Changeset 7374 in orxonox.OLD for trunk/src/lib/util
- Timestamp:
- Apr 26, 2006, 3:28:55 AM (19 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/util/loading/game_loader.cc
r7221 r7374 29 29 30 30 31 using namespace std; 32 33 34 SHELL_COMMAND(quit, GameLoader, stop) 35 ->describe("quits the game") 36 ->setAlias("orxoquit"); 37 38 39 GameLoader* GameLoader::singletonRef = NULL; 40 41 42 /** 43 * simple constructor 44 */ 45 GameLoader::GameLoader () 31 namespace OrxShell 46 32 { 47 this->setClassID(CL_GAME_LOADER, "GameLoader"); 48 this->setName("GameLoader"); 49 this->bRun = true; 50 } 51 52 53 /** 54 * simple deconstructor 55 */ 56 GameLoader::~GameLoader () 57 { 58 if( this->currentCampaign) 59 delete this->currentCampaign; 60 this->currentCampaign = NULL; 61 } 62 63 64 /** 65 * initializes the GameLoader 66 */ 67 ErrorMessage GameLoader::init() 68 { 69 if(this->currentCampaign != NULL) 70 this->currentCampaign->init(); 71 72 this->eventHandler = EventHandler::getInstance(); 73 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); 74 this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT); //< External Quit Event 75 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_QUIT); 76 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); 77 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); 78 } 79 80 81 /** 82 * reads a campaign definition file into a campaign class 83 * @param fileName to be loaded 84 * @returns the loaded campaign 85 * 86 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 87 */ 88 ErrorMessage GameLoader::loadCampaign(const std::string& fileName) 89 { 90 ErrorMessage errorCode; 91 std::string campaignName = ResourceManager::getFullName(fileName); 92 if (!campaignName.empty()) 33 34 SHELL_COMMAND(quit, GameLoader, stop) 35 ->describe("quits the game") 36 ->setAlias("orxoquit"); 37 38 39 GameLoader* GameLoader::singletonRef = NULL; 40 41 42 /** 43 * simple constructor 44 */ 45 GameLoader::GameLoader () 46 { 47 this->setClassID(CL_GAME_LOADER, "GameLoader"); 48 this->setName("GameLoader"); 49 this->bRun = true; 50 } 51 52 53 /** 54 * simple deconstructor 55 */ 56 GameLoader::~GameLoader () 57 { 58 if( this->currentCampaign) 59 delete this->currentCampaign; 60 this->currentCampaign = NULL; 61 } 62 63 64 /** 65 * initializes the GameLoader 66 */ 67 ErrorMessage GameLoader::init() 68 { 69 if(this->currentCampaign != NULL) 70 this->currentCampaign->init(); 71 72 this->eventHandler = EventHandler::getInstance(); 73 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); 74 this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT); //< External Quit Event 75 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_QUIT); 76 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); 77 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); 78 } 79 80 81 /** 82 * reads a campaign definition file into a campaign class 83 * @param fileName to be loaded 84 * @returns the loaded campaign 85 * 86 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 87 */ 88 ErrorMessage GameLoader::loadCampaign(const std::string& fileName) 89 { 90 ErrorMessage errorCode; 91 std::string campaignName = ResourceManager::getFullName(fileName); 92 if (!campaignName.empty()) 93 93 { 94 94 this->currentCampaign = this->fileToCampaign(campaignName); 95 95 } 96 }97 98 99 /**100 * reads a campaign definition file into a campaign class101 * @param fileName to be loaded102 * @returns the loaded campaign103 *104 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns105 */106 ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName)107 {108 ErrorMessage errorCode;109 std::string campaignName = ResourceManager::getFullName(fileName);110 if (!campaignName.empty())111 {112 this->currentCampaign = this->fileToCampaign(campaignName);113 }114 }115 116 117 /**118 * loads a debug campaign for test purposes only.119 * @param campaignID the identifier of the campaign.120 * @returns error message if not able to do so.121 */122 ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID)123 {124 switch(campaignID)125 { 126 /*127 Debug Level 0: Debug level used to test the base frame work.128 As you can see, all storyentity data is allocated before game129 start. the storyentity will load themselfs shortly before start130 through the StoryEntity::init() funtion.131 */132 case DEBUG_CAMPAIGN_0:133 {134 /* Campaign* debugCampaign = new Campaign();135 136 World* world0 = new World(DEBUG_WORLD_0);137 world0->setNextStoryID(WORLD_ID_1);138 debugCampaign->addEntity(world0, WORLD_ID_0);139 140 World* world1 = new World(DEBUG_WORLD_1);141 world1->setNextStoryID(WORLD_ID_2);142 debugCampaign->addEntity(world1, WORLD_ID_1);143 144 World* world2 = new World(DEBUG_WORLD_2);145 world2->setNextStoryID(WORLD_ID_GAMEEND);146 debugCampaign->addEntity(world2, WORLD_ID_2);147 148 this->currentCampaign = debugCampaign;149 break;*/150 }151 } 152 }153 154 155 /**156 * starts the current entity157 * @returns error code if this action has caused a error158 */159 ErrorMessage GameLoader::start()160 {161 if(this->currentCampaign != NULL)162 {163 this->currentCampaign->start();164 }165 }166 167 168 /**169 * stops the current entity170 * @returns error code if this action has caused a error171 *172 * ATTENTION: this function shouldn't call other functions, or if so, they must return173 * after finishing. If you ignore or forget to do so, the current entity is not able to174 * terminate and it will run in the background or the ressources can't be freed or even175 * worse: are freed and the program will end in a segmentation fault!176 * hehehe, have ya seen it... :)177 */178 void GameLoader::stop()179 {180 if(this->currentCampaign != NULL)181 this->currentCampaign->stop();182 }183 184 185 /**186 * pause the current entity187 * @returns error code if this action has caused a error188 *189 * this pauses the current entity or passes this call forth to the running entity.190 */191 ErrorMessage GameLoader::pause()192 {193 this->isPaused = true;194 if(this->currentCampaign != NULL)195 this->currentCampaign->pause();196 }197 198 199 /**200 * resumes a pause201 * @returns error code if this action has caused a error202 *203 * this resumess the current entity or passes this call forth to the running entity.204 */205 ErrorMessage GameLoader::resume()206 {207 this->isPaused = false;208 if(this->currentCampaign != NULL)209 this->currentCampaign->resume();210 }211 212 213 /**214 * reads a campaign definition file into a campaign class215 * @param fileName to be loaded216 * @returns the loaded campaign217 *218 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns219 */220 Campaign* GameLoader::fileToCampaign(const std::string& fileName)221 {222 /* do not entirely load the campaign. just the current world223 before start of each world, it has to be initialized so it224 can load everything it needs into memory then.225 */226 227 if( fileName.empty())96 } 97 98 99 /** 100 * reads a campaign definition file into a campaign class 101 * @param fileName to be loaded 102 * @returns the loaded campaign 103 * 104 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 105 */ 106 ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName) 107 { 108 ErrorMessage errorCode; 109 std::string campaignName = ResourceManager::getFullName(fileName); 110 if (!campaignName.empty()) 111 { 112 this->currentCampaign = this->fileToCampaign(campaignName); 113 } 114 } 115 116 117 /** 118 * loads a debug campaign for test purposes only. 119 * @param campaignID the identifier of the campaign. 120 * @returns error message if not able to do so. 121 */ 122 ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) 123 { 124 switch(campaignID) 125 { 126 /* 127 Debug Level 0: Debug level used to test the base frame work. 128 As you can see, all storyentity data is allocated before game 129 start. the storyentity will load themselfs shortly before start 130 through the StoryEntity::init() funtion. 131 */ 132 case DEBUG_CAMPAIGN_0: 133 { 134 /* Campaign* debugCampaign = new Campaign(); 135 136 World* world0 = new World(DEBUG_WORLD_0); 137 world0->setNextStoryID(WORLD_ID_1); 138 debugCampaign->addEntity(world0, WORLD_ID_0); 139 140 World* world1 = new World(DEBUG_WORLD_1); 141 world1->setNextStoryID(WORLD_ID_2); 142 debugCampaign->addEntity(world1, WORLD_ID_1); 143 144 World* world2 = new World(DEBUG_WORLD_2); 145 world2->setNextStoryID(WORLD_ID_GAMEEND); 146 debugCampaign->addEntity(world2, WORLD_ID_2); 147 148 this->currentCampaign = debugCampaign; 149 break;*/ 150 } 151 } 152 } 153 154 155 /** 156 * starts the current entity 157 * @returns error code if this action has caused a error 158 */ 159 ErrorMessage GameLoader::start() 160 { 161 if(this->currentCampaign != NULL) 162 { 163 this->currentCampaign->start(); 164 } 165 } 166 167 168 /** 169 * stops the current entity 170 * @returns error code if this action has caused a error 171 * 172 * ATTENTION: this function shouldn't call other functions, or if so, they must return 173 * after finishing. If you ignore or forget to do so, the current entity is not able to 174 * terminate and it will run in the background or the ressources can't be freed or even 175 * worse: are freed and the program will end in a segmentation fault! 