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 14361edad3
commit bc9e863307
19 changed files with 70 additions and 60 deletions

View file

@ -3,10 +3,10 @@
#include "ScriptAssert.h"
/***
A container for level metadata - things which aren't present in the compiled
level file itself.
Stores level metadata.
These are things things which aren't present in the compiled level file itself.
@classmod Level
@pregameclass Level
@pragma nostrip
*/
@ -19,23 +19,28 @@ void GameScriptLevel::Register(sol::state* state)
state->new_usertype<GameScriptLevel>("Level",
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
"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
"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
"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
"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
"ambientTrack", &GameScriptLevel::AmbientTrack,
@ -43,36 +48,39 @@ void GameScriptLevel::Register(sol::state* state)
//@mem layer1
"layer1", &GameScriptLevel::Layer1,
/// (@{SkyLayer}) Secondary sky layer __(not yet implemented)__
/// (@{SkyLayer}) Secondary sky layer
// __(not yet implemented)__
//@mem 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.
//
// __(not yet implemented)__
//@mem 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
"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.
//
// __(not yet implemented)__
//@mem colAddHorizon
"colAddHorizon", &GameScriptLevel::ColAddHorizon,
/// (bool) equivalent to classic TRLE's LIGHTNING setting.
// If true, there will be a flickering lightning in the skylayer, as in the TRC Ireland levels.
//
/// (bool) Enable flickering lightning in the sky.
// Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
j//
// __(thunder sounds not yet implemented)__
//@mem 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)__
//@mem weather
@ -94,12 +102,12 @@ e.g. `myLevel.laraType = LaraType.DIVESUIT`
@mem laraType*/
"laraType", &GameScriptLevel::LaraType,
/// (bool) If true, an occasional screen shake effect (as seen in TRC's Sinking Submarine) will
// happen throughout the level.
/// (bool) Enable occasional screen shake effect.
// As seen in TRC's Sinking Submarine.
//@mem 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)__
//@mem mirror
@ -119,8 +127,8 @@ __(not yet implemented)__
@mem UVRotate*/
"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.
This is equivalent to TRNG's LevelFarView variable.
@ -130,7 +138,7 @@ __(not yet implemented)__
*/
"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)__
@mem unlimitedAir