diff --git a/src/ai.c b/src/ai.c index 3c2e082..7f90af5 100644 --- a/src/ai.c +++ b/src/ai.c @@ -791,8 +791,7 @@ static int ai_face(lua_State* L) { if(n >= 0) { p = pilot_get(n); if(p == NULL) return 0; /* Make sure pilot is valid. */ - vect_cset(&tv, VX(p->solid->pos) + FACE_WVEL*VX(p->solid->vel), - VY(p->solid->pos) + FACE_WVEL*VY(p->solid->vel)); + vect_cset(&tv, VX(p->solid->pos), VY(p->solid->pos)); v = NULL; } else if(lua_islightuserdata(L,1)) v = (Vec2*)lua_topointer(L,1); @@ -800,8 +799,8 @@ static int ai_face(lua_State* L) { mod = 10; if(lua_gettop(L) > 1 && lua_isnumber(L,2)) invert = (int)lua_tonumber(L,2); if(invert) mod *= -1; - vect_cset(&sv, VX(cur_pilot->solid->pos) + FACE_WVEL*VX(cur_pilot->solid->vel), - VY(cur_pilot->solid->pos) + FACE_WVEL*VY(cur_pilot->solid->vel)); + + vect_cset(&sv, VX(cur_pilot->solid->pos), VY(cur_pilot->solid->pos)); if(v == NULL) /* Target is dynamic. */ diff --git a/src/board.c b/src/board.c index b5a448f..662d0c4 100644 --- a/src/board.c +++ b/src/board.c @@ -152,7 +152,7 @@ static void board_stealCargo(char* str) { if(board_fail()) return; - /* Steal as much as possible until full - TODO: Allow the player to choose. */ + /** Steal as much as possible until full - @todo: Allow the player to choose. */ q = 1; while((p->ncommodities > 0) && (q != 0)) { q = pilot_addCargo(player, p->commodities[0].commodity, diff --git a/src/conf.c b/src/conf.c index 60e232d..ee363c6 100644 --- a/src/conf.c +++ b/src/conf.c @@ -279,7 +279,7 @@ void conf_parseCLI(int argc, char** argv) { /* Saves the current configuration. */ int conf_saveConfig(void) { - /* TODO: save conf. */ + /** @todo save conf. */ return 0; } diff --git a/src/font.c b/src/font.c index 5d72c60..52e133a 100644 --- a/src/font.c +++ b/src/font.c @@ -1,3 +1,19 @@ +/** + * @file font.c + * + * @brief OpenGL font rendering routines. + * + * Use a displaylist to store ASCII chars rendered with freefont. + * There are several drawing methods depending on whether you want + * to print it all, print to a max width, print centered or print a + * block of text. + * + * There are hardcoded size limits. 256 characters for all routines + * except gl_printText which has a 1024 limit. + * + * @todo Check if length is too long. + */ + #include "font.h" #include "ft2build.h" @@ -10,18 +26,6 @@ #define FONT_DEF "../dat/font.ttf" -/* == Font render routines.================================ */ -/* Use a display list to store ASCII chars rendered with */ -/* freefont. There are several drawing methods depending */ -/* on whether you want to print it all, to a max width, */ -/* print centered or print a block of text. */ -/* */ -/* There are hardcoded size limits. 256 characters for all */ -/* routines exept gl_printText which has a 1024 limit. */ -/* */ -/* TODO: Check if length is too long. */ -/* ======================================================== */ - /* Default font. */ glFont gl_defFont; glFont gl_smallFont; diff --git a/src/land.c b/src/land.c index 4e39b5d..4ec7fd6 100644 --- a/src/land.c +++ b/src/land.c @@ -167,7 +167,7 @@ static void commodity_exchange_open(void) { commodity_update(NULL); if(!has_visited(VISITED_COMMODITY)) { - /* TODO: mission check. */ + /* @todo Mission check. */ visited(VISITED_COMMODITY); } } @@ -310,7 +310,7 @@ static void outfits_open(void) { outfits_update(NULL); if(!has_visited(VISITED_OUTFITS)) { - /* TODO: mission check. */ + /* @todo mission check. */ visited(VISITED_OUTFITS); } } @@ -585,7 +585,7 @@ static void shipyard_open(void) { shipyard_update(NULL); if(!has_visited(VISITED_SHIPYARD)) { - /* TODO: mission check. */ + /* @todo mission check. */ visited(VISITED_SHIPYARD); } } @@ -1189,7 +1189,7 @@ void land(Planet* p) { land_planet->faction, land_planet->name, cur_system->name); if(!has_visited(VISITED_LAND)) { - /* TODO: mission check. */ + /* @todo mission check. */ visited(VISITED_LAND); } } diff --git a/src/llua.c b/src/llua.c index c1e2a2b..c3860b8 100644 --- a/src/llua.c +++ b/src/llua.c @@ -74,11 +74,17 @@ int llua_load(lua_State* L, lua_CFunction f) { return 0; } -/* Load specially modified basic stuff. */ +/** + * @fn int llua_loadBasic(lua_State* L) + * + * @brief Load specially modified basic stuff. + * @param L Lua state to load the basic stuff into. + * @return 0 on success. + */ int llua_loadBasic(lua_State* L) { int i; /* Unsafe functions. */ - char* override[] = { + const char* override[] = { "collectgarbage", "dofile", "getfenv", @@ -163,7 +169,7 @@ int lua_loadTk(lua_State* L) { /* -- Lephisto. -- */ static int lephisto_lang(lua_State* L) { - /* TODO: multilanguage stuff. */ + /* @todo Multilanguage stuff. */ lua_pushstring(L, "en"); return 1; } diff --git a/src/map.c b/src/map.c index 6346b73..a36eeb4 100644 --- a/src/map.c +++ b/src/map.c @@ -204,7 +204,7 @@ static void map_update(void) { } else if(f != sys->planets[i].faction && (sys->planets[i].faction>0)) { - /* TODO: more verbosity. */ + /* @todo More verbosity. */ snprintf(buf, 100, "Multiple"); break; } diff --git a/src/menu.c b/src/menu.c index 94e23e6..e5ff326 100644 --- a/src/menu.c +++ b/src/menu.c @@ -194,7 +194,7 @@ static void menu_small_exit(char* str) { /* Edit the options. */ static void edit_options(char* str) { (void)str; - /* TODO */ + /* @todo Make options menu */ } /* Exit the game. */ diff --git a/src/pilot.c b/src/pilot.c index e599be1..bf5221e 100644 --- a/src/pilot.c +++ b/src/pilot.c @@ -899,7 +899,7 @@ void pilot_calcStats(Pilot* pilot) { pilot->afterburner = &pilot->outfits[i]; /* Set afterburner. */ else if(outfit_isJammer(o)) { /* Jammer. */ if(pilot->jam_chance < o->u.jam.chance) { /* Substitude. */ - /* TODO: Make more jammers improve overall. */ + /* @todo Make more jammers improve overall. */ pilot->jam_range = o->u.jam.range; pilot->jam_chance = o->u.jam.chance; } diff --git a/src/pilot.h b/src/pilot.h index 36b7159..61ac066 100644 --- a/src/pilot.h +++ b/src/pilot.h @@ -258,7 +258,7 @@ void pilots_free(void); void pilots_clean(void); void pilots_cleanAll(void); void pilot_free(Pilot* p); -int fleet_load(void); /* TODO */ +int fleet_load(void); void fleet_free(void); /* Update. */ diff --git a/src/player.c b/src/player.c index 6d1b9c5..fa27161 100644 --- a/src/player.c +++ b/src/player.c @@ -284,7 +284,7 @@ static void player_newMake(void) { else if(xml_isNode(cur, "system")) { tmp = cur->children; do { - /* System name. TODO: Chance based on percentage. */ + /* System name. @todo Chance based on percentage. */ if(xml_isNode(tmp, "name")) sysname = strdup(xml_get(tmp)); /* Position. */ @@ -1737,7 +1737,7 @@ double player_faceHyperspace(void) { * @brief Activate the afterburner. */ void player_afterburn(void) { - /* TODO: Fancy effects. */ + /* @todo Fancy effects. */ if((player != NULL) && (player->afterburner != NULL)) { player_setFlag(PLAYER_AFTERBURNER); pilot_setFlag(player, PILOT_AFTERBURNER); diff --git a/src/space.c b/src/space.c index ef84100..e64acd7 100644 --- a/src/space.c +++ b/src/space.c @@ -797,7 +797,7 @@ static StarSystem* system_parse(const xmlNodePtr parent) { /* Post processing. */ if(tmp->nplanets > 0) - /* TODO: Make dependant on overall planet faction. */ + /**< @todo Make dependant on overall planet faction. */ tmp->faction = tmp->planets[0].faction; return tmp; } diff --git a/src/space.h b/src/space.h index 9abb686..f0b89eb 100644 --- a/src/space.h +++ b/src/space.h @@ -5,7 +5,7 @@ #include "pilot.h" #define MIN_HYPERSPACE_DIST 1500 /**< Minimum distance to initiate hyperspace. */ -#define MAX_HYPERSPACE_VEL 25 /**< Velocity. */ +#define MAX_HYPERSPACE_VEL 25 /**< Speed to brake to before jumping. */ #define PLANET_TECH_MAX 8 /**< Amount of special techs a planet can have. */ diff --git a/src/spfx.c b/src/spfx.c index be25dc7..5317ad1 100644 --- a/src/spfx.c +++ b/src/spfx.c @@ -1,3 +1,9 @@ +/** + * @file spfx.c + * + * @brief Handle the specific