Fixing some text alignment within comments.

This commit is contained in:
J. Tyne 2012-05-06 18:55:15 +00:00
parent 7a55f97751
commit 6b12e3e4cd

View file

@ -2445,9 +2445,9 @@ void recalculate_fog(int side)
* This will not re-fog hexes unless reset_fog is set to true.
* This function will do nothing if the side uses neither shroud nor fog.
*
* @param[in] side The side whose shroud (and fog) will be cleared.
* @param[in] reset_fog If set to true, the fog will also be recalculated
* (refogging hexes that can no longer be seen).
* @param[in] side The side whose shroud (and fog) will be cleared.
* @param[in] reset_fog If set to true, the fog will also be recalculated
* (refogging hexes that can no longer be seen).
* @returns true if some shroud/fog is actually cleared away.
*/
bool clear_shroud(int side, bool reset_fog)
@ -2621,8 +2621,8 @@ public:
/**
* Constructor
*
* @param route[in] the path to follow
* @param show_move[in] whether or not the move is shown to the player
* @param route[in] the path to follow
* @param show_move[in] whether or not the move is shown to the player
*/
unit_mover(const std::vector<map_location> &route, bool show_move) :
m_(*resources::units),
@ -2664,10 +2664,10 @@ public:
* Moves the unit to a later position in the route. This
* should usually by the next tile, but does not have to be.
*
* @param dest[in] An iterator into the route provided to the constructor,
* indicating which location to move the unit to.
* This location must always be later in the route than
* the unit's current position.
* @param dest[in] An iterator into the route provided to the constructor,
* indicating which location to move the unit to.
* This location must always be later in the route than
* the unit's current position.
*/
void continue_movement(const std::vector<map_location>::const_iterator dest)
{
@ -2753,18 +2753,18 @@ public:
* towards the front of the crowd even though the player knows the unit
* cannot reach that far (because it cannot stop on another unit).
*
* @param[in] route The plotted path. Assumed not empty.
* @param[in] mover_it The unit that will move along the path.
* @param[in,out] moves_left The movement points the unit has remaining.
* This does not account for things that set movement
* to zero (such as entering a zone of control).
* @param[out] zoc_stop The map location at which the unit enters an
* enemy's zone of control. May be the null location.
* @param[in] ignore_limit Set to true to allow the unit to exceed its
* movement limit. (Used for replays.)
* @param[in] route The plotted path. Assumed not empty.
* @param[in] mover_it The unit that will move along the path.
* @param[in,out] moves_left The movement points the unit has remaining.
* This does not account for things that set movement
* to zero (such as entering a zone of control).
* @param[out] zoc_stop The map location at which the unit enters an
* enemy's zone of control. May be the null location.
* @param[in] ignore_limit Set to true to allow the unit to exceed its
* movement limit. (Used for replays.)
* @returns An iterator (into @a route) pointing one past where the unit should stop.
* @retval route.begin() if the unit cannot move (rather then route.begin()+1).
* @a moves_left may be set to bogus data in this case.
* @a moves_left may be set to bogus data in this case.
*/
std::vector<map_location>::const_iterator known_movement_end(
const std::vector<map_location> &route, const unit_map::const_iterator &mover_it,
@ -2822,25 +2822,29 @@ std::vector<map_location>::const_iterator known_movement_end(
* due to surprises (like ambushes or sighted units). It assumes the given interval
* of the route has already been checked for known factors (like movement costs).
*
* @param[in] route_begin The beginning of the intended path.
* @param[in] route_end The end of the intended path (one past the last
* hex). Assumed to not be route_begin.
* @param[in] mover_it The unit that will move along the path.
* @param[in,out] moves_left The movement points the unit has remaining.
* This does not account for things that set
* movement to zero (such as being ambushed).
* @param[in,out] flags For returning data to the caller. (It is "in"
* only because the caller is responsible for
* initializing this with the default constructor.)
* @param[in] ignore_invis Set to true to avoid stopping movement due to
* revealed units. (Used for replays.)
* @param[out] spectator If not NULL, this will be told which unit
* ambushed, or blocked the teleport of, mover_it.
* @param[in] route_begin The beginning of the intended path.
* @param[in] route_end The end of the intended path (one past the last
* hex). Assumed to not be route_begin.
* @param[in] mover_it The unit that will move along the path.
