[Changed] Cleaned up a bunch of doxygen stuff.

This commit is contained in:
Allanis 2014-05-10 17:56:50 +01:00
parent f7fd5dbb33
commit 8bebc4fbbc
16 changed files with 123 additions and 55 deletions

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@ -625,7 +625,7 @@ static void ai_freetask(Task* t) {
}
/**
* @group AI Lua AI Bindings
* @defgroup AI Lua AI Bindings
*
* @brief Handles how the AI interacts with the universe.
*
@ -638,13 +638,14 @@ static void ai_freetask(Task* t) {
*/
/**
* @fn static int ai_pushtask(lua_State* L)
*
* @brief pushtask(number pos, string func [, data])
* @param pos Position to push into stack, 0 is front, 1 is back.
* @param func Function to call for task.
* @param data Data to pass to the function. Only lightuserdata or number
* @brief Pushes a task onto the pilots task list.
* @luaparam pos Position to push into stack, 0 is front, 1 is back.
* @luaparam func Function to call for task.
* @luaparam data Data to pass to the function. Only lightuserdata or number
* is currently supported.
*
* @luafunc pushtask(pos, func, data)
* @param L Lua state.
*/
static int ai_pushtask(lua_State* L) {
LLUA_MIN_ARGS(2);

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@ -24,7 +24,7 @@ static void comm_bribe(unsigned int wid, char* unused);
static unsigned int comm_getBribeAmount(void);
static char* comm_getBribeString(char* str);
/* Extern. */
void ai_setPilot(Pilot* p);
extern void ai_setPilot(Pilot* p);
/**
* @brief Open the communication dialogue with a pilot.
@ -114,7 +114,7 @@ int comm_open(unsigned int pilot) {
/**
* @brief Try to bribe the pilot.
* @param wid ID of window calling the function.
* @param str Unused.
* @param unused Unused.
*/
static void comm_bribe(unsigned int wid, char* unused) {
(void)unused;

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@ -78,6 +78,7 @@ void dialogue_alert(const char* fmt, ...) {
/**
* @brief Closes the alert dialogue.
* @param wid Window being closed.
* @param str Unused.
*/
static void dialogue_alertClose(unsigned int wid, char* str) {
@ -87,8 +88,6 @@ static void dialogue_alertClose(unsigned int wid, char* str) {
}
/**
* @fn static glFont* dialogue_getSize(char* msg, int* w, int* h)
*
* @brief Get the size needed for the dialogue.
* @param msg Message of the dialogue.
* @param[out] w Get the width needed.
@ -159,6 +158,11 @@ void dialogue_msg(char* caption, const char* fmt, ...) {
toolkit_loop();
}
/**
* @brief Closes a message dialogue.
* @param wid Window being closed.
* @param str Unused.
*/
static void dialogue_msgClose(unsigned int wid, char* str) {
(void)str;
window_destroy(wid);
@ -207,6 +211,11 @@ int dialogue_YesNo(char* caption, const char* fmt, ...) {
return yesno_result;
}
/**
* @brief Closes a yesno dialogue.
* @param wid Window being closed.
* @param str Unused.
*/
static void dialogue_YesNoClose(unsigned int wid, char* str) {
/* Store the result. */
if(strcmp(str, "btnYes")==0) yesno_result = 1;
@ -220,9 +229,18 @@ static void dialogue_YesNoClose(unsigned int wid, char* str) {
dialogue_open--;
}
/* Toolkit input boxes, returns the input. */
static unsigned int input_wid = 0;
static int input_cancelled = 0;
/**
* @brief Create a dialogue that allows the player to write a message.
*
* You must free the result if it's not null.
* @param title Title of the dialogue window.
* @param min Minimum length of the message (must be non-zero).
* @param max Maximum length of the message (must be non-zero).
* @param fmt Printf style message to display on the dialogue.
* @return The message the player typed or NULL if it was cancelled.
*/
char* dialogue_input(char* title, int min, int max, const char* fmt, ...) {
char msg[512], *input;
va_list ap;
@ -284,9 +302,15 @@ char* dialogue_input(char* title, int min, int max, const char* fmt, ...) {
input_wid = 0;
dialogue_open--;
/* Return the result. */
return input;
}
/**
* @brief Closes an input dialogue.
* @param wid Unused.
* @param str Unused.
*/
static void dialogue_inputClose(unsigned int wid, char* str) {
(void)str;
(void)wid;
@ -295,14 +319,20 @@ static void dialogue_inputClose(unsigned int wid, char* str) {
loop_done = 1;
}
/**
* @brief Cancels an input dialogue.
* @param wid Window being closed.
* @param str Unused.
*/
static void dialogue_inputCancel(unsigned int wid, char* str) {
input_cancelled = 1;
dialogue_inputClose(wid, str);
}
/*
* Spawns a secondary loop that only works until the toolkit dies,
/**
* @brief Spawns a secondary loop that only works until the toolkit dies,
* alot like the main while loop in lephisto.c
* @return 0 on success.
*/
static int toolkit_loop(void) {
SDL_Event event;

