示例#1
0
  //
  // LoadObjectFile
  //
  // Load a object definition file into current state, false if not found
  //
  Bool LoadObjectFile(const char *name)
  {
    ASSERT(name);

    PTree pTree;
    Bool safe = Missions::GetSafeLoad();

    // Parse the file
    GameGod::Loader::SubSystem("#game.loader.createobjects", 1);

    if (pTree.AddFile(name))
    {
      // Get the global scope
      FScope *gScope = pTree.GetGlobalScope();
      FScope *sScope;

      // Process each function
      GameGod::Loader::SubSystem("#game.loader.createobjects", gScope->GetBodyCount());

      while ((sScope = gScope->NextFunction()) != NULL)
      {
        switch (sScope->NameCrc())
        {
          case 0xCAE286FA: // "CreateObject"
            LoadCreateObject(sScope, safe);
            GameGod::Loader::Advance();
            break;
        }
      }

      if (GameGod::CheckObjects())
      {
        FSCOPE_CHECK(gScope)
      }

      // Call each existing game object
      GameGod::Loader::SubSystem("#game.loader.configureobjects", GameObjCtrl::listAll.GetCount());

      for (NList<GameObj>::Iterator i(&GameObjCtrl::listAll); *i; i++)
      {
        // Are we in safe-mode and this is a map object
        if (safe && Promote::Object<MapObjType, MapObj>(*i))
        {
        }
        else
        {
          // Call virtual post-load function
          (*i)->PostLoad();
        }

        GameGod::Loader::Advance();
      }

      return (TRUE);
    }
示例#2
0
  //
  // LoadConfig
  //
  // Load the configured difficulty settings
  //
  static void LoadConfig()
  {
    PTree pTree;
    GameIdent defaultName;

    // Clear any current settings
    ClearSettings();

    // Open the configuration file
    if (pTree.AddFile(configName))
    {
      FScope *gScope = pTree.GetGlobalScope();
      FScope *sScope;

      // Parse each function
      while ((sScope = gScope->NextFunction()) != NULL)
      {
        switch (sScope->NameCrc())
        {
          case 0x12AFF0D8: // "CreateSetting"
            ProcessCreateSetting(sScope);
            break;

          case 0x733C1EB5: // "DefaultSetting"
            defaultName = StdLoad::TypeString(sScope);
            break;
        }
      }

      // Ensure at least one setting is configured
      if (settings.GetCount())
      {
        // Setup the default setting
        if ((defaultSetting = FindSetting(defaultName)) == NULL)
        {
          defaultSetting = settings.GetHead();
        }

        // Set the current from the default
        currentSetting = defaultSetting;
      }
      else
      {
        ERR_CONFIG(("At least one difficulty setting must be supplied in [%s]", configName));
      }
    }
    else
    {
      ERR_CONFIG(("Unable to load difficulty settings configuration [%s]", configName));
    }
  }
示例#3
0
  //
  // LoadConfig
  //
  // Load the group configuration file
  //
  void Group::LoadConfig()
  {
    FilePath configPath;
    PTree pTree;

    // Generate the config name
    Dir::PathMake(configPath, GetPath().str, MISSIONS_FILE_GROUP);
 
    // Add the campaign config
    if (pTree.AddFile(configPath.str))
    {
      FScope *gScope = pTree.GetGlobalScope();
      FScope *sScope;

      // Process each function
      while ((sScope = gScope->NextFunction()) != NULL)
      {
        switch (sScope->NameCrc())
        {
          case 0x47CB37F2: // "Description"
            description = StdLoad::TypeString(sScope);
            break;

          case 0xF81D1051: // "System"
            system = StdLoad::TypeU32(sScope);
            break;

          case 0xC2B3BE7B: // "InstantAction"
            instantAction = StdLoad::TypeU32(sScope);
            break;

          case 0x7BB50683: // "Campaign"
            Campaigns::CreateCampaign(*this, sScope);
            break;
        }
      }
    }
  }
示例#4
0
  //
  // Init
  //
  // Initialize system
  //
  void Init()
  {
    ASSERT(!initialized)
    ASSERT(!items.GetCount())

    PTree pTree;

    // Process the configuration
    if (pTree.AddFile(configName))
    {
      FScope *fScope = pTree.GetGlobalScope();
      FScope *sScope;

      while ((sScope = fScope->NextFunction()) != NULL)
      {
        switch (sScope->NameCrc())
        {
          case 0x64FFFFD7: // "Place"
          {
            // Load the data
            const char *type = StdLoad::TypeString(sScope);
            F32 direction = StdLoad::TypeCompassAngle(sScope);
            F32 distance = StdLoad::TypeF32(sScope);
            F32 orientation = StdLoad::TypeCompassAngle(sScope);

