cWorld Class Reference

#include <landscape.h>

List of all members.

Public Member Functions

 cWorld (IrrlichtDevice *device, int level, int size, int energy, double scalarStart, double hScalar)
 ~cWorld ()
void print ()
void create ()
void showStartScreen ()
scene::ISceneNode * getNode ()
cSoulgetSoul ()
void CheckSelection ()
scene::IAnimatedMesh * getTreeMesh ()
scene::IAnimatedMesh * getBoulderMesh ()
scene::IAnimatedMesh * getRobotMesh ()
core::stringw GetName ()
scene::ISceneManager * getSceneManager ()
cEntityBasefindEntity ()
bool createEntity (eEntity entityType, cEntityBase *entityBelow)
int absorbEntity (cEntityBase *entityBelow)
void hyperjump ()
void doTransferSoul (cEntityBase *robot)
bool transferSoul (cEntityBase *entityBelow)
double getRandomNumber ()

Static Public Member Functions

static bool checkLandscapeCode (unsigned int level, unsigned int code)


Detailed Description

Definition at line 21 of file landscape.h.


Constructor & Destructor Documentation

cWorld::cWorld ( IrrlichtDevice *  device,
int  level,
int  size,
int  energy,
double  scalarStart,
double  hScalar 
)

Definition at line 12 of file landscape.cpp.

cWorld::~cWorld (  ) 

Definition at line 55 of file landscape.cpp.


Member Function Documentation

int cWorld::absorbEntity ( cEntityBase entityBelow  ) 

absorb entity above entityBelow

If the player clicks the left mouse button or the 'a' key a entity will be absorbed. For this the player must point to a a boulder or element below the entity to be absorbed. A boulder can also be absorbed by just pointing to it (if there is nothing above). The absorbed energy will be added to the players energy account.

Parameters:
entityBelow : entity below the entity to be absorbed or free boulder
Returns:
the amount of energy absorbed.

Definition at line 456 of file landscape.cpp.

bool cWorld::checkLandscapeCode ( unsigned int  level,
unsigned int  code 
) [static]

Definition at line 573 of file landscape.cpp.

void cWorld::CheckSelection (  ) 

void cWorld::create ( void   ) 

Definition at line 206 of file landscape.cpp.

bool cWorld::createEntity ( eEntity  entityType,
cEntityBase entityBelow 
)

Definition at line 418 of file landscape.cpp.

void cWorld::doTransferSoul ( cEntityBase robot  ) 

Transfer the soul to the given robot and rotate all other robots so that they look at the player.

Definition at line 520 of file landscape.cpp.

cEntityBase * cWorld::findEntity (  ) 

Find the entity (element, robot, boulder, ...) on which the player points at.

return A pointer to the entity which is selected

Definition at line 387 of file landscape.cpp.

scene::IAnimatedMesh* cWorld::getBoulderMesh (  )  [inline]

Definition at line 35 of file landscape.h.

core::stringw cWorld::GetName (  )  [inline]

Definition at line 39 of file landscape.h.

scene::ISceneNode* cWorld::getNode (  )  [inline]

Definition at line 29 of file landscape.h.

double cWorld::getRandomNumber (  )  [inline]

Definition at line 52 of file landscape.h.

scene::IAnimatedMesh* cWorld::getRobotMesh (  )  [inline]

Definition at line 37 of file landscape.h.

scene::ISceneManager* cWorld::getSceneManager (  )  [inline]

Definition at line 42 of file landscape.h.

cSoul* cWorld::getSoul (  )  [inline]

Definition at line 30 of file landscape.h.

scene::IAnimatedMesh* cWorld::getTreeMesh (  )  [inline]

Definition at line 33 of file landscape.h.

void cWorld::hyperjump ( void   ) 

Definition at line 543 of file landscape.cpp.

void cWorld::print (  ) 

Definition at line 196 of file landscape.cpp.

void cWorld::showStartScreen (  ) 

Definition at line 566 of file landscape.cpp.

bool cWorld::transferSoul ( cEntityBase entityBelow  ) 

If the player wants to transfer his soul to another robot this function checks if this is possible and transfers the soul.

Returns:
true if there was an transfer, false otherwise

Definition at line 498 of file landscape.cpp.


The documentation for this class was generated from the following files:

Generated on Thu Jul 30 07:18:41 2009 for Cerberus by  doxygen 1.5.9