mail[Wesnoth-commits] r27029 - in /trunk/src: random.cpp random.hpp


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Posted by koraq on June 07, 2008 - 16:58:
Author: mordante
Date: Sat Jun  7 16:58:51 2008
New Revision: 27029

URL: http://svn.gna.org/viewcvs/wesnoth?rev=27029&view=rev
Log:
Update doxygen comment style.

Modified:
    trunk/src/random.cpp
    trunk/src/random.hpp

Modified: trunk/src/random.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/random.cpp?rev=27029&r1=27028&r2=27029&view=diff
==============================================================================
--- trunk/src/random.cpp (original)
+++ trunk/src/random.cpp Sat Jun  7 16:58:51 2008
@@ -12,29 +12,30 @@
 
    See the COPYING file for more details.
 */
-
-//! @file random.cpp
-//! Generate random numbers.
-//!
-//! There are various ways to get a random number.
-//! rand()              This can be used for things that never are send over 
the
-//!                     network e.g. generate a random map (the final result 
the
-//!                     map is send, but the other players don't need to 
generate
-//!                     the map.
-//!
-//! get_random()        A random generator which is syncronized over the 
network
-//!                     this only seems to work when it's used by 1 player 
at the
-//!                     same time. It's syncronized after an event so if an 
event
-//!                     runs at two clients at the same time it gets out of 
sync
-//!                     and sets the entire game out of sync.
-//!
-//! game_state::get_random()
-//!                     A random generator which is seeded by the host of an 
MP
-//!                     game. This generator is (not yet) synchronized over 
the
-//!                     network. It's only used by [set_variable]rand=. The 
map
-//!                     designer has to make sure it stays in sync. This
-//!                     generator can be used at the same time at multiple 
client
-//!                     since the generators are always in sync.
+/**
+ *  @file random.cpp
+ *  Generate random numbers.
+ * 
+ *  There are various ways to get a random number.
+ *  rand()              This can be used for things that never are send over 
the
+ *                      network e.g. generate a random map (the final result 
the
+ *                      map is send, but the other players don't need to 
generate
+ *                      the map.
+ * 
+ *  get_random()        A random generator which is syncronized over the 
network
+ *                      this only seems to work when it's used by 1 player 
at the
+ *                      same time. It's syncronized after an event so if an 
event
+ *                      runs at two clients at the same time it gets out of 
sync
+ *                      and sets the entire game out of sync.
+ * 
+ *  game_state::get_random()
+ *                      A random generator which is seeded by the host of an 
MP
+ *                      game. This generator is (not yet) synchronized over 
the
+ *                      network. It's only used by [set_variable]rand=. The 
map
+ *                      designer has to make sure it stays in sync. This
+ *                      generator can be used at the same time at multiple 
client
+ *                      since the generators are always in sync.
+ */
 
 #include "global.hpp"
 
@@ -135,14 +136,15 @@
 {}
 
 simple_rng::simple_rng(const config& cfg) :
-    //! @todo  older savegames don't have random_seed stored, evaluate later
-    //! whether default can be removed again. Look after branching 1.5.
+    /**
+        * @todo  older savegames don't have random_seed stored, evaluate 
later
+     * whether default can be removed again. Look after branching 1.5.
+        */
     random_seed_(lexical_cast_default<int>(cfg["random_seed"], 42)),
     random_pool_(random_seed_),
     random_calls_(0)
 {}
 
-//! Get a new random number.
 int simple_rng::get_random()
 {
        random_next();
@@ -153,22 +155,11 @@
        return (static_cast<unsigned>(random_pool_ / 65536) % 32768);
 }
 
-//! Seeds the random pool.
-//!
-//! @param call_count   Upon loading we need to restore the state at saving
-//!                     so set the number of times a random number is 
generated
-//!                     for replays the orginal value is required.
 void simple_rng::seed_random(const unsigned call_count)
 {
     seed_random(random_seed_, call_count);
 }
 
-//! Seeds the random pool.
-//!
-//! @param seed         The initial value for the random engine.
-//! @param call_count   Upon loading we need to restore the state at saving
-//!                     so set the number of times a random number is 
generated
-//!                     for replays the orginal value is required.
 void simple_rng::seed_random(const int seed, const unsigned call_count)
 {
        random_pool_ = seed;
@@ -181,7 +172,6 @@
        //      << random_pool_ << '\n';
 }
 
-//! Sets the next random number in the pool.
 void simple_rng::random_next()
 {
        // Use the simple random generator as shown in man rand(3).

Modified: trunk/src/random.hpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/random.hpp?rev=27029&r1=27028&r2=27029&view=diff
==============================================================================
--- trunk/src/random.hpp (original)
+++ trunk/src/random.hpp Sat Jun  7 16:58:51 2008
@@ -13,8 +13,7 @@
    See the COPYING file for more details.
 */
 
-//! @file random.hpp
-//!
+/** @file random.hpp */
 
 #ifndef RANDOM_H_INCLUDED
 #define RANDOM_H_INCLUDED
@@ -59,17 +58,35 @@
     simple_rng();
     simple_rng(const config& cfg);
 
-       //! Get a new random number.
+       /** Get a new random number. */
        int get_random();
 
-       //! Seeds the random pool.
+       /**
+        *  Seeds the random pool.
+        * 
+        *  @param call_count   Upon loading we need to restore the state at 
saving
+        *                      so set the number of times a random number is
+        *                      generated for replays the orginal value is
+        *                      required.
+        */
        void seed_random(const unsigned call_count = 0);
-       //! Seeds the random pool.
+
+       /**
+        *  Seeds the random pool.
+        * 
+        *  @param seed         The initial value for the random engine.
+        *  @param call_count   Upon loading we need to restore the state at 
saving
+        *                      so set the number of times a random number is
+        *                      generated for replays the orginal value is
+        *                      required.
+        */
        void seed_random(const int seed, const unsigned call_count = 0);
 
-       //! Resets the random to the 0 calls and the seed to the random
-       //! this way we stay in the same sequence but don't have a lot
-       //! calls. Used when moving to the next scenario.
+       /**
+        * Resets the random to the 0 calls and the seed to the random
+        *  this way we stay in the same sequence but don't have a lot
+        *  calls. Used when moving to the next scenario.
+        */
        void rotate_random()
                { random_seed_ = random_pool_; random_calls_ = 0; }
 
@@ -78,16 +95,16 @@
        int get_random_calls() const { return random_calls_; }
 
 private:
-       //! Initial seed for the pool.
+       /** Initial seed for the pool. */
        int random_seed_;
 
-       //! State for the random pool.
+       /** State for the random pool. */
        int random_pool_;
 
-       //! Number of time a random number is generated.
+       /** Number of time a random number is generated. */
        unsigned random_calls_;
 
-       //! Sets the next random number in the pool.
+       /** Sets the next random number in the pool. */
        void random_next();
 };
 




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