Changeset 6063 in orxonox.OLD for branches/network/src/util/loading
- Timestamp:
- Dec 12, 2005, 3:22:01 PM (19 years ago)
- Location:
- branches/network/src/util/loading
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/network/src/util/loading/game_loader.cc
r6000 r6063 46 46 /** 47 47 * simple constructor 48 */48 */ 49 49 GameLoader::GameLoader () 50 50 { … … 57 57 /** 58 58 * simple deconstructor 59 */59 */ 60 60 GameLoader::~GameLoader () 61 61 { … … 69 69 * this class is a singleton class 70 70 * @returns an instance of itself 71 72 73 */71 * 72 * if you are unsure about singleton classes, check the theory out on the internet :) 73 */ 74 74 GameLoader* GameLoader::getInstance() 75 75 { … … 81 81 /** 82 82 * initializes the GameLoader 83 */83 */ 84 84 ErrorMessage GameLoader::init() 85 85 { … … 100 100 * @param fileName to be loaded 101 101 * @returns the loaded campaign 102 103 104 */102 * 103 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 104 */ 105 105 ErrorMessage GameLoader::loadCampaign(const char* fileName) 106 106 { … … 122 122 * @param fileName to be loaded 123 123 * @returns the loaded campaign 124 125 126 */ 127 ErrorMessage GameLoader::loadNetworkCampaign(const char* fileName )124 * 125 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 126 */ 127 ErrorMessage GameLoader::loadNetworkCampaign(const char* fileName, int nodeState) 128 128 { 129 129 ErrorMessage errorCode; … … 131 131 if (campaignName) 132 132 { 133 this->currentCampaign = this->fileToNetworkCampaign(campaignName );133 this->currentCampaign = this->fileToNetworkCampaign(campaignName, nodeState); 134 134 delete[] campaignName; 135 135 } 136 // World* world0 = new World(DEBUG_WORLD_0); 137 // world0->setNextStoryID(WORLD_ID_GAMEEND); 138 // this->currentCampaign->addEntity(world0, WORLD_ID_2); 139 } 140 136 } 141 137 142 138 … … 145 141 * @param campaignID the identifier of the campaign. 146 142 * @returns error message if not able to do so. 147 */143 */ 148 144 ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) 149 145 { … … 180 176 181 177 /** 182 183 184 */178 * starts the current entity 179 * @returns error code if this action has caused a error 180 */ 185 181 ErrorMessage GameLoader::start() 186 182 { … … 191 187 192 188 /** 193 194 195 196 197 198 199 200 201 */189 * stops the current entity 190 * @returns error code if this action has caused a error 191 * 192 * ATTENTION: this function shouldn't call other functions, or if so, they must return 193 * after finishing. If you ignore or forget to do so, the current entity is not able to 194 * terminate and it will run in the background or the ressources can't be freed or even 195 * worse: are freed and the program will end in a segmentation fault! 196 * hehehe, have ya seen it... :) 197 */ 202 198 void GameLoader::stop() 203 199 { … … 208 204 209 205 /** 210 211 212 213 214 */206 * pause the current entity 207 * @returns error code if this action has caused a error 208 * 209 * this pauses the current entity or passes this call forth to the running entity. 210 */ 215 211 ErrorMessage GameLoader::pause() 216 212 { … … 222 218 223 219 /** 224 225 226 227 228 */220 * resumes a pause 221 * @returns error code if this action has caused a error 222 * 223 * this resumess the current entity or passes this call forth to the running entity. 224 */ 229 225 ErrorMessage GameLoader::resume() 230 226 { … … 248 244 * @param fileName to be loaded 249 245 * @returns the loaded campaign 250 251 252 */246 * 247 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 248 */ 253 249 Campaign* GameLoader::fileToCampaign(const char* fileName) 254 250 { … … 296 292 297 293 298 299 294 /** 300 295 * reads a campaign definition file into a campaign class 301 296 * @param fileName to be loaded 302 297 * @returns the loaded campaign 303 304 this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns305 */ 306 Campaign* GameLoader::fileToNetworkCampaign(const char* fileName )298 * 299 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 300 */ 301 Campaign* GameLoader::fileToNetworkCampaign(const char* fileName, int nodeState) 307 302 { 308 303 /* do not entirely load the campaign. just the current world … … 389 384 390 385 /** 391 \brief this changes to the next level392 */386 * \brief this changes to the next level 387 */ 393 388 void GameLoader::nextLevel() 394 389 { … … 399 394 400 395 /** 401 \briefchange to the previous level - not implemented402 403 this propably useless404 */396 * change to the previous level - not implemented 397 * 398 * this propably useless 399 */ 405 400 void GameLoader::previousLevel() 406 401 { -
branches/network/src/util/loading/game_loader.h
r6018 r6063 40 40 { 41 41 42 42 43 public: 43 44 ~GameLoader (); … … 46 47 47 48 ErrorMessage init(); 48 ErrorMessage loadCampaign(const char* name);49 ErrorMessage loadNetworkCampaign(const char* fileName);50 49 ErrorMessage start(); 51 50 void stop(); … … 54 53 ErrorMessage destroy(); 55 54 55 ErrorMessage loadCampaign(const char* name); 56 ErrorMessage loadDebugCampaign(Uint32 campaignID); 57 ErrorMessage loadNetworkCampaign(const char* fileName, int nodeState); 58 56 59 void nextLevel(); 57 60 void previousLevel(); 58 61 59 /** \brief a world command to send to the GameLoader @param cmd the command */ 60 bool worldCommand(Command* cmd); 61 ErrorMessage loadDebugCampaign(Uint32 campaignID); 62 void process(const Event &event); 62 63 63 void process(const Event &event);64 64 65 65 private: … … 67 67 68 68 Campaign* fileToCampaign(const char* name); 69 Campaign* fileToNetworkCampaign(const char* fileName); 69 Campaign* fileToNetworkCampaign(const char* fileName, int nodeState); 70 70 71 71 72 private:
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