Give documentation comments new tag names. Part 2 of making the documentation better.

This commit is contained in:
hispidence 2021-08-23 19:16:24 +01:00
parent 9549ce021d
commit 1cccef16b2
19 changed files with 70 additions and 60 deletions

View file

@ -13,8 +13,8 @@
#include <Game/newinv2.h> #include <Game/newinv2.h>
/*** /***
Files that will be run on game startup. Scripts that will be run on game startup.
@module gameflow @files Pre-game
@pragma nostrip @pragma nostrip
*/ */
@ -48,20 +48,23 @@ Add a level to the gameflow.
*/ */
m_lua->set_function("AddLevel", &GameFlow::AddLevel, this); m_lua->set_function("AddLevel", &GameFlow::AddLevel, this);
/*** The path of the .jpg or .png image to show when loading the game. /*** Image to show when loading the game.
Must be a .jpg or .png image.
@function SetIntroImagePath @function SetIntroImagePath
@tparam string path the path to the image, relative to the TombEngine exe @tparam string path the path to the image, relative to the TombEngine exe
*/ */
m_lua->set_function("SetIntroImagePath", &GameFlow::SetIntroImagePath, this); m_lua->set_function("SetIntroImagePath", &GameFlow::SetIntroImagePath, this);
/*** The path of the .jpg or .png image to show in the background of the title screen. /*** Image to show in the background of the title screen.
Must be a .jpg or .png image.
__(not yet implemented)__ __(not yet implemented)__
@function SetTitleScreenImagePath @function SetTitleScreenImagePath
@tparam string path the path to the image, relative to the TombEngine exe @tparam string path the path to the image, relative to the TombEngine exe
*/ */
m_lua->set_function("SetTitleScreenImagePath", &GameFlow::SetTitleScreenImagePath, this); m_lua->set_function("SetTitleScreenImagePath", &GameFlow::SetTitleScreenImagePath, this);
/*** The maximum draw distance, in sectors (blocks), of any level in the game. /*** Maximum draw distance.
The maximum draw distance, in sectors (blocks), of any level in the game.
This is equivalent to TRNG's WorldFarView variable. This is equivalent to TRNG's WorldFarView variable.
__(not yet implemented)__ __(not yet implemented)__
@function SetGameFarView @function SetGameFarView
@ -98,13 +101,14 @@ You will not need to call them manually.
*/ */
/*** Set string variable keys and their translations. /*** Set string variable keys and their translations.
@function SetStrings @function SetStrings
@tparam table table array-style table with strings @tparam tab table array-style table with strings
*/ */
m_lua->set_function("SetStrings", &GameFlow::SetStrings, this); m_lua->set_function("SetStrings", &GameFlow::SetStrings, this);
/*** Specify which translations in the strings table correspond to which languages. /*** Set language names for translations.
Specify which translations in the strings table correspond to which languages.
@function SetLanguageNames @function SetLanguageNames
@tparam table table array-style table with language names @tparam tab table array-style table with language names
*/ */
m_lua->set_function("SetLanguageNames", &GameFlow::SetLanguageNames, this); m_lua->set_function("SetLanguageNames", &GameFlow::SetLanguageNames, this);

View file

@ -17,7 +17,7 @@
/*** /***
Functions and callbacks for level-specific logic scripts. Functions and callbacks for level-specific logic scripts.
@module gamelogic @files Level-specific
@pragma nostrip @pragma nostrip
*/ */
@ -178,15 +178,13 @@ GameScript::GameScript(sol::state* lua) : LuaHandler{ lua }
@section Music @section Music
*/ */
/*** /*** Set and play an ambient track
Set the named track as the ambient track, and start playing it
@function SetAmbientTrack @function SetAmbientTrack
@tparam string name of track (without file extension) to play @tparam string name of track (without file extension) to play
*/ */
m_lua->set_function("SetAmbientTrack", &SetAmbientTrack); m_lua->set_function("SetAmbientTrack", &SetAmbientTrack);
/*** /*** Play an audio track
Start playing the named track.
@function PlayAudioTrack @function PlayAudioTrack
@tparam string name of track (without file extension) to play @tparam string name of track (without file extension) to play
@tparam bool loop if true, the track will loop; if false, it won't (default: false) @tparam bool loop if true, the track will loop; if false, it won't (default: false)
@ -197,8 +195,7 @@ Start playing the named track.
@section Inventory @section Inventory
*/ */
/*** /*** Add x of an item to the inventory.
Add x of a certain item to the inventory.
A count of 0 will add the "default" amount of that item A count of 0 will add the "default" amount of that item
(i.e. the amount the player would get from a pickup of that type). (i.e. the amount the player would get from a pickup of that type).
For example, giving "zero" crossbow ammo would give the player For example, giving "zero" crossbow ammo would give the player