effects. + */ + #include #include "lephisto.h" @@ -9,48 +15,58 @@ #include "rng.h" #include "spfx.h" -#define SPFX_GFX "../gfx/spfx/" /* Graphics location. */ -#define SPFX_CHUNK 32 /* Chunk to allocate when needed. */ -#define SHAKE_VEL_MOD 0.0012 -#define SHAKE_MOD_FACTOR 0.2 +#define SPFX_GFX "../gfx/spfx/" /**< Graphics location. */ +#define SPFX_CHUNK 32 /**< Chunk to allocate when needed. */ +#define SHAKE_VEL_MOD 0.0012 /**< Shake modifier. */ +#define SHAKE_MOD_FACTOR 0.2 /**< Shake modifier factor. */ /* Special hardcoded effects.. */ /* Shake, AKA RUMBLE! */ -static double shake_rad = 0.; -Vec2 shake_pos = { .x = 0., .y = 0. }; /* Used in nebulae.c */ -static Vec2 shake_vel = { .x = 0., .y = 0. }; -static int shake_off = 1; +static double shake_rad = 0.; /**< Current shake radius (0 = no shake). */ +Vec2 shake_pos = { .x = 0., .y = 0. }; /**< Current shake pos. Used in nebulae.c */ +static Vec2 shake_vel = { .x = 0., .y = 0. }; /**< Current shake vel. */ +static int shake_off = 1; /**< 1 if shake is not active. */ -/* Generic SPFX template. */ +/** + * @struct SPFX_Base + * + * @brief Generic special effect. + */ typedef struct SPFX_Base_ { - char* name; + char* name; /**< Name of the special effect. */ - double ttl; /* Time to live. */ - double anim; /* Total duration in ms. */ + double ttl; /**< Time to live. */ + double anim; /**< Total duration in ms. */ - glTexture* gfx; /* Will use each sprite as a frame. */ + glTexture* gfx; /**< Will use each sprite as a frame. */ } SPFX_Base; -static SPFX_Base* spfx_effects = NULL; -static int spfx_neffects = 0; +static SPFX_Base* spfx_effects = NULL; /**< Total special effects. */ +static int spfx_neffects = 0; /**< Total number of special effects. */ +/** + * @struct SPFX + * + * @brief An actual in-game active special effect. + */ typedef struct SPFX_ { - Vec2 pos, vel; /* They don't accelerate. */ + Vec2 pos; /**< Current position. */ + Vec2 vel; /**< Current velocity. */ - int lastframe; /* Need when pausing. */ - int effect; /* Actual effect. */ - double timer; /* Time left. */ + int lastframe; /**< Need when pausing. */ + int effect; /**< Actual effect. */ + double timer; /**M Time left. */ } SPFX; /* Front stack is for effects on player. */ /* Back is for everything else. */ -static SPFX* spfx_stack_front = NULL; -static int spfx_nstack_front = 0; -static int spfx_mstack_front = 0; -static SPFX* spfx_stack_back = NULL; -static int spfx_nstack_back = 0; -static int spfx_mstack_back = 0; +static SPFX* spfx_stack_front = NULL; /**< Frontal special effect layer. */ +static int spfx_nstack_front = 0; /**< Number of special effects in front. */ +static int spfx_mstack_front = 0; /**< Memory allocated for frontal special effects. */ +static SPFX* spfx_stack_back = NULL; /**< Back special effect layer. */ +static int spfx_nstack_back = 0; /**< Number of special effects in the back. */ +static int spfx_mstack_back = 0; /**< Memory allocated for special effects in back. */ static int spfx_base_load(char* name, int ttl, int anim, char* gfx, int sx, int sy); static void spfx_base_free(SPFX_Base* effect); @@ -91,7 +107,7 @@ int spfx_get(char* name) { } /* Load/Unload. - * TODO: make it customizable? + * @todo Make it customizable? */ int spfx_load(void) { /* Standard explosion effects. */ diff --git a/src/spfx.h b/src/spfx.h index d2189da..f47e503 100644 --- a/src/spfx.h +++ b/src/spfx.h @@ -2,11 +2,11 @@ #include "physics.h" #include "opengl.h" -#define SPFX_LAYER_FRONT 0 -#define SPFX_LAYER_BACK 1 +#define SPFX_LAYER_FRONT 0 /* Front spfx layer. */ +#define SPFX_LAYER_BACK 1 /* Back spfx layer. */ -#define SHAKE_DECAY 300. /* Decay parameter. */ -#define SHAKE_MAX 75.*SCREEN_W*SCREEN_H/1024./768. /* Max parameter. */ +#define SHAKE_DECAY 300. /**< Rumble decay parameter. */ +#define SHAKE_MAX 75.*SCREEN_W*SCREEN_H/1024./768. /**< Rubmle max parameter. */ /* Stack manipulation. */ int spfx_get(char* name);