Collaboration diagram for Game Data:
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All data of the game are stored in classes included in this module. More...
Classes | |
| class | TerrainClient |
| specific terrain behavior on client More... | |
| class | TerrainSimple |
| Simple terrain implementation. Level Of Detail - None. More... | |
| class | Bonus |
| Basic class for all bonuses. It implements "empty bonus" - doesn't change anything. More... | |
| class | BonusBox |
| Representation of "box with bonus" - that means what player can see. More... | |
| class | CDBox |
| Representation of box. More... | |
| class | CollisionModel |
| Basic class for collision detections. More... | |
| class | CommonEntity |
| Basic game entity representation. More... | |
| class | HistoryPoint |
| Class that contains network- and interpolation-relevant data of object. More... | |
| class | Landscape |
| class | LandscapeEntity |
| Representation of non-moveable object in game. More... | |
| class | Player |
| Class with player's data. More... | |
| class | Projectile |
| Class represents "flying" projectile. More... | |
| class | Skybox |
| class | TanksHistoryPoint |
| Tank-specific history point. More... | |
| class | Tank |
| Representation of tank. More... | |
| class | Terrain |
| terrain component for public use More... | |
| class | TerrainBase |
| basic terrain class More... | |
| class | Weapon |
| Ja tu toto nechcem.... More... | |
| class | World |
| Contains all objects in game and manages them. More... | |
| class | WorldEntity |
| Represents objects in game, that can change theirs state (move). More... | |
Typedefs | |
| typedef std::list< WorldEntity * > | worldent_list |
| Defines type for sequential list of entities. | |
| typedef std::list< WorldEntity * >::iterator | worldent_iterator |
| Defines iterator for sequential pass of components. | |
| typedef STL_EXT_NS::hash_map< int, WorldEntity * > | worldent_hash |
| Type for hash table of objects. | |
Enumerations | |
| enum | ClassType { cInvalid, cProjectile, cTank, cBonusBox } |
| These values are used to identify the type of object. More... | |
Variables | |
| const int | BOTTOM_FRONT_LEFT = 0 |
| const int | BOTTOM_FRONT_RIGHT = 1 |
| const int | BOTTOM_BACK_RIGHT = 2 |
| const int | BOTTOM_BACK_LEFT = 3 |
| const int | TOP_FRONT_LEFT = 4 |
| const int | TOP_FRONT_RIGHT = 5 |
| const int | TOP_BACK_RIGHT = 6 |
| const int | TOP_BACK_LEFT = 7 |
| const int | HISTORY_LENGTH = 5 |
All data of the game are stored in classes included in this module.
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Type for hash table of objects.
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Defines iterator for sequential pass of components.
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Defines type for sequential list of entities.
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These values are used to identify the type of object.
Definition at line 15 of file commonentity.h. |
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Definition at line 21 of file colmodel.h. Referenced by TaskSimulationServer::checkTerrainHeights(). |
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Definition at line 20 of file colmodel.h. Referenced by TaskSimulationServer::checkTerrainHeights(), and Tank::render(). |
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Definition at line 18 of file colmodel.h. Referenced by TaskSimulationServer::checkTerrainHeights(). |
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Definition at line 19 of file colmodel.h. Referenced by TaskSimulationServer::checkTerrainHeights(). |
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Definition at line 10 of file worldentity.h. Referenced by WorldEntity::shiftHistory(), and WorldEntity::WorldEntity(). |
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Definition at line 25 of file colmodel.h. |
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Definition at line 24 of file colmodel.h. |
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Definition at line 22 of file colmodel.h. Referenced by Tank::render(). |
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Definition at line 23 of file colmodel.h. |
1.4.5