Player class. Written for OOP Review. Derived from life_entity.
Revision 1:2548417420a3, committed 2011-04-01
- 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;
};