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Code Statistics

cloc counts blank lines, comment lines, and physical lines of source code.

0.3.x

     874 text files.
     822 unique files.
    7265 files ignored.

http://cloc.sourceforge.net v 1.53  T=25.0 s (23.6 files/s, 5047.2 lines/s)
-------------------------------------------------------------------------------
Language                     files          blank        comment           code
-------------------------------------------------------------------------------
C++                            194           8996           6618          49823
C/C++ Header                   225           6246           5943          31865
XML                            108            679             40           8747
HTML                            55              0              0           5431
C                                2            119            197            716
Python                           1             76            219            240
Bourne Shell                     3             19              4             74
Lua                              1             14              0             47
DTD                              1             18              7             41
-------------------------------------------------------------------------------
SUM:                           590          16167          13028          96984
-------------------------------------------------------------------------------

Top 20 largest files in game/ by total line count:

   2628 source/game/graphics/renderer.cpp
   2083 source/game/entities/unit.cpp
   1525 source/game/widgets/widgets.cpp
   1370 source/game/gui/user_interface.cpp
   1338 source/game/script/script_manager.cpp
   1272 source/game/world/world.cpp
   1139 source/game/prototypes/cmd_types_general.cpp
   1071 source/game/game/game.cpp
   1055 source/game/world/map.cpp
   1053 source/game/ai/ai_rule.cpp
   1036 source/game/search/route_planner.cpp
    953 source/game/prototypes/cmd_types_worker.cpp
    769 source/game/prototypes/command_type.h
    762 source/game/menu/menu_state_new_game.cpp
    737 source/game/widgets/widgets_base.cpp
    737 source/game/gui/display.cpp
    723 source/game/network/network_message.cpp
    702 source/game/entities/faction.cpp
    685 source/game/search/cluster_map.cpp
    646 source/game/ai/ai.cpp

Top 20 number of lines in a method and top 20 largest amount of nested blocks in a method (not counting lines that are blank or only contain single line comments):

#Lines Method
----------------------------
   201 bool FactionType::load(int ndx, const string &dir, const TechTree *techTree) {
   174 bool EffectType::load(const XmlNode *en, const string &dir, const TechTree *tt, const FactionType *ft) {
   168 LRESULT CALLBACK Window::eventRouter(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
   155 void DebugRenderer::commandLine(string &line) {
   145 MenuStateNewGame::MenuStateNewGame(Program &program, MainMenu *mainMenu, bool openNetworkSlots)
   136 void PlatformExceptionHandler::handler(int signo, siginfo_t *info, void *context) {
   133 void UserInterface::computeDisplay() {
   128 void HarvestCommandType::update(Unit *unit) const {
   123 void Renderer::renderMap(Map *map, int x, int y, int clientW, int clientH, int cellSize) {
   119 void RepairCommandType::update(Unit *unit) const {
   117 void Map::pirateChangeHeight(int x, int y, int height, int radius) {
   112 void MainWindow::buildMenuBar() {
   109 void Renderer::renderSelectionEffects() {
   109 void ScriptManager::initGame() {
   105 void Map::load(const string &path, TechTree *techTree, Tileset *tileset, ObjectFactory &objFactory) {
   105 bool ResourceType::load(const string &dir, int id) {
   101 TravelState RoutePlanner::findPathToLocation(Unit *unit, const Vec2i &finalPos) {
    99 void UserInterface::computeCommandInfo(int posDisplay) {

 Depth Method
----------------------------
     8 void UserInterface::computeDisplay() {
     8 void UserInterface::computeCommandInfo(int posDisplay) {
     8 void MapMaker::growForests(/* control variables ?? */) {
     7 void World::tick() {
     7 void WidgetConfig::loadBorderStyle(WidgetType widgetType, const char *table, BorderStyle &style) {
     7 void SceneCuller::clipVisibleQuad(vector<Vec2f> &in) {
     7 void RepairCommandType::update(Unit *unit) const {
     7 void Renderer::renderUnitsFast(bool renderingShadows) {
     7 void Minimap::updateUnitTex() {
     7 void Map::load(const string &path, TechTree *techTree, Tileset *tileset, ObjectFactory &objFactory) {
     7 void Map::glestChangeHeight(int x, int y, int height, int radius) {
     7 void Faction::init(const FactionType *factionType, ControlType control, string playerName, TechTree *techTree,
     7 void Faction::applyCostsOnInterval(const ResourceType *rt) {
     7 void AiRuleBuild::findBuildingTypes(UnitTypeList &utList, const ResourceType *rt) {
     7 bool CommandType::unitInRange(const Unit *unit, int range, Unit **rangedPtr, 
     7 bool AiRuleExpand::test(){
     7 CommandResult Commander::tryGiveCommand(const Selection &selection, CommandFlags flags,
     7 Cartographer::Cartographer(World *world)
     6 void World::computeFow() {
     6 void WidgetConfig::loadBackgroundStyle(WidgetType widgetType) {