176 * hehehe, have ya seen it... :) 177 */ 178 void GameLoader::stop() 179 { 180 if(this->currentCampaign != NULL) 181 this->currentCampaign->stop(); 182 } 183 184 185 /** 186 * pause the current entity 187 * @returns error code if this action has caused a error 188 * 189 * this pauses the current entity or passes this call forth to the running entity. 190 */ 191 ErrorMessage GameLoader::pause() 192 { 193 this->isPaused = true; 194 if(this->currentCampaign != NULL) 195 this->currentCampaign->pause(); 196 } 197 198 199 /** 200 * resumes a pause 201 * @returns error code if this action has caused a error 202 * 203 * this resumess the current entity or passes this call forth to the running entity. 204 */ 205 ErrorMessage GameLoader::resume() 206 { 207 this->isPaused = false; 208 if(this->currentCampaign != NULL) 209 this->currentCampaign->resume(); 210 } 211 212 213 /** 214 * reads a campaign definition file into a campaign class 215 * @param fileName to be loaded 216 * @returns the loaded campaign 217 * 218 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 219 */ 220 Campaign* GameLoader::fileToCampaign(const std::string& fileName) 221 { 222 /* do not entirely load the campaign. just the current world 223 before start of each world, it has to be initialized so it 224 can load everything it needs into memory then. 225 */ 226 227 if( fileName.empty()) 228 228 { 229 229 PRINTF(2)("No filename specified for loading"); … … 231 231 } 232 232 233 TiXmlDocument XMLDoc(fileName);234 // load the campaign document235 if( !XMLDoc.LoadFile(fileName))233 TiXmlDocument XMLDoc(fileName); 234 // load the campaign document 235 if( !XMLDoc.LoadFile(fileName)) 236 236 { 237 237 // report an error … … 240 240 } 241 241 242 // check basic validity243 TiXmlElement* root = XMLDoc.RootElement();244 assert( root != NULL);245 246 if( strcmp( root->Value(), "Campaign"))242 // check basic validity 243 TiXmlElement* root = XMLDoc.RootElement(); 244 assert( root != NULL); 245 246 if( strcmp( root->Value(), "Campaign")) 247 247 { 248 248 // report an error … … 251 251 } 252 252 253 // construct campaign 254 return new Campaign( root); 253 // construct campaign 254 return new Campaign( root); 255 } 256 257 258 259 /** 260 * handle keyboard commands 261 * @param event the event to handle 262 */ 263 void GameLoader::process(const Event& event) 264 { 265 if( event.type == KeyMapper::PEV_NEXT_WORLD) 266 { 267 if( likely(event.bPressed)) 268 { 269 this->switchToNextLevel(); 270 } 271 } 272 else if( event.type == KeyMapper::PEV_PAUSE) 273 { 274 if( likely(event.bPressed)) 275 { 276 if(this->isPaused) 277 this->resume(); 278 else 279 this->pause(); 280 } 281 } 282 else if( event.type == KeyMapper::PEV_QUIT) 283 { 284 if( event.bPressed) this->stop(); 285 } 286 else if (event.type == EV_MAIN_QUIT) 287 this->stop(); 288 } 289 290 291 /** 292 * this changes to the next level 293 */ 294 void GameLoader::switchToNextLevel() 295 { 296 if(this->currentCampaign != NULL) 297 this->currentCampaign->switchToNextLevel(); 298 } 299 255 300 } 256 257 258 259 /**260 * handle keyboard commands261 * @param event the event to handle262 */263 void GameLoader::process(const Event& event)264 {265 if( event.type == KeyMapper::PEV_NEXT_WORLD)266 {267 if( likely(event.bPressed))268 {269 this->switchToNextLevel();270 }271 }272 else if( event.type == KeyMapper::PEV_PAUSE)273 {274 if( likely(event.bPressed))275 {276 if(this->isPaused)277 this->resume();278 else279 this->pause();280 }281 }282 else if( event.type == KeyMapper::PEV_QUIT)283 {284 if( event.bPressed) this->stop();285 }286 else if (event.type == EV_MAIN_QUIT)287 this->stop();288 }289 290 291 /**292 * this changes to the next level293 */294 void GameLoader::switchToNextLevel()295 {296 if(this->currentCampaign != NULL)297 this->currentCampaign->switchToNextLevel();298 }299 300
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