[4597] | 1 | /*! |
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[5039] | 2 | * @file story_entity.h |
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[6424] | 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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[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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[6424] | 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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[3221] | 25 | //! A class that represents something to play in orxonox. it is a container for worlds, movies, mission briefings, etc... |
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[6634] | 26 | class StoryEntity : virtual public BaseObject { |
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[2636] | 27 | |
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| 28 | public: |
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| 29 | StoryEntity (); |
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[3221] | 30 | virtual ~StoryEntity (); |
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[2636] | 31 | |
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[6512] | 32 | virtual void loadParams(const TiXmlElement* root); |
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[6424] | 33 | |
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| 34 | /* initialisation and loading */ |
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| 35 | /** initializes a Story Entity to the needed values */ |
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[6153] | 36 | virtual ErrorMessage init() {}; |
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[6424] | 37 | /** called to load the data into the StoryEntity*/ |
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| 38 | virtual ErrorMessage loadData() {}; |
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| 39 | /** function that unloads the data from the StoryEntity */ |
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| 40 | virtual ErrorMessage unloadData() {}; |
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[2636] | 41 | |
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[6424] | 42 | /* running, stopping and pausing */ |
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| 43 | /** starts the Entity. Starts the main cycle */ |
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| 44 | virtual bool start() = 0; |
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| 45 | /** Stops the entity. */ |
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| 46 | virtual bool stop() = 0; |
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| 47 | /** pauses the Entity, you can resume the game by calling the resume() function */ |
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| 48 | virtual bool pause() = 0; |
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| 49 | /** resumes a paused StoryEntity */ |
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| 50 | virtual bool resume() = 0; |
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| 51 | /** function that is been called when the StoryEntity is started via start() */ |
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| 52 | virtual void run() = 0; |
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[6153] | 53 | |
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[6424] | 54 | /* properties interface */ |
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| 55 | /** returns the state of this StoryEntity */ |
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| 56 | StoryEntityState getState(); |
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[2636] | 57 | |
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[6424] | 58 | /** 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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| 59 | inline void setStoryID(int storyID) { this->storyID = storyID; } |
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| 60 | /** 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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| 61 | inline int getStoryID() { return this->storyID; } |
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| 62 | /** sets the id of the next story entity: StoryEntities can choose their following entity themselfs. |
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| 63 | * the entity id defined here will be startet after this entity ends. this can be convenient if you |
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| 64 | * want to have a non linear story with switches. |
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| 65 | * @param nextStoryID the story id of the next StoryEntity */ |
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| 66 | inline void setNextStoryID(int nextStoryID) { this->nextStoryID = nextStoryID; } |
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| 67 | /** gets the story id of the current entity @returns story id */ |
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| 68 | inline int getNextStoryID() { return this->nextStoryID; } |
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[6853] | 69 | inline void setDescription(const char* description); |
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[6837] | 70 | /** @returns the description of this StoryEntity */ |
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| 71 | inline const char* getDescription() { return this->description; } |
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[6839] | 72 | /** toggle the menu visibility: SimpleMenu specific */ |
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| 73 | inline void addToGameMenu(int toggle) { this->bMenuEntry = (bool)toggle; } |
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| 74 | /** @returns true if the GameWorld should be contained in the SimpleMenu: SimpleMenu specific */ |
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| 75 | inline bool isContainedInMenu() { return this->bMenuEntry; } |
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[6841] | 76 | /** sets the menu item image of this StoryEntity @param name name */ |
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[6853] | 77 | inline void setMenuItemImage(const char* image); |
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[6841] | 78 | /** @returns the menu item image of this StoryEntity */ |
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| 79 | inline const char* getMenuItemImage() { return this->menuItemImage; } |
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[6853] | 80 | inline void setMenuScreenshoot(const char* image); |
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[6841] | 81 | /** @returns the menu screenshoot of this StoryEntity */ |
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| 82 | inline const char* getMenuScreenshoot() { return this->menuScreenshoot; } |
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[2636] | 83 | |
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| 84 | |
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[6152] | 85 | protected: |
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[6837] | 86 | bool isInit; //!< if the entity is initialized, this has to be true. |
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| 87 | bool isRunning; //!< is true if the entity is running |
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| 88 | bool isPaused; //!< is true if the entity is paused |
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[2636] | 89 | |
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[6424] | 90 | |
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[2636] | 91 | private: |
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[6837] | 92 | int storyID; //!< this is the number of this entity, identifying it in a list/tree... |
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| 93 | int nextStoryID; //!< if this entity has finished, this entity shall be called |
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[6853] | 94 | char* description; //!< the description of the StoryEntity |
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| 95 | char* menuItemImage; //!< the item image of the StoryEntity |
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| 96 | char* menuScreenshoot; //!< the screenshoot of the StoryEntity |
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[6839] | 97 | bool bMenuEntry; //!< If true, this GameWorld apears in the SimpleMenu: SimpleMenu specific |
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[2636] | 98 | }; |
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| 99 | |
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[3224] | 100 | #endif /* _STORY_ENTITY_H */ |
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