| [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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| [4010] | 27 | #include "factory.h" | 
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| [2636] | 28 |  | 
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 | 29 | #include <string.h> | 
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 | 30 |  | 
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 | 31 |  | 
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 | 32 | using namespace std; | 
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 | 33 |  | 
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 | 34 |  | 
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 | 35 | GameLoader* GameLoader::singletonRef = 0; | 
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 | 36 |  | 
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 | 37 |  | 
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| [4017] | 38 | GameLoader::GameLoader ()  | 
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 | 39 | { | 
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 | 40 |   first = NULL; | 
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 | 41 | } | 
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| [2636] | 42 |  | 
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 | 43 |  | 
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 | 44 | GameLoader::~GameLoader () {} | 
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 | 45 |  | 
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 | 46 |  | 
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| [3225] | 47 | /** | 
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 | 48 |    \brief this class is a singleton class | 
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 | 49 |    \returns an instance of itself | 
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 | 50 |  | 
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 | 51 |    if you are unsure about singleton classes, check the theory out on the internet :) | 
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 | 52 | */ | 
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| [2636] | 53 | GameLoader* GameLoader::getInstance() | 
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 | 54 | { | 
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 | 55 |   if(singletonRef == NULL) | 
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 | 56 |     singletonRef = new GameLoader(); | 
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 | 57 |   return singletonRef; | 
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 | 58 | } | 
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 | 59 |  | 
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 | 60 |  | 
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| [3222] | 61 | ErrorMessage GameLoader::init() | 
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| [2636] | 62 | { | 
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 | 63 |   if(this->currentCampaign != NULL) | 
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 | 64 |     this->currentCampaign->init(); | 
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 | 65 | } | 
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 | 66 |  | 
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 | 67 |  | 
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| [3225] | 68 | /** | 
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 | 69 |    \brief reads a campaign definition file into a campaign class | 
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 | 70 |    \param filename to be loaded | 
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 | 71 |    \returns the loaded campaign | 
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 | 72 |  | 
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 | 73 |    this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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 | 74 | */ | 
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| [3222] | 75 | ErrorMessage GameLoader::loadCampaign(char* name) | 
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| [2636] | 76 | { | 
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| [3222] | 77 |   ErrorMessage errorCode; | 
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| [2636] | 78 |    | 
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 | 79 |   this->currentCampaign = this->fileToCampaign(name); | 
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 | 80 | } | 
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 | 81 |  | 
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| [3225] | 82 |  | 
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 | 83 | /** | 
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 | 84 |    \brief loads a debug campaign for test purposes only. | 
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 | 85 |    \param the identifier of the campaign. | 
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 | 86 |    \returns error message if not able to do so. | 
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 | 87 | */ | 
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| [3222] | 88 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| [2636] | 89 | { | 
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 | 90 |   switch(campaignID) | 
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 | 91 |     { | 
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| [3629] | 92 |       /*  | 
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 | 93 |          Debug Level 0: Debug level used to test the base frame work. | 
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 | 94 |          As you can see, all storyentity data is allocated before game | 
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 | 95 |          start. the storyentity will load themselfs shortly before start | 
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 | 96 |          through the StoryEntity::init() funtion. | 
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 | 97 |       */ | 
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| [2636] | 98 |     case DEBUG_CAMPAIGN_0: | 
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 | 99 |       { | 
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 | 100 |         Campaign* debugCampaign = new Campaign(); | 
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| [3220] | 101 |  | 
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| [2636] | 102 |         World* world0 = new World(DEBUG_WORLD_0); | 
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| [3220] | 103 |         world0->setNextStoryID(WORLD_ID_1); | 
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| [2636] | 104 |         debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| [3220] | 105 |  | 
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| [2636] | 106 |         World* world1 = new World(DEBUG_WORLD_1); | 
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| [3727] | 107 |         world1->setNextStoryID(WORLD_ID_2); | 
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| [2636] | 108 |         debugCampaign->addEntity(world1, WORLD_ID_1); | 
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 | 109 |  | 
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| [3727] | 110 |         World* world2 = new World(DEBUG_WORLD_2); | 
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 | 111 |         world2->setNextStoryID(WORLD_ID_GAMEEND); | 
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 | 112 |         debugCampaign->addEntity(world2, WORLD_ID_2); | 
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 | 113 |  | 
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| [2636] | 114 |         this->currentCampaign = debugCampaign; | 
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 | 115 |         break; | 
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 | 116 |       } | 
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 | 117 |     } | 
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 | 118 | } | 
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 | 119 |  | 
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| [3222] | 120 | ErrorMessage GameLoader::start() | 
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| [2636] | 121 | { | 
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 | 122 |   if(this->currentCampaign != NULL) | 
