Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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Eva Class Reference

#include <Eva.h>

Inherits SubsystemInterface.

Public Member Functions

 Eva ()
 
virtual ~Eva ()
 
virtual void init ()
 
virtual void reset ()
 
virtual void update ()
 
EvaCheckInfonewEvaCheckInfo (AsciiString name)
 
const EvaCheckInfogetEvaCheckInfo (AsciiString name)
 
void setShouldPlay (EvaMessage messageToPlay)
 
void setEvaEnabled (Bool enabled)
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
virtual void draw (void)
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 

Static Public Member Functions

static EvaMessage nameToMessage (const AsciiString &name)
 
static AsciiString messageToName (EvaMessage message)
 
static void parseEvaMessageFromIni (INI *ini, void *instance, void *store, const void *userData)
 

Protected Member Functions

Bool isTimeForCheck (EvaMessage messageToTest, UnsignedInt currentFrame) const
 
Bool messageShouldPlay (EvaMessage messageToTest, UnsignedInt currentFrame) const
 
void playMessage (EvaMessage messageToTest, UnsignedInt currentFrame)
 
void processPlayingMessages (UnsignedInt currentFrame)
 

Static Protected Member Functions

static Bool shouldPlayLowPower (Player *localPlayer)
 
static Bool shouldPlayGenericHandler (Player *)
 

Additional Inherited Members

- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Detailed Description

Definition at line 152 of file Eva.h.

Constructor & Destructor Documentation

◆ Eva()

Eva::Eva ( )

Definition at line 236 of file Eva.cpp.

◆ ~Eva()

Eva::~Eva ( )
virtual

Definition at line 249 of file Eva.cpp.

Member Function Documentation

◆ getEvaCheckInfo()

const EvaCheckInfo * Eva::getEvaCheckInfo ( AsciiString name)

Definition at line 371 of file Eva.cpp.

◆ init()

void Eva::init ( )
virtual
  • Assign any default values to data required for the class
    • Allocate any memory and resources needed throughout the lifetime of the class

Implements SubsystemInterface.

Definition at line 259 of file Eva.cpp.

◆ isTimeForCheck()

Bool Eva::isTimeForCheck ( EvaMessage messageToTest,
UnsignedInt currentFrame ) const
protected

Definition at line 404 of file Eva.cpp.

◆ messageShouldPlay()

Bool Eva::messageShouldPlay ( EvaMessage messageToTest,
UnsignedInt currentFrame ) const
protected

Definition at line 417 of file Eva.cpp.

◆ messageToName()

AsciiString Eva::messageToName ( EvaMessage message)
static

Definition at line 339 of file Eva.cpp.

◆ nameToMessage()

EvaMessage Eva::nameToMessage ( const AsciiString & name)
static

Definition at line 322 of file Eva.cpp.

◆ newEvaCheckInfo()

EvaCheckInfo * Eva::newEvaCheckInfo ( AsciiString name)

Definition at line 353 of file Eva.cpp.

◆ parseEvaMessageFromIni()

void Eva::parseEvaMessageFromIni ( INI * ini,
void * instance,
void * store,
const void * userData )
static

Parses the name of an Eva message from an INI file

Definition at line 554 of file Eva.cpp.

◆ playMessage()

void Eva::playMessage ( EvaMessage messageToTest,
UnsignedInt currentFrame )
protected

Definition at line 460 of file Eva.cpp.

◆ processPlayingMessages()

void Eva::processPlayingMessages ( UnsignedInt currentFrame)
protected

Definition at line 476 of file Eva.cpp.

◆ reset()

void Eva::reset ( )
virtual
  • Any system should be able to reset all data and go back to an empty state that is ready to accept a completely new set of data. Reset() can expect to be used in the context of resetting the engine in order to start or load a new game.
    • Do NOT free and re-allocate resources needed, where possible reorganize and re-initialize the resources already allocated.
    • After a reset, the system does not need to be in EXACTLY the same state as a fresh instantiation. If there are persistent state information for the system make sure you maintain it while restoring or re-initializing other transient parts.

Implements SubsystemInterface.

Definition at line 267 of file Eva.cpp.

◆ setEvaEnabled()

void Eva::setEvaEnabled ( Bool enabled)

Definition at line 394 of file Eva.cpp.

◆ setShouldPlay()

void Eva::setShouldPlay ( EvaMessage messageToPlay)

Definition at line 386 of file Eva.cpp.

◆ shouldPlayGenericHandler()

Bool Eva::shouldPlayGenericHandler ( Player * )
staticprotected

Definition at line 450 of file Eva.cpp.

◆ shouldPlayLowPower()

Bool Eva::shouldPlayLowPower ( Player * localPlayer)
staticprotected

Definition at line 432 of file Eva.cpp.

◆ update()

void Eva::update ( )
virtual
  • Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
    • Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.

Implements SubsystemInterface.

Definition at line 288 of file Eva.cpp.


The documentation for this class was generated from the following files: