Changeset 3238 in orxonox.OLD for orxonox/branches/buerli/src/story_entity.cc
- Timestamp:
- Dec 20, 2004, 2:42:54 AM (20 years ago)
- File:
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- 1 edited
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orxonox/branches/buerli/src/story_entity.cc
r2707 r3238 30 30 /** 31 31 \brief initialize the entity before use. 32 \returns an error code if not able to apply. 32 33 33 34 After execution of this function, the Entity is ready to be played/executed, 34 35 this shifts the initialisation work before the execution - very important... 35 36 36 */ 37 Error StoryEntity::init()37 ErrorMessage StoryEntity::init() 38 38 {} 39 39 40 40 41 void StoryEntity::setStoryID(Uint32 storyID) 41 /** 42 \brief sets the story ID 43 44 sets the story id of the current entity, this enables it to be identified in a 45 global context. 46 */ 47 void StoryEntity::setStoryID(int storyID) 42 48 { 43 49 this->storyID = storyID; 44 50 } 45 51 52 53 /** 54 \brief this reads the story id of the current entity 55 \returns the story entity id 56 */ 46 57 int StoryEntity::getStoryID() 47 58 { … … 50 61 51 62 52 void StoryEntity::setNextStoryID(Uint32 nextStoryID) 63 /** 64 \brief sets the id of the next story entity 65 66 StoryEntities can choose their following entity themselfs. the entity id defined here 67 will be startet after this entity ends. this can be convenient if you want to have a 68 non linear story with switches. 69 */ 70 void StoryEntity::setNextStoryID(int nextStoryID) 53 71 { 54 72 this->nextStoryID = nextStoryID; 55 73 } 56 74 57 Uint32 StoryEntity::getNextStoryID() 75 /** 76 \brief gets the story id of the current entity 77 \returns story id 78 */ 79 int StoryEntity::getNextStoryID() 58 80 { 59 81 return this->nextStoryID; … … 61 83 62 84 63 Error StoryEntity::start(Uint32 storyID) 64 {} 85 /** 86 \brief starts the entity with the choosen id. only for entities with lists. 87 \param story id 88 \returns error code if this action has caused a error 65 89 66 Error StoryEntity::start() 67 {} 68 69 Error StoryEntity::stop() 70 {} 71 72 Error StoryEntity::pause() 73 {} 74 75 Error StoryEntity::resume() 90 this simply starts the story with the id storyID. the story with the choosen id has 91 to be part of the current entity else, this doesn't make sense. this is used for 92 campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own 93 storyID. 94 */ 95 ErrorMessage StoryEntity::start(int storyID) 76 96 {} 77 97 78 98 99 /** 100 \brief starts the current entity 101 \returns error code if this action has caused a error 102 */ 103 ErrorMessage StoryEntity::start() 104 {} 105 106 107 /** 108 \brief stops the current entity 109 \returns error code if this action has caused a error 110 111 ATTENTION: this function shouldn't call other functions, or if so, they must return 112 after finishing. If you ignore or forget to do so, the current entity is not able to 113 terminate and it will run in the background or the ressources can't be freed or even 114 worse: are freed and the program will end in a segmentation fault! 115 hehehe, all seen... :) 116 */ 117 ErrorMessage StoryEntity::stop() 118 {} 119 120 121 /** 122 \brief pause the current entity 123 \returns error code if this action has caused a error 124 125 this pauses the current entity or passes this call forth to the running entity. 126 */ 127 ErrorMessage StoryEntity::pause() 128 {} 129 130 131 /** 132 \brief resumes a pause 133 \returns error code if this action has caused a error 134 135 this resumess the current entity or passes this call forth to the running entity. 136 */ 137 ErrorMessage StoryEntity::resume() 138 {} 139 140 141 /** 142 \brief loads the current entity 143 144 this is here to enable you loading maps into the entities. for all other actions you 145 should take the init() function. 146 */ 79 147 void StoryEntity::load() 80 148 {} 81 149 82 150 83 void StoryEntity::displayEntityScreen() 151 /** 152 \brief destroys and cleans up the current entity. 153 154 this cleans up ressources before the deconstructor is called. for terminating 155 the entity please use the stop() function. 156 */ 157 void StoryEntity::destroy() 84 158 {} 85 159 86 void StoryEntity::releaseEntityScreen() 160 161 /** 162 \brief this displays the load screen 163 164 it will need some time to load maps or things like that. to inform the user about 165 progress and to just show him/her something for the eyes, put here this stuff 166 */ 167 void StoryEntity::displayLoadScreen() 87 168 {} 169 170 171 /** 172 \brief undisplay the load screen 173 174 the load process has terminated, you now can release the load screen and start this 175 entity. 176 */ 177 void StoryEntity::releaseLoadScreen() 178 {}
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