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source: orxonox.OLD/branches/objectmanager/src/story_entities/story_entity.cc @ 6120

Last change on this file since 6120 was 4836, checked in by bensch, 19 years ago

orxonox/trunk: renamed all the \param → @param and so on in Doxygen tags.
Thanks a lot to the kDevelop team. this took since the last commit :)

File size: 4.3 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 ()
27{
28  this->setClassID(CL_STORY_ENTITY, "StoryEntity");
29}
30StoryEntity::~StoryEntity () {}
31
32
33/**
34  *  sets the story ID
35
36    sets the story id of the current entity, this enables it to be identified in a
37    global context.
38*/
39void StoryEntity::setStoryID(int storyID)
40{
41  this->storyID = storyID;
42}
43
44
45/**
46  *  this reads the story id of the current entity
47  * @returns the story entity id
48*/
49int StoryEntity::getStoryID()
50{
51  return this->storyID;
52}
53
54
55/**
56  *  sets the id of the next story entity
57
58    StoryEntities can choose their following entity themselfs. the entity id defined here
59    will be startet after this entity ends. this can be convenient if you want to have a
60    non linear story with switches.
61*/
62void StoryEntity::setNextStoryID(int nextStoryID)
63{
64  this->nextStoryID = nextStoryID;
65}
66
67/**
68  *  gets the story id of the current entity
69  * @returns story id
70*/
71int StoryEntity::getNextStoryID()
72{
73  return this->nextStoryID;
74}
75
76
77/**
78 *  stuff that will have to be initialized before load
79
80   this gives all storyentities the possibility to init stuff before the
81   load function, where all the stuff is been made ready for start
82*/
83ErrorMessage StoryEntity::preLoad()
84{}
85
86/**
87  *  loads the current entity
88
89    this is here to enable you loading maps into the entities. for all other actions you
90    should take the init() function.
91    load() is exec before init()
92*/
93ErrorMessage StoryEntity::load()
94{}
95
96
97/**
98  *  initialize the entity before use.
99  * @returns an error code if not able to apply.
100
101    After execution of this function, the Entity is ready to be played/executed,
102    this shifts the initialisation work before the execution - very important...
103    init() is exec shortly before start()
104*/
105ErrorMessage StoryEntity::init()
106{}
107
108
109/**
110  *  starts the entity with the choosen id. only for entities with lists.
111  * @param story id
112  * @returns error code if this action has caused a error
113
114    this simply starts the story with the id storyID. the story with the choosen id has
115    to be part of the current entity else, this doesn't make sense. this is used for
116    campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own
117    storyID.
118*/
119ErrorMessage StoryEntity::start(int storyID)
120{}
121
122
123/**
124  *  starts the current entity
125  * @returns error code if this action has caused a error
126*/
127ErrorMessage StoryEntity::start()
128{}
129
130
131/**
132  *  pause the current entity
133  * @returns error code if this action has caused a error
134
135    this pauses the current entity or passes this call forth to the running entity.
136*/
137ErrorMessage StoryEntity::pause()
138{}
139
140
141/**
142  *  resumes a pause
143  * @returns error code if this action has caused a error
144
145    this resumess the current entity or passes this call forth to the running entity.
146*/
147ErrorMessage StoryEntity::resume()
148{}
149
150
151/**
152  *  stops the current entity
153  * @returns error code if this action has caused a error
154
155    ATTENTION: this function shouldn't call other functions, or if so, they must return
156    after finishing. If you ignore or forget to do so, the current entity is not able to
157    terminate and it will run in the background or the ressources can't be freed or even
158    worse: are freed and the program will end in a segmentation fault!
159    hehehe, all seen... :)
160*/
161ErrorMessage StoryEntity::stop()
162{}
163
164
165/**
166  *  destroys and cleans up the current entity.
167
168    this cleans up ressources before the deconstructor is called. for terminating
169    the entity please use the stop() function.
170*/
171ErrorMessage StoryEntity::destroy()
172{}
173
174
175/**
176  *  this displays the load screen
177
178    it will need some time to load maps or things like that. to inform the user about
179    progress and to just show him/her something for the eyes, put here this stuff
180*/
181void StoryEntity::displayLoadScreen()
182{}
183
184
185/**
186  *  undisplay the load screen
187
188    the load process has terminated, you now can release the load screen and start this
189    entity.
190*/
191void StoryEntity::releaseLoadScreen()
192{}
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