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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 | |
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| 22 | #include "shell_command.h" |
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| 23 | #include "campaign.h" |
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| 24 | #include "world.h" |
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| 25 | #include "orxonox.h" |
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| 26 | #include "camera.h" |
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| 27 | #include "vector.h" |
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| 28 | #include "resource_manager.h" |
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| 29 | #include "factory.h" |
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| 30 | #include "event.h" |
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| 31 | #include "event_handler.h" |
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| 32 | #include <string.h> |
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| 33 | |
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| 34 | |
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| 35 | using namespace std; |
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| 36 | |
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| 37 | |
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| 38 | SHELL_COMMAND(quit, GameLoader, stop) |
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| 39 | ->describe("quits the game") |
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| 40 | ->setAlias("orxoquit"); |
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| 41 | |
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| 42 | |
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| 43 | GameLoader* GameLoader::singletonRef = NULL; |
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| 44 | |
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| 45 | |
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| 46 | /** |
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| 47 | * simple constructor |
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| 48 | */ |
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| 49 | GameLoader::GameLoader () |
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| 50 | { |
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| 51 | this->setClassID(CL_GAME_LOADER, "GameLoader"); |
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| 52 | this->setName("GameLoader"); |
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| 53 | |
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| 54 | } |
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| 55 | |
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| 56 | |
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| 57 | /** |
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| 58 | * simple deconstructor |
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| 59 | */ |
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| 60 | GameLoader::~GameLoader () |
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| 61 | { |
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| 62 | if( this->currentCampaign) |
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| 63 | delete this->currentCampaign; |
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| 64 | this->currentCampaign = NULL; |
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| 65 | } |
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| 66 | |
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| 67 | |
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| 68 | /** |
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| 69 | * this class is a singleton class |
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| 70 | * @returns an instance of itself |
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| 71 | |
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| 72 | if you are unsure about singleton classes, check the theory out on the internet :) |
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| 73 | */ |
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| 74 | GameLoader* GameLoader::getInstance() |
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| 75 | { |
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| 76 | if(singletonRef == NULL) |
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| 77 | singletonRef = new GameLoader(); |
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| 78 | return singletonRef; |
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| 79 | } |
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| 80 | |
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| 81 | /** |
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| 82 | * initializes the GameLoader |
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| 83 | */ |
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| 84 | ErrorMessage GameLoader::init() |
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| 85 | { |
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| 86 | if(this->currentCampaign != NULL) |
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| 87 | this->currentCampaign->init(); |
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| 88 | |
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| 89 | this->eventHandler = EventHandler::getInstance(); |
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| 90 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); |
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| 91 | this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT); //< External Quit Event |
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| 92 | this->eventHandler->subscribe(this, ES_ALL, KeyMapper::PEV_QUIT); |
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| 93 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); |
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| 94 | this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | /** |
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| 99 | * reads a campaign definition file into a campaign class |
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| 100 | * @param fileName to be loaded |
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| 101 | * @returns the loaded campaign |
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| 102 | |
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| 103 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 104 | */ |
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| 105 | ErrorMessage GameLoader::loadCampaign(const char* fileName) |
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| 106 | { |
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| 107 | ErrorMessage errorCode; |
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| 108 | char* campaignName = ResourceManager::getFullName(fileName); |
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| 109 | if (campaignName) |
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| 110 | { |
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| 111 | this->currentCampaign = this->fileToCampaign(campaignName); |
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| 112 | delete[] campaignName; |
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| 113 | } |
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| 114 | // World* world0 = new World(DEBUG_WORLD_0); |
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| 115 | // world0->setNextStoryID(WORLD_ID_GAMEEND); |
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| 116 | // this->currentCampaign->addEntity(world0, WORLD_ID_2); |
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| 117 | } |
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| 118 | |
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| 119 | /** |
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| 120 | * loads a debug campaign for test purposes only. |
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| 121 | * @param campaignID the identifier of the campaign. |
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| 122 | * @returns error message if not able to do so. |
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| 123 | */ |
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| 124 | ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) |
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| 125 | { |
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| 126 | switch(campaignID) |
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| 127 | { |
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| 128 | /* |
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| 129 | Debug Level 0: Debug level used to test the base frame work. |
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| 130 | As you can see, all storyentity data is allocated before game |
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| 131 | start. the storyentity will load themselfs shortly before start |
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| 132 | through the StoryEntity::init() funtion. |
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| 133 | */ |
