| 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 | #include "factory.h" | 
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| 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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| 38 | GameLoader::GameLoader () | 
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| 39 | { | 
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| 40 | first = NULL; | 
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| 41 | } | 
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| 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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| 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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| 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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| 61 | ErrorMessage GameLoader::init() | 
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| 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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| 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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| 75 | ErrorMessage GameLoader::loadCampaign(char* name) | 
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| 76 | { | 
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| 77 | ErrorMessage errorCode; | 
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| 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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| 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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| 88 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| 89 | { | 
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| 90 | switch(campaignID) | 
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| 91 | { | 
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| 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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| 98 | case DEBUG_CAMPAIGN_0: | 
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| 99 | { | 
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| 100 | Campaign* debugCampaign = new Campaign(); | 
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| 101 |  | 
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| 102 | World* world0 = new World(DEBUG_WORLD_0); | 
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| 103 | world0->setNextStoryID(WORLD_ID_1); | 
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| 104 | debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| 105 |  | 
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| 106 | World* world1 = new World(DEBUG_WORLD_1); | 
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| 107 | world1->setNextStoryID(WORLD_ID_2); | 
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| 108 | debugCampaign->addEntity(world1, WORLD_ID_1); | 
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| 109 |  | 
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| 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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| 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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| 120 | ErrorMessage GameLoader::start() | 
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| 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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| 127 | ErrorMessage GameLoader::stop() | 
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| 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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| 135 | ErrorMessage GameLoader::pause() | 
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| 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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| 143 | ErrorMessage GameLoader::resume() | 
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| 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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| 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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| 154 | {} | 
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| 155 |  | 
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| 156 |  | 
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| 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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| 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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| 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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| 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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| 212 | \returns true if the command was handled by the system | 
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| 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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| 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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| 248 | return false; | 
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| 249 | } | 
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| 250 |  | 
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| 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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| 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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| 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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| 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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| 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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| 281 | PRINTF0("Registered factory for '%s'\n", factory->getFactoryName()); | 
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| 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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