Last change
on this file since 3920 was
3629,
checked in by patrick, 20 years ago
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orxonox/trunk: some changes in the storyentity framework: added a preLoad() function, since there is some stuff to be initialized before load(). written some comments to level loading doxygen stuff. now the worldinterface works
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File size:
1.3 KB
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Rev | Line | |
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[3221] | 1 | /*! |
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| 2 | \file story_entity.h |
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| 3 | \brief holds the base class of everything that is playable - that is part of the story |
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| 4 | */ |
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[2636] | 5 | |
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[3221] | 6 | |
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[3224] | 7 | #ifndef _STORY_ENTITY_H |
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| 8 | #define _STORY_ENTITY_H |
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[2636] | 9 | |
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[3608] | 10 | #include "base_object.h" |
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[2636] | 11 | #include "story_def.h" |
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[3608] | 12 | #include "error.h" |
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[2636] | 13 | |
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[3608] | 14 | |
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[3221] | 15 | //! A class that represents something to play in orxonox. it is a container for worlds, movies, mission briefings, etc... |
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[3365] | 16 | class StoryEntity : public BaseObject { |
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[2636] | 17 | |
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| 18 | public: |
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| 19 | StoryEntity (); |
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[3221] | 20 | virtual ~StoryEntity (); |
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[2636] | 21 | |
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[3221] | 22 | bool isInit; //! if the entity is initialized, this has to be true |
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| 23 | bool isPaused; //! is true if the entity is paused |
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[2636] | 24 | |
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[3629] | 25 | virtual ErrorMessage preLoad(); |
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[3459] | 26 | virtual ErrorMessage load(); |
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[3222] | 27 | virtual ErrorMessage init(); |
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| 28 | virtual ErrorMessage start(int storyID); |
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| 29 | virtual ErrorMessage start(); |
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| 30 | virtual ErrorMessage pause(); |
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| 31 | virtual ErrorMessage resume(); |
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[3459] | 32 | virtual ErrorMessage stop(); |
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| 33 | virtual ErrorMessage destroy(); |
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[2636] | 34 | |
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| 35 | |
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[3220] | 36 | virtual void displayLoadScreen(); |
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| 37 | virtual void releaseLoadScreen(); |
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[2636] | 38 | |
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[3220] | 39 | void setStoryID(int storyID); |
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[2636] | 40 | int getStoryID(); |
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| 41 | |
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[3220] | 42 | void setNextStoryID(int nextStoryID); |
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| 43 | int getNextStoryID(); |
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[2636] | 44 | |
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| 45 | |
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| 46 | private: |
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[3221] | 47 | int storyID; //! this is the number of this entity, identifying it in a list/tree... |
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| 48 | int nextStoryID; //! if this entity has finished, this entity shall be called |
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[2636] | 49 | }; |
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| 50 | |
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[3224] | 51 | #endif /* _STORY_ENTITY_H */ |
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