            // Create the item
            items.Append(new Item(type, direction, distance, orientation));
            break;
          }
        }
      }
    }

    // System now initialized
    initialized = TRUE;
  }
示例#5
0
  //
  // Preview::Preview
  //
  Preview::Preview(const Missions::Mission *missionIn) 
  : teams(&TeamInfo::node),
    terrain(NULL),
    ruleSetFixed(FALSE)
  {
    if (missionIn)
    {
      name = missionIn->GetName().str;
      path = missionIn->GetGroup().GetPath().str;
    }
    else
    {
      name = "";
      path = "";
    }

    // Open mission stream
    const char *oldStream = OpenMissionStream();

    // Open the game configuration file
    PTree pTree;

    // Parse the file
    if (pTree.AddFile(FILENAME_MISSION_CONFIG))
    {
      // Get the global scope
      FScope *gScope = pTree.GetGlobalScope();
      FScope *sScope;

      // Process each function
      while ((sScope = gScope->NextFunction()) != NULL)
      {
        switch (sScope->NameCrc())
        {
          case 0xEDF7E07D: // "DefaultRule"
            ruleSet = StdLoad::TypeString(sScope);
            break;

          case 0x7F6A7C11: // "FixedRule"
            ruleSetFixed = StdLoad::TypeU32(sScope);
            break;

          case 0x1D4A8250: // "WorldInfo"
            // Load map size
            size = StdLoad::TypeU32(sScope, "CellMapX");
            break;

          case 0xCA519158: // "DefineTeams"
          {
            ASSERT(!teams.GetCount())

            // Count the number of teams we find
            FScope *fScope;

            // Process each function
            while ((fScope = sScope->NextFunction()) != NULL)
            {
              switch (fScope->NameCrc())
              {
                case 0xB884B9E8: // "CreateTeam"
                {
                  // Is this team available for play
                  if (StdLoad::TypeU32(fScope, "AvailablePlay", 1))
                  {
                    // Create new team info
                    TeamInfo *info = new TeamInfo(fScope);

                    // Add to the tree
                    teams.Add(info->GetName().crc, info);
                  }
                  break;
                }
              }
            }

            break;
          }
        }
      }
    }
    else
    {
      size = 0;
    }

    // Load preview texture
    ReloadTextures();

    // Restore old stuff
    if (oldStream)
    {
      CloseMissionStream(oldStream);
    }
  }
示例#6
0
  //
  // LoadState
  //
  // Load state information
  //
  void Base::LoadState(FScope *scope, void *context)
  {
    FScope *sScope;

    while ((sScope = scope->NextFunction()) != NULL)
    {
      switch (sScope->NameCrc())
      {
        case 0x411AC76D: // "Parent"
          Item::LoadState(sScope, context);
          break;

        case 0x48096F5A: // "AllTokens"
        {
          FScope *fScope;

          while ((fScope = sScope->NextFunction()) != NULL)
          {
            switch (fScope->NameCrc())
            {
              case 0x9F1D54D0: // "Add"
              {
                // Constructor adds token to the all lists
                new Token(fScope, manager);
                break;
              }
            }
          }
          break;
        }

        case 0xEB9C8D59: // "States"
        {
          for (NBinTree<State>::Iterator i(&states); *i; ++i)
          {
            if (FScope *fScope = sScope->NextFunction())
            {
              (*i)->LoadState(fScope);
            }
          }
          break;
        }

        case 0xFE325917: // "CurrentState"
          currentState = states.Find(StdLoad::TypeU32(sScope));
          break;

        case 0x35BC5703: // "NewState"
          newState = StdLoad::TypeU32(sScope);
          break;

        case 0xD20160BE: // "ProcessTokens"
          processTokens = StdLoad::TypeU32(sScope);
          break;

        case 0xCED02493: // "Units"
          StdLoad::TypeReaperList(sScope, units);
          Resolver::ObjList<UnitObj, UnitObjType, UnitObjListNode>(units);
          break;

        case 0x1BF75F38: // "Disruptors"
          StdLoad::TypeReaperList(sScope, disruptors);
          Resolver::ObjList<UnitObj, UnitObjType, UnitObjListNode>(disruptors);
          break;

        case 0x93075ED7: // "AutoDisrupt"
          autoDisrupt = StdLoad::TypeU32(sScope);
          break;

        case 0xD9D7B747: // "DisruptorIndex"
          disruptorIndex = StdLoad::TypeU32(sScope);
          break;

        case 0xC134342B: // "DisruptorCycle"
          disruptorCycle = StdLoad::TypeU32(sScope);
          break;

        case 0x95358C83: // "ConstructorsIdle"
          StdLoad::TypeReaperList(sScope, constructorsIdle);
          Resolver::ObjList<UnitObj, UnitObjType, UnitObjListNode>(constructorsIdle);
          break;
        