View file

@ -8,7 +8,7 @@
/*** /***
AI object AI object
@classmod AIObject @entityclass AIObject
@pragma nostrip @pragma nostrip
*/ */

View file

@ -6,7 +6,7 @@ Metadata about audio tracks (music and ambience).
__In progress__ __In progress__
@classmod AudioTrack @pregameclass AudioTrack
@pragma nostrip @pragma nostrip
*/ */
// TODO FIXME find out what is meant to happen and whether we need this or not // TODO FIXME find out what is meant to happen and whether we need this or not

View file

@ -6,7 +6,7 @@
/*** /***
Camera info Camera info
@classmod CameraInfo @entityclass CameraInfo
@pragma nostrip @pragma nostrip
*/ */

View file

@ -5,7 +5,7 @@
An RGBA or RGB color. An RGBA or RGB color.
Components are specified in bytes; all values are clamped to [0, 255]. Components are specified in bytes; all values are clamped to [0, 255].
@classmod Color @miscclass Color
@pragma nostrip @pragma nostrip
*/ */

View file

@ -6,7 +6,7 @@
/*** /***
Represents the properties of an object as it appears in the inventory. Represents the properties of an object as it appears in the inventory.
@classmod InventoryObject @pregameclass InventoryObject
@pragma nostrip @pragma nostrip
*/ */

View file

@ -17,7 +17,7 @@ Represents any object inside the game world.
Examples include statics, enemies, doors, Examples include statics, enemies, doors,
pickups, and Lara herself. pickups, and Lara herself.
@classmod ItemInfo @entityclass ItemInfo
@pragma nostrip @pragma nostrip
*/ */

