From 1583591262390c2fdbbc02501c65265df7a12e76 Mon Sep 17 00:00:00 2001 From: Giel van Schijndel Date: Wed, 30 Jan 2008 22:03:59 +0000 Subject: [PATCH] * Don't use tabs for lining things out in columns (use spaces instead, tabs are for indentation only) * Make every comment describing a structure field or enum-item a Doxygen comment git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3608 4a71c877-e1ca-e34f-864e-861f7616d084 --- src/statsdef.h | 254 ++++++++++++++++++++++++------------------------- 1 file changed, 122 insertions(+), 132 deletions(-) diff --git a/src/statsdef.h b/src/statsdef.h index 8669697a4..8bb2fc342 100644 --- a/src/statsdef.h +++ b/src/statsdef.h @@ -28,8 +28,8 @@ /* Elements common to all stats structures */ #define STATS_BASE \ - UDWORD ref; /* Unique ID of the item */ \ - char *pName /* pointer to the text id name (i.e. short language-independant name) */ + UDWORD ref; /**< Unique ID of the item */ \ + char* pName /**< pointer to the text id name (i.e. short language-independant name) */ /* Stats common to all stats structs */ typedef struct _base_stats @@ -56,7 +56,7 @@ typedef enum _component_type COMP_NUMCOMPONENTS } COMPONENT_TYPE; -#define NULL_COMP (-1) +#define NULL_COMP (-1) //ALL components and structures and research topics have a tech level to which they belong typedef enum _tech_level @@ -77,17 +77,16 @@ typedef enum _tech_level /* Stats common to all droid components */ #define COMPONENT_STATS \ - STATS_BASE; /* Basic stats */ \ - TECH_LEVEL techLevel; /* technology level of the component */ \ - UDWORD buildPower; /* Power required to build the component */ \ - UDWORD buildPoints; /* Time required to build the component */ \ - UDWORD weight; /* Component's weight */ \ - UDWORD hitPoints; /* Component's hit points - SEEMS TO BE UNUSED */ \ - UDWORD systemPoints; /* Space the component takes in the droid - SEEMS TO BE UNUSED */ \ - UDWORD body; /* Component's body points */ \ - BOOL design; /* flag to indicate whether this component can*/ \ - /* be used in the design screen*/ \ - iIMDShape *pIMD /* The IMD to draw for this component */ + STATS_BASE; /**< Basic stats */ \ + TECH_LEVEL techLevel; /**< technology level of the component */ \ + UDWORD buildPower; /**< Power required to build the component */ \ + UDWORD buildPoints; /**< Time required to build the component */ \ + UDWORD weight; /**< Component's weight */ \ + UDWORD hitPoints; /**< Component's hit points - SEEMS TO BE UNUSED */ \ + UDWORD systemPoints; /**< Space the component takes in the droid - SEEMS TO BE UNUSED */ \ + UDWORD body; /**< Component's body points */ \ + BOOL design; /**< flag to indicate whether this component can be used in the design screen */ \ + iIMDShape* pIMD /**< The IMD to draw for this component */ /* Stats common to all components */ typedef struct _comp_base_stats @@ -115,10 +114,10 @@ typedef enum _size //only using KINETIC and HEAT for now typedef enum _weapon_class { - WC_KINETIC, //bullets etc - //WC_EXPLOSIVE, //rockets etc - classed as WC_KINETIC now to save space in struct _droid AB 25/11/98 - WC_HEAT, //laser etc - //WC_MISC, //others we haven't thought of! - classed as WC_HEAT now to save space in struct _droid AB 25/11/98 + WC_KINETIC, ///< bullets etc + //WC_EXPLOSIVE, ///< rockets etc - classed as WC_KINETIC now to save space in DROID + WC_HEAT, ///< laser etc + //WC_MISC, ///< others we haven't thought of! - classed as WC_HEAT now to save space in DROID NUM_WEAPON_CLASS } WEAPON_CLASS; @@ -196,7 +195,7 @@ typedef enum _hit_sides HIT_SIDE_RIGHT, HIT_SIDE_TOP, HIT_SIDE_BOTTOM, - NUM_HIT_SIDES //should be last one + NUM_HIT_SIDES // should be the last one } HIT_SIDE; //Special angles representing top or bottom hit @@ -210,14 +209,14 @@ typedef struct _body_stats */ COMPONENT_STATS; - UBYTE size; // How big the body is - affects how hit - UDWORD weaponSlots; // The number of weapon slots on the body - UDWORD armourValue[NUM_HIT_SIDES][NUM_WEAPON_CLASS]; // A measure of how much protection the armour provides - // cross-ref with the weapon types + UBYTE size; ///< How big the body is - affects how hit + UDWORD weaponSlots; ///< The number of weapon slots on the body + UDWORD armourValue[NUM_HIT_SIDES][NUM_WEAPON_CLASS]; ///< A measure of how much protection the armour provides. Cross referenced with the weapon types. + // A measure of how much energy the power plant outputs - UDWORD powerOutput; // this is the engine output of the body - iIMDShape **ppIMDList; //list of IMDs to use for propulsion unit - up to numPropulsionStats - iIMDShape *pFlameIMD; //pointer to which flame graphic to use - for VTOLs only at the moment + UDWORD powerOutput; ///< this is the engine output of the body + iIMDShape** ppIMDList; ///< list of IMDs to use for propulsion unit - up to numPropulsionStats + iIMDShape* pFlameIMD; ///< pointer to which flame graphic to use - for VTOLs only at the moment } BODY_STATS; typedef struct _brain_stats @@ -225,8 +224,8 @@ typedef struct _brain_stats /* Common stats */ COMPONENT_STATS; - UDWORD progCap; // Program capacity - struct _weapon_stats *psWeaponStat; //weapon stats associated with this brain - for Command Droids + UDWORD progCap; ///< Program capacity + struct _weapon_stats* psWeaponStat; ///< weapon stats associated with this brain - for Command Droids } BRAIN_STATS; //defines the left and right sides for propulsion IMDs @@ -260,9 +259,8 @@ typedef struct _propulsion_stats /* Common stats */ COMPONENT_STATS; - UDWORD maxSpeed; // Max speed for the droid - UBYTE propulsionType; // Type of propulsion used - index - // into PropulsionTable + UDWORD maxSpeed; ///< Max speed for the droid + UBYTE propulsionType; ///< Type of propulsion used - index into PropulsionTable } PROPULSION_STATS; typedef enum _sensor_type @@ -271,7 +269,7 @@ typedef enum _sensor_type INDIRECT_CB_SENSOR, VTOL_CB_SENSOR, VTOL_INTERCEPT_SENSOR, - SUPER_SENSOR, //works as all of the above together! - new for updates - added 11/06/99 AB + SUPER_SENSOR, ///< works as all of the above together! - new for updates } SENSOR_TYPE; @@ -280,13 +278,12 @@ typedef struct _sensor_stats /* Common stats */ COMPONENT_STATS; - UDWORD range; // Sensor range - UDWORD power; // Sensor power (put against ecm power) - UDWORD location; // specifies whether the Sensor is default or for the Turret - SENSOR_TYPE type; // used for combat - UDWORD time; //time delay before associated weapon droids 'know' where the - //attack is from - iIMDShape *pMountGraphic; // The turret mount to use + UDWORD range; ///< Sensor range + UDWORD power; ///< Sensor power (put against ecm power) + UDWORD location; ///< specifies whether the Sensor is default or for the Turret + SENSOR_TYPE type; ///< used for combat + UDWORD time; ///< time delay before associated weapon droids 'know' where the attack is from + iIMDShape* pMountGraphic; ///< The turret mount to use } SENSOR_STATS; typedef struct _ecm_stats @@ -294,10 +291,10 @@ typedef struct _ecm_stats /* Common stats */ COMPONENT_STATS; - UDWORD range; // ECM range - UDWORD power; // ECM power (put against sensor power) - UDWORD location; // specifies whether the ECM is default or for the Turret - iIMDShape *pMountGraphic; // The turret mount to use + UDWORD range; ///< ECM range + UDWORD power; ///< ECM power (put against sensor power) + UDWORD location; ///< specifies