| [2636] | 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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| [3225] | 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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| [2636] | 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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| [3222] | 57 | ErrorMessage GameLoader::init() | 
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| [2636] | 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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| [3225] | 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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| [3222] | 71 | ErrorMessage GameLoader::loadCampaign(char* name) | 
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| [2636] | 72 | { | 
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| [3222] | 73 |   ErrorMessage errorCode; | 
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| [2636] | 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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| [3225] | 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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| [3222] | 84 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| [2636] | 85 | { | 
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 | 86 |   switch(campaignID) | 
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 | 87 |     { | 
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| [3629] | 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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| [2636] | 94 |     case DEBUG_CAMPAIGN_0: | 
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 | 95 |       { | 
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 | 96 |         Campaign* debugCampaign = new Campaign(); | 
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| [3220] | 97 |  | 
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| [2636] | 98 |         World* world0 = new World(DEBUG_WORLD_0); | 
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| [3220] | 99 |         world0->setNextStoryID(WORLD_ID_1); | 
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| [2636] | 100 |         debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| [3220] | 101 |  | 
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| [2636] | 102 |         World* world1 = new World(DEBUG_WORLD_1); | 
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 | 103 |         world1->setNextStoryID(WORLD_ID_GAMEEND); | 
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 | 104 |         debugCampaign->addEntity(world1, WORLD_ID_1); | 
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 | 105 |  | 
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 | 106 |         this->currentCampaign = debugCampaign; | 
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 | 107 |         break; | 
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 | 108 |       } | 
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 | 109 |     } | 
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 | 110 | } | 
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 | 111 |  | 
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| [3222] | 112 | ErrorMessage GameLoader::start() | 
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| [2636] | 113 | { | 
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 | 114 |   if(this->currentCampaign != NULL) | 
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 | 115 |     this->currentCampaign->start(); | 
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 | 116 | } | 
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 | 117 |  | 
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 | 118 |  | 
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| [3222] | 119 | ErrorMessage GameLoader::stop() | 
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| [2636] | 120 | { | 
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 | 121 |   if(this->currentCampaign != NULL) | 
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 | 122 |     this->currentCampaign->stop(); | 
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 | 123 |   this->currentCampaign = NULL; | 
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 | 124 | } | 
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 | 125 |  | 
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 | 126 |  | 
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| [3222] | 127 | ErrorMessage GameLoader::pause() | 
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| [2636] | 128 | { | 
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 | 129 |   this->isPaused = true; | 
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 | 130 |   if(this->currentCampaign != NULL) | 
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 | 131 |     this->currentCampaign->pause(); | 
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 | 132 | } | 
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 | 133 |  | 
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 | 134 |  | 
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| [3222] | 135 | ErrorMessage GameLoader::resume() | 
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| [2636] | 136 | { | 
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 | 137 |   this->isPaused = false; | 
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 | 138 |   if(this->currentCampaign != NULL) | 
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 | 139 |     this->currentCampaign->resume(); | 
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 | 140 | } | 
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 | 141 |  | 
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| [3225] | 142 | /** | 
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 | 143 |    \brief release the mem | 
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 | 144 |  */ | 
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 | 145 | ErrorMessage GameLoader::destroy() | 
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| [2636] | 146 | {} | 
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 | 147 |  | 
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 | 148 |  | 
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| [3225] | 149 | /** | 
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 | 150 |    \brief reads a campaign definition file into a campaign class | 
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 | 151 |    \param filename to be loaded | 
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 | 152 |    \returns the loaded campaign | 
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 | 153 |  | 
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 | 154 |    this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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 | 155 | */ | 
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| [2636] | 156 | Campaign* GameLoader::fileToCampaign(char *name) | 
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 | 157 | { | 
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 | 158 |   /* do not entirely load the campaign. just the current world | 
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 | 159 |      before start of each world, it has to be initialized so it | 
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 | 160 |      can load everything it needs into memory then. | 
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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 |    \brief handle keyboard commands  | 
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 | 167 |    \param cmd: the command to handle | 
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| [3225] | 168 |    \returns true if the command was handled by the system | 
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| [2636] | 169 | */ | 
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 | 170 | bool GameLoader::worldCommand (Command* cmd) | 
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 | 171 | { | 
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 | 172 |   if( !strcmp( cmd->cmd, "up_world")) | 
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 | 173 |     { | 
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 | 174 |       if( !cmd->bUp)  | 
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 | 175 |         { | 
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 | 176 |           this->nextLevel(); | 
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 | 177 |         } | 
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 | 178 |       return true; | 
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 | 179 |     } | 
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 | 180 |   else if( !strcmp( cmd->cmd, "down_world")) | 
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 | 181 |     { | 
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 | 182 |       if( !cmd->bUp) | 
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 | 183 |         { | 
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 | 184 |           this->previousLevel(); | 
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 | 185 |         } | 
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 | 186 |       return true; | 
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 | 187 |     } | 
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 | 188 |   else if( !strcmp( cmd->cmd, "pause")) | 
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 | 189 |     { | 
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 | 190 |       if( !cmd->bUp) | 
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 | 191 |         { | 
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 | 192 |           if(this->isPaused) | 
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 | 193 |             this->resume(); | 
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 | 194 |           else | 
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 | 195 |             this->pause(); | 
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 | 196 |         } | 
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 | 197 |       return true; | 
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 | 198 |     } | 
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| [3220] | 199 |   else if( !strcmp( cmd->cmd, "quit")) | 
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 | 200 |     { | 
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 | 201 |       if( !cmd->bUp) this->stop(); | 
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 | 202 |       return true; | 
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 | 203 |     } | 
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| [2636] | 204 |   return false; | 
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 | 205 | } | 
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 | 206 |  | 
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| [3225] | 207 |  | 
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 | 208 | /* | 
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 | 209 |   \brief this changes to the next level | 
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 | 210 | */ | 
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| [2636] | 211 | void GameLoader::nextLevel() | 
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 | 212 | { | 
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 | 213 |   if(this->currentCampaign != NULL) | 
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 | 214 |     this->currentCampaign->nextLevel(); | 
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 | 215 | } | 
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 | 216 |  | 
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| [3225] | 217 |  | 
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 | 218 | /* | 
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 | 219 |   \brief change to the previous level - not implemented | 
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 | 220 |  | 
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 | 221 |   this propably useless | 
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 | 222 | */ | 
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| [2636] | 223 | void GameLoader::previousLevel() | 
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 | 224 | { | 
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 | 225 |   if(this->currentCampaign != NULL) | 
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 | 226 |     this->currentCampaign->previousLevel(); | 
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 | 227 | } | 
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