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 | 123 |     this->currentCampaign->start(); | 
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 | 124 | } | 
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 | 125 |  | 
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 | 126 |  | 
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| [3222] | 127 | ErrorMessage GameLoader::stop() | 
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| [2636] | 128 | { | 
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 | 129 |   if(this->currentCampaign != NULL) | 
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 | 130 |     this->currentCampaign->stop(); | 
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 | 131 |   this->currentCampaign = NULL; | 
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 | 132 | } | 
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 | 133 |  | 
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 | 134 |  | 
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| [3222] | 135 | ErrorMessage GameLoader::pause() | 
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| [2636] | 136 | { | 
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 | 137 |   this->isPaused = true; | 
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 | 138 |   if(this->currentCampaign != NULL) | 
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 | 139 |     this->currentCampaign->pause(); | 
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 | 140 | } | 
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 | 141 |  | 
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 | 142 |  | 
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| [3222] | 143 | ErrorMessage GameLoader::resume() | 
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| [2636] | 144 | { | 
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 | 145 |   this->isPaused = false; | 
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 | 146 |   if(this->currentCampaign != NULL) | 
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 | 147 |     this->currentCampaign->resume(); | 
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 | 148 | } | 
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 | 149 |  | 
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| [3225] | 150 | /** | 
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 | 151 |    \brief release the mem | 
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 | 152 |  */ | 
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 | 153 | ErrorMessage GameLoader::destroy() | 
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| [2636] | 154 | {} | 
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 | 155 |  | 
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 | 156 |  | 
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| [3225] | 157 | /** | 
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 | 158 |    \brief reads a campaign definition file into a campaign class | 
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 | 159 |    \param filename to be loaded | 
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 | 160 |    \returns the loaded campaign | 
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 | 161 |  | 
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 | 162 |    this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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 | 163 | */ | 
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| [2636] | 164 | Campaign* GameLoader::fileToCampaign(char *name) | 
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 | 165 | { | 
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 | 166 |   /* do not entirely load the campaign. just the current world | 
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 | 167 |      before start of each world, it has to be initialized so it | 
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 | 168 |      can load everything it needs into memory then. | 
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 | 169 |   */ | 
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| [4010] | 170 |    | 
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 | 171 |   if( name == NULL) | 
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 | 172 |     { | 
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 | 173 |       PRINTF0("No filename specified for loading"); | 
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 | 174 |       return NULL; | 
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 | 175 |     } | 
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 | 176 |    | 
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 | 177 |   TiXmlDocument* XMLDoc = new TiXmlDocument( name); | 
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 | 178 |   // load the campaign document | 
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 | 179 |   if( !XMLDoc->LoadFile()) | 
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 | 180 |     { | 
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 | 181 |       // report an error | 
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 | 182 |       PRINTF0("Error loading XML File: %s @ %d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); | 
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 | 183 |       delete XMLDoc; | 
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 | 184 |       return NULL; | 
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 | 185 |     } | 
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 | 186 |          | 
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 | 187 |   // check basic validity | 
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 | 188 |   TiXmlElement* root = XMLDoc->RootElement(); | 
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 | 189 |   assert( root != NULL); | 
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 | 190 |          | 
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 | 191 |   if( strcmp( root->Value(), "Campaign")) | 
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 | 192 |     { | 
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 | 193 |       // report an error | 
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 | 194 |       PRINTF(0)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
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 | 195 |       delete XMLDoc; | 
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 | 196 |       return NULL; | 
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 | 197 |     } | 
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 | 198 |          | 
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 | 199 |   // construct campaign | 
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 | 200 |   Campaign* c = new Campaign( root); | 
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 | 201 |          | 
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 | 202 |   // free the XML data | 
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 | 203 |   delete XMLDoc; | 
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 | 204 |          | 
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 | 205 |   return c; | 
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| [2636] | 206 | } | 
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 | 207 |  | 
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 | 208 |  | 
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 | 209 | /** | 
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 | 210 |    \brief handle keyboard commands  | 
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 | 211 |    \param cmd: the command to handle | 
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| [3225] | 212 |    \returns true if the command was handled by the system | 
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| [2636] | 213 | */ | 
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 | 214 | bool GameLoader::worldCommand (Command* cmd) | 
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 | 215 | { | 
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 | 216 |   if( !strcmp( cmd->cmd, "up_world")) | 
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 | 217 |     { | 
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 | 218 |       if( !cmd->bUp)  | 
