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source: orxonox.OLD/trunk/src/lib/util/loading/game_loader.cc @ 8821

Last change on this file since 8821 was 8717, checked in by bensch, 18 years ago

merged the gui back

File size: 7.2 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 "key_mapper.h"
29
30
31
32SHELL_COMMAND(quit, GameLoader, stop)
33->describe("quits the game")
34->setAlias("orxoquit");
35
36
37GameLoader* GameLoader::singletonRef = NULL;
38
39
40/**
41 *  simple constructor
42 */
43GameLoader::GameLoader ()
44{
45  this->setClassID(CL_GAME_LOADER, "GameLoader");
46  this->setName("GameLoader");
47  this->bRun = true;
48}
49
50
51/**
52 *  simple deconstructor
53 */
54GameLoader::~GameLoader ()
55{
56  if( this->currentCampaign)
57    delete this->currentCampaign;
58  this->currentCampaign = NULL;
59}
60
61
62/**
63 *  initializes the GameLoader
64 */
65ErrorMessage GameLoader::init()
66{
67  if(this->currentCampaign != NULL)
68    this->currentCampaign->init();
69
70  this->subscribeEvent(ES_GAME, KeyMapper::PEV_PAUSE);
71  this->subscribeEvent(ES_ALL, EV_MAIN_QUIT);          //< External Quit Event
72  this->subscribeEvent(ES_GAME, KeyMapper::PEV_QUIT);
73  this->subscribeEvent(ES_GAME, KeyMapper::PEV_NEXT_WORLD);
74  this->subscribeEvent(ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD);
75
76  return ErrorMessage();
77}
78
79
80/**
81 *  reads a campaign definition file into a campaign class
82 * @param fileName to be loaded
83 * @returns the loaded campaign
84 *
85 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
86 */
87ErrorMessage GameLoader::loadCampaign(const std::string& fileName)
88{
89  ErrorMessage errorCode;
90  std::string campaignName = ResourceManager::getFullName(fileName);
91  if (!campaignName.empty())
92  {
93    this->currentCampaign = this->fileToCampaign(campaignName);
94  }
95
96  return ErrorMessage();
97}
98
99
100/**
101 *  reads a campaign definition file into a campaign class
102 * @param fileName to be loaded
103 * @returns the loaded campaign
104 *
105 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
106 */
107ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName)
108{
109  ErrorMessage errorCode;
110  std::string campaignName = ResourceManager::getFullName(fileName);
111  if (!campaignName.empty())
112  {
113    this->currentCampaign = this->fileToCampaign(campaignName);
114  }
115
116  return ErrorMessage();
117}
118
119
120/**
121 *  loads a debug campaign for test purposes only.
122 * @param campaignID the identifier of the campaign.
123 * @returns error message if not able to do so.
124 */
125ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID)
126{
127  switch(campaignID)
128  {
129      /*
130         Debug Level 0: Debug level used to test the base frame work.
131         As you can see, all storyentity data is allocated before game
132         start. the storyentity will load themselfs shortly before start
133         through the StoryEntity::init() funtion.
134      */
135    case DEBUG_CAMPAIGN_0:
136      {
137        /*        Campaign* debugCampaign = new Campaign();
138
139                World* world0 = new World(DEBUG_WORLD_0);
140                world0->setNextStoryID(WORLD_ID_1);
141                debugCampaign->addEntity(world0, WORLD_ID_0);
142
143                World* world1 = new World(DEBUG_WORLD_1);
144                world1->setNextStoryID(WORLD_ID_2);
145                debugCampaign->addEntity(world1, WORLD_ID_1);
146
147                World* world2 = new World(DEBUG_WORLD_2);
148                world2->setNextStoryID(WORLD_ID_GAMEEND);
149                debugCampaign->addEntity(world2, WORLD_ID_2);
150
151                this->currentCampaign = debugCampaign;
152                break;*/
153      }
154  }
155
156  return ErrorMessage();
157}
158
159
160/**
161 *  starts the current entity
162 * @returns error code if this action has caused a error
163 */
164ErrorMessage GameLoader::start()
165{
166  if(this->currentCampaign != NULL)
167  {
168    this->currentCampaign->start();
169  }
170
171  return ErrorMessage();
172}
173
174
175/**
176 *  stops the current entity
177 * @returns error code if this action has caused a error
178 *
179 *  ATTENTION: this function shouldn't call other functions, or if so, they must return
180 *  after finishing. If you ignore or forget to do so, the current entity is not able to
181 *  terminate and it will run in the background or the ressources can't be freed or even
182 *  worse: are freed and the program will end in a segmentation fault!
183 *  hehehe, have ya seen it... :)
184 */
185void GameLoader::stop()
186{
187  if(this->currentCampaign != NULL)
188    this->currentCampaign->stop();
189}
190
191
192/**
193 *  pause the current entity
194 * @returns error code if this action has caused a error
195 *
196 * this pauses the current entity or passes this call forth to the running entity.
197 */
198ErrorMessage GameLoader::pause()
199{
200  this->isPaused = true;
201  if(this->currentCampaign != NULL)
202    this->currentCampaign->pause();
203
204  return ErrorMessage();
205}
206
207
208/**
209 *  resumes a pause
210 * @returns error code if this action has caused a error
211 *
212 *  this resumess the current entity or passes this call forth to the running entity.
213 */
214ErrorMessage GameLoader::resume()
215{
216  this->isPaused = false;
217  if(this->currentCampaign != NULL)
218    this->currentCampaign->resume();
219
220  return ErrorMessage();
221}
222
223
224/**
225 *  reads a campaign definition file into a campaign class
226 * @param fileName to be loaded
227 * @returns the loaded campaign
228 *
229 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns
230 */
231Campaign* GameLoader::fileToCampaign(const std::string& fileName)
232{
233  /* do not entirely load the campaign. just the current world
234     before start of each world, it has to be initialized so it
235     can load everything it needs into memory then.
236  */
237
238  if( fileName.empty())
239  {
240    PRINTF(2)("No filename specified for loading");
241    return NULL;
242  }
243
244  TiXmlDocument XMLDoc(fileName);
245  // load the campaign document
246  if( !XMLDoc.LoadFile(fileName))
247  {
248    // report an error
249    PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol());
250    return NULL;
251  }
252
253  // check basic validity
254  TiXmlElement* root = XMLDoc.RootElement();
255  assert( root != NULL);
256
257  if( strcmp( root->Value(), "Campaign"))
258  {
259    // report an error
260    PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n");
261    return NULL;
262  }
263
264  // construct campaign
265  return new Campaign( root);
266}
267
268
269
270/**
271 *  handle keyboard commands
272 * @param event the event to handle
273 */
274void GameLoader::process(const Event& event)
275{
276  if( event.type == KeyMapper::PEV_NEXT_WORLD)
277  {
278    if( likely(event.bPressed))
279    {
280      this->switchToNextLevel();
281    }
282  }
283  else if( event.type == KeyMapper::PEV_PAUSE)
284  {
285    if( likely(event.bPressed))
286    {
287      if(this->isPaused)
288        this->resume();
289      else
290        this->pause();
291    }
292  }
293  else if( event.type == KeyMapper::PEV_QUIT)
294  {
295    if( event.bPressed) this->stop();
296  }
297  else if (event.type == EV_MAIN_QUIT)
298    this->stop();
299}
300
301
302/**
303 *  this changes to the next level
304 */
305void GameLoader::switchToNextLevel()
306{
307  if(this->currentCampaign != NULL)
308    this->currentCampaign->switchToNextLevel();
309}
310
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