[Add] Hey, someone has to document this stuff..

This commit is contained in:
Allanis 2014-05-12 14:08:42 +01:00
parent 8bebc4fbbc
commit 1f9768ccd6
4 changed files with 301 additions and 104 deletions

View File

@ -259,8 +259,6 @@ static int pilot_flags = 0; /**< Handle stuff like weapon firing. */
static int ai_status = AI_STATUS_NORMAL; /**< Current AI run statis. */
/**
* @fn static void ai_setMemory(void)
*
* @brief Set the cur_pilots ai.
*/
static void ai_setMemory(void) {
@ -274,9 +272,8 @@ static void ai_setMemory(void) {
}
/**
* @fn void ai_setPilot(Pilot* p)
*
* @brief Set the pilot for further AI calls.
* @param p Pilot to set.
*/
void ai_setPilot(Pilot* p) {
cur_pilot = p;
@ -284,8 +281,6 @@ void ai_setPilot(Pilot* p) {
}
/**
* @fn static void ai_run(lua_State* L, const char* funcname)
*
* @brief Attemps to run a function.
*
* @param[in] L Lua state to run function on.
@ -300,8 +295,6 @@ static void ai_run(lua_State* L, const char* funcname) {
}
/**
* @fn int ai_pinit(Pilot* p, char* ai)
*
* @brief Initializes the pilot in the ai.
*
* Mainly used to create the pilot's memory table.
@ -353,8 +346,6 @@ int ai_pinit(Pilot* p, char* ai) {
}
/**
* @fn void ai_destroy(Pilot* p)
*
* @brief Destroys the ai part of the pilot.
*
* @param[in] p Pilot to destroy it's AI part.
@ -376,8 +367,6 @@ void ai_destroy(Pilot* p) {
}
/**
* @fn int ai_init(void)
*
* @brief Initializes the AI stuff which is basically Lua.
*
* @return 0 on no errors.
@ -405,8 +394,6 @@ int ai_init(void) {
}
/**
* @fn static int ai_loadProfile(char* filename)
*
* @brief Initializes an AI_Profile and adds it to the stack.
*
* @param[in] filename File to create the profile from.
@ -469,8 +456,7 @@ static int ai_loadProfile(const char* filename) {
return 0;
}
/* @fn AI_Profile* ai_getProfile(char* name)
*
/*
* @brief Get the AI_Profile by name.
*
* @param[in] name Name of the profile to get.
@ -489,8 +475,6 @@ AI_Profile* ai_getProfile(char* name) {
}
/**
* @fn void ai_exit(void)
*
* @brief Clean up the gloabl AI.
*/
void ai_exit(void) {
@ -503,8 +487,6 @@ void ai_exit(void) {
}
/**
* @fn void ai_think(Pilot* pilot)
*
* @brief Heart of the AI, brains of the pilot.
*
* @param pilot Pilot that needs to think.
@ -548,8 +530,6 @@ void ai_think(Pilot* pilot) {
}
/**
* @fn void ai_attacked(Pilot* attacked, const unsigned int attacker)
*
* @brief Trigger the attacked() function in the Pilots AI.
*
* @param attacked Pilot that is attacked.
@ -567,8 +547,6 @@ void ai_attacked(Pilot* attacked, const unsigned int attacker) {
}
/**
* @fn static void ai_create(Pilot* pilot, char* param)
*
* @brief Run the create() function in the pilot.
*
* Should create all the gear and such the pilot has.
@ -613,7 +591,10 @@ static void ai_create(Pilot* pilot, char* param) {
/* INTERNAL C FUNCTIONS. */
/* ===================== */
/* Free the task. */
/**
* @brief Free an AI task.
* @param t Task to free.
*/
static void ai_freetask(Task* t) {
if(t->next != NULL) {
ai_freetask(t->next); /* Woot, recursive freeing! */
@ -646,6 +627,7 @@ static void ai_freetask(Task* t) {
*
* @luafunc pushtask(pos, func, data)
* @param L Lua state.
