 | } |
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129 | |
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130 | |
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131 | ErrorMessage GameLoader::pause() |
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132 | { |
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133 | this->isPaused = true; |
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134 | if(this->currentCampaign != NULL) |
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135 | this->currentCampaign->pause(); |
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136 | } |
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137 | |
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138 | |
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139 | ErrorMessage GameLoader::resume() |
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140 | { |
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141 | this->isPaused = false; |
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142 | if(this->currentCampaign != NULL) |
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143 | this->currentCampaign->resume(); |
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144 | } |
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145 | |
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146 | /** |
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147 | \brief release the mem |
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148 | */ |
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149 | ErrorMessage GameLoader::destroy() |
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150 | {} |
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151 | |
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152 | |
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153 | /** |
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154 | \brief reads a campaign definition file into a campaign class |
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155 | \param filename to be loaded |
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156 | \returns the loaded campaign |
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157 | |
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158 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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159 | */ |
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160 | Campaign* GameLoader::fileToCampaign(char *name) |
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161 | { |
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162 | /* do not entirely load the campaign. just the current world |
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163 | before start of each world, it has to be initialized so it |
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164 | can load everything it needs into memory then. |
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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 | /** |
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170 | \brief handle keyboard commands |
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171 | \param cmd: the command to handle |
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172 | \returns true if the command was handled by the system |
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173 | */ |
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174 | bool GameLoader::worldCommand (Command* cmd) |
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175 | { |
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176 | if( !strcmp( cmd->cmd, "up_world")) |
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177 | { |
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178 | if( !cmd->bUp) |
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179 | { |
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180 | this->nextLevel(); |
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181 | } |
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182 | return true; |
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183 | } |
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184 | else if( !strcmp( cmd->cmd, "down_world")) |
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185 | { |
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186 | if( !cmd->bUp) |
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187 | { |
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188 | this->previousLevel(); |
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189 | } |
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190 | return true; |
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191 | } |
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192 | else if( !strcmp( cmd->cmd, "pause")) |
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193 | { |
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194 | if( !cmd->bUp) |
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195 | { |
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196 | if(this->isPaused) |
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197 | this->resume(); |
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198 | else |
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199 | this->pause(); |
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200 | } |
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201 | return true; |
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202 | } |
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203 | else if( !strcmp( cmd->cmd, "quit")) |
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204 | { |
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205 | if( !cmd->bUp) this->stop(); |
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206 | return true; |
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207 | } |
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208 | return false; |
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209 | } |
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210 | |
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211 | |
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212 | /* |
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213 | \brief this changes to the next level |
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214 | */ |
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215 | void GameLoader::nextLevel() |
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216 | { |
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217 | if(this->currentCampaign != NULL) |
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218 | this->currentCampaign->nextLevel(); |
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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 | \brief change to the previous level - not implemented |
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224 | |
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225 | this propably useless |
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226 | */ |
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227 | void GameLoader::previousLevel() |
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228 | { |
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229 | if(this->currentCampaign != NULL) |
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230 | this->currentCampaign->previousLevel(); |
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231 | } |
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