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| 134 | case DEBUG_CAMPAIGN_0: |
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| 135 | { |
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| 136 | Campaign* debugCampaign = new Campaign(); |
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| 137 | |
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| 138 | World* world0 = new World(DEBUG_WORLD_0); |
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| 139 | world0->setNextStoryID(WORLD_ID_1); |
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| 140 | debugCampaign->addEntity(world0, WORLD_ID_0); |
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| 141 | |
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| 142 | World* world1 = new World(DEBUG_WORLD_1); |
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| 143 | world1->setNextStoryID(WORLD_ID_2); |
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| 144 | debugCampaign->addEntity(world1, WORLD_ID_1); |
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| 145 | |
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| 146 | World* world2 = new World(DEBUG_WORLD_2); |
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| 147 | world2->setNextStoryID(WORLD_ID_GAMEEND); |
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| 148 | debugCampaign->addEntity(world2, WORLD_ID_2); |
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| 149 | |
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| 150 | this->currentCampaign = debugCampaign; |
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| 151 | break; |
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| 152 | } |
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| 153 | } |
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| 154 | } |
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| 155 | |
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| 156 | |
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| 157 | /** |
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| 158 | * starts the current entity |
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| 159 | * @returns error code if this action has caused a error |
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| 160 | */ |
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| 161 | ErrorMessage GameLoader::start() |
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| 162 | { |
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| 163 | if(this->currentCampaign != NULL) |
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| 164 | this->currentCampaign->start(); |
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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 | * stops the current entity |
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| 170 | * @returns error code if this action has caused a error |
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| 171 | |
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| 172 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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| 173 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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| 174 | terminate and it will run in the background or the ressources can't be freed or even |
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| 175 | worse: are freed and the program will end in a segmentation fault! |
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| 176 | hehehe, have ya seen it... :) |
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| 177 | */ |
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| 178 | void GameLoader::stop() |
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| 179 | { |
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| 180 | if(this->currentCampaign != NULL) |
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| 181 | this->currentCampaign->stop(); |
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| 182 | } |
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| 183 | |
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| 184 | |
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| 185 | /** |
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| 186 | * pause the current entity |
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| 187 | * @returns error code if this action has caused a error |
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| 188 | |
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| 189 | this pauses the current entity or passes this call forth to the running entity. |
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| 190 | */ |
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| 191 | ErrorMessage GameLoader::pause() |
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| 192 | { |
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| 193 | this->isPaused = true; |
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| 194 | if(this->currentCampaign != NULL) |
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| 195 | this->currentCampaign->pause(); |
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| 196 | } |
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| 197 | |
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| 198 | |
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| 199 | /** |
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| 200 | * resumes a pause |
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| 201 | * @returns error code if this action has caused a error |
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| 202 | |
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| 203 | this resumess the current entity or passes this call forth to the running entity. |
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| 204 | */ |
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| 205 | ErrorMessage GameLoader::resume() |
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| 206 | { |
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| 207 | this->isPaused = false; |
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| 208 | if(this->currentCampaign != NULL) |
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| 209 | this->currentCampaign->resume(); |
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| 210 | } |
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| 211 | |
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| 212 | |
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| 213 | /** |
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| 214 | * release the mem ATTENTION: not implemented |
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| 215 | */ |
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| 216 | ErrorMessage GameLoader::destroy() |
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| 217 | { |
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| 218 | |
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| 219 | } |
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| 220 | |
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| 221 | |
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| 222 | /** |
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| 223 | * reads a campaign definition file into a campaign class |
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| 224 | * @param fileName to be loaded |
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| 225 | * @returns the loaded campaign |
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| 226 | |
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| 227 | this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns |
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| 228 | */ |
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| 229 | Campaign* GameLoader::fileToCampaign(const char* fileName) |
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| 230 | { |
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| 231 | /* do not entirely load the campaign. just the current world |
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| 232 | before start of each world, it has to be initialized so it |
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| 233 | can load everything it needs into memory then. |
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| 234 | */ |
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| 235 | |
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| 236 | if( fileName == NULL) |
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| 237 | { |
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| 238 | PRINTF(2)("No filename specified for loading"); |
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| 239 | return NULL; |
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| 240 | } |
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| 241 | |
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| 242 | TiXmlDocument* XMLDoc = new TiXmlDocument( fileName); |
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| 243 | // load the campaign document |
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| 244 | if( !XMLDoc->LoadFile()) |
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| 245 | { |
