Armoured vehicle class. 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 01:28:35 2011 +0000
Parent:
0:915b6c03bd04
Commit message:
Documentation.

Changed in this revision

armoured_vehicle.h Show annotated file Show diff for this revision Revisions of this file
--- a/armoured_vehicle.h	Thu Mar 31 19:55:00 2011 +0000
+++ b/armoured_vehicle.h	Fri Apr 01 01:28:35 2011 +0000
@@ -8,23 +8,106 @@
 #define DEBUG_ARMOURED 0x01
 #define DEBUG_ARMOURED_VERBOSE 0x00
 
+
+/** Armoured Vehicle class (elite enemy) derived from life_entity.
+ * 
+ * This class is derived from life_entity.
+ *
+ * Example:
+ * @code
+ * // Create a pointer to a life_entity object.
+ * life_entity *currentEnemy; 
+ *
+ * int main()
+ * {    
+ *     // Use the pointer to create a new armoured_vehicle (derived class)
+ *     currentEnemy = new armoured_vehicle(user);
+ * }
+ * @endcode
+ */
 class armoured_vehicle : public life_entity
 {
 
 public:
 
-    // Constructor
+    /** Armoured Vehicle class constructor.
+     * 
+     * This class is derived from life_entity.
+     *
+     * @param *thePlayer Pointer to the player's class.
+     *
+     * Example:
+     * @code
+     * // Create a pointer to a life_entity object.
+     * life_entity *currentEnemy; // Life entity object
+     *
+     * int main()
+     * {    
+     *     // Use the pointer to create a new armoured_vehicle (derived class)
+     *     currentEnemy = new armoured_vehicle(user);
+     * }
+     * @endcode
+     */
     armoured_vehicle(player *thePlayer);
     
+    /** Armoured Vehicle class destructor.
+     * 
+     * This class is derived from life_entity.
+     *
+     * Example:
+     * @code
+     * // Create a pointer to a life_entity object.
+     * life_entity *currentEnemy; 
+     *
+     * int main()
+     * {    
+     *     // Use the pointer to create a new armoured_vehicle (derived class)
+     *     currentEnemy = new armoured_vehicle(user);
+     *
+     *     delete currentEnemy;
+     * }
+     * @endcode
+     */
     virtual ~armoured_vehicle();
     
-    // Incoming damage
+    /** Take damage from apponent.
+    *
+    * A dodge roll is performed.  If the dodge roll succeeds the damage is avoided.
+    * This applies the player's damage roll to the armoured vehicle's armour,
+    * and after the armour is destroyed it applies it to the vehicle's health.
+    * 
+    * @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 armoured_vehicle(user);
+    *     
+    *     // User rolls for damage
+    *     int roll = user->rollDamage();
+    *     // Current enemy takes the hit
+    *     currentEnemy->takeDamage(roll);
+    * }
+    * @endcode
+    */
     virtual void takeDamage(int roll);
     
         
 protected:
 
+    /**
+    * Variable to hold armour amount.
+    */
     int _armour;
+    /**
+    * Variable flag to indicate if armour is broken or not.
+    */
     char _armourBroken;
     
 };