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source: orxonox.OLD/trunk/src/lib/util/loading/game_loader.cc @ 7256

Last change on this file since 7256 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 7.1 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: ...
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD
19
20#include "game_loader.h"
21#include "util/loading/load_param.h"
22
23#include "shell_command.h"
24#include "campaign.h"
25
26#include "util/loading/resource_manager.h"
27
28#include "event_handler.h"
29
30
31using namespace std;
32
33
34SHELL_COMMAND(quit, GameLoader, stop)
35    ->describe("quits the game")
36    ->setAlias("orxoquit");
37
38
39GameLoader* GameLoader::singletonRef = NULL;
40
41
42/**
43 *  simple constructor
44 */
45GameLoader::GameLoader ()
46{
47  this->setClassID(CL_GAME_LOADER, "GameLoader");
48  this->setName("GameLoader");
49  this->bRun = true;
50}
51
52
53/**
54 *  simple deconstructor
55 */
56GameLoader::~GameLoader ()
57{
58  if( this->currentCampaign)
59    delete this->currentCampaign;
60  this->currentCampaign = NULL;
61}
62
63
64/**
65 *  initializes the GameLoader
66 */
67ErrorMessage GameLoader::init()
68{
69  if(this->currentCampaign != NULL)
70    this->currentCampaign->init();
71
72  this->eventHandler = EventHandler::getInstance();
73  this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE);
74  this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT);          //< External Quit Event
75  this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_QUIT);
76  this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD);
77  this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD);
78}
79
80
81/**
82 *  reads a campaign definition file into a campaign class
83 * @param fileName to be loaded
84 * @returns the loaded campaign
85 *
86 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
87 */
88ErrorMessage GameLoader::loadCampaign(const std::string& fileName)
89{
90  ErrorMessage errorCode;
91  std::string campaignName = ResourceManager::getFullName(fileName);
92  if (!campaignName.empty())
93    {
94      this->currentCampaign = this->fileToCampaign(campaignName);
95    }
96}
97
98
99/**
100 *  reads a campaign definition file into a campaign class
101 * @param fileName to be loaded
102 * @returns the loaded campaign
103 *
104 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
105 */
106ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName)
107{
108  ErrorMessage errorCode;
109  std::string campaignName = ResourceManager::getFullName(fileName);
110  if (!campaignName.empty())
111  {
112    this->currentCampaign = this->fileToCampaign(campaignName);
113  }
114}
115
116
117/**
118 *  loads a debug campaign for test purposes only.
119 * @param campaignID the identifier of the campaign.
120 * @returns error message if not able to do so.
121 */
122ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID)
123{
124  switch(campaignID)
125    {
126      /*
127         Debug Level 0: Debug level used to test the base frame work.
128         As you can see, all storyentity data is allocated before game
129         start. the storyentity will load themselfs shortly before start
130         through the StoryEntity::init() funtion.
131      */
132    case DEBUG_CAMPAIGN_0:
133      {
134/*        Campaign* debugCampaign = new Campaign();
135
136        World* world0 = new World(DEBUG_WORLD_0);
137        world0->setNextStoryID(WORLD_ID_1);
138        debugCampaign->addEntity(world0, WORLD_ID_0);
139
140        World* world1 = new World(DEBUG_WORLD_1);
141        world1->setNextStoryID(WORLD_ID_2);
142        debugCampaign->addEntity(world1, WORLD_ID_1);
143
144        World* world2 = new World(DEBUG_WORLD_2);
145        world2->setNextStoryID(WORLD_ID_GAMEEND);
146        debugCampaign->addEntity(world2, WORLD_ID_2);
147
148        this->currentCampaign = debugCampaign;
149        break;*/
150      }
151    }
152}
153
154
155/**
156 *  starts the current entity
157 * @returns error code if this action has caused a error
158 */
159ErrorMessage GameLoader::start()
160{
161  if(this->currentCampaign != NULL)
162  {
163    this->currentCampaign->start();
164  }
165}
166
167
168/**
169 *  stops the current entity
170 * @returns error code if this action has caused a error
171 *
172 *  ATTENTION: this function shouldn't call other functions, or if so, they must return
173 *  after finishing. If you ignore or forget to do so, the current entity is not able to
174 *  terminate and it will run in the background or the ressources can't be freed or even
175 *  worse: are freed and the program will end in a segmentation fault!
176 *  hehehe, have ya seen it... :)
177 */
178void GameLoader::stop()
179{
180  if(this->currentCampaign != NULL)
181    this->currentCampaign->stop();
182}
183
184
185/**
186 *  pause the current entity
187 * @returns error code if this action has caused a error
188 *
189 * this pauses the current entity or passes this call forth to the running entity.
190 */
191ErrorMessage GameLoader::pause()
192{
193  this->isPaused = true;
194  if(this->currentCampaign != NULL)
195    this->currentCampaign->pause();
196}
197
198
199/**
200 *  resumes a pause
201 * @returns error code if this action has caused a error
202 *
203 *  this resumess the current entity or passes this call forth to the running entity.
204 */
205ErrorMessage GameLoader::resume()
206{
207  this->isPaused = false;
208  if(this->currentCampaign != NULL)
209    this->currentCampaign->resume();
210}
211
212
213/**
214 *  reads a campaign definition file into a campaign class
215 * @param fileName to be loaded
216 * @returns the loaded campaign
217 *
218 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
219 */
220Campaign* GameLoader::fileToCampaign(const std::string& fileName)
221{
222  /* do not entirely load the campaign. just the current world
223     before start of each world, it has to be initialized so it
224     can load everything it needs into memory then.
225  */
226
227  if( fileName.empty())
228    {
229      PRINTF(2)("No filename specified for loading");
230      return NULL;
231    }
232
233  TiXmlDocument XMLDoc(fileName);
234  // load the campaign document
235  if( !XMLDoc.LoadFile(fileName))
236    {
237      // report an error
238      PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol());
239      return NULL;
240    }
241
242  // check basic validity
243  TiXmlElement* root = XMLDoc.RootElement();
244  assert( root != NULL);
245
246  if( strcmp( root->Value(), "Campaign"))
247    {
248      // report an error
249      PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n");
250      return NULL;
251    }
252
253  // construct campaign
254  return new Campaign( root);
255}
256
257
258
259/**
260 *  handle keyboard commands
261 * @param event the event to handle
262 */
263void GameLoader::process(const Event& event)
264{
265  if( event.type == KeyMapper::PEV_NEXT_WORLD)
266  {
267    if( likely(event.bPressed))
268    {
269      this->switchToNextLevel();
270    }
271  }
272  else if( event.type == KeyMapper::PEV_PAUSE)
273  {
274    if( likely(event.bPressed))
275    {
276      if(this->isPaused)
277        this->resume();
278      else
279        this->pause();
280    }
281  }
282  else if( event.type == KeyMapper::PEV_QUIT)
283  {
284    if( event.bPressed) this->stop();
285  }
286  else if (event.type == EV_MAIN_QUIT)
287    this->stop();
288}
289
290
291/**
292 *  this changes to the next level
293 */
294void GameLoader::switchToNextLevel()
295{
296  if(this->currentCampaign != NULL)
297    this->currentCampaign->switchToNextLevel();
298}
299
300
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