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@ -93,6 +93,12 @@ static void commodity_freeOne(Commodity* com) {
memset(com, 0, sizeof(Commodity));
}
/**
* @brief Loads a commodity.
* @param tmp Commodity to load data into.
* @param parent XML node to load from.
* @return Commodity loaded from parent.
*/
static int commodity_parse(Commodity* tmp, xmlNodePtr parent) {
xmlNodePtr node;

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@ -22,7 +22,7 @@
/* Static. */
static int escort_command(Pilot* parent, int cmd, int param);
/* Extern. */
extern void ai_setPilot(Pilot* p);
extern void ai_setPilot(Pilot* p); /**< From ai.c. */
/**
* @fn int escort_create(unsigned int parent, char* ship,

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@ -10,11 +10,16 @@
#include "explosion.h"
/**
* @fn void expl_explode(double x, double y, double vx, double vy,
* double radius, DamageType dtype, double damage,
* unsigned int parent, int mode)
*
* @brief
* @brief Does explosion in a radius (damage and graphics).
* @param x X position of explosion center.
* @param y Y position of explosion center.
* @param vx X velocity of explosion center.
* @param vy Y velocity of explosion center.
* @param radius Radius of the explosion.
* @param dtype Damage type.
* @param damage Damage amount.
* @param parent Parent of the explosion, 0 is none.
* @param mode Defines the explosion behaviour.
*/
void expl_explode(double x, double y, double vx, double vy,
double radius, DamageType dtype, double damage,

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@ -259,7 +259,7 @@ glColour* faction_getColour(int f) {
* @return Human readable players standing.
*/
#define STANDING(m, s) if(mod >= m) return s;
#define STANDING(m, s) if(mod >= m) return s; /**< Hack to get standings easily. */
char* faction_getStanding(double mod) {
STANDING( 90., "Here");
STANDING( 70., "Admired");

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@ -20,6 +20,10 @@
#define KEY_RELEASE (-1.) /**< Key is released. */
/* Keybind structure. */
/**
* @brief Lephisto Keybinding.
*/
typedef struct Keybind_ {
char* name; /**< Keybinding name, taken from keybindNames[] */
KeybindType type; /**< type, defined in player.h. */

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@ -1,10 +1,13 @@
#pragma once
#include "lua.h"
#define FACTION_METATABLE "Faction"
#define FACTION_METATABLE "Faction" /**< Faction metatable identifier. */
/* Lua wrappers. */
/**
* @brief Lua wrapper for a faction.
*/
typedef struct LuaFaction_s {
int f;
int f; /**< Internal use faction identifier. */
} LuaFaction;
/* Load the space library. */

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@ -2,9 +2,11 @@
#include "lua.h"
#include "pilot.h"
#define PILOT_METATABLE "Pilot"
#define PILOT_METATABLE "Pilot" /**< Pilot metatable identifier. */
/* Lua wrappers. */
/**
* @brief Lua wrapper for pilots.
*/
typedef struct LuaPilot_s {
unsigned int pilot;
} LuaPilot;

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@ -7,12 +7,22 @@
#define VECTOR_METATABLE "Vec2"
/* Lua wrappers. */
/**
* @brief Lua Planet wrapper.
*/
typedef struct LuaPlanet_s {
Planet* p;
} LuaPlanet;
/**
* @brief Lua StarSystem wrapper
*/
typedef struct LuaSystem_s {
StarSystem* s;
} LuaSystem;
/**
* @brief Lua Vec2 wrapper.
*/
typedef struct LuaVector_s {
Vec2 vec;
} LuaVector;

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@ -624,7 +624,9 @@ void map_select(StarSystem* sys) {
/* A* Algorithm fo shortest path finding. */
/* The node struct. */
/**
* @brief Node structure for A* pathfinding.
*/
typedef struct SysNode_ {
struct SysNode_* next, *gnext;

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@ -26,8 +26,9 @@ Vec2* gl_camera; /**< Camera we are using. */
extern double gui_xoff;
extern double gui_yoff;
/*
* Graphic list.
/* Graphic list. */
/**
* @brief Represents a node in the texture list.
*/
typedef struct glTexList_ {
struct glTexList_* next; /**< Next in linked list */

