shmup:: improved docs for monster struct

This commit is contained in:
Zeno Rogue 2022-03-27 12:43:45 +02:00
parent 37575bcdaf
commit 68b2960dd5
1 changed files with 14 additions and 17 deletions

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@ -36,32 +36,29 @@ EX namespace shmup {
#if HDR #if HDR
struct monster { struct monster {
eMonster type; eMonster type;
cell *base; cell *base; ///< on which base cell this monster currently is
cell *torigin; cell *torigin; ///< tortoises: origin, butterflies: last position
// tortoises: origin transmatrix at; ///< position relative to base
// butterflies: last position shiftmatrix pat; ///< position relative to current projection center
transmatrix at; transmatrix ori; ///< orientation for the product geometry
shiftmatrix pat;
/** orientation for the product geometry */
transmatrix ori;
eMonster stk; eMonster stk;
bool dead; bool dead;
bool notpushed; bool notpushed;
bool inBoat; bool inBoat;
bool no_targetting; bool no_targetting;
monster *parent; // who shot this missile monster *parent; ///< who shot this missile
int nextshot; // when will it be able to shot (players/flailers) int nextshot; ///< when will it be able to shot (players/flailers)
int pid; // player ID int pid; ///< player ID
int hitpoints; // hitpoints; or time elapsed in Asteroids int hitpoints; ///< hitpoints; or time elapsed in Asteroids
int stunoff; int stunoff;
int blowoff; int blowoff;
double swordangle; // sword angle wrt at double swordangle; ///< sword angle wrt at
double vel; // velocity, for flail balls double vel; ///< velocity, for flail balls
double footphase; double footphase;
bool isVirtual; // off the screen: gmatrix is unknown, and pat equals at bool isVirtual; ///< off the screen: gmatrix is unknown, and pat equals at
hyperpoint inertia;// for frictionless lands 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() { monster() {
dead = false; inBoat = false; parent = NULL; nextshot = 0; dead = false; inBoat = false; parent = NULL; nextshot = 0;