* @return Number of Lua parameters.
*/
static int ai_pushtask(lua_State* L) {
LLUA_MIN_ARGS(2);
@ -684,11 +666,10 @@ static int ai_pushtask(lua_State* L) {
}
/**
* @fn static int ai_poptask(lua_State* L)
*
* @brief poptask(nil)
*
* Pops the current running task.
* @brief Pops the current running task.
* @luafunc poptask()
* @param L Lua state.
* @return Number of Lua parameters.
*/
static int ai_poptask(lua_State* L) {
(void)L; /* Just a hack to avoid -W -Wall warnings. */
@ -706,19 +687,41 @@ static int ai_poptask(lua_State* L) {
return 0;
}
/* Grab the current tasks name. */
/**
* @brief Get the current task's name.
* @return The current task name or "none" if there are no tasks.
*
* @luafunc taskname()
* @param L Lua state.
* @return Number of Lua parameters.
*/
static int ai_taskname(lua_State* L) {
if(cur_pilot->task) lua_pushstring(L, cur_pilot->task->name);
else lua_pushstring(L, "none");
return 1;
}
/**
* @brief Get the player.
* @return The players ship identifier.
*
* @luafunc getPlayer()
* @param L Lua state.
* @return Number of Lua parameters.
*/
static int ai_getplayer(lua_State* L) {
lua_pushnumber(L, PLAYER_ID);
return 1;
}
/* Grab the target. */
/**
* @brief Get the pilots target.
* @return The pilots target ship identifier or nil if no target.
*
* @luafunc target()
* @param L Lua state.
* @return Number of Lua parameters.
*/
static int ai_gettarget(lua_State* L) {
switch(cur_pilot->task->dtype) {
case TYPE_INT:
@ -729,8 +732,28 @@ static int ai_gettarget(lua_State* L) {
}
}
/**
* @brief Get a random targets id.
* @return Gets a random pilot in the system.
*
* @luafunc rndpilot()
* @param L Lua state.
* @return Number of Lua parameters.
*/
static int ai_getrndpilot(lua_State* L) {
lua_pushnumber(L, pilot_stack[RNG(0, pilot_nstack-1)]->id);
int p;
p = RNG(0, pilot_nstack-1);
/* Make sure it can't be the same pilot. */
if(pilot_stack[p]->id == cur_pilot->id) {
p++;
if(p >= pilot_nstack)
p = 0;
}
/* Last check. */
if(pilot_stack[p]->id == cur_pilot->id)
return 0;
/* Actually found a pilot. */
lua_pushnumber(L, pilot_stack[p]->id);
return 1;
}

View File

@ -78,7 +78,11 @@ static const luaL_reg vector_methods[] = {
{ 0, 0 }
}; /**< Vector metatable methods. */
/* Load the space library. */
/**
* @brief Load the space library.
* @param L State to load space library into.
* @return 0 on success.
*/
int lua_loadSpace(lua_State* L, int readonly) {
(void)readonly; /* Only read only atm. */
@ -94,8 +98,6 @@ int lua_loadSpace(lua_State* L, int readonly) {
}
/**
* @fn int lua_loadVector(lua_State* L)
*
* @brief Loads the vector metatable.
* @param L State to load the vector metatable into.
* @return 0 on success.
@ -106,9 +108,11 @@ int lua_loadVector(lua_State* L) {
return 0;
}
/* -- SPACE -- */
/* Create a planet metatable from a planet and put it on top of the stack. */
/**
* @brief Registers the planet metatable.
* @param L Lua state to register metatable in.
* @return 0 on success.
*/
static int planetL_createmetatable(lua_State* L) {
/* Create the metatable. */
luaL_newmetatable(L, PLANET_METATABLE);
@ -123,7 +127,11 @@ static int planetL_createmetatable(lua_State* L) {
return 0; /* No error. */
}
/* Register the system metatable. */
/**
* @brief Register the system metatable.