View file

@ -3,10 +3,10 @@
#include "ScriptAssert.h" #include "ScriptAssert.h"
/*** /***
A container for level metadata - things which aren't present in the compiled Stores level metadata.
level file itself. These are things things which aren't present in the compiled level file itself.
@classmod Level @pregameclass Level
@pragma nostrip @pragma nostrip
*/ */
@ -19,23 +19,28 @@ void GameScriptLevel::Register(sol::state* state)
state->new_usertype<GameScriptLevel>("Level", state->new_usertype<GameScriptLevel>("Level",
sol::constructors<GameScriptLevel()>(), sol::constructors<GameScriptLevel()>(),
/// (string) string key for the level's (localised) name. Corresponds to an entry in strings.lua. /// (string) string key for the level's (localised) name.
// Corresponds to an entry in strings.lua.
//@mem nameKey //@mem nameKey
"nameKey", &GameScriptLevel::NameStringKey, "nameKey", &GameScriptLevel::NameStringKey,
/// (string) path of the Lua file holding the level's logic script, relative to the location of the tombengine executable /// (string) Level-specific Lua script file.
// Path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
//@mem scriptFile //@mem scriptFile
"scriptFile", &GameScriptLevel::ScriptFileName, "scriptFile", &GameScriptLevel::ScriptFileName,
/// (string) path of the compiled level file, relative to the location of the tombengine executable /// (string) Compiled file path.
// This path is relative to the location of the TombEngine executable.
//@mem levelFile //@mem levelFile
"levelFile", &GameScriptLevel::FileName, "levelFile", &GameScriptLevel::FileName,
/// (string) path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable /// (string) Load screen image.
// Path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
//@mem loadScreenFile //@mem loadScreenFile
"loadScreenFile", &GameScriptLevel::LoadScreenFileName, "loadScreenFile", &GameScriptLevel::LoadScreenFileName,
/// (string) initial ambient sound track to play - this is the filename of the track __without__ the .wav extension /// (string) initial ambient sound track to play.
// This is the filename of the track __without__ the .wav extension.
//@mem ambientTrack //@mem ambientTrack
"ambientTrack", &GameScriptLevel::AmbientTrack, "ambientTrack", &GameScriptLevel::AmbientTrack,
@ -43,36 +48,39 @@ void GameScriptLevel::Register(sol::state* state)
//@mem layer1 //@mem layer1
"layer1", &GameScriptLevel::Layer1, "layer1", &GameScriptLevel::Layer1,
/// (@{SkyLayer}) Secondary sky layer __(not yet implemented)__ /// (@{SkyLayer}) Secondary sky layer
// __(not yet implemented)__
//@mem layer2 //@mem layer2
"layer2", &GameScriptLevel::Layer2, "layer2", &GameScriptLevel::Layer2,
/// (@{Color}) distance fog RGB color (as seen in TR4's Desert Railroad). /// (@{Color}) distance fog RGB color.
// As seen in TR4's Desert Railroad.
// If not provided, distance fog will be black. // If not provided, distance fog will be black.
// //
// __(not yet implemented)__ // __(not yet implemented)__
//@mem fog //@mem fog
"fog", &GameScriptLevel::Fog, "fog", &GameScriptLevel::Fog,
/// (bool) if set to true, the horizon and sky layer will be drawn; if set to false; they won't. /// (bool) Draw sky layer? (default: false)
//@mem horizon //@mem horizon
"horizon", &GameScriptLevel::Horizon, "horizon", &GameScriptLevel::Horizon,
/// (bool) if true, the horizon graphic will transition smoothly to the sky layer. /// (bool) Enable smooth transition from horizon graphic to sky layer.
// If set to false, there will be a black band between the two. // If set to false, there will be a black band between the two.
// //
// __(not yet implemented)__ // __(not yet implemented)__
//@mem colAddHorizon //@mem colAddHorizon
"colAddHorizon", &GameScriptLevel::ColAddHorizon, "colAddHorizon", &GameScriptLevel::ColAddHorizon,
/// (bool) equivalent to classic TRLE's LIGHTNING setting. /// (bool) Enable flickering lightning in the sky.
// If true, there will be a flickering lightning in the skylayer, as in the TRC Ireland levels. // Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
// j//
// __(thunder sounds not yet implemented)__ // __(thunder sounds not yet implemented)__
//@mem storm //@mem storm
"storm", &GameScriptLevel::Storm, "storm", &GameScriptLevel::Storm,
/// (WeatherType) Must be one of the values WeatherType.NORMAL, WeatherType.RAIN, or WeatherType.SNOW. /// (WeatherType) Choose weather effect.
// Must be one of the values `WeatherType.NORMAL`, `WeatherType.RAIN`, or `WeatherType.SNOW`.
// //
// __(not yet implemented)__ // __(not yet implemented)__
//@mem weather //@mem weather
@ -94,12 +102,12 @@ e.g. `myLevel.laraType = LaraType.DIVESUIT`
@mem laraType*/ @mem laraType*/
"laraType", &GameScriptLevel::LaraType, "laraType", &GameScriptLevel::LaraType,
/// (bool) If true, an occasional screen shake effect (as seen in TRC's Sinking Submarine) will /// (bool) Enable occasional screen shake effect.
// happen throughout the level. // As seen in TRC's Sinking Submarine.
//@mem rumble //@mem rumble
"rumble", &GameScriptLevel::Rumble, "rumble", &GameScriptLevel::Rumble,
/// (@{Mirror}) object holding the location and size of the room's mirror, if present. /// (@{Mirror}) Location and size of the level's mirror, if present.
// //
// __(not yet implemented)__ // __(not yet implemented)__
//@mem mirror //@mem mirror
@ -119,8 +127,8 @@ __(not yet implemented)__
@mem UVRotate*/ @mem UVRotate*/
"UVRotate", sol::property(&GameScriptLevel::SetUVRotate), "UVRotate", sol::property(&GameScriptLevel::SetUVRotate),
/*** (byte) The maximum draw distance, in sectors (blocks), of this particular level. /*** (byte) The maximum draw distance for level.
Given in sectors (blocks).
Must be in the range [1, 127], and equal to or less than the value passed to SetGameFarView. Must be in the range [1, 127], and equal to or less than the value passed to SetGameFarView.
This is equivalent to TRNG's LevelFarView variable. This is equivalent to TRNG's LevelFarView variable.
@ -130,7 +138,7 @@ __(not yet implemented)__
*/ */
"farView", sol::property(&GameScriptLevel::SetLevelFarView), "farView", sol::property(&GameScriptLevel::SetLevelFarView),
/*** (bool) If true, the player will have an unlimited oxygen supply when in water. /*** (bool) Enable unlimited oxygen supply when in water.
__(not yet implemented)__ __(not yet implemented)__
@mem unlimitedAir @mem unlimitedAir

