[Change] Some more doxygen changes.
This commit is contained in:
parent
b1b3cf1608
commit
389f818844
@ -183,7 +183,7 @@ function brakeOver ()
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pilots = pilot.add( "Sml Trader Convoy", "dummy" )
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for k,v in ipairs(pilots) do
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v:setFaction("Dummy")
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v:setName("Dummy")
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v:rename("Dummy")
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end
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misn.timerStart( "targetOver", 20000 ) -- 20 seconds to target
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else
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@ -212,7 +212,7 @@ function addLlamaDummy ()
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pilots = pilot.add( "Trader Llama", "dummy" )
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for k,v in ipairs(pilots) do
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v:setFaction("Dummy")
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v:setName("Dummy")
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v:rename("Dummy")
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hook.pilot( v, "disable", "llamaDisabled" )
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hook.pilot( v, "death", "llamaDead" )
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hook.pilot( v, "board", "llamaBoard" )
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@ -203,7 +203,9 @@ TAB_SIZE = 8
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# will result in a user-defined paragraph with heading "Side Effects:".
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# You can put \n's in the value part of an alias to insert newlines.
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ALIASES =
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ALIASES = "luamod=<em>Lua module:</em>"
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ALIASES += "luafunc=<em>Lua function:</em>"
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ALIASES += "luaparam=<em>Lua function parameter:</em>"
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# This tag can be used to specify a number of word-keyword mappings (TCL only).
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# A mapping has the form "name=value". For example adding
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@ -1,6 +1,6 @@
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# Run this from docs directory.
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# Create docs/lua directory.
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if [ ! -d lua ]; then mkdir lua; fi
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test -d lua || mkdir lua
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# Convert doxygen comments to luadoc comments.
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for F in ../../src/llua_*.c
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do
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@ -16,8 +16,9 @@ sed -n '
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s|^ *\* *@luamod *\(.*\)|module "\1"|p
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#rename some tags:
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s|^ *\* *@brief|-- @description|p
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s|^ *\* *:luaparam|-- @param|p
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#keep tags luadoc understands:
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s|^ *\* *@param|-- @param|p
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# s|^ *\* *@param|-- @param|p # Use luaparam, param reserved for C arguments.
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s|^ *\* *@see|-- @see|p
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s|^ *\* *@return|-- @return|p
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s|^ *\* *@usage|-- @usage|p
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@ -207,15 +207,12 @@ int lua_isfaction(lua_State* L, int ind) {
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}
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/**
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* @fn static int factionL_eq(lua_State* L)
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*
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* @brief bool __eq(faction comp)
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*
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* __eq (equality) metamethod for factions.
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* @brief __eq (equality) metamethod for factions.
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*
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* You can use the '=' operator within Lua to compare factions with this.
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* @param comp faction to compare against.
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* @luaparam comp faction to compare against.
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* @return true if both factions are the same.
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* @luafunc __eq(comp)
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*/
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static int factionL_eq(lua_State* L) {
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LuaFaction* a, *b;
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@ -226,12 +223,9 @@ static int factionL_eq(lua_State* L) {
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}
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/**
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* @fn static int factionL_name(lua_State* L)
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*
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* @brief string name(nil)
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*
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* Get the faction's name.
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* @brief Get the faction's name.
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* @return The name of the faction.
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* @luafunc name()
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*/
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static int factionL_name(lua_State* L) {
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LuaFaction* f;
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@ -241,12 +235,9 @@ static int factionL_name(lua_State* L) {
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}
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/**
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* @fn static int factionL_longname(lua_State* L)
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*
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* @brief string longname(nil)
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*
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* Get the factions long name.
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* @brief Get the factions long name.
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* @return The long name of the faction.
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* @luafunc longname()
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*/
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static int factionL_longname(lua_State* L) {
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LuaFaction* f;
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@ -257,9 +248,9 @@ static int factionL_longname(lua_State* L) {
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/**
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* @brief Check to see if f is an enemy.
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* @param f Faction to check if is an enemy.
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* @luaparam f Faction to check if is an enemy.
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* @return true if they are enemies, false if they aren't.
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* @luafunc areEnemies(f)
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* @luafunc areEnemies( f )
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*/
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static int factionL_areenemies(lua_State* L) {
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LuaFaction* f, *ff;
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@ -273,9 +264,9 @@ static int factionL_areenemies(lua_State* L) {
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/**
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* @brief Check to see if f is an enemy.
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* @param f Faction to check if is an enemy.
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* @luaparam f Faction to check if is an enemy.
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* @return true if they are enemies, false if they aren't.
