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Changeset 4836 in orxonox.OLD for orxonox/trunk/src/story_entities


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Timestamp:
Jul 12, 2005, 12:33:16 AM (20 years ago)
Author:
bensch
Message:

orxonox/trunk: renamed all the \param → @param and so on in Doxygen tags.
Thanks a lot to the kDevelop team. this took since the last commit :)

Location:
orxonox/trunk/src/story_entities
Files:
5 edited

Legend:

Unmodified
Added
Removed
  • orxonox/trunk/src/story_entities/campaign.cc

    r4816 r4836  
    6868/**
    6969  \brief loads the Parameters of a Campaign
    70   \param root: The XML-element to load from
     70* @param root: The XML-element to load from
    7171 */
    7272void Campaign::loadParams(const TiXmlElement* root)
     
    8383/**
    8484  \brief loads a WorldList
    85   \param root: the XML-element to load from
     85* @param root: the XML-element to load from
    8686 */
    8787void Campaign::loadWorldListParams(const TiXmlElement* root)
     
    200200
    201201/**
    202     \brief 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
     202  * 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
    206206
    207207    An entity can be a world (playable), a cinematic, a shop, sounds, whatever you
     
    253253/*
    254254  \brief lookup a entity with a given id
    255   \param story id to be lookuped
    256   \returns the entity found or NULL if search ended without match
     255* @param story id to be lookuped
     256  @returns the entity found or NULL if search ended without match
    257257*/
    258258StoryEntity* Campaign::getStoryEntity(int storyID)
  • orxonox/trunk/src/story_entities/story_entity.cc

    r4597 r4836  
    3232
    3333/**
    34     \brief sets the story ID
     34  * sets the story ID
    3535
    3636    sets the story id of the current entity, this enables it to be identified in a
     
    4444
    4545/**
    46     \brief this reads the story id of the current entity
    47     \returns the story entity id
     46  * this reads the story id of the current entity
     47  * @returns the story entity id
    4848*/
    4949int StoryEntity::getStoryID()
     
    5454
    5555/**
    56     \brief sets the id of the next story entity
     56  * sets the id of the next story entity
    5757
    5858    StoryEntities can choose their following entity themselfs. the entity id defined here
     
    6666
    6767/**
    68     \brief gets the story id of the current entity
    69     \returns story id
     68  * gets the story id of the current entity
     69  * @returns story id
    7070*/
    7171int StoryEntity::getNextStoryID()
     
    7676
    7777/**
    78    \brief stuff that will have to be initialized before load
     78 * stuff that will have to be initialized before load
    7979
    8080   this gives all storyentities the possibility to init stuff before the
     
    8585
    8686/**
    87     \brief loads the current entity
     87  * loads the current entity
    8888
    8989    this is here to enable you loading maps into the entities. for all other actions you
     
    9696
    9797/**
    98     \brief initialize 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.
    100100
    101101    After execution of this function, the Entity is ready to be played/executed,
     
    108108
    109109/**
    110     \brief 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
     110  * 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
    113113
    114114    this simply starts the story with the id storyID. the story with the choosen id has
     
    122122
    123123/**
    124     \brief starts the current entity
    125     \returns error code if this action has caused a error
     124  * starts the current entity
     125  * @returns error code if this action has caused a error
    126126*/
    127127ErrorMessage StoryEntity::start()
     
    130130
    131131/**
    132     \brief pause the current entity
    133     \returns error code if this action has caused a error
     132  * pause the current entity
     133  * @returns error code if this action has caused a error
    134134
    135135    this pauses the current entity or passes this call forth to the running entity.
     
    140140
    141141/**
    142     \brief resumes a pause
    143     \returns error code if this action has caused a error
     142  * resumes a pause
     143  * @returns error code if this action has caused a error
    144144
    145145    this resumess the current entity or passes this call forth to the running entity.
     
