Update Doxygen comments on CPlayer
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@ -43,23 +43,28 @@
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**
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** The player structure members:
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**
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** CPlayer::Player
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** CPlayer::Index
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**
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** This is the unique slot number. It is not possible that two
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** players have the same slot number at the same time. The slot
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** numbers are reused in the future. This means if a player is
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** defeated, a new player can join using this slot. Currently
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** #PlayerMax (16) players are supported. This member is used to
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** #PlayerMax players are supported. This member is used to
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** access bit fields.
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** Slot #PlayerNumNeutral (15) is reserved for the neutral units
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** Slot #PlayerNumNeutral is reserved for the neutral units
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** like gold-mines or critters.
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**
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** @note Should call this member Slot?
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**
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** CPlayer::Name
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**
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** Name of the player used for displays and network game.
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** It is restricted to 15 characters plus final zero.
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** Name of the player, encoded in UTF-8.
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** In local games, the name is used for displays, and there is no
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** strict restriction on the length, although there is limited
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** space on the screen.
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** In network games, the name is also used for chatting,
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** and it is restricted to NetPlayerNameSize bytes, including
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** the final zero.
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**
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** CPlayer::Type
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**
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@ -73,7 +78,8 @@
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**
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** AI name for computer. This field is setup
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** from the map. Used to select the AI for the computer
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** player.
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** player. Might differ from CAiType::Name of the AI
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** that was actually selected.
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**
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** CPlayer::Team
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**
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@ -84,7 +90,7 @@
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** CPlayer::Enemy
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**
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** A bit field which contains the enemies of this player.
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** If CPlayer::Enemy & (1<<CPlayer::Player) != 0 its an enemy.
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** If CPlayer::Enemy & (1<<CPlayer::Index) != 0 its an enemy.
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** Setup during startup using the CPlayer::Team, can later be
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** changed with diplomacy. CPlayer::Enemy and CPlayer::Allied
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** are combined, if none bit is set, the player is neutral.
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@ -93,7 +99,7 @@
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** CPlayer::Allied
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**
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** A bit field which contains the allies of this player.
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** If CPlayer::Allied & (1<<CPlayer::Player) != 0 its an allied.
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** If CPlayer::Allied & (1<<CPlayer::Index) != 0 its an allied.
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** Setup during startup using the Player:Team, can later be
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** changed with diplomacy. CPlayer::Enemy and CPlayer::Allied
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** are combined, if none bit is set, the player is neutral.
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@ -109,8 +115,9 @@
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** The tile map coordinates of the player start position. 0,0 is
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** the upper left on the map. This members are setup from the
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** map and only important for the game start.
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** Ignored if game starts with level settings. Used to place
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** the initial workers if you play with 1 or 3 workers.
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** They control which part of the map is initially scrolled to the view,
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** and in some game types (e.g. ::SettingsGameTypeTopVsBottom),
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** they also control which players are initially allied.
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**
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** CPlayer::UnitTypesCount[::UnitTypeMax]
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**
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@ -143,42 +150,31 @@
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** Total number of units (incl. buildings) in the CPlayer::Units
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** table.
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**
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** CPlayer::Demand
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**
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** Total unit demand, used to demand limit.
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** A player can only build up to CPlayer::Food units and not more
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** than CPlayer::FoodUnitLimit units.
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**
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** @note that CPlayer::NumFoodUnits > CPlayer::Food, when enough
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** farms are destroyed.
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**
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** CPlayer::NumBuildings
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**
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** Total number buildings, units that don't need food.
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** Total number of buildings in the CPlayer::Units table.
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**
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** CPlayer::Food
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** CPlayer::UnitLimit
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**
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** Number of food available/produced. Player can't train more
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** CPlayer::NumFoodUnits than this.
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** @note that all limits are always checked.
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**
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** CPlayer::FoodUnitLimit
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**
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** Number of food units allowed. Player can't train more
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** CPlayer::NumFoodUnits than this.
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** Number of non-building units allowed.
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** When CPlayer::TotalNumUnit - CPlayer::NumBuildings >= CPlayer::UnitLimit,
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** the player cannot train any more non-building units;
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** but may still be able to build buildings.
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** @note that all limits are always checked.
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**
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** CPlayer::BuildingLimit
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**
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** Number of buildings allowed. Player can't build more
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** CPlayer::NumBuildings than this.
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** Number of buildings allowed.
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** When CPlayer::NumBuildings >= CPlayer::BuildingLimit,
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** the player cannot build any more buildings;
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** but may still be able to train other units.
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** @note that all limits are always checked.
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**
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** CPlayer::TotalUnitLimit
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**
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** Number of total units allowed. Player can't have more
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** CPlayer::NumFoodUnits+CPlayer::NumBuildings=CPlayer::TotalNumUnits
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** this.
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** Number of total units allowed.
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** When CPlayer::TotalNumUnits >= CPlayer::TotalUnitLimit,
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** the player cannot train or build any more units of any kind.
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** @note that all limits are always checked.
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**
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** CPlayer::Score
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@ -188,15 +184,22 @@
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**
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** CPlayer::TotalUnits
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**
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** Total number of units made.
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** Total number of non-building units made or captured
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** by the player, including any that have since been killed.
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** This counter never decreases during a game.
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**
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** CPlayer::TotalBuildings
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**
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** Total number of buildings made.
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** Total number of buildings made or captured by the player,
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** including any that have since been razed.
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** This counter never decreases during a game.
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**
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** CPlayer::TotalResources[::MaxCosts]
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**
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** Total number of resources collected.
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** This counter never decreases during a game, unless some
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** unit type has been strangely configured with a negative
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** CUnitType::ProductionRate.
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**
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** CPlayer::TotalRazings
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**
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