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source: orxonox.OLD/orxonox/branches/sound/src/story_entity.cc @ 3288

Last change on this file since 3288 was 3238, checked in by bensch, 20 years ago

orxonox/branches: updated branches: buerli, nico, sound. And moved bezierTrack to old.bezierTrack. Conflicts resolved in a usefull order.
Conflics mostly resolved in favor of trunk
merge.

File size: 4.1 KB
Line 
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 initialize the entity before use.
32    \returns an error code if not able to apply.
33
34    After execution of this function, the Entity is ready to be played/executed,
35    this shifts the initialisation work before the execution - very important...
36*/
37ErrorMessage StoryEntity::init()
38{}
39
40
41/**
42    \brief sets the story ID
43
44    sets the story id of the current entity, this enables it to be identified in a
45    global context.
46*/
47void StoryEntity::setStoryID(int storyID)
48{
49  this->storyID = storyID;
50}
51
52
53/**
54    \brief this reads the story id of the current entity
55    \returns the story entity id
56*/
57int StoryEntity::getStoryID()
58{
59  return this->storyID;
60}
61
62
63/**
64    \brief sets the id of the next story entity
65   
66    StoryEntities can choose their following entity themselfs. the entity id defined here
67    will be startet after this entity ends. this can be convenient if you want to have a
68    non linear story with switches.
69*/
70void StoryEntity::setNextStoryID(int nextStoryID)
71{
72  this->nextStoryID = nextStoryID;
73}
74
75/**
76    \brief gets the story id of the current entity
77    \returns story id
78*/
79int StoryEntity::getNextStoryID()
80{
81  return this->nextStoryID;
82}
83
84
85/**
86    \brief starts the entity with the choosen id. only for entities with lists.
87    \param story id
88    \returns error code if this action has caused a error
89
90    this simply starts the story with the id storyID. the story with the choosen id has
91    to be part of the current entity else, this doesn't make sense. this is used for
92    campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own
93    storyID.
94*/
95ErrorMessage StoryEntity::start(int storyID)
96{}
97
98
99/**
100    \brief starts the current entity
101    \returns error code if this action has caused a error   
102*/
103ErrorMessage StoryEntity::start()
104{}
105
106
107/**
108    \brief stops the current entity
109    \returns error code if this action has caused a error
110
111    ATTENTION: this function shouldn't call other functions, or if so, they must return
112    after finishing. If you ignore or forget to do so, the current entity is not able to
113    terminate and it will run in the background or the ressources can't be freed or even
114    worse: are freed and the program will end in a segmentation fault!
115    hehehe, all seen... :)
116*/
117ErrorMessage StoryEntity::stop()
118{}
119
120
121/**
122    \brief pause the current entity
123    \returns error code if this action has caused a error
124
125    this pauses the current entity or passes this call forth to the running entity.
126*/
127ErrorMessage StoryEntity::pause()
128{}
129
130
131/**
132    \brief resumes a pause
133    \returns error code if this action has caused a error
134
135    this resumess the current entity or passes this call forth to the running entity.
136*/
137ErrorMessage StoryEntity::resume()
138{}
139
140
141/**
142    \brief loads the current entity
143
144    this is here to enable you loading maps into the entities. for all other actions you
145    should take the init() function.
146*/
147void StoryEntity::load()
148{}
149
150
151/**
152    \brief destroys and cleans up the current entity.
153
154    this cleans up ressources before the deconstructor is called. for terminating
155    the entity please use the stop() function.
156*/
157void StoryEntity::destroy()
158{}
159
160
161/**
162    \brief this displays the load screen
163
164    it will need some time to load maps or things like that. to inform the user about
165    progress and to just show him/her something for the eyes, put here this stuff
166*/
167void StoryEntity::displayLoadScreen()
168{}
169
170
171/**
172    \brief undisplay the load screen
173
174    the load process has terminated, you now can release the load screen and start this
175    entity.
176*/
177void StoryEntity::releaseLoadScreen()
178{}
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