Merge pull request #20 from MikeHoffert/documentation

Documentation is always a good thing
This commit is contained in:
titiger 2014-08-08 01:20:47 +02:00
commit ad5e978be9
5 changed files with 2605 additions and 47 deletions

1
source/.gitignore vendored
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@ -1,2 +1,3 @@
/windows_deps*/
/glest_game/facilities/gitversion.h
/glest_game/site/

2329
source/glest_game/Doxyfile Normal file

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@ -101,6 +101,14 @@ using namespace Shared::Graphics::Gl;
using namespace Shared::Xml;
using namespace Shared;
/**
* @namespace Glest
* Namespace used for all %Glest related code.
*/
/**
* @namespace Game
* Namespace used for game related code.
*/
namespace Glest { namespace Game {
static string tempDataLocation = getUserHome();

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@ -9,6 +9,13 @@
// License, or (at your option) any later version
// ==============================================================
/**
* @file
* Contains the Upgrade and UpgradeManager classes. This is what the factions need to manage
* upgrades (including starting, canceling, and finishing upgrades, figuring out which
* upgrades we have done, etc).
*/
#ifndef _GLEST_GAME_UPGRADE_H_
#define _GLEST_GAME_UPGRADE_H_
@ -33,25 +40,32 @@ class Unit;
class UpgradeType;
class Faction;
/**
* Stores the state of the upgrade (whether or not the upgrading process is complete).
*/
// TODO: Don't make this global; move it inside Upgrade
enum UpgradeState {
usUpgrading,
usUpgraded,
usUpgrading, /**< The upgrade is currently in progress. */
usUpgraded, /**< The upgrade is completed. */
upgradeStateCount
upgradeStateCount // TODO: This should be unnecessary -- there's no need to iterate over this enum
};
class UpgradeManager;
class TotalUpgrade;
// =====================================================
// class Upgrade
//
/// A bonus to an UnitType
// =====================================================
/**
* An instance of an upgrade. Factions will typically have one upgrade of each type. This object
* groups the type, faction, and upgrade state (ie, has the upgrade been obtained yet?).
*/
class Upgrade {
private:
UpgradeState state;
// TODO: I believe this is unnecessary. As far as I can tell, it's only used for checking
// that the unit we're applying UpgradeManager::computeTotalUpgrade to is in this faction. However,
// I don't see an circumstances when it wouldn't be (since the UpgradeManager already an aggregate
// of a faction and Unit directly gets the UpgradeManager from the faction (so it must have the
// same faction as the upgrades in the UpgradeManager).
int factionIndex;
const UpgradeType *type;
@ -59,50 +73,136 @@ private:
Upgrade();
public:
/**
* Creates an upgrade. The upgrade state will be set to UpgradeState::usUpgrading.
* @param upgradeType The type of the upgrade that this corresponds to. Upgrade types are
* essentially "classes" for upgrades.
* @param factionIndex The index of the faction that the upgrade belongs to.
*/
Upgrade(const UpgradeType *upgradeType, int factionIndex);
private:
//get
UpgradeState getState() const;
int getFactionIndex() const;
const UpgradeType * getType() const;
//set
void setState(UpgradeState state);
/**
* Retrieves a string representation of the upgrade (detailing its state, type, and faction).
*/
std::string toString() const;
/**
* Saves the object state into the given node.
* @param rootNode The UpgradeManager node to save object info to.
*/
void saveGame(XmlNode *rootNode);
/**
* Loads the object state from the given node.
* @param rootNode The UpgradeManager node to retrieve object info from.
* @param faction The faction that the upgrade belongs to. Used to convert the upgrade type from
* the XML string.
*/
static Upgrade * loadGame(const XmlNode *rootNode,Faction *faction);
};
// ===============================
// class UpgradeManager
// ===============================
/**
* Manages upgrades by starting, stopping, and finishing upgrades. Each faction has their own
* upgrade manager.
