[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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[5139] | 19 | |
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| 20 | #include "shell_command.h" |
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[2636] | 21 | #include "campaign.h" |
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| 22 | #include "world.h" |
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| 23 | #include "orxonox.h" |
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| 24 | #include "camera.h" |
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| 25 | #include "vector.h" |
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[4094] | 26 | #include "resource_manager.h" |
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[4010] | 27 | #include "factory.h" |
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[4410] | 28 | #include "event.h" |
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| 29 | #include "event_handler.h" |
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[2636] | 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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[4445] | 38 | /** |
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[4836] | 39 | * simple constructor |
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[4487] | 40 | */ |
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[4597] | 41 | GameLoader::GameLoader () |
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[4017] | 42 | { |
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[4597] | 43 | this->setClassID(CL_GAME_LOADER, "GameLoader"); |
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| 44 | this->setName("GameLoader"); |
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[5139] | 45 | |
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[5161] | 46 | ShellCommand<GameLoader>::registerCommand("quit", "GameLoader", &GameLoader::stop); |
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[4017] | 47 | } |
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[2636] | 48 | |
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| 49 | |
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[4445] | 50 | /** |
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[4836] | 51 | * simple deconstructor |
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[4487] | 52 | */ |
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[4816] | 53 | GameLoader::~GameLoader () |
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| 54 | { |
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| 55 | if( this->currentCampaign) |
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| 56 | delete this->currentCampaign; |
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| 57 | this->currentCampaign = NULL; |
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| 58 | } |
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[2636] | 59 | |
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| 60 | |
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[3225] | 61 | /** |
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[4836] | 62 | * this class is a singleton class |
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| 63 | * @returns an instance of itself |
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[3225] | 64 | |
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| 65 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 66 | */ |
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[2636] | 67 | GameLoader* GameLoader::getInstance() |
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| 68 | { |
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| 69 | if(singletonRef == NULL) |
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| 70 | singletonRef = new GameLoader(); |
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| 71 | return singletonRef; |
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| 72 | } |
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| 73 | |
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[4487] | 74 | /** |
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[4836] | 75 | * initializes the GameLoader |
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[4487] | 76 | */ |
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[3222] | 77 | ErrorMessage GameLoader::init() |
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[2636] | 78 | { |
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| 79 | if(this->currentCampaign != NULL) |
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| 80 | this->currentCampaign->init(); |
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[4411] | 81 | |
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| 82 | this->eventHandler = EventHandler::getInstance(); |
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[5093] | 83 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); |
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[4411] | 84 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); |
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[5093] | 85 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); |
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| 86 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); |
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[2636] | 87 | } |
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| 88 | |
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| 89 | |
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[3225] | 90 | /** |
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[4836] | 91 | * reads a campaign definition file into a campaign class |
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| 92 | * @param fileName to be loaded |
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| 93 | * @returns the loaded campaign |
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[3225] | 94 | |
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| 95 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 96 | */ |
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[4487] | 97 | ErrorMessage GameLoader::loadCampaign(const char* fileName) |
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[2636] | 98 | { |
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[3222] | 99 | ErrorMessage errorCode; |
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[4487] | 100 | char* campaignName = ResourceManager::getFullName(fileName); |
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[4216] | 101 | if (campaignName) |
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[4094] | 102 | { |
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| 103 | this->currentCampaign = this->fileToCampaign(campaignName); |
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| 104 | delete campaignName; |
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| 105 | } |
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[4816] | 106 | // World* world0 = new World(DEBUG_WORLD_0); |
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| 107 | // world0->setNextStoryID(WORLD_ID_GAMEEND); |
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| 108 | // this->currentCampaign->addEntity(world0, WORLD_ID_2); |
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[2636] | 109 | } |
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| 110 | |
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[3225] | 111 | /** |
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[4836] | 112 | * loads a debug campaign for test purposes only. |
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| 113 | * @param campaignID the identifier of the campaign. |
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| 114 | * @returns error message if not able to do so. |
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[3225] | 115 | */ |
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[3222] | 116 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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[2636] | 117 | { |
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| 118 | switch(campaignID) |
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| 119 | { |
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[4597] | 120 | /* |
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| 121 | Debug Level 0: Debug level used to test the base frame work. |
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| 122 | As you can see, all storyentity data is allocated before game |
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| 123 | start. the storyentity will load themselfs shortly before start |
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| 124 | through the StoryEntity::init() funtion. |
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[3629] | 125 | */ |
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[2636] | 126 | case DEBUG_CAMPAIGN_0: |
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| 127 | { |
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[4597] | 128 | Campaign* debugCampaign = new Campaign(); |
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[3220] | 129 | |
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[4597] | 130 | World* world0 = new World(DEBUG_WORLD_0); |
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| 131 | world0->setNextStoryID(WORLD_ID_1); |
