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| 2 |  | 
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| 3 | /* | 
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| 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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD | 
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| 19 |  | 
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| 20 | #include "game_loader.h" | 
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| 21 | #include "util/loading/load_param.h" | 
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| 22 |  | 
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| 23 | #include "shell_command.h" | 
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| 24 | #include "campaign.h" | 
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| 25 |  | 
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| 26 | #include "util/loading/resource_manager.h" | 
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| 27 |  | 
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| 28 | #include "key_mapper.h" | 
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| 29 |  | 
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| 30 |  | 
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| 31 |  | 
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| 32 | SHELL_COMMAND(quit, GameLoader, stop) | 
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| 33 | ->describe("quits the game") | 
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| 34 | ->setAlias("orxoquit"); | 
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| 35 |  | 
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| 36 |  | 
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| 37 | GameLoader* GameLoader::singletonRef = NULL; | 
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| 38 |  | 
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| 39 |  | 
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| 40 | /** | 
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| 41 | *  simple constructor | 
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| 42 | */ | 
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| 43 | GameLoader::GameLoader () | 
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| 44 | { | 
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| 45 | this->setClassID(CL_GAME_LOADER, "GameLoader"); | 
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| 46 | this->setName("GameLoader"); | 
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| 47 | this->bRun = true; | 
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| 48 | } | 
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| 49 |  | 
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| 50 |  | 
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| 51 | /** | 
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| 52 | *  simple deconstructor | 
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| 53 | */ | 
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| 54 | GameLoader::~GameLoader () | 
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| 55 | { | 
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| 56 | if( this->currentCampaign) | 
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| 57 | delete this->currentCampaign; | 
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| 58 | this->currentCampaign = NULL; | 
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| 59 | } | 
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| 60 |  | 
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| 61 |  | 
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| 62 | /** | 
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| 63 | *  initializes the GameLoader | 
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| 64 | */ | 
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| 65 | ErrorMessage GameLoader::init() | 
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| 66 | { | 
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| 67 | if(this->currentCampaign != NULL) | 
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| 68 | this->currentCampaign->init(); | 
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| 69 |  | 
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| 70 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_PAUSE); | 
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| 71 | this->subscribeEvent(ES_ALL, EV_MAIN_QUIT);          //< External Quit Event | 
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| 72 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_QUIT); | 
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| 73 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_NEXT_WORLD); | 
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| 74 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); | 
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| 75 | } | 
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| 76 |  | 
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| 77 |  | 
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| 78 | /** | 
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| 79 | *  reads a campaign definition file into a campaign class | 
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| 80 | * @param fileName to be loaded | 
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| 81 | * @returns the loaded campaign | 
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| 82 | * | 
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| 83 | * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 84 | */ | 
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| 85 | ErrorMessage GameLoader::loadCampaign(const std::string& fileName) | 
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| 86 | { | 
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| 87 | ErrorMessage errorCode; | 
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| 88 | std::string campaignName = ResourceManager::getFullName(fileName); | 
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| 89 | if (!campaignName.empty()) | 
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| 90 | { | 
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| 91 | this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 92 | } | 
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| 93 | } | 
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| 94 |  | 
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| 95 |  | 
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| 96 | /** | 
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| 97 | *  reads a campaign definition file into a campaign class | 
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| 98 | * @param fileName to be loaded | 
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| 99 | * @returns the loaded campaign | 
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| 100 | * | 
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| 101 | * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 102 | */ | 
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| 103 | ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName) | 
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| 104 | { | 
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| 105 | ErrorMessage errorCode; | 
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| 106 | std::string campaignName = ResourceManager::getFullName(fileName); | 
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| 107 | if (!campaignName.empty()) | 
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| 108 | { | 
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| 109 | this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 110 | } | 
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| 111 | } | 
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| 112 |  | 
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| 113 |  | 
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| 114 | /** | 
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| 115 | *  loads a debug campaign for test purposes only. | 
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| 116 | * @param campaignID the identifier of the campaign. | 
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| 117 | * @returns error message if not able to do so. | 
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| 118 | */ | 
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| 119 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| 120 | { | 
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| 121 | switch(campaignID) | 
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| 122 | { | 
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| 123 | /* | 
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| 124 | Debug Level 0: Debug level used to test the base frame work. | 
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| 125 | As you can see, all storyentity data is allocated before game | 
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| 126 | start. the storyentity will load themselfs shortly before start | 
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| 127 | through the StoryEntity::init() funtion. | 
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| 128 | */ | 
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| 129 | case DEBUG_CAMPAIGN_0: | 
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| 130 | { | 
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| 131 | /*        Campaign* debugCampaign = new Campaign(); | 
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| 132 |  | 
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| 133 | World* world0 = new World(DEBUG_WORLD_0); | 
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| 134 | world0->setNextStoryID(WORLD_ID_1); | 
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| 135 | debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| 136 |  | 
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| 137 | World* world1 = new World(DEBUG_WORLD_1); | 
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| 138 | world1->setNextStoryID(WORLD_ID_2); | 
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| 139 | debugCampaign->addEntity(world1, WORLD_ID_1); | 
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| 140 |  | 
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| 141 | World* world2 = new World(DEBUG_WORLD_2); | 
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| 142 | world2->setNextStoryID(WORLD_ID_GAMEEND); | 
