| 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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD | 
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| 19 |  | 
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| 20 | #include "game_loader.h" | 
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| 21 | #include "util/loading/load_param.h" | 
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| 22 |  | 
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| 23 | #include "shell_command.h" | 
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| 24 | #include "campaign.h" | 
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| 25 |  | 
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| 26 | #include "util/loading/resource_manager.h" | 
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| 27 |  | 
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| 28 | #include "key_mapper.h" | 
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| 29 |  | 
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| 30 |  | 
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| 31 |  | 
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| 32 | SHELL_COMMAND(quit, GameLoader, stop) | 
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| 33 | ->describe("quits the game") | 
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| 34 | ->setAlias("orxoquit"); | 
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| 35 |  | 
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| 36 |  | 
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| 37 | GameLoader* GameLoader::singletonRef = NULL; | 
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| 38 |  | 
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| 39 |  | 
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| 40 | /** | 
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| 41 |  *  simple constructor | 
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| 42 |  */ | 
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| 43 | GameLoader::GameLoader () | 
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| 44 | { | 
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| 45 |   this->setClassID(CL_GAME_LOADER, "GameLoader"); | 
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| 46 |   this->setName("GameLoader"); | 
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| 47 |   this->bRun = true; | 
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| 48 | } | 
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| 49 |  | 
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| 50 |  | 
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| 51 | /** | 
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| 52 |  *  simple deconstructor | 
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| 53 |  */ | 
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| 54 | GameLoader::~GameLoader () | 
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| 55 | { | 
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| 56 |   if( this->currentCampaign) | 
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| 57 |     delete this->currentCampaign; | 
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| 58 |   this->currentCampaign = NULL; | 
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| 59 | } | 
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| 60 |  | 
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| 61 |  | 
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| 62 | /** | 
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| 63 |  *  initializes the GameLoader | 
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| 64 |  */ | 
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| 65 | ErrorMessage GameLoader::init() | 
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| 66 | { | 
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| 67 |   if(this->currentCampaign != NULL) | 
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| 68 |     this->currentCampaign->init(); | 
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| 69 |  | 
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| 70 |   this->subscribeEvent(ES_GAME, KeyMapper::PEV_PAUSE); | 
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| 71 |   this->subscribeEvent(ES_ALL, EV_MAIN_QUIT);          //< External Quit Event | 
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| 72 |   this->subscribeEvent(ES_GAME, KeyMapper::PEV_QUIT); | 
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| 73 |   this->subscribeEvent(ES_GAME, KeyMapper::PEV_NEXT_WORLD); | 
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| 74 |   this->subscribeEvent(ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); | 
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| 75 |  | 
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| 76 |   return ErrorMessage(); | 
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| 77 | } | 
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| 78 |  | 
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| 79 |  | 
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| 80 | /** | 
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| 81 |  *  reads a campaign definition file into a campaign class | 
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| 82 |  * @param fileName to be loaded | 
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| 83 |  * @returns the loaded campaign | 
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| 84 |  * | 
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| 85 |  * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 86 |  */ | 
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| 87 | ErrorMessage GameLoader::loadCampaign(const std::string& fileName) | 
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| 88 | { | 
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| 89 |   ErrorMessage errorCode; | 
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| 90 |   std::string campaignName = ResourceManager::getFullName(fileName); | 
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| 91 |   if (!campaignName.empty()) | 
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| 92 |   { | 
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| 93 |     this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 94 |   } | 
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| 95 |  | 
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| 96 |   return ErrorMessage(); | 
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| 97 | } | 
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| 98 |  | 
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| 99 |  | 
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| 100 | /** | 
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| 101 |  *  reads a campaign definition file into a campaign class | 
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| 102 |  * @param fileName to be loaded | 
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| 103 |  * @returns the loaded campaign | 
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| 104 |  * | 
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| 105 |  * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 106 |  */ | 
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| 107 | ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName) | 
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| 108 | { | 
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| 109 |   ErrorMessage errorCode; | 
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| 110 |   std::string campaignName = ResourceManager::getFullName(fileName); | 
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| 111 |   if (!campaignName.empty()) | 
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| 112 |   { | 
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| 113 |     this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 114 |   } | 
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| 115 |  | 
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| 116 |   return ErrorMessage(); | 
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| 117 | } | 
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| 118 |  | 
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| 119 |  | 
