[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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[5195] | 36 | SHELL_COMMAND(quit, GameLoader, stop) |
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| 37 | ->describe("quits the game") |
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| 38 | ->setAlias("orxoquit"); |
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[2636] | 39 | |
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[5162] | 40 | |
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| 41 | GameLoader* GameLoader::singletonRef = NULL; |
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| 42 | |
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| 43 | |
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[4445] | 44 | /** |
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[4836] | 45 | * simple constructor |
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[4487] | 46 | */ |
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[4597] | 47 | GameLoader::GameLoader () |
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[4017] | 48 | { |
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[4597] | 49 | this->setClassID(CL_GAME_LOADER, "GameLoader"); |
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| 50 | this->setName("GameLoader"); |
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[5139] | 51 | |
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[4017] | 52 | } |
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[2636] | 53 | |
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| 54 | |
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[4445] | 55 | /** |
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[4836] | 56 | * simple deconstructor |
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[4487] | 57 | */ |
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[4816] | 58 | GameLoader::~GameLoader () |
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| 59 | { |
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| 60 | if( this->currentCampaign) |
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| 61 | delete this->currentCampaign; |
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| 62 | this->currentCampaign = NULL; |
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| 63 | } |
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[2636] | 64 | |
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| 65 | |
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[3225] | 66 | /** |
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[4836] | 67 | * this class is a singleton class |
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| 68 | * @returns an instance of itself |
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[3225] | 69 | |
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| 70 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 71 | */ |
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[2636] | 72 | GameLoader* GameLoader::getInstance() |
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| 73 | { |
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| 74 | if(singletonRef == NULL) |
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| 75 | singletonRef = new GameLoader(); |
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| 76 | return singletonRef; |
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| 77 | } |
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| 78 | |
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[4487] | 79 | /** |
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[4836] | 80 | * initializes the GameLoader |
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[4487] | 81 | */ |
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[3222] | 82 | ErrorMessage GameLoader::init() |
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[2636] | 83 | { |
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| 84 | if(this->currentCampaign != NULL) |
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| 85 | this->currentCampaign->init(); |
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[4411] | 86 | |
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| 87 | this->eventHandler = EventHandler::getInstance(); |
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[5093] | 88 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); |
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[4411] | 89 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); |
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[5093] | 90 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); |
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| 91 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); |
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[2636] | 92 | } |
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| 93 | |
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| 94 | |
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[3225] | 95 | /** |
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[4836] | 96 | * reads a campaign definition file into a campaign class |
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| 97 | * @param fileName to be loaded |
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| 98 | * @returns the loaded campaign |
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[3225] | 99 | |
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| 100 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 101 | */ |
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[4487] | 102 | ErrorMessage GameLoader::loadCampaign(const char* fileName) |
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[2636] | 103 | { |
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[3222] | 104 | ErrorMessage errorCode; |
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[4487] | 105 | char* campaignName = ResourceManager::getFullName(fileName); |
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[4216] | 106 | if (campaignName) |
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[4094] | 107 | { |
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| 108 | this->currentCampaign = this->fileToCampaign(campaignName); |
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[5208] | 109 | delete[] campaignName; |
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[4094] | 110 | } |
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[4816] | 111 | // World* world0 = new World(DEBUG_WORLD_0); |
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| 112 | // world0->setNextStoryID(WORLD_ID_GAMEEND); |
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| 113 | // this->currentCampaign->addEntity(world0, WORLD_ID_2); |
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[2636] | 114 | } |
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| 115 | |
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[3225] | 116 | /** |
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[4836] | 117 | * loads a debug campaign for test purposes only. |
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| 118 | * @param campaignID the identifier of the campaign. |
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| 119 | * @returns error message if not able to do so. |
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[3225] | 120 | */ |
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[3222] | 121 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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[2636] | 122 | { |
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| 123 | switch(campaignID) |
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| 124 | { |
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[4597] | 125 | /* |
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| 126 | Debug Level 0: Debug level used to test the base frame work. |
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| 127 | As you can see, all storyentity data is allocated before game |
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| 128 | start. the storyentity will load themselfs shortly before start |
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| 129 | through the StoryEntity::init() funtion. |
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[3629] | 130 | */ |
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[2636] | 131 | case DEBUG_CAMPAIGN_0: |
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| 132 | { |
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[4597] | 133 | Campaign* debugCampaign = new Campaign(); |
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[3220] | 134 | |
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[4597] | 135 | World* world0 = new World(DEBUG_WORLD_0); |
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| 136 | world0->setNextStoryID(WORLD_ID_1); |
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| 137 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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[3220] | 138 | |
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[4597] | 139 | World* world1 = new World(DEBUG_WORLD_1); |
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| 140 | world1->setNextStoryID(WORLD_ID_2); |
