Amulets & Armor  v1.02
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Data Structures | Functions
SMMAIN

State Machine Top. More...

Data Structures

struct  T_smMainData
 

Functions

E_Boolean SMMainCheckFlag (T_stateMachineHandle handle, T_word32 flag)
 
T_void SMMainChooseCharacterExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed)
 
T_void SMMainChooseCharacterIdle (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainChooseStart (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainConnectEnd (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed)
 
T_void SMMainConnectStart (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainConnectUpdate (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainDisconnectedEnter (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainDisconnectedExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed)
 
T_void SMMainDisconnectedIdle (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainFinish (T_void)
 
T_void SMMainFinishData (T_stateMachineHandle handle)
 
T_stateMachineHandle SMMainInit (T_void)
 
T_void SMMainInitData (T_stateMachineHandle handle)
 
E_Boolean SMMainIsDone (T_void)
 
T_void SMMainLeaveServerExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed)
 
T_void SMMainLeaveServerIdle (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainLeaveServerStart (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainLogoffEnter (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainLogoffExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed)
 
T_void SMMainLogoffIdle (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainPlayGameExit (T_stateMachineHandle handle, T_word32 extraData, E_Boolean isDestroyed)
 
T_void SMMainPlayGameIdle (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainPlayGameStart (T_stateMachineHandle handle, T_word32 extraData)
 
T_void SMMainSetFlag (T_word32 flag, E_Boolean state)
 
T_void SMMainUpdate (T_void)
 

Detailed Description

State Machine Top.

The top level state machine of all the other state machines.

See Also
http://www.amuletsandarmor.com/AALicense.txt

Function Documentation

E_Boolean SMMainCheckFlag ( T_stateMachineHandle  handle,
T_word32  flag 
)

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
T_void SMMainChooseCharacterExit ( T_stateMachineHandle  handle,
T_word32  extraData,
E_Boolean  isDestroyed 
)

SMMainChooseCharacterExit

Parameters
handle– Handle to state machine
extraData– Not used
isDestroyed– TRUE if state machine is being destroy
T_void SMMainChooseCharacterIdle ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainChooseCharacterIdle

Parameters
handle– Handle to state machine
extraData– Not used
T_void SMMainChooseStart ( T_stateMachineHandle  handle,
T_word32  extraData 
)

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
T_void SMMainConnectEnd ( T_stateMachineHandle  handle,
T_word32  extraData,
E_Boolean  isDestroyed 
)

SMMainConnectEnd

Parameters
handle– Handle to PHASE A client state machine
extraData– Not used
isDestroyed– Flag noting if destroying
T_void SMMainConnectStart ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainConnectStart

Parameters
handle– Handle to PHASE A client state machine
extraData– Not used
T_void SMMainConnectUpdate ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainConnectUpdate

Parameters
handle– Handle to PHASE A client state machine
extraData– Not used
T_void SMMainDisconnectedEnter ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainDisconnectedEnter

Parameters
handle– Handle to state machine
extraData– Not used
T_void SMMainDisconnectedExit ( T_stateMachineHandle  handle,
T_word32  extraData,
E_Boolean  isDestroyed 
)

SMMainDisconnectedExit

Parameters
handle– Handle to state machine
extraData– Not used
isDestroyed– TRUE if state machine is being destroy
T_void SMMainDisconnectedIdle ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainDisconnectedIdle

Parameters
handle– Handle to state machine
extraData– Not used
T_void SMMainFinish ( T_void  )

SMMainFinish cleans up the main state machine's data.

T_void SMMainFinishData ( T_stateMachineHandle  handle)

SMMainFinishData destroys the data attached to the main state machine.

Parameters
handle– state machine
T_stateMachineHandle SMMainInit ( T_void  )

SMMainInit sets up the main state machine and its data.

T_void SMMainInitData ( T_stateMachineHandle  handle)

SMMainInitData creates the data necessary to be associated to the MAIN STATE MACHINE.

Parameters
handle– state machine
E_Boolean SMMainIsDone ( T_void  )

SMMainIsDone checks if the main state machine has reached its end and is done.

Returns
Done if TRUE
T_void SMMainLeaveServerExit ( T_stateMachineHandle  handle,
T_word32  extraData,
E_Boolean  isDestroyed 
)

SMMainLeaveServerExit

Parameters
handle– Handle to state machine
extraData– Not used
isDestroyed– TRUE if state machine is being destroy
T_void SMMainLeaveServerIdle ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainLeaveServerIdle

Parameters
handle– Handle to state machine
extraData– Not used
T_void SMMainLeaveServerStart ( T_stateMachineHandle  handle,
T_word32  extraData 
)

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
T_void SMMainLogoffEnter ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainLogoffEnter

Parameters
handle– Handle to state machine
extraData– Not used
T_void SMMainLogoffExit ( T_stateMachineHandle  handle,
T_word32  extraData,
E_Boolean  isDestroyed 
)

SMMainLogoffExit

Parameters
handle– Handle to state machine
extraData– Not used
isDestroyed– TRUE if state machine is being destroy
T_void SMMainLogoffIdle ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainLogoffIdle

Parameters
handle– Handle to state machine
extraData– Not used
T_void SMMainPlayGameExit ( T_stateMachineHandle  handle,
T_word32  extraData,
E_Boolean  isDestroyed 
)

SMMainPlayGameExit

Parameters
handle– Handle to state machine
extraData– Not used
isDestroyed– TRUE if state machine is being destroy
T_void SMMainPlayGameIdle ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainPlayGameIdle

Parameters
handle– Handle to state machine
extraData– Not used
T_void SMMainPlayGameStart ( T_stateMachineHandle  handle,
T_word32  extraData 
)

SMMainPlayGameStart gets the 3d engine going and appropriate game state machine.

Parameters
handle– Handle to PHASE A client state machine
extraData– Not used
T_void SMMainSetFlag ( T_word32  flag,
E_Boolean  state 
)

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
T_void SMMainUpdate ( T_void  )

SMMainUpdate updates the main state machine.