Fixed doxygen warnings.
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61b6a15637
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da822d3d5f
1 changed files with 35 additions and 12 deletions
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@ -786,7 +786,10 @@ global void UpdateForNewUnit(const Unit* unit,int upgrade)
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** Find nearest point of unit.
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**
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** @param unit Pointer to unit.
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** FIXME: more docs from here
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** @param tx X tile map postion.
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** @param ty Y tile map postion.
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** @param dx Out: nearest point X tile map postion to (tx,ty).
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** @param dy Out: nearest point Y tile map postion to (tx,ty).
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*/
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global void NearestOfUnit(const Unit* unit,int tx,int ty,int *dx,int *dy)
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{
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@ -1051,6 +1054,10 @@ global int UnitVisibleOnScreen(const Unit* unit)
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** StephanR: Get area of tiles covered by unit, including its displacement
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**
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** @param unit Unit to be checked and set.
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** @param sx Out: Top left X tile map postion.
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** @param sy Out: Top left Y tile map postion.
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** @param ex Out: Bottom right X tile map postion.
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** @param ey Out: Bottom right Y tile map postion.
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** @return sx,sy,ex,ey defining area in Map
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*/
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global void GetUnitMapArea( const Unit* unit,
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@ -1375,17 +1382,21 @@ global void UnitIncrementHealth(void)
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/**
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** Change the unit's owner
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**
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** @param unit Unit which should be consigned.
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** @param oldplayer Old owning player.
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** @param newplayer New owning player.
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**
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** @todo FIXME: I think here are some failures, if building is build
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** what is with the unit inside? or a main hall with workers
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** inside?
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** Parameter old player is redunant?
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*/
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global void ChangeUnitOwner(Unit* unit,Player* oldplayer,Player* newplayer)
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{
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int i;
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DebugCheck( unit->Player!=oldplayer );
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// For st*rcr*ft (dark archons),
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if( unit->Type->Transporter ) {
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for( i=0; i<MAX_UNITS_ONBOARD; i++) {
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@ -2208,7 +2219,7 @@ global int CanBuildUnitType(const Unit* unit,const UnitType* type,int x,int y)
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/**
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** Find the nearest gold mine for unit from x,y.
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**
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** @param unit Pointer for source unit.
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** @param source Pointer for source unit.
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** @param x X tile position to start.
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** @param y Y tile position to start.
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**
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@ -2253,14 +2264,13 @@ global Unit* FindGoldMine(const Unit* source __attribute__((unused)),
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}
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/**
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** Find gold deposit.
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** Find gold deposit (where we can deliver gold).
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**
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** @param unit Pointer for source unit.
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** @param player A deposit owning this player
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** @param source Pointer for source unit.
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** @param x X tile position to start.
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** @param y Y tile position to start.
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**
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** @return Pointer to the nearest gold mine.
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** @return Pointer to the nearest gold depot.
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*/
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global Unit* FindGoldDeposit(const Unit* source,int x,int y)
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{
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@ -2300,7 +2310,12 @@ global Unit* FindGoldDeposit(const Unit* source,int x,int y)
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/**
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** Find wood deposit.
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**
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** @param player A deposit owning this player
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** @param x X tile position to start.
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** @param y Y tile position to start.
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**
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** @return Pointer to the nearest wood depot.
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*/
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global Unit* FindWoodDeposit(const Player* player,int x,int y)
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{
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@ -3272,36 +3287,44 @@ global int MapDistanceBetweenUnits(const Unit* src,const Unit* dst)
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}
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/**
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** compute the distance from the view point to a given point.
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** Compute the distance from the view point to a given point.
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**
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** @param x X map tile position.
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** @param y Y map tile position.
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**
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** @todo
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** FIXME: is it the correct place to put this function in?
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*/
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//FIXME: is it the correct place to put this?
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global int ViewPointDistance(int x,int y)
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{
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int x_v;
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int y_v;
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// first compute the view point coordinate
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x_v=MapX+MapWidth/2;
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y_v=MapY+MapHeight/2;
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// then use MapDistance
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return MapDistance(x_v,y_v,x,y);
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}
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/**
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** compute the distance from the view point to a given unit.
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** @param x X map tile position.
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** @param y Y map tile position.
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** Compute the distance from the view point to a given unit.
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**
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** @param dest Distance to this unit.
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**
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** @todo
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** FIXME: is it the correct place to put this function in?
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*/
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//FIXME: is it the correct place to put this?
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global int ViewPointDistanceToUnit(const Unit* dest)
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{
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int x_v;
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int y_v;
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// first compute the view point coordinate
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x_v=MapX+MapWidth/2;
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y_v=MapY+MapHeight/2;
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// then use MapDistanceToUnit
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return MapDistanceToUnit(x_v,y_v,dest);
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}
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