Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Changeset 3238 in orxonox.OLD for orxonox/branches/buerli/src/story_entity.cc


Ignore:
Timestamp:
Dec 20, 2004, 2:42:54 AM (20 years ago)
Author:
bensch
Message:

orxonox/branches: updated branches: buerli, nico, sound. And moved bezierTrack to old.bezierTrack. Conflicts resolved in a usefull order.
Conflics mostly resolved in favor of trunk
merge.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • orxonox/branches/buerli/src/story_entity.cc

    r2707 r3238  
    3030/**
    3131    \brief initialize the entity before use.
     32    \returns an error code if not able to apply.
    3233
    3334    After execution of this function, the Entity is ready to be played/executed,
    3435    this shifts the initialisation work before the execution - very important...
    35    
    3636*/
    37 Error StoryEntity::init()
     37ErrorMessage StoryEntity::init()
    3838{}
    3939
    4040
    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*/
     47void StoryEntity::setStoryID(int storyID)
    4248{
    4349  this->storyID = storyID;
    4450}
    4551
     52
     53/**
     54    \brief this reads the story id of the current entity
     55    \returns the story entity id
     56*/
    4657int StoryEntity::getStoryID()
    4758{
     
    5061
    5162
    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*/
     70void StoryEntity::setNextStoryID(int nextStoryID)
    5371{
    5472  this->nextStoryID = nextStoryID;
    5573}
    5674
    57 Uint32 StoryEntity::getNextStoryID()
     75/**
     76    \brief gets the story id of the current entity
     77    \returns story id
     78*/
     79int StoryEntity::getNextStoryID()
    5880{
    5981  return this->nextStoryID;
     
    6183
    6284
    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
    6589
    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*/
     95ErrorMessage StoryEntity::start(int storyID)
    7696{}
    7797
    7898
     99/**
     100    \brief starts the current entity
     101    \returns error code if this action has caused a error   
     102*/
     103ErrorMessage 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*/
     117ErrorMessage 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*/
     127ErrorMessage 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*/
     137ErrorMessage 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*/
    79147void StoryEntity::load()
    80148{}
    81149
    82150
    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*/
     157void StoryEntity::destroy()
    84158{}
    85159
    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*/
     167void StoryEntity::displayLoadScreen()
    87168{}
     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*/
     177void StoryEntity::releaseLoadScreen()
     178{}
Note: See TracChangeset for help on using the changeset viewer.