Update Doxygen comments on CPlayer

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kon 2011-10-02 19:43:28 +00:00
parent 41a193d351
commit 2ab8776c87

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