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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | |
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18 | |
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19 | #include "story_entity.h" |
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20 | |
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21 | |
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22 | using namespace std; |
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23 | |
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24 | |
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25 | |
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26 | StoryEntity::StoryEntity () |
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27 | { |
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28 | this->setClassID(CL_STORY_ENTITY, "StoryEntity"); |
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29 | } |
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30 | StoryEntity::~StoryEntity () {} |
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31 | |
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32 | |
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33 | /** |
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34 | * sets the story ID |
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35 | |
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36 | sets the story id of the current entity, this enables it to be identified in a |
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37 | global context. |
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38 | */ |
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39 | void StoryEntity::setStoryID(int storyID) |
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40 | { |
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41 | this->storyID = storyID; |
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42 | } |
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43 | |
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44 | |
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45 | /** |
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46 | * this reads the story id of the current entity |
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47 | * @returns the story entity id |
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48 | */ |
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49 | int StoryEntity::getStoryID() |
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50 | { |
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51 | return this->storyID; |
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52 | } |
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53 | |
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54 | |
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55 | /** |
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56 | * sets the id of the next story entity |
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57 | |
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58 | StoryEntities can choose their following entity themselfs. the entity id defined here |
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59 | will be startet after this entity ends. this can be convenient if you want to have a |
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60 | non linear story with switches. |
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61 | */ |
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62 | void StoryEntity::setNextStoryID(int nextStoryID) |
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63 | { |
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64 | this->nextStoryID = nextStoryID; |
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65 | } |
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66 | |
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67 | /** |
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68 | * gets the story id of the current entity |
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69 | * @returns story id |
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70 | */ |
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71 | int StoryEntity::getNextStoryID() |
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72 | { |
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73 | return this->nextStoryID; |
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74 | } |
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75 | |
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76 | |
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77 | /** |
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78 | * stuff that will have to be initialized before load |
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79 | |
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80 | this gives all storyentities the possibility to init stuff before the |
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81 | load function, where all the stuff is been made ready for start |
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82 | */ |
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83 | ErrorMessage StoryEntity::preLoad() |
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84 | {} |
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85 | |
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86 | /** |
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87 | * loads the current entity |
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88 | |
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89 | this is here to enable you loading maps into the entities. for all other actions you |
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90 | should take the init() function. |
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91 | load() is exec before init() |
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92 | */ |
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93 | ErrorMessage StoryEntity::load() |
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94 | {} |
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95 | |
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96 | |
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97 | /** |
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98 | * initialize the entity before use. |
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99 | * @returns an error code if not able to apply. |
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100 | |
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101 | After execution of this function, the Entity is ready to be played/executed, |
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102 | this shifts the initialisation work before the execution - very important... |
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103 | init() is exec shortly before start() |
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104 | */ |
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105 | ErrorMessage StoryEntity::init() |
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106 | {} |
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107 | |
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108 | |
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109 | /** |
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110 | * starts the entity with the choosen id. only for entities with lists. |
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111 | * @param story id |
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112 | * @returns error code if this action has caused a error |
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113 | |
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114 | this simply starts the story with the id storyID. the story with the choosen id has |
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115 | to be part of the current entity else, this doesn't make sense. this is used for |
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116 | campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own |
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117 | storyID. |
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118 | */ |
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119 | ErrorMessage StoryEntity::start(int storyID) |
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120 | {} |
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121 | |
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122 | |
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123 | /** |
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124 | * starts the current entity |
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125 | * @returns error code if this action has caused a error |
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126 | */ |
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127 | ErrorMessage StoryEntity::start() |
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128 | {} |
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129 | |
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130 | |
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131 | /** |
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132 | * pause the current entity |
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133 | * @returns error code if this action has caused a error |
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134 | |
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135 | this pauses the current entity or passes this call forth to the running entity. |
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136 | */ |
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137 | ErrorMessage StoryEntity::pause() |
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138 | {} |
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139 | |
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140 | |
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141 | /** |
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142 | * resumes a pause |
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143 | * @returns error code if this action has caused a error |
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144 | |
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145 | this resumess the current entity or passes this call forth to the running entity. |
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146 | */ |
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147 | ErrorMessage StoryEntity::resume() |
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148 | {} |
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149 | |
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150 | |
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151 | /** |
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152 | * stops the current entity |
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153 | * @returns error code if this action has caused a error |
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154 | |
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155 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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156 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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157 | terminate and it will run in the background or the ressources can't be freed or even |
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158 | worse: are freed and the program will end in a segmentation fault! |
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159 | hehehe, all seen... :) |
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160 | */ |
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161 | ErrorMessage StoryEntity::stop() |
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162 | {} |
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163 | |
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164 | |
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165 | /** |
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166 | * destroys and cleans up the current entity. |
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167 | |
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168 | this cleans up ressources before the deconstructor is called. for terminating |
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169 | the entity please use the stop() function. |
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170 | */ |
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171 | ErrorMessage StoryEntity::destroy() |
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172 | {} |
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173 | |
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174 | |
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175 | /** |
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176 | * this displays the load screen |
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177 | |
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178 | it will need some time to load maps or things like that. to inform the user about |
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179 | progress and to just show him/her something for the eyes, put here this stuff |
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180 | */ |
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181 | void StoryEntity::displayLoadScreen() |
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182 | {} |
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183 | |
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184 | |
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185 | /** |
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186 | * undisplay the load screen |
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187 | |
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188 | the load process has terminated, you now can release the load screen and start this |
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189 | entity. |
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190 | */ |
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191 | void StoryEntity::releaseLoadScreen() |
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192 | {} |
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