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| 143 | debugCampaign->addEntity(world2, WORLD_ID_2); | 
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| 144 |  | 
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| 145 | this->currentCampaign = debugCampaign; | 
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| 146 | break;*/ | 
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| 147 | } | 
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| 148 | } | 
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| 149 | } | 
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| 150 |  | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | *  starts the current entity | 
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| 154 | * @returns error code if this action has caused a error | 
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| 155 | */ | 
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| 156 | ErrorMessage GameLoader::start() | 
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| 157 | { | 
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| 158 | if(this->currentCampaign != NULL) | 
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| 159 | { | 
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| 160 | this->currentCampaign->start(); | 
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| 161 | } | 
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| 162 | } | 
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| 163 |  | 
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| 164 |  | 
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| 165 | /** | 
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| 166 | *  stops the current entity | 
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| 167 | * @returns error code if this action has caused a error | 
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| 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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| 175 | void GameLoader::stop() | 
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| 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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| 182 | /** | 
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| 183 | *  pause the current entity | 
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| 184 | * @returns error code if this action has caused a error | 
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| 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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| 188 | ErrorMessage GameLoader::pause() | 
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| 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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| 196 | /** | 
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| 197 | *  resumes a pause | 
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| 198 | * @returns error code if this action has caused a error | 
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| 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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| 202 | ErrorMessage GameLoader::resume() | 
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| 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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| 209 |  | 
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| 210 | /** | 
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| 211 | *  reads a campaign definition file into a campaign class | 
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| 212 | * @param fileName to be loaded | 
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| 213 | * @returns the loaded campaign | 
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| 214 | * | 
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| 215 | * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 216 | */ | 
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| 217 | Campaign* GameLoader::fileToCampaign(const std::string& fileName) | 
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| 218 | { | 
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| 219 | /* do not entirely load the campaign. just the current world | 
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| 220 | before start of each world, it has to be initialized so it | 
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| 221 | can load everything it needs into memory then. | 
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| 222 | */ | 
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| 223 |  | 
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| 224 | if( fileName.empty()) | 
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| 225 | { | 
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| 226 | PRINTF(2)("No filename specified for loading"); | 
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| 227 | return NULL; | 
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| 228 | } | 
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| 229 |  | 
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| 230 | TiXmlDocument XMLDoc(fileName); | 
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| 231 | // load the campaign document | 
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| 232 | if( !XMLDoc.LoadFile(fileName)) | 
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| 233 | { | 
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| 234 | // report an error | 
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| 235 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol()); | 
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| 236 | return NULL; | 
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| 237 | } | 
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| 238 |  | 
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| 239 | // check basic validity | 
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| 240 | TiXmlElement* root = XMLDoc.RootElement(); | 
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| 241 | assert( root != NULL); | 
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| 242 |  | 
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| 243 | if( strcmp( root->Value(), "Campaign")) | 
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| 244 | { | 
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| 245 | // report an error | 
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| 246 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
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| 247 | return NULL; | 
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| 248 | } | 
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| 249 |  | 
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| 250 | // construct campaign | 
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| 251 | return new Campaign( root); | 
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| 252 | } | 
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| 253 |  | 
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| 254 |  | 
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| 255 |  | 
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| 256 | /** | 
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| 257 | *  handle keyboard commands | 
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| 258 | * @param event the event to handle | 
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| 259 | */ | 
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| 260 | void GameLoader::process(const Event& event) | 
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| 261 | { | 
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| 262 | if( event.type == KeyMapper::PEV_NEXT_WORLD) | 
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| 263 | { | 
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| 264 | if( likely(event.bPressed)) | 
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| 265 | { | 
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| 266 | this->switchToNextLevel(); | 
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| 267 | } | 
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| 268 | } | 
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| 269 | else if( event.type == KeyMapper::PEV_PAUSE) | 
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| 270 | { | 
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| 271 | if( likely(event.bPressed)) | 
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| 272 | { | 
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| 273 | if(this->isPaused) | 
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| 274 | this->resume(); | 
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| 275 | else | 
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| 276 | this->pause(); | 
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| 277 | } | 
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| 278 | } | 
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| 279 | else if( event.type == KeyMapper::PEV_QUIT) | 
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| 280 | { | 
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| 281 | if( event.bPressed) this->stop(); | 
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| 282 | } | 
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| 283 | else if (event.type == EV_MAIN_QUIT) | 
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| 284 | this->stop(); | 
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| 285 | } | 
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| 286 |  | 
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| 287 |  | 
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| 288 | /** | 
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| 289 | *  this changes to the next level | 
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| 290 | */ | 
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| 291 | void GameLoader::switchToNextLevel() | 
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| 292 | { | 
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| 293 | if(this->currentCampaign != NULL) | 
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| 294 | this->currentCampaign->switchToNextLevel(); | 
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| 295 | } | 
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| 296 |  | 
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