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| 132 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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[3220] | 133 | |
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[4597] | 134 | World* world1 = new World(DEBUG_WORLD_1); |
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| 135 | world1->setNextStoryID(WORLD_ID_2); |
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| 136 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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[2636] | 137 | |
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[4597] | 138 | World* world2 = new World(DEBUG_WORLD_2); |
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| 139 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 140 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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[3727] | 141 | |
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[4597] | 142 | this->currentCampaign = debugCampaign; |
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| 143 | break; |
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[2636] | 144 | } |
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| 145 | } |
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| 146 | } |
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| 147 | |
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[4443] | 148 | |
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[4597] | 149 | /** |
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[4836] | 150 | * starts the current entity |
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| 151 | * @returns error code if this action has caused a error |
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[4443] | 152 | */ |
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[3222] | 153 | ErrorMessage GameLoader::start() |
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[2636] | 154 | { |
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| 155 | if(this->currentCampaign != NULL) |
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| 156 | this->currentCampaign->start(); |
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| 157 | } |
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| 158 | |
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| 159 | |
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[4597] | 160 | /** |
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[4836] | 161 | * stops the current entity |
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| 162 | * @returns error code if this action has caused a error |
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[4443] | 163 | |
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| 164 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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| 165 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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| 166 | terminate and it will run in the background or the ressources can't be freed or even |
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| 167 | worse: are freed and the program will end in a segmentation fault! |
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| 168 | hehehe, have ya seen it... :) |
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| 169 | */ |
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[5139] | 170 | void GameLoader::stop() |
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[2636] | 171 | { |
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| 172 | if(this->currentCampaign != NULL) |
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| 173 | this->currentCampaign->stop(); |
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| 174 | } |
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| 175 | |
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| 176 | |
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[4597] | 177 | /** |
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[4836] | 178 | * pause the current entity |
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| 179 | * @returns error code if this action has caused a error |
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[4443] | 180 | |
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| 181 | this pauses the current entity or passes this call forth to the running entity. |
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| 182 | */ |
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[3222] | 183 | ErrorMessage GameLoader::pause() |
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[2636] | 184 | { |
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| 185 | this->isPaused = true; |
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| 186 | if(this->currentCampaign != NULL) |
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| 187 | this->currentCampaign->pause(); |
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| 188 | } |
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| 189 | |
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| 190 | |
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[4597] | 191 | /** |
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[4836] | 192 | * resumes a pause |
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| 193 | * @returns error code if this action has caused a error |
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[4443] | 194 | |
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| 195 | this resumess the current entity or passes this call forth to the running entity. |
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| 196 | */ |
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[3222] | 197 | ErrorMessage GameLoader::resume() |
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[2636] | 198 | { |
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| 199 | this->isPaused = false; |
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| 200 | if(this->currentCampaign != NULL) |
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| 201 | this->currentCampaign->resume(); |
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| 202 | } |
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| 203 | |
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[4443] | 204 | |
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[3225] | 205 | /** |
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[4836] | 206 | * release the mem ATTENTION: not implemented |
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[3225] | 207 | */ |
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| 208 | ErrorMessage GameLoader::destroy() |
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[4487] | 209 | { |
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[2636] | 210 | |
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[4487] | 211 | } |
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[2636] | 212 | |
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[4487] | 213 | |
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[3225] | 214 | /** |
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[4836] | 215 | * reads a campaign definition file into a campaign class |
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| 216 | * @param fileName to be loaded |
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| 217 | * @returns the loaded campaign |
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[3225] | 218 | |
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| 219 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 220 | */ |
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[4487] | 221 | Campaign* GameLoader::fileToCampaign(const char* fileName) |
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[2636] | 222 | { |
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| 223 | /* do not entirely load the campaign. just the current world |
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| 224 | before start of each world, it has to be initialized so it |
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| 225 | can load everything it needs into memory then. |
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| 226 | */ |
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[4597] | 227 | |
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[4487] | 228 | if( fileName == NULL) |
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[4010] | 229 | { |
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[4113] | 230 | PRINTF(2)("No filename specified for loading"); |
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[4010] | 231 | return NULL; |
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| 232 | } |
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[4597] | 233 | |
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[4487] | 234 | TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); |
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[4010] | 235 | // load the campaign document |
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| 236 | if( !XMLDoc->LoadFile()) |
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| 237 | { |
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| 238 | // report an error |
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[4487] | 239 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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[4010] | 240 | delete XMLDoc; |
