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 | |
---|
22 | using namespace std; |
---|
23 | |
---|
24 | |
---|
25 | |
---|
26 | StoryEntity::StoryEntity () {} |
---|
27 | StoryEntity::~StoryEntity () {} |
---|
28 | |
---|
29 | |
---|
30 | /** |
---|
31 | \brief sets the story ID |
---|
32 | |
---|
33 | sets the story id of the current entity, this enables it to be identified in a |
---|
34 | global context. |
---|
35 | */ |
---|
36 | void StoryEntity::setStoryID(int storyID) |
---|
37 | { |
---|
38 | this->storyID = storyID; |
---|
39 | } |
---|
40 | |
---|
41 | |
---|
42 | /** |
---|
43 | \brief this reads the story id of the current entity |
---|
44 | \returns the story entity id |
---|
45 | */ |
---|
46 | int StoryEntity::getStoryID() |
---|
47 | { |
---|
48 | return this->storyID; |
---|
49 | } |
---|
50 | |
---|
51 | |
---|
52 | /** |
---|
53 | \brief sets the id of the next story entity |
---|
54 | |
---|
55 | StoryEntities can choose their following entity themselfs. the entity id defined here |
---|
56 | will be startet after this entity ends. this can be convenient if you want to have a |
---|
57 | non linear story with switches. |
---|
58 | */ |
---|
59 | void StoryEntity::setNextStoryID(int nextStoryID) |
---|
60 | { |
---|
61 | this->nextStoryID = nextStoryID; |
---|
62 | } |
---|
63 | |
---|
64 | /** |
---|
65 | \brief gets the story id of the current entity |
---|
66 | \returns story id |
---|
67 | */ |
---|
68 | int StoryEntity::getNextStoryID() |
---|
69 | { |
---|
70 | return this->nextStoryID; |
---|
71 | } |
---|
72 | |
---|
73 | |
---|
74 | /** |
---|
75 | \brief initialize the entity before use. |
---|
76 | \returns an error code if not able to apply. |
---|
77 | |
---|
78 | After execution of this function, the Entity is ready to be played/executed, |
---|
79 | this shifts the initialisation work before the execution - very important... |
---|
80 | */ |
---|
81 | ErrorMessage StoryEntity::init() |
---|
82 | {} |
---|
83 | |
---|
84 | |
---|
85 | /** |
---|
86 | \brief loads the current entity |
---|
87 | |
---|
88 | this is here to enable you loading maps into the entities. for all other actions you |
---|
89 | should take the init() function. |
---|
90 | */ |
---|
91 | ErrorMessage StoryEntity::load() |
---|
92 | {} |
---|
93 | |
---|
94 | /** |
---|
95 | \brief starts the entity with the choosen id. only for entities with lists. |
---|
96 | \param story id |
---|
97 | \returns error code if this action has caused a error |
---|
98 | |
---|
99 | this simply starts the story with the id storyID. the story with the choosen id has |
---|
100 | to be part of the current entity else, this doesn't make sense. this is used for |
---|
101 | campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own |
---|
102 | storyID. |
---|
103 | */ |
---|
104 | ErrorMessage StoryEntity::start(int storyID) |
---|
105 | {} |
---|
106 | |
---|
107 | |
---|
108 | /** |
---|
109 | \brief starts the current entity |
---|
110 | \returns error code if this action has caused a error |
---|
111 | */ |
---|
112 | ErrorMessage StoryEntity::start() |
---|
113 | {} |
---|
114 | |
---|
115 | |
---|
116 | /** |
---|
117 | \brief pause the current entity |
---|
118 | \returns error code if this action has caused a error |
---|
119 | |
---|
120 | this pauses the current entity or passes this call forth to the running entity. |
---|
121 | */ |
---|
122 | ErrorMessage StoryEntity::pause() |
---|
123 | {} |
---|
124 | |
---|
125 | |
---|
126 | /** |
---|
127 | \brief resumes a pause |
---|
128 | \returns error code if this action has caused a error |
---|
129 | |
---|
130 | this resumess the current entity or passes this call forth to the running entity. |
---|
131 | */ |
---|
132 | ErrorMessage StoryEntity::resume() |
---|
133 | {} |
---|
134 | |
---|
135 | |
---|
136 | /** |
---|
137 | \brief stops the current entity |
---|
138 | \returns error code if this action has caused a error |
---|
139 | |
---|
140 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
---|
141 | after finishing. If you ignore or forget to do so, the current entity is not able to |
---|
142 | terminate and it will run in the background or the ressources can't be freed or even |
---|
143 | worse: are freed and the program will end in a segmentation fault! |
---|
144 | hehehe, all seen... :) |
---|
145 | */ |
---|
146 | ErrorMessage StoryEntity::stop() |
---|
147 | {} |
---|
148 | |
---|
149 | |
---|
150 | /** |
---|
151 | \brief destroys and cleans up the current entity. |
---|
152 | |
---|
153 | this cleans up ressources before the deconstructor is called. for terminating |
---|
154 | the entity please use the stop() function. |
---|
155 | */ |
---|
156 | ErrorMessage StoryEntity::destroy() |
---|
157 | {} |
---|
158 | |
---|
159 | |
---|
160 | /** |
---|
161 | \brief this displays the load screen |
---|
162 | |
---|
163 | it will need some time to load maps or things like that. to inform the user about |
---|
164 | progress and to just show him/her something for the eyes, put here this stuff |
---|
165 | */ |
---|
166 | void StoryEntity::displayLoadScreen() |
---|
167 | {} |
---|
168 | |
---|
169 | |
---|
170 | /** |
---|
171 | \brief undisplay the load screen |
---|
172 | |
---|
173 | the load process has terminated, you now can release the load screen and start this |
---|
174 | entity. |
---|
175 | */ |
---|
176 | void StoryEntity::releaseLoadScreen() |
---|
177 | {} |
---|