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source: orxonox.OLD/branches/resources/src/story_entities/story_entity.h @ 8382

Last change on this file since 8382 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 4.1 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
63  void setLoadFile(const std::string& fileName);
64  /** @returns the Filename this StoryEntity was loaded with */
65  const std::string& getLoadFile() const { return this->loadFile; }
66
67  void setNextStoryID(int nextStoryID);
68  /**  gets the story id of the current entity @returns story id */
69  inline int getNextStoryID() const { return this->nextStoryID; }
70  inline void setDescription(const std::string& description);
71  /** @returns the description of this StoryEntity */
72  inline const std::string& getDescription() { return this->description; }
73
74  void grabWorldInfo();
75  /** toggle the menu visibility: SimpleMenu specific */
76  inline void addToGameMenu(bool toggle) { this->bMenuEntry = toggle; }
77  /** @returns true if the GameWorld should be contained in the SimpleMenu: SimpleMenu specific */
78  inline bool isContainedInMenu() { return this->bMenuEntry; }
79  /** sets the menu item image of this StoryEntity @param name name */
80  inline void setMenuItemImage(const std::string& image);
81  /** @returns the menu item image of this StoryEntity */
82  inline const std::string& getMenuItemImage() { return this->menuItemImage; }
83  inline void setMenuScreenshoot(const std::string& image);
84  /** @returns the menu screenshoot of this StoryEntity */
85  inline const std::string& getMenuScreenshoot() { return this->menuScreenshoot; }
86
87  protected:
88    bool          isInit;            //!< if the entity is initialized, this has to be true.
89    bool          isRunning;         //!< is true if the entity is running
90    bool          isPaused;          //!< is true if the entity is paused
91
92
93 private:
94    int           storyID;          //!< this is the number of this entity, identifying it in a list/tree...
95    int           nextStoryID;      //!< if this entity has finished, this entity shall be called
96    std::string   loadFile;         //!< The file from which this world is loaded
97
98    std::string   description;      //!< the description of the StoryEntity
99    std::string   menuItemImage;    //!< the item image of the StoryEntity
100    std::string   menuScreenshoot;  //!< the screenshoot of the StoryEntity
101    bool          bMenuEntry;       //!< If true, this GameWorld apears in the SimpleMenu: SimpleMenu specific
102};
103
104#endif /* _STORY_ENTITY_H */
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