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TutorialFile.cpp from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <graph/TutorialFile.h>
#include <GLW/GLWWindowManager.h>
#include <client/ScorchedClient.h>
#include <common/OptionsTransient.h>
#include <tank/TankContainer.h>
#include <server/ServerCommon.h>

TutorialFileEntry *TutorialConditionWindowVisible::checkCondition()
{
	GLWWindow *window = 
		GLWWindowManager::instance()->getWindowByName(window_.c_str());

	if (!window || 
		!GLWWindowManager::instance()->windowVisible(window->getId()))
	{
		return next_;
	}
	return 0;
}

bool TutorialConditionWindowVisible::parseXML(TutorialFile *file, XMLNode *node)
{
	std::string next;
	if (!node->getNamedChild("window", window_)) return false;
	if (!node->getNamedChild("next", next)) return false;

	if (!(next_ = file->getEntry(next.c_str())))
	{
		return node->returnError(
			"Failed to find the tutorial pointed to by next");
	}	

	return true;
}

TutorialFileEntry *TutorialConditionFirstMove::checkCondition()
{
	if (ScorchedClient::instance()->getOptionsTransient().getCurrentGameNo() > 1)
	{
		return next_;
	}
	return 0;
}

bool TutorialConditionFirstMove::parseXML(TutorialFile *file, XMLNode *node)
{
	std::string next;
	if (!node->getNamedChild("next", next)) return false;

	if (!(next_ = file->getEntry(next.c_str())))
	{
		return node->returnError(
			"Failed to find the tutorial pointed to by next");
	}	

	return true;
}

TutorialFileEntry *TutorialConditionTankDead::checkCondition()
{
	if (ScorchedClient::instance()->getTankContainer().getNoOfTanks() -
		ScorchedClient::instance()->getTankContainer().aliveCount() > 1)
	{
		ServerCommon::killAll();
		return next_;
	}
	return 0;
}

bool TutorialConditionTankDead::parseXML(TutorialFile *file, XMLNode *node)
{
	std::string next;
	if (!node->getNamedChild("next", next)) return false;

	if (!(next_ = file->getEntry(next.c_str())))
	{
		return node->returnError(
			"Failed to find the tutorial pointed to by next");
	}	

	return true;
}

TutorialCondition *TutorialCondition::create(const char *type)
{
	if (0 == strcmp(type, "WindowVisible")) return new TutorialConditionWindowVisible;
	else if (0 == strcmp(type, "FirstMove")) return new TutorialConditionFirstMove;
	else if (0 == strcmp(type, "TankDead")) return new TutorialConditionTankDead;
	return 0;
}

TutorialFileEntry *TutorialFileEntry::checkConditions()
{
	std::list<TutorialCondition *>::iterator itor;
	for (itor = conditions_.begin();
		itor != conditions_.end();
		itor++)
	{
		TutorialCondition *condition = (*itor);

		TutorialFileEntry *entry = condition->checkCondition();
		if (entry) return entry;
	}
	return 0;
}

TutorialFile::TutorialFile() : file_(true)
{
}

TutorialFile::~TutorialFile()
{
}

bool TutorialFile::parseFile(const char *file)
{
	if (!file_.readFile(file) ||
		!file_.getRootNode())
	{
		dialogMessage("Scorched Tutorial", formatString(
					  "Failed to parse \"%s\"\n%s", 
					  file,
					  file_.getParserError()));
		return false;
	}

	XMLNode *steps = 0;
	if (!file_.getRootNode()->getNamedChild("steps", steps)) return false;

	// Parse all the steps
	std::list<std::pair<TutorialCondition *, XMLNode *> > conditions;
	std::list<XMLNode *>::iterator stepitor;
	for (stepitor = steps->getChildren().begin();
		stepitor != steps->getChildren().end();
		stepitor++)
	{
		XMLNode *node = (*stepitor);

		if (node->getType() == XMLNode::XMLNodeType)
		{
			TutorialFileEntry *entry = new TutorialFileEntry();
			if (!node->getNamedChild("name", entry->name_)) return false;
			if (!node->getNamedChild("text", entry->text_)) return false;

			XMLNode *conditionsNode;
			if (node->getNamedChild("conditions", conditionsNode, false))
			{
				XMLNode *conditionNode;
				while (conditionsNode->getNamedChild("condition", conditionNode, false))
				{
					std::string type;
					if (!conditionNode->getNamedParameter("type", type)) return false;

					// Create condition
					TutorialCondition *condition =
						TutorialCondition::create(type.c_str());
					if (!condition) return 
						conditionNode->returnError("Failed to find condition type");
					entry->conditions_.push_back(condition);

					// Store this condition to be parsed later
					std::pair<TutorialCondition *, XMLNode *> 
						cond(condition, conditionNode);
					conditions.push_back(cond);
				}
			}

			if (entries_.find(entry->name_) != entries_.end())
			{
				return node->returnError("Duplicate name exists in file");
			}
			entries_[entry->name_] = entry;

			if (!node->failChildren()) return false;
		}
	}

	// Parse the conditions afterwards, as they may point to any of the
	// file entries.  So all the file entries need to be constructed 1st
	std::list<std::pair<TutorialCondition *, XMLNode *> >::iterator conditor;
	for (conditor = conditions.begin();
		conditor != conditions.end();
		conditor++)
	{
		TutorialCondition *condition = (*conditor).first;
		XMLNode *conditionNode = (*conditor).second;

		if (!condition->parseXML(
			this, conditionNode)) return false;
		if (!conditionNode->failChildren()) return false;
	}

	// Get the startnode
	std::string start;
	if (!file_.getRootNode()->getNamedChild("start", start)) return false;
	start_ = getEntry(start.c_str());
	if (!start_)
	{
		dialogMessage("TutorialFile", "Failed to find start node");
		return false;
	}

	// Check the file has been parsed
	if (!file_.getRootNode()->failChildren()) return false;
	return true;
}

TutorialFileEntry *TutorialFile::getEntry(const char *name)
{
	std::map<std::string, TutorialFileEntry *>::iterator findItor 
		= entries_.find(name);
	if (findItor == entries_.end())
	{
		return 0;
	}
	return (*findItor).second;
}




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h