[2636] | 1 | |
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| 2 | |
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[4597] | 3 | /* |
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[2636] | 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 "orxonox.h" |
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| 22 | #include "camera.h" |
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| 23 | #include "vector.h" |
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[4094] | 24 | #include "resource_manager.h" |
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[4010] | 25 | #include "factory.h" |
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[4410] | 26 | #include "event.h" |
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| 27 | #include "event_handler.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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[4445] | 37 | /** |
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[4836] | 38 | * simple constructor |
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[4487] | 39 | */ |
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[4597] | 40 | GameLoader::GameLoader () |
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[4017] | 41 | { |
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[4597] | 42 | this->setClassID(CL_GAME_LOADER, "GameLoader"); |
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| 43 | this->setName("GameLoader"); |
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[4017] | 44 | } |
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[2636] | 45 | |
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| 46 | |
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[4445] | 47 | /** |
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[4836] | 48 | * simple deconstructor |
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[4487] | 49 | */ |
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[4816] | 50 | GameLoader::~GameLoader () |
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| 51 | { |
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| 52 | if( this->currentCampaign) |
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| 53 | delete this->currentCampaign; |
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| 54 | this->currentCampaign = NULL; |
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| 55 | } |
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[2636] | 56 | |
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| 57 | |
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[3225] | 58 | /** |
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[4836] | 59 | * this class is a singleton class |
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| 60 | * @returns an instance of itself |
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[3225] | 61 | |
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| 62 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 63 | */ |
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[2636] | 64 | GameLoader* GameLoader::getInstance() |
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| 65 | { |
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| 66 | if(singletonRef == NULL) |
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| 67 | singletonRef = new GameLoader(); |
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| 68 | return singletonRef; |
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| 69 | } |
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| 70 | |
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[4487] | 71 | /** |
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[4836] | 72 | * initializes the GameLoader |
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[4487] | 73 | */ |
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[3222] | 74 | ErrorMessage GameLoader::init() |
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[2636] | 75 | { |
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| 76 | if(this->currentCampaign != NULL) |
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| 77 | this->currentCampaign->init(); |
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[4411] | 78 | |
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| 79 | this->eventHandler = EventHandler::getInstance(); |
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[5093] | 80 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); |
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[4411] | 81 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); |
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[5093] | 82 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); |
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| 83 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); |
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[2636] | 84 | } |
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| 85 | |
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| 86 | |
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[3225] | 87 | /** |
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[4836] | 88 | * reads a campaign definition file into a campaign class |
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| 89 | * @param fileName to be loaded |
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| 90 | * @returns the loaded campaign |
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[3225] | 91 | |
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| 92 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 93 | */ |
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[4487] | 94 | ErrorMessage GameLoader::loadCampaign(const char* fileName) |
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[2636] | 95 | { |
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[3222] | 96 | ErrorMessage errorCode; |
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[4487] | 97 | char* campaignName = ResourceManager::getFullName(fileName); |
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[4216] | 98 | if (campaignName) |
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[4094] | 99 | { |
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| 100 | this->currentCampaign = this->fileToCampaign(campaignName); |
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| 101 | delete campaignName; |
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| 102 | } |
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[4816] | 103 | // World* world0 = new World(DEBUG_WORLD_0); |
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| 104 | // world0->setNextStoryID(WORLD_ID_GAMEEND); |
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| 105 | // this->currentCampaign->addEntity(world0, WORLD_ID_2); |
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[2636] | 106 | } |
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| 107 | |
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[3225] | 108 | /** |
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[4836] | 109 | * loads a debug campaign for test purposes only. |
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| 110 | * @param campaignID the identifier of the campaign. |
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| 111 | * @returns error message if not able to do so. |
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[3225] | 112 | */ |
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[3222] | 113 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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[2636] | 114 | { |
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| 115 | switch(campaignID) |
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| 116 | { |
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[4597] | 117 | /* |
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| 118 | Debug Level 0: Debug level used to test the base frame work. |
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| 119 | As you can see, all storyentity data is allocated before game |
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| 120 | start. the storyentity will load themselfs shortly before start |
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| 121 | through the StoryEntity::init() funtion. |
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[3629] | 122 | */ |
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[2636] | 123 | case DEBUG_CAMPAIGN_0: |
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| 124 | { |
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[4597] | 125 | Campaign* debugCampaign = new Campaign(); |
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[3220] | 126 | |
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[4597] | 127 | World* world0 = new World(DEBUG_WORLD_0); |
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| 128 | world0->setNextStoryID(WORLD_ID_1); |
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| 129 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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[3220] | 130 | |
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[4597] | 131 | World* world1 = new World(DEBUG_WORLD_1); |
