| 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 "vector.h" | 
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| 25 | #include "resource_manager.h" | 
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| 26 | #include "factory.h" | 
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| 27 | #include "event.h" | 
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| 28 | #include "event_handler.h" | 
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| 29 |  | 
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| 30 | #include <string.h> | 
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| 31 |  | 
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| 32 |  | 
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| 33 | using namespace std; | 
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| 34 |  | 
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| 35 |  | 
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| 36 | GameLoader* GameLoader::singletonRef = 0; | 
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| 37 |  | 
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| 38 | /** | 
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| 39 |    \brief simple constructor | 
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| 40 | */ | 
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| 41 | GameLoader::GameLoader () | 
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| 42 | { | 
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| 43 |   this->setClassID(CL_GAME_LOADER, "GameLoader"); | 
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| 44 |   this->setName("GameLoader"); | 
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| 45 |   first = NULL; | 
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| 46 | } | 
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| 47 |  | 
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| 48 |  | 
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| 49 | /** | 
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| 50 |    \brief simple deconstructor | 
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| 51 | */ | 
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| 52 | GameLoader::~GameLoader () {} | 
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| 53 |  | 
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| 54 |  | 
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| 55 | /** | 
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| 56 |    \brief this class is a singleton class | 
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| 57 |    \returns an instance of itself | 
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| 58 |  | 
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| 59 |    if you are unsure about singleton classes, check the theory out on the internet :) | 
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| 60 | */ | 
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| 61 | GameLoader* GameLoader::getInstance() | 
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| 62 | { | 
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| 63 |   if(singletonRef == NULL) | 
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| 64 |     singletonRef = new GameLoader(); | 
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| 65 |   return singletonRef; | 
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| 66 | } | 
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| 67 |  | 
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| 68 | /** | 
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| 69 |    \brief initializes the GameLoader | 
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| 70 | */ | 
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| 71 | ErrorMessage GameLoader::init() | 
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| 72 | { | 
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| 73 |   if(this->currentCampaign != NULL) | 
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| 74 |     this->currentCampaign->init(); | 
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| 75 |  | 
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| 76 |   this->eventHandler = EventHandler::getInstance(); | 
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| 77 |   this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_PAUSE); | 
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| 78 |   this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); | 
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| 79 |   this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_NEXT_WORLD); | 
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| 80 |   this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_PREVIOUS_WORLD); | 
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| 81 | } | 
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| 82 |  | 
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| 83 |  | 
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| 84 | /** | 
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| 85 |    \brief reads a campaign definition file into a campaign class | 
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| 86 |    \param fileName to be loaded | 
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| 87 |    \returns the loaded campaign | 
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| 88 |  | 
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| 89 |    this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 90 | */ | 
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| 91 | ErrorMessage GameLoader::loadCampaign(const char* fileName) | 
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| 92 | { | 
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| 93 |   ErrorMessage errorCode; | 
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| 94 |   char* campaignName = ResourceManager::getFullName(fileName); | 
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| 95 |   if (campaignName) | 
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| 96 |     { | 
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| 97 |       this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 98 |       delete campaignName; | 
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| 99 |     } | 
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| 100 |   World* world0 = new World(DEBUG_WORLD_0); | 
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| 101 |   world0->setNextStoryID(WORLD_ID_GAMEEND); | 
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| 102 |   this->currentCampaign->addEntity(world0, WORLD_ID_2); | 
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| 103 | } | 
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| 104 |  | 
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| 105 | /** | 
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| 106 |    \brief loads a debug campaign for test purposes only. | 
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| 107 |    \param campaignID the identifier of the campaign. | 
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| 108 |    \returns error message if not able to do so. | 
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| 109 | */ | 
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| 110 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| 111 | { | 
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| 112 |   switch(campaignID) | 
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| 113 |     { | 
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| 114 |       /* | 
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| 115 |          Debug Level 0: Debug level used to test the base frame work. | 
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| 116 |          As you can see, all storyentity data is allocated before game | 
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| 117 |          start. the storyentity will load themselfs shortly before start | 
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| 118 |          through the StoryEntity::init() funtion. | 
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| 119 |       */ | 
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| 120 |     case DEBUG_CAMPAIGN_0: | 
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| 121 |       { | 
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| 122 |         Campaign* debugCampaign = new Campaign(); | 
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| 123 |  | 
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| 124 |         World* world0 = new World(DEBUG_WORLD_0); | 
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| 125 |         world0->setNextStoryID(WORLD_ID_1); | 
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| 126 |         debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| 127 |  | 
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| 128 |         World* world1 = new World(DEBUG_WORLD_1); | 
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| 129 |         world1->setNextStoryID(WORLD_ID_2); | 
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| 130 |         debugCampaign->addEntity(world1, WORLD_ID_1); | 
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| 131 |  | 
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| 132 |         World* world2 = new World(DEBUG_WORLD_2); | 
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| 133 |         world2->setNextStoryID(WORLD_ID_GAMEEND); | 
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| 134 |         debugCampaign->addEntity(world2, WORLD_ID_2); | 
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| 135 |  | 
