| 1 |  | 
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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 |  | 
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| 19 | #include "game_loader.h" | 
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| 20 | #include "campaign.h" | 
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| 21 | #include "world.h" | 
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| 22 | #include "player.h" | 
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| 23 | #include "orxonox.h" | 
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| 24 | #include "camera.h" | 
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| 25 | #include "command_node.h" | 
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| 26 | #include "vector.h" | 
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| 27 |  | 
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| 28 | #include <string.h> | 
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| 29 |  | 
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| 30 |  | 
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| 31 | using namespace std; | 
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| 32 |  | 
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| 33 |  | 
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| 34 | GameLoader* GameLoader::singletonRef = 0; | 
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| 35 |  | 
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| 36 |  | 
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| 37 | GameLoader::GameLoader () {} | 
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| 38 |  | 
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| 39 |  | 
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| 40 | GameLoader::~GameLoader () {} | 
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| 41 |  | 
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| 42 |  | 
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| 43 | /** | 
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| 44 |    \brief this class is a singleton class | 
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| 45 |    \returns an instance of itself | 
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| 46 |  | 
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| 47 |    if you are unsure about singleton classes, check the theory out on the internet :) | 
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| 48 | */ | 
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| 49 | GameLoader* GameLoader::getInstance() | 
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| 50 | { | 
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| 51 |   if(singletonRef == NULL) | 
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| 52 |     singletonRef = new GameLoader(); | 
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| 53 |   return singletonRef; | 
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| 54 | } | 
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| 55 |  | 
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| 56 |  | 
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| 57 | ErrorMessage GameLoader::init() | 
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| 58 | { | 
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| 59 |   if(this->currentCampaign != NULL) | 
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| 60 |     this->currentCampaign->init(); | 
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| 61 | } | 
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| 62 |  | 
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| 63 |  | 
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| 64 | /** | 
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| 65 |    \brief reads a campaign definition file into a campaign class | 
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| 66 |    \param filename to be loaded | 
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| 67 |    \returns the loaded campaign | 
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| 68 |  | 
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| 69 |    this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 70 | */ | 
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| 71 | ErrorMessage GameLoader::loadCampaign(char* name) | 
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| 72 | { | 
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| 73 |   ErrorMessage errorCode; | 
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| 74 |    | 
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| 75 |   this->currentCampaign = this->fileToCampaign(name); | 
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| 76 | } | 
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| 77 |  | 
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| 78 |  | 
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| 79 | /** | 
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| 80 |    \brief loads a debug campaign for test purposes only. | 
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| 81 |    \param the identifier of the campaign. | 
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| 82 |    \returns error message if not able to do so. | 
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| 83 | */ | 
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| 84 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| 85 | { | 
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| 86 |   switch(campaignID) | 
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| 87 |     { | 
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| 88 |       /*  | 
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| 89 |          Debug Level 0: Debug level used to test the base frame work. | 
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| 90 |          As you can see, all storyentity data is allocated before game | 
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| 91 |          start. the storyentity will load themselfs shortly before start | 
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| 92 |          through the StoryEntity::init() funtion. | 
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| 93 |       */ | 
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| 94 |     case DEBUG_CAMPAIGN_0: | 
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| 95 |       { | 
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| 96 |         Campaign* debugCampaign = new Campaign(); | 
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| 97 |  | 
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| 98 |         World* world0 = new World(DEBUG_WORLD_0); | 
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| 99 |         world0->setNextStoryID(WORLD_ID_1); | 
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| 100 |         debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| 101 |  | 
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| 102 |         World* world1 = new World(DEBUG_WORLD_1); | 
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| 103 |         world1->setNextStoryID(WORLD_ID_2); | 
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| 104 |         debugCampaign->addEntity(world1, WORLD_ID_1); | 
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| 105 |  | 
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| 106 |         World* world2 = new World(DEBUG_WORLD_2); | 
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| 107 |         world2->setNextStoryID(WORLD_ID_GAMEEND); | 
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| 108 |         debugCampaign->addEntity(world2, WORLD_ID_2); | 
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| 109 |  | 
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| 110 |         this->currentCampaign = debugCampaign; | 
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| 111 |         break; | 
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| 112 |       } | 
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| 113 |     } | 
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| 114 | } | 
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| 115 |  | 
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| 116 | ErrorMessage GameLoader::start() | 
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| 117 | { | 
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| 118 |   if(this->currentCampaign != NULL) | 
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| 119 |     this->currentCampaign->start(); | 
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| 120 | } | 
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| 121 |  | 
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| 122 |  | 
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| 123 | ErrorMessage GameLoader::stop() | 
