| [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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| [4010] | 14 |  | 
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| [2636] | 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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| [4261] | 20 | class Factory; | 
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 | 21 | class TiXmlElement; | 
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 | 22 | class BaseObject; | 
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| [4410] | 23 | class Event; | 
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| [4411] | 24 | class EventHandler; | 
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| [2636] | 25 |  | 
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| [3629] | 26 | //! The GameLoader | 
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 | 27 | /** | 
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 | 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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 | 37 | */ | 
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| [4410] | 38 | class GameLoader : public EventListener | 
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| [2636] | 39 | { | 
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 | 40 |  | 
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 | 41 |  public: | 
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| [4487] | 42 |   ~GameLoader (); | 
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 | 43 |  | 
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| [2636] | 44 |   static GameLoader* getInstance(); | 
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 | 45 |  | 
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| [3222] | 46 |   ErrorMessage init(); | 
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| [4216] | 47 |   ErrorMessage loadCampaign(const char* name); | 
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| [3222] | 48 |   ErrorMessage start(); | 
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| [5139] | 49 |   void stop(); | 
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| [3222] | 50 |   ErrorMessage pause(); | 
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 | 51 |   ErrorMessage resume(); | 
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| [3225] | 52 |   ErrorMessage destroy(); | 
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| [2636] | 53 |  | 
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 | 54 |   void nextLevel(); | 
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 | 55 |   void previousLevel(); | 
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 | 56 |  | 
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| [4836] | 57 |   /** \brief a world command to send to the GameLoader @param cmd the command */ | 
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| [2636] | 58 |   bool worldCommand(Command* cmd); | 
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| [3222] | 59 |   ErrorMessage loadDebugCampaign(Uint32 campaignID); | 
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| [4598] | 60 |  | 
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| [4487] | 61 |   void registerFactory( Factory* factory ); | 
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| [4598] | 62 |   BaseObject* fabricate(const TiXmlElement* data); | 
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| [4010] | 63 |  | 
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| [4410] | 64 |   void process(const Event &event); | 
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 | 65 |  | 
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| [2636] | 66 |  private: | 
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 | 67 |   GameLoader (); | 
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 | 68 |  | 
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| [4113] | 69 |   Campaign* fileToCampaign(const char* name); | 
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| [2636] | 70 |  | 
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| [4487] | 71 |  private: | 
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 | 72 |   static GameLoader*     singletonRef;         //!< The singleton-reference to this object | 
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 | 73 |  | 
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 | 74 |   Uint32                 startTime;            //!< start time of the campaign | 
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 | 75 |   bool                   isPaused;             //!< if the game is paused | 
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 | 76 |  | 
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| [4511] | 77 |   Campaign*              currentCampaign;      //!< reference to the current campaign playing | 
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| [4598] | 78 |  | 
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| [4487] | 79 |   EventHandler*          eventHandler;         //!< reference to the eventHandler | 
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| [2636] | 80 | }; | 
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 | 81 |  | 
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| [3224] | 82 | #endif /* _GAME_LOADER_H */ | 
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