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| 136 |         this->currentCampaign = debugCampaign; | 
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| 137 |         break; | 
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| 138 |       } | 
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| 139 |     } | 
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| 140 | } | 
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| 141 |  | 
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| 142 |  | 
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| 143 | /** | 
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| 144 |     \brief starts the current entity | 
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| 145 |     \returns error code if this action has caused a error | 
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| 146 | */ | 
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| 147 | ErrorMessage GameLoader::start() | 
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| 148 | { | 
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| 149 |   if(this->currentCampaign != NULL) | 
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| 150 |     this->currentCampaign->start(); | 
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| 151 | } | 
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| 152 |  | 
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| 153 |  | 
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| 154 | /** | 
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| 155 |     \brief stops the current entity | 
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| 156 |     \returns error code if this action has caused a error | 
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| 157 |  | 
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| 158 |     ATTENTION: this function shouldn't call other functions, or if so, they must return | 
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| 159 |     after finishing. If you ignore or forget to do so, the current entity is not able to | 
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| 160 |     terminate and it will run in the background or the ressources can't be freed or even | 
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| 161 |     worse: are freed and the program will end in a segmentation fault! | 
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| 162 |     hehehe, have ya seen it... :) | 
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| 163 | */ | 
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| 164 | ErrorMessage GameLoader::stop() | 
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| 165 | { | 
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| 166 |   if(this->currentCampaign != NULL) | 
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| 167 |     this->currentCampaign->stop(); | 
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| 168 |   this->currentCampaign = NULL; | 
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| 169 | } | 
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| 170 |  | 
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| 171 |  | 
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| 172 | /** | 
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| 173 |     \brief pause the current entity | 
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| 174 |     \returns error code if this action has caused a error | 
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| 175 |  | 
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| 176 |     this pauses the current entity or passes this call forth to the running entity. | 
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| 177 | */ | 
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| 178 | ErrorMessage GameLoader::pause() | 
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| 179 | { | 
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| 180 |   this->isPaused = true; | 
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| 181 |   if(this->currentCampaign != NULL) | 
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| 182 |     this->currentCampaign->pause(); | 
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| 183 | } | 
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| 184 |  | 
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| 185 |  | 
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| 186 | /** | 
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| 187 |     \brief resumes a pause | 
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| 188 |     \returns error code if this action has caused a error | 
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| 189 |  | 
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| 190 |     this resumess the current entity or passes this call forth to the running entity. | 
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| 191 | */ | 
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| 192 | ErrorMessage GameLoader::resume() | 
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| 193 | { | 
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| 194 |   this->isPaused = false; | 
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| 195 |   if(this->currentCampaign != NULL) | 
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| 196 |     this->currentCampaign->resume(); | 
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| 197 | } | 
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| 198 |  | 
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| 199 |  | 
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| 200 | /** | 
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| 201 |    \brief release the mem ATTENTION: not implemented | 
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| 202 |  */ | 
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| 203 | ErrorMessage GameLoader::destroy() | 
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| 204 | { | 
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| 205 |  | 
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| 206 | } | 
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| 207 |  | 
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| 208 |  | 
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| 209 | /** | 
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| 210 |    \brief reads a campaign definition file into a campaign class | 
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| 211 |    \param fileName to be loaded | 
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| 212 |    \returns the loaded campaign | 
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| 213 |  | 
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| 214 |    this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 215 | */ | 
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| 216 | Campaign* GameLoader::fileToCampaign(const char* fileName) | 
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| 217 | { | 
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| 218 |   /* do not entirely load the campaign. just the current world | 
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| 219 |      before start of each world, it has to be initialized so it | 
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| 220 |      can load everything it needs into memory then. | 
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| 221 |   */ | 
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| 222 |  | 
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| 223 |   if( fileName == NULL) | 
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| 224 |     { | 
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| 225 |       PRINTF(2)("No filename specified for loading"); | 
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| 226 |       return NULL; | 
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| 227 |     } | 
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| 228 |  | 
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| 229 |   TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); | 
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| 230 |   // load the campaign document | 
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| 231 |   if( !XMLDoc->LoadFile()) | 
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| 232 |     { | 
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| 233 |       // report an error | 
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| 234 |       PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); | 
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| 235 |       delete XMLDoc; | 
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| 236 |       return NULL; | 
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| 237 |     } | 
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| 238 |  | 
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| 239 |   // check basic validity | 
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| 240 |   TiXmlElement* root = XMLDoc->RootElement(); | 
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| 241 |   assert( root != NULL); | 
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| 242 |  | 
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| 243 |   if( strcmp( root->Value(), "Campaign")) | 
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| 244 |     { | 
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| 245 |       // report an error | 
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| 246 |       PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
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| 247 |       delete XMLDoc; | 