whether the ECM is default or for the Turret + iIMDShape* pMountGraphic; ///< The turret mount to use } ECM_STATS; typedef struct _repair_stats @@ -305,20 +302,18 @@ typedef struct _repair_stats /* Common stats */ COMPONENT_STATS; - UDWORD repairPoints; // How much damage is restored to Body Points - // and armour each Repair Cycle - BOOL repairArmour; // whether armour can be repaired or not - UDWORD location; // specifies whether the Repair is default or for the Turret - UDWORD time; // time delay for repair cycle - iIMDShape *pMountGraphic; // The turret mount to use + UDWORD repairPoints; ///< How much damage is restored to Body Points and armour each Repair Cycle + BOOL repairArmour; ///< whether armour can be repaired or not + UDWORD location; ///< specifies whether the Repair is default or for the Turret + UDWORD time; ///< time delay for repair cycle + iIMDShape* pMountGraphic; ///< The turret mount to use } REPAIR_STATS; typedef enum _fireonmove { - FOM_NO, //no capability - droid must stop - FOM_PARTIAL, //partial capability - droid has 50% chance to hit - FOM_YES, //full capability - droid fires normally on move - + FOM_NO, ///< no capability - droid must stop + FOM_PARTIAL, ///< partial capability - droid has 50% chance to hit + FOM_YES, ///< full capability - droid fires normally on move } FIREONMOVE; typedef struct _weapon_stats @@ -326,59 +321,58 @@ typedef struct _weapon_stats /* Common stats */ COMPONENT_STATS; - UDWORD shortRange; // Max distance to target for short range shot - UDWORD longRange; // Max distance to target for long range shot - UDWORD minRange; // Min distance to target for shot - UDWORD shortHit; // Chance to hit at short range - UDWORD longHit; // Chance to hit at long range - UDWORD firePause; // Time between each weapon fire - UDWORD numExplosions; // The number of explosions per shot - UBYTE numRounds; // The number of rounds per salvo(magazine) - UDWORD reloadTime; // Time to reload the round of ammo (salvo fire) - UDWORD damage; // How much damage the weapon causes - UDWORD radius; // Basic blast radius of weapon - UDWORD radiusHit; // Chance to hit in the blast radius - UDWORD radiusDamage; // Damage done in the blast radius - UDWORD incenTime; // How long the round burns - UDWORD incenDamage; // Damage done each burn cycle - UDWORD incenRadius; // Burn radius of the round - UDWORD flightSpeed; // speed ammo travels at - UDWORD indirectHeight; // how high the ammo travels for indirect fire - FIREONMOVE fireOnMove; // indicates whether the droid has to stop before firing - WEAPON_CLASS weaponClass; // the class of weapon - see enum WEAPON_CLASS - WEAPON_SUBCLASS weaponSubClass; // the subclass to which the weapon belongs - see - // enum WEAPON_SUBCLASS - MOVEMENT_MODEL movementModel; // which projectile model to use for the bullet - WEAPON_EFFECT weaponEffect; // which type of warhead is associated with the weapon - UDWORD recoilValue; // used to compare with weight to see if recoils or not - UBYTE rotate; // amount the weapon(turret) can rotate 0 = none - UBYTE maxElevation; // max amount the turret can be elevated up - SBYTE minElevation; // min amount the turret can be elevated down - UBYTE facePlayer; // flag to make the (explosion) effect face the player when drawn - UBYTE faceInFlight; // flag to make the inflight effect face the player when drawn - UBYTE effectSize; // size of the effect 100 = normal, 50 = half etc - BOOL lightWorld; // flag to indicate whether the effect lights up the world - UBYTE surfaceToAir; // indicates how good in the air - SHOOT_ON_GROUND, SHOOT_IN_AIR or both - UBYTE vtolAttackRuns; // number of attack runs a VTOL