[Add] More doxygen along with some slight code cleaup.

This commit is contained in:
Allanis 2013-10-11 23:02:39 +01:00
parent 833283add0
commit 673b83ea6a
15 changed files with 88 additions and 63 deletions

View File

@ -791,8 +791,7 @@ static int ai_face(lua_State* L) {
if(n >= 0) { if(n >= 0) {
p = pilot_get(n); p = pilot_get(n);
if(p == NULL) return 0; /* Make sure pilot is valid. */ if(p == NULL) return 0; /* Make sure pilot is valid. */
vect_cset(&tv, VX(p->solid->pos) + FACE_WVEL*VX(p->solid->vel), vect_cset(&tv, VX(p->solid->pos), VY(p->solid->pos));
VY(p->solid->pos) + FACE_WVEL*VY(p->solid->vel));
v = NULL; v = NULL;
} }
else if(lua_islightuserdata(L,1)) v = (Vec2*)lua_topointer(L,1); 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; mod = 10;
if(lua_gettop(L) > 1 && lua_isnumber(L,2)) invert = (int)lua_tonumber(L,2); if(lua_gettop(L) > 1 && lua_isnumber(L,2)) invert = (int)lua_tonumber(L,2);
if(invert) mod *= -1; 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) if(v == NULL)
/* Target is dynamic. */ /* Target is dynamic. */

View File

@ -152,7 +152,7 @@ static void board_stealCargo(char* str) {
if(board_fail()) return; 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; q = 1;
while((p->ncommodities > 0) && (q != 0)) { while((p->ncommodities > 0) && (q != 0)) {
q = pilot_addCargo(player, p->commodities[0].commodity, q = pilot_addCargo(player, p->commodities[0].commodity,

View File

@ -279,7 +279,7 @@ void conf_parseCLI(int argc, char** argv) {
/* Saves the current configuration. */ /* Saves the current configuration. */
int conf_saveConfig(void) { int conf_saveConfig(void) {
/* TODO: save conf. */ /** @todo save conf. */
return 0; return 0;
} }

View File

@ -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 "font.h"
#include "ft2build.h" #include "ft2build.h"
@ -10,18 +26,6 @@
#define FONT_DEF "../dat/font.ttf" #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. */ /* Default font. */
glFont gl_defFont; glFont gl_defFont;
glFont gl_smallFont; glFont gl_smallFont;

View File

@ -167,7 +167,7 @@ static void commodity_exchange_open(void) {
commodity_update(NULL); commodity_update(NULL);
if(!has_visited(VISITED_COMMODITY)) { if(!has_visited(VISITED_COMMODITY)) {
/* TODO: mission check. */ /* @todo Mission check. */
visited(VISITED_COMMODITY); visited(VISITED_COMMODITY);
} }
} }
@ -310,7 +310,7 @@ static void outfits_open(void) {
outfits_update(NULL); outfits_update(NULL);
if(!has_visited(VISITED_OUTFITS)) { if(!has_visited(VISITED_OUTFITS)) {
/* TODO: mission check. */ /* @todo mission check. */
visited(VISITED_OUTFITS); visited(VISITED_OUTFITS);
} }
} }
@ -585,7 +585,7 @@ static void shipyard_open(void) {
shipyard_update(NULL); shipyard_update(NULL);
if(!has_visited(VISITED_SHIPYARD)) { if(!has_visited(VISITED_SHIPYARD)) {
/* TODO: mission check. */ /* @todo mission check. */
visited(VISITED_SHIPYARD); visited(VISITED_SHIPYARD);
} }
} }
@ -1189,7 +1189,7 @@ void land(Planet* p) {
land_planet->faction, land_planet->name, cur_system->name); land_planet->faction, land_planet->name, cur_system->name);
if(!has_visited(VISITED_LAND)) { if(!has_visited(VISITED_LAND)) {
/* TODO: mission check. */ /* @todo mission check. */
visited(VISITED_LAND); visited(VISITED_LAND);
} }
} }

View File

@ -74,11 +74,17 @@ int llua_load(lua_State* L, lua_CFunction f) {
return 0; 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 llua_loadBasic(lua_State* L) {
int i; int i;
/* Unsafe functions. */ /* Unsafe functions. */
char* override[] = { const char* override[] = {
"collectgarbage", "collectgarbage",
"dofile", "dofile",
"getfenv", "getfenv",
@ -163,7 +169,7 @@ int lua_loadTk(lua_State* L) {
/* -- Lephisto. -- */ /* -- Lephisto. -- */
static int lephisto_lang(lua_State* L) { static int lephisto_lang(lua_State* L) {
/* TODO: multilanguage stuff. */ /* @todo Multilanguage stuff. */
lua_pushstring(L, "en"); lua_pushstring(L, "en");
return 1; return 1;
} }

