diff --git a/Source/loadsave.cpp b/Source/loadsave.cpp index 83e5db553..3ee2a0619 100644 --- a/Source/loadsave.cpp +++ b/Source/loadsave.cpp @@ -1646,10 +1646,6 @@ void RemoveEmptyInventory(Player &player) } } -/** - * @brief Load game state - * @param firstflag Can be set to false if we are simply reloading the current game - */ void LoadGame(bool firstflag) { FreeGameMem(); diff --git a/Source/loadsave.h b/Source/loadsave.h index 11c3966d2..3a5eeb999 100644 --- a/Source/loadsave.h +++ b/Source/loadsave.h @@ -25,6 +25,11 @@ void LoadHeroItems(Player &player); * @param pnum The id of the player */ void RemoveEmptyInventory(Player &player); + +/** + * @brief Load game state + * @param firstflag Can be set to false if we are simply reloading the current game + */ void LoadGame(bool firstflag); void SaveHotkeys(); void SaveHeroItems(Player &player); diff --git a/Source/minitext.cpp b/Source/minitext.cpp index d52eb31ad..7b8e00297 100644 --- a/Source/minitext.cpp +++ b/Source/minitext.cpp @@ -123,27 +123,17 @@ void DrawQTextContent(const Surface &out) } // namespace -/** - * @brief Free the resouces used by the quest dialog window - */ void FreeQuestText() { pTextBoxCels = std::nullopt; } -/** - * @brief Load the resouces used by the quest dialog window, and initialize it's state - */ void InitQuestText() { pTextBoxCels = LoadCel("Data\\TextBox.CEL", 591); qtextflag = false; } -/** - * @brief Start the given naration - * @param m Index of narration from the Texts table - */ void InitQTextMsg(_speech_id m) { if (Speeches[m].scrlltxt) { diff --git a/Source/minitext.h b/Source/minitext.h index ab811c5de..292a718af 100644 --- a/Source/minitext.h +++ b/Source/minitext.h @@ -12,8 +12,20 @@ namespace devilution { extern bool qtextflag; +/** + * @brief Free the resouces used by the quest dialog window + */ void FreeQuestText(); + +/** + * @brief Load the resouces used by the quest dialog window, and initialize it's state + */ void InitQuestText(); + +/** + * @brief Start the given naration + * @param m Index of narration from the Texts table + */ void InitQTextMsg(_speech_id m); /** diff --git a/Source/missiles.cpp b/Source/missiles.cpp index 52e40b4d1..0408137a0 100644 --- a/Source/missiles.cpp +++ b/Source/missiles.cpp @@ -990,25 +990,6 @@ int GetSpellLevel(int playerId, spell_id sn) return std::max(player._pISplLvlAdd + player._pSplLvl[sn], 0); } -/** - * @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to. - * - * W sW SW Sw S - * ^ - * nW | Se - * | - * NW ------+-----> SE - * | - * Nw | sE - * | - * N Ne NE nE E - * - * @param x1 the x coordinate of p1 - * @param y1 the y coordinate of p1 - * @param x2 the x coordinate of p2 - * @param y2 the y coordinate of p2 - * @return the direction of the p1->p2 vector - */ Direction16 GetDirection16(Point p1, Point p2) { Displacement offset = p2 - p1; @@ -1426,9 +1407,6 @@ void AddBerserk(Missile &missile, Point dst, Direction /*midir*/) } } -/** - * var1: Direction to place the spawn - */ void AddHorkSpawn(Missile &missile, Point dst, Direction midir) { UpdateMissileVelocity(missile, dst, 8); @@ -2002,12 +1980,6 @@ void AddFirewall(Missile &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(Missile &missile, Point dst, Direction midir) { if (missile.position.start == dst) { @@ -2030,10 +2002,6 @@ void AddFireball(Missile &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(Missile &missile, Point dst, Direction /*midir*/) { if (missile._midam == 0 && missile._micaster == TARGET_MONSTERS) @@ -2105,9 +2073,6 @@ void AddWeapexp(Missile &missile, Point dst, Direction /*midir*/) missile._mirange = missile._miAnimLen - 1; } -/** - * var1: Animation - */ void AddTown(Missile &missile, Point dst, Direction /*midir*/) { Point target = dst; @@ -2218,10 +2183,6 @@ void AddFiremove(Missile &missile, Point dst, Direction /*midir*/) missile.position.offset.deltaY -= 32; } -/** - * var1: Animation - * var3: Light strength - */ void AddGuardian(Missile &missile, Point dst, Direction /*midir*/) { auto &player = Players[missile._misource]; @@ -2268,10 +2229,6 @@ void AddGuardian(Missile &missile, Point dst, Direction /*midir*/) } } -/** - * var1: X coordinate of the destination - * var2: Y coordinate of the destination - */ void AddChain(Missile &missile, Point dst, Direction /*midir*/) { missile.var1 = dst.x; @@ -2323,10 +2280,6 @@ void AddRhino(Missile &missile, Point dst, Direction midir) PutMissile(missile); } -/** - * var1: X coordinate of the missile-light - * var2: Y coordinate of the missile-light - */ void AddFlare(Missile &missile, Point dst, Direction midir) { if (missile.position.start == dst) { @@ -2357,10 +2310,6 @@ void AddFlare(Missile &missile, Point dst, Direction midir) } } -/** - * var1: X coordinate of the missile-light - * var2: Y coordinate of the missile-light - */ void AddAcid(Missile &missile, Point dst, Direction /*midir*/) { UpdateMissileVelocity(missile, dst, 16); @@ -2383,10 +2332,6 @@ void AddAcidpud(Missile &missile, Point /*dst*/, Direction /*midir*/) missile._miPreFlag = true; } -/** - * var1: mmode of the monster - * var2: mnum of the monster - */ void AddStone(Missile &missile, Point dst, Direction /*midir*/) { Point target; @@ -2522,12 +2467,6 @@ void AddHealOther(Missile &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(Missile &missile, Point dst, Direction midir) { if (missile.position.start == dst) { @@ -2566,14 +2505,6 @@ void AddIdentify(Missile &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(Missile &missile, Point dst, Direction midir) { missile._miDelFlag = true; @@ -2616,10 +2547,6 @@ void AddInfra(Missile &missile, Point /*dst*/, Direction /*midir*/) UseMana(missile._misource, SPL_INFRA); } -/** - * var1: X coordinate of the destination - * var2: Y coordinate of the destination - */ void AddWave(Missile &missile, Point dst, Direction /*midir*/) { missile.var1 = dst.x; @@ -2761,10 +2688,6 @@ void AddFlamec(Missile &missile, Point dst, Direction midir) missile._mirange = 256; } -/** - * var1: Light strength - * var2: Base direction - */ void AddCbolt(Missile &missile, Point dst, Direction midir) { missile._mirnd = GenerateRnd(15) + 1; diff --git a/Source/missiles.h b/Source/missiles.h index f8b65f7b6..8d1ebdfed 100644 --- a/Source/missiles.h +++ b/Source/missiles.h @@ -143,6 +143,26 @@ extern bool MissilePreFlag; void GetDamageAmt(int i, int *mind, int *maxd); int GetSpellLevel(int playerId, spell_id sn); + +/** + * @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to. + * + * W sW SW Sw S + * ^ + * nW | Se + * | + * NW ------+-----> SE + * | + * Nw | sE + * | + * N Ne NE nE E + * + * @param x1 the x coordinate of p1 + * @param y1 the y coordinate of p1 + * @param x2 the x coordinate of p2 + * @param y2 the y coordinate of p2 + * @return the direction of the p1->p2 vector + */ Direction16 GetDirection16(Point p1, Point p2); void DeleteMissile(int i); bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, missile_id t, bool shift); @@ -184,6 +204,10 @@ void AddImmolationRune(Missile &missile, Point dst, Direction midir); void AddStoneRune(Missile &missile, Point dst, Direction midir); void AddReflection(Missile &missile, Point dst, Direction midir); void AddBerserk(Missile &missile, Point dst, Direction midir); + +/** + * var1: Direction to place the spawn + */ void AddHorkSpawn(Missile &missile, Point dst, Direction midir); void AddJester(Missile &missile, Point dst, Direction midir); void AddStealPotions(Missile &missile, Point dst, Direction midir); @@ -207,31 +231,93 @@ void AddMagmaball(Missile &missile, Point dst, Direction midir); void AddTeleport(Missile &missile, Point dst, Direction midir); void AddLightball(Missile &missile, Point dst, Direction midir); void AddFirewall(Missile &missile, Point dst, Direction midir); + +/** + * 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(Missile &missile, Point dst, Direction midir); + +/** + * var1: X coordinate of the missile + * var2: Y coordinate of the missile + */ void AddLightctrl(Missile &missile, Point dst, Direction midir); void AddLightning(Missile &missile, Point dst, Direction midir); void AddMisexp(Missile &missile, Point dst, Direction midir); void AddWeapexp(Missile &missile, Point dst, Direction midir); + +/** + * var1: Animation + */ void AddTown(Missile &missile, Point dst, Direction midir); void AddFlash(Missile &missile, Point dst, Direction midir); void AddFlash2(Missile &missile, Point dst, Direction midir); void AddManashield(Missile &missile, Point dst, Direction midir); void AddFiremove(Missile &missile, Point dst, Direction midir); + +/** + * var1: Animation + * var3: Light strength + */ void AddGuardian(Missile &missile, Point dst, Direction midir); + +/** + * var1: X coordinate of the destination + * var2: Y coordinate of the destination + */ void AddChain(Missile &missile, Point dst, Direction midir); void AddRhino(Missile &missile, Point dst, Direction midir); + +/** + * var1: X coordinate of the missile-light + * var2: Y coordinate of the missile-light + */ void AddFlare(Missile &missile, Point dst, Direction midir); + +/** + * var1: X coordinate of the missile-light + * var2: Y coordinate of the missile-light + */ void AddAcid(Missile &missile, Point dst, Direction midir); void AddAcidpud(Missile &missile, Point dst, Direction midir); + +/** + * var1: mmode of the monster + * var2: mnum of the monster + */ void AddStone(Missile &missile, Point dst, Direction midir); void AddGolem(Missile &missile, Point dst, Direction midir); void AddBoom(Missile &missile, Point dst, Direction midir); void AddHeal(Missile &missile, Point dst, Direction midir); void AddHealOther(Missile &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(Missile &missile, Point dst, Direction midir); void AddIdentify(Missile &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(Missile &missile, Point dst, Direction midir); void AddInfra(Missile &missile, Point dst, Direction midir); + +/** + * var1: X coordinate of the destination + * var2: Y coordinate of the destination + */ void AddWave(Missile &missile, Point dst, Direction midir); void AddNova(Missile &missile, Point dst, Direction midir); void AddBlodboil(Missile &missile, Point dst, Direction midir); @@ -241,6 +327,11 @@ void AddDisarm(Missile &missile, Point dst, Direction midir); void AddApoca(Missile &missile, Point dst, Direction midir); void AddFlame(Missile &missile, Point dst, Direction midir); void AddFlamec(Missile &missile, Point dst, Direction midir); + +/** + * var1: Light strength + * var2: Base direction + */ void AddCbolt(Missile &missile, Point dst, Direction midir); void AddHbolt(Missile &missile, Point dst, Direction midir); void AddResurrect(Missile &missile, Point dst, Direction midir);