Changeset 4836 in orxonox.OLD for orxonox/trunk/src/story_entities
- Timestamp:
- Jul 12, 2005, 12:33:16 AM (20 years ago)
- Location:
- orxonox/trunk/src/story_entities
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/story_entities/campaign.cc
r4816 r4836 68 68 /** 69 69 \brief loads the Parameters of a Campaign 70 \param root: The XML-element to load from70 * @param root: The XML-element to load from 71 71 */ 72 72 void Campaign::loadParams(const TiXmlElement* root) … … 83 83 /** 84 84 \brief loads a WorldList 85 \param root: the XML-element to load from85 * @param root: the XML-element to load from 86 86 */ 87 87 void Campaign::loadWorldListParams(const TiXmlElement* root) … … 200 200 201 201 /** 202 \briefadds an game stroy entity to the campaign203 204 \param se: The entity205 \param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign202 * adds an game stroy entity to the campaign 203 204 * @param se: The entity 205 * @param storyID: The number that identifies the entity in the campaign. Each ID only used once in a Campaign 206 206 207 207 An entity can be a world (playable), a cinematic, a shop, sounds, whatever you … … 253 253 /* 254 254 \brief lookup a entity with a given id 255 \param story id to be lookuped256 \returns the entity found or NULL if search ended without match255 * @param story id to be lookuped 256 @returns the entity found or NULL if search ended without match 257 257 */ 258 258 StoryEntity* Campaign::getStoryEntity(int storyID) -
orxonox/trunk/src/story_entities/story_entity.cc
r4597 r4836 32 32 33 33 /** 34 \briefsets the story ID34 * sets the story ID 35 35 36 36 sets the story id of the current entity, this enables it to be identified in a … … 44 44 45 45 /** 46 \briefthis reads the story id of the current entity47 \returns the story entity id46 * this reads the story id of the current entity 47 * @returns the story entity id 48 48 */ 49 49 int StoryEntity::getStoryID() … … 54 54 55 55 /** 56 \briefsets the id of the next story entity56 * sets the id of the next story entity 57 57 58 58 StoryEntities can choose their following entity themselfs. the entity id defined here … … 66 66 67 67 /** 68 \briefgets the story id of the current entity69 \returns story id68 * gets the story id of the current entity 69 * @returns story id 70 70 */ 71 71 int StoryEntity::getNextStoryID() … … 76 76 77 77 /** 78 \briefstuff that will have to be initialized before load78 * stuff that will have to be initialized before load 79 79 80 80 this gives all storyentities the possibility to init stuff before the … … 85 85 86 86 /** 87 \briefloads the current entity87 * loads the current entity 88 88 89 89 this is here to enable you loading maps into the entities. for all other actions you … … 96 96 97 97 /** 98 \briefinitialize the entity before use.99 \returns an error code if not able to apply.98 * initialize the entity before use. 99 * @returns an error code if not able to apply. 100 100 101 101 After execution of this function, the Entity is ready to be played/executed, … … 108 108 109 109 /** 110 \briefstarts the entity with the choosen id. only for entities with lists.111 \param story id112 \returns error code if this action has caused a error110 * starts the entity with the choosen id. only for entities with lists. 111 * @param story id 112 * @returns error code if this action has caused a error 113 113 114 114 this simply starts the story with the id storyID. the story with the choosen id has … … 122 122 123 123 /** 124 \briefstarts the current entity125 \returns error code if this action has caused a error124 * starts the current entity 125 * @returns error code if this action has caused a error 126 126 */ 127 127 ErrorMessage StoryEntity::start() … … 130 130 131 131 /** 132 \briefpause the current entity133 \returns error code if this action has caused a error132 * pause the current entity 133 * @returns error code if this action has caused a error 134 134 135 135 this pauses the current entity or passes this call forth to the running entity. … … 140 140 141 141 /** 142 \briefresumes a pause143 \returns error code if this action has caused a error142 * resumes a pause 143 * @returns error code if this action has caused a error 144 144 145 145 this resumess the current entity or passes this call forth to the running entity. … … 150 150 151 151 /** 152 \briefstops the current entity153 \returns error code if this action has caused a error152 * stops the current entity 153 * @returns error code if this action has caused a error 154 154 155 155 ATTENTION: this function shouldn't call other functions, or if so, they must return … … 164 164 165 165 /** 166 \briefdestroys and cleans up the current entity.166 * destroys and cleans up the current entity. 167 167 168 168 this cleans up ressources before the deconstructor is called. for terminating … … 174 174 175 175 /** 176 \briefthis displays the load screen176 * this displays the load screen 177 177 178 178 it will need some time to load maps or things like that. to inform the user about … … 184 184 185 185 /** 186 \briefundisplay the load screen186 * undisplay the load screen 187 187 188 188 the load process has terminated, you now can release the load screen and start this -
