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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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