[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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[4411] | 25 | class EventHandler; |
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[2636] | 26 | |
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[3629] | 27 | //! The GameLoader |
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| 28 | /** |
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[6152] | 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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[3629] | 38 | */ |
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[4410] | 39 | class GameLoader : public EventListener |
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[2636] | 40 | { |
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| 41 | public: |
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[6981] | 42 | virtual ~GameLoader (); |
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[6424] | 43 | /** this class is a singleton class @returns an instance of itself */ |
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| 44 | static GameLoader* getInstance() { if(singletonRef == NULL) singletonRef = new GameLoader(); return singletonRef; } |
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[4487] | 45 | |
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[7221] | 46 | ErrorMessage loadCampaign(const std::string& name); |
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[6424] | 47 | ErrorMessage loadDebugCampaign(Uint32 campaignID); |
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[7221] | 48 | ErrorMessage loadNetworkCampaign(const std::string& fileName); |
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[2636] | 49 | |
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[3222] | 50 | ErrorMessage init(); |
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| 51 | ErrorMessage start(); |
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[5139] | 52 | void stop(); |
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[3222] | 53 | ErrorMessage pause(); |
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| 54 | ErrorMessage resume(); |
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[2636] | 55 | |
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[6424] | 56 | void switchToNextLevel(); |
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[6139] | 57 | |
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[4410] | 58 | void process(const Event &event); |
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| 59 | |
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[6139] | 60 | |
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[2636] | 61 | private: |
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| 62 | GameLoader (); |
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| 63 | |
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[7221] | 64 | Campaign* fileToCampaign(const std::string& name); |
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[2636] | 65 | |
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[6139] | 66 | |
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[4487] | 67 | private: |
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| 68 | static GameLoader* singletonRef; //!< The singleton-reference to this object |
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| 69 | |
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| 70 | Uint32 startTime; //!< start time of the campaign |
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| 71 | bool isPaused; //!< if the game is paused |
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[6862] | 72 | bool bRun; //!< true if stop |
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[4487] | 73 | |
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[4511] | 74 | Campaign* currentCampaign; //!< reference to the current campaign playing |
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[4598] | 75 | |
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[4487] | 76 | EventHandler* eventHandler; //!< reference to the eventHandler |
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[2636] | 77 | }; |
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| 78 | |
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[3224] | 79 | #endif /* _GAME_LOADER_H */ |
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