orxonox/trunk/src/story_entities/story_entity.h
r4597 r4836 1 1 /*! 2 2 \file story_entity.h 3 \briefholds the base class of everything that is playable - that is part of the story3 * holds the base class of everything that is playable - that is part of the story 4 4 */ 5 5 -
orxonox/trunk/src/story_entities/world.cc
r4834 r4836 76 76 77 77 /** 78 \briefprivate constructor because of singleton78 * private constructor because of singleton 79 79 */ 80 80 WorldInterface::WorldInterface() … … 85 85 86 86 /** 87 \briefpublic deconstructor87 * public deconstructor 88 88 */ 89 89 WorldInterface::~WorldInterface() … … 95 95 96 96 /** 97 \briefgets the singleton instance98 \returns singleton instance97 * gets the singleton instance 98 * @returns singleton instance 99 99 */ 100 100 WorldInterface* WorldInterface::getInstance() … … 107 107 108 108 /** 109 \briefinitializes the interface110 \param reference to the world109 * initializes the interface 110 * @param reference to the world 111 111 112 112 if the worldinterface is not initilizes, there wont be any … … 125 125 126 126 /** 127 \briefgets the entity list from the world128 \return entity list127 * gets the entity list from the world 128 * @return entity list 129 129 */ 130 130 tList<WorldEntity>* WorldInterface::getEntityList() … … 147 147 148 148 /** 149 \briefcreate a new World149 * create a new World 150 150 151 151 This creates a new empty world! … … 159 159 160 160 /** 161 \briefcreates a new World...162 \param worldID with this ID161 * creates a new World... 162 * @param worldID with this ID 163 163 */ 164 164 World::World (int worldID) … … 169 169 170 170 /** 171 \briefremove the World from memory171 * remove the World from memory 172 172 173 173 delete everything explicitly, that isn't contained in the parenting tree! … … 207 207 208 208 /** 209 \briefinitializes the world.209 * initializes the world. 210 210 211 211 set all stuff here that is world generic and does not use to much memory … … 245 245 246 246 /** 247 \briefthis is executed before load247 * this is executed before load 248 248 249 249 since the load function sometimes needs data, that has been init before … … 277 277 278 278 /** 279 \briefloads the World by initializing all resources, and set their default values.279 * loads the World by initializing all resources, and set their default values. 280 280 */ 281 281 ErrorMessage World::load() … … 376 376 if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) terrain = (Terrain*) created; 377 377 element = element->NextSiblingElement(); 378 glmis->step(); //! \todo temporary378 glmis->step(); //! @todo temporary 379 379 } 380 380 PRINTF(4)("Done loading WorldEntities\n"); … … 509 509 510 510 /** 511 \briefloads the debug world: only for experimental stuff511 * loads the debug world: only for experimental stuff 512 512 */ 513 513 void World::loadDebugWorld(int worldID) … … 679 679 680 680 /** 681 \briefinitializes a new World shortly before start681 * initializes a new World shortly before start 682 682 683 683 this is the function, that will be loaded shortly before the world is … … 692 692 693 693 /** 694 \briefstarts the World694 * starts the World 695 695 */ 696 696 ErrorMessage World::start() … … 703 703 704 704 /** 705 \briefstops the world.705 * stops the world. 706 706 707 707 This happens, when the player decides to end the Level. … … 714 714 715 715 /** 716 \briefpauses the Game716 * pauses the Game 717 717 */ 718 718 ErrorMessage World::pause() … … 722 722 723 723 /** 724 \briefends the pause Phase724 * ends the pause Phase 725 725 */ 726 726 ErrorMessage World::resume() … … 730 730 731 731 /** 732 \briefdestroys the World732 * destroys the World 733 733 */ 734 734 ErrorMessage World::destroy() … … 738 738 739 739 /** 740 \briefshows the loading screen740 * shows the loading screen 741 741 */ 742 742 void World::displayLoadScreen () … … 752 752 753 753 /** 754 \briefremoves the loadscreen, and changes over to the game755 756 \todo take out the delay754 * removes the loadscreen, and changes over to the game 755 756 @todo take out the delay 757 757 */ 758 758 void World::releaseLoadScreen () … … 766 766 767 767 /** 768 \briefgets the list of entities from the world769 \returns entity list768 * gets the list of entities from the world 769 * @returns entity list 770 770 */ 771 771 tList<WorldEntity>* World::getEntities() … … 776 776 777 777 /** 778 \briefthis returns the current game time779 \returns elapsed game time778 * this returns the current game time 779 * @returns elapsed game time 780 780 */ 781 781 double World::getGameTime() … … 786 786 787 787 /** 788 \briefchecks for collisions788 * checks for collisions 789 789 790 790 This method runs through all WorldEntities known to the world and checks for collisions … … 829 829 830 830 /** 831 \briefruns through