[Fix] Fixed up some old documentation.

This commit is contained in:
Allanis 2014-05-14 20:50:03 +01:00
parent d8fd4383b4
commit b4487e9af8
4 changed files with 22 additions and 96 deletions

View File

@ -288,7 +288,7 @@ SIP_SUPPORT = NO
# setting a simple type. If this is not the case, or you want to show the
# methods anyway, you should set this option to NO.
IDL_PROPERTY_SUPPORT = YES
IDL_PROPERTY_SUPPORT = NO
# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC
# tag is set to YES, then doxygen will reuse the documentation of the first

View File

@ -1297,6 +1297,7 @@ static unsigned int refuel_price(void) {
/**
* @brief Refuel the player.
* @param wid Land window.
* @param str Unused.
*/
static void spaceport_refuel(unsigned int wid, char* str) {

View File

@ -75,7 +75,7 @@ struct Packcache_s {
#endif
#undef DEBUG /* This will be spammy. */
#define DEBUG(str, args...) do{;} while(0)
#define DEBUG(str, args...) do{;} while(0) /**< Hack to disable debugging. */
#define BLOCKSIZE 128*1024 /**< The read/write block size */
@ -305,11 +305,11 @@ int pack_check(const char* filename) {
#ifdef _POSIX_SOURCE
#define WRITE(b,n) if(write(outfd, b, n)==-1) { \
ERR("Error writing to file: %s", strerror(errno)); \
free(buf); return -1; }
free(buf); return -1; } /**< Macro to help check for errors.
#else
#define WRITE(b,n) if(fwrite(b, 1, n, outf)==0) { \
ERR("Error writing to file: %s", strerror(errno)); \
free(buf); return -1; }
free(buf); return -1; } /**< Macro to help check for errors. */
#endif
/**

