Fixing some text alignment within comments.
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1 changed files with 61 additions and 57 deletions
118
src/actions.cpp
118
src/actions.cpp
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@ -2445,9 +2445,9 @@ void recalculate_fog(int side)
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* This will not re-fog hexes unless reset_fog is set to true.
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* This function will do nothing if the side uses neither shroud nor fog.
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*
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* @param[in] side The side whose shroud (and fog) will be cleared.
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* @param[in] reset_fog If set to true, the fog will also be recalculated
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* (refogging hexes that can no longer be seen).
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* @param[in] side The side whose shroud (and fog) will be cleared.
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* @param[in] reset_fog If set to true, the fog will also be recalculated
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* (refogging hexes that can no longer be seen).
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* @returns true if some shroud/fog is actually cleared away.
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*/
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bool clear_shroud(int side, bool reset_fog)
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@ -2621,8 +2621,8 @@ public:
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/**
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* Constructor
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*
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* @param route[in] the path to follow
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* @param show_move[in] whether or not the move is shown to the player
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* @param route[in] the path to follow
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* @param show_move[in] whether or not the move is shown to the player
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*/
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unit_mover(const std::vector<map_location> &route, bool show_move) :
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m_(*resources::units),
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@ -2664,10 +2664,10 @@ public:
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* Moves the unit to a later position in the route. This
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* should usually by the next tile, but does not have to be.
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*
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* @param dest[in] An iterator into the route provided to the constructor,
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* indicating which location to move the unit to.
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* This location must always be later in the route than
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* the unit's current position.
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* @param dest[in] An iterator into the route provided to the constructor,
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* indicating which location to move the unit to.
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* This location must always be later in the route than
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* the unit's current position.
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*/
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void continue_movement(const std::vector<map_location>::const_iterator dest)
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{
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@ -2753,18 +2753,18 @@ public:
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* towards the front of the crowd even though the player knows the unit
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* cannot reach that far (because it cannot stop on another unit).
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*
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* @param[in] route The plotted path. Assumed not empty.
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* @param[in] mover_it The unit that will move along the path.
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* @param[in,out] moves_left The movement points the unit has remaining.
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* This does not account for things that set movement
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* to zero (such as entering a zone of control).
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* @param[out] zoc_stop The map location at which the unit enters an
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* enemy's zone of control. May be the null location.
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* @param[in] ignore_limit Set to true to allow the unit to exceed its
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* movement limit. (Used for replays.)
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* @param[in] route The plotted path. Assumed not empty.
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* @param[in] mover_it The unit that will move along the path.
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* @param[in,out] moves_left The movement points the unit has remaining.
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* This does not account for things that set movement
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* to zero (such as entering a zone of control).
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* @param[out] zoc_stop The map location at which the unit enters an
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* enemy's zone of control. May be the null location.
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* @param[in] ignore_limit Set to true to allow the unit to exceed its
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* movement limit. (Used for replays.)
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* @returns An iterator (into @a route) pointing one past where the unit should stop.
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* @retval route.begin() if the unit cannot move (rather then route.begin()+1).
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* @a moves_left may be set to bogus data in this case.
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* @a moves_left may be set to bogus data in this case.
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*/
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std::vector<map_location>::const_iterator known_movement_end(
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const std::vector<map_location> &route, const unit_map::const_iterator &mover_it,
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@ -2822,25 +2822,29 @@ std::vector<map_location>::const_iterator known_movement_end(
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* due to surprises (like ambushes or sighted units). It assumes the given interval
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* of the route has already been checked for known factors (like movement costs).
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*
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* @param[in] route_begin The beginning of the intended path.
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* @param[in] route_end The end of the intended path (one past the last
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* hex). Assumed to not be route_begin.
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* @param[in] mover_it The unit that will move along the path.
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* @param[in,out] moves_left The movement points the unit has remaining.
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* This does not account for things that set
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* movement to zero (such as being ambushed).
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* @param[in,out] flags For returning data to the caller. (It is "in"
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* only because the caller is responsible for
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* initializing this with the default constructor.)
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* @param[in] ignore_invis Set to true to avoid stopping movement due to
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* revealed units. (Used for replays.)
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* @param[out] spectator If not NULL, this will be told which unit
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* ambushed, or blocked the teleport of, mover_it.
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* @param[in] route_begin The beginning of the intended path.
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* @param[in] route_end The end of the intended path (one past the last
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* hex). Assumed to not be route_begin.
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* @param[in] mover_it The unit that will move along the path.
