Author: mordante
Date: Wed May 21 21:57:09 2008
New Revision: 26761

URL: http://svn.gna.org/viewcvs/wesnoth?rev=26761&view=rev
Log:
Update doxygen comment style.

Modified:
    trunk/src/unit.cpp
    trunk/src/unit.hpp

Modified: trunk/src/unit.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/unit.cpp?rev=26761&r1=26760&r2=26761&view=diff
==============================================================================
--- trunk/src/unit.cpp (original)
+++ trunk/src/unit.cpp Wed May 21 21:57:09 2008
@@ -12,8 +12,10 @@
    See the COPYING file for more details.
 */
 
-//! @file unit.cpp
-//! Routines to manage units.
+/**
+ *  @file unit.cpp
+ *  Routines to manage units.
+ */
 
 #include "global.hpp"
 
@@ -60,9 +62,11 @@
        const size_t NumModificationTypes = sizeof(ModificationTypes)/
                                                                                
sizeof(*ModificationTypes);
 
-       //! Pointers to units which have data in their internal caches.
-       // The destructor of an unit removes itself from the cache,
-       // so the pointers are always valid.
+       /**
+        * Pointers to units which have data in their internal caches. The
+        * destructor of an unit removes itself from the cache, so the pointers 
are
+        * always valid.
+        */
        static std::vector<const unit *> units_with_cache;
 }
 
@@ -179,7 +183,6 @@
        unit_anim_halo_ = halo::NO_HALO;
 }
 
-//! Initilizes a unit from a config.
 unit::unit(unit_map* unitmap, const gamemap* map,
        const gamestatus* game_status, const std::vector<team>* teams,const 
config& cfg,
        bool use_traits, game_state* state) :
@@ -249,7 +252,6 @@
        }
 }
 
-//! Initializes a unit from a unit type.
 unit::unit(unit_map* unitmap, const gamemap* map,
            const gamestatus* game_status, const std::vector<team>* teams, 
const unit_type* t,
            int side, bool use_traits, bool dummy_unit, unit_race::GENDER 
gender, std::string variation) :
@@ -462,7 +464,6 @@
        }
 }
 
-//! Advance this unit to another type
 void unit::advance_to(const unit_type* t, bool use_traits, game_state* state)
 {
        t = &t->get_gender_unit_type(gender_).get_variation(variation_);
@@ -581,7 +582,6 @@
        return NULL;
 }
 
-//! The unit's profile.
 const std::string& unit::profile() const
 {
        if(cfg_["profile"] != "" && cfg_["profile"] != "unit_image") {
@@ -590,7 +590,6 @@
        return absolute_image();
 }
 
-//! Colors for the unit's hitpoints.
 SDL_Colour unit::hp_color() const
 {
        double unit_energy = 0.0;
@@ -628,7 +627,6 @@
        return energy_colour;
 }
 
-//! Colors for the unit's XP.
 SDL_Colour unit::xp_color() const
 {
        const SDL_Color near_advance_colour = {255,255,255,0};
@@ -1149,11 +1147,6 @@
        return true;
 }
 
-
-//! Initialize this unit from a cfg object.
-//!
-//! @param cfg                 Configuration object from which to read the unit
-//- @param use_traits  ??
 void unit::read(const config& cfg, bool use_traits, game_state* state)
 {
        if(cfg["type"].empty()) {
@@ -2314,7 +2307,7 @@
        return res;
 }
 
-//! Helper function for add_modifications
+/** Helper function for add_modifications */
 static void mod_mdr_merge(config& dst, const config& mod, bool delta)
 {
        string_map::const_iterator iter = mod.values.begin();
@@ -2780,8 +2773,10 @@
                const unit_map& units,const std::vector<team>& teams, bool 
see_all) const
 {
        // Fetch from cache
-       //! @todo FIXME: We use the cache only when using the default 
see_all=true
-       // Maybe add a second cache if the see_all=false become more frequent.
+       /**
+        * @todo FIXME: We use the cache only when using the default 
see_all=true
+        * Maybe add a second cache if the see_all=false become more frequent.
+        */
        if(see_all) {
                std::map<gamemap::location, bool>::const_iterator itor = 
invisibility_cache_.find(loc);
                if(itor != invisibility_cache_.end()) {
@@ -2833,7 +2828,6 @@
        }
 }
 
-//! Returns the number of units of the given side (team).
 int team_units(const unit_map& units, unsigned int side)
 {
        int res = 0;

Modified: trunk/src/unit.hpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/unit.hpp?rev=26761&r1=26760&r2=26761&view=diff
==============================================================================
--- trunk/src/unit.hpp (original)
+++ trunk/src/unit.hpp Wed May 21 21:57:09 2008
@@ -12,8 +12,7 @@
    See the COPYING file for more details.
 */
 