    150150
    151151/**
    152     \brief stops the current entity
    153     \returns error code if this action has caused a error
     152  * stops the current entity
     153  * @returns error code if this action has caused a error
    154154
    155155    ATTENTION: this function shouldn't call other functions, or if so, they must return
     
    164164
    165165/**
    166     \brief destroys and cleans up the current entity.
     166  * destroys and cleans up the current entity.
    167167
    168168    this cleans up ressources before the deconstructor is called. for terminating
     
    174174
    175175/**
    176     \brief this displays the load screen
     176  * this displays the load screen
    177177
    178178    it will need some time to load maps or things like that. to inform the user about
     
    184184
    185185/**
    186     \brief undisplay the load screen
     186  * undisplay the load screen
    187187
    188188    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  
    11/*!
    22    \file story_entity.h
    3     \brief holds the base class of everything that is playable - that is part of the story
     3  * holds the base class of everything that is playable - that is part of the story
    44*/
    55
  • orxonox/trunk/src/story_entities/world.cc

    r4834 r4836  
    7676
    7777/**
    78    \brief private constructor because of singleton
     78 * private constructor because of singleton
    7979*/
    8080WorldInterface::WorldInterface()
     
    8585
    8686/**
    87    \brief public deconstructor
     87 * public deconstructor
    8888*/
    8989WorldInterface::~WorldInterface()
     
    9595
    9696/**
    97    \brief gets the singleton instance
    98    \returns singleton instance
     97 * gets the singleton instance
     98 * @returns singleton instance
    9999*/
    100100WorldInterface* WorldInterface::getInstance()
     
    107107
    108108/**
    109    \brief initializes the interface
    110    \param reference to the world
     109 * initializes the interface
     110 * @param reference to the world
    111111
    112112   if the worldinterface is not initilizes, there wont be any
     
    125125
    126126/**
    127    \brief gets the entity list from the world
    128    \return entity list
     127 * gets the entity list from the world
     128 * @return entity list
    129129*/
    130130tList<WorldEntity>* WorldInterface::getEntityList()
     
    147147
    148148/**
    149     \brief create a new World
     149  * create a new World
    150150
    151151    This creates a new empty world!
     
    159159
    160160/**
    161    \brief creates a new World...
    162    \param worldID with this ID
     161 * creates a new World...
     162 * @param worldID with this ID
    163163*/
    164164World::World (int worldID)
     
    169169
    170170/**
    171     \brief remove the World from memory
     171  * remove the World from memory
    172172
    173173    delete everything explicitly, that isn't contained in the parenting tree!
     
    207207
    208208/**
    209    \brief initializes the world.
     209 * initializes the world.
    210210
    211211   set all stuff here that is world generic and does not use to much memory
     
    245245
    246246/**
    247    \brief this is executed before load
     247 * this is executed before load
    248248
    249249   since the load function sometimes needs data, that has been init before
     
    277277
    278278/**
    279    \brief loads the World by initializing all resources, and set their default values.
     279 * loads the World by initializing all resources, and set their default values.
    280280*/
    281281ErrorMessage World::load()
     
    376376          if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) terrain = (Terrain*) created;
    377377          element = element->NextSiblingElement();
    378           glmis->step(); //! \todo temporary
     378          glmis->step(); //! @todo temporary
    379379        }
    380380      PRINTF(4)("Done loading WorldEntities\n");
     
    509509
    510510/**
    511    \brief loads the debug world: only for experimental stuff
     511 * loads the debug world: only for experimental stuff
    512512*/
    513513void World::loadDebugWorld(int worldID)
     
    679679
    680680/**
    681    \brief initializes a new World shortly before start
     681 * initializes a new World shortly before start
    682682
    683683   this is the function, that will be loaded shortly before the world is
     
    692692
    693693/**
    694    \brief starts the World
     694 * starts the World
    695695*/
    696696ErrorMessage World::start()
     
    703703
    704704/**
    705    \brief stops the world.
     705 * stops the world.
    706706
    707707   This happens, when the player decides to end the Level.
     
    714714
    715715/**
    716    \brief pauses the Game
     716 * pauses the Game
    717717*/
    718718ErrorMessage World::pause()
     
    722722
    723723/**
    724    \brief ends the pause Phase
     724 * ends the pause Phase
    725725*/
    726726ErrorMessage World::resume()
     
    730730
    731731/**
    732    \brief destroys the World
     732 * destroys the World
    733733*/
    734734ErrorMessage World::destroy()
     
    738738
    739739/**
    740    \brief shows the loading screen
     740 * shows the loading screen
    741741*/
    742742void World::displayLoadScreen ()
     
    752752
    753753/**
    754    \brief removes the loadscreen, and changes over to the game
    755 
    756    \todo take out the delay
     754 * removes the loadscreen, and changes over to the game
     755
     756   @todo take out the delay
    757757*/
    758758void World::releaseLoadScreen ()
     