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| 120 | /** | 
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| 121 |  *  loads a debug campaign for test purposes only. | 
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| 122 |  * @param campaignID the identifier of the campaign. | 
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| 123 |  * @returns error message if not able to do so. | 
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| 124 |  */ | 
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| 125 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| 126 | { | 
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| 127 |   switch(campaignID) | 
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| 128 |   { | 
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| 129 |       /* | 
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| 130 |          Debug Level 0: Debug level used to test the base frame work. | 
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| 131 |          As you can see, all storyentity data is allocated before game | 
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| 132 |          start. the storyentity will load themselfs shortly before start | 
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| 133 |          through the StoryEntity::init() funtion. | 
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| 134 |       */ | 
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| 135 |     case DEBUG_CAMPAIGN_0: | 
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| 136 |       { | 
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| 137 |         /*        Campaign* debugCampaign = new Campaign(); | 
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| 138 |  | 
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| 139 |                 World* world0 = new World(DEBUG_WORLD_0); | 
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| 140 |                 world0->setNextStoryID(WORLD_ID_1); | 
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| 141 |                 debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| 142 |  | 
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| 143 |                 World* world1 = new World(DEBUG_WORLD_1); | 
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| 144 |                 world1->setNextStoryID(WORLD_ID_2); | 
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| 145 |                 debugCampaign->addEntity(world1, WORLD_ID_1); | 
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| 146 |  | 
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| 147 |                 World* world2 = new World(DEBUG_WORLD_2); | 
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| 148 |                 world2->setNextStoryID(WORLD_ID_GAMEEND); | 
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| 149 |                 debugCampaign->addEntity(world2, WORLD_ID_2); | 
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| 150 |  | 
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| 151 |                 this->currentCampaign = debugCampaign; | 
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| 152 |                 break;*/ | 
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| 153 |       } | 
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| 154 |   } | 
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| 155 |  | 
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| 156 |   return ErrorMessage(); | 
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| 157 | } | 
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| 158 |  | 
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| 159 |  | 
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| 160 | /** | 
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| 161 |  *  starts the current entity | 
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| 162 |  * @returns error code if this action has caused a error | 
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| 163 |  */ | 
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| 164 | ErrorMessage GameLoader::start() | 
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| 165 | { | 
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| 166 |   if(this->currentCampaign != NULL) | 
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| 167 |   { | 
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| 168 |     this->currentCampaign->start(); | 
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| 169 |   } | 
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| 170 |  | 
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| 171 |   return ErrorMessage(); | 
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| 172 | } | 
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| 173 |  | 
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| 174 |  | 
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| 175 | /** | 
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| 176 |  *  stops the current entity | 
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| 177 |  * @returns error code if this action has caused a error | 
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| 178 |  * | 
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| 179 |  *  ATTENTION: this function shouldn't call other functions, or if so, they must return | 
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| 180 |  *  after finishing. If you ignore or forget to do so, the current entity is not able to | 
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| 181 |  *  terminate and it will run in the background or the ressources can't be freed or even | 
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| 182 |  *  worse: are freed and the program will end in a segmentation fault! | 
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| 183 |  *  hehehe, have ya seen it... :) | 
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| 184 |  */ | 
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| 185 | void GameLoader::stop() | 
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| 186 | { | 
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| 187 |   if(this->currentCampaign != NULL) | 
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| 188 |     this->currentCampaign->stop(); | 
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| 189 | } | 
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| 190 |  | 
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| 191 |  | 
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| 192 | /** | 
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| 193 |  *  pause the current entity | 
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| 194 |  * @returns error code if this action has caused a error | 
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| 195 |  * | 
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| 196 |  * this pauses the current entity or passes this call forth to the running entity. | 
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| 197 |  */ | 
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| 198 | ErrorMessage GameLoader::pause() | 
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| 199 | { | 
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| 200 |   this->isPaused = true; | 
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| 201 |   if(this->currentCampaign != NULL) | 
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| 202 |     this->currentCampaign->pause(); | 
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| 203 |  | 
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| 204 |   return ErrorMessage(); | 
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| 205 | } | 
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| 206 |  | 
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| 207 |  | 
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| 208 | /** | 
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| 209 |  *  resumes a pause | 
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| 210 |  * @returns error code if this action has caused a error | 
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| 211 |  * | 