* @param L Lua state to register metatable in.
* @param 0 on success.
*/
static int systemL_createmetatable(lua_State* L) {
/* Create the metatable. */
luaL_newmetatable(L, SYSTEM_METATABLE);
@ -139,8 +147,6 @@ static int systemL_createmetatable(lua_State* L) {
}
/**
* @fn static int vectorL_createmetatable(lua_State* L)
*
* @brief Registers the vector metatable.
* @param L Lua state to register metatable in.
* @return 0 on success.
@ -159,9 +165,30 @@ static int vectorL_createmetatable(lua_State* L) {
return 0; /* No error. */
}
/* -- PLANET -- */
/**
* @defgroup SPACE Space Lua Bindings.
*
* @brief Contains Lua bindings for manipulating the space itself.
*/
/**
* @defgroup META_PLANET Planet metatable
*
* @brief The planet metatable is a way to represent a planet in Lua.
*
* It allows all sorts of operators making it much more natural to use.
*
* To call Members of the metatable always use:
* @code
* planet:function(param)
* @endcode
*/
/* Get planet at index. */
/**
* @brief Get planet at index.
* @param L Lua state to get planet from.
* @param ind Index position to find the planet.
* @return Planet found at the index in the state.
*/
LuaPlanet* lua_toplanet(lua_State* L, int ind) {
if(lua_isuserdata(L, ind)) {
return (LuaPlanet*) lua_touserdata(L, ind);
@ -171,7 +198,12 @@ LuaPlanet* lua_toplanet(lua_State* L, int ind) {
return NULL;
}
/* Push a planet on the stack. */
/**
* @brief Pushes a planet on the stack.
* @param L Lua state to push planet into.
* @param planet Planet to push.
* @return Newly pushed planet.
*/
LuaPlanet* lua_pushplanet(lua_State* L, LuaPlanet planet) {
LuaPlanet* p;
p = (LuaPlanet*) lua_newuserdata(L, sizeof(LuaPlanet));
@ -181,7 +213,12 @@ LuaPlanet* lua_pushplanet(lua_State* L, LuaPlanet planet) {
return p;
}
/* Check see if ind is a planet. */
/**
* @brief Check to see if ind is a planet.
* @param L Lua state to check.
* @param ind Index at position to check.
* @return 1 if ind is a planet.
*/
int lua_isplanet(lua_State* L, int ind) {
int ret;
@ -197,7 +234,22 @@ int lua_isplanet(lua_State* L, int ind) {
return ret;
}
/* get a planet. */
/**
* @ingroup SPACE
*
* @brief planet, system getPlanet([param])
*
* Get a planet.
*
* Possible values of param:
* -- nil : Get the current landed planet or nil if there is none.
* -- number : Get a random planet belonging to faction matching the number.
* -- string : Get the planet by name.
* -- table : Get random planet belonging to any of the factions in the table.
*
* @param param See description.
* @return Returns the planet and the system it belongs to.
*/
static int planetL_get(lua_State* L) {
int i;
int* factions;
@ -275,7 +327,17 @@ static int planetL_get(lua_State* L) {
return 2;
}
/* __eq (equality) metamethod for planets. */
/**
* @ingroup META_PLANET
*
* @brief bool __eq(planet comp)
*
* __eq (equality) metamethod for planets.
*
* You can use the '=' operator within Lua to compare planets with this.
* @param comp planet to compare against.
* @return true if both planets are the same.
*/
static int planetL_eq(lua_State* L) {
LuaPlanet* a, *b;
a = lua_toplanet(L, 1);
@ -287,7 +349,14 @@ static int planetL_eq(lua_State* L) {
return 1;
}
/* Get the planets name. */
/**
* @ingroup META_PLANET
*
* @brief string name(nil)
*
* Get the planets name.
