| 1 | /*! |
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| 2 | * @file story_entity.h |
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| 3 | * holds the base class of everything that is playable - that is part of the story |
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| 4 | */ |
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| 5 | |
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| 6 | |
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| 7 | #ifndef _STORY_ENTITY_H |
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| 8 | #define _STORY_ENTITY_H |
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| 9 | |
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| 10 | #include "base_object.h" |
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| 11 | #include "story_def.h" |
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| 12 | #include "error.h" |
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| 13 | |
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| 14 | |
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| 15 | typedef enum StoryEntityState |
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| 16 | { |
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| 17 | SE_STATE_RUN = 0, |
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| 18 | SE_STATE_STOP, |
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| 19 | SE_STATE_PAUSE, |
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| 20 | |
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| 21 | SE_STATE_NUM |
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| 22 | }; |
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| 23 | |
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| 24 | |
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| 25 | //! A class that represents something to play in orxonox. it is a container for worlds, movies, mission briefings, etc... |
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| 26 | class StoryEntity : virtual public BaseObject |
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| 27 | { |
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| 28 | ObjectListDeclaration(StoryEntity); |
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| 29 | |
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| 30 | public: |
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| 31 | StoryEntity (); |
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| 32 | virtual ~StoryEntity (); |
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| 33 | |
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| 34 | virtual void loadParams(const TiXmlElement* root); |
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| 35 | |
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| 36 | /* initialisation and loading */ |
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| 37 | /** initializes a Story Entity to the needed values */ |
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| 38 | virtual ErrorMessage init() { return ErrorMessage(); }; |
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| 39 | /** called to load the data into the StoryEntity*/ |
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| 40 | virtual ErrorMessage loadData() { return ErrorMessage(); }; |
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| 41 | /** function that unloads the data from the StoryEntity */ |
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| 42 | virtual ErrorMessage unloadData() { return ErrorMessage(); }; |
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| 43 | |
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| 44 | /* running, stopping and pausing */ |
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| 45 | /** starts the Entity. Starts the main cycle */ |
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| 46 | virtual bool start() = 0; |
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| 47 | /** Stops the entity. */ |
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| 48 | virtual bool stop() = 0; |
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| 49 | /** pauses the Entity, you can resume the game by calling the resume() function */ |
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| 50 | virtual bool pause() = 0; |
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| 51 | /** resumes a paused StoryEntity */ |
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| 52 | virtual bool resume() = 0; |
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| 53 | /** function that is been called when the StoryEntity is started via start() */ |
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| 54 | virtual void run() = 0; |
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| 55 | |
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| 56 | /* properties interface */ |
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| 57 | /** returns the state of this StoryEntity */ |
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| 58 | StoryEntityState getState(); |
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| 59 | |
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| 60 | /** sets the story id of the current entity, this enables it to be identified in a global context. @param storyID the story id */ |
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| 61 | inline void setStoryID(int storyID) { this->storyID = storyID; } |
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| 62 | /** sets the story id of the current entity, this enables it to be identified in a global context. @returns the story id */ |
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| 63 | inline int getStoryID() { return this->storyID; } |
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| 64 | |
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| 65 | void setLoadFile(const std::string& fileName); |
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| 66 | /** @returns the Filename this StoryEntity was loaded with */ |
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| 67 | const std::string& getLoadFile() const { return this->loadFile; } |
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| 68 | |
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| 69 | bool setNextStoryName(const std::string& nextStoryName); |
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| 70 | void setNextStoryID(int nextStoryID); |
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| 71 | /** gets the story id of the current entity @returns story id */ |
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| 72 | inline int getNextStoryID() const { return this->nextStoryID; } |
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| 73 | inline void setDescription(const std::string& description); |
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| 74 | /** @returns the description of this StoryEntity */ |
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| 75 | inline const std::string& getDescription() { return this->description; } |
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| 76 | |
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| 77 | void grabWorldInfo(); |
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| 78 | /** toggle the menu visibility: SimpleMenu specific */ |
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| 79 | inline void addToGameMenu(bool toggle) { this->bMenuEntry = toggle; } |
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| 80 | /** @returns true if the GameWorld should be contained in the SimpleMenu: SimpleMenu specific */ |
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| 81 | inline bool isContainedInMenu() { return this->bMenuEntry; } |
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| 82 | /** sets the menu item image of this StoryEntity @param name name */ |
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| 83 | inline void setMenuItemImage(const std::string& image); |
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| 84 | /** @returns the menu item image of this StoryEntity */ |
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| 85 | inline const std::string& getMenuItemImage() { return this->menuItemImage; } |
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| 86 | inline void setMenuScreenshoot(const std::string& image); |
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| 87 | /** @returns the menu screenshoot of this StoryEntity */ |
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| 88 | inline const std::string& getMenuScreenshoot() { return this->menuScreenshoot; } |
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| 89 | |
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| 90 | protected: |
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| 91 | bool bInit; //!< if the entity is initialized, this has to be true. |
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| 92 | bool bRunning; //!< is true if the entity is running |
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| 93 | bool bPaused; //!< is true if the entity is paused |
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| 94 | |
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| 95 | |
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| 96 | private: |
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| 97 | int storyID; //!< this is the number of this entity, identifying it in a list/tree... |
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| 98 | int nextStoryID; //!< if this entity has finished, this entity shall be called |
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| 99 | std::string loadFile; //!< The file from which this world is loaded |
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| 100 | |
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| 101 | std::string description; //!< the description of the StoryEntity |
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| 102 | std::string menuItemImage; //!< the item image of the StoryEntity |
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| 103 | std::string menuScreenshoot; //!< the screenshoot of the StoryEntity |
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| 104 | bool bMenuEntry; //!< If true, this GameWorld apears in the SimpleMenu: SimpleMenu specific |
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| 105 | }; |
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| 106 | |
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| 107 | #endif /* _STORY_ENTITY_H */ |
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