| 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 "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 "resource_manager.h" | 
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| 27 |  | 
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| 28 | #include "event_handler.h" | 
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| 29 |  | 
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| 30 |  | 
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| 31 | using namespace std; | 
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| 32 |  | 
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| 33 |  | 
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| 34 | SHELL_COMMAND(quit, GameLoader, stop) | 
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| 35 |     ->describe("quits the game") | 
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| 36 |     ->setAlias("orxoquit"); | 
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| 37 |  | 
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| 38 |  | 
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| 39 | GameLoader* GameLoader::singletonRef = NULL; | 
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| 40 |  | 
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| 41 |  | 
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| 42 | /** | 
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| 43 |  *  simple constructor | 
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| 44 |  */ | 
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| 45 | GameLoader::GameLoader () | 
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| 46 | { | 
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| 47 |   this->setClassID(CL_GAME_LOADER, "GameLoader"); | 
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| 48 |   this->setName("GameLoader"); | 
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| 49 |  | 
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| 50 | } | 
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| 51 |  | 
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| 52 |  | 
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| 53 | /** | 
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| 54 |  *  simple deconstructor | 
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| 55 |  */ | 
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| 56 | GameLoader::~GameLoader () | 
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| 57 | { | 
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| 58 |   if( this->currentCampaign) | 
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| 59 |     delete this->currentCampaign; | 
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| 60 |   this->currentCampaign = NULL; | 
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| 61 | } | 
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| 62 |  | 
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| 63 |  | 
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| 64 | /** | 
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| 65 |  *  this class is a singleton class | 
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| 66 |  * @returns an instance of itself | 
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| 67 |  * | 
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| 68 |  * if you are unsure about singleton classes, check the theory out on the internet :) | 
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| 69 |  */ | 
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| 70 | GameLoader* GameLoader::getInstance() | 
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| 71 | { | 
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| 72 |   if(singletonRef == NULL) | 
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| 73 |     singletonRef = new GameLoader(); | 
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| 74 |   return singletonRef; | 
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| 75 | } | 
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| 76 |  | 
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| 77 | /** | 
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| 78 |  *  initializes the GameLoader | 
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| 79 |  */ | 
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| 80 | ErrorMessage GameLoader::init() | 
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| 81 | { | 
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| 82 |   if(this->currentCampaign != NULL) | 
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| 83 |     this->currentCampaign->init(); | 
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| 84 |  | 
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| 85 |   this->eventHandler = EventHandler::getInstance(); | 
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| 86 |   this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); | 
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| 87 |   this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT);          //< External Quit Event | 
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| 88 |   this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); | 
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| 89 |   this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); | 
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| 90 |   this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); | 
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| 91 | } | 
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| 92 |  | 
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| 93 |  | 
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| 94 | /** | 
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| 95 |  *  reads a campaign definition file into a campaign class | 
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| 96 |  * @param fileName to be loaded | 
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| 97 |  * @returns the loaded campaign | 
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| 98 |  * | 
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| 99 |  * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 100 |  */ | 
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| 101 | ErrorMessage GameLoader::loadCampaign(const char* fileName) | 
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| 102 | { | 
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| 103 |   ErrorMessage errorCode; | 
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| 104 |   char* campaignName = ResourceManager::getFullName(fileName); | 
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| 105 |   if (campaignName) | 
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| 106 |     { | 
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| 107 |       this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 108 |       delete[] campaignName; | 
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| 109 |     } | 
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| 110 | } | 
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| 111 |  | 
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| 112 |  | 
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| 113 | /** | 
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| 114 |  *  reads a campaign definition file into a campaign class | 
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| 115 |  * @param fileName to be loaded | 
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| 116 |  * @returns the loaded campaign | 
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| 117 |  * | 
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| 118 |  * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 119 |  */ | 
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| 120 | ErrorMessage GameLoader::loadNetworkCampaign(const char* fileName) | 
