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source: orxonox.OLD/branches/heightMap/src/story_entities/story_entity.cc @ 5070

Last change on this file since 5070 was 3629, checked in by patrick, 20 years ago

orxonox/trunk: some changes in the storyentity framework: added a preLoad() function, since there is some stuff to be initialized before load(). written some comments to level loading doxygen stuff. now the worldinterface works

File size: 4.4 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17
18
19#include "story_entity.h"
20
21
22using namespace std;
23
24
25
26StoryEntity::StoryEntity () {}
27StoryEntity::~StoryEntity () {}
28
29
30/**
31    \brief sets the story ID
32
33    sets the story id of the current entity, this enables it to be identified in a
34    global context.
35*/
36void StoryEntity::setStoryID(int storyID)
37{
38  this->storyID = storyID;
39}
40
41
42/**
43    \brief this reads the story id of the current entity
44    \returns the story entity id
45*/
46int StoryEntity::getStoryID()
47{
48  return this->storyID;
49}
50
51
52/**
53    \brief sets the id of the next story entity
54   
55    StoryEntities can choose their following entity themselfs. the entity id defined here
56    will be startet after this entity ends. this can be convenient if you want to have a
57    non linear story with switches.
58*/
59void StoryEntity::setNextStoryID(int nextStoryID)
60{
61  this->nextStoryID = nextStoryID;
62}
63
64/**
65    \brief gets the story id of the current entity
66    \returns story id
67*/
68int StoryEntity::getNextStoryID()
69{
70  return this->nextStoryID;
71}
72
73
74/**
75   \brief stuff that will have to be initialized before load
76
77   this gives all storyentities the possibility to init stuff before the
78   load function, where all the stuff is been made ready for start
79*/
80ErrorMessage StoryEntity::preLoad()
81{}
82
83/**
84    \brief loads the current entity
85
86    this is here to enable you loading maps into the entities. for all other actions you
87    should take the init() function.
88    load() is exec before init()
89*/
90ErrorMessage StoryEntity::load()
91{}
92
93
94/**
95    \brief initialize the entity before use.
96    \returns an error code if not able to apply.
97
98    After execution of this function, the Entity is ready to be played/executed,
99    this shifts the initialisation work before the execution - very important...
100    init() is exec shortly before start()
101*/
102ErrorMessage StoryEntity::init()
103{}
104
105
106/**
107    \brief starts the entity with the choosen id. only for entities with lists.
108    \param story id
109    \returns error code if this action has caused a error
110
111    this simply starts the story with the id storyID. the story with the choosen id has
112    to be part of the current entity else, this doesn't make sense. this is used for
113    campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own
114    storyID.
115*/
116ErrorMessage StoryEntity::start(int storyID)
117{}
118
119
120/**
121    \brief starts the current entity
122    \returns error code if this action has caused a error   
123*/
124ErrorMessage StoryEntity::start()
125{}
126
127
128/**
129    \brief pause the current entity
130    \returns error code if this action has caused a error
131
132    this pauses the current entity or passes this call forth to the running entity.
133*/
134ErrorMessage StoryEntity::pause()
135{}
136
137
138/**
139    \brief resumes a pause
140    \returns error code if this action has caused a error
141
142    this resumess the current entity or passes this call forth to the running entity.
143*/
144ErrorMessage StoryEntity::resume()
145{}
146
147
148/**
149    \brief stops the current entity
150    \returns error code if this action has caused a error
151
152    ATTENTION: this function shouldn't call other functions, or if so, they must return
153    after finishing. If you ignore or forget to do so, the current entity is not able to
154    terminate and it will run in the background or the ressources can't be freed or even
155    worse: are freed and the program will end in a segmentation fault!
156    hehehe, all seen... :)
157*/
158ErrorMessage StoryEntity::stop()
159{}
160
161
162/**
163    \brief destroys and cleans up the current entity.
164
165    this cleans up ressources before the deconstructor is called. for terminating
166    the entity please use the stop() function.
167*/
168ErrorMessage StoryEntity::destroy()
169{}
170
171
172/**
173    \brief this displays the load screen
174
175    it will need some time to load maps or things like that. to inform the user about
176    progress and to just show him/her something for the eyes, put here this stuff
177*/
178void StoryEntity::displayLoadScreen()
179{}
180
181
182/**
183    \brief undisplay the load screen
184
185    the load process has terminated, you now can release the load screen and start this
186    entity.
187*/
188void StoryEntity::releaseLoadScreen()
189{}
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