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@ -26,17 +26,23 @@
#include "perlin.h"
#define NOISE_MAX_OCTAVES 4
#define NOISE_DEFAULT_HURST 0.5
#define NOISE_DEFAULT_LACUNARITY 2.
#define NOISE_MAX_OCTAVES 4 /**< Default octaves for noise. */
#define NOISE_DEFAULT_HURST 0.5 /**< Default hurst for noise. */
#define NOISE_DEFAULT_LACUNARITY 2. /**< Default lacunarity for noise. */
/**
* @brief Ponderates x between a and b.
*/
#define LERP(a, b, x) (a + x * (b - a))
/**
* @brief Clamps x between a and b: a <= x <= b.
*/
#define CLAMP(a, b, x) ((x) < (a) ? (a) : ((x) > (b) ? (b) : (x)))
typedef void* noise_t;
/* Used internally. */
typedef struct {
/**
* @brief Structure used for generating noise.
*/
typedef struct perlin_data_s {
int ndim; /**< Dimension of the noise. */
unsigned char map[256]; /**< Randomized map of indexes into buffer. */
float buffer[256][3]; /**< Random 256x3 buffer. */

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@ -100,10 +100,8 @@ double vect_dot(Vec2* a, Vec2* b) {
* SOLID!
* ================
*/
/* ==Update method.========================================
* @fn static void simple_update(Solid* obj, const double dt)
*
#if defined(FREEBSD)
/**
* @brief Update the solids position using a euler integration.
*
* Simple method.
@ -116,9 +114,7 @@ double vect_dot(Vec2* a, Vec2* b) {
*
* Since dt isn't actually differential this gives us an
* error, so watch out with big values for dt.
* ========================================================
*/
#if defined(FREEBSD)
static void simple_update(Solid* obj, const double dt) {
double px, py, vx, vy, ax, ay;
@ -156,8 +152,7 @@ static void simple_update(Solid* obj, const double dt) {
}
#endif /* defined(FREEBSD) */
/* ==Runge-Kutta 4th method.===============================
*
/**
* @brief Runge-Kutta method of updating a solid based on it's
* acceleration.
*
@ -178,7 +173,6 @@ static void simple_update(Solid* obj, const double dt) {
* a 2D plane. Therefore RK chops it up in chunks and actually
* creates a tiny curve instead of aproximating the curve for
* a tiny staight line.
* ========================================================
*/
#if !defined(FREEBSD)

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@ -2,19 +2,21 @@
#include <math.h>
#define VX(v) ((v).x)
#define VY(v) ((v).y)
#define VMOD(v) ((v).mod)
#define VANGLE(v) ((v).angle)
#define VX(v) ((v).x) /**< Get the X component of a vector. */
#define VY(v) ((v).y) /**< Get the Y component of a vector. */
#define VMOD(v) ((v).mod) /**< Get the modulus of a vector. */
#define VANGLE(v) ((v).angle) /**< Get the angle of a vector. */
#define MOD(x,y) (sqrt((x)*(x) + (y)*(y)))
#define ANGLE(x,y) (atan2(y,x))
#define MOD(x,y) (sqrt((x)*(x) + (y)*(y)))/**<Get the modulus of a vector by cartesion coords.*/
#define ANGLE(x,y) (atan2(y,x)) /**< Get the angle of two cartesian coords. */
#define vect_dist(v,u) MOD((v)->x-(u)->x, (v)->y-(u)->y)
#define vect_odist(v) MOD((v)->x, (v)->y)
#define vect_dist(v,u) MOD((v)->x-(u)->x, (v)->y-(u)->y)/**<Get the distance between two vectors.*/
#define vect_odist(v) MOD((v)->x, (v)->y) /**< Get the distance of a vector from the origin. */
/* Base of 2D vectors. */
/**
* @brief Represents a 2d vector.
*/
typedef struct Vec2_ {
double x, y; /* Cartesian values. */
double mod, angle; /* Polar values. */
@ -36,7 +38,9 @@ void vect_cadd(Vec2* v, const double x, const double y);
void vect_reflect(Vec2* r, Vec2* v, Vec2* n);
double vect_dot(Vec2* a, Vec2* b);
/* Describe any solid in 2D space. */
/**
* @brief Represents a solid in the game.
*/
typedef struct Solid_ {
double mass, dir, dir_vel; /* Properties. */
Vec2 vel, pos, force; /* Position/velocity vectors. */