* @param[in,out] moves_left The movement points the unit has remaining.
* This does not account for things that set
* movement to zero (such as being ambushed).
* @param[in,out] flags For returning data to the caller. (It is "in"
* only because the caller is responsible for
* initializing this with the default constructor.)
* @param[in] fog_shroud Set to true to cause fog and shroud to be
* cleared along the path (up to where we stop).
* @param[in] skip_sight Set to true to avoid looking for units as the
* fog/shroud is cleared. (Used for continued moves.)
* @param[in] ignore_invis Set to true to avoid stopping movement due to
* revealed units. (Used for replays.)
* @param[out] spectator If not NULL, this will be told which unit
* ambushed, or blocked the teleport of, mover_it.
*
* @returns An iterator (into the provided interval) pointing one past where the
* unit should stop.
* unit should stop.
* @retval route.begin() if the unit cannot move (rather then route.begin()+1).
* @a moves_left may be set to bogus data in this case.
* @a moves_left may be set to bogus data in this case.
*/
std::vector<map_location>::const_iterator surprise_movement_end(
const std::vector<map_location>::const_iterator &route_begin,
@ -2949,17 +2953,17 @@ std::vector<map_location>::const_iterator surprise_movement_end(
* checks are made to prevent the unit from moving past or through
* enemy units.
*
* @param steps[in] the path to follow
* @param show[in] whether or not the move is shown to the player
* @param flags[in,out] For returning data to the caller. (It is "in"
* only because the caller is responsible for
* initializing this with the default constructor.)
* @param fog_shroud[in] Set to true to cause fog and shroud to be
* cleared along the path (up to where we stop).
* @param skip_sight[in] Set to true to avoid looking for units as the
* fog/shroud is cleared. (Used for continued moves.)
* @param empty_movement[in] whether or not to set the unit's movement
* points to zero at the end of the move
* @param steps[in] The path to follow
* @param show[in] Whether or not the move is shown to the player
* @param flags[in,out] For returning data to the caller. (It is "in"
* only because the caller is responsible for
* initializing this with the default constructor.)
* @param fog_shroud[in] Set to true to cause fog and shroud to be
* cleared along the path (up to where we stop).
* @param skip_sight[in] Set to true to avoid looking for units as the
* fog/shroud is cleared. (Used for continued moves.)
* @param empty_movement[in] Whether or not to set the unit's movement
* points to zero at the end of the move
*
* @returns An iterator (into the provided interval) pointing one past where the
* unit stopped.
@ -3109,16 +3113,16 @@ std::vector<map_location>::const_iterator make_a_move(const std::vector<map_loca
/**
* Handles the WML events triggered by movement (includes village capturing).
*
* @param initial_loc[in] The starting location of the movement (needed for "moveto").
* @param final_loc[in] The final location of the movement (needed for everything).
* @param stops[in] The flags raised while moving (needed for "sighted").
* @param fog_shroud[in] Whether or not fog/shroud should be checked.
* @param orig_village_owner[out] If the final location is a village and the sighted
* event do not remove the capturer, this gets set to
* the side that owned the village before this movement.
* (Otherwise it remains unchanged.)
* @param action_time_bonus[out] If a village capture occurs, this gets set to 1.
* (Otherwise it remains unchanged.)
* @param initial_loc[in] The starting location of the movement (needed for "moveto").
* @param final_loc[in] The final location of the movement (needed for everything).
* @param stops[in] The flags raised while moving (needed for "sighted").
* @param fog_shroud[in] Whether or not fog/shroud should be checked.
* @param orig_village_owner[out] If the final location is a village and the sighted
* event do not remove the capturer, this gets set to
* the side that owned the village before this movement.
* (Otherwise it remains unchanged.)
* @param action_time_bonus[out] If a village capture occurs, this gets set to 1.
* (Otherwise it remains unchanged.)
*
* @returns true if events might have changed the game state.
*/
@ -3157,7 +3161,7 @@ bool movement_events(const map_location &initial_loc, const map_location &final_
/**
* Shows messages (on the screen) as a result of movement.
*
* @param stops[in] The flags raised while moving.
* @param stops[in] The flags raised while moving.
* @param cut_short[in] true if movement did not make it to the end of the plotted path.
* @param current_team[in] The moving team.
* @param spectator[out] Told of seen friends and enemies.