Developer Documentation
Centre for Vision, Speech & Signal Processing
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  PUBLIC
PlayerC::PlayerC(void)
PlayerC::PlayerC(StringC,const GraphNodeHC &)
PlayerC::PlayerC(PlayerBodyC &)
PlayerC::Body(void)
PlayerC::Body(void) const
PlayerC::Objects(void) const
PlayerC::Objects(void)
PlayerC::Place(const ObjectC &)
PlayerC::Remove(const ObjectC &)
PlayerC::BuildState(VLSpaceC &) const
PlayerC::Pickup(const ObjectC &)
PlayerC::Drop(const ObjectC &)
PlayerC::Go(const PortalC &)
PlayerC::Dump(ostream &) const
ObjectC::Body(void)
ObjectC::Body(void) const
ObjectC::IsMobile(void) const
EntityC::Body(void)
EntityC::Body(void) const
EntityC::Marker(void)
EntityC::Marker(void) const
EntityC::Name(void) const
EntityC::operator==(const EntityC &) const
EntityC::BuildState(VLSpaceC &) const
RCHandleC::IsValid(void) const
RCHandleC::IsValidObject(void) const
RCHandleC::operator=(const RCHandleC &)
RCHandleC::operator==(const RCHandleC &) const
RCHandleC::operator!=(const RCHandleC &) const
RCHandleC::Hash(void) const
RCHandleC::IsConst(void) const
RCHandleC::IsNotConst(void) const
RCHandleC::SetConst(void) const
RCHandleC::Invalidate(void)
RCHandleC::Body(void)
RCHandleC::Body(void) const
PlayerC
 
Player
 
include "amma/Logic2/DarkCastle.hh"
User Level:Default
Library:VLWorld
Example:exIndex.cc
Section:Logic.World
In Scope:DarkCastle

Parent Classes:

Methods:
PlayerC()
Default constructor.
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PlayerC(StringC nname,const GraphNodeHC<RoomC,PortalC> & at)
Constructor.
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PlayerC(PlayerBodyC & bod)
Body constructor.
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PlayerBodyC & Body()
Access body.
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const PlayerBodyC & Body() const
Access body.
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const HSetC<ObjectC> Objects() const
Access object list.
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HSetC<ObjectC> Objects()
Access object list.
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BooleanT Place(const ObjectC & obj)
Place object in room.
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BooleanT Remove(const ObjectC & obj)
Remove object from room.
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BooleanT BuildState(VLSpaceC & spc) const
Add description of visible world to spc
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BooleanT Pickup(const ObjectC & obj)
Pickup an object.
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Return TRUE=Success.

BooleanT Drop(const ObjectC & obj)
Drop an object.
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Return TRUE=Success.

BooleanT Go(const PortalC & port)
Go through portal.
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Return TRUE=Success.

void Dump(ostream & out) const
Dump state to out.
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ObjectBodyC & Body()
Access body.
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const ObjectBodyC & Body() const
Access body.
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BooleanT IsMobile() const
Test if object is mobile.
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EntityBodyC & Body()
Access body.
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const EntityBodyC & Body() const
Access body.
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VLSymbC & Marker()
Access marker.
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const VLSymbC & Marker() const
Access marker.
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const StringC & Name() const
Access room name.
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BooleanT operator==(const EntityC & obj) const
Comparison operator.
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BooleanT BuildState(VLSpaceC & spc) const
Build description.
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#include "amma/RCHandle.hh"
BooleanT IsValid() const
Check its a valid handle.

BooleanT IsValidObject() const
Check its a valid handle, and that the object is pointed to is also valid.

RCHandleC<EntityBodyC> & operator=(const RCHandleC<EntityBodyC> & oth)
Assignment.

BooleanT operator==(const RCHandleC<EntityBodyC> & oth) const
Comparison operator.

BooleanT operator!=(const RCHandleC<EntityBodyC> & oth) const
Comparison operator.

UIntT Hash() const
Hash function.x

BooleanT IsConst() const
Is object constant ?

BooleanT IsNotConst() const
Is object not constant ?

void SetConst(void) const
Lock the object.
This is const as a convience though it actual modified the object, often object you wish to ensure are constant already have const set. protected:

void Invalidate()
Turn this into an invalid handle.

EntityBodyC & Body()
Direct access to body.

const EntityBodyC & Body() const
Constant access to body.


Programmer:Charles Galambos, Documentation by CxxDoc: Tue Mar 20 10:49:27 2001