Fixed doxygen warnings.

This commit is contained in:
johns 2002-03-20 16:25:17 +00:00
parent 61b6a15637
commit da822d3d5f

View file

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