State Machine Top.
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E_Boolean | SMMainCheckFlag (T_stateMachineHandle handle, T_word32 flag) |
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T_void | SMMainChooseCharacterExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed) |
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T_void | SMMainChooseCharacterIdle (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainChooseStart (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainConnectEnd (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed) |
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T_void | SMMainConnectStart (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainConnectUpdate (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainDisconnectedEnter (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainDisconnectedExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed) |
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T_void | SMMainDisconnectedIdle (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainFinish (T_void) |
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T_void | SMMainFinishData (T_stateMachineHandle handle) |
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T_stateMachineHandle | SMMainInit (T_void) |
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T_void | SMMainInitData (T_stateMachineHandle handle) |
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E_Boolean | SMMainIsDone (T_void) |
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T_void | SMMainLeaveServerExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed) |
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T_void | SMMainLeaveServerIdle (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainLeaveServerStart (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainLogoffEnter (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainLogoffExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed) |
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T_void | SMMainLogoffIdle (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainPlayGameExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed) |
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T_void | SMMainPlayGameIdle (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainPlayGameStart (T_stateMachineHandle handle, T_word32 extraData) |
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T_void | SMMainSetFlag (T_word32 flag, E_Boolean state) |
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T_void | SMMainUpdate (T_void) |
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State Machine Top.
The top level state machine of all the other state machines.
- See Also
- http://www.amuletsandarmor.com/AALicense.txt
SMMainCheckFlag checks to see if one of the state flags of the client connect state machine is set.
- Parameters
-
handle | – state machine |
flag | – Flag to get value of |
- Returns
- State of flag
SMMainChooseCharacterExit
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
isDestroyed | – TRUE if state machine is being destroy |
SMMainChooseCharacterIdle
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
SMMainChooseStart brings up the main screen of text and info and lets the player create/destroy/play a given character.
- Parameters
-
handle | – Handle to PHASE A client state machine |
extraData | – Not used |
SMMainConnectEnd
- Parameters
-
handle | – Handle to PHASE A client state machine |
extraData | – Not used |
isDestroyed | – Flag noting if destroying |
SMMainConnectStart
- Parameters
-
handle | – Handle to PHASE A client state machine |
extraData | – Not used |
SMMainConnectUpdate
- Parameters
-
handle | – Handle to PHASE A client state machine |
extraData | – Not used |
SMMainDisconnectedEnter
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
SMMainDisconnectedExit
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
isDestroyed | – TRUE if state machine is being destroy |
SMMainDisconnectedIdle
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
SMMainFinish cleans up the main state machine's data.
SMMainFinishData destroys the data attached to the main state machine.
- Parameters
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SMMainInit sets up the main state machine and its data.
SMMainInitData creates the data necessary to be associated to the MAIN STATE MACHINE.
- Parameters
-
SMMainIsDone checks if the main state machine has reached its end and is done.
- Returns
- Done if TRUE
SMMainLeaveServerExit
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
isDestroyed | – TRUE if state machine is being destroy |
SMMainLeaveServerIdle
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
SMMainLeaveServerStart starts the transaction leaving the server. To be polite, the system "logs off" from the server.
- Parameters
-
handle | – Handle to PHASE A client state machine |
extraData | – Not used |
SMMainLogoffEnter
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
SMMainLogoffExit
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
isDestroyed | – TRUE if state machine is being destroy |
SMMainLogoffIdle
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
SMMainPlayGameExit
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
isDestroyed | – TRUE if state machine is being destroy |
SMMainPlayGameIdle
- Parameters
-
handle | – Handle to state machine |
extraData | – Not used |
SMMainPlayGameStart gets the 3d engine going and appropriate game state machine.
- Parameters
-
handle | – Handle to PHASE A client state machine |
extraData | – Not used |
SMMainSetFlag sets a flag for the main state machine to process as part of its states.
- Parameters
-
flag | – Flag to set |
state | – State to set flag to |
SMMainUpdate updates the main state machine.