*/
class UpgradeManager{
private:
private:
typedef vector<Upgrade*> Upgrades;
typedef map<const UpgradeType *,int> UgradesLookup;
/**
* List of upgrades that the upgrade manager is working with (either in progress or finished).
*/
Upgrades upgrades;
/**
* Maps UpgradeType to the index of the upgrade in UpgradeManager::upgrades.
*/
UgradesLookup upgradesLookup;
public:
~UpgradeManager();
int getUpgradeCount() const {return (int)upgrades.size();}
/**
* Starts an upgrade.
* @param upgradeType The type of the upgrade to start.
* @param factionIndex Passed to the constructor of the Upgrade.
*/
void startUpgrade(const UpgradeType *upgradeType, int factionIndex);
/**
* Cancels an upgrade before it is finished. The upgrade is removed from the UpgradeManager.
* @param upgradeType The type of the upgrade to remove.
* @throws megaglest_runtime_error If there is no upgrade of the desired type in the UpgradeManager.
*/
void cancelUpgrade(const UpgradeType *upgradeType);
/**
* Sets an Upgrade in the UpgradeManager as finished (ie, the state is UpgradeState::usUpgraded).
* @param upgradeType The type of the upgrade to complete.
* @throws megaglest_runtime_error If there is no upgrade of the desired type in the UpgradeManager.
*/
void finishUpgrade(const UpgradeType *upgradeType);
/**
* Returns true if an Upgrade of the desired type has state UpgradeState::usUpgraded (ie, is
* finished upgrading).
* @param upgradeType The type of the upgrade in question.
*/
bool isUpgraded(const UpgradeType *upgradeType) const;
bool isUpgrading(const UpgradeType *upgradeType) const;
bool isUpgradingOrUpgraded(const UpgradeType *upgradeType) const;
void computeTotalUpgrade(const Unit *unit, TotalUpgrade *totalUpgrade) const;
/**
* Returns true if an Upgrade of the desired type has state UpgradeState::usUpgrading (ie, is
* currently in progress).
* @param upgradeType The type of the upgrade in question.
*/
bool isUpgrading(const UpgradeType *upgradeType) const;
/**
* Returns true if an Upgrade of the desired type exists in the UpgradeManager.
* @param upgradeType The type of the upgrade in question.
*/
bool isUpgradingOrUpgraded(const UpgradeType *upgradeType) const;
/**
* [Sums up](@ref TotalUpgrade::sum) the effect of all upgrades for this faction as they apply
* to a particular unit.
* @param unit The unit that the TotalUpgrade applies to. This is necessary because some
* upgrades provide percentage boosts.
* @param totalUpgrade The TotalUpgrade object to modify. Note that it is cleared before values
* are calculated.
*/
void computeTotalUpgrade(const Unit *unit, TotalUpgrade *totalUpgrade) const;
/**
* Retrieves a string representation of the UpgradeManager. Contains the contents of
* Upgrade::toString for all upgrades in the UpgradeManager.
*/
std::string toString() const;
/**
* Adds a node for the UpgradeManager that contains all the upgrade nodes, saving the object's
* state.
* @param rootNode The faction node to add the UpgradeManager node to.
* @see Upgrade::saveGame
*/
void saveGame(XmlNode *rootNode);
/**
* Loads all the upgrades from the UpgradeManager node, effectively reloading the object's
* state.
* @param rootNode The faction node to get the UpgradeManager node from.
* @param faction Only passed to Upgrade::loadGame (which does the actual loading of each
* Upgrade object.
*/
void loadGame(const XmlNode *rootNode,Faction *faction);
};

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@ -9,6 +9,14 @@
// License, or (at your option) any later version
// ==============================================================
/**
* @file
* Classified the Upgrade type (which is sort of like a class for upgrades). Each upgrade has a
* type that details the stats that it boosts and the units that it affects. Also has TotalUpgrade,
* which is a sum of all upgrades applied to a particular unit (and is what determines how units
* stats are modified by an upgrade.
