| 1 | /*!  | 
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| 2 |     \file game_loader.h | 
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| 3 |     \brief loads campaigns, worlds and all other story_entities | 
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| 4 | */  | 
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| 5 |  | 
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| 6 | #ifndef _GAME_LOADER_H | 
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| 7 | #define _GAME_LOADER_H | 
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| 8 |  | 
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| 9 | //#include "stdincl.h" | 
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| 10 | #include "story_def.h" | 
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| 11 | #include "comincl.h" | 
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| 12 | #include "event_listener.h" | 
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| 13 |  | 
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| 14 |  | 
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| 15 | //----------------------------------------------------------------------------- | 
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| 16 | // Forward declarations | 
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| 17 | //----------------------------------------------------------------------------- | 
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| 18 | class Campaign; | 
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| 19 | class World; | 
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| 20 | class Camera; | 
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| 21 | class CammandNode; | 
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| 22 | class Factory; | 
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| 23 | class TiXmlElement; | 
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| 24 | class BaseObject; | 
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| 25 | class Event; | 
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| 26 | class EventHandler; | 
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| 27 |  | 
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| 28 | //! The GameLoader | 
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| 29 | /** | 
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| 30 |    The game loader loads all game date. this is performed in the following way: | 
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| 31 |    1. Read the structure of campaings and worlds | 
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| 32 |    2. Create the instances of the tree: here _ALL_ StoryEntities are created | 
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| 33 |       also if they are not yet used. the worlds should load their data in | 
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| 34 |       the StoryEntity::load() and StoryEntity::init() functions! NOWHERE ELSE! | 
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| 35 |       Elsewhere, all the data will be allocated at the beginning... mess... | 
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| 36 |    3. StoryEntities are load() and init() before they start | 
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| 37 |    4. once the gamloader starts the game there will be a campaing starting a | 
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| 38 |       world. this is done by callaing those StoryEntity::start() | 
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| 39 | */ | 
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| 40 | class GameLoader : public EventListener | 
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| 41 | { | 
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| 42 |  | 
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| 43 |  public: | 
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| 44 |   static GameLoader* getInstance(); | 
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| 45 |  | 
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| 46 |   ErrorMessage init(); | 
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| 47 |   ErrorMessage loadCampaign(const char* name); | 
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| 48 |   ErrorMessage start(); | 
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| 49 |   ErrorMessage stop(); | 
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| 50 |   ErrorMessage pause(); | 
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| 51 |   ErrorMessage resume(); | 
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| 52 |   ErrorMessage destroy(); | 
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| 53 |  | 
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| 54 |   void nextLevel(); | 
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| 55 |   void previousLevel(); | 
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| 56 |  | 
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| 57 |   bool worldCommand(Command* cmd); | 
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| 58 |   ErrorMessage loadDebugCampaign(Uint32 campaignID); | 
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| 59 |    | 
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| 60 |   void registerFactory( Factory* factory); | 
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| 61 |   BaseObject* fabricate( TiXmlElement* data); | 
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| 62 |  | 
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| 63 |   void process(const Event &event); | 
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| 64 |  | 
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| 65 |  private: | 
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| 66 |   GameLoader (); | 
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| 67 |   ~GameLoader (); | 
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| 68 |   Uint32 startTime; //!> start time of the campaign | 
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| 69 |   static GameLoader* singletonRef; | 
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| 70 |   bool isPaused; | 
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| 71 |  | 
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| 72 |   Campaign* currentCampaign; //!> the current campaign playing | 
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| 73 |    | 
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| 74 |   Campaign* fileToCampaign(const char* name); | 
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| 75 |   EventHandler* eventHandler; | 
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| 76 |  | 
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| 77 |   Factory* first; | 
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| 78 | }; | 
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| 79 |  | 
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| 80 | #endif /* _GAME_LOADER_H */ | 
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