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| 248 |       return NULL; | 
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| 249 |     } | 
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| 250 |  | 
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| 251 |   // construct campaign | 
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| 252 |   Campaign* c = new Campaign( root); | 
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| 253 |  | 
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| 254 |   // free the XML data | 
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| 255 |   delete XMLDoc; | 
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| 256 |  | 
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| 257 |   return c; | 
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| 258 | } | 
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| 259 |  | 
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| 260 |  | 
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| 261 | /** | 
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| 262 |    \brief handle keyboard commands | 
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| 263 |    \param event the event to handle | 
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| 264 | */ | 
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| 265 | void GameLoader::process(const Event& event) | 
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| 266 | { | 
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| 267 |   if( event.type == KeyMapper::PEV_NEXT_WORLD) | 
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| 268 |     { | 
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| 269 |       if( likely(event.bPressed)) | 
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| 270 |         { | 
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| 271 |           this->nextLevel(); | 
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| 272 |         } | 
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| 273 |     } | 
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| 274 |   else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) | 
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| 275 |     { | 
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| 276 |       if( likely(event.bPressed)) | 
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| 277 |         { | 
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| 278 |           this->previousLevel(); | 
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| 279 |         } | 
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| 280 |     } | 
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| 281 |   else if( event.type == KeyMapper::PEV_PAUSE) | 
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| 282 |     { | 
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| 283 |       if( likely(event.bPressed)) | 
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| 284 |         { | 
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| 285 |           if(this->isPaused) | 
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| 286 |             this->resume(); | 
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| 287 |           else | 
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| 288 |             this->pause(); | 
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| 289 |         } | 
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| 290 |     } | 
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| 291 |   else if( event.type == KeyMapper::PEV_QUIT) | 
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| 292 |     { | 
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| 293 |       if( event.bPressed) this->stop(); | 
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| 294 |     } | 
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| 295 | } | 
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| 296 |  | 
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| 297 |  | 
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| 298 | /** | 
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| 299 |   \brief this changes to the next level | 
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| 300 | */ | 
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| 301 | void GameLoader::nextLevel() | 
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| 302 | { | 
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| 303 |   if(this->currentCampaign != NULL) | 
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| 304 |     this->currentCampaign->nextLevel(); | 
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| 305 | } | 
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| 306 |  | 
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| 307 |  | 
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| 308 | /** | 
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| 309 |   \brief change to the previous level - not implemented | 
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| 310 |  | 
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| 311 |   this propably useless | 
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| 312 | */ | 
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| 313 | void GameLoader::previousLevel() | 
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| 314 | { | 
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| 315 |   if(this->currentCampaign != NULL) | 
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| 316 |     this->currentCampaign->previousLevel(); | 
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| 317 | } | 
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| 318 |  | 
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| 319 |  | 
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| 320 | /** | 
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| 321 |    \brief add a Factory to the Factory Q | 
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| 322 |    \param factory a Factory to be registered | 
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| 323 | */ | 
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| 324 | void GameLoader::registerFactory( Factory* factory) | 
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| 325 | { | 
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| 326 |         assert( factory != NULL); | 
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| 327 |  | 
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| 328 |         PRINTF(4)("Registered factory for '%s'\n", factory->getFactoryName()); | 
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| 329 |  | 
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| 330 |         if( first == NULL) first = factory; | 
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| 331 |         else first->registerFactory( factory); | 
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| 332 | } | 
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| 333 |  | 
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| 334 |  | 
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| 335 | /** | 
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| 336 |    \brief load a StoryEntity | 
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| 337 |    \param element a XMLElement containing all the needed info | 
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| 338 | */ | 
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| 339 | BaseObject* GameLoader::fabricate(const TiXmlElement* element) | 
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| 340 | { | 
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| 341 |   assert( element != NULL); | 
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| 342 |  | 
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| 343 |   if( first == NULL) | 
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| 344 |     { | 
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| 345 |       PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n"); | 
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| 346 |       return NULL; | 
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| 347 |     } | 
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| 348 |  | 
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| 349 |   if( element->Value() != NULL) | 
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| 350 |     { | 
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| 351 |       PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value()); | 
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| 352 |       BaseObject* b = first->fabricate( element); | 
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| 353 |       if( b == NULL) | 
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| 354 |         PRINTF(2)("Failed to fabricate a '%s'\n", element->Value()); | 
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| 355 |       else | 
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| 356 |         PRINTF(4)("Successfully fabricated a '%s'\n", element->Value()); | 
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| 357 |       return b; | 
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| 358 |     } | 
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| 359 |  | 
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| 360 |   PRINTF(2)("Fabricate failed, TiXmlElement did not contain a value\n"); | 
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| 361 |  | 
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| 362 |   return NULL; | 
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| 363 | } | 
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