* @return The name of the planet.
*/
static int planetL_name(lua_State* L) {
LuaPlanet* p;
p = lua_toplanet(L, 1);
@ -295,7 +364,14 @@ static int planetL_name(lua_State* L) {
return 1;
}
/* Get the planets faction. */
/**
* @ingroup META_PLANET
*
* @brief number faction(nil)
*
* Get the planets faction.
* @return The planets faction.
*/
static int planetL_faction(lua_State* L) {
LuaPlanet* p;
LuaFaction f;
@ -305,7 +381,14 @@ static int planetL_faction(lua_State* L) {
return 1;
}
/* Get the planets class. */
/**
* @ingroup META_PLANET
*
* @brief string class(nil)
*
* Get the planets class.
* @return The class of the planet in one char identifier.
*/
static int planetL_class(lua_State* L) {
char buf[2];
LuaPlanet* p;
@ -316,7 +399,14 @@ static int planetL_class(lua_State* L) {
return 1;
}
/* Get planet services. */
/**
* @ingroup META_PLANET
*
* @brief Number services(nil)
*
* Get planet services.
* @return The services the planet has it stored bitwise.
*/
static int planetL_services(lua_State* L) {
LuaPlanet* p;
p = lua_toplanet(L, 1);
@ -325,7 +415,6 @@ static int planetL_services(lua_State* L) {
}
/**
* @fn static int planetL_position(lua_State* L)
* @ingroup META_PLANET
*
* @brief Vec2 pos(nil)
@ -342,9 +431,23 @@ static int planetL_position(lua_State* L) {
return 1;
}
/* -- SYSTEM -- */
/**
* @defgroup META_SYSTEM System Metatable.
*
* @brief Represents a system in Lua.
*
* To call members of the metatable always use:
* @code
* system:function(param)
* @endcode
*/
/* Get system at index. */
/**
* @brief Get system at index.
* @param L Lus state to get system from.
* @param ind Index position of system.
* @return The LuaSystem at ind.
*/
LuaSystem* lua_tosystem(lua_State* L, int ind) {
if(lua_isuserdata(L, ind)) {
return (LuaSystem*) lua_touserdata(L,ind);
@ -353,7 +456,12 @@ LuaSystem* lua_tosystem(lua_State* L, int ind) {
return NULL;
}
/* Pushes a system on the stack. */
/**
* @brief Pushes a system on the stack.
* @param L Lua state to push system onto.
* @param sys System to push.
* @return System just pushed.
*/
LuaSystem* lua_pushsystem(lua_State* L, LuaSystem sys) {
LuaSystem* s;
s = (LuaSystem*) lua_newuserdata(L, sizeof(LuaSystem));
@ -363,7 +471,12 @@ LuaSystem* lua_pushsystem(lua_State* L, LuaSystem sys) {
return s;
}
/* Check to see if ind is a planet. */
/**
* @brief Check to see if ind is a system.
* @param L Lua state to check.
* @param ind Index position to check.
* @return 1 if there is a system at index position.
*/
int lua_issystem(lua_State* L, int ind) {
int ret;
@ -379,7 +492,21 @@ int lua_issystem(lua_State* L, int ind) {
return ret;
}
/* Get a system. */
/**
* @ingroup SPACE
*
* @brief system getSystem([param])
*
* Get a system.
*
* Behaves differently depending on what you pass as param:
* -- nil : Get the current system.
* -- string : Get the system by name.
* -- planet : Get the system by planet.
*
* @param param Read description for details.
* @return System metatable matching param.
*/
static int systemL_get(lua_State* L) {
LuaSystem sys;
LuaPlanet* p;
@ -404,7 +531,17 @@ static int systemL_get(lua_State* L) {
return 1;
}
/* Check system for equality. */
/**
* @ingroup META_SYSTEM
*
* @brief bool __eq(system comp)
*
* Check systems for equality.
