diff --git a/Source/missiles.cpp b/Source/missiles.cpp index e85fd61fc..e5e6aea8a 100644 --- a/Source/missiles.cpp +++ b/Source/missiles.cpp @@ -1413,6 +1413,9 @@ void AddBerserk(MissileStruct &missile, Point dst, Direction /*midir*/) } } +/** + * var1: Direction to place the spawn + */ void AddHorkSpawn(MissileStruct &missile, Point dst, Direction midir) { UpdateMissileVelocity(missile, dst, 8); @@ -2006,6 +2009,12 @@ void AddFirewall(MissileStruct &missile, Point dst, Direction /*midir*/) missile.var1 = missile._mirange - missile._miAnimLen; } +/** + * var1: X coordinate of the missile-light + * var2: Y coordinate of the missile-light + * var4: X coordinate of the missile-light + * var5: Y coordinate of the missile-light + */ void AddFireball(MissileStruct &missile, Point dst, Direction midir) { if (missile.position.start == dst) { @@ -2030,6 +2039,10 @@ void AddFireball(MissileStruct &missile, Point dst, Direction midir) missile._mlid = AddLight(missile.position.start, 8); } +/** + * var1: X coordinate of the missile + * var2: Y coordinate of the missile + */ void AddLightctrl(MissileStruct &missile, Point dst, Direction /*midir*/) { if (missile._midam == 0 && missile._micaster == TARGET_MONSTERS) @@ -2100,6 +2113,9 @@ void AddWeapexp(MissileStruct &missile, Point dst, Direction /*midir*/) missile._mirange = missile._miAnimLen - 1; } +/** + * var1: Animation + */ void AddTown(MissileStruct &missile, Point dst, Direction /*midir*/) { int tx = dst.x; @@ -2210,6 +2226,10 @@ void AddFiremove(MissileStruct &missile, Point dst, Direction /*midir*/) missile.position.offset.deltaY -= 32; } +/** + * var1: Animation + * var3: Light strength + */ void AddGuardian(MissileStruct &missile, Point dst, Direction /*midir*/) { auto &player = Players[missile._misource]; @@ -2256,6 +2276,10 @@ void AddGuardian(MissileStruct &missile, Point dst, Direction /*midir*/) } } +/** + * var1: X coordinate of the destination + * var2: Y coordinate of the destination + */ void AddChain(MissileStruct &missile, Point dst, Direction /*midir*/) { missile.var1 = dst.x; @@ -2307,6 +2331,10 @@ void AddRhino(MissileStruct &missile, Point dst, Direction midir) PutMissile(missile); } +/** + * var1: X coordinate of the missile-light + * var2: Y coordinate of the missile-light + */ void AddFlare(MissileStruct &missile, Point dst, Direction midir) { if (missile.position.start == dst) { @@ -2337,6 +2365,10 @@ void AddFlare(MissileStruct &missile, Point dst, Direction midir) } } +/** + * var1: X coordinate of the missile-light + * var2: Y coordinate of the missile-light + */ void AddAcid(MissileStruct &missile, Point dst, Direction /*midir*/) { UpdateMissileVelocity(missile, dst, 16); @@ -2359,6 +2391,10 @@ void AddAcidpud(MissileStruct &missile, Point /*dst*/, Direction /*midir*/) missile._miPreFlag = true; } +/** + * var1: mmode of the monster + * var2: mnum of the monster + */ void AddStone(MissileStruct &missile, Point dst, Direction /*midir*/) { int tx; @@ -2498,6 +2534,12 @@ void AddHealOther(MissileStruct &missile, Point /*dst*/, Direction /*midir*/) } } +/** + * var1: X coordinate of the missile-light + * var2: Y coordinate of the missile-light + * var4: X coordinate of the destination + * var5: Y coordinate of the destination + */ void AddElement(MissileStruct &missile, Point dst, Direction midir) { if (missile.position.start == dst) { @@ -2536,6 +2578,14 @@ void AddIdentify(MissileStruct &missile, Point /*dst*/, Direction /*midir*/) } } +/** + * var1: X coordinate of the first wave + * var2: Y coordinate of the first wave + * var3: Direction of the first wave + * var4: Direction of the second wave + * var5: X coordinate of the second wave + * var6: Y coordinate of the second wave + */ void AddFirewallC(MissileStruct &missile, Point dst, Direction midir) { missile._miDelFlag = true; @@ -2579,6 +2629,10 @@ void AddInfra(MissileStruct &missile, Point /*dst*/, Direction /*midir*/) UseMana(missile._misource, SPL_INFRA); } +/** + * var1: X coordinate of the destination + * var2: Y coordinate of the destination + */ void AddWave(MissileStruct &missile, Point dst, Direction /*midir*/) { missile.var1 = dst.x; @@ -2720,6 +2774,10 @@ void AddFlamec(MissileStruct &missile, Point dst, Direction midir) missile._mirange = 256; } +/** + * var1: Light strength + * var2: Base direction + */ void AddCbolt(MissileStruct &missile, Point dst, Direction midir) { missile._mirnd = GenerateRnd(15) + 1;