1 | /*! |
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2 | * @file game_loader.h |
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3 | * 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 | #include "error.h" |
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15 | |
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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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21 | class Factory; |
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22 | class TiXmlElement; |
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23 | class BaseObject; |
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24 | class Event; |
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25 | class EventHandler; |
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26 | |
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27 | //! The GameLoader |
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28 | /** |
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29 | The game loader loads all game date. this is performed in the following way: |
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30 | 1. Read the structure of campaings and worlds |
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31 | 2. Create the instances of the tree: here _ALL_ StoryEntities are created |
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32 | also if they are not yet used. the worlds should load their data in |
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33 | the StoryEntity::load() and StoryEntity::init() functions! NOWHERE ELSE! |
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34 | Elsewhere, all the data will be allocated at the beginning... mess... |
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35 | 3. StoryEntities are load() and init() before they start |
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36 | 4. once the gamloader starts the game there will be a campaing starting a |
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37 | world. this is done by callaing those StoryEntity::start() |
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38 | */ |
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39 | class GameLoader : public EventListener |
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40 | { |
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41 | |
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42 | |
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43 | public: |
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44 | ~GameLoader (); |
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45 | |
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46 | static GameLoader* getInstance(); |
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47 | |
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48 | ErrorMessage init(); |
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49 | ErrorMessage start(); |
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50 | void stop(); |
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51 | ErrorMessage pause(); |
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52 | ErrorMessage resume(); |
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53 | ErrorMessage destroy(); |
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54 | |
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55 | ErrorMessage loadCampaign(const char* name); |
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56 | ErrorMessage loadDebugCampaign(Uint32 campaignID); |
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57 | ErrorMessage loadNetworkCampaign(const char* fileName, int nodeState); |
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58 | |
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59 | void nextLevel(); |
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60 | void previousLevel(); |
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61 | |
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62 | void process(const Event &event); |
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63 | |
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64 | |
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65 | private: |
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66 | GameLoader (); |
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67 | |
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68 | Campaign* fileToCampaign(const char* name); |
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69 | Campaign* fileToNetworkCampaign(const char* fileName, int nodeState); |
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70 | |
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71 | |
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72 | private: |
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73 | static GameLoader* singletonRef; //!< The singleton-reference to this object |
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74 | |
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75 | Uint32 startTime; //!< start time of the campaign |
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76 | bool isPaused; //!< if the game is paused |
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77 | |
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78 | Campaign* currentCampaign; //!< reference to the current campaign playing |
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79 | |
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80 | EventHandler* eventHandler; //!< reference to the eventHandler |
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81 | }; |
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82 | |
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83 | #endif /* _GAME_LOADER_H */ |
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