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Changeset 6371 in orxonox.OLD for branches/network/src


Ignore:
Timestamp:
Dec 31, 2005, 2:32:08 PM (19 years ago)
Author:
patrick
Message:

network: thown some old story entity functions away

Location:
branches/network/src/story_entities
Files:
6 edited

Legend:

Unmodified
Added
Removed
  • branches/network/src/story_entities/campaign.cc

    r6370 r6371  
    132132      se->preStart();
    133133      se->start();
    134       se->destroy();
    135134
    136135      int nextWorldID = se->getNextStoryID();
     
    189188}
    190189
    191 
     190/*
    192191ErrorMessage Campaign::destroy()
    193192{
     
    198197      this->currentEntity = NULL;
    199198    }
    200 }
     199}*/
    201200
    202201
  • branches/network/src/story_entities/campaign.h

    r5774 r6371  
    2828  virtual ErrorMessage resume();
    2929  virtual ErrorMessage stop();
    30   virtual ErrorMessage destroy();
    3130
    3231  void addEntity(StoryEntity* se, int storyID);
  • branches/network/src/story_entities/game_world.cc

    r6370 r6371  
    406406}
    407407
    408 /**
    409  *  destroys the GameWorld
    410 */
    411 ErrorMessage GameWorld::destroy()
    412 {
    413 
    414 }
    415408
    416409/**
  • branches/network/src/story_entities/game_world.h

    r6370 r6371  
    4444    virtual ErrorMessage pause();
    4545    virtual ErrorMessage resume();
    46     virtual ErrorMessage destroy();
    4746
    4847    virtual void displayLoadScreen();
  • branches/network/src/story_entities/story_entity.cc

    r6153 r6371  
    2323
    2424
    25 
     25/**
     26 * default constructor initializes all needed data
     27 */
    2628StoryEntity::StoryEntity ()
    2729{
     
    3335}
    3436
     37
     38/** deconstructor
     39 */
    3540StoryEntity::~StoryEntity () {}
    3641
    3742
    38 /**
    39   *  sets the story ID
    40 
    41     sets the story id of the current entity, this enables it to be identified in a
    42     global context.
    43 */
    44 void StoryEntity::setStoryID(int storyID)
    45 {
    46   this->storyID = storyID;
    47 }
    48 
    49 
    50 /**
    51   *  this reads the story id of the current entity
    52   * @returns the story entity id
    53 */
    54 int StoryEntity::getStoryID()
    55 {
    56   return this->storyID;
    57 }
    58 
    59 
    60 /**
    61   *  sets the id of the next story entity
    62 
    63     StoryEntities can choose their following entity themselfs. the entity id defined here
    64     will be startet after this entity ends. this can be convenient if you want to have a
    65     non linear story with switches.
    66 */
    67 void StoryEntity::setNextStoryID(int nextStoryID)
    68 {
    69   this->nextStoryID = nextStoryID;
    70 }
    71 
    72 /**
    73   *  gets the story id of the current entity
    74   * @returns story id
    75 */
    76 int StoryEntity::getNextStoryID()
    77 {
    78   return this->nextStoryID;
    79 }
  • branches/network/src/story_entities/story_entity.h

    r6153 r6371  
    2020
    2121  // INIT AND LOAD //
    22   /** @brief initializes a Story Entity to default Values */
     22  /** initializes a Story Entity to default Values */
    2323  virtual ErrorMessage init() {};
    24   /** @brief called before loading */
     24  /** called before loading */
    2525  virtual ErrorMessage preLoad() {};
    26   /** @brief called to load. */
     26  /** called to load. */
    2727  virtual ErrorMessage load() {};
    28   /** @brief called right after loading */
     28  /** called right after loading */
    2929  virtual ErrorMessage postLoad() {};
    30   /** @brief called after postload to check for integrity. (optional) */
     30  /** called after postload to check for integrity. (optional) */
    3131  virtual ErrorMessage check() {};
    3232
    3333  // RUNNING //
    34   /** @brief called shortly before starting the Entity */
     34  /** called shortly before starting the Entity */
    3535  virtual ErrorMessage preStart() {};
    36   /** @brief starts the Entity. Starts the main cycle */
     36  /** starts the Entity. Starts the main cycle */
    3737  virtual ErrorMessage start() = 0;
    38   /** @brief pauses the Entity. call to resume required to get it running again */
     38  /** pauses the Entity. call to resume required to get it running again */
    3939  virtual ErrorMessage pause() = 0;
    40   /** @brief resumes the Entity after a stop/pause or suspend. */
     40  /** resumes the Entity after a stop/pause or suspend. */
    4141  virtual ErrorMessage resume() = 0;
    42   /** @brief suspends the Entity detaches all mayor functions  (optional) */
     42  /** suspends the Entity detaches all mayor functions  (optional) */
    4343  virtual ErrorMessage suspend() {};
    44   /** @brief rewinds to the beginning/last checkpoint */
     44  /** rewinds to the beginning/last checkpoint */
    4545  virtual ErrorMessage rewind() {};
    46   /** @brief leaves the Entity. Ends it */
     46  /** leaves the Entity. Ends it */
    4747  virtual ErrorMessage preStop() {};
    48   /** @brief Stops the entity. */
     48  /** Stops the entity. */
    4949  virtual ErrorMessage stop() = 0;
    5050
    51   // KILLING
    52   /** @brief kills the Entity. should also calls prestop stop */
    53   virtual ErrorMessage destroy() {};
    5451
    55   void setStoryID(int storyID);
    56   int getStoryID();
     52  /** sets the story id of the current entity, this enables it to be identified in a global context.  @param storyID the story id */
     53  inline void setStoryID(int storyID) { this->storyID = storyID; }
     54  /** sets the story id of the current entity, this enables it to be identified in a  global context. @returns  the story id  */
     55  inline int getStoryID() { this->storyID = storyID; }
     56  /**  sets the id of the next story entity: StoryEntities can choose their following entity themselfs.
     57   * the entity id defined here  will be startet after this entity ends. this can be convenient if you
     58   * want to have a non linear story with switches.
     59   * @param nextStoryID the story id of the next StoryEntity   */
     60  inline void setNextStoryID(int nextStoryID) { this->nextStoryID = nextStoryID; }
     61  /**  gets the story id of the current entity @returns story id */
     62  inline int getNextStoryID() { return this->nextStoryID; }
    5763
    58   void setNextStoryID(int nextStoryID);
    59   int getNextStoryID();
     64
    6065
    6166  protected:
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