From fdd51ab588a2ec9fca54215039803d187a10178e Mon Sep 17 00:00:00 2001 From: Clyne Sullivan Date: Mon, 7 Dec 2015 08:49:56 -0500 Subject: doxygen --- doc/html/world_8h_source.html | 320 ++++++++++++++++++++---------------------- 1 file changed, 156 insertions(+), 164 deletions(-) (limited to 'doc/html/world_8h_source.html') diff --git a/doc/html/world_8h_source.html b/doc/html/world_8h_source.html index 4d396a7..3e18f62 100644 --- a/doc/html/world_8h_source.html +++ b/doc/html/world_8h_source.html @@ -3,7 +3,7 @@ - + gamedev: include/world.h Source File @@ -22,7 +22,7 @@ - @@ -31,7 +31,7 @@
+
gamedev
- + @@ -128,177 +128,165 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
71 
78  int x_start;
79 
-
84  void singleDetect(Entity *e);
-
85 
-
86  /*
-
87  * Deletes all entities in the world.
-
88  */
+
88  void singleDetect(Entity *e);
89 
-
90  void deleteEntities(void);
-
91 
-
92  /*
-
93  * The size of the line array. This is set once by World->generate().
-
94  */
-
95 
-
96  unsigned int lineCount;
-
97 
-
98  /*
-
99  * Contains the background image layers (including the background image).
-
100  */
-
101 
-
102  vec2 *star;
-
103 
-
104  Texturec *bgTex;
-
105 
-
106  Mix_Music *bgmObj;
-
107  char *bgm;
-
108 
-
109 public:
-
110 
-
111  /*
-
112  * These pointers keep track of worlds that are adjacent to this one. Used in ui.cpp
-
113  * for world jumping.
-
114  */
-
115 
-
116  World *toLeft,
-
117  *toRight,
-
118  *behind,
-
119  *infront;
+
99  void deleteEntities(void);
+
100 
+
108  unsigned int lineCount;
+
109 
+
114  vec2 *star;
+
115 
+
116  Texturec *bgTex;
+
117 
+
118  Mix_Music *bgmObj;
+
119  char *bgm;
120 
-
121  /*
-
122  * Entity arrays.
-
123  */
-
124 
-
125  std::vector<NPC *> npc;
-
126  std::vector<Structures *> build;
-
127  std::vector<Mob *> mob;
-
128  std::vector<Entity *> entity;
-
129  std::vector<Object *> object;
-
130 
-
131  void addStructure(_TYPE t,float x,float y,World *outside,World *inside);
-
132  void addMob(int t,float x,float y);
-
133  void addMob(int t,float x,float y,void (*hey)(Mob *));
-
134  void addNPC(float x,float y);
-
135  void addObject(ITEM_ID, bool, const char *, float, float);
+
121 public:
+
122 
+
123  /*
+
124  * These pointers keep track of worlds that are adjacent to this one. Used in ui.cpp
+
125  * for world jumping.
+
126  */
+
127 
+
128  World *toLeft,
+
129  *toRight,
+
130  *behind,
+
131  *infront;
+
132 
+
133  /*
+
134  * Entity arrays.
+
135  */
136 
-
137  void update(Player *p,unsigned int delta);
-
138 
-
139  /*
-
140  * Constructor and deconstructor, these do what you would expect.
-
141  */
-
142 
-
143  World(void);
-
144  virtual ~World(void); // Frees the 'line' array.
-
145 
-
146  /*
-
147  * Generate a world of width `width`. This function is virtual so that other world
-
148  * classes that are based on this one can generate themselves their own way.
-
149  */
+
137  std::vector<NPC *> npc;
+
138  std::vector<Structures *> build;
+
139  std::vector<Mob *> mob;
+
140  std::vector<Entity *> entity;
+
141  std::vector<Object *> object;
+
142 
+
143  void addStructure(_TYPE t,float x,float y,World *outside,World *inside);
+
144  void addMob(int t,float x,float y);
+
145  void addMob(int t,float x,float y,void (*hey)(Mob *));
+
146  void addNPC(float x,float y);
+
147  void addObject(ITEM_ID, bool, const char *, float, float);
+
148 
+
149  void update(Player *p,unsigned int delta);
150 
-
151  virtual void generate(unsigned int width);
-
152  void generateFunc(unsigned int width,float(*func)(float));
-
153 
-
154  /*
-
155  * Adds images to using for the background.
-
156  */
+
151  /*
+
152  * Constructor and deconstructor, these do what you would expect.
+
153  */
+
154 
+
155  World(void);
+
156  virtual ~World(void); // Frees the 'line' array.
157 
-
158  void setBackground(WORLD_BG_TYPE bgt);
-
159 
-
160  /*
-
161  * Start/stop background music.
-
162  */
-
163 
-
164  void setBGM(const char *path);
-
165  void bgmPlay(void);
-
166  void bgmStop(void);
-
167 
-
168  /*
-
169  * Looks for the furthest back layer in this world and adds a new layer of width `width` behind it.
-
170  */
+
158  /*
+
159  * Generate a world of width `width`. This function is virtual so that other world
+
160  * classes that are based on this one can generate themselves their own way.
+
161  */
+
162 
+
163  virtual void generate(unsigned int width);
+
164  void generateFunc(unsigned int width,float(*func)(float));
+
165 
+
166  /*
+
167  * Adds images to using for the background.
+
168  */
+
169 
+
170  void setBackground(WORLD_BG_TYPE bgt);
171 
-
172  void addLayer(unsigned int width);
-
173 
-
174  /*
-
175  * Draw the world and entities based on the player's coordinates. Virtual for the same
-
176  * reason generate() is.
-
177  */
-
178 
-
179  virtual void draw(Player *p);
-
180 
-
181 
-
182  /*
-
183  * Detect the player and any entities in the current world.