*
* Allows you to use the '=' operator in Lua with systems.
* @param comp System to compare against.
* @return true if both systems are the same.
*/
static int systemL_eq(lua_State* L) {
LuaSystem* a, *b;
a = lua_tosystem(L, 1);
@ -417,7 +554,14 @@ static int systemL_eq(lua_State* L) {
return 1;
}
/* Return the systems name. */
/**
* @ingroup META_SYSTEM
*
* @brief string name(nil)
*
* Return the systems name.
* @return The name of the system.
*/
static int systemL_name(lua_State* L) {
LuaSystem* sys;
sys = lua_tosystem(L, 1);
@ -425,7 +569,21 @@ static int systemL_name(lua_State* L) {
return 1;
}
/* Get system factions. */
/**
* @ingroup META_SYSTEM
*
* @brief table faction(nil)
*
* Get system factions.
*
* @code
* foo = space.faction("foo")
* if foo["bar"] then
* print("faction 'bar' found")
* end
* @endcode
* @return A table containing all the factions in the system.
*/
static int systemL_faction(lua_State* L) {
int i;
LuaSystem* sys;
@ -444,7 +602,21 @@ static int systemL_faction(lua_State* L) {
return 1;
}
/* Get jump distance for current system, or to another. */
/**
* @ingroup META_SYSTEM
*
* @brief number jumpDist([param])
*
* Get jump distance from current system, or to another.
*
* Does different things depending on the parameter type:
* -- nil : Get distance from current system.
* -- string : Get distance from system matching name.
* -- system : Get distance from system.
*
* @param param See description.
* @return Number of jumps to system.
*/
static int systemL_jumpdistance(lua_State* L) {
LLUA_MIN_ARGS(1);
LuaSystem* sys;
@ -536,10 +708,14 @@ int lua_isvector(lua_State* L, int ind) {
}
/**
* @fn static int vectorL_new(lua_State* L)
* @ingroup META_VECTOR
*
* @brief
* @brief Vec2 new([number x, number y])
*
* Creates a new vector.
* @param x if set, the X value for the new vector.
* @param y if set, the Y value for the new vector.
* @return The new vector.
*/
static int vectorL_new(lua_State* L) {
LuaVector v;
@ -559,7 +735,6 @@ static int vectorL_new(lua_State* L) {
}
/**
* @fn static int vectorL_add(lua_State* L)
* @ingroup META_VECTOR
*
* @brief __add(Vec2 vector)
@ -591,14 +766,16 @@ static int vectorL_add(lua_State* L) {
}
/**
* @fn static int vectorL_sub(lua_State* L)
* @ingroup META_VECTOR
*
* @brief __sub(Vec2 vector)
* @brief Subtracts a vector and some cartesian coords.
* @luaparam x X coordinate to subtract.
* @luaparam y Y coordinate to subtract.
*
* __sub(number x, number y)
*
* Subtracts two vectors or a vector and some cartesian coords.
* @luafunc __sub(vector)
* @brief Subtracts two vectors.
* @luaparam x
* @luafunc __sub(x, y)
*/
static int vectorL_sub(lua_State* L) {
LLUA_MIN_ARGS(2);
@ -627,13 +804,11 @@ static int vectorL_sub(lua_State* L) {
}
/**
* @fn static int vectorL_mul(lua_State* L)
* @ingroup META_VECTOR
*
* @brief __mul(number mod)
*
* Multiplies by a number.
* @param mod Amount to multiply by.
* @brief Multiplies a vector by a number.
* @luaparam mod Amount to multiply by.
* @luafunc __mul(mod)
*/
static int vectorL_mul(lua_State* L) {
LLUA_MIN_ARGS(2);
@ -654,13 +829,11 @@ static int vectorL_mul(lua_State* L) {
}
/**
* @fn static int vectorL_div(lua_State* L)
* @ingroup META_VECTOR
*
* @brief __div(number mod)
*
* Divides a vector by a number.