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| 121 | { | 
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| 122 |   ErrorMessage errorCode; | 
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| 123 |   char* campaignName = ResourceManager::getFullName(fileName); | 
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| 124 |   if (campaignName) | 
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| 125 |   { | 
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| 126 |     this->currentCampaign = this->fileToNetworkCampaign(campaignName); | 
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| 127 |     delete[] campaignName; | 
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| 128 |   } | 
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| 129 | } | 
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| 130 |  | 
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| 131 |  | 
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| 132 | /** | 
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| 133 |  *  loads a debug campaign for test purposes only. | 
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| 134 |  * @param campaignID the identifier of the campaign. | 
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| 135 |  * @returns error message if not able to do so. | 
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| 136 |  */ | 
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| 137 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| 138 | { | 
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| 139 |   switch(campaignID) | 
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| 140 |     { | 
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| 141 |       /* | 
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| 142 |          Debug Level 0: Debug level used to test the base frame work. | 
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| 143 |          As you can see, all storyentity data is allocated before game | 
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| 144 |          start. the storyentity will load themselfs shortly before start | 
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| 145 |          through the StoryEntity::init() funtion. | 
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| 146 |       */ | 
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| 147 |     case DEBUG_CAMPAIGN_0: | 
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| 148 |       { | 
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| 149 | /*        Campaign* debugCampaign = new Campaign(); | 
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| 150 |  | 
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| 151 |         World* world0 = new World(DEBUG_WORLD_0); | 
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| 152 |         world0->setNextStoryID(WORLD_ID_1); | 
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| 153 |         debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| 154 |  | 
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| 155 |         World* world1 = new World(DEBUG_WORLD_1); | 
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| 156 |         world1->setNextStoryID(WORLD_ID_2); | 
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| 157 |         debugCampaign->addEntity(world1, WORLD_ID_1); | 
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| 158 |  | 
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| 159 |         World* world2 = new World(DEBUG_WORLD_2); | 
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| 160 |         world2->setNextStoryID(WORLD_ID_GAMEEND); | 
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| 161 |         debugCampaign->addEntity(world2, WORLD_ID_2); | 
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| 162 |  | 
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| 163 |         this->currentCampaign = debugCampaign; | 
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| 164 |         break;*/ | 
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| 165 |       } | 
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| 166 |     } | 
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| 167 | } | 
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| 168 |  | 
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| 169 |  | 
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| 170 | /** | 
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| 171 |  *  starts the current entity | 
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| 172 |  * @returns error code if this action has caused a error | 
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| 173 |  */ | 
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| 174 | ErrorMessage GameLoader::start() | 
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| 175 | { | 
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| 176 |   if(this->currentCampaign != NULL) | 
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| 177 |     this->currentCampaign->start(); | 
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| 178 | } | 
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| 179 |  | 
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| 180 |  | 
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| 181 | /** | 
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| 182 |  *  stops the current entity | 
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| 183 |  * @returns error code if this action has caused a error | 
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| 184 |  * | 
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| 185 |  *  ATTENTION: this function shouldn't call other functions, or if so, they must return | 
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| 186 |  *  after finishing. If you ignore or forget to do so, the current entity is not able to | 
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| 187 |  *  terminate and it will run in the background or the ressources can't be freed or even | 
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| 188 |  *  worse: are freed and the program will end in a segmentation fault! | 
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| 189 |  *  hehehe, have ya seen it... :) | 
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| 190 |  */ | 
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| 191 | void GameLoader::stop() | 
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| 192 | { | 
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| 193 |   if(this->currentCampaign != NULL) | 
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| 194 |     this->currentCampaign->stop(); | 
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| 195 | } | 
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| 196 |  | 
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| 197 |  | 
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| 198 | /** | 
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| 199 |  *  pause the current entity | 
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| 200 |  * @returns error code if this action has caused a error | 
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| 201 |  * | 
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| 202 |  * this pauses the current entity or passes this call forth to the running entity. | 
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| 203 |  */ | 
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| 204 | ErrorMessage GameLoader::pause() | 
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| 205 | { | 
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| 206 |   this->isPaused = true; | 
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| 207 |   if(this->currentCampaign != NULL) | 
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| 208 |     this->currentCampaign->pause(); | 