-//! @file unit.hpp
-//!
+/** @file unit.hpp */
 
 #ifndef UNIT_H_INCLUDED
 #define UNIT_H_INCLUDED
@@ -51,18 +50,21 @@
 class unit
 {
 public:
-       //! Clear the unit status cache for all units. Currently only the 
hidden status of units is cached this way.
+       /**
+        * Clear the unit status cache for all units. Currently only the hidden
+        * status of units is cached this way.
+        */
        static void clear_status_caches();
 
        friend struct unit_movement_resetter;
        // Copy constructor
        unit(const unit& u);
-       // Initilizes a unit from a config
+       /** Initilizes a unit from a config */
        unit(const config& cfg, bool use_traits=false);
        unit(unit_map* unitmap, const gamemap* map,
                const gamestatus* game_status, const std::vector<team>* teams,
                const config& cfg, bool use_traits=false, game_state* state = 
0);
-       // Initializes a unit from a unit type
+       /** Initializes a unit from a unit type */
        unit(const unit_type* t, int side, bool use_traits=false, bool 
dummy_unit=false, unit_race::GENDER gender=unit_race::MALE, std::string 
variation="");
        unit(unit_map* unitmap, const gamemap* map, const gamestatus* 
game_status, const std::vector<team>* teams, const unit_type* t, int side, bool 
use_traits=false, bool dummy_unit=false, unit_race::GENDER 
gender=unit_race::MALE, std::string variation="");
        virtual ~unit();
@@ -70,29 +72,29 @@
 
        void set_game_context(unit_map* unitmap, const gamemap* map, const 
gamestatus* game_status, const std::vector<team>* teams);
 
-       //! Advances this unit to another type
+       /** Advances this unit to another type */
        void advance_to(const unit_type* t, bool use_traits=false, game_state* 
state = 0);
        const std::vector<std::string> advances_to() const { return 
advances_to_; }
 
-       //! The type id of the unit
+       /** The type id of the unit */
        const std::string& type_id() const { return type_; }
        const unit_type* type() const;
 
-       //! The unique internal ID of the unit
+       /** The unique internal ID of the unit */
        const std::string& id() const { if (id_.empty()) return type_name(); 
else return id_; }
        const std::string& underlying_id() const { return underlying_id_; }
 
-       //! The unit type name
+       /** The unit type name */
        const t_string& type_name() const {return type_name_;}
        const std::string& undead_variation() const {return undead_variation_;}
 
-        //! The unit name for display 
+       /** The unit name for display */
        const std::string& name() const {return (name_);}
        void rename(const std::string& name) {if (!unrenamable_) name_= name;}
 
-       //! The unit's profile
+       /** The unit's profile */
        const std::string& profile() const;
-       //! Information about the unit -- a detailed description of it
+       /** Information about the unit -- a detailed description of it */
        const std::string& unit_description() const { return 
cfg_["description"]; }
 
        int hitpoints() const { return hit_points_; }
@@ -100,11 +102,16 @@
        int experience() const { return experience_; }
        int max_experience() const { return 
maximum<int>(1,(max_experience_*unit_type::experience_accelerator::get_acceleration()
 + 50) / 100); }
        int level() const { return level_; }
-       //! Adds 'xp' points to the units experience; returns true if 
advancement should occur
+       /**
+        * Adds 'xp' points to the units experience; returns true if advancement
+        * should occur
+        */
        bool get_experience(int xp) { experience_ += xp; return advances(); }
+       /** Colors for the unit's hitpoints. */
        SDL_Colour hp_color() const;
+       /** Colors for the unit's XP. */
        SDL_Colour xp_color() const;
-       //! Set to true for some scenario-specific units which should not be 
renamed
+       /** Set to true for some scenario-specific units which should not be 
renamed */
        bool unrenamable() const { return unrenamable_; }
        unsigned int side() const { return side_; }
        Uint32 team_rgb() const { return(team::get_side_rgb(side())); }
@@ -129,7 +136,7 @@
        void new_turn();
        void end_turn();
        void new_level();
-       //! Called on every draw
+       /** Called on every draw */
        void refresh(const game_display& disp,const gamemap::location& loc) {
                if (state_ == STATE_FORGET  && anim_ && 
anim_->animation_finished_potential()) {
                        set_standing( loc);
@@ -161,7 +168,12 @@
        void remove_overlay(const std::string& overlay) { 
overlays_.erase(std::remove(overlays_.begin(),overlays_.end(),overlay),overlays_.end());
 }
        const std::vector<std::string>& overlays() const { return overlays_; }
 
-       //! Initialize this unit from a cfg object.
+       /** 
+        * Initialize this unit from a cfg object. 
+        *
+        * @param cfg                 Configuration object from which to read 
the unit.
+        * @param use_traits          ??
+        * */
        void read(const config& cfg, bool use_traits=true, game_state* state = 
0);
        void write(config& cfg) const;
 //     void write(config_writer& out) const;
@@ -174,12 +186,14 @@
 
        int damage_from(const attack_type& attack,bool attacker,const 
gamemap::location& loc) const { return resistance_against(attack,attacker,loc); 
}
 