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| 241 | return NULL; |
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| 242 | } |
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[4597] | 243 | |
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[4010] | 244 | // check basic validity |
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| 245 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 246 | assert( root != NULL); |
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[4597] | 247 | |
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[4010] | 248 | if( strcmp( root->Value(), "Campaign")) |
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| 249 | { |
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| 250 | // report an error |
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[4113] | 251 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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[4010] | 252 | delete XMLDoc; |
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| 253 | return NULL; |
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| 254 | } |
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[4597] | 255 | |
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[4010] | 256 | // construct campaign |
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| 257 | Campaign* c = new Campaign( root); |
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[4597] | 258 | |
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[4010] | 259 | // free the XML data |
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| 260 | delete XMLDoc; |
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[4496] | 261 | |
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[4010] | 262 | return c; |
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[2636] | 263 | } |
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| 264 | |
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| 265 | |
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| 266 | /** |
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[4836] | 267 | * handle keyboard commands |
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| 268 | * @param event the event to handle |
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[2636] | 269 | */ |
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[4410] | 270 | void GameLoader::process(const Event& event) |
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| 271 | { |
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| 272 | if( event.type == KeyMapper::PEV_NEXT_WORLD) |
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| 273 | { |
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[4597] | 274 | if( likely(event.bPressed)) |
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| 275 | { |
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| 276 | this->nextLevel(); |
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| 277 | } |
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[4410] | 278 | } |
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| 279 | else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) |
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| 280 | { |
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| 281 | if( likely(event.bPressed)) |
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[4597] | 282 | { |
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| 283 | this->previousLevel(); |
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| 284 | } |
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[4410] | 285 | } |
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| 286 | else if( event.type == KeyMapper::PEV_PAUSE) |
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| 287 | { |
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| 288 | if( likely(event.bPressed)) |
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[4597] | 289 | { |
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| 290 | if(this->isPaused) |
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| 291 | this->resume(); |
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| 292 | else |
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| 293 | this->pause(); |
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| 294 | } |
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[4410] | 295 | } |
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| 296 | else if( event.type == KeyMapper::PEV_QUIT) |
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| 297 | { |
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| 298 | if( event.bPressed) this->stop(); |
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| 299 | } |
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| 300 | } |
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| 301 | |
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[4443] | 302 | |
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[4487] | 303 | /** |
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[3225] | 304 | \brief this changes to the next level |
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| 305 | */ |
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[2636] | 306 | void GameLoader::nextLevel() |
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| 307 | { |
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| 308 | if(this->currentCampaign != NULL) |
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| 309 | this->currentCampaign->nextLevel(); |
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| 310 | } |
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| 311 | |
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[3225] | 312 | |
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[4487] | 313 | /** |
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[3225] | 314 | \brief change to the previous level - not implemented |
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| 315 | |
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| 316 | this propably useless |
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| 317 | */ |
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[2636] | 318 | void GameLoader::previousLevel() |
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| 319 | { |
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| 320 | if(this->currentCampaign != NULL) |
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| 321 | this->currentCampaign->previousLevel(); |
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| 322 | } |
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[4010] | 323 | |
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| 324 | /** |
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[4836] | 325 | * load a StoryEntity |
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| 326 | * @param element a XMLElement containing all the needed info |
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[4010] | 327 | */ |
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[4598] | 328 | BaseObject* GameLoader::fabricate(const TiXmlElement* element) |
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[4010] | 329 | { |
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[4114] | 330 | assert( element != NULL); |
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[4597] | 331 | |
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[4739] | 332 | if( Factory::getFirst() == NULL) |
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[4114] | 333 | { |
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| 334 | PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n"); |
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| 335 | return NULL; |
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| 336 | } |
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[4597] | 337 | |
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[4114] | 338 | if( element->Value() != NULL) |
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| 339 | { |
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| 340 | PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value()); |
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[4739] | 341 | BaseObject* b = Factory::getFirst()->fabricate( element); |
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[4597] | 342 | if( b == NULL) |
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| 343 | PRINTF(2)("Failed to fabricate a '%s'\n", element->Value()); |
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| 344 | else |
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| 345 | PRINTF(4)("Successfully fabricated a '%s'\n", element->Value()); |
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[4114] | 346 | return b; |
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| 347 | } |
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[4597] | 348 | |
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[4114] | 349 | PRINTF(2)("Fabricate failed, TiXmlElement did not contain a value\n"); |
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[4597] | 350 | |
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[4114] | 351 | return NULL; |
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[4010] | 352 | } |
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