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| 209 | } | 
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| 210 |  | 
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| 211 |  | 
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| 212 | /** | 
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| 213 |  *  resumes a pause | 
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| 214 |  * @returns error code if this action has caused a error | 
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| 215 |  * | 
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| 216 |  *  this resumess the current entity or passes this call forth to the running entity. | 
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| 217 |  */ | 
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| 218 | ErrorMessage GameLoader::resume() | 
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| 219 | { | 
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| 220 |   this->isPaused = false; | 
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| 221 |   if(this->currentCampaign != NULL) | 
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| 222 |     this->currentCampaign->resume(); | 
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| 223 | } | 
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| 224 |  | 
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| 225 |  | 
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| 226 | /** | 
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| 227 |  *  release the mem ATTENTION: not implemented | 
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| 228 |  */ | 
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| 229 | ErrorMessage GameLoader::destroy() | 
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| 230 | { | 
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| 231 |  | 
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| 232 | } | 
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| 233 |  | 
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| 234 |  | 
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| 235 | /** | 
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| 236 |  *  reads a campaign definition file into a campaign class | 
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| 237 |  * @param fileName to be loaded | 
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| 238 |  * @returns the loaded campaign | 
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| 239 |  * | 
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| 240 |  * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 241 |  */ | 
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| 242 | Campaign* GameLoader::fileToCampaign(const char* fileName) | 
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| 243 | { | 
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| 244 |   /* do not entirely load the campaign. just the current world | 
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| 245 |      before start of each world, it has to be initialized so it | 
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| 246 |      can load everything it needs into memory then. | 
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| 247 |   */ | 
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| 248 |  | 
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| 249 |   if( fileName == NULL) | 
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| 250 |     { | 
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| 251 |       PRINTF(2)("No filename specified for loading"); | 
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| 252 |       return NULL; | 
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| 253 |     } | 
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| 254 |  | 
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| 255 |   TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); | 
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| 256 |   // load the campaign document | 
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| 257 |   if( !XMLDoc->LoadFile()) | 
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| 258 |     { | 
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| 259 |       // report an error | 
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| 260 |       PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); | 
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| 261 |       delete XMLDoc; | 
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| 262 |       return NULL; | 
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| 263 |     } | 
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| 264 |  | 
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| 265 |   // check basic validity | 
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| 266 |   TiXmlElement* root = XMLDoc->RootElement(); | 
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| 267 |   assert( root != NULL); | 
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| 268 |  | 
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| 269 |   if( strcmp( root->Value(), "Campaign")) | 
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| 270 |     { | 
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| 271 |       // report an error | 
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| 272 |       PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
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| 273 |       delete XMLDoc; | 
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| 274 |       return NULL; | 
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| 275 |     } | 
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| 276 |  | 
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| 277 |   // construct campaign | 
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| 278 |   Campaign* c = new Campaign( root); | 
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| 279 |  | 
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| 280 |   // free the XML data | 
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| 281 |   delete XMLDoc; | 
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| 282 |  | 
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| 283 |   return c; | 
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| 284 | } | 
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| 285 |  | 
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| 286 |  | 
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| 287 | /** | 
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| 288 |  *  reads a campaign definition file into a campaign class | 
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| 289 |  * @param fileName to be loaded | 
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| 290 |  * @returns the loaded campaign | 
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| 291 |  * | 
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| 292 |  *  this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 293 |  */ | 
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| 294 | Campaign* GameLoader::fileToNetworkCampaign(const char* fileName) | 
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| 295 | { | 
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| 296 |   /* do not entirely load the campaign. just the current world | 
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| 297 |   before start of each world, it has to be initialized so it | 
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| 298 |   can load everything it needs into memory then. | 
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| 299 |   */ | 
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| 300 |  | 
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| 301 |   if( fileName == NULL) | 