View File

@ -58,7 +58,11 @@
/* Player stuff. */
Pilot* player = NULL; /**< The player. */
static Ship* player_ship = NULL; /**< Temp ship to hold when naming it. */
static double player_px, player_py, player_vx, player_vy, player_dir; /**< More hack. */
static double player_px; /**< Temp X position. */
static double player_py; /**< Temp Y position. */
static double player_vx; /**< Temp X velocity. */
static double player_vy; /**< Temp Y velocity. */
static double player_dir; /**< Temp direction. */
static int player_credits = 0; /**< Temp hack on create. */
static char* player_mission = NULL; /**< More hack. */
@ -255,8 +259,6 @@ void player_brokeHyperspace(void);
double player_faceHyperspace(void);
/**
* @fn void player_new(void)
*
* @brief Create a new player.
*
* - Cleans up after old player.
@ -430,9 +432,6 @@ static int player_newMake(void) {
}
/**
* @fn int player_newShip(Ship* ship, double px, double py,
* double vx, double vy, double dir)
*
* @brief Create a new ship for player.
* @return 0 indicates success, -1 means dialogue was cancelled.
*
@ -466,8 +465,6 @@ int player_newShip(Ship* ship, double px, double py,
}
/**
* @fn static void player_newShipMake(char* name)
*
* @brief Actually create the new ship.
*/
static void player_newShipMake(char* name) {
@ -512,8 +509,6 @@ static void player_newShipMake(char* name) {
}
/**
* @fn void player_swapShip(char* shipname)
*
* @brief Swap players current ship with her ship named 'shipname'.
* @param shipname Ship to change to.
*/
@ -551,8 +546,6 @@ void player_swapShip(char* shipname) {
}
/**
* @fn int player_shipPrice(char* shipname)
*
* @brief Calculate the price of one of the players ships.
* @param shipname Name of the ship.
* @return The price of the ship in credits.
@ -581,8 +574,6 @@ int player_shipPrice(char* shipname) {
}
/**
* @fn void player_rmShip(char* shipname)
*
* @brief Remove one of the players ships.
* @param shipname Name of the ship to remove.
*/
@ -667,12 +658,10 @@ void player_cleanup(void) {
}
}
static int player_soundReserved = 0; /**< Has the player already reserved sound? */
/**
* @fn static void player_initSound(void)
*
* @brief Initialize the player sounds.
*/
static int player_soundReserved = 0; /**< Has the player already reserved sound? */
static void player_initSound(void) {
if(player_soundReserved) return;
@ -689,8 +678,6 @@ static void player_initSound(void) {
}
/**
* @fn static void player_playSound(int sound, int once)
*
* @brief Play a sound at the player.
* @param sound ID of the sound to play.
* @param once Play only once?
@ -708,8 +695,6 @@ void player_stopSound(void) {
}
/**
* @fn void player_message(const char* fmt, ...)
*
* @brief Add a msg to the queue to be displayed on screen.
* @param fmt String with formatting like prinf.
*/
@ -735,8 +720,6 @@ void player_message(const char* fmt, ...) {
}
/**
* @fn void player_warp(const double x, const double y)
*
* @brief Warp the player to the new position.
* @param x X value of the position to warp to.
* @param y Y value of the position to warp to.
@ -746,8 +729,6 @@ void player_warp(const double x, const double y) {
}
/**
* @fn player_clear(void)
*
* @brief Clear the targets.
*/
void player_clear(void) {
@ -757,13 +738,6 @@ void player_clear(void) {
hyperspace_target = -1;
}
/**
* @fn const char* player_rating(void)
*
* @brief Get the players combat rating in a human readable string.
*
* @return The players combat rating in a human readable string.
*/
static char* player_ratings[] = {
"None",
"Smallfry",
@ -772,8 +746,12 @@ static char* player_ratings[] = {
"Major",
"Fearsome",
"Godlike"
};
}; /**< Combat ratings. */
/**
* @brief Get the players combat rating in a human readable string.
* @return The players combat rating in a human readable string.
*/
const char* player_rating(void) {
if(player_crating == 0.) return player_ratings[0];
else if(player_crating < 50.) return player_ratings[1];
@ -786,8 +764,6 @@ const char* player_rating(void) {
}
/**
* @fn int player_outfitOwned(const char* outfitname)
*
* @brief Get how many of the outfits the player owns.
* @param outfitname Outfit to check how many the player owns.
* @return The number of outfits matching outfitname owned.
@ -803,8 +779,6 @@ int player_outfitOwned(const char* outfitname) {
}
/**
* @fn int player_cargoOwned(const char* commodityname)
*
* @brief Get how many of the commodity the player has.
* @param commodityname Commodity to check how many the player has.
* @return The number of commodities owned matching commodityname.
@ -821,8 +795,6 @@ int player_cargoOwned(const char* commodityname) {
}
/**
* @fn void player_renderBG(void)
*
* @brief Render the background player stuff, namely planet target gfx.
*/
void player_renderBG(void) {
@ -854,8 +826,6 @@ void player_renderBG(void) {
}
/**
* @fn void player_render(void)
*
* @brief Render the player.
*/
void player_render(void) {
@ -1360,8 +1330,6 @@ static void gui_renderHealth(const glColour* c, const Rect* r, const glTexture*
