[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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[5300] | 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD |
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| 19 | |
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[2636] | 20 | #include "game_loader.h" |
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[5139] | 21 | |
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| 22 | #include "shell_command.h" |
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[2636] | 23 | #include "campaign.h" |
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| 24 | #include "world.h" |
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| 25 | #include "orxonox.h" |
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| 26 | #include "camera.h" |
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| 27 | #include "vector.h" |
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[4094] | 28 | #include "resource_manager.h" |
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[4010] | 29 | #include "factory.h" |
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[4410] | 30 | #include "event.h" |
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| 31 | #include "event_handler.h" |
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[2636] | 32 | #include <string.h> |
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| 33 | |
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| 34 | |
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| 35 | using namespace std; |
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| 36 | |
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| 37 | |
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[5195] | 38 | SHELL_COMMAND(quit, GameLoader, stop) |
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| 39 | ->describe("quits the game") |
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| 40 | ->setAlias("orxoquit"); |
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[2636] | 41 | |
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[5162] | 42 | |
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| 43 | GameLoader* GameLoader::singletonRef = NULL; |
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| 44 | |
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| 45 | |
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[4445] | 46 | /** |
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[4836] | 47 | * simple constructor |
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[4487] | 48 | */ |
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[4597] | 49 | GameLoader::GameLoader () |
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[4017] | 50 | { |
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[4597] | 51 | this->setClassID(CL_GAME_LOADER, "GameLoader"); |
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| 52 | this->setName("GameLoader"); |
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[5139] | 53 | |
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[4017] | 54 | } |
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[2636] | 55 | |
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| 56 | |
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[4445] | 57 | /** |
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[4836] | 58 | * simple deconstructor |
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[4487] | 59 | */ |
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[4816] | 60 | GameLoader::~GameLoader () |
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| 61 | { |
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| 62 | if( this->currentCampaign) |
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| 63 | delete this->currentCampaign; |
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| 64 | this->currentCampaign = NULL; |
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| 65 | } |
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[2636] | 66 | |
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| 67 | |
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[3225] | 68 | /** |
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[4836] | 69 | * this class is a singleton class |
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| 70 | * @returns an instance of itself |
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[3225] | 71 | |
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| 72 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 73 | */ |
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[2636] | 74 | GameLoader* GameLoader::getInstance() |
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| 75 | { |
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| 76 | if(singletonRef == NULL) |
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| 77 | singletonRef = new GameLoader(); |
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| 78 | return singletonRef; |
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| 79 | } |
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| 80 | |
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[4487] | 81 | /** |
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[4836] | 82 | * initializes the GameLoader |
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[4487] | 83 | */ |
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[3222] | 84 | ErrorMessage GameLoader::init() |
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[2636] | 85 | { |
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| 86 | if(this->currentCampaign != NULL) |
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| 87 | this->currentCampaign->init(); |
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[4411] | 88 | |
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| 89 | this->eventHandler = EventHandler::getInstance(); |
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[5093] | 90 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); |
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[4411] | 91 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); |
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[5093] | 92 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); |
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| 93 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); |
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[2636] | 94 | } |
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| 95 | |
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| 96 | |
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[3225] | 97 | /** |
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[4836] | 98 | * reads a campaign definition file into a campaign class |
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| 99 | * @param fileName to be loaded |
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| 100 | * @returns the loaded campaign |
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[3225] | 101 | |
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| 102 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 103 | */ |
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[4487] | 104 | ErrorMessage GameLoader::loadCampaign(const char* fileName) |
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[2636] | 105 | { |
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[3222] | 106 | ErrorMessage errorCode; |
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[4487] | 107 | char* campaignName = ResourceManager::getFullName(fileName); |
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[4216] | 108 | if (campaignName) |
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[4094] | 109 | { |
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| 110 | this->currentCampaign = this->fileToCampaign(campaignName); |
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[5208] | 111 | delete[] campaignName; |
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[4094] | 112 | } |
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[4816] | 113 | // World* world0 = new World(DEBUG_WORLD_0); |
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| 114 | // world0->setNextStoryID(WORLD_ID_GAMEEND); |
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| 115 | // this->currentCampaign->addEntity(world0, WORLD_ID_2); |
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[2636] | 116 | } |
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| 117 | |
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[3225] | 118 | /** |
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[4836] | 119 | * loads a debug campaign for test purposes only. |
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| 120 | * @param campaignID the identifier of the campaign. |
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| 121 | * @returns error message if not able to do so. |
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[3225] | 122 | */ |
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[3222] | 123 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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[2636] | 124 | { |
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| 125 | switch(campaignID) |
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| 126 | { |
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[4597] | 127 | /* |
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| 128 | Debug Level 0: Debug level used to test the base frame work. |
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| 129 | As you can see, all storyentity data is allocated before game |
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| 130 | start. the storyentity will load themselfs shortly before start |