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| 302 |   { | 
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| 303 |     PRINTF(2)("No filename specified for loading"); | 
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| 304 |     return NULL; | 
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| 305 |   } | 
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| 306 |  | 
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| 307 |   TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); | 
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| 308 |   // load the campaign document | 
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| 309 |   if( !XMLDoc->LoadFile()) | 
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| 310 |   { | 
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| 311 |       // report an error | 
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| 312 |     PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); | 
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| 313 |     delete XMLDoc; | 
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| 314 |     return NULL; | 
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| 315 |   } | 
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| 316 |  | 
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| 317 |   // check basic validity | 
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| 318 |   TiXmlElement* root = XMLDoc->RootElement(); | 
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| 319 |   assert( root != NULL); | 
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| 320 |  | 
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| 321 |   if( strcmp( root->Value(), "Campaign")) | 
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| 322 |   { | 
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| 323 |       // report an error | 
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| 324 |     PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
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| 325 |     delete XMLDoc; | 
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| 326 |     return NULL; | 
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| 327 |   } | 
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| 328 |  | 
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| 329 |   // construct campaign | 
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| 330 |   Campaign* c = new Campaign( root); | 
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| 331 |  | 
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| 332 |   // free the XML data | 
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| 333 |   delete XMLDoc; | 
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| 334 |  | 
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| 335 |   return c; | 
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| 336 | } | 
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| 337 |  | 
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| 338 |  | 
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| 339 | /** | 
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| 340 |  *  handle keyboard commands | 
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| 341 |  * @param event the event to handle | 
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| 342 |  */ | 
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| 343 | void GameLoader::process(const Event& event) | 
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| 344 | { | 
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| 345 |   if( event.type == KeyMapper::PEV_NEXT_WORLD) | 
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| 346 |   { | 
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| 347 |     if( likely(event.bPressed)) | 
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| 348 |     { | 
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| 349 |       this->nextLevel(); | 
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| 350 |     } | 
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| 351 |   } | 
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| 352 |   else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) | 
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| 353 |   { | 
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| 354 |     if( likely(event.bPressed)) | 
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| 355 |     { | 
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| 356 |       this->previousLevel(); | 
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| 357 |     } | 
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| 358 |   } | 
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| 359 |   else if( event.type == KeyMapper::PEV_PAUSE) | 
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| 360 |   { | 
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| 361 |     if( likely(event.bPressed)) | 
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| 362 |     { | 
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| 363 |       if(this->isPaused) | 
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| 364 |         this->resume(); | 
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| 365 |       else | 
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| 366 |         this->pause(); | 
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| 367 |     } | 
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| 368 |   } | 
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| 369 |   else if( event.type == KeyMapper::PEV_QUIT) | 
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| 370 |   { | 
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| 371 |     if( event.bPressed) this->stop(); | 
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| 372 |   } | 
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| 373 |   else if (event.type == EV_MAIN_QUIT) | 
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| 374 |     this->stop(); | 
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| 375 | } | 
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| 376 |  | 
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| 377 |  | 
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| 378 | /** | 
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| 379 |  *  \brief this changes to the next level | 
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| 380 |  */ | 
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| 381 | void GameLoader::nextLevel() | 
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| 382 | { | 
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| 383 |   if(this->currentCampaign != NULL) | 
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| 384 |     this->currentCampaign->nextLevel(); | 
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| 385 | } | 
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| 386 |  | 
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| 387 |  | 
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| 388 | /** | 
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| 389 |  *  change to the previous level - not implemented | 
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| 390 |  * | 
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| 391 |  * this propably useless | 
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| 392 |  */ | 
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| 393 | void GameLoader::previousLevel() | 
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| 394 | { | 
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| 395 |   if(this->currentCampaign != NULL) | 
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| 396 |     this->currentCampaign->previousLevel(); | 
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| 397 | } | 
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