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* @luafunc areAllies(f)
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* @luafunc areAllies( f )
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*/
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static int factionL_areallies(lua_State* L) {
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LuaFaction* f, *ff;
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@ -288,12 +279,9 @@ static int factionL_areallies(lua_State* L) {
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}
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/**
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* @fn static int factionL_modplayer(lua_State* L)
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*
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* @brief modPlayer(number mod)
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*
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* Modifies the players standing with the faction.
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* @param mod The modifier to modify faction by.
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* @brief Modifies the players standing with the faction.
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* @luaparam mod The modifier to modify faction by.
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* @luafunc modPlayer( mod )
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*/
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static int factionL_modplayer(lua_State* L) {
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LuaFaction* f;
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@ -308,14 +296,10 @@ static int factionL_modplayer(lua_State* L) {
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}
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/**
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* @fn static int factionL_modplayerraw(lua_State* L)
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*
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* @brief modPlayerRaw(number mod)
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*
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* Modifies the players standing with the faction.
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*
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* @brief Modifies the players standing with the faction. *
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* Does not affect other faction standings.
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* @param mod The modifier to modify faction by.
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* @luaparam mod The modifier to modify faction by.
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* @luafunc modPlayerRaw( mod )
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*/
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static int factionL_modplayerraw(lua_State* L) {
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LuaFaction* f;
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@ -330,12 +314,9 @@ static int factionL_modplayerraw(lua_State* L) {
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}
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/**
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* @fn static int factionL_playerstanding(lua_State* L)
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*
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* @brief number, string playerStanding(nil)
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*
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* Get the players standing with the faction.
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* @brief Get the players standing with the faction.
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* @return The value of the standing and the human readable string.
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* @luafunc playerStanding()
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*/
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static int factionL_playerstanding(lua_State* L) {
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LuaFaction* f;
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121
src/llua_pilot.c
121
src/llua_pilot.c
@ -42,7 +42,6 @@ static int pilotL_velocity(lua_State* L);
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static int pilotL_warp(lua_State* L);
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static int pilotL_broadcast(lua_State* L);
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static int pilotL_setFaction(lua_State* L);
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static int pilotL_setName(lua_State* L);
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static const luaL_reg pilotL_methods[] = {
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{ "__eq", pilotL_eq },
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{ "name", pilotL_name },
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@ -53,7 +52,6 @@ static const luaL_reg pilotL_methods[] = {
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{ "warp", pilotL_warp },
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{ "broadcast", pilotL_broadcast },
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{ "setFaction", pilotL_setFaction },
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{ "setName", pilotL_setName },
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{ 0, 0 }
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}; /**< Pilot metatable methods. */
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@ -103,6 +101,7 @@ static int pilotL_createmetatable(lua_State* L) {
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*
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* @brief Lua bindings to interact with pilots.
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*
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* @luamod pilot
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* Functions should be called like:
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*
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* @code
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@ -180,10 +179,9 @@ int lua_ispilot(lua_State* L, int ind) {
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/**
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* @ingroup PILOT
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*
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* @brief pilot player(nil)
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*
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* Get the players pilot.
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* @brief Get the players pilot.
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* @return Pilot pointing to the player.
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* @luafunc player()
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*/
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static int pilot_getPlayer(lua_State* L) {
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LuaPilot lp;
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@ -199,16 +197,14 @@ static int pilot_getPlayer(lua_State* L) {
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}
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/**
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* @fn static int pilot_addFleet(lua_State* L)
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* @ingroup PILOT
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*
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* @brief table add(string fleetname [, string ai, Vec2 pos ])
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*
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* Adds a fleet to the system.
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* @param fleetname Name of the fleet to add.
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* @param ai If set will override the standard fleet AI. "def" means use default.
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* @param pos Position to create pilots around instead of choosing randomly.
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* @brief Adds a fleet to the system.
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* @luaparam fleetname Name of the fleet to add.
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* @luaparam ai If set will override the standard fleet AI. "def" means use default.
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* @luaparam pos Position to create pilots around instead of choosing randomly.
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* @return Table populated with all the identifiers of the pilots created.
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* @luafunc add(fleetname, ai, pos)
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*/
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static int pilot_addFleet(lua_State* L) {
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LLUA_MIN_ARGS(1);
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@ -313,12 +309,9 @@ static int pilot_addFleet(lua_State* L) {
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}
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/**
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* @fn static int pilot_clear(lua_State* L)
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* @ingroup PILOT
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*
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* @brief clear(nil)
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*
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* Clears the current system of pilots. Used for epic battles and such.
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* @brief Clears the current system of pilots. Used for epic battles and such.