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| 132 | world1->setNextStoryID(WORLD_ID_2); |
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| 133 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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[2636] | 134 | |
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[4597] | 135 | World* world2 = new World(DEBUG_WORLD_2); |
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| 136 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 137 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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[3727] | 138 | |
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[4597] | 139 | this->currentCampaign = debugCampaign; |
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| 140 | break; |
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[2636] | 141 | } |
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| 142 | } |
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| 143 | } |
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| 144 | |
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[4443] | 145 | |
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[4597] | 146 | /** |
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[4836] | 147 | * starts the current entity |
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| 148 | * @returns error code if this action has caused a error |
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[4443] | 149 | */ |
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[3222] | 150 | ErrorMessage GameLoader::start() |
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[2636] | 151 | { |
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| 152 | if(this->currentCampaign != NULL) |
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| 153 | this->currentCampaign->start(); |
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| 154 | } |
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| 155 | |
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| 156 | |
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[4597] | 157 | /** |
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[4836] | 158 | * stops the current entity |
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| 159 | * @returns error code if this action has caused a error |
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[4443] | 160 | |
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| 161 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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| 162 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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| 163 | terminate and it will run in the background or the ressources can't be freed or even |
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| 164 | worse: are freed and the program will end in a segmentation fault! |
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| 165 | hehehe, have ya seen it... :) |
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| 166 | */ |
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[3222] | 167 | ErrorMessage GameLoader::stop() |
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[2636] | 168 | { |
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| 169 | if(this->currentCampaign != NULL) |
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| 170 | this->currentCampaign->stop(); |
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| 171 | } |
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| 172 | |
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| 173 | |
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[4597] | 174 | /** |
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[4836] | 175 | * pause the current entity |
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| 176 | * @returns error code if this action has caused a error |
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[4443] | 177 | |
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| 178 | this pauses the current entity or passes this call forth to the running entity. |
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| 179 | */ |
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[3222] | 180 | ErrorMessage GameLoader::pause() |
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[2636] | 181 | { |
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| 182 | this->isPaused = true; |
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| 183 | if(this->currentCampaign != NULL) |
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| 184 | this->currentCampaign->pause(); |
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| 185 | } |
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| 186 | |
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| 187 | |
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[4597] | 188 | /** |
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[4836] | 189 | * resumes a pause |
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| 190 | * @returns error code if this action has caused a error |
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[4443] | 191 | |
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| 192 | this resumess the current entity or passes this call forth to the running entity. |
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| 193 | */ |
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[3222] | 194 | ErrorMessage GameLoader::resume() |
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[2636] | 195 | { |
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| 196 | this->isPaused = false; |
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| 197 | if(this->currentCampaign != NULL) |
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| 198 | this->currentCampaign->resume(); |
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| 199 | } |
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| 200 | |
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[4443] | 201 | |
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[3225] | 202 | /** |
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[4836] | 203 | * release the mem ATTENTION: not implemented |
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[3225] | 204 | */ |
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| 205 | ErrorMessage GameLoader::destroy() |
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[4487] | 206 | { |
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[2636] | 207 | |
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[4487] | 208 | } |
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[2636] | 209 | |
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[4487] | 210 | |
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[3225] | 211 | /** |
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[4836] | 212 | * reads a campaign definition file into a campaign class |
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| 213 | * @param fileName to be loaded |
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| 214 | * @returns the loaded campaign |
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[3225] | 215 | |
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| 216 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 217 | */ |
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[4487] | 218 | Campaign* GameLoader::fileToCampaign(const char* fileName) |
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[2636] | 219 | { |
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| 220 | /* do not entirely load the campaign. just the current world |
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| 221 | before start of each world, it has to be initialized so it |
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| 222 | can load everything it needs into memory then. |
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| 223 | */ |
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[4597] | 224 | |
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[4487] | 225 | if( fileName == NULL) |
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[4010] | 226 | { |
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[4113] | 227 | PRINTF(2)("No filename specified for loading"); |
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[4010] | 228 | return NULL; |
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| 229 | } |
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[4597] | 230 | |
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[4487] | 231 | TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); |
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[4010] | 232 | // load the campaign document |
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| 233 | if( !XMLDoc->LoadFile()) |
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| 234 | { |
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| 235 | // report an error |
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[4487] | 236 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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[4010] | 237 | delete XMLDoc; |
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| 238 | return NULL; |
