| [4598] | 1 | /*! | 
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| [4885] | 2 | * @file game_loader.h | 
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|  | 3 | *  loads campaigns, worlds and all other story_entities | 
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| [4598] | 4 | */ | 
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| [3629] | 5 |  | 
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| [3224] | 6 | #ifndef _GAME_LOADER_H | 
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|  | 7 | #define _GAME_LOADER_H | 
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| [2636] | 8 |  | 
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| [3608] | 9 | //#include "stdincl.h" | 
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| [2636] | 10 | #include "story_def.h" | 
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| [3608] | 11 | #include "comincl.h" | 
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| [4410] | 12 | #include "event_listener.h" | 
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| [2636] | 13 |  | 
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| [5819] | 14 | #include "error.h" | 
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| [4010] | 15 |  | 
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| [2636] | 16 | //----------------------------------------------------------------------------- | 
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|  | 17 | // Forward declarations | 
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|  | 18 | //----------------------------------------------------------------------------- | 
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|  | 19 | class Campaign; | 
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|  | 20 | class World; | 
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| [4261] | 21 | class Factory; | 
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|  | 22 | class TiXmlElement; | 
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|  | 23 | class BaseObject; | 
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| [4410] | 24 | class Event; | 
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| [2636] | 25 |  | 
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| [3629] | 26 | //! The GameLoader | 
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|  | 27 | /** | 
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| [6152] | 28 | *  The game loader loads all game date. this is performed in the following way: | 
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|  | 29 | * 1. Read the structure of campaings and worlds | 
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|  | 30 | * 2. Create the instances of the tree: here _ALL_ StoryEntities are created | 
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|  | 31 | *    also if they are not yet used. the worlds should load their data in | 
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|  | 32 | *    the StoryEntity::load() and StoryEntity::init() functions! NOWHERE ELSE! | 
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|  | 33 | *    Elsewhere, all the data will be allocated at the beginning... mess... | 
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|  | 34 | * 3. StoryEntities are load() and init() before they start | 
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|  | 35 | * 4. once the gamloader starts the game there will be a campaing starting a | 
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|  | 36 | *    world. this is done by callaing those StoryEntity::start() | 
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| [3629] | 37 | */ | 
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| [4410] | 38 | class GameLoader : public EventListener | 
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| [2636] | 39 | { | 
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|  | 40 | public: | 
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| [6981] | 41 | virtual ~GameLoader (); | 
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| [6424] | 42 | /**  this class is a singleton class @returns an instance of itself  */ | 
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|  | 43 | static GameLoader* getInstance() { if(singletonRef == NULL) singletonRef = new GameLoader(); return singletonRef; } | 
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| [4487] | 44 |  | 
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| [7221] | 45 | ErrorMessage loadCampaign(const std::string& name); | 
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| [6424] | 46 | ErrorMessage loadDebugCampaign(Uint32 campaignID); | 
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| [7221] | 47 | ErrorMessage loadNetworkCampaign(const std::string& fileName); | 
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| [2636] | 48 |  | 
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| [3222] | 49 | ErrorMessage init(); | 
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|  | 50 | ErrorMessage start(); | 
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| [5139] | 51 | void stop(); | 
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| [3222] | 52 | ErrorMessage pause(); | 
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|  | 53 | ErrorMessage resume(); | 
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| [2636] | 54 |  | 
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| [6424] | 55 | void switchToNextLevel(); | 
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| [6139] | 56 |  | 
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| [4410] | 57 | void process(const Event &event); | 
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|  | 58 |  | 
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| [6139] | 59 |  | 
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| [2636] | 60 | private: | 
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|  | 61 | GameLoader (); | 
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|  | 62 |  | 
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| [7221] | 63 | Campaign* fileToCampaign(const std::string& name); | 
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| [2636] | 64 |  | 
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| [6139] | 65 |  | 
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| [4487] | 66 | private: | 
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|  | 67 | static GameLoader*     singletonRef;         //!< The singleton-reference to this object | 
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|  | 68 |  | 
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|  | 69 | Uint32                 startTime;            //!< start time of the campaign | 
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|  | 70 | bool                   isPaused;             //!< if the game is paused | 
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| [6862] | 71 | bool                   bRun;                 //!< true if stop | 
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| [4487] | 72 |  | 
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| [4511] | 73 | Campaign*              currentCampaign;      //!< reference to the current campaign playing | 
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| [2636] | 74 | }; | 
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|  | 75 |  | 
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| [3224] | 76 | #endif /* _GAME_LOADER_H */ | 
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