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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 | #include "game_loader.h" |
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| 19 | #include "campaign.h" |
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| 20 | #include "world.h" |
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| 21 | #include "player.h" |
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| 22 | #include "orxonox.h" |
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| 23 | #include "camera.h" |
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| 24 | #include "command_node.h" |
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| 25 | #include "vector.h" |
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| 26 | #include "resource_manager.h" |
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| 27 | #include "factory.h" |
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| 28 | #include "event.h" |
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| 29 | #include "event_handler.h" |
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| 30 | |
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| 31 | #include <string.h> |
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| 32 | |
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| 33 | |
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| 34 | using namespace std; |
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| 35 | |
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| 36 | |
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| 37 | GameLoader* GameLoader::singletonRef = 0; |
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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 | first = NULL; |
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| 43 | } |
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| 44 | |
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| 45 | |
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| 46 | GameLoader::~GameLoader () {} |
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| 47 | |
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| 48 | |
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| 49 | /** |
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| 50 | \brief this class is a singleton class |
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| 51 | \returns an instance of itself |
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| 52 | |
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| 53 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 54 | */ |
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| 55 | GameLoader* GameLoader::getInstance() |
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| 56 | { |
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| 57 | if(singletonRef == NULL) |
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| 58 | singletonRef = new GameLoader(); |
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| 59 | return singletonRef; |
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| 60 | } |
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| 61 | |
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| 62 | |
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| 63 | ErrorMessage GameLoader::init() |
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| 64 | { |
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| 65 | if(this->currentCampaign != NULL) |
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| 66 | this->currentCampaign->init(); |
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| 67 | |
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| 68 | this->eventHandler = EventHandler::getInstance(); |
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| 69 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_PAUSE); |
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| 70 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); |
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| 71 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_NEXT_WORLD); |
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| 72 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_PREVIOUS_WORLD); |
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| 73 | } |
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| 74 | |
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| 75 | |
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| 76 | /** |
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| 77 | \brief reads a campaign definition file into a campaign class |
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| 78 | \param filename to be loaded |
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| 79 | \returns the loaded campaign |
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| 80 | |
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| 81 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 82 | */ |
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| 83 | ErrorMessage GameLoader::loadCampaign(const char* name) |
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| 84 | { |
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| 85 | ErrorMessage errorCode; |
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| 86 | char* campaignName = ResourceManager::getFullName(name); |
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| 87 | if (campaignName) |
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| 88 | { |
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| 89 | this->currentCampaign = this->fileToCampaign(campaignName); |
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| 90 | delete campaignName; |
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| 91 | } |
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| 92 | World* world0 = new World(DEBUG_WORLD_0); |
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| 93 | world0->setNextStoryID(WORLD_ID_GAMEEND); |
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| 94 | this->currentCampaign->addEntity(world0, WORLD_ID_2); |
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| 95 | } |
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| 96 | |
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| 97 | /** |
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| 98 | \brief loads a debug campaign for test purposes only. |
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| 99 | \param the identifier of the campaign. |
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| 100 | \returns error message if not able to do so. |
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| 101 | */ |
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| 102 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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| 103 | { |
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| 104 | switch(campaignID) |
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| 105 | { |
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| 106 | /* |
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| 107 | Debug Level 0: Debug level used to test the base frame work. |
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| 108 | As you can see, all storyentity data is allocated before game |
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| 109 | start. the storyentity will load themselfs shortly before start |
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| 110 | through the StoryEntity::init() funtion. |
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| 111 | */ |
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| 112 | case DEBUG_CAMPAIGN_0: |
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| 113 | { |
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| 114 | Campaign* debugCampaign = new Campaign(); |
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| 115 | |
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| 116 | World* world0 = new World(DEBUG_WORLD_0); |
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| 117 | world0->setNextStoryID(WORLD_ID_1); |
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| 118 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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| 119 | |
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| 120 | World* world1 = new World(DEBUG_WORLD_1); |
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| 121 | world1->setNextStoryID(WORLD_ID_2); |
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| 122 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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| 123 | |
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| 124 | World* world2 = new World(DEBUG_WORLD_2); |
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| 125 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 126 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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| 127 | |
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| 128 | this->currentCampaign = debugCampaign; |
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| 129 | break; |
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| 130 | } |
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| 131 | } |