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| 131 | through the StoryEntity::init() funtion. |
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[3629] | 132 | */ |
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[2636] | 133 | case DEBUG_CAMPAIGN_0: |
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| 134 | { |
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[4597] | 135 | Campaign* debugCampaign = new Campaign(); |
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[3220] | 136 | |
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[4597] | 137 | World* world0 = new World(DEBUG_WORLD_0); |
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| 138 | world0->setNextStoryID(WORLD_ID_1); |
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| 139 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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[3220] | 140 | |
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[4597] | 141 | World* world1 = new World(DEBUG_WORLD_1); |
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| 142 | world1->setNextStoryID(WORLD_ID_2); |
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| 143 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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[2636] | 144 | |
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[4597] | 145 | World* world2 = new World(DEBUG_WORLD_2); |
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| 146 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 147 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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[3727] | 148 | |
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[4597] | 149 | this->currentCampaign = debugCampaign; |
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| 150 | break; |
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[2636] | 151 | } |
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| 152 | } |
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| 153 | } |
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| 154 | |
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[4443] | 155 | |
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[4597] | 156 | /** |
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[4836] | 157 | * starts the current entity |
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| 158 | * @returns error code if this action has caused a error |
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[4443] | 159 | */ |
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[3222] | 160 | ErrorMessage GameLoader::start() |
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[2636] | 161 | { |
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| 162 | if(this->currentCampaign != NULL) |
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| 163 | this->currentCampaign->start(); |
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| 164 | } |
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| 165 | |
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| 166 | |
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[4597] | 167 | /** |
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[4836] | 168 | * stops the current entity |
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| 169 | * @returns error code if this action has caused a error |
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[4443] | 170 | |
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| 171 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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| 172 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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| 173 | terminate and it will run in the background or the ressources can't be freed or even |
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| 174 | worse: are freed and the program will end in a segmentation fault! |
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| 175 | hehehe, have ya seen it... :) |
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| 176 | */ |
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[5139] | 177 | void GameLoader::stop() |
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[2636] | 178 | { |
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| 179 | if(this->currentCampaign != NULL) |
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| 180 | this->currentCampaign->stop(); |
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| 181 | } |
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| 182 | |
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| 183 | |
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[4597] | 184 | /** |
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[4836] | 185 | * pause the current entity |
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| 186 | * @returns error code if this action has caused a error |
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[4443] | 187 | |
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| 188 | this pauses the current entity or passes this call forth to the running entity. |
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| 189 | */ |
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[3222] | 190 | ErrorMessage GameLoader::pause() |
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[2636] | 191 | { |
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| 192 | this->isPaused = true; |
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| 193 | if(this->currentCampaign != NULL) |
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| 194 | this->currentCampaign->pause(); |
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| 195 | } |
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| 196 | |
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| 197 | |
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[4597] | 198 | /** |
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[4836] | 199 | * resumes a pause |
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| 200 | * @returns error code if this action has caused a error |
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[4443] | 201 | |
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| 202 | this resumess the current entity or passes this call forth to the running entity. |
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| 203 | */ |
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[3222] | 204 | ErrorMessage GameLoader::resume() |
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[2636] | 205 | { |
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| 206 | this->isPaused = false; |
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| 207 | if(this->currentCampaign != NULL) |
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| 208 | this->currentCampaign->resume(); |
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| 209 | } |
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| 210 | |
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[4443] | 211 | |
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[3225] | 212 | /** |
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[4836] | 213 | * release the mem ATTENTION: not implemented |
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[3225] | 214 | */ |
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| 215 | ErrorMessage GameLoader::destroy() |
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[4487] | 216 | { |
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[2636] | 217 | |
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[4487] | 218 | } |
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[2636] | 219 | |
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[4487] | 220 | |
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[3225] | 221 | /** |
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[4836] | 222 | * reads a campaign definition file into a campaign class |
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| 223 | * @param fileName to be loaded |
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| 224 | * @returns the loaded campaign |
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[3225] | 225 | |
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| 226 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 227 | */ |
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[4487] | 228 | Campaign* GameLoader::fileToCampaign(const char* fileName) |
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[2636] | 229 | { |
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| 230 | /* do not entirely load the campaign. just the current world |
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| 231 | before start of each world, it has to be initialized so it |
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| 232 | can load everything it needs into memory then. |
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| 233 | */ |
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[4597] | 234 | |
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[4487] | 235 | if( fileName == NULL) |
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[4010] | 236 | { |
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[4113] | 237 | PRINTF(2)("No filename specified for loading"); |
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[4010] | 238 | return NULL; |
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| 239 | } |
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[4597] | 240 | |
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[4487] | 241 | TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); |
