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author | Arnaud Boutonné | 2011-02-11 20:27:48 +0000 |
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committer | Arnaud Boutonné | 2011-02-11 20:27:48 +0000 |
commit | 87ab737e6bc4b97950e83d981ef5828665ce9b72 (patch) | |
tree | 46156b2b01f665d9bb0ba5221b069dc76f5e1369 /engines/hugo/game.h | |
parent | a9b051beff3157e1aa88b8090852850f55440e9b (diff) | |
download | scummvm-rg350-87ab737e6bc4b97950e83d981ef5828665ce9b72.tar.gz scummvm-rg350-87ab737e6bc4b97950e83d981ef5828665ce9b72.tar.bz2 scummvm-rg350-87ab737e6bc4b97950e83d981ef5828665ce9b72.zip |
HUGO: Cleanup: fix style issue in Doxygen comments
svn-id: r55884
Diffstat (limited to 'engines/hugo/game.h')
-rw-r--r-- | engines/hugo/game.h | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/engines/hugo/game.h b/engines/hugo/game.h index dd9eb5e918..773000c1fe 100644 --- a/engines/hugo/game.h +++ b/engines/hugo/game.h @@ -62,20 +62,20 @@ enum uif_t {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS}; static const int kFirstFont = U_FONT5; /** -* Enumerate ways of cycling a sequence of frames -*/ + * Enumerate ways of cycling a sequence of frames + */ enum cycle_t {kCycleInvisible, kCycleAlmostInvisible, kCycleNotCycling, kCycleForward, kCycleBackward}; /** -* Enumerate sequence index matching direction of travel -*/ + * Enumerate sequence index matching direction of travel + */ enum {RIGHT, LEFT, DOWN, _UP}; enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS}; /** -* Enumerate the different path types for an object -*/ + * Enumerate the different path types for an object + */ enum path_t { kPathUser, // User has control of object via cursor keys kPathAuto, // Computer has control, controlled by action lists @@ -87,8 +87,8 @@ enum path_t { }; /** -* Following defines the action types and action list -*/ + * Following defines the action types and action list + */ enum action_t { // Parameters: ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled @@ -158,22 +158,22 @@ struct uif_hdr_t { // UIF font/image look up }; /** -* Game specific type definitions -*/ + * Game specific type definitions + */ typedef byte *image_pt; // ptr to an object image (sprite) typedef byte *sound_pt; // ptr to sound (or music) data /** -* Following are points for achieving certain actions. -*/ + * Following are points for achieving certain actions. + */ struct point_t { byte score; // The value of the point bool scoredFl; // Whether scored yet }; /** -* Structure for initializing maze processing -*/ + * Structure for initializing maze processing + */ struct maze_t { bool enabledFl; // TRUE when maze processing enabled byte size; // Size of (square) maze matrix @@ -183,8 +183,8 @@ struct maze_t { }; /** -* The following determines how a verb is acted on, for an object -*/ + * The following determines how a verb is acted on, for an object + */ struct cmd { uint16 verbIndex; // the verb uint16 reqIndex; // ptr to list of required objects @@ -197,9 +197,9 @@ struct cmd { }; /** -* The following is a linked list of images in an animation sequence -* The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel -*/ + * The following is a linked list of images in an animation sequence + * The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel + */ struct seq_t { // Linked list of images byte *imagePtr; // ptr to image uint16 bytesPerLine8; // bytes per line (8bits) @@ -209,19 +209,19 @@ struct seq_t { // Linked list of images }; /** -* The following is an array of structures of above sequences -*/ + * The following is an array of structures of above sequences + */ struct seqList_t { uint16 imageNbr; // Number of images in sequence seq_t *seqPtr; // Ptr to sequence structure }; /** -* Following is structure of verbs and nouns for 'background' objects -* These are objects that appear in the various screens, but nothing -* interesting ever happens with them. Rather than just be dumb and say -* "don't understand" we produce an interesting msg to keep user sane. -*/ + * Following is structure of verbs and nouns for 'background' objects + * These are objects that appear in the various screens, but nothing + * interesting ever happens with them. Rather than just be dumb and say + * "don't understand" we produce an interesting msg to keep user sane. + */ struct background_t { uint16 verbIndex; uint16 nounIndex; @@ -258,8 +258,8 @@ struct sound_hdr_t { // Sound file lookup entry static const int kMaxSeqNumb = 4; // Number of sequences of images in object /** -* Following is definition of object attributes -*/ + * Following is definition of object attributes + */ struct object_t { uint16 nounIndex; // String identifying object uint16 dataIndex; // String describing the object |