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| 132 | } |
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| 133 | |
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| 134 | ErrorMessage GameLoader::start() |
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| 135 | { |
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| 136 | if(this->currentCampaign != NULL) |
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| 137 | this->currentCampaign->start(); |
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| 138 | } |
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| 139 | |
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| 140 | |
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| 141 | ErrorMessage GameLoader::stop() |
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| 142 | { |
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| 143 | if(this->currentCampaign != NULL) |
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| 144 | this->currentCampaign->stop(); |
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| 145 | this->currentCampaign = NULL; |
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| 146 | } |
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| 147 | |
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| 148 | |
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| 149 | ErrorMessage GameLoader::pause() |
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| 150 | { |
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| 151 | this->isPaused = true; |
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| 152 | if(this->currentCampaign != NULL) |
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| 153 | this->currentCampaign->pause(); |
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| 154 | } |
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| 155 | |
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| 156 | |
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| 157 | ErrorMessage GameLoader::resume() |
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| 158 | { |
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| 159 | this->isPaused = false; |
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| 160 | if(this->currentCampaign != NULL) |
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| 161 | this->currentCampaign->resume(); |
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| 162 | } |
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| 163 | |
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| 164 | /** |
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| 165 | \brief release the mem |
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| 166 | */ |
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| 167 | ErrorMessage GameLoader::destroy() |
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| 168 | {} |
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| 169 | |
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| 170 | |
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| 171 | /** |
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| 172 | \brief reads a campaign definition file into a campaign class |
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| 173 | \param filename to be loaded |
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| 174 | \returns the loaded campaign |
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| 175 | |
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| 176 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 177 | */ |
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| 178 | Campaign* GameLoader::fileToCampaign(const char *name) |
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| 179 | { |
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| 180 | /* do not entirely load the campaign. just the current world |
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| 181 | before start of each world, it has to be initialized so it |
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| 182 | can load everything it needs into memory then. |
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| 183 | */ |
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| 184 | |
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| 185 | if( name == NULL) |
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| 186 | { |
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| 187 | PRINTF(2)("No filename specified for loading"); |
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| 188 | return NULL; |
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| 189 | } |
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| 190 | |
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| 191 | TiXmlDocument* XMLDoc = new TiXmlDocument( name); |
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| 192 | // load the campaign document |
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| 193 | if( !XMLDoc->LoadFile()) |
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| 194 | { |
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| 195 | // report an error |
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| 196 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", name, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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| 197 | delete XMLDoc; |
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| 198 | return NULL; |
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| 199 | } |
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| 200 | |
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| 201 | // check basic validity |
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| 202 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 203 | assert( root != NULL); |
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| 204 | |
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| 205 | if( strcmp( root->Value(), "Campaign")) |
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| 206 | { |
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| 207 | // report an error |
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| 208 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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| 209 | delete XMLDoc; |
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| 210 | return NULL; |
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| 211 | } |
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| 212 | |
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| 213 | // construct campaign |
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| 214 | Campaign* c = new Campaign( root); |
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| 215 | |
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| 216 | // free the XML data |
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| 217 | delete XMLDoc; |
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| 218 | |
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| 219 | return c; |
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| 220 | } |
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| 221 | |
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| 222 | |
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| 223 | /** |
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| 224 | \brief handle keyboard commands |
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| 225 | \param cmd: the command to handle |
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| 226 | \returns true if the command was handled by the system |
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| 227 | */ |
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| 228 | bool GameLoader::worldCommand (Command* cmd) |
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| 229 | { |
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| 230 | if( !strcmp( cmd->cmd, CONFIG_NAME_NEXT_WORLD)) |
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| 231 | { |
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| 232 | if( !cmd->bUp) |
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| 233 | { |
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| 234 | this->nextLevel(); |
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| 235 | } |
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| 236 | return true; |
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| 237 | } |
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| 238 | else if( !strcmp( cmd->cmd, CONFIG_NAME_PREV_WORLD)) |
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| 239 | { |
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| 240 | if( !cmd->bUp) |
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| 241 | { |
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| 242 | this->previousLevel(); |
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| 243 | } |
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| 244 | return true; |
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| 245 | } |
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| 246 | else if( !strcmp( cmd->cmd, CONFIG_NAME_PAUSE)) |
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| 247 | { |