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* @param[in,out] moves_left The movement points the unit has remaining.
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* This does not account for things that set
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* movement to zero (such as being ambushed).
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* @param[in,out] flags For returning data to the caller. (It is "in"
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* only because the caller is responsible for
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* initializing this with the default constructor.)
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* @param[in] fog_shroud Set to true to cause fog and shroud to be
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* cleared along the path (up to where we stop).
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* @param[in] skip_sight Set to true to avoid looking for units as the
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* fog/shroud is cleared. (Used for continued moves.)
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* @param[in] ignore_invis Set to true to avoid stopping movement due to
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* revealed units. (Used for replays.)
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* @param[out] spectator If not NULL, this will be told which unit
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* ambushed, or blocked the teleport of, mover_it.
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*
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* @returns An iterator (into the provided interval) pointing one past where the
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* unit should stop.
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* unit should stop.
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* @retval route.begin() if the unit cannot move (rather then route.begin()+1).
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* @a moves_left may be set to bogus data in this case.
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* @a moves_left may be set to bogus data in this case.
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*/
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std::vector<map_location>::const_iterator surprise_movement_end(
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const std::vector<map_location>::const_iterator &route_begin,
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@ -2949,17 +2953,17 @@ std::vector<map_location>::const_iterator surprise_movement_end(
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* checks are made to prevent the unit from moving past or through
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* enemy units.
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*
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* @param steps[in] the path to follow
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* @param show[in] whether or not the move is shown to the player
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* @param flags[in,out] For returning data to the caller. (It is "in"
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* only because the caller is responsible for
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* initializing this with the default constructor.)
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* @param fog_shroud[in] Set to true to cause fog and shroud to be
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* cleared along the path (up to where we stop).
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* @param skip_sight[in] Set to true to avoid looking for units as the
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* fog/shroud is cleared. (Used for continued moves.)
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* @param empty_movement[in] whether or not to set the unit's movement
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* points to zero at the end of the move
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* @param steps[in] The path to follow
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* @param show[in] Whether or not the move is shown to the player
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* @param flags[in,out] For returning data to the caller. (It is "in"
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* only because the caller is responsible for
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* initializing this with the default constructor.)
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* @param fog_shroud[in] Set to true to cause fog and shroud to be
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* cleared along the path (up to where we stop).
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* @param skip_sight[in] Set to true to avoid looking for units as the
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* fog/shroud is cleared. (Used for continued moves.)
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* @param empty_movement[in] Whether or not to set the unit's movement
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* points to zero at the end of the move
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*
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* @returns An iterator (into the provided interval) pointing one past where the
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* unit stopped.
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@ -3109,16 +3113,16 @@ std::vector<map_location>::const_iterator make_a_move(const std::vector<map_loca
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/**
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* Handles the WML events triggered by movement (includes village capturing).
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*
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* @param initial_loc[in] The starting location of the movement (needed for "moveto").
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* @param final_loc[in] The final location of the movement (needed for everything).
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* @param stops[in] The flags raised while moving (needed for "sighted").
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* @param fog_shroud[in] Whether or not fog/shroud should be checked.
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* @param orig_village_owner[out] If the final location is a village and the sighted
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* event do not remove the capturer, this gets set to
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* the side that owned the village before this movement.
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* (Otherwise it remains unchanged.)
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* @param action_time_bonus[out] If a village capture occurs, this gets set to 1.
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* (Otherwise it remains unchanged.)
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* @param initial_loc[in] The starting location of the movement (needed for "moveto").
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* @param final_loc[in] The final location of the movement (needed for everything).
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* @param stops[in] The flags raised while moving (needed for "sighted").
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* @param fog_shroud[in] Whether or not fog/shroud should be checked.
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* @param orig_village_owner[out] If the final location is a village and the sighted
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* event do not remove the capturer, this gets set to
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* the side that owned the village before this movement.
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* (Otherwise it remains unchanged.)
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* @param action_time_bonus[out] If a village capture occurs, this gets set to 1.
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* (Otherwise it remains unchanged.)
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*
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* @returns true if events might have changed the game state.
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*/
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@ -3157,7 +3161,7 @@ bool movement_events(const map_location &initial_loc, const map_location &final_
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/**
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* Shows messages (on the screen) as a result of movement.
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*
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* @param stops[in] The flags raised while moving.
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* @param stops[in] The flags raised while moving.
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* @param cut_short[in] true if movement did not make it to the end of the plotted path.
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* @param current_team[in] The moving team.
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* @param spectator[out] Told of seen friends and enemies.
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