*/
#ifndef _GLEST_GAME_UPGRADETYPE_H_
#define _GLEST_GAME_UPGRADETYPE_H_
@ -39,10 +47,9 @@ class MoveSkillType;
class ProduceSkillType;
class Faction;
// ===============================
// class UpgradeTypeBase
// ===============================
/**
* Groups all information used for upgrades. Attack boosts also use this class for modifying stats.
*/
class UpgradeTypeBase {
protected:
string upgradename;
@ -64,23 +71,31 @@ protected:
int attackStrength;
bool attackStrengthIsMultiplier;
/**
* List of the values (for each skill type) that the stat was boosted by. This is used so
* that we can restore the original values when the upgrade is removed (eg, an attack
* boost wears off).
*/
std::map<string,int> attackStrengthMultiplierValueList;
int attackRange;
bool attackRangeIsMultiplier;
std::map<string,int> attackRangeMultiplierValueList;
std::map<string,int> attackRangeMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
int moveSpeed;
bool moveSpeedIsMultiplier;
std::map<string,int> moveSpeedIsMultiplierValueList;
std::map<string,int> moveSpeedIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
int prodSpeed;
bool prodSpeedIsMultiplier;
std::map<string,int> prodSpeedProduceIsMultiplierValueList;
std::map<string,int> prodSpeedUpgradeIsMultiplierValueList;
std::map<string,int> prodSpeedMorphIsMultiplierValueList;
std::map<string,int> prodSpeedProduceIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
std::map<string,int> prodSpeedUpgradeIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
std::map<string,int> prodSpeedMorphIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
public:
/**
* Creates an UpgradeTypeBase with values such that there are no stat changes.
*/
UpgradeTypeBase() {
maxHp = 0;;
maxHpIsMultiplier = false;
@ -127,11 +142,27 @@ public:
bool getMoveSpeedIsMultiplier() const {return moveSpeedIsMultiplier;}
int getProdSpeed(const SkillType *st) const;
bool getProdSpeedIsMultiplier() const {return prodSpeedIsMultiplier;}
/**
* Loads the upgrade values (stat boosts and whether or not the boosts use a multiplier) from an
* XML node.
* @param upgradeNode Node containing the stat boost elements (`max-hp`, `attack-strength`, etc).
* @param upgradename Unique identifier for the upgrade.
*/
void load(const XmlNode *upgradeNode, string upgradename);
/**
* Creates a string representation of the upgrade. All stat boosts are detailed on their own line
* with their corresponding boosts.
* @param translatedValue If true, the description is translated. Otherwise the description uses
* names as they appear in the XMLs.
*/
virtual string getDesc(bool translatedValue) const;
/**
* Returns a string representation of this object. Lists all the value that the object stores.
* For debugging purposes, only.
*/
std::string toString() const {
std::string result = "";
@ -163,9 +194,14 @@ public:
return result;
}
// TODO: It's not clear if these save game methods are being used, currently. I think
// attack boosts might use the few lines that aren't commented out.
virtual void saveGame(XmlNode *rootNode) const;
static const UpgradeType * loadGame(const XmlNode *rootNode, Faction *faction);
/**
* Generates a checksum value for the upgrade.
*/
Checksum getCRC() {
Checksum crcForUpgradeType;
@ -212,53 +248,137 @@ public:
}
};
// ===============================
// class UpgradeType
// ===============================
/**
* Represents the type of upgrade. That is, the single upgrade as it appears in the faction's XML
* files. Each upgrade has a single `UpgradeType`. Contains information about what units are
* affected by the upgrade.
*/
class UpgradeType: public UpgradeTypeBase, public ProducibleType {
private:
/**
* List of unit types (the "classes" of units, eg, swordman) that are affected by this upgrade.
*/
vector<const UnitType*> effects;
public:
/**
* Sets the upgrade name to the directory name (the base name of `dir`).
* @param dir Path of the upgrade directory.
*/
void preLoad(const string &dir);
/**
* Loads an upgrade from an XML file.
