| 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 |  public: | 
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| 29 |   StoryEntity (); | 
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| 30 |   virtual ~StoryEntity (); | 
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| 31 |  | 
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| 32 |   virtual void loadParams(const TiXmlElement* root); | 
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| 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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| 36 |   virtual ErrorMessage init() {}; | 
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| 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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| 41 |  | 
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| 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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| 53 |  | 
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| 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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| 57 |  | 
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| 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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| 69 |  | 
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| 70 |  | 
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| 71 |  | 
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| 72 |   protected: | 
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| 73 |     bool isInit;         //!< if the entity is initialized, this has to be true. | 
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| 74 |     bool isRunning;      //!< is true if the entity is running | 
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| 75 |     bool isPaused;       //!< is true if the entity is paused | 
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| 76 |  | 
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| 77 |  | 
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| 78 |  private: | 
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| 79 |     int storyID;           //!< this is the number of this entity, identifying it in a list/tree... | 
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| 80 |     int nextStoryID;       //!< if this entity has finished, this entity shall be called | 
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| 81 | }; | 
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| 82 |  | 
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| 83 | #endif /* _STORY_ENTITY_H */ | 
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