}
/**
* @fn int gui_init(void)
*
* @brief Initialize the GUI system.
* @return 0 on success.
*/
@ -1385,8 +1353,6 @@ int gui_init(void) {
}
/**
* @fn int gui_load(const char* name)
*
* @brief Attempt to load the actual GUI.
* @brief name Name of the GUI to load.
* @brief 0 on success.
@ -1547,9 +1513,10 @@ static void gui_createInterference(void) {
}
}
/* Parse a gui node. */
#define RELATIVIZE(a) \
{ (a).x += VX(gui.frame); (a).y = VY(gui.frame) + gui.gfx_frame->h-(a).y; }
/**< Converts a rect to absolute coords. */
/**
* @brief Parses a gui node.
* @param Parent node to parse from.
@ -1773,8 +1740,6 @@ void gui_free(void) {
}
/**
* @fn void player_startAutonav(void)
*
* @brief Start autonav.
*/
void player_startAutonav(void) {
@ -1815,8 +1780,6 @@ void player_abortAutonav(char* reason) {
}
/**
* @fn void player_think(Pilot* pplayer)
*
* @brief Basically uses keyboard input instead of AI input. Used in pilot.c.
* @param pplayer Player to think.
*/
@ -1915,8 +1878,6 @@ void player_think(Pilot* pplayer) {
* For use in keybindings.
*/
/**
* @fn void player_setRadarRel(int mod)
*
* @brief Modify the radar resolution.
* @param mod Number of intervals to jump (up or down).
*/
@ -1930,8 +1891,6 @@ void player_setRadarRel(int mod) {
}
/**
* @fn void player_secondaryNext(void)
*
* @brief Get the next secondary weapon.
*/
void player_secondaryNext(void) {
@ -1958,8 +1917,6 @@ void player_secondaryNext(void) {
}
/**
* @fn void player_targetPlanet(void)
*
* @brief Cycle through planet targets.
*/
void player_targetPlanet(void) {
@ -2063,8 +2020,6 @@ void player_land(void) {
}
/**
* @fn void player_targetHyperspace(void)
*
* @brief Get a hyperspace target.
*/
void player_targetHyperspace(void) {
@ -2088,8 +2043,6 @@ void player_targetHyperspace(void) {
}
/**
* @fn void player_jump(void)
*
* @brief Actually attempt to jump in hyperspace.
*/
void player_jump(void) {
@ -2124,8 +2077,6 @@ void player_jump(void) {
}
/**
* @fn void player_brokeHyperspace(void)
*
* @brief Player actually broke hyperspace (entering new system).
*/
void player_brokeHyperspace(void) {
@ -2173,8 +2124,6 @@ void player_brokeHyperspace(void) {
}
/**
* @fn double player_faceHyperspace(void)
*
* @brief Make player face her hyperspace target.
* @return direction to face.
*/
@ -2189,8 +2138,6 @@ double player_faceHyperspace(void) {
}
/**
* @fn void player_afterburn(void)
*
* @brief Activate the afterburner.
*/
void player_afterburn(void) {
@ -2206,8 +2153,6 @@ void player_afterburn(void) {
}
/**
* @fn void player_afterburnOver(void)
*
* @brief Deactivate the afterburner.
*/
void player_afterburnOver(void) {
@ -2219,8 +2164,6 @@ void player_afterburnOver(void) {
}
/**
* @fn void player_accel(double acc)
*
* @brief Start accelerating.
* @param acc How much thrust should be applied of maximum (0 - 1).
*/
@ -2234,8 +2177,6 @@ void player_accel(double acc) {
}
/**
* @fn void player_accelOver(void)
*
* @brief Done accelerating.
*/
void player_accelOver(void) {
@ -2244,8 +2185,6 @@ void player_accelOver(void) {
}
/**
* @fn void player_targetHostile(void)
*
* @brief Target the nearest hostile enemy to the player.
*/
void player_targetHostile(void) {
@ -2278,8 +2217,6 @@ void player_targetHostile(void) {
}
/**
* @fn void player_targetNext(void)
*
* @brief Cycles to next target.
*/
void player_targetNext(void) {
@ -2289,9 +2226,6 @@ void player_targetNext(void) {
player_playSound(snd_target, 1);
}
/**
* @fn
*/
void player_targetPrev(void) {
player->target = pilot_getPrevID(player->target);
@ -2300,8 +2234,6 @@ void player_targetPrev(void) {
}
/**
* @fn player_targetNearest(void)
*
* @brief Player targets nearest pilot.
*/
void player_targetNearest(void) {
@ -2314,12 +2246,10 @@ void player_targetNearest(void) {
player_playSound(snd_target, 1);
}
static int screenshot_cur = 0; /**< Current screenshot at. */
/**
* @fn void player_screenshot(void)
*
* @brief Take a screenshot.
*/
static int screenshot_cur = 0; /**< Current screenshot at. */
void player_screenshot(void) {
FILE* fp;
int done;
@ -2355,14 +2285,15 @@ void player_screenshot(void) {
gl_screenshot(filename);
}
/**
* @brief Open communication with the players target.
*/
void player_hail(void) {
if(player->target != player->id)
comm_open(player->target);
}
/**
* @fn void player_dead(void)
*
* @brief Player got killed.
*/
void player_dead(void) {
@ -2371,8 +2302,6 @@ void player_dead(void) {
}
/**
* @fn void player_destroyed(void)
*
* @brief Player blew up in a nice fireball.
*/
void player_destroyed(void) {
@ -2385,8 +2314,6 @@ void player_destroyed(void) {
}
/**
* @fn void player_ships(char** ssships, glTexture** tships)
*
* @brief Return a buffer with all the players ship names
* or "None" if there are no ships.
*
@ -2407,8 +2334,6 @@ void player_ships(char** sships, glTexture** tships) {
}
/**
* @fn int player_nships(void)
*
* @brief Get the ammount of ships player has in storage.
* @return The number of ships the player has.
*/