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 | 219 |         { | 
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 | 220 |           this->nextLevel(); | 
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 | 221 |         } | 
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 | 222 |       return true; | 
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 | 223 |     } | 
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 | 224 |   else if( !strcmp( cmd->cmd, "down_world")) | 
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 | 225 |     { | 
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 | 226 |       if( !cmd->bUp) | 
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 | 227 |         { | 
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 | 228 |           this->previousLevel(); | 
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 | 229 |         } | 
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 | 230 |       return true; | 
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 | 231 |     } | 
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 | 232 |   else if( !strcmp( cmd->cmd, "pause")) | 
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 | 233 |     { | 
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 | 234 |       if( !cmd->bUp) | 
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 | 235 |         { | 
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 | 236 |           if(this->isPaused) | 
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 | 237 |             this->resume(); | 
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 | 238 |           else | 
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 | 239 |             this->pause(); | 
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 | 240 |         } | 
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 | 241 |       return true; | 
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 | 242 |     } | 
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| [3220] | 243 |   else if( !strcmp( cmd->cmd, "quit")) | 
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 | 244 |     { | 
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 | 245 |       if( !cmd->bUp) this->stop(); | 
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 | 246 |       return true; | 
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 | 247 |     } | 
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| [2636] | 248 |   return false; | 
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 | 249 | } | 
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 | 250 |  | 
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| [3225] | 251 |  | 
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 | 252 | /* | 
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 | 253 |   \brief this changes to the next level | 
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 | 254 | */ | 
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| [2636] | 255 | void GameLoader::nextLevel() | 
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 | 256 | { | 
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 | 257 |   if(this->currentCampaign != NULL) | 
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 | 258 |     this->currentCampaign->nextLevel(); | 
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 | 259 | } | 
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 | 260 |  | 
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| [3225] | 261 |  | 
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 | 262 | /* | 
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 | 263 |   \brief change to the previous level - not implemented | 
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 | 264 |  | 
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 | 265 |   this propably useless | 
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 | 266 | */ | 
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| [2636] | 267 | void GameLoader::previousLevel() | 
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 | 268 | { | 
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 | 269 |   if(this->currentCampaign != NULL) | 
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 | 270 |     this->currentCampaign->previousLevel(); | 
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 | 271 | } | 
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| [4010] | 272 |  | 
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 | 273 | /** | 
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 | 274 |    \brief add a Factory to the Factory Q | 
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 | 275 |    \param factory a Factory to be registered | 
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 | 276 | */ | 
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 | 277 | void GameLoader::registerFactory( Factory* factory) | 
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 | 278 | { | 
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 | 279 |         assert( factory != NULL); | 
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 | 280 |          | 
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| [4020] | 281 |         PRINTF0("Registered factory for '%s'\n", factory->getFactoryName()); | 
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| [4010] | 282 |          | 
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 | 283 |         if( first == NULL) first = factory; | 
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 | 284 |         else first->registerFactory( factory); | 
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 | 285 | } | 
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 | 286 |  | 
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 | 287 | /** | 
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 | 288 |    \brief load a StoryEntity | 
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 | 289 |    \param element a XMLElement containing all the needed info | 
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 | 290 | */ | 
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 | 291 | BaseObject* GameLoader::fabricate( TiXmlElement* element) | 
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 | 292 | { | 
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 | 293 |         assert( element != NULL); | 
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 | 294 |          | 
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 | 295 |         if( first == NULL) | 
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 | 296 |         { | 
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 | 297 |                 PRINTF0("GameLoader does not know any factories, fabricate() failed\n"); | 
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 | 298 |                 return NULL; | 
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 | 299 |         } | 
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 | 300 |          | 
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 | 301 |         if( element->Value() != NULL) | 
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 | 302 |         { | 
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 | 303 |                 PRINTF0("Attempting fabrication of a '%s'\n", element->Value()); | 
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 | 304 |                 BaseObject* b = first->fabricate( element); | 
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 | 305 |                 if( b == NULL) PRINTF0("Failed to fabricate a '%s'\n", element->Value()); | 
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 | 306 |                 else PRINTF0("Successfully fabricated a '%s'\n", element->Value()); | 
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 | 307 |                 return b; | 
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 | 308 |         } | 
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 | 309 |          | 
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 | 310 |         PRINTF0("Fabricate failed, TiXmlElement did not contain a value\n"); | 
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 | 311 |          | 
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 | 312 |         return NULL; | 
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 | 313 | } | 
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