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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: |
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| 16 | */ |
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| 17 | |
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| 18 | |
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| 19 | #include "story_entity.h" |
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| 20 | |
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| 21 | |
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| 22 | using namespace std; |
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| 23 | |
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| 24 | |
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| 25 | |
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| 26 | StoryEntity::StoryEntity () {} |
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| 27 | StoryEntity::~StoryEntity () {} |
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| 28 | |
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| 29 | |
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| 30 | /** |
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| 31 | \brief initialize the entity before use. |
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| 32 | \returns an error code if not able to apply. |
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| 33 | |
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| 34 | After execution of this function, the Entity is ready to be played/executed, |
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| 35 | this shifts the initialisation work before the execution - very important... |
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| 36 | */ |
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| 37 | ErrorMessage StoryEntity::init() |
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| 38 | {} |
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| 39 | |
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| 40 | |
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| 41 | /** |
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| 42 | \brief sets the story ID |
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| 43 | |
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| 44 | sets the story id of the current entity, this enables it to be identified in a |
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| 45 | global context. |
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| 46 | */ |
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| 47 | void StoryEntity::setStoryID(int storyID) |
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| 48 | { |
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| 49 | this->storyID = storyID; |
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| 50 | } |
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| 51 | |
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| 52 | |
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| 53 | /** |
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| 54 | \brief this reads the story id of the current entity |
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| 55 | \returns the story entity id |
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| 56 | */ |
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| 57 | int StoryEntity::getStoryID() |
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| 58 | { |
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| 59 | return this->storyID; |
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| 60 | } |
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| 61 | |
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| 62 | |
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| 63 | /** |
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| 64 | \brief sets the id of the next story entity |
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| 65 | |
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| 66 | StoryEntities can choose their following entity themselfs. the entity id defined here |
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| 67 | will be startet after this entity ends. this can be convenient if you want to have a |
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| 68 | non linear story with switches. |
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| 69 | */ |
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| 70 | void StoryEntity::setNextStoryID(int nextStoryID) |
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| 71 | { |
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| 72 | this->nextStoryID = nextStoryID; |
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| 73 | } |
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| 74 | |
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| 75 | /** |
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| 76 | \brief gets the story id of the current entity |
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| 77 | \returns story id |
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| 78 | */ |
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| 79 | int StoryEntity::getNextStoryID() |
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| 80 | { |
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| 81 | return this->nextStoryID; |
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| 82 | } |
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| 83 | |
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| 84 | |
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| 85 | /** |
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| 86 | \brief starts the entity with the choosen id. only for entities with lists. |
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| 87 | \param story id |
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| 88 | \returns error code if this action has caused a error |
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| 89 | |
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| 90 | this simply starts the story with the id storyID. the story with the choosen id has |
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| 91 | to be part of the current entity else, this doesn't make sense. this is used for |
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| 92 | campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own |
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| 93 | storyID. |
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| 94 | */ |
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| 95 | ErrorMessage StoryEntity::start(int storyID) |
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| 96 | {} |
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| 97 | |
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| 98 | |
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| 99 | /** |
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| 100 | \brief starts the current entity |
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| 101 | \returns error code if this action has caused a error |
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| 102 | */ |
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| 103 | ErrorMessage StoryEntity::start() |
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| 104 | {} |
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| 105 | |
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| 106 | |
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| 107 | /** |
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| 108 | \brief stops the current entity |
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| 109 | \returns error code if this action has caused a error |
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| 110 | |
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| 111 | ATTENTION: this function shouldn't call other functions, or if so, they must return |
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| 112 | after finishing. If you ignore or forget to do so, the current entity is not able to |
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| 113 | terminate and it will run in the background or the ressources can't be freed or even |
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| 114 | worse: are freed and the program will end in a segmentation fault! |
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| 115 | hehehe, all seen... :) |
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| 116 | */ |
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| 117 | ErrorMessage StoryEntity::stop() |
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| 118 | {} |
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| 119 | |
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| 120 | |
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| 121 | /** |
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| 122 | \brief pause the current entity |
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| 123 | \returns error code if this action has caused a error |
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| 124 | |
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| 125 | this pauses the current entity or passes this call forth to the running entity. |
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| 126 | */ |
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| 127 | ErrorMessage StoryEntity::pause() |
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| 128 | {} |
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| 129 | |
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| 130 | |
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| 131 | /** |
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| 132 | \brief resumes a pause |
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| 133 | \returns error code if this action has caused a error |
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| 134 | |
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| 135 | this resumess the current entity or passes this call forth to the running entity. |
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| 136 | */ |
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| 137 | ErrorMessage StoryEntity::resume() |
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| 138 | {} |
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| 139 | |
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| 140 | |
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| 141 | /** |
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| 142 | \brief loads the current entity |
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| 143 | |
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| 144 | this is here to enable you loading maps into the entities. for all other actions you |
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| 145 | should take the init() function. |
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| 146 | */ |
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| 147 | void StoryEntity::load() |
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| 148 | {} |
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| 149 | |
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| 150 | |
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| 151 | /** |
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| 152 | \brief destroys and cleans up the current entity. |
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| 153 | |
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| 154 | this cleans up ressources before the deconstructor is called. for terminating |
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| 155 | the entity please use the stop() function. |
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| 156 | */ |
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| 157 | void StoryEntity::destroy() |
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| 158 | {} |
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| 159 | |
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| 160 | |
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| 161 | /** |
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| 162 | \brief this displays the load screen |
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| 163 | |
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| 164 | it will need some time to load maps or things like that. to inform the user about |
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| 165 | progress and to just show him/her something for the eyes, put here this stuff |
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| 166 | */ |
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| 167 | void StoryEntity::displayLoadScreen() |
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| 168 | {} |
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| 169 | |
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| 170 | |
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| 171 | /** |
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| 172 | \brief undisplay the load screen |
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| 173 | |
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| 174 | the load process has terminated, you now can release the load screen and start this |
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| 175 | entity. |
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| 176 | */ |
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| 177 | void StoryEntity::releaseLoadScreen() |
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| 178 | {} |
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