    766766
    767767/**
    768    \brief gets the list of entities from the world
    769    \returns entity list
     768 * gets the list of entities from the world
     769 * @returns entity list
    770770*/
    771771tList<WorldEntity>* World::getEntities()
     
    776776
    777777/**
    778    \brief this returns the current game time
    779    \returns elapsed game time
     778 * this returns the current game time
     779 * @returns elapsed game time
    780780*/
    781781double World::getGameTime()
     
    786786
    787787/**
    788     \brief checks for collisions
     788  * checks for collisions
    789789
    790790    This method runs through all WorldEntities known to the world and checks for collisions
     
    829829
    830830/**
    831     \brief runs through all entities calling their draw() methods
     831  * runs through all entities calling their draw() methods
    832832*/
    833833void World::draw ()
     
    858858
    859859/**
    860    \brief function to put your own debug stuff into it. it can display informations about
     860 * function to put your own debug stuff into it. it can display informations about
    861861   the current class/procedure
    862862*/
     
    936936  this->lastFrame = SDL_GetTicks ();
    937937  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 */
    939939    {
    940940      ++this->cycle;
     
    956956
    957957      //      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*/
    959959    }
    960960  PRINTF(3)("World::mainLoop() - Exiting the main loop\n");
     
    963963
    964964/**
    965    \brief synchronize local data with remote data
     965 * synchronize local data with remote data
    966966*/
    967967void World::synchronize ()
     
    973973
    974974/**
    975    \brief run all input processing
     975 * run all input processing
    976976
    977977   the command node is the central input event dispatcher. the node uses the even-queue from
     
    991991
    992992/**
    993    \brief advance the timeline
     993 * advance the timeline
    994994
    995995   this calculates the time used to process one frame (with all input handling, drawing, etc)
     
    10491049         but since we like the things not too complicated we got it this way around
    10501050         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...
    10521052
    10531053        bensch: in my opinion the GraphicsEngine could draw the world, but not tick it,
     
    10611061
    10621062/**
    1063    \brief this function gives the world a consistant state
     1063 * this function gives the world a consistant state
    10641064
    10651065   after ticking (updating the world state) this will give a constistant
     
    10761076
    10771077/**
    1078    \brief render the current frame
     1078 * render the current frame
    10791079
    10801080   clear all buffers and draw the world
     
    10891089  this->draw();
    10901090  // draw HUD
    1091   /* \todo draw HUD */
     1091  /* @todo draw HUD */
    10921092  // flip buffers
    10931093  GraphicsEngine::swapBuffers();
     
    10981098
    10991099/**
    1100    \brief add and spawn a new entity to this world
    1101    \param entity to be added
     1100 * add and spawn a new entity to this world
     1101 * @param entity to be added
    11021102*/
    11031103void World::spawn(WorldEntity* entity)
     
    11091109
    11101110/**
    1111    \brief 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.
     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.
    11151115*/
    11161116void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
     
    11261126
    11271127/**
    1128    \brief 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.
     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.
    11331133*/
    11341134void World::spawn(WorldEntity* entity, PNode* parentNode,
     
    11531153/**
    11541154  \brief commands that the world must catch
    1155   \returns false if not used by the world
     1155  @returns false if not used by the world
    11561156*/
    11571157bool World::command(Command* cmd)
  • orxonox/trunk/src/story_entities/world.h

    r4822 r4836  
    11/*!
    22    \file world.h
    3     \brief Holds and manages all game data
     3  * Holds and manages all game data
    44*/
    55
     
    115115  PNode* nullParent;                  //!< The zero-point, that everything has as its parent.
    116116  Camera* localCamera;                //!< The current Camera
    117   WorldEntity* sky;                   //!< The Environmental Heaven of orxonox \todo insert this to environment insted
     117  WorldEntity* sky;                   //!< The Environmental Heaven of orxonox @todo insert this to environment insted
    118118  Terrain* terrain;                   //!< The Terrain of the World.
    119119
    120   GLuint objectList;                  //!< temporary: \todo this will be ereased soon
     120  GLuint objectList;                  //!< temporary: @todo this will be ereased soon
    121121  tList<WorldEntity>* entities;       //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
    122122  Player* localPlayer;                //!< The Player, you fly through the level.
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