        case 0xB6194C3B: // "ConstructorsWorking"
          StdLoad::TypeReaperList(sScope, constructorsWorking);
          Resolver::ObjList<UnitObj, UnitObjType, UnitObjListNode>(constructorsWorking);
          break;

        case 0x7D4149AB: // "TokensSearching"
          manager.LoadTokenBinTree(tokensSearching, sScope);
          break;

        case 0x52015470: // "TokensWaiting"
          manager.LoadTokenBinTree(tokensWaiting, sScope);
          break;

        case 0x6C5528B7: // "TokensConstructing"
          manager.LoadTokenBinTree(tokensConstructing, sScope);
          break;

        case 0xFF360560: // "TokensOrphaned"
          manager.LoadTokenList(tokensOrphaned, sScope);
          break;
      }
    }
  }
  //
  // Constructor
  //
  Script::State::State(Script &script, const char *name, FScope *fScope)
  : script(script),
    settings(&Setting::nodeState),
    conditions(&Condition::nodeState),
    transitions(&Transition::nodeState),
    name(name)
  {
    FScope *sScope;
    FScope *iScope;

    // Load the settings
    iScope = fScope->GetFunction("Settings", FALSE);
    if (iScope)
    {
      while ((sScope = iScope->NextFunction()) != NULL)
      {
        switch (sScope->NameCrc())
        {
          case 0x32BBA19C: // "Setting"
            settings.Append(Setting::Create(script, sScope));
            break;

          default:
            sScope->ScopeError("Unknown function '%s' in settings", sScope->NameStr());
        }
      }
    }

    // Load the action
    iScope = fScope->GetFunction("Action", FALSE);
    if (iScope)
    {
      action = Action::Create(script, iScope);
    }
    else
    {
      action = NULL;
    }

    // Load the conditions
    iScope = fScope->GetFunction("Conditions", FALSE);

    if (iScope)
    {
      while ((sScope = iScope->NextFunction()) != NULL)
      {
        switch (sScope->NameCrc())
        {
          case 0x6A34146A: // "Condition"
            conditions.Append(Condition::Create(script, sScope));
            break;

          case 0xFBCD164A: // "Status"
          {
            GameIdent code = StdLoad::TypeString(sScope);

            if (transitions.Exists(code.crc))
            {
              sScope->ScopeError("Status '%s' already defined", code.str);
            }

            // Add the new transition
            transitions.Add(code.crc, Transition::Create(sScope));
            break;
          }

          default:
            sScope->ScopeError("Unknown function '%s' in conditions", sScope->NameStr());
        }
      }
    }

    completed = transitions.Find(Status::Completed);
  }
  //
  // LoadState
  //
  // Load object state information
  //
  void Object::LoadState(FScope *scope)
  {
    FScope *sScope;

    while ((sScope = scope->NextFunction()) != NULL)
    {
      switch (sScope->NameCrc())
      {
        case 0x4F12C753: // "ScriptManager"
          scriptManager.LoadState(sScope);
          break;

        case 0x393E9106: // "TransportManager"
          transportManager.LoadState(sScope);
          break;

        case 0x2C287ED7: // "AssetManager"
          assetManager.LoadState(sScope);
          break;

        case 0xB0F126DB: // "BombardierManager"
          bombardierManager.LoadState(sScope);
          break;

        case 0x87824959: // "IntelManager"
          intelManager.LoadState(sScope);
          break;

        case 0x021DD97F: // "PlacementManager"
          placementManager.LoadState(sScope);
          break;

        case 0x9022D919: // "RuleManager"
          ruleManager.LoadState(sScope);
          break;

        case 0x4CEB40FE: // "ResourceManager"
          resourceManager.LoadState(sScope);
          break;

        case 0x45DA4572: // "WaterManager"
          waterManager.LoadState(sScope);
          break;

        case 0x57E13FCA: // "BaseManager"
          baseManager.LoadState(sScope);
          break;

        case 0x23DF48AA: // "Notifications"
        {
          FScope *ssScope;

          while ((ssScope = sScope->NextFunction()) != NULL)
          {
            switch (ssScope->NameCrc())
            {
              case 0x9F1D54D0: // "Add"
              {
                // Load the game object reaper
                GameObjPtr from;
                StdLoad::TypeReaper(ssScope, "From", from);
                Resolver::Object<GameObj, GameObjType>(from);

                // Add the notification
                notifications.Append
                (
                  new Notification
                  (
                    from.GetPointer(), 
                    StdLoad::TypeU32(ssScope, "Message"), 
                    StdLoad::TypeU32(ssScope, "Param1"), 
                    StdLoad::TypeU32(ssScope, "Param2")
                  )
                );
                break;
              }
            }
          }
          break;
        }
      }
    }
  }