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| 246 | // report an error |
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| 247 | PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName, XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); |
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| 248 | delete XMLDoc; |
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| 249 | return NULL; |
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| 250 | } |
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| 251 | |
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| 252 | // check basic validity |
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| 253 | TiXmlElement* root = XMLDoc->RootElement(); |
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| 254 | assert( root != NULL); |
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| 255 | |
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| 256 | if( strcmp( root->Value(), "Campaign")) |
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| 257 | { |
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| 258 | // report an error |
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| 259 | PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); |
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| 260 | delete XMLDoc; |
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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 | Campaign* c = new Campaign( root); |
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| 266 | |
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| 267 | // free the XML data |
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| 268 | delete XMLDoc; |
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| 269 | |
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| 270 | return c; |
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| 271 | } |
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| 272 | |
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| 273 | |
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| 274 | /** |
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| 275 | * handle keyboard commands |
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| 276 | * @param event the event to handle |
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| 277 | */ |
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| 278 | void GameLoader::process(const Event& event) |
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| 279 | { |
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| 280 | if( event.type == KeyMapper::PEV_NEXT_WORLD) |
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| 281 | { |
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| 282 | if( likely(event.bPressed)) |
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| 283 | { |
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| 284 | this->nextLevel(); |
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| 285 | } |
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| 286 | } |
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| 287 | else if( event.type == KeyMapper::PEV_PREVIOUS_WORLD) |
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| 288 | { |
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| 289 | if( likely(event.bPressed)) |
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| 290 | { |
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| 291 | this->previousLevel(); |
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| 292 | } |
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| 293 | } |
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| 294 | else if( event.type == KeyMapper::PEV_PAUSE) |
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| 295 | { |
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| 296 | if( likely(event.bPressed)) |
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| 297 | { |
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| 298 | if(this->isPaused) |
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| 299 | this->resume(); |
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| 300 | else |
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| 301 | this->pause(); |
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| 302 | } |
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| 303 | } |
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| 304 | else if( event.type == KeyMapper::PEV_QUIT) |
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| 305 | { |
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| 306 | if( event.bPressed) this->stop(); |
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| 307 | } |
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| 308 | else if (event.type == EV_MAIN_QUIT) |
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| 309 | this->stop(); |
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| 310 | } |
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| 311 | |
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| 312 | |
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| 313 | /** |
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| 314 | \brief this changes to the next level |
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| 315 | */ |
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| 316 | void GameLoader::nextLevel() |
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| 317 | { |
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| 318 | if(this->currentCampaign != NULL) |
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| 319 | this->currentCampaign->nextLevel(); |
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| 320 | } |
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| 321 | |
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| 322 | |
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| 323 | /** |
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| 324 | \brief change to the previous level - not implemented |
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| 325 | |
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| 326 | this propably useless |
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| 327 | */ |
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| 328 | void GameLoader::previousLevel() |
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| 329 | { |
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| 330 | if(this->currentCampaign != NULL) |
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| 331 | this->currentCampaign->previousLevel(); |
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| 332 | } |
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| 333 | |
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| 334 | /** |
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| 335 | * load a StoryEntity |
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| 336 | * @param element a XMLElement containing all the needed info |
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| 337 | */ |
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| 338 | BaseObject* GameLoader::fabricate(const TiXmlElement* element) |
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| 339 | { |
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| 340 | assert( element != NULL); |
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| 341 | |
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| 342 | if( Factory::getFirst() == NULL) |
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| 343 | { |
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| 344 | PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n"); |
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| 345 | return NULL; |
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| 346 | } |
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| 347 | |
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| 348 | if( element->Value() != NULL) |
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| 349 | { |
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| 350 | PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value()); |
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| 351 | BaseObject* b = Factory::getFirst()->fabricate( element); |
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| 352 | if( b == NULL) |
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| 353 | PRINTF(2)("Failed to fabricate a '%s'\n", element->Value()); |
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| 354 | else |
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| 355 | PRINTF(4)("Successfully fabricated a '%s'\n", element->Value()); |
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| 356 | return b; |
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| 357 | } |
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| 358 | |
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| 359 | PRINTF(2)("Fabricate failed, TiXmlElement did not contain a value\n"); |
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| 360 | |
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| 361 | return NULL; |
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| 362 | } |
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