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source: orxonox.OLD/branches/powerups/src/story_entities/story_entity.h @ 6767

Last change on this file since 6767 was 6634, checked in by bensch, 19 years ago

orxonox/trunk: merged the network-branche back to the trunk

merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/network . -r6500:HEAD
minor conflicts in texture and one Makefile resolved to the trunk

also made a small patch to texture, so it Modulates with GL_REPEAT

File size: 2.8 KB
Line 
1/*!
2 * @file story_entity.h
3 *  holds the base class of everything that is playable - that is part of the story
4 */
5
6
7#ifndef _STORY_ENTITY_H
8#define _STORY_ENTITY_H
9
10#include "base_object.h"
11#include "story_def.h"
12#include "error.h"
13
14
15typedef enum StoryEntityState
16{
17  SE_STATE_RUN     = 0,
18  SE_STATE_STOP,
19  SE_STATE_PAUSE,
20
21  SE_STATE_NUM
22};
23
24
25//! A class that represents something to play in orxonox. it is a container for worlds, movies, mission briefings, etc...
26class StoryEntity : virtual public BaseObject {
27
28 public:
29  StoryEntity ();
30  virtual ~StoryEntity ();
31
32  virtual void loadParams(const TiXmlElement* root);
33
34  /* initialisation and loading */
35  /** initializes a Story Entity to the needed values */
36  virtual ErrorMessage init() {};
37  /** called to load the data into the StoryEntity*/
38  virtual ErrorMessage loadData() {};
39  /** function that unloads the data from the StoryEntity */
40  virtual ErrorMessage unloadData() {};
41
42  /* running, stopping and pausing */
43  /** starts the Entity. Starts the main cycle */
44  virtual bool start() = 0;
45  /**  Stops the entity. */
46  virtual bool stop() = 0;
47  /** pauses the Entity, you can resume the game by calling the resume() function */
48  virtual bool pause() = 0;
49  /** resumes a paused StoryEntity */
50  virtual bool resume() = 0;
51  /** function that is been called when the StoryEntity is started via start() */
52  virtual void run() = 0;
53
54  /* properties interface */
55  /** returns the state of this StoryEntity */
56  StoryEntityState getState();
57
58  /** sets the story id of the current entity, this enables it to be identified in a global context.  @param storyID the story id */
59  inline void setStoryID(int storyID) { this->storyID = storyID; }
60  /** sets the story id of the current entity, this enables it to be identified in a  global context. @returns  the story id  */
61  inline int getStoryID() { return this->storyID; }
62  /**  sets the id of the next story entity: StoryEntities can choose their following entity themselfs.
63   * the entity id defined here  will be startet after this entity ends. this can be convenient if you
64   * want to have a non linear story with switches.
65   * @param nextStoryID the story id of the next StoryEntity   */
66  inline void setNextStoryID(int nextStoryID) { this->nextStoryID = nextStoryID; }
67  /**  gets the story id of the current entity @returns story id */
68  inline int getNextStoryID() { return this->nextStoryID; }
69
70
71
72  protected:
73    bool isInit;         //!< if the entity is initialized, this has to be true.
74    bool isRunning;      //!< is true if the entity is running
75    bool isPaused;       //!< is true if the entity is paused
76
77
78 private:
79    int storyID;           //!< this is the number of this entity, identifying it in a list/tree...
80    int nextStoryID;       //!< if this entity has finished, this entity shall be called
81};
82
83#endif /* _STORY_ENTITY_H */
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