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[4010] | 242 | // load the campaign document |
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| 243 | if( !XMLDoc->LoadFile()) |
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| 244 | { |
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| 245 | // report an error |
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[4487] | 246 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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[4010] | 247 | delete XMLDoc; |
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| 248 | return NULL; |
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| 249 | } |
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[4597] | 250 | |
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[4010] | 251 | // check basic validity |
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| 252 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 253 | assert( root != NULL); |
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[4597] | 254 | |
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[4010] | 255 | if( strcmp( root->Value(), "Campaign")) |
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| 256 | { |
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| 257 | // report an error |
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[4113] | 258 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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[4010] | 259 | delete XMLDoc; |
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| 260 | return NULL; |
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| 261 | } |
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[4597] | 262 | |
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[4010] | 263 | // construct campaign |
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| 264 | Campaign* c = new Campaign( root); |
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[4597] | 265 | |
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[4010] | 266 | // free the XML data |
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| 267 | delete XMLDoc; |
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[4496] | 268 | |
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[4010] | 269 | return c; |
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[2636] | 270 | } |
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| 271 | |
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| 272 | |
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| 273 | /** |
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[4836] | 274 | * handle keyboard commands |
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| 275 | * @param event the event to handle |
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[2636] | 276 | */ |
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[4410] | 277 | void GameLoader::process(const Event& event) |
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| 278 | { |
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| 279 | if( event.type == KeyMapper::PEV_NEXT_WORLD) |
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| 280 | { |
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[4597] | 281 | if( likely(event.bPressed)) |
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| 282 | { |
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| 283 | this->nextLevel(); |
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| 284 | } |
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[4410] | 285 | } |
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| 286 | else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) |
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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 | this->previousLevel(); |
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| 291 | } |
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[4410] | 292 | } |
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| 293 | else if( event.type == KeyMapper::PEV_PAUSE) |
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| 294 | { |
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| 295 | if( likely(event.bPressed)) |
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[4597] | 296 | { |
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| 297 | if(this->isPaused) |
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| 298 | this->resume(); |
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| 299 | else |
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| 300 | this->pause(); |
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| 301 | } |
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[4410] | 302 | } |
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| 303 | else if( event.type == KeyMapper::PEV_QUIT) |
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| 304 | { |
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| 305 | if( event.bPressed) this->stop(); |
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| 306 | } |
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| 307 | } |
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| 308 | |
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[4443] | 309 | |
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[4487] | 310 | /** |
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[3225] | 311 | \brief this changes to the next level |
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| 312 | */ |
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[2636] | 313 | void GameLoader::nextLevel() |
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| 314 | { |
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| 315 | if(this->currentCampaign != NULL) |
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| 316 | this->currentCampaign->nextLevel(); |
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| 317 | } |
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| 318 | |
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[3225] | 319 | |
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[4487] | 320 | /** |
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[3225] | 321 | \brief change to the previous level - not implemented |
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| 322 | |
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| 323 | this propably useless |
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| 324 | */ |
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[2636] | 325 | void GameLoader::previousLevel() |
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| 326 | { |
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| 327 | if(this->currentCampaign != NULL) |
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| 328 | this->currentCampaign->previousLevel(); |
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| 329 | } |
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[4010] | 330 | |
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| 331 | /** |
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[4836] | 332 | * load a StoryEntity |
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| 333 | * @param element a XMLElement containing all the needed info |
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[4010] | 334 | */ |
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[4598] | 335 | BaseObject* GameLoader::fabricate(const TiXmlElement* element) |
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[4010] | 336 | { |
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[4114] | 337 | assert( element != NULL); |
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[4597] | 338 | |
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[4739] | 339 | if( Factory::getFirst() == NULL) |
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[4114] | 340 | { |
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| 341 | PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n"); |
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| 342 | return NULL; |
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| 343 | } |
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[4597] | 344 | |
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[4114] | 345 | if( element->Value() != NULL) |
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| 346 | { |
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| 347 | PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value()); |
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[4739] | 348 | BaseObject* b = Factory::getFirst()->fabricate( element); |
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[4597] | 349 | if( b == NULL) |
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| 350 | PRINTF(2)("Failed to fabricate a '%s'\n", element->Value()); |
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| 351 | else |
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| 352 | PRINTF(4)("Successfully fabricated a '%s'\n", element->Value()); |
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[4114] | 353 | return b; |
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| 354 | } |
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[4597] | 355 | |
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[4114] | 356 | PRINTF(2)("Fabricate failed, TiXmlElement did not contain a value\n"); |
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[4597] | 357 | |
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[4114] | 358 | return NULL; |
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[4010] | 359 | } |
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