droid can do with this weapon - BOOL penetrate; // flag to indicate whether pentrate droid or not + UDWORD shortRange; ///< Max distance to target for short range shot + UDWORD longRange; ///< Max distance to target for long range shot + UDWORD minRange; ///< Min distance to target for shot + UDWORD shortHit; ///< Chance to hit at short range + UDWORD longHit; ///< Chance to hit at long range + UDWORD firePause; ///< Time between each weapon fire + UDWORD numExplosions; ///< The number of explosions per shot + UBYTE numRounds; ///< The number of rounds per salvo(magazine) + UDWORD reloadTime; ///< Time to reload the round of ammo (salvo fire) + UDWORD damage; ///< How much damage the weapon causes + UDWORD radius; ///< Basic blast radius of weapon + UDWORD radiusHit; ///< Chance to hit in the blast radius + UDWORD radiusDamage; ///< Damage done in the blast radius + UDWORD incenTime; ///< How long the round burns + UDWORD incenDamage; ///< Damage done each burn cycle + UDWORD incenRadius; ///< Burn radius of the round + UDWORD flightSpeed; ///< speed ammo travels at + UDWORD indirectHeight; ///< how high the ammo travels for indirect fire + FIREONMOVE fireOnMove; ///< indicates whether the droid has to stop before firing + WEAPON_CLASS weaponClass; ///< the class of weapon + WEAPON_SUBCLASS weaponSubClass; ///< the subclass to which the weapon belongs + + MOVEMENT_MODEL movementModel; ///< which projectile model to use for the bullet + WEAPON_EFFECT weaponEffect; ///< which type of warhead is associated with the weapon + UDWORD recoilValue; ///< used to compare with weight to see if recoils or not + UBYTE rotate; ///< amount the weapon(turret) can rotate 0 = none + UBYTE maxElevation; ///< max amount the turret can be elevated up + SBYTE minElevation; ///< min amount the turret can be elevated down + UBYTE facePlayer; ///< flag to make the (explosion) effect face the player when drawn + UBYTE faceInFlight; ///< flag to make the inflight effect face the player when drawn + UBYTE effectSize; ///< size of the effect 100 = normal, 50 = half etc + BOOL lightWorld; ///< flag to indicate whether the effect lights up the world + UBYTE surfaceToAir; ///< indicates how good in the air - SHOOT_ON_GROUND, SHOOT_IN_AIR or both + UBYTE vtolAttackRuns; ///< number of attack runs a VTOL droid can do with this weapon + BOOL penetrate; ///< flag to indicate whether pentrate droid or not /* Graphics control stats */ - UDWORD directLife; // How long a direct fire weapon is visible - // Measured in 1/100 sec. - UDWORD radiusLife; // How long a blast radius is visible + UDWORD directLife; ///< How long a direct fire weapon is visible. Measured in 1/100 sec. + UDWORD radiusLife; ///< How long a blast radius is visible /* Graphics used for the weapon */ - iIMDShape *pMountGraphic; // The turret mount to use - iIMDShape *pMuzzleGraphic; // The muzzle flash - iIMDShape *pInFlightGraphic; // The ammo in flight - iIMDShape *pTargetHitGraphic; // The ammo hitting a target - iIMDShape *pTargetMissGraphic;// The ammo missing a target - iIMDShape *pWaterHitGraphic; // The ammo hitting water - iIMDShape *pTrailGraphic; // The trail used for in flight + iIMDShape* pMountGraphic; ///< The turret mount to use + iIMDShape* pMuzzleGraphic; ///< The muzzle flash + iIMDShape* pInFlightGraphic; ///< The ammo in flight + iIMDShape* pTargetHitGraphic; ///< The ammo hitting a target + iIMDShape* pTargetMissGraphic; ///< The ammo missing a target + iIMDShape* pWaterHitGraphic; ///< The ammo hitting water + iIMDShape* pTrailGraphic; ///< The trail used for in flight /* Audio */ - SDWORD iAudioFireID; - SDWORD iAudioImpactID; + SDWORD iAudioFireID; + SDWORD