| 1 |  | 
|---|
| 2 |  | 
|---|
| 3 | /* | 
|---|
| 4 | orxonox - the future of 3D-vertical-scrollers | 
|---|
| 5 |  | 
|---|
| 6 | Copyright (C) 2004 orx | 
|---|
| 7 |  | 
|---|
| 8 | This program is free software; you can redistribute it and/or modify | 
|---|
| 9 | it under the terms of the GNU General Public License as published by | 
|---|
| 10 | the Free Software Foundation; either version 2, or (at your option) | 
|---|
| 11 | any later version. | 
|---|
| 12 |  | 
|---|
| 13 | ### File Specific: | 
|---|
| 14 | main-programmer: Patrick Boenzli | 
|---|
| 15 | co-programmer: ... | 
|---|
| 16 | */ | 
|---|
| 17 |  | 
|---|
| 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD | 
|---|
| 19 |  | 
|---|
| 20 | #include "game_loader.h" | 
|---|
| 21 | #include "util/loading/load_param.h" | 
|---|
| 22 | #include "util/loading/resource_manager.h" | 
|---|
| 23 | #include "debug.h" | 
|---|
| 24 | #include "campaign.h" | 
|---|
| 25 |  | 
|---|
| 26 | #include "key_mapper.h" | 
|---|
| 27 |  | 
|---|
| 28 | ObjectListDefinition(GameLoader); | 
|---|
| 29 |  | 
|---|
| 30 | GameLoader* GameLoader::singletonRef = NULL; | 
|---|
| 31 |  | 
|---|
| 32 |  | 
|---|
| 33 | /** | 
|---|
| 34 | *  simple constructor | 
|---|
| 35 | */ | 
|---|
| 36 | GameLoader::GameLoader () | 
|---|
| 37 | { | 
|---|
| 38 | this->registerObject(this, GameLoader::_objectList); | 
|---|
| 39 | this->setName("GameLoader"); | 
|---|
| 40 | this->bRun = true; | 
|---|
| 41 | } | 
|---|
| 42 |  | 
|---|
| 43 |  | 
|---|
| 44 | /** | 
|---|
| 45 | *  simple deconstructor | 
|---|
| 46 | */ | 
|---|
| 47 | GameLoader::~GameLoader () | 
|---|
| 48 | { | 
|---|
| 49 | if( this->currentCampaign) | 
|---|
| 50 | delete this->currentCampaign; | 
|---|
| 51 | this->currentCampaign = NULL; | 
|---|
| 52 |  | 
|---|
| 53 | GameLoader::singletonRef = NULL; | 
|---|
| 54 | } | 
|---|
| 55 |  | 
|---|
| 56 |  | 
|---|
| 57 | /** | 
|---|
| 58 | *  initializes the GameLoader | 
|---|
| 59 | */ | 
|---|
| 60 | ErrorMessage GameLoader::init() | 
|---|
| 61 | { | 
|---|
| 62 | if(this->currentCampaign != NULL) | 
|---|
| 63 | this->currentCampaign->init(); | 
|---|
| 64 |  | 
|---|
| 65 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_PAUSE); | 
|---|
| 66 | this->subscribeEvent(ES_ALL, EV_MAIN_QUIT);          //< External Quit Event | 
|---|
| 67 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_QUIT); | 
|---|
| 68 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_NEXT_WORLD); | 
|---|
| 69 | this->subscribeEvent(ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); | 
|---|
| 70 |  | 
|---|
| 71 | return ErrorMessage(); | 
|---|
| 72 | } | 
|---|
| 73 |  | 
|---|
| 74 |  | 
|---|
| 75 | /** | 
|---|
| 76 | *  reads a campaign definition file into a campaign class | 
|---|
| 77 | * @param fileName to be loaded | 
|---|
| 78 | * @returns the loaded campaign | 
|---|
| 79 | * | 
|---|
| 80 | * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
|---|
| 81 | */ | 
|---|
| 82 | ErrorMessage GameLoader::loadCampaign(const std::string& fileName) | 
|---|
| 83 | { | 
|---|
| 84 | ErrorMessage errorCode; | 
|---|
| 85 | std::string campaignName = Resources::ResourceManager::getInstance()->prependAbsoluteMainPath(fileName); | 
|---|
| 86 | if (!campaignName.empty()) | 
|---|
| 87 | { | 
|---|
| 88 | this->currentCampaign = this->fileToCampaign(campaignName); | 
|---|
| 89 | } | 
|---|
| 90 |  | 
|---|
| 91 | return ErrorMessage(); | 
|---|
| 92 | } | 
|---|
| 93 |  | 
|---|
| 94 |  | 
|---|
| 95 | /** | 
|---|
| 96 | *  reads a campaign definition file into a campaign class | 
|---|
| 97 | * @param fileName to be loaded | 
|---|
| 98 | * @returns the loaded campaign | 
|---|
| 99 | * | 
|---|
| 100 | * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
|---|
| 101 | */ | 
|---|
| 102 | ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName) | 