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| 124 | { | 
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| 125 |   if(this->currentCampaign != NULL) | 
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| 126 |     this->currentCampaign->stop(); | 
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| 127 |   this->currentCampaign = NULL; | 
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| 128 | } | 
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| 129 |  | 
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| 130 |  | 
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| 131 | ErrorMessage GameLoader::pause() | 
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| 132 | { | 
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| 133 |   this->isPaused = true; | 
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| 134 |   if(this->currentCampaign != NULL) | 
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| 135 |     this->currentCampaign->pause(); | 
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| 136 | } | 
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| 137 |  | 
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| 138 |  | 
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| 139 | ErrorMessage GameLoader::resume() | 
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| 140 | { | 
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| 141 |   this->isPaused = false; | 
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| 142 |   if(this->currentCampaign != NULL) | 
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| 143 |     this->currentCampaign->resume(); | 
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| 144 | } | 
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| 145 |  | 
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| 146 | /** | 
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| 147 |    \brief release the mem | 
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| 148 |  */ | 
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| 149 | ErrorMessage GameLoader::destroy() | 
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| 150 | {} | 
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| 151 |  | 
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| 152 |  | 
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| 153 | /** | 
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| 154 |    \brief reads a campaign definition file into a campaign class | 
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| 155 |    \param filename to be loaded | 
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| 156 |    \returns the loaded campaign | 
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| 157 |  | 
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| 158 |    this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 159 | */ | 
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| 160 | Campaign* GameLoader::fileToCampaign(char *name) | 
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| 161 | { | 
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| 162 |   /* do not entirely load the campaign. just the current world | 
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| 163 |      before start of each world, it has to be initialized so it | 
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| 164 |      can load everything it needs into memory then. | 
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| 165 |   */ | 
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| 166 | } | 
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| 167 |  | 
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| 168 |  | 
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| 169 | /** | 
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| 170 |    \brief handle keyboard commands  | 
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| 171 |    \param cmd: the command to handle | 
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| 172 |    \returns true if the command was handled by the system | 
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| 173 | */ | 
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| 174 | bool GameLoader::worldCommand (Command* cmd) | 
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| 175 | { | 
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| 176 |   if( !strcmp( cmd->cmd, "up_world")) | 
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| 177 |     { | 
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| 178 |       if( !cmd->bUp)  | 
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| 179 |         { | 
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| 180 |           this->nextLevel(); | 
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| 181 |         } | 
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| 182 |       return true; | 
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| 183 |     } | 
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| 184 |   else if( !strcmp( cmd->cmd, "down_world")) | 
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| 185 |     { | 
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| 186 |       if( !cmd->bUp) | 
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| 187 |         { | 
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| 188 |           this->previousLevel(); | 
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| 189 |         } | 
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| 190 |       return true; | 
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| 191 |     } | 
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| 192 |   else if( !strcmp( cmd->cmd, "pause")) | 
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| 193 |     { | 
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| 194 |       if( !cmd->bUp) | 
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| 195 |         { | 
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| 196 |           if(this->isPaused) | 
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| 197 |             this->resume(); | 
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| 198 |           else | 
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| 199 |             this->pause(); | 
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| 200 |         } | 
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| 201 |       return true; | 
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| 202 |     } | 
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| 203 |   else if( !strcmp( cmd->cmd, "quit")) | 
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| 204 |     { | 
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| 205 |       if( !cmd->bUp) this->stop(); | 
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| 206 |       return true; | 
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| 207 |     } | 
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| 208 |   return false; | 
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| 209 | } | 
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| 210 |  | 
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| 211 |  | 
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| 212 | /* | 
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| 213 |   \brief this changes to the next level | 
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| 214 | */ | 
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| 215 | void GameLoader::nextLevel() | 
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| 216 | { | 
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| 217 |   if(this->currentCampaign != NULL) | 
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| 218 |     this->currentCampaign->nextLevel(); | 
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| 219 | } | 
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| 220 |  | 
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| 221 |  | 
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| 222 | /* | 
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| 223 |   \brief change to the previous level - not implemented | 
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| 224 |  | 
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| 225 |   this propably useless | 
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| 226 | */ | 
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| 227 | void GameLoader::previousLevel() | 
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| 228 | { | 
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| 229 |   if(this->currentCampaign != NULL) | 
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| 230 |     this->currentCampaign->previousLevel(); | 
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| 231 | } | 
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