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| 212 |  *  this resumess the current entity or passes this call forth to the running entity. | 
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| 213 |  */ | 
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| 214 | ErrorMessage GameLoader::resume() | 
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| 215 | { | 
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| 216 |   this->isPaused = false; | 
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| 217 |   if(this->currentCampaign != NULL) | 
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| 218 |     this->currentCampaign->resume(); | 
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| 219 |  | 
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| 220 |   return ErrorMessage(); | 
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| 221 | } | 
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| 222 |  | 
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| 223 |  | 
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| 224 | /** | 
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| 225 |  *  reads a campaign definition file into a campaign class | 
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| 226 |  * @param fileName to be loaded | 
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| 227 |  * @returns the loaded campaign | 
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| 228 |  * | 
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| 229 |  * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 230 |  */ | 
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| 231 | Campaign* GameLoader::fileToCampaign(const std::string& fileName) | 
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| 232 | { | 
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| 233 |   /* do not entirely load the campaign. just the current world | 
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| 234 |      before start of each world, it has to be initialized so it | 
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| 235 |      can load everything it needs into memory then. | 
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| 236 |   */ | 
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| 237 |  | 
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| 238 |   if( fileName.empty()) | 
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| 239 |   { | 
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| 240 |     PRINTF(2)("No filename specified for loading"); | 
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| 241 |     return NULL; | 
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| 242 |   } | 
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| 243 |  | 
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| 244 |   TiXmlDocument XMLDoc(fileName); | 
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| 245 |   // load the campaign document | 
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| 246 |   if( !XMLDoc.LoadFile(fileName)) | 
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| 247 |   { | 
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| 248 |     // report an error | 
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| 249 |     PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol()); | 
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| 250 |     return NULL; | 
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| 251 |   } | 
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| 252 |  | 
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| 253 |   // check basic validity | 
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| 254 |   TiXmlElement* root = XMLDoc.RootElement(); | 
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| 255 |   assert( root != NULL); | 
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| 256 |  | 
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| 257 |   if( strcmp( root->Value(), "Campaign")) | 
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| 258 |   { | 
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| 259 |     // report an error | 
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| 260 |     PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
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| 261 |     return NULL; | 
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| 262 |   } | 
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| 263 |  | 
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| 264 |   // construct campaign | 
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| 265 |   return new Campaign( root); | 
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| 266 | } | 
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| 267 |  | 
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| 268 |  | 
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| 269 |  | 
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| 270 | /** | 
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| 271 |  *  handle keyboard commands | 
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| 272 |  * @param event the event to handle | 
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| 273 |  */ | 
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| 274 | void GameLoader::process(const Event& event) | 
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| 275 | { | 
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| 276 |   if( event.type == KeyMapper::PEV_NEXT_WORLD) | 
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| 277 |   { | 
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| 278 |     if( likely(event.bPressed)) | 
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| 279 |     { | 
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| 280 |       this->switchToNextLevel(); | 
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| 281 |     } | 
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| 282 |   } | 
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| 283 |   else if( event.type == KeyMapper::PEV_PAUSE) | 
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| 284 |   { | 
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| 285 |     if( likely(event.bPressed)) | 
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| 286 |     { | 
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| 287 |       if(this->isPaused) | 
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| 288 |         this->resume(); | 
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| 289 |       else | 
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| 290 |         this->pause(); | 
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| 291 |     } | 
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| 292 |   } | 
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| 293 |   else if( event.type == KeyMapper::PEV_QUIT) | 
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| 294 |   { | 
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| 295 |     if( event.bPressed) this->stop(); | 
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| 296 |   } | 
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| 297 |   else if (event.type == EV_MAIN_QUIT) | 
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| 298 |     this->stop(); | 
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| 299 | } | 
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| 300 |  | 
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| 301 |  | 
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| 302 | /** | 
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| 303 |  *  this changes to the next level | 
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| 304 |  */ | 
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| 305 | void GameLoader::switchToNextLevel() | 
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| 306 | { | 
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| 307 |   if(this->currentCampaign != NULL) | 
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| 308 |     this->currentCampaign->switchToNextLevel(); | 
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| 309 | } | 
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| 310 |  | 
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