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| 141 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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[2636] | 142 | |
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[4597] | 143 | World* world2 = new World(DEBUG_WORLD_2); |
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| 144 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 145 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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[3727] | 146 | |
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[4597] | 147 | this->currentCampaign = debugCampaign; |
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| 148 | break; |
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[2636] | 149 | } |
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| 150 | } |
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| 151 | } |
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| 152 | |
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[4443] | 153 | |
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[4597] | 154 | /** |
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[4836] | 155 | * starts the current entity |
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| 156 | * @returns error code if this action has caused a error |
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[4443] | 157 | */ |
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[3222] | 158 | ErrorMessage GameLoader::start() |
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[2636] | 159 | { |
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| 160 | if(this->currentCampaign != NULL) |
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| 161 | this->currentCampaign->start(); |
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| 162 | } |
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| 163 | |
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| 164 | |
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[4597] | 165 | /** |
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[4836] | 166 | * stops the current entity |
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| 167 | * @returns error code if this action has caused a error |
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[4443] | 168 | |
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| 169 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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| 170 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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| 171 | terminate and it will run in the background or the ressources can't be freed or even |
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| 172 | worse: are freed and the program will end in a segmentation fault! |
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| 173 | hehehe, have ya seen it... :) |
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| 174 | */ |
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[5139] | 175 | void GameLoader::stop() |
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[2636] | 176 | { |
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| 177 | if(this->currentCampaign != NULL) |
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| 178 | this->currentCampaign->stop(); |
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| 179 | } |
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| 180 | |
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| 181 | |
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[4597] | 182 | /** |
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[4836] | 183 | * pause the current entity |
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| 184 | * @returns error code if this action has caused a error |
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[4443] | 185 | |
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| 186 | this pauses the current entity or passes this call forth to the running entity. |
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| 187 | */ |
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[3222] | 188 | ErrorMessage GameLoader::pause() |
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[2636] | 189 | { |
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| 190 | this->isPaused = true; |
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| 191 | if(this->currentCampaign != NULL) |
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| 192 | this->currentCampaign->pause(); |
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| 193 | } |
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| 194 | |
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| 195 | |
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[4597] | 196 | /** |
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[4836] | 197 | * resumes a pause |
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| 198 | * @returns error code if this action has caused a error |
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[4443] | 199 | |
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| 200 | this resumess the current entity or passes this call forth to the running entity. |
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| 201 | */ |
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[3222] | 202 | ErrorMessage GameLoader::resume() |
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[2636] | 203 | { |
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| 204 | this->isPaused = false; |
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| 205 | if(this->currentCampaign != NULL) |
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| 206 | this->currentCampaign->resume(); |
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| 207 | } |
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| 208 | |
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[4443] | 209 | |
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[3225] | 210 | /** |
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[4836] | 211 | * release the mem ATTENTION: not implemented |
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[3225] | 212 | */ |
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| 213 | ErrorMessage GameLoader::destroy() |
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[4487] | 214 | { |
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[2636] | 215 | |
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[4487] | 216 | } |
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[2636] | 217 | |
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[4487] | 218 | |
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[3225] | 219 | /** |
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[4836] | 220 | * reads a campaign definition file into a campaign class |
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| 221 | * @param fileName to be loaded |
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| 222 | * @returns the loaded campaign |
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[3225] | 223 | |
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| 224 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 225 | */ |
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[4487] | 226 | Campaign* GameLoader::fileToCampaign(const char* fileName) |
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[2636] | 227 | { |
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| 228 | /* do not entirely load the campaign. just the current world |
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| 229 | before start of each world, it has to be initialized so it |
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| 230 | can load everything it needs into memory then. |
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| 231 | */ |
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[4597] | 232 | |
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[4487] | 233 | if( fileName == NULL) |
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[4010] | 234 | { |
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[4113] | 235 | PRINTF(2)("No filename specified for loading"); |
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[4010] | 236 | return NULL; |
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| 237 | } |
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[4597] | 238 | |
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[4487] | 239 | TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); |
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[4010] | 240 | // load the campaign document |
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| 241 | if( !XMLDoc->LoadFile()) |
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| 242 | { |
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| 243 | // report an error |
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[4487] | 244 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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[4010] | 245 | delete XMLDoc; |
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| 246 | return NULL; |