|---|
| 103 | { | 
|---|
| 104 | ErrorMessage errorCode; | 
|---|
| 105 | std::string campaignName = Resources::ResourceManager::getInstance()->prependAbsoluteMainPath(fileName); | 
|---|
| 106 | if (!campaignName.empty()) | 
|---|
| 107 | { | 
|---|
| 108 | this->currentCampaign = this->fileToCampaign(campaignName); | 
|---|
| 109 | } | 
|---|
| 110 |  | 
|---|
| 111 | return ErrorMessage(); | 
|---|
| 112 | } | 
|---|
| 113 |  | 
|---|
| 114 |  | 
|---|
| 115 | /** | 
|---|
| 116 | *  loads a debug campaign for test purposes only. | 
|---|
| 117 | * @param campaignID the identifier of the campaign. | 
|---|
| 118 | * @returns error message if not able to do so. | 
|---|
| 119 | */ | 
|---|
| 120 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
|---|
| 121 | { | 
|---|
| 122 | switch(campaignID) | 
|---|
| 123 | { | 
|---|
| 124 | /* | 
|---|
| 125 | Debug Level 0: Debug level used to test the base frame work. | 
|---|
| 126 | As you can see, all storyentity data is allocated before game | 
|---|
| 127 | start. the storyentity will load themselfs shortly before start | 
|---|
| 128 | through the StoryEntity::init() funtion. | 
|---|
| 129 | */ | 
|---|
| 130 | case DEBUG_CAMPAIGN_0: | 
|---|
| 131 | { | 
|---|
| 132 | /*        Campaign* debugCampaign = new Campaign(); | 
|---|
| 133 |  | 
|---|
| 134 | World* world0 = new World(DEBUG_WORLD_0); | 
|---|
| 135 | world0->setNextStoryID(WORLD_ID_1); | 
|---|
| 136 | debugCampaign->addEntity(world0, WORLD_ID_0); | 
|---|
| 137 |  | 
|---|
| 138 | World* world1 = new World(DEBUG_WORLD_1); | 
|---|
| 139 | world1->setNextStoryID(WORLD_ID_2); | 
|---|
| 140 | debugCampaign->addEntity(world1, WORLD_ID_1); | 
|---|
| 141 |  | 
|---|
| 142 | World* world2 = new World(DEBUG_WORLD_2); | 
|---|
| 143 | world2->setNextStoryID(WORLD_ID_GAMEEND); | 
|---|
| 144 | debugCampaign->addEntity(world2, WORLD_ID_2); | 
|---|
| 145 |  | 
|---|
| 146 | this->currentCampaign = debugCampaign; | 
|---|
| 147 | break;*/ | 
|---|
| 148 | } | 
|---|
| 149 | } | 
|---|
| 150 |  | 
|---|
| 151 | return ErrorMessage(); | 
|---|
| 152 | } | 
|---|
| 153 |  | 
|---|
| 154 |  | 
|---|
| 155 | /** | 
|---|
| 156 | *  starts the current entity | 
|---|
| 157 | * @returns error code if this action has caused a error | 
|---|
| 158 | */ | 
|---|
| 159 | ErrorMessage GameLoader::start() | 
|---|
| 160 | { | 
|---|
| 161 | if(this->currentCampaign != NULL) | 
|---|
| 162 | { | 
|---|
| 163 | this->currentCampaign->start(); | 
|---|
| 164 | } | 
|---|
| 165 |  | 
|---|
| 166 | return ErrorMessage(); | 
|---|
| 167 | } | 
|---|
| 168 |  | 
|---|
| 169 |  | 
|---|
| 170 | /** | 
|---|
| 171 | *  stops the current entity | 
|---|
| 172 | * @returns error code if this action has caused a error | 
|---|
| 173 | * | 
|---|
| 174 | *  ATTENTION: this function shouldn't call other functions, or if so, they must return | 
|---|
| 175 | *  after finishing. If you ignore or forget to do so, the current entity is not able to | 
|---|
| 176 | *  terminate and it will run in the background or the ressources can't be freed or even | 
|---|
| 177 | *  worse: are freed and the program will end in a segmentation fault! | 
|---|
| 178 | *  hehehe, have ya seen it... :) | 
|---|
| 179 | */ | 
|---|
| 180 | void GameLoader::stop() | 
|---|
| 181 | { | 
|---|
| 182 | if(this->currentCampaign != NULL) | 
|---|
| 183 | this->currentCampaign->stop(); | 
|---|
| 184 | } | 
|---|
| 185 |  | 
|---|
| 186 |  | 
|---|
| 187 | /** | 
|---|
| 188 | *  pause the current entity | 
|---|
| 189 | * @returns error code if this action has caused a error | 
|---|
| 190 | * | 
|---|
| 191 | * this pauses the current entity or passes this call forth to the running entity. | 
|---|
| 192 | */ | 
|---|
| 193 | ErrorMessage GameLoader::pause() | 
|---|
| 194 | { | 
|---|
| 195 | this->isPaused = true; | 
|---|
| 196 | if(this->currentCampaign != NULL) | 
