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source: orxonox.OLD/trunk/src/story_entities/story_entity.h @ 6839

Last change on this file since 6839 was 6839, checked in by patrick, 18 years ago

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1/*!
2 * @file story_entity.h
3 *  holds the base class of everything that is playable - that is part of the story
4 */
5
6
7#ifndef _STORY_ENTITY_H
8#define _STORY_ENTITY_H
9
10#include "base_object.h"
11#include "story_def.h"
12#include "error.h"
13
14
15typedef enum StoryEntityState
16{
17  SE_STATE_RUN     = 0,
18  SE_STATE_STOP,
19  SE_STATE_PAUSE,
20
21  SE_STATE_NUM
22};
23
24
25//! A class that represents something to play in orxonox. it is a container for worlds, movies, mission briefings, etc...
26class StoryEntity : virtual public BaseObject {
27
28 public:
29  StoryEntity ();
30  virtual ~StoryEntity ();
31
32  virtual void loadParams(const TiXmlElement* root);
33
34  /* initialisation and loading */
35  /** initializes a Story Entity to the needed values */
36  virtual ErrorMessage init() {};
37  /** called to load the data into the StoryEntity*/
38  virtual ErrorMessage loadData() {};
39  /** function that unloads the data from the StoryEntity */
40  virtual ErrorMessage unloadData() {};
41
42  /* running, stopping and pausing */
43  /** starts the Entity. Starts the main cycle */
44  virtual bool start() = 0;
45  /**  Stops the entity. */
46  virtual bool stop() = 0;
47  /** pauses the Entity, you can resume the game by calling the resume() function */
48  virtual bool pause() = 0;
49  /** resumes a paused StoryEntity */
50  virtual bool resume() = 0;
51  /** function that is been called when the StoryEntity is started via start() */
52  virtual void run() = 0;
53
54  /* properties interface */
55  /** returns the state of this StoryEntity */
56  StoryEntityState getState();
57
58  /** sets the story id of the current entity, this enables it to be identified in a global context.  @param storyID the story id */
59  inline void setStoryID(int storyID) { this->storyID = storyID; }
60  /** sets the story id of the current entity, this enables it to be identified in a  global context. @returns  the story id  */
61  inline int getStoryID() { return this->storyID; }
62  /**  sets the id of the next story entity: StoryEntities can choose their following entity themselfs.
63   * the entity id defined here  will be startet after this entity ends. this can be convenient if you
64   * want to have a non linear story with switches.
65   * @param nextStoryID the story id of the next StoryEntity   */
66  inline void setNextStoryID(int nextStoryID) { this->nextStoryID = nextStoryID; }
67  /**  gets the story id of the current entity @returns story id */
68  inline int getNextStoryID() { return this->nextStoryID; }
69  /** sets the descroption of this StoryEntity @param name name */
70  inline void setDescription(const char* description) { this->description = description; }
71  /** @returns the description of this StoryEntity */
72  inline const char* getDescription() { return this->description; }
73  /** toggle the menu visibility: SimpleMenu specific */
74  inline void addToGameMenu(int toggle) { this->bMenuEntry = (bool)toggle; }
75  /** @returns true if the GameWorld should be contained in the SimpleMenu: SimpleMenu specific */
76  inline bool isContainedInMenu() { return this->bMenuEntry; }
77
78
79  protected:
80    bool isInit;            //!< if the entity is initialized, this has to be true.
81    bool isRunning;         //!< is true if the entity is running
82    bool isPaused;          //!< is true if the entity is paused
83
84
85 private:
86    int storyID;            //!< this is the number of this entity, identifying it in a list/tree...
87    int nextStoryID;        //!< if this entity has finished, this entity shall be called
88    const char* description;//!< the description of the StoryEntity
89    bool        bMenuEntry; //!< If true, this GameWorld apears in the SimpleMenu: SimpleMenu specific
90};
91
92#endif /* _STORY_ENTITY_H */
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