1 | /*! |
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2 | * @file story_entity.h |
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3 | * holds the base class of everything that is playable - that is part of the story |
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4 | */ |
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5 | |
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6 | |
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7 | #ifndef _STORY_ENTITY_H |
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8 | #define _STORY_ENTITY_H |
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9 | |
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10 | #include "base_object.h" |
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11 | #include "story_def.h" |
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12 | #include "error.h" |
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13 | |
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14 | |
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15 | typedef enum StoryEntityState |
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16 | { |
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17 | SE_STATE_RUN = 0, |
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18 | SE_STATE_STOP, |
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19 | SE_STATE_PAUSE, |
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20 | |
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21 | SE_STATE_NUM |
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22 | }; |
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23 | |
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24 | |
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25 | //! A class that represents something to play in orxonox. it is a container for worlds, movies, mission briefings, etc... |
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26 | class StoryEntity : public BaseObject { |
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27 | |
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28 | public: |
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29 | StoryEntity (); |
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30 | virtual ~StoryEntity (); |
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31 | |
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32 | void loadParams(const TiXmlElement* root); |
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33 | |
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34 | /* initialisation and loading */ |
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35 | /** initializes a Story Entity to the needed values */ |
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36 | virtual ErrorMessage init() {}; |
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37 | /** called to load the data into the StoryEntity*/ |
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38 | virtual ErrorMessage loadData() {}; |
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39 | /** function that unloads the data from the StoryEntity */ |
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40 | virtual ErrorMessage unloadData() {}; |
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41 | |
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42 | /* running, stopping and pausing */ |
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43 | /** starts the Entity. Starts the main cycle */ |
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44 | virtual bool start() = 0; |
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45 | /** Stops the entity. */ |
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46 | virtual bool stop() = 0; |
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47 | /** pauses the Entity, you can resume the game by calling the resume() function */ |
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48 | virtual bool pause() = 0; |
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49 | /** resumes a paused StoryEntity */ |
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50 | virtual bool resume() = 0; |
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51 | /** function that is been called when the StoryEntity is started via start() */ |
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52 | virtual void run() = 0; |
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53 | |
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54 | /* properties interface */ |
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55 | /** returns the state of this StoryEntity */ |
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56 | StoryEntityState getState(); |
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57 | |
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58 | /** sets the story id of the current entity, this enables it to be identified in a global context. @param storyID the story id */ |
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59 | inline void setStoryID(int storyID) { this->storyID = storyID; } |
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60 | /** sets the story id of the current entity, this enables it to be identified in a global context. @returns the story id */ |
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61 | inline int getStoryID() { return this->storyID; } |
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62 | /** sets the id of the next story entity: StoryEntities can choose their following entity themselfs. |
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63 | * the entity id defined here will be startet after this entity ends. this can be convenient if you |
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64 | * want to have a non linear story with switches. |
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65 | * @param nextStoryID the story id of the next StoryEntity */ |
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66 | inline void setNextStoryID(int nextStoryID) { this->nextStoryID = nextStoryID; } |
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67 | /** gets the story id of the current entity @returns story id */ |
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68 | inline int getNextStoryID() { return this->nextStoryID; } |
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69 | |
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70 | |
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71 | |
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72 | protected: |
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73 | bool isInit; //!< if the entity is initialized, this has to be true. |
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74 | bool isRunning; //!< is true if the entity is running |
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75 | bool isPaused; //!< is true if the entity is paused |
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76 | |
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77 | |
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78 | private: |
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79 | int storyID; //!< this is the number of this entity, identifying it in a list/tree... |
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80 | int nextStoryID; //!< if this entity has finished, this entity shall be called |
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81 | }; |
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82 | |
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83 | #endif /* _STORY_ENTITY_H */ |
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