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* @luafunc clear()
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*/
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static int pilot_clear(lua_State* L) {
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(void) L;
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@ -327,15 +320,13 @@ static int pilot_clear(lua_State* L) {
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}
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/**
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* @fn static int pilot_toggleSpawn(lua_State* L)
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* @ingroup PILOT
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*
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* @brief bool togglespawn( [bool enable] )
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*
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* Disable or enable pilot spawning in the current system. If player jumps
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* @brief Disable or enable pilot spawning in the current system. If player jumps
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* the spawn is enabled again automatically.
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* @param enable true enables spawn, false disables it.
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* @luaparam enable true enables spawn, false disables it.
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* @return The current spawn state.
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* @luafunc togglespawn(enable)
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*/
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static int pilot_toggleSpawn(lua_State* L) {
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/* Setting it directly. */
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@ -350,13 +341,10 @@ static int pilot_toggleSpawn(lua_State* L) {
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}
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/**
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* @fn static int pilotL_eq(lua_State* L)
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*
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* @brief bool __eq(Pilot p)
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*
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* Check to see if pilot and p are the same.
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* @param p Pilot to compare against.
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* @brief Check to see if pilot and p are the same.
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* @luaparam p Pilot to compare against.
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* @return true if they are the same.
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* @luafunc __eq(pilot)
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*/
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static int pilotL_eq(lua_State* L) {
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LLUA_MIN_ARGS(2);
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@ -374,13 +362,11 @@ static int pilotL_eq(lua_State* L) {
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}
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/**
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* @fn static int pilotL_name(lua_State* L)
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* @ingroup META_PILOT
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*
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* @brief string name(nil)
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*
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* Get the pilots current name.
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* @brief Get the pilots current name.
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* @return The current name of the pilot.
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* @luafunc name()
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*/
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static int pilotL_name(lua_State* L) {
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LLUA_MIN_ARGS(1);
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@ -400,13 +386,11 @@ static int pilotL_name(lua_State* L) {
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}
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/**
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* @fn static int pilotL_alive(lua_State* L)
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* @ingroup META_PILOT
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*
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* @brief bool alive(nil)
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*
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* Checks to see if pilot is still alive.
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* @brief Checks to see if pilot is still alive.
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* @return true if pilot is still alive.
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* @luafunc alive()
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*/
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static int pilotL_alive(lua_State* L) {
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LLUA_MIN_ARGS(1);
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@ -423,12 +407,9 @@ static int pilotL_alive(lua_State* L) {
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}
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/**
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* @fn static int pilotL_rename(lua_State* L)
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*
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* @brief rename(string name)
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*
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* Changes the pilots name.
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* @brief Changes the pilots name.
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* @param name Name to change to.
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* @luafunc rename(name)
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*/
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static int pilotL_rename(lua_State* L) {
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LLUA_MIN_ARGS(2);
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@ -455,12 +436,9 @@ static int pilotL_rename(lua_State* L) {
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}
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/**
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* @fn static int pilotL_position(lua_State* L)
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*
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* @brief Vec2 pos( nil )
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*
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* Get the pilots position.
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* @brief Get the pilots position.
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* @return The pilots current position.
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* @luafunc pos()
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*/
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static int pilotL_position(lua_State* L) {
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LLUA_MIN_ARGS(1);
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@ -485,10 +463,9 @@ static int pilotL_position(lua_State* L) {
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* @fn static int pilotL_velocity(lua_State* L)
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* @ingroup META_PILOT
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*
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* @brief Vec2 vel(nil)
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*
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* Gets the pilots velocity.
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* @brief Gets the pilots velocity.
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* @return The pilots current velocity.
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* @luafunc vel()
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*/
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static int pilotL_velocity(lua_State* L) {
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LLUA_MIN_ARGS(1);
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@ -510,11 +487,11 @@ static int pilotL_velocity(lua_State* L) {
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}
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/**
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* @fn static int pilotL_warp(lua_State* L)
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* @ingroup META_PILOT
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*
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* @brief Vec2 position.
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* @return The pilots current position.
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* @brief Set the pilots position.
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* @luaparam pos Position to set.
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* @luafunc warp( pos )
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*/
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static int pilotL_warp(lua_State* L) {
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LLUA_MIN_ARGS(2);
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@ -539,13 +516,11 @@ static int pilotL_warp(lua_State* L) {
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}
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/**
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* @fn static int pilotL_broadcast(lua_State* L)
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* @ingroup META_PILOT
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*
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* @brief broadcast(string msg)
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*
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* Make the pilot broadcast a message.
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* @param msg Message to broadcast.
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* @brief Make the pilot broadcast a message.
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* @luaparam msg Message to broadcast.
