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Changeset 6152 in orxonox.OLD for trunk/src/story_entities/story_entity.cc


Ignore:
Timestamp:
Dec 17, 2005, 6:52:57 PM (18 years ago)
Author:
bensch
Message:

orxonox/trunk: some work in the loading process of worlds

File:
1 edited

Legend:

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Added
Removed
  • trunk/src/story_entities/story_entity.cc

    r4836 r6152  
    7373  return this->nextStoryID;
    7474}
    75 
    76 
    77 /**
    78  *  stuff that will have to be initialized before load
    79 
    80    this gives all storyentities the possibility to init stuff before the
    81    load function, where all the stuff is been made ready for start
    82 */
    83 ErrorMessage StoryEntity::preLoad()
    84 {}
    85 
    86 /**
    87   *  loads the current entity
    88 
    89     this is here to enable you loading maps into the entities. for all other actions you
    90     should take the init() function.
    91     load() is exec before init()
    92 */
    93 ErrorMessage StoryEntity::load()
    94 {}
    95 
    96 
    97 /**
    98   *  initialize the entity before use.
    99   * @returns an error code if not able to apply.
    100 
    101     After execution of this function, the Entity is ready to be played/executed,
    102     this shifts the initialisation work before the execution - very important...
    103     init() is exec shortly before start()
    104 */
    105 ErrorMessage StoryEntity::init()
    106 {}
    107 
    108 
    109 /**
    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
    113 
    114     this simply starts the story with the id storyID. the story with the choosen id has
    115     to be part of the current entity else, this doesn't make sense. this is used for
    116     campaigns or the GameLoader, they have lists of Campaigns/Worlds with their own
    117     storyID.
    118 */
    119 ErrorMessage StoryEntity::start(int storyID)
    120 {}
    121 
    122 
    123 /**
    124   *  starts the current entity
    125   * @returns error code if this action has caused a error
    126 */
    127 ErrorMessage StoryEntity::start()
    128 {}
    129 
    130 
    131 /**
    132   *  pause the current entity
    133   * @returns error code if this action has caused a error
    134 
    135     this pauses the current entity or passes this call forth to the running entity.
    136 */
    137 ErrorMessage StoryEntity::pause()
    138 {}
    139 
    140 
    141 /**
    142   *  resumes a pause
    143   * @returns error code if this action has caused a error
    144 
    145     this resumess the current entity or passes this call forth to the running entity.
    146 */
    147 ErrorMessage StoryEntity::resume()
    148 {}
    149 
    150 
    151 /**
    152   *  stops the current entity
    153   * @returns error code if this action has caused a error
    154 
    155     ATTENTION: this function shouldn't call other functions, or if so, they must return
    156     after finishing. If you ignore or forget to do so, the current entity is not able to
    157     terminate and it will run in the background or the ressources can't be freed or even
    158     worse: are freed and the program will end in a segmentation fault!
    159     hehehe, all seen... :)
    160 */
    161 ErrorMessage StoryEntity::stop()
    162 {}
    163 
    164 
    165 /**
    166   *  destroys and cleans up the current entity.
    167 
    168     this cleans up ressources before the deconstructor is called. for terminating
    169     the entity please use the stop() function.
    170 */
    171 ErrorMessage StoryEntity::destroy()
    172 {}
    173 
    174 
    175 /**
    176   *  this displays the load screen
    177 
    178     it will need some time to load maps or things like that. to inform the user about
    179     progress and to just show him/her something for the eyes, put here this stuff
    180 */
    181 void StoryEntity::displayLoadScreen()
    182 {}
    183 
    184 
    185 /**
    186   *  undisplay the load screen
    187 
    188     the load process has terminated, you now can release the load screen and start this
    189     entity.
    190 */
    191 void StoryEntity::releaseLoadScreen()
    192 {}
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