normalize link style, add small missing parts

pull/1/head
an 2019-04-05 10:37:13 -04:00
parent c7a56af98e
commit cd38527f4d
4 changed files with 35 additions and 20 deletions

View File

@ -12,8 +12,10 @@ The user-defined stat numbers begin at `Thinker.STAT_USER` and end at
`Thinker.STAT_USER_MAX`. Do not attempt to use normal integers as stat numbers
except as relative to these two.
(Note to authors: These tables are not alphabetically organized as their
ordering is meaningful.)
<!--
NOTE: These tables are not alphabetically organized as their ordering is
meaningful.
-->
Thinkers which do not think and are elided from many checks:

10
api.md
View File

@ -22,12 +22,6 @@ sense to user code, but are fine to the engine. Because of this, the API shall
be documented in pseudo-ZScript which gives an idea of how it works for the
modder rather than for the engine.
Note to authors: Capitalization is normalized within this documentation to
encourage consistent code, and does not follow ZScript's original
capitalization exactly. Similarly, argument names in methods are sometimes
renamed. Note well that *arguments with defaults MAY NOT be renamed* as they
are part of the API.
# Actors
<!-- inter-toc actor -->
@ -113,7 +107,9 @@ For legacy reasons, many intermission-related things may be prefixed with `WI`
or `WB`. The abbreviation `WI` means *World Intermission* (the intermission
screen was originally called "World Map" by Tom Hall) and `WB` meaning *World
Buffer*, as this data was originally buffered into a specific memory address
for [statistics drivers](https://doomwiki.org/wiki/Statistics_driver).
for [statistics drivers][1].
[1]: https://doomwiki.org/wiki/Statistics_driver
# Level Data

View File

@ -1,5 +1,7 @@
# Concepts
<!-- vim-markdown-toc GFM -->
* [Action Scoping](#action-scoping)
* [Object Scoping](#object-scoping)
* [Format String](#format-string)
@ -7,7 +9,13 @@
* [Game Tick](#game-tick)
* [Interpolation](#interpolation)
TODO
<!-- vim-markdown-toc -->
Here is a cursory view of concepts vital to ZScript and ZDoom in general. If
you can't find something here, it's likely inherited directly from Doom, so you
should check [the Doom Wiki][1] for more relevant information.
[1]: https://doomwiki.org/wiki/Entryway
## Action Scoping
@ -61,15 +69,18 @@ Here is a chart of data access possibilities for each scope:
A format string is a string that specifies the format of a conversion from
arbitrary data to a contiguous character string. A format string contains
normal characters and *conversion specifiers*. See [this
page](https://en.cppreference.com/w/c/io/fprintf) for more information.
Differences between C's `printf` and ZScript formats include:
normal characters and *conversion specifiers*. See [this page][2] for more
information. Differences between C's `printf` and ZScript formats include:
- Since there's no `char` type, `int` is used for `%c`.
- `%s` also works for `name`.
- No `%n` specifier.
- An additional conversion specifier `%B` exists which converts a number to binary.
- An additional conversion specifier `%H` exists which works like `%g` but automatically selects the smallest appropriate precision.
- An additional conversion specifier `%B` exists which converts a number to
binary.
- An additional conversion specifier `%H` exists which works like `%g` but
automatically selects the smallest appropriate precision.
[2]: https://en.cppreference.com/w/c/io/fprintf
## Sprite
@ -81,7 +92,9 @@ the file and state block representations, not a character, but an integer. The
number `0` for instance represents the letter `A`, `1` to `B`, etc.
For more information on sprites and rotations, please refer to [the relevant
Doom Wiki article](https://doomwiki.org/wiki/Sprite).
Doom Wiki article][3].
[3]: https://doomwiki.org/wiki/Sprite
## Game Tick
@ -108,7 +121,9 @@ simulation in the same way:
smoother rendering.
For more information on ticks, please refer to [the relevant Doom Wiki
article](https://doomwiki.org/wiki/Tic).
article][4].
[4]: https://doomwiki.org/wiki/Tic
## Interpolation

View File

@ -56,9 +56,9 @@ character. Character escapes include:
| `\xnn` or `\Xnn` | Byte `0xnn`. |
| `\nnn` | Byte `0nnn` (octal.) |
To quote [cppreference](https://en.cppreference.com/w/cpp/language/escape), "of
the octal escape sequences, `\0` is the most useful because it represents the
terminating null character in null-terminated strings."
To quote [cppreference][1], "of the octal escape sequences, `\0` is the most
useful because it represents the terminating null character in null-terminated
strings."
String literals, also like C and C++, will be concatenated when put directly
next to each other. For example, this:
@ -69,6 +69,8 @@ next to each other. For example, this:
Will be parsed as a single string literal with the text `"text 1text 2"`.
[1]: https://en.cppreference.com/w/cpp/language/escape
## Class type literals
Class type literals take the same form as string literals, but do note that