Player class. Written for OOP Review. Derived from life_entity.

Dependents:   life_entity

Files at this revision

API Documentation at this revision

Comitter:
Nakor
Date:
Fri Apr 01 01:30:26 2011 +0000
Parent:
0:7c89d9ec2d76
Commit message:
Documentation.

Changed in this revision

player.h Show annotated file Show diff for this revision Revisions of this file
diff -r 7c89d9ec2d76 -r 2548417420a3 player.h
--- a/player.h	Thu Mar 31 19:56:01 2011 +0000
+++ b/player.h	Fri Apr 01 01:30:26 2011 +0000
@@ -7,46 +7,226 @@
 #define DEBUG_PLAYER 0x01
 
 
-
+/** Player class derived from life_entity.
+ * 
+ * This class is derived from life_entity.
+ *
+ * Example:
+ * @code
+ *
+ * // Create a new player object.
+ * player *user = new player();
+ *
+ * int main()
+ * {    
+ *     // Get the user's level (for example)
+ *     char playerLevel = user->getLevel();
+ * }
+ * @endcode
+ */
 class player : public life_entity
 {
 
 public:
 
-    // Constructor
+    /** Player class constructor.
+     * 
+     * This class is derived from life_entity.
+     *
+     * Example:
+     * @code
+     *
+     * // Create a new player object.
+     * player *user = new player();
+     *
+     * int main()
+     * {    
+     *     // Get the user's level (for example)
+     *     char playerLevel = user->getLevel();
+     * }
+     * @endcode
+     */
     player();
     
-    // Return the player's experience point count
+    /** Get the number of experience points the player currently has.
+    *
+    * Example:
+    * @code
+    * // Create a new player object.
+    * player *user = new player();
+    *
+    * int main()
+    * {    
+    *     // Get the user's xp
+    *     unsigned long int xp = user->getExperience();
+    * }
+    * @endcode
+    */
     unsigned long int getExperience();
     
-    // Return player's current level
+    /** Get the number player's current level.
+    *
+    * Example:
+    * @code
+    * // Create a new player object.
+    * player *user = new player();
+    *
+    * int main()
+    * {    
+    *     // Get the user's level
+    *     char playerLevel = user->getLevel();
+    * }
+    * @endcode
+    */
     char getLevel();
     
-    // Check experience with required experience
-    // and level up if needed/possible
+    /** Check to see if the player is ready to level up.
+    *
+    * Compare the player's current experience with the amount
+    * of experience required to reach the next level.
+    * If enough experience is present, level up the player.
+    *
+    * Example:
+    * @code
+    * // Create a new player object.
+    * player *user = new player();
+    *
+    * int main()
+    * {    
+    *     // Check for level up
+    *     user->isLevelUp();
+    * }
+    * @endcode
+    */
     void isLevelUp();
     
-    // Add experience points
+    /** Add experience points (and apply rest health).
+    *
+    * Add experience points for the win and calculate
+    * bonus health from 'rest'.
+    *
+    * Example:
+    * @code
+    * // Create a new player object.
+    * player *user = new player();
+    *
+    * int main()
+    * {    
+    *     // Add experience points to player
+    *     user->addExperience();
+    * }
+    * @endcode
+    */
     void addExperience();
     
-    // Display entire experience ramp
+    /** Display player experience ramp.
+    *
+    * Display the amount of experience required
+    * for each level.
+    *
+    * Example:
+    * @code
+    * // Create a new player object.
+    * player *user = new player();
+    *
+    * int main()
+    * {    
+    *     // Print experience ramp
+    *     user->displayExpRamp();
+    * }
+    * @endcode
+    */
     void displayExpRamp();
     
-    // Incoming damage
+    /** Take damage from apponent.
+    *
+    * This applies the enemy's damage roll to the player's health after a dodge roll
+    * is performed.
+    * 
+    * @param roll The damage roll to be passed in (most likely from rollDamage()).
+    *
+    * Example:
+    * @code
+    * player *user = new player();
+    * life_entity *currentEnemy; 
+    *
+    * int main()
+    * {    
+    *     // Use the pointer to create a new armoured_vehicle (derived class)
+    *     currentEnemy = new enemy(user);
+    *     
+    *     // Enemy rolls for damage
+    *     int roll = currentEnemy->rollDamage();
+    *     // Player takes the hit
+    *     user->takeDamage(roll);
+    * }
+    * @endcode
+    */
     virtual void takeDamage(int roll);
     
-    // Communicate info about current enemy
+    /** Send information about the current enemy.
+    *
+    * Pass amount of health and (optionally) level of current enemy.
+    *
+    * @param health Amount of enemy health left.
+    * @param level Enemy level (optional).  Defaults to 0x00.
+    *
+    * Example:
+    * @code
+    * // Create a new player object.
+    * player *user = new player();
+    *
+    * int main()
+    * {    
+    *       // Get current enemy health
+    *       int enemyHealth = currentEnemy->getHealth();
+    *       // Send update on enemy health status to user
+    *       user->setCurrentEnemy(enemyHealth);
+    * }
+    * @endcode
+    */
     void setCurrentEnemy(int health, char level = 0x00);
     
-    // Check to see if the player is dead
+    /** Check to see if the player is dead.
+    *
+    * If player is dead it makes fun of player and pretends to restart everything.
+    * Returns true if player is dead.
+    *
+    * Example:
+    * @code
+    * // Create a new player object.
+    * player *user = new player();
+    *
+    * int main()
+    * {    
+    *       char thereIsCake = user->isDead();
+    *       if(thereIsCake)
+    *       {
+    *           // Do your delete and new code here
+    *       }
+    * }
+    * @endcode
+    */
     char isDead();
         
 protected:
+    /**
+    * Variable to hold amount of player's experience points.
+    */
     unsigned long int _experience; 
     
+    /**
+    * Variable to hold the current enemy's level.
+    */
     char _enemyLevel;
+    /**
+    * Variable to hold the current enemy's health.
+    */
     int _enemyHealth;
     
+    /**
+    * Base health of player (that is then multiplied by level).
+    */
     int _baseHealth;
 };