Fixed doxygen warnings. Small code cleanups.

This commit is contained in:
johns 2002-03-20 15:48:48 +00:00
parent fbcf56da04
commit b514ec83cb

View file

@ -287,10 +287,11 @@ global Unit* TransporterOnMapTile(unsigned tx,unsigned ty)
**
** @return true if (x,y) is inside the unit's sprite
*/
local int InsideUnitSprite (Unit *unit, unsigned x, unsigned y)
local int InsideUnitSprite (const Unit* unit, unsigned x, unsigned y)
{
int ux, uy; /* position at which unit's sprite is currently drawn */
const UnitType *type;
int ux;
int uy; // position at which unit's sprite is currently drawn
const UnitType* type;
type=unit->Type;
ux = TileSizeX*unit->X + unit->IX;
@ -298,10 +299,12 @@ local int InsideUnitSprite (Unit *unit, unsigned x, unsigned y)
uy = TileSizeY*unit->Y + unit->IY;
uy -= (type->BoxHeight - TileSizeY*type->TileHeight)/2;
if (x < ux || x >= ux+type->BoxWidth || y < uy || y >= uy+type->BoxHeight)
if (x < ux || x >= ux+type->BoxWidth
|| y < uy || y >= uy+type->BoxHeight) {
return 0;
else
} else {
return 1;
}
}
/**
@ -312,31 +315,35 @@ local int InsideUnitSprite (Unit *unit, unsigned x, unsigned y)
**
** @return Returns unit found at this pixel map coordinates
*/
global Unit *UnitOnScreenMapPosition (unsigned x, unsigned y)
global Unit* UnitOnScreenMapPosition (unsigned x, unsigned y)
{
Unit* table[UnitMax];
int tx, ty;
int n;
int i;
// this code runs quite often (e.g. upon each motion notify) so this
// little optimization could be appropriate
tx = x / TileSizeX;
ty = y / TileSizeY;
/* this code runs quite often (e.g. upon each motion notify) so this little
* optimization could be appropriate */
/* fast path, should work most of the time */
// fast path, should work most of the time
n = SelectUnitsOnTile (tx, ty, table);
for( i=0; i<n; ++i ) {
if( ! table[i]->Type->Vanishes && InsideUnitSprite (table[i], x, y))
if( !table[i]->Type->Vanishes && InsideUnitSprite (table[i], x, y)) {
return table[i];
}
}
/* if we got here we have to search for our unit in the neighborhood */
/* ships and flyers could be 2 fields away */
// if we got here we have to search for our unit in the neighborhood
// ships and flyers could be 2 fields away
n = UnitCacheSelect (tx-2,ty-2, tx+2, ty+2, table);
for( i=0; i<n; ++i ) {
if( ! table[i]->Type->Vanishes && InsideUnitSprite (table[i], x, y))
if( !table[i]->Type->Vanishes && InsideUnitSprite (table[i], x, y)) {
return table[i];
}
}
return NoUnitP;
@ -367,8 +374,9 @@ global Unit* RepairableOnScreenMapPosition (unsigned x,unsigned y)
// not at max
if( (table[i]->Type->Building || table[i]->Type->Transporter)
&& table[i]->HP < table[i]->Stats->HitPoints ) {
if (InsideUnitSprite (table[i], x, y))
if (InsideUnitSprite (table[i], x, y)) {
return table[i];
}
}
}
return NoUnitP;
@ -378,12 +386,13 @@ global Unit* RepairableOnScreenMapPosition (unsigned x,unsigned y)
** Choose target at pixel map coordinates.
**
** @param source Unit which wants to attack.
** @param tx X position on the display map, pixel-based.
** @param ty Y position on the display map, pixel-based.
** @param x X position on the display map, pixel-based.
** @param y Y position on the display map, pixel-based.
**
** @return Returns ideal target
*/
global Unit *TargetOnScreenMapPosition (const Unit* source, unsigned x, unsigned y)
global Unit* TargetOnScreenMapPosition (const Unit* source, unsigned x,
unsigned y)
{
Unit* table[UnitMax];
Unit* unit;
@ -392,12 +401,13 @@ global Unit *TargetOnScreenMapPosition (const Unit* source, unsigned x, unsigned
int n;
int i;
// this code runs upon right button action only so it can affort being a
// little inefficient.
tx = x / TileSizeX;
ty = y / TileSizeY;
/* this code runs upon right button action only so it can affort being a
* little inefficient. */
/* ships and flyers could be 2 fields away */
// ships and flyers could be 2 fields away
n = UnitCacheSelect (tx-2,ty-2, tx+2, ty+2, table);
best=NoUnitP;
for( i=0; i<n; ++i ) {
@ -411,7 +421,7 @@ global Unit *TargetOnScreenMapPosition (const Unit* source, unsigned x, unsigned
|| unit->Orders[0].Action==UnitActionDie ) {
continue;
}
if ( ! InsideUnitSprite (table[i], x, y)) {
if ( !InsideUnitSprite (table[i], x, y)) {
continue;
}
if( !CanTarget(source->Type,unit->Type) ) {