.. _CGameText Class: ========================== CGameText Class ========================== .. toctree:: :maxdepth: 1 The structure used for this class is :ref:`CGameText` +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | **Quick Ref** | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void **CGameText\:\:CGameText**\(:ref:`CGameArea`\* pArea, :ref:`CPoint`\& pt, long posZ, int nDuration, unsigned char nBeginFade, :ref:`CString`\& sText, int hasSound, :ref:`CGameObject`\* pTarget) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameText\:\:AIUpdate**\() | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual unsigned char **CGameText\:\:CanSaveGame**\(unsigned long\& strError, int restCheck, int combatCheck) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual unsigned char **CGameText\:\:DoAIUpdate**\(unsigned char active, long counter) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameText\:\:RemoveFromArea**\() | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameText\:\:Render**\(:ref:`CGameArea`\* pArea, :ref:`CVidMode`\* pVidMode) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void **CGameText\:\:SetText**\(:ref:`CPoint`\& pt, long posZ, int nDuration, unsigned char nBeginFade, :ref:`CString`\& sText, int hasSound) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ ---- --------------- Constructors --------------- +----------------------------------------------------------+------------------------------------------------------+ | **Name** | **Description** | +----------------------------------------------------------+------------------------------------------------------+ | :ref:`CGameText\:\:CGameText` | Constructs a ``CGameText`` object | +----------------------------------------------------------+------------------------------------------------------+ .. _CGameTextCGameText: CGameText\:\:CGameText ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Constructs a ``CGameText`` object :: void CGameText::CGameText( CGameArea* pArea, CPoint& pt, long posZ, int nDuration, unsigned char nBeginFade, CString& sText, int hasSound, CGameObject* pTarget); **Parameters** * :ref:`CGameArea`\* *pArea* - pointer to area * :ref:`CPoint`\& *pt* - x and y coordinates of text position * ``long`` *posZ* - z height of text position * ``int`` *nDuration* - how long text is displayed on screen * ``unsigned char`` *nBeginFade* - * :ref:`CString`\& *sText* - address of string containing text to display * ``int`` *hasSound* - * :ref:`CGameObject`\* *pTarget* - pointer to target object to display text at **Remarks** Constructs a ``CGameText`` object ---- --------------- Methods --------------- +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | **Name** | **Description** | +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameText\:\:AIUpdate` | | +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameText\:\:CanSaveGame` | | +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameText\:\:DoAIUpdate` | | +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameText\:\:RemoveFromArea` | | +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameText\:\:Render` | | +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameText\:\:SetText` | | +-------------------------------------------------------------+-----------------------------------------------------------------------------------------+ .. _CGameTextAIUpdate: CGameText\:\:AIUpdate ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameText::AIUpdate(); **Remarks** ---- .. _CGameTextCanSaveGame: CGameText\:\:CanSaveGame ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual unsigned char CGameText::CanSaveGame( unsigned long& strError, int restCheck, int combatCheck); **Parameters** * ``unsigned long``\& *strError* - * ``int`` *restCheck* - * ``int`` *combatCheck* - **Return Value** Returns ``unsigned char`` **Remarks** ---- .. _CGameTextDoAIUpdate: CGameText\:\:DoAIUpdate ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual unsigned char CGameText::DoAIUpdate( unsigned char active, long counter); **Parameters** * ``unsigned char`` *active* - * ``long`` *counter* - **Return Value** Returns ``unsigned char`` **Remarks** ---- .. _CGameTextRemoveFromArea: CGameText\:\:RemoveFromArea ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameText::RemoveFromArea(); **Remarks** ---- .. _CGameTextRender: CGameText\:\:Render ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Render text :: virtual void CGameText::Render( CGameArea* pArea, CVidMode* pVidMode); **Parameters** * :ref:`CGameArea`\* *pArea* - pointer to area * :ref:`CVidMode`\* *pVidMode* - pointer to vid mode **Remarks** ---- .. _CGameTextSetText: CGameText\:\:SetText ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: void CGameText::SetText( CPoint& pt, long posZ, int nDuration, unsigned char nBeginFade, CString& sText, int hasSound); **Parameters** * :ref:`CPoint`\& *pt* - x and y coordinates of text position * ``long`` *posZ* - z height of text position * ``int`` *nDuration* - how long text is displayed on screen * ``unsigned char`` *nBeginFade* - * :ref:`CString`\& *sText* - address of string containing text to display * ``int`` *hasSound* - **Remarks**