iAudioImpactID; } WEAPON_STATS; typedef struct _construct_stats @@ -386,13 +380,13 @@ typedef struct _construct_stats /* Common stats */ COMPONENT_STATS; - UDWORD constructPoints; /*The number of points contributed each cycle*/ - iIMDShape *pMountGraphic; // The turret mount to use + UDWORD constructPoints; ///< The number of points contributed each cycle + iIMDShape* pMountGraphic; ///< The turret mount to use } CONSTRUCT_STATS; /************************************************************************************ -* Additional stats tables -************************************************************************************/ + * Additional stats tables + ************************************************************************************/ typedef enum _travel_medium { @@ -402,28 +396,24 @@ typedef enum _travel_medium typedef struct _propulsion_types { - UWORD powerRatioMult; // Multiplier for the calculated power ratio of - // the droid - UDWORD travel; // Which medium the propulsion travels in - SWORD startID; //sound to play when this prop type starts - SWORD idleID; //sound to play when this prop type is idle - SWORD moveOffID; //sound to link moveID and idleID - SWORD moveID; //sound to play when this prop type is moving - SWORD hissID; //sound to link moveID and idleID - SWORD shutDownID; //sound to play when this prop type shuts down - + UWORD powerRatioMult; ///< Multiplier for the calculated power ratio of the droid + UDWORD travel; ///< Which medium the propulsion travels in + SWORD startID; ///< sound to play when this prop type starts + SWORD idleID; ///< sound to play when this prop type is idle + SWORD moveOffID; ///< sound to link moveID and idleID + SWORD moveID; ///< sound to play when this prop type is moving + SWORD hissID; ///< sound to link moveID and idleID + SWORD shutDownID; ///< sound to play when this prop type shuts down } PROPULSION_TYPES; typedef struct _terrain_table { - UDWORD speedFactor; // factor to multiply the speed by depending on the - // method of propulsion and the terrain type - to be - // divided by 100 before use + UDWORD speedFactor; ///< factor to multiply the speed by depending on the method of propulsion and the terrain type - to be divided by 100 before use } TERRAIN_TABLE; typedef struct _special_ability { - char *pName; // Text name of the component + char* pName; ///< Text name of the component } SPECIAL_ABILITY; typedef UWORD WEAPON_MODIFIER; @@ -431,45 +421,45 @@ typedef UWORD WEAPON_MODIFIER; /* weapon stats which can be upgraded by research*/ typedef struct _weapon_upgrade { - UBYTE firePause; - UWORD shortHit; - UWORD longHit; - UWORD damage; - UWORD radiusDamage; - UWORD incenDamage; - UWORD radiusHit; + UBYTE firePause; + UWORD shortHit; + UWORD longHit; + UWORD damage; + UWORD radiusDamage; + UWORD incenDamage; + UWORD radiusHit; } WEAPON_UPGRADE; /*sensor stats which can be upgraded by research*/ typedef struct _sensor_upgrade { - UWORD power; - UWORD range; + UWORD power; + UWORD range; } SENSOR_UPGRADE; /*ECM stats which can be upgraded by research*/ typedef struct _ecm_upgrade { - UWORD power; + UWORD power; } ECM_UPGRADE; /*repair stats which can be upgraded by research*/ typedef struct _repair_upgrade { - UWORD repairPoints; + UWORD repairPoints; } REPAIR_UPGRADE; /*constructor stats which can be upgraded by research*/ typedef struct _constructor_upgrade { - UWORD constructPoints; + UWORD constructPoints; } CONSTRUCTOR_UPGRADE; /*body stats which can be upgraded by research*/ typedef struct _body_upgrade { - UWORD powerOutput; - UWORD body; + UWORD powerOutput; + UWORD body; UWORD armourValue[NUM_WEAPON_CLASS]; } BODY_UPGRADE;