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| 239 | } |
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[4597] | 240 | |
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[4010] | 241 | // check basic validity |
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| 242 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 243 | assert( root != NULL); |
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[4597] | 244 | |
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[4010] | 245 | if( strcmp( root->Value(), "Campaign")) |
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| 246 | { |
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| 247 | // report an error |
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[4113] | 248 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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[4010] | 249 | delete XMLDoc; |
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| 250 | return NULL; |
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| 251 | } |
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[4597] | 252 | |
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[4010] | 253 | // construct campaign |
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| 254 | Campaign* c = new Campaign( root); |
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[4597] | 255 | |
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[4010] | 256 | // free the XML data |
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| 257 | delete XMLDoc; |
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[4496] | 258 | |
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[4010] | 259 | return c; |
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[2636] | 260 | } |
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| 261 | |
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| 262 | |
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| 263 | /** |
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[4836] | 264 | * handle keyboard commands |
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| 265 | * @param event the event to handle |
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[2636] | 266 | */ |
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[4410] | 267 | void GameLoader::process(const Event& event) |
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| 268 | { |
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| 269 | if( event.type == KeyMapper::PEV_NEXT_WORLD) |
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| 270 | { |
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[4597] | 271 | if( likely(event.bPressed)) |
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| 272 | { |
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| 273 | this->nextLevel(); |
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| 274 | } |
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[4410] | 275 | } |
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| 276 | else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) |
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| 277 | { |
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| 278 | if( likely(event.bPressed)) |
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[4597] | 279 | { |
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| 280 | this->previousLevel(); |
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| 281 | } |
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[4410] | 282 | } |
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| 283 | else if( event.type == KeyMapper::PEV_PAUSE) |
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| 284 | { |
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| 285 | if( likely(event.bPressed)) |
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[4597] | 286 | { |
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| 287 | if(this->isPaused) |
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| 288 | this->resume(); |
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| 289 | else |
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| 290 | this->pause(); |
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| 291 | } |
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[4410] | 292 | } |
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| 293 | else if( event.type == KeyMapper::PEV_QUIT) |
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| 294 | { |
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| 295 | if( event.bPressed) this->stop(); |
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| 296 | } |
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| 297 | } |
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| 298 | |
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[4443] | 299 | |
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[4487] | 300 | /** |
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[3225] | 301 | \brief this changes to the next level |
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| 302 | */ |
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[2636] | 303 | void GameLoader::nextLevel() |
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| 304 | { |
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| 305 | if(this->currentCampaign != NULL) |
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| 306 | this->currentCampaign->nextLevel(); |
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| 307 | } |
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| 308 | |
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[3225] | 309 | |
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[4487] | 310 | /** |
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[3225] | 311 | \brief change to the previous level - not implemented |
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| 312 | |
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| 313 | this propably useless |
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| 314 | */ |
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[2636] | 315 | void GameLoader::previousLevel() |
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| 316 | { |
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| 317 | if(this->currentCampaign != NULL) |
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| 318 | this->currentCampaign->previousLevel(); |
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| 319 | } |
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[4010] | 320 | |
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| 321 | /** |
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[4836] | 322 | * load a StoryEntity |
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| 323 | * @param element a XMLElement containing all the needed info |
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[4010] | 324 | */ |
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[4598] | 325 | BaseObject* GameLoader::fabricate(const TiXmlElement* element) |
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[4010] | 326 | { |
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[4114] | 327 | assert( element != NULL); |
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[4597] | 328 | |
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[4739] | 329 | if( Factory::getFirst() == NULL) |
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[4114] | 330 | { |
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| 331 | PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n"); |
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| 332 | return NULL; |
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| 333 | } |
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[4597] | 334 | |
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[4114] | 335 | if( element->Value() != NULL) |
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| 336 | { |
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| 337 | PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value()); |
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[4739] | 338 | BaseObject* b = Factory::getFirst()->fabricate( element); |
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[4597] | 339 | if( b == NULL) |
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| 340 | PRINTF(2)("Failed to fabricate a '%s'\n", element->Value()); |
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| 341 | else |
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| 342 | PRINTF(4)("Successfully fabricated a '%s'\n", element->Value()); |
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[4114] | 343 | return b; |
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| 344 | } |
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[4597] | 345 | |
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[4114] | 346 | PRINTF(2)("Fabricate failed, TiXmlElement did not contain a value\n"); |
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[4597] | 347 | |
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[4114] | 348 | return NULL; |
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[4010] | 349 | } |
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