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| 247 | } |
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[4597] | 248 | |
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[4010] | 249 | // check basic validity |
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| 250 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 251 | assert( root != NULL); |
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[4597] | 252 | |
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[4010] | 253 | if( strcmp( root->Value(), "Campaign")) |
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| 254 | { |
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| 255 | // report an error |
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[4113] | 256 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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[4010] | 257 | delete XMLDoc; |
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| 258 | return NULL; |
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| 259 | } |
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[4597] | 260 | |
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[4010] | 261 | // construct campaign |
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| 262 | Campaign* c = new Campaign( root); |
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[4597] | 263 | |
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[4010] | 264 | // free the XML data |
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| 265 | delete XMLDoc; |
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[4496] | 266 | |
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[4010] | 267 | return c; |
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[2636] | 268 | } |
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| 269 | |
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| 270 | |
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| 271 | /** |
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[4836] | 272 | * handle keyboard commands |
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| 273 | * @param event the event to handle |
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[2636] | 274 | */ |
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[4410] | 275 | void GameLoader::process(const Event& event) |
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| 276 | { |
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| 277 | if( event.type == KeyMapper::PEV_NEXT_WORLD) |
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| 278 | { |
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[4597] | 279 | if( likely(event.bPressed)) |
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| 280 | { |
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| 281 | this->nextLevel(); |
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| 282 | } |
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[4410] | 283 | } |
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| 284 | else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) |
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| 285 | { |
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| 286 | if( likely(event.bPressed)) |
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[4597] | 287 | { |
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| 288 | this->previousLevel(); |
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| 289 | } |
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[4410] | 290 | } |
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| 291 | else if( event.type == KeyMapper::PEV_PAUSE) |
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| 292 | { |
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| 293 | if( likely(event.bPressed)) |
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[4597] | 294 | { |
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| 295 | if(this->isPaused) |
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| 296 | this->resume(); |
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| 297 | else |
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| 298 | this->pause(); |
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| 299 | } |
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[4410] | 300 | } |
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| 301 | else if( event.type == KeyMapper::PEV_QUIT) |
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| 302 | { |
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| 303 | if( event.bPressed) this->stop(); |
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| 304 | } |
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| 305 | } |
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| 306 | |
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[4443] | 307 | |
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[4487] | 308 | /** |
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[3225] | 309 | \brief this changes to the next level |
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| 310 | */ |
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[2636] | 311 | void GameLoader::nextLevel() |
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| 312 | { |
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| 313 | if(this->currentCampaign != NULL) |
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| 314 | this->currentCampaign->nextLevel(); |
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| 315 | } |
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| 316 | |
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[3225] | 317 | |
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[4487] | 318 | /** |
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[3225] | 319 | \brief change to the previous level - not implemented |
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| 320 | |
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| 321 | this propably useless |
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| 322 | */ |
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[2636] | 323 | void GameLoader::previousLevel() |
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| 324 | { |
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| 325 | if(this->currentCampaign != NULL) |
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| 326 | this->currentCampaign->previousLevel(); |
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| 327 | } |
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[4010] | 328 | |
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| 329 | /** |
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[4836] | 330 | * load a StoryEntity |
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| 331 | * @param element a XMLElement containing all the needed info |
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[4010] | 332 | */ |
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[4598] | 333 | BaseObject* GameLoader::fabricate(const TiXmlElement* element) |
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[4010] | 334 | { |
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[4114] | 335 | assert( element != NULL); |
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[4597] | 336 | |
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[4739] | 337 | if( Factory::getFirst() == NULL) |
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[4114] | 338 | { |
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| 339 | PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n"); |
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| 340 | return NULL; |
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| 341 | } |
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[4597] | 342 | |
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[4114] | 343 | if( element->Value() != NULL) |
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| 344 | { |
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| 345 | PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value()); |
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[4739] | 346 | BaseObject* b = Factory::getFirst()->fabricate( element); |
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[4597] | 347 | if( b == NULL) |
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| 348 | PRINTF(2)("Failed to fabricate a '%s'\n", element->Value()); |
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| 349 | else |
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| 350 | PRINTF(4)("Successfully fabricated a '%s'\n", element->Value()); |
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[4114] | 351 | return b; |
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| 352 | } |
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[4597] | 353 | |
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[4114] | 354 | PRINTF(2)("Fabricate failed, TiXmlElement did not contain a value\n"); |
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[4597] | 355 | |
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[4114] | 356 | return NULL; |
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[4010] | 357 | } |
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