all entities calling their draw() methods831 * runs through all entities calling their draw() methods 832 832 */ 833 833 void World::draw () … … 858 858 859 859 /** 860 \brieffunction to put your own debug stuff into it. it can display informations about860 * function to put your own debug stuff into it. it can display informations about 861 861 the current class/procedure 862 862 */ … … 936 936 this->lastFrame = SDL_GetTicks (); 937 937 PRINTF(3)("World::mainLoop() - Entering main loop\n"); 938 while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */938 while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* @todo implement pause */ 939 939 { 940 940 ++this->cycle; … … 956 956 957 957 // for( int i = 0; i < 5000000; i++) {} 958 /* \todo this is to slow down the program for openGl Software emulator computers, reimplement*/958 /* @todo this is to slow down the program for openGl Software emulator computers, reimplement*/ 959 959 } 960 960 PRINTF(3)("World::mainLoop() - Exiting the main loop\n"); … … 963 963 964 964 /** 965 \briefsynchronize local data with remote data965 * synchronize local data with remote data 966 966 */ 967 967 void World::synchronize () … … 973 973 974 974 /** 975 \briefrun all input processing975 * run all input processing 976 976 977 977 the command node is the central input event dispatcher. the node uses the even-queue from … … 991 991 992 992 /** 993 \briefadvance the timeline993 * advance the timeline 994 994 995 995 this calculates the time used to process one frame (with all input handling, drawing, etc) … … 1049 1049 but since we like the things not too complicated we got it this way around 1050 1050 until there is need or time to do it the other way around. 1051 \todo: GraphicsEngine ticks world: separation of processes and data...1051 @todo: GraphicsEngine ticks world: separation of processes and data... 1052 1052 1053 1053 bensch: in my opinion the GraphicsEngine could draw the world, but not tick it, … … 1061 1061 1062 1062 /** 1063 \briefthis function gives the world a consistant state1063 * this function gives the world a consistant state 1064 1064 1065 1065 after ticking (updating the world state) this will give a constistant … … 1076 1076 1077 1077 /** 1078 \briefrender the current frame1078 * render the current frame 1079 1079 1080 1080 clear all buffers and draw the world … … 1089 1089 this->draw(); 1090 1090 // draw HUD 1091 /* \todo draw HUD */1091 /* @todo draw HUD */ 1092 1092 // flip buffers 1093 1093 GraphicsEngine::swapBuffers(); … … 1098 1098 1099 1099 /** 1100 \briefadd and spawn a new entity to this world1101 \param entity to be added1100 * add and spawn a new entity to this world 1101 * @param entity to be added 1102 1102 */ 1103 1103 void World::spawn(WorldEntity* entity) … … 1109 1109 1110 1110 /** 1111 \briefadd and spawn a new entity to this world1112 \param entity to be added1113 \param absCoor At what coordinates to add this entity.1114 \param absDir In which direction should it look.1111 * add and spawn a new entity to this world 1112 * @param entity to be added 1113 * @param absCoor At what coordinates to add this entity. 1114 * @param absDir In which direction should it look. 1115 1115 */ 1116 1116 void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir) … … 1126 1126 1127 1127 /** 1128 \briefadd and spawn a new entity to this world1129 \param entity to be added1130 \param entity to be added to (PNode)1131 \param At what relative coordinates to add this entity.1132 \param In which relative direction should it look.1128 * add and spawn a new entity to this world 1129 * @param entity to be added 1130 * @param entity to be added to (PNode) 1131 * @param At what relative coordinates to add this entity. 1132 * @param In which relative direction should it look. 1133 1133 */ 1134 1134 void World::spawn(WorldEntity* entity, PNode* parentNode, … … 1153 1153 /** 1154 1154 \brief commands that the world must catch 1155 \returns false if not used by the world1155 @returns false if not used by the world 1156 1156 */ 1157 1157 bool World::command(Command* cmd) -
orxonox/trunk/src/story_entities/world.h
r4822 r4836 1 1 /*! 2 2 \file world.h 3 \briefHolds and manages all game data3 * Holds and manages all game data 4 4 */ 5 5 … … 115 115 PNode* nullParent; //!< The zero-point, that everything has as its parent. 116 116 Camera* localCamera; //!< The current Camera 117 WorldEntity* sky; //!< The Environmental Heaven of orxonox \todo insert this to environment insted117 WorldEntity* sky; //!< The Environmental Heaven of orxonox @todo insert this to environment insted 118 118 Terrain* terrain; //!< The Terrain of the World. 119 119 120 GLuint objectList; //!< temporary: \todo this will be ereased soon120 GLuint objectList; //!< temporary: @todo this will be ereased soon 121 121 tList<WorldEntity>* entities; //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them. 122 122 Player* localPlayer; //!< The Player, you fly through the level.
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