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* @luafunc broadcast(msg)
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*/
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static int pilotL_broadcast(lua_State* L) {
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LLUA_MIN_ARGS(2);
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@ -570,7 +545,11 @@ static int pilotL_broadcast(lua_State* L) {
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}
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/**
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* @fn
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* @ingroup META_PILOT
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*
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* @brief Set the pilots faction.
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* @luaparam faction Faction to set by name or faction.
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* @luafunc setFaction( faction )
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*/
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static int pilotL_setFaction(lua_State* L) {
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LLUA_MIN_ARGS(2);
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@ -602,29 +581,3 @@ static int pilotL_setFaction(lua_State* L) {
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return 0;
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}
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/**
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*
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*/
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static int pilotL_setName(lua_State* L) {
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LLUA_MIN_ARGS(2);
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LuaPilot* lp;
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Pilot* p;
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char* name;
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/* Get the parameters. */
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lp = lua_topilot(L, 1);
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if(lua_isstring(L, 2))
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name = (char*)lua_tostring(L, 2);
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else LLUA_INVALID_PARAMETER();
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p = pilot_get(lp->pilot);
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if(p == NULL) return 0;
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/* Set the name. */
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if(p->name != NULL)
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free(p->name);
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p->name = strdup(name);
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return 0;
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}
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20
src/space.c
20
src/space.c
@ -447,8 +447,6 @@ void space_update(const double dt) {
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}
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/**
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* @fn static void space_addFleet(Fleet* fleet)
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*
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* @brief Create a fleet.
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* @param fleet Fleet to add to the system.
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* @param init Is being run during the space initialization.
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@ -605,8 +603,6 @@ void space_init(const char* sysname) {
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}
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/**
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* @fn static int planets_load(void)
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*
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* @brief Load all the planets in the game.
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* @return 0 on success.
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*/
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@ -657,8 +653,6 @@ static int planets_load(void) {
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}
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/**
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* @fn static int planet_parse(Planet* planet, const xmlNodePtr parent)
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*
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* @brief Parses a planet from an xml node.
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* @param planet Planet to fill up.
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* @param parent Node that contains planet data.
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@ -795,8 +789,6 @@ static int planet_parse(Planet* planet, const xmlNodePtr parent) {
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}
|
||||
|
||||
/**
|
||||
* @fn int system_addPlanet(StarSystem* sys, char* planetname)
|
||||
*
|
||||
* @brief Add a planet to a star system.
|
||||
* @param sys Star System to add planet to.
|
||||
* @param planetname Name of the planet to add.
|
||||
@ -840,8 +832,6 @@ int system_addPlanet(StarSystem* sys, char* planetname) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn int system_rmPlanet(StarSystem* sys, char* planetname)
|
||||
*
|
||||
* @brief Remove a planet from a star system.
|
||||
* @param sys Star System to remove planet from.
|
||||
* @param planetname Name of the planet to remove.
|
||||
@ -897,8 +887,6 @@ int system_rmPlanet(StarSystem* sys, char* planetname) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn int system_addFleet(StarSystem* sys, SystemFleet* fleet)
|
||||
*
|
||||
* @brief Add a fleet to a star system.
|
||||
* @param sys Star system to add fleet to.
|
||||
* @param fleet Fleet to add.
|
||||
@ -915,8 +903,6 @@ int system_addFleet(StarSystem* sys, SystemFleet* fleet) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn int system_rmFleet(StarSystem* sys, SystemFleet* fleet)
|
||||
*
|
||||
* @brief Remove a fleet from a star system.
|
||||
* @param sys Star System to remove fleet from.
|
||||
* @param fleet Fleet to remove.
|
||||
@ -1050,8 +1036,6 @@ static StarSystem* system_parse(StarSystem* sys, const xmlNodePtr parent) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn static void system_setFaction(StarSystem* sys)
|
||||
*
|
||||
* @brief Set the system faction based on the planet it has.
|
||||
* @param sys System to set the faction of.
|
||||
*/
|
||||
@ -1106,8 +1090,6 @@ static void system_parseJumps(const xmlNodePtr parent) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn int space_load(void)
|
||||
*
|
||||
* @brief Load the ENTIRE universe into RAM. -- WOAH!
|
||||
* @return 0 on success.
|
||||
*/
|
||||
@ -1125,8 +1107,6 @@ int space_load(void) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn int systems_load(void)
|
||||
*
|
||||
* @brief Load the entire systems, needs to be called after planets_load.
|
||||
*
|
||||
* Uses a two system pass to first load the star systems_stack and then set
|
||||
|
Loading…
Reference in New Issue
Block a user