|---|
| 197 | this->currentCampaign->pause(); | 
|---|
| 198 |  | 
|---|
| 199 | return ErrorMessage(); | 
|---|
| 200 | } | 
|---|
| 201 |  | 
|---|
| 202 |  | 
|---|
| 203 | /** | 
|---|
| 204 | *  resumes a pause | 
|---|
| 205 | * @returns error code if this action has caused a error | 
|---|
| 206 | * | 
|---|
| 207 | *  this resumess the current entity or passes this call forth to the running entity. | 
|---|
| 208 | */ | 
|---|
| 209 | ErrorMessage GameLoader::resume() | 
|---|
| 210 | { | 
|---|
| 211 | this->isPaused = false; | 
|---|
| 212 | if(this->currentCampaign != NULL) | 
|---|
| 213 | this->currentCampaign->resume(); | 
|---|
| 214 |  | 
|---|
| 215 | return ErrorMessage(); | 
|---|
| 216 | } | 
|---|
| 217 |  | 
|---|
| 218 |  | 
|---|
| 219 | /** | 
|---|
| 220 | *  reads a campaign definition file into a campaign class | 
|---|
| 221 | * @param fileName to be loaded | 
|---|
| 222 | * @returns the loaded campaign | 
|---|
| 223 | * | 
|---|
| 224 | * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
|---|
| 225 | */ | 
|---|
| 226 | Campaign* GameLoader::fileToCampaign(const std::string& fileName) | 
|---|
| 227 | { | 
|---|
| 228 | /* do not entirely load the campaign. just the current world | 
|---|
| 229 | before start of each world, it has to be initialized so it | 
|---|
| 230 | can load everything it needs into memory then. | 
|---|
| 231 | */ | 
|---|
| 232 |  | 
|---|
| 233 | if( fileName.empty()) | 
|---|
| 234 | { | 
|---|
| 235 | PRINTF(2)("No filename specified for loading"); | 
|---|
| 236 | return NULL; | 
|---|
| 237 | } | 
|---|
| 238 |  | 
|---|
| 239 | TiXmlDocument XMLDoc(fileName); | 
|---|
| 240 | // load the campaign document | 
|---|
| 241 | if( !XMLDoc.LoadFile(fileName)) | 
|---|
| 242 | { | 
|---|
| 243 | // report an error | 
|---|
| 244 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol()); | 
|---|
| 245 | return NULL; | 
|---|
| 246 | } | 
|---|
| 247 |  | 
|---|
| 248 | // check basic validity | 
|---|
| 249 | TiXmlElement* root = XMLDoc.RootElement(); | 
|---|
| 250 | assert( root != NULL); | 
|---|
| 251 |  | 
|---|
| 252 | if( strcmp( root->Value(), "Campaign")) | 
|---|
| 253 | { | 
|---|
| 254 | // report an error | 
|---|
| 255 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
|---|
| 256 | return NULL; | 
|---|
| 257 | } | 
|---|
| 258 |  | 
|---|
| 259 | // construct campaign | 
|---|
| 260 | return new Campaign( root); | 
|---|
| 261 | } | 
|---|
| 262 |  | 
|---|
| 263 |  | 
|---|
| 264 |  | 
|---|
| 265 | /** | 
|---|
| 266 | *  handle keyboard commands | 
|---|
| 267 | * @param event the event to handle | 
|---|
| 268 | */ | 
|---|
| 269 | void GameLoader::process(const Event& event) | 
|---|
| 270 | { | 
|---|
| 271 | if( event.type == KeyMapper::PEV_NEXT_WORLD) | 
|---|
| 272 | { | 
|---|
| 273 | if( likely(event.bPressed)) | 
|---|
| 274 | { | 
|---|
| 275 | this->switchToNextLevel(); | 
|---|
| 276 | } | 
|---|
| 277 | } | 
|---|
| 278 | else if( event.type == KeyMapper::PEV_PAUSE) | 
|---|
| 279 | { | 
|---|
| 280 | if( likely(event.bPressed)) | 
|---|
| 281 | { | 
|---|
| 282 | if(this->isPaused) | 
|---|
| 283 | this->resume(); | 
|---|
| 284 | else | 
|---|
| 285 | this->pause(); | 
|---|
| 286 | } | 
|---|
| 287 | } | 
|---|
| 288 | else if( event.type == KeyMapper::PEV_QUIT) | 
|---|
| 289 | { | 
|---|
| 290 | if( event.bPressed) this->stop(); | 
|---|
| 291 | } | 
|---|
| 292 | else if (event.type == EV_MAIN_QUIT) | 
|---|
| 293 | this->stop(); | 
|---|
| 294 | } | 
|---|
| 295 |  | 
|---|
| 296 |  | 
|---|
| 297 | /** | 
|---|
| 298 | *  this changes to the next level | 
|---|
| 299 | */ | 
|---|
| 300 | void GameLoader::switchToNextLevel() | 
|---|
| 301 | { | 
|---|
| 302 | if(this->currentCampaign != NULL) | 
|---|
| 303 | this->currentCampaign->switchToNextLevel(); | 
|---|
| 304 | } | 
|---|
| 305 |  | 
|---|