From 68b2960dd56acfcc2853dc0413cc693bea90461d Mon Sep 17 00:00:00 2001 From: Zeno Rogue Date: Sun, 27 Mar 2022 12:43:45 +0200 Subject: [PATCH] shmup:: improved docs for monster struct --- shmup.cpp | 31 ++++++++++++++----------------- 1 file changed, 14 insertions(+), 17 deletions(-) diff --git a/shmup.cpp b/shmup.cpp index 8679ae2e..435bd4e9 100644 --- a/shmup.cpp +++ b/shmup.cpp @@ -36,32 +36,29 @@ EX namespace shmup { #if HDR struct monster { eMonster type; - cell *base; - cell *torigin; - // tortoises: origin - // butterflies: last position - transmatrix at; - shiftmatrix pat; - /** orientation for the product geometry */ - transmatrix ori; + cell *base; ///< on which base cell this monster currently is + cell *torigin; ///< tortoises: origin, butterflies: last position + transmatrix at; ///< position relative to base + shiftmatrix pat; ///< position relative to current projection center + transmatrix ori; ///< orientation for the product geometry eMonster stk; bool dead; bool notpushed; bool inBoat; bool no_targetting; - monster *parent; // who shot this missile - int nextshot; // when will it be able to shot (players/flailers) - int pid; // player ID - int hitpoints; // hitpoints; or time elapsed in Asteroids + monster *parent; ///< who shot this missile + int nextshot; ///< when will it be able to shot (players/flailers) + int pid; ///< player ID + int hitpoints; ///< hitpoints; or time elapsed in Asteroids int stunoff; int blowoff; - double swordangle; // sword angle wrt at - double vel; // velocity, for flail balls + double swordangle; ///< sword angle wrt at + double vel; ///< velocity, for flail balls double footphase; - bool isVirtual; // off the screen: gmatrix is unknown, and pat equals at - hyperpoint inertia;// for frictionless lands + bool isVirtual; ///< off the screen: gmatrix is unknown, and pat equals at + hyperpoint inertia;///< for frictionless lands - int refs; // +1 for every reference (parent, lists of active monsters) + int refs; ///< +1 for every reference (parent, lists of active monsters) monster() { dead = false; inBoat = false; parent = NULL; nextshot = 0;