* @param mod Amount to divide by.
* @brief Divides a vector by a number.
* @luaparam mod Amount to divide by.
* @luafunc __div(mod)
*/
static int vectorL_div(lua_State* L) {
LLUA_MIN_ARGS(2);
@ -681,13 +854,12 @@ static int vectorL_div(lua_State* L) {
}
/**
* @fn static int vectorL_get(lua_State* L)
* @ingroup META_VECTOR
*
* @brief number, number get(nil)
*
* Get the catesian positions of the vector.
* @brief Get the cartesian positions of the vector.
* @return X and Y position of the vector.
*
* @luafunc get()
*/
static int vectorL_get(lua_State* L) {
LLUA_MIN_ARGS(1);
@ -703,13 +875,11 @@ static int vectorL_get(lua_State* L) {
}
/**
* @fn static int vectorL_set(lua_State* L)
* @brief Set the vector by cartesian coordinates.
* @luaparam x X coordinate to set.
* @luaparam y Y coordinate to set.
*
* @brief set(number x, number y)
*
* Set the vector by cartesian coordinates.
* @param x X coordinate to set.
* @param y Y coordinate to set.
* @luafunc set(x, y)
*/
static int vectorL_set(lua_State* L) {
LLUA_MIN_ARGS(3);
@ -732,14 +902,13 @@ static int vectorL_set(lua_State* L) {
}
/**
* @fn static int vectorL_distance(lua_State* L)
* @ingroup META_VECTOR
*
* @brief number dist( [Vec2 vector] )
*
* Get the distance from the Vec2.
* @brief Get the distance from the Vec2.
* @param vector Vector to get distance from, uses origin(0,0) if not set.
* @return The distance calculated.
*
* @luafunc dist(vector)
*/
static int vectorL_distance(lua_State* L) {
LLUA_MIN_ARGS(1);
@ -771,10 +940,9 @@ static int vectorL_distance(lua_State* L) {
/**
* @ingroup META_VECTOR.
*
* @brief number mod(nil)
*
* Gets the modulus of the vector.
* @brief Gets the modulus of the vector.
* @return The modulus of the vector.
* @luafunc mod()
*/
static int vectorL_mod(lua_State* L) {
LLUA_MIN_ARGS(1);

View File

@ -628,7 +628,8 @@ void map_select(StarSystem* sys) {
* @brief Node structure for A* pathfinding.
*/
typedef struct SysNode_ {
struct SysNode_* next, *gnext;
struct SysNode_* next; /**< Next node. */
struct SysNode_* gnext; /**< Next node in the garbage collector. */
struct SysNode_* parent;
StarSystem* sys;

View File

@ -18,8 +18,9 @@
* @brief Represents a 2d vector.
*/
typedef struct Vec2_ {
double x, y; /* Cartesian values. */
double mod, angle; /* Polar values. */
double x, y; /**< Cartesian values. */
double mod; /**< Modulus of the vector. */
double angle; /**< Angle of the vector. */
} Vec2;
/* Misc */
@ -42,9 +43,13 @@ double vect_dot(Vec2* a, Vec2* b);
* @brief Represents a solid in the game.
*/
typedef struct Solid_ {
double mass, dir, dir_vel; /* Properties. */
Vec2 vel, pos, force; /* Position/velocity vectors. */
void(*update)(struct Solid_*, const double); /* Update method. */
double mass; /**< Solids mass. */
double dir; /**< Direction solid is facing. */
double dir_vel; /**< Velocity at which solid is rotating. */
Vec2 vel; /**< Velocity of the solid. */
Vec2 pos; /**< Position of the solid. */
Vec2 force; /**< Forces acting on the solid. */
void(*update)(struct Solid_*, const double); /**< Update method. */
} Solid;
/* Solid manipulation. */