* @param dir Path of the upgrade directory. The file name is determined from this.
* @param techTree The techtree that this upgrade is in. Used to access the common data
* directory and to access resources.
* @param factionType The faction type (a unique type for each faction) that the upgrade belongs
* to. Used for accessing unit types that are in the unit requirements list.
* @param checksum Will have the checksum of the upgrade path added to it (treated the same way
* as the `techtreeChecksum`).
* @param techtreeChecksum Cumulative checksum for the techtree. The path of loaded upgrades
* is added to this checksum.
*/
void load(const string &dir, const TechTree *techTree,
const FactionType *factionType, Checksum* checksum,
Checksum* techtreeChecksum,
std::map<string,vector<pair<string, string> > > &loadedFileList,
bool validationMode=false);
/**
* Obtains the upgrade name.
* @param translatedValue If true, the name is translated. Otherwise the name is returned as it
* appears in the XMLs.
*/
virtual string getName(bool translatedValue=false) const;
//get all
/**
* Returns the number of UnitTypes affected by this upgrade.
*/
int getEffectCount() const {return (int)effects.size();}
/**
* Returns a particular unit type affected by this upgrade.
* @param i Index of the unit type in the #effects list.
*/
const UnitType * getEffect(int i) const {return effects[i];}
/**
* Determines if a unit is affected by this upgrade.
* @param unitType The UnitType we are checking (to see if they're affected).
* @return True if the unit is affected, false otherwise.
*/
bool isAffected(const UnitType *unitType) const;
//other methods
/**
* Creates a description for this upgrade. Lists the affected units.
*/
virtual string getReqDesc(bool translatedValue) const;
//virtual void saveGame(XmlNode *rootNode) const;
//virtual void loadGame(const XmlNode *rootNode);
};
// ===============================
// class TotalUpgrade
// ===============================
/**
* Keeps track of the cumulative effects of upgrades on units. This allows us to apply multiple
* upgrades to a unit with the effects stacking.
*/
class TotalUpgrade: public UpgradeTypeBase {
public:
TotalUpgrade();
virtual ~TotalUpgrade() {}
/**
* Resets all stat boosts (so there's effectively no upgrade).
*/
void reset();
/**
* Adds an upgrade to this one, stacking the effects. Note that multipliers are stacked
* by multiplying by the original, unboosted amount, and then adding that to the TotalUpgrade.
* @param ut The upgrade to apply.
* @param unit The unit this TotalUpgrade is associated with (since when we use a multiplier,
* the stats raise by an amount relative to the unit's base stats).
*/
void sum(const UpgradeTypeBase *ut, const Unit *unit);
/**
* Increases the level of the unit. Doing so results in their HP, EP, and armour going up by
* 50% while their sight goes up by 20%.
* @param ut The unit type to get the original stats from (so we can determine just how much
* to increase the stats by on level up).
*/
void incLevel(const UnitType *ut);
/**
* Applies the upgrade. Just a delegate to TotalUpgrade::sum.
*/
void apply(const UpgradeTypeBase *ut, const Unit *unit);
/**
* Removes the effect of an upgrade to a specific unit. Using this after applying the upgrade
* is an invariant. ie,
*
* totalUpgrade->apply(upgrade, unit);
* totalUpgrade->deapply(upgrade, unit);
* // totalUpgrade is now the same as before the call to apply()
*
* @param ut The upgrade to remove.
* @param unit The unit this TotalUpgrade is associated with (since when we use a multiplier,
* the stats were raise by an amount relative to the unit's base stats).
*/
void deapply(const UpgradeTypeBase *ut, const Unit *unit);
/**
* Creates the XML for the save game file. Essentially just stores everything about its state.
* @rootNode The node of the unit that this TotalUpgrade object belongs to.
*/
void saveGame(XmlNode *rootNode) const;
/**
* Reloads the object's state from a saved game.
* @rootNode The node of the unit that this TotalUpgrade object belongs to.
*/
void loadGame(const XmlNode *rootNode);
};