View file

@ -9,7 +9,7 @@
/*** /***
Mesh info Mesh info
@classmod MeshInfo @entityclass MeshInfo
@pragma nostrip @pragma nostrip
*/ */

View file

@ -2,11 +2,12 @@
#include "GameScriptMirror.h" #include "GameScriptMirror.h"
/*** /***
A mirror effect, as seen in TR4's Coastal Ruins and Sacred Lake levels. A mirror effect.
As seen in TR4's Coastal Ruins and Sacred Lake levels.
__Not currently implemented.__ __Not currently implemented.__
@classmod Mirror @pregameclass Mirror
@pragma nostrip @pragma nostrip
*/ */

View file

@ -5,7 +5,7 @@
/*** /***
Represents a position in the game world. Represents a position in the game world.
@classmod Position @miscclass Position
@pragma nostrip @pragma nostrip
*/ */

View file

@ -2,11 +2,11 @@
#include "GameScriptRotation.h" #include "GameScriptRotation.h"
#include "phd_global.h" #include "phd_global.h"
/*** /*** Represents a rotation.
Represents a rotation as a combination of individual Rotations are specifed as a combination of individual
angles, in degrees, about each axis. angles, in degrees, about each axis.
All values will be clamped to [-32768, 32767]. All values will be clamped to [-32768, 32767].
@classmod Rotation @miscclass Rotation
@pragma nostrip @pragma nostrip
*/ */

View file

@ -3,7 +3,7 @@
/*** /***
Settings that will be run on game startup. Settings that will be run on game startup.
@classmod Settings @pregameclass Settings
@pragma nostrip @pragma nostrip
*/ */

View file

@ -8,7 +8,7 @@
/*** /***
Sink info Sink info
@classmod SinkInfo @entityclass SinkInfo
@pragma nostrip @pragma nostrip
*/ */

View file

@ -1,9 +1,9 @@
#include "framework.h" #include "framework.h"
#include "GameScriptSkyLayer.h" #include "GameScriptSkyLayer.h"
/*** /*** Describes a layer of moving clouds.
Description class for moving clouds, as seen in TR4's City of the Dead. As seen in TR4's City of the Dead.
@classmod SkyLayer @pregameclass SkyLayer
@pragma nostrip @pragma nostrip
*/ */

View file

@ -6,7 +6,7 @@
/*** /***
Sound source info Sound source info
@classmod SoundSourceInfo @entityclass SoundSourceInfo
@pragma nostrip @pragma nostrip
*/ */

View file

@ -1,6 +1,6 @@
#pragma once #pragma once
// Last generated on 8/8/2021. // Last generated on 23/8/2021.
#include <unordered_map> #include <unordered_map>
#include <string> #include <string>
@ -8,7 +8,7 @@
/*** /***
Constants for items that can be used with GetInvItem and SetInvItem. Constants for items that can be used with GetInvItem and SetInvItem.
@classmod InvItem @enum InvItem
@pragma nostrip @pragma nostrip
*/ */

View file

@ -1,6 +1,6 @@
#pragma once #pragma once
// Last generated on 18/7/2021. // Last generated on 23/8/2021.
#include "objectslist.h" #include "objectslist.h"
#include <unordered_map> #include <unordered_map>
@ -8,7 +8,7 @@
/*** /***
Constants for object IDs. Constants for object IDs.
@classmod ObjID @enum ObjID
@pragma nostrip @pragma nostrip
*/ */