View File

@ -204,7 +204,7 @@ static void map_update(void) {
} }
else if(f != sys->planets[i].faction && else if(f != sys->planets[i].faction &&
(sys->planets[i].faction>0)) { (sys->planets[i].faction>0)) {
/* TODO: more verbosity. */ /* @todo More verbosity. */
snprintf(buf, 100, "Multiple"); snprintf(buf, 100, "Multiple");
break; break;
} }

View File

@ -194,7 +194,7 @@ static void menu_small_exit(char* str) {
/* Edit the options. */ /* Edit the options. */
static void edit_options(char* str) { static void edit_options(char* str) {
(void)str; (void)str;
/* TODO */ /* @todo Make options menu */
} }
/* Exit the game. */ /* Exit the game. */

View File

@ -899,7 +899,7 @@ void pilot_calcStats(Pilot* pilot) {
pilot->afterburner = &pilot->outfits[i]; /* Set afterburner. */ pilot->afterburner = &pilot->outfits[i]; /* Set afterburner. */
else if(outfit_isJammer(o)) { /* Jammer. */ else if(outfit_isJammer(o)) { /* Jammer. */
if(pilot->jam_chance < o->u.jam.chance) { /* Substitude. */ 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_range = o->u.jam.range;
pilot->jam_chance = o->u.jam.chance; pilot->jam_chance = o->u.jam.chance;
} }

View File

@ -258,7 +258,7 @@ void pilots_free(void);
void pilots_clean(void); void pilots_clean(void);
void pilots_cleanAll(void); void pilots_cleanAll(void);
void pilot_free(Pilot* p); void pilot_free(Pilot* p);
int fleet_load(void); /* TODO */ int fleet_load(void);
void fleet_free(void); void fleet_free(void);
/* Update. */ /* Update. */

View File

@ -284,7 +284,7 @@ static void player_newMake(void) {
else if(xml_isNode(cur, "system")) { else if(xml_isNode(cur, "system")) {
tmp = cur->children; tmp = cur->children;
do { do {
/* System name. TODO: Chance based on percentage. */ /* System name. @todo Chance based on percentage. */
if(xml_isNode(tmp, "name")) if(xml_isNode(tmp, "name"))
sysname = strdup(xml_get(tmp)); sysname = strdup(xml_get(tmp));
/* Position. */ /* Position. */
@ -1737,7 +1737,7 @@ double player_faceHyperspace(void) {
* @brief Activate the afterburner. * @brief Activate the afterburner.
*/ */
void player_afterburn(void) { void player_afterburn(void) {
/* TODO: Fancy effects. */ /* @todo Fancy effects. */
if((player != NULL) && (player->afterburner != NULL)) { if((player != NULL) && (player->afterburner != NULL)) {
player_setFlag(PLAYER_AFTERBURNER); player_setFlag(PLAYER_AFTERBURNER);
pilot_setFlag(player, PILOT_AFTERBURNER); pilot_setFlag(player, PILOT_AFTERBURNER);

View File

@ -797,7 +797,7 @@ static StarSystem* system_parse(const xmlNodePtr parent) {
/* Post processing. */ /* Post processing. */
if(tmp->nplanets > 0) if(tmp->nplanets > 0)
/* TODO: Make dependant on overall planet faction. */ /**< @todo Make dependant on overall planet faction. */
tmp->faction = tmp->planets[0].faction; tmp->faction = tmp->planets[0].faction;
return tmp; return tmp;
} }

View File

@ -5,7 +5,7 @@
#include "pilot.h" #include "pilot.h"
#define MIN_HYPERSPACE_DIST 1500 /**< Minimum distance to initiate hyperspace. */ #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. */ #define PLANET_TECH_MAX 8 /**< Amount of special techs a planet can have. */