-       //! A SDL surface, ready for display for place where we need a 
still-image of the unit.
+       /** A SDL surface, ready for display for place where we need a 
still-image of the unit. */
        const surface still_image(bool scaled = false) const;
-       //! draw a unit, fake is used for temporary unit not in unit_map
-       //! (so we can skip functions assuming that)
+       /** 
+        * draw a unit, fake is used for temporary unit not in unit_map (so we 
can
+        * skip functions assuming that)
+        */
        void redraw_unit(game_display& disp, const gamemap::location& loc, 
const bool fake = false);
-       //! Clear unit_halo_ and unit_anim_halo_
+       /** Clear unit_halo_ and unit_anim_halo_ */
        void clear_haloes();
 
 
@@ -236,13 +250,14 @@
        const gamemap::location& get_interrupted_move() const { return 
interrupted_move_; }
        void set_interrupted_move(const gamemap::location& interrupted_move) { 
interrupted_move_ = interrupted_move; }
 
-       //! States for animation.
-       enum STATE { STATE_STANDING, //! anim must fit in a hex
-               STATE_FORGET, //! animation will be automaticaly replaced by a 
standing anim when finished
-               STATE_ANIM}; //! normal anims
+       /** States for animation. */
+       enum STATE { 
+               STATE_STANDING,   /** anim must fit in a hex */
+               STATE_FORGET,     /** animation will be automaticaly replaced 
by a standing anim when finished */
+               STATE_ANIM};      /** normal anims */
        void start_animation(const int start_time , const gamemap::location 
&loc,const unit_animation* animation, bool with_bars,bool cycles=false,const 
std::string text = "", const Uint32 text_color =0,STATE state = STATE_ANIM);
 
-       //! The name of the file to game_display (used in menus).
+       /** The name of the file to game_display (used in menus). */
        const std::string& absolute_image() const { return cfg_["image"]; }
        const std::string& image_halo() const { return cfg_["halo"]; }
 
@@ -390,16 +405,19 @@
        const gamestatus* gamestatus_;
        const std::vector<team>* teams_;
 
-       //! Hold the visibility status cache for a unit, mutable since it's a 
cache.
+       /** Hold the visibility status cache for a unit, mutable since it's a 
cache. */
        mutable std::map<gamemap::location, bool> invisibility_cache_;
 
-       //! Clears the cache.
-       // Since we don't change the state of the object we're marked const
-       // (also required since the objects in the cache need to be marked 
const).
+       /**
+        * Clears the cache.
+        *
+        * Since we don't change the state of the object we're marked const 
(also
+        * required since the objects in the cache need to be marked const).
+        */
        void clear_visibility_cache() const { invisibility_cache_.clear(); }
 };
 
-//! Object which temporarily resets a unit's movement
+/** Object which temporarily resets a unit's movement */
 struct unit_movement_resetter
 {
        unit_movement_resetter(unit& u, bool operate=true) : u_(u), 
moves_(u.movement_)
@@ -421,6 +439,7 @@
 
 void sort_units(std::vector< unit > &);
 
+/** Returns the number of units of the given side (team). */
 int team_units(const unit_map& units, unsigned int team_num);
 int team_upkeep(const unit_map& units, unsigned int team_num);
 unit_map::const_iterator team_leader(unsigned int side, const unit_map& units);
@@ -443,9 +462,11 @@
 
 team_data calculate_team_data(const class team& tm, int side, const unit_map& 
units);
 
-// This object is used to temporary place a unit in the unit map,
-// swapping out any unit that is already there.
-// On destruction, it restores the unit map to its original .
+/**
+ * This object is used to temporary place a unit in the unit map, swapping out
+ * any unit that is already there.  On destruction, it restores the unit map to
+ * its original.
+ */
 struct temporary_unit_placer
 {
        temporary_unit_placer(unit_map& m, const gamemap::location& loc, const 
unit& u);
@@ -457,15 +478,17 @@
        std::pair<gamemap::location,unit> *temp_;
 };
 
-//! Gets a checksum for a unit.
-//! In MP games the descriptions are locally generated and might differ,
-//! so it should be possible to discard them.
-//! Not sure whether replays suffer the same problem.
-//!
-//! @param u                    the unit
-//!
-//! @returns                    the checksum for a unit
-//!
+/**
+ * Gets a checksum for a unit.
+ *
+ * In MP games the descriptions are locally generated and might differ, so it
+ * should be possible to discard them.  Not sure whether replays suffer the
+ * same problem.
+ * 
+ *  @param u                    the unit
+ * 
+ *  @returns                    the checksum for a unit
+ */ 
 std::string get_checksum(const unit& u);
 
 #endif


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