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| 248 | if( !cmd->bUp) |
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| 249 | { |
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| 250 | if(this->isPaused) |
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| 251 | this->resume(); |
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| 252 | else |
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| 253 | this->pause(); |
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| 254 | } |
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| 255 | return true; |
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| 256 | } |
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| 257 | else if( !strcmp( cmd->cmd, CONFIG_NAME_QUIT)) |
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| 258 | { |
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| 259 | if( !cmd->bUp) this->stop(); |
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| 260 | return true; |
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| 261 | } |
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| 262 | return false; |
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| 263 | } |
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| 264 | |
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| 265 | |
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| 266 | |
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| 267 | |
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| 268 | void GameLoader::process(const Event& event) |
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| 269 | { |
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| 270 | if( event.type == KeyMapper::PEV_NEXT_WORLD) |
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| 271 | { |
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| 272 | if( likely(event.bPressed)) |
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| 273 | { |
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| 274 | this->nextLevel(); |
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| 275 | } |
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| 276 | } |
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| 277 | else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) |
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| 278 | { |
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| 279 | if( likely(event.bPressed)) |
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| 280 | { |
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| 281 | this->previousLevel(); |
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| 282 | } |
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| 283 | } |
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| 284 | else if( event.type == KeyMapper::PEV_PAUSE) |
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| 285 | { |
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| 286 | if( likely(event.bPressed)) |
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| 287 | { |
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| 288 | if(this->isPaused) |
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| 289 | this->resume(); |
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| 290 | else |
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| 291 | this->pause(); |
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| 292 | } |
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| 293 | } |
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| 294 | else if( event.type == KeyMapper::PEV_QUIT) |
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| 295 | { |
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| 296 | if( event.bPressed) this->stop(); |
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| 297 | } |
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| 298 | } |
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| 299 | |
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| 300 | /* |
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| 301 | \brief this changes to the next level |
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| 302 | */ |
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| 303 | void GameLoader::nextLevel() |
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| 304 | { |
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| 305 | if(this->currentCampaign != NULL) |
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| 306 | this->currentCampaign->nextLevel(); |
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| 307 | } |
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| 308 | |
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| 309 | |
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| 310 | /* |
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| 311 | \brief change to the previous level - not implemented |
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| 312 | |
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| 313 | this propably useless |
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| 314 | */ |
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| 315 | void GameLoader::previousLevel() |
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| 316 | { |
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| 317 | if(this->currentCampaign != NULL) |
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| 318 | this->currentCampaign->previousLevel(); |
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| 319 | } |
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| 320 | |
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| 321 | /** |
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| 322 | \brief add a Factory to the Factory Q |
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| 323 | \param factory a Factory to be registered |
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| 324 | */ |
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| 325 | void GameLoader::registerFactory( Factory* factory) |
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| 326 | { |
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| 327 | assert( factory != NULL); |
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| 328 | |
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| 329 | PRINTF(4)("Registered factory for '%s'\n", factory->getFactoryName()); |
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| 330 | |
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| 331 | if( first == NULL) first = factory; |
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| 332 | else first->registerFactory( factory); |
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| 333 | } |
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| 334 | |
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| 335 | /** |
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| 336 | \brief load a StoryEntity |
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| 337 | \param element a XMLElement containing all the needed info |
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| 338 | */ |
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| 339 | BaseObject* GameLoader::fabricate( TiXmlElement* element) |
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| 340 | { |
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| 341 | assert( element != NULL); |
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| 342 | |
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| 343 | if( first == NULL) |
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| 344 | { |
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| 345 | PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n"); |
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| 346 | return NULL; |
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| 347 | } |
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| 348 | |
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| 349 | if( element->Value() != NULL) |
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| 350 | { |
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| 351 | PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value()); |
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| 352 | BaseObject* b = first->fabricate( element); |
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| 353 | if( b == NULL) |
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| 354 | PRINTF(2)("Failed to fabricate a '%s'\n", element->Value()); |
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| 355 | else |
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| 356 | PRINTF(4)("Successfully fabricated a '%s'\n", element->Value()); |
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| 357 | return b; |
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| 358 | } |
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| 359 | |
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| 360 | PRINTF(2)("Fabricate failed, TiXmlElement did not contain a value\n"); |
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| 361 | |
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| 362 | return NULL; |
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| 363 | } |
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