-
184  */
+
172  /*
+
173  * Start/stop background music.
+
174  */
+
175 
+
176  void setBGM(const char *path);
+
177  void bgmPlay(void);
+
178  void bgmStop(void);
+
179 
+
180  /*
+
181  * Looks for the furthest back layer in this world and adds a new layer of width `width` behind it.
+
182  */
+
183 
+
184  void addLayer(unsigned int width);
185 
-
186  void detect(Player *p);
-
187 
-
188  /*
-
189  * These functions return the pointer to the world in the direction that is requested if it
-
190  * exists and the player is in a condition that it can make the switch, otherwise they
-
191  * return the current world.
-
192  */
+
186  /*
+
187  * Draw the world and entities based on the player's coordinates. Virtual for the same
+
188  * reason generate() is.
+
189  */
+
190 
+
191  virtual void draw(Player *p);
+
192 
193 
-
194  World *goWorldLeft(Player *p);
-
195  World *goWorldRight(Player *p);
-
196  World *goWorldBack(Player *p);
-
197  World *goWorldFront(Player *p);
-
198 
-
199  /*
-
200  * Called to enter/exit a structure.
-
201  */
-
202 
-
203  World *goInsideStructure(Player *p);
-
204 
-
205  /*
-
206  * These functions add features to the world.
-
207  */
-
208 
-
209  void addHole(unsigned int start,unsigned int end);
+
194  /*
+
195  * Detect the player and any entities in the current world.
+
196  */
+
197 
+
198  void detect(Player *p);
+
199 
+
200  /*
+
201  * These functions return the pointer to the world in the direction that is requested if it
+
202  * exists and the player is in a condition that it can make the switch, otherwise they
+
203  * return the current world.
+
204  */
+
205 
+
206  World *goWorldLeft(Player *p);
+
207  World *goWorldRight(Player *p);
+
208  World *goWorldBack(Player *p);
+
209  World *goWorldFront(Player *p);
210 
211  /*
-
212  * Get's the world's width.
+
212  * Called to enter/exit a structure.
213  */
214 
-
215  int getTheWidth(void);
+
215  World *goInsideStructure(Player *p);
216 
-
217  void save(FILE *);
-
218  void load(FILE *);
-
219 };
-
220 
-
221 /*
-
222  * Gets a good base y value for background rendering.
-
223 */
-
224 
-
225 float worldGetYBase(World *w);
-
226 
-
227 /*
-
228  * IndoorWorld - Indoor settings stored in a World class ;)
-
229  */
-
230 
-
231 class IndoorWorld : public World {
-
232 public:
-
233  World *outside;
-
234  IndoorWorld(void);
-
235  ~IndoorWorld(void);
-
236 
-
237  void generate(unsigned int width); // Generates a flat world of width 'width'
-
238  void draw(Player *p); // Draws the world (ignores layers)
-
239 };
-
240 
-
241 class Arena : public World {
-
242 private:
-
243  vec2 pxy;
-
244  vec2 door;
-
245  World *exit;
-
246 public:
-
247  Arena(World *leave,Player *p);
-
248  ~Arena(void);
-
249  World *exitArena(Player *p);
-
250 };
-
251 
-
252 extern int worldShade;
-
253 
-
254 #endif // WORLD_H
+
217  /*
+
218  * These functions add features to the world.
+
219  */
+
220 
+
221  void addHole(unsigned int start,unsigned int end);
+
222 
+
223  /*
+
224  * Get's the world's width.
+
225  */
+
226 
+
227  int getTheWidth(void);
+
228 
+
229  void save(FILE *);
+
230  void load(FILE *);
+
231 };
+
232 
+
233 /*
+
234  * Gets a good base y value for background rendering.
+
235 */
+
236 
+
237 float worldGetYBase(World *w);
+
238 
+
239 /*
+
240  * IndoorWorld - Indoor settings stored in a World class ;)
+
241  */
+
242 
+
243 class IndoorWorld : public World {
+
244 public:
+
245  World *outside;
+
246  IndoorWorld(void);
+
247  ~IndoorWorld(void);
+
248 
+
249  void generate(unsigned int width); // Generates a flat world of width 'width'
+
250  void draw(Player *p); // Draws the world (ignores layers)
+
251 };
+
252 
+
253 class Arena : public World {
+
254 private:
+
255  vec2 pxy;
+
256  vec2 door;
+
257  World *exit;
+
258 public:
+
259  Arena(World *leave,Player *p);
+
260  ~Arena(void);
+
261  World *exitArena(Player *p);
+
262 };
+
263 
+
264 extern int worldShade;
+
265 
+
266 #endif // WORLD_H
Definition: world.h:50
Definition: world.h:39
Definition: world.h:29
@@ -306,28 +294,32 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
Definition: entities.h:127
Definition: common.h:46
WEATHER
Definition: world.h:38
+
void deleteEntities(void)
Definition: world.cpp:87
Definition: Texture.h:12
Definition: world.h:41
float y
Definition: world.h:51
struct line_t * line
Definition: world.h:70
-
Definition: world.h:241
+
void singleDetect(Entity *e)
Definition: world.cpp:660
+
Definition: world.h:253
Definition: entities.h:37
unsigned char color
Definition: world.h:54
float y
Definition: world.h:88
float gh[2]
Definition: world.h:53
+
vec2 * star
Definition: world.h:114
int x_start
Definition: world.h:78
bool gs
Definition: world.h:52
+
unsigned int lineCount
Definition: world.h:108
Definition: entities.h:94
WORLD_BG_TYPE
Definition: world.h:27
Definition: world.h:40
-
Definition: world.h:231
+
Definition: world.h:243
Definition: world.h:28
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