View File

@ -1,3 +1,9 @@
/**
* @file spfx.c
*
* @brief Handle the specific effects.
*/
#include <SDL.h> #include <SDL.h>
#include "lephisto.h" #include "lephisto.h"
@ -9,48 +15,58 @@
#include "rng.h" #include "rng.h"
#include "spfx.h" #include "spfx.h"
#define SPFX_GFX "../gfx/spfx/" /* Graphics location. */ #define SPFX_GFX "../gfx/spfx/" /**< Graphics location. */
#define SPFX_CHUNK 32 /* Chunk to allocate when needed. */ #define SPFX_CHUNK 32 /**< Chunk to allocate when needed. */
#define SHAKE_VEL_MOD 0.0012 #define SHAKE_VEL_MOD 0.0012 /**< Shake modifier. */
#define SHAKE_MOD_FACTOR 0.2 #define SHAKE_MOD_FACTOR 0.2 /**< Shake modifier factor. */
/* Special hardcoded effects.. */ /* Special hardcoded effects.. */
/* Shake, AKA RUMBLE! */ /* Shake, AKA RUMBLE! */
static double shake_rad = 0.; static double shake_rad = 0.; /**< Current shake radius (0 = no shake). */
Vec2 shake_pos = { .x = 0., .y = 0. }; /* Used in nebulae.c */ Vec2 shake_pos = { .x = 0., .y = 0. }; /**< Current shake pos. Used in nebulae.c */
static Vec2 shake_vel = { .x = 0., .y = 0. }; static Vec2 shake_vel = { .x = 0., .y = 0. }; /**< Current shake vel. */
static int shake_off = 1; 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_ { typedef struct SPFX_Base_ {
char* name; char* name; /**< Name of the special effect. */
double ttl; /* Time to live. */ double ttl; /**< Time to live. */
double anim; /* Total duration in ms. */ 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; } SPFX_Base;
static SPFX_Base* spfx_effects = NULL; static SPFX_Base* spfx_effects = NULL; /**< Total special effects. */
static int spfx_neffects = 0; static int spfx_neffects = 0; /**< Total number of special effects. */
/**
* @struct SPFX
*
* @brief An actual in-game active special effect.
*/
typedef struct SPFX_ { typedef struct SPFX_ {
Vec2 pos, vel; /* They don't accelerate. */ Vec2 pos; /**< Current position. */
Vec2 vel; /**< Current velocity. */
int lastframe; /* Need when pausing. */ int lastframe; /**< Need when pausing. */
int effect; /* Actual effect. */ int effect; /**< Actual effect. */
double timer; /* Time left. */ double timer; /**M Time left. */
} SPFX; } SPFX;
/* Front stack is for effects on player. */ /* Front stack is for effects on player. */
/* Back is for everything else. */ /* Back is for everything else. */
static SPFX* spfx_stack_front = NULL; static SPFX* spfx_stack_front = NULL; /**< Frontal special effect layer. */
static int spfx_nstack_front = 0; static int spfx_nstack_front = 0; /**< Number of special effects in front. */
static int spfx_mstack_front = 0; static int spfx_mstack_front = 0; /**< Memory allocated for frontal special effects. */
static SPFX* spfx_stack_back = NULL; static SPFX* spfx_stack_back = NULL; /**< Back special effect layer. */
static int spfx_nstack_back = 0; static int spfx_nstack_back = 0; /**< Number of special effects in the back. */
static int spfx_mstack_back = 0; 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 int spfx_base_load(char* name, int ttl, int anim, char* gfx, int sx, int sy);
static void spfx_base_free(SPFX_Base* effect); static void spfx_base_free(SPFX_Base* effect);
@ -91,7 +107,7 @@ int spfx_get(char* name) {
} }
/* Load/Unload. /* Load/Unload.
* TODO: make it customizable? * @todo Make it customizable?
*/ */
int spfx_load(void) { int spfx_load(void) {
/* Standard explosion effects. */ /* Standard explosion effects. */

View File

@ -2,11 +2,11 @@
#include "physics.h" #include "physics.h"
#include "opengl.h" #include "opengl.h"
#define SPFX_LAYER_FRONT 0 #define SPFX_LAYER_FRONT 0 /* Front spfx layer. */
#define SPFX_LAYER_BACK 1 #define SPFX_LAYER_BACK 1 /* Back spfx layer. */
#define SHAKE_DECAY 300. /* Decay parameter. */ #define SHAKE_DECAY 300. /**< Rumble decay parameter. */
#define SHAKE_MAX 75.*SCREEN_W*SCREEN_H/1024./768. /* Max parameter. */ #define SHAKE_MAX 75.*SCREEN_W*SCREEN_H/1024./768. /**< Rubmle max parameter. */
/* Stack manipulation. */ /* Stack manipulation. */
int spfx_get(char* name); int spfx_get(char* name);