First step of comment style refactoring to doxygen-style.

This commit is contained in:
Nefarion committed 2013-03-08 21:55:37 +01:00
1 parent 2dbe3d6cfe
commit 49fd11ab5a
164 files changed
+363 -362

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@@ -624,7 +624,7 @@ uint32 Unit::DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDam
uint32 share = CalculatePct(damage, (*i)->GetAmount());
// TODO: check packets if damage is done by victim, or by attacker of victim
/// @todo check packets if damage is done by victim, or by attacker of victim
DealDamageMods(shareDamageTarget, share, NULL);
DealDamage(shareDamageTarget, share, NULL, NODAMAGE, spell->GetSchoolMask(), spell, false);
}
@@ -844,7 +844,7 @@ void Unit::CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo
return;
}
// TODO: this is a workaround - not needed anymore, but required for some scripts :(
/// @todo this is a workaround - not needed anymore, but required for some scripts :(
if (!originalCaster && triggeredByAura)
originalCaster = triggeredByAura->GetCasterGUID();
@@ -1104,7 +1104,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
DealDamage(victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss);
}
// TODO for melee need create structure as in
/// @todo for melee need create structure as in
void Unit::CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType)
{
damageInfo->attacker = this;
@@ -1427,7 +1427,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
// No Unit::CalcAbsorbResist here - opcode doesn't send that data - this damage is probably not affected by that
victim->DealDamageMods(this, damage, NULL);
// TODO: Move this to a packet handler
/// @todo Move this to a packet handler
WorldPacket data(SMSG_SPELLDAMAGESHIELD, (8+8+4+4+4+4));
data << uint64(victim->GetGUID());
data << uint64(GetGUID());
@@ -2456,7 +2456,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spell)
return SPELL_MISS_NONE;
}
// TODO need use unit spell resistances in calculations
/// @todo need use unit spell resistances in calculations
SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spell)
{
// Can`t miss on dead target (on skinning for example)
@@ -2575,7 +2575,7 @@ SpellMissInfo Unit::SpellHitResult(Unit* victim, SpellInfo const* spell, bool Ca
return SPELL_MISS_IMMUNE;
// All positive spells can`t miss
// TODO: client not show miss log for this spells - so need find info for this in dbc and use it!
/// @todo client not show miss log for this spells - so need find info for this in dbc and use it!
if (spell->IsPositive()
&&(!IsHostileTo(victim))) // prevent from affecting enemy by "positive" spell
return SPELL_MISS_NONE;
@@ -5200,7 +5200,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
target = this;
if (roll_chance_i(10))
ToPlayer()->Say("This is Madness!", LANG_UNIVERSAL); // TODO: It should be moved to database, shouldn't it?
ToPlayer()->Say("This is Madness!", LANG_UNIVERSAL); /// @todo It should be moved to database, shouldn't it?
break;
}
// Sunwell Exalted Caster Neck (??? neck)
@@ -5600,7 +5600,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
if (!vehicleBase)
return false;
// Todo: Check if this amount is blizzlike
/// @todo Check if this amount is blizzlike
vehicleBase->ModifyHealth(int32(vehicleBase->CountPctFromMaxHealth(1)));
break;
}
@@ -7181,7 +7181,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Mark of Blood
if (dummySpell->Id == 49005)
{
// TODO: need more info (cooldowns/PPM)
/// @todo need more info (cooldowns/PPM)
triggered_spell_id = 61607;
break;
}
@@ -8092,7 +8092,7 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
basepoints0 = int32(auraSpellInfo->Effects[EFFECT_0].CalcValue() * GetMaxHealth() / 100.0f);
target = this;
trigger_spell_id = 31616;
// TODO: Threat part
/// @todo Threat part
}
else
return false;
@@ -8449,7 +8449,7 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
{
if (AuraEffect* aurEff = owner->GetDummyAuraEffect(SPELLFAMILY_WARLOCK, 3220, 0))
{
basepoints0 = int32((aurEff->GetAmount() * owner->SpellBaseDamageBonusDone(SpellSchoolMask(SPELL_SCHOOL_MASK_MAGIC)) + 100.0f) / 100.0f); // TODO: Is it right?
basepoints0 = int32((aurEff->GetAmount() * owner->SpellBaseDamageBonusDone(SpellSchoolMask(SPELL_SCHOOL_MASK_MAGIC)) + 100.0f) / 100.0f); /// @todo Is it right?
CastCustomSpell(this, trigger_spell_id, &basepoints0, &basepoints0, NULL, true, castItem, triggeredByAura);
return true;
}
@@ -9527,7 +9527,7 @@ void Unit::SetCharm(Unit* charm, bool apply)
sLog->outFatal(LOG_FILTER_UNITS, "Player %s is trying to charm unit %u, but it already has a charmed unit " UI64FMTD "", GetName().c_str(), charm->GetEntry(), GetCharmGUID());
charm->m_ControlledByPlayer = true;
// TODO: maybe we can use this flag to check if controlled by player
/// @todo maybe we can use this flag to check if controlled by player
charm->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
}
else
@@ -9644,7 +9644,7 @@ Unit* Unit::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo)
&& spellInfo->CheckTarget(this, magnet, false) == SPELL_CAST_OK
&& _IsValidAttackTarget(magnet, spellInfo))
{
// TODO: handle this charge drop by proc in cast phase on explicit target
/// @todo handle this charge drop by proc in cast phase on explicit target
(*itr)->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE);
return magnet;
}
@@ -10645,7 +10645,7 @@ uint32 Unit::SpellCriticalDamageBonus(SpellInfo const* spellProto, uint32 damage
{
case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
case SPELL_DAMAGE_CLASS_RANGED:
// TODO: write here full calculation for melee/ranged spells
/// @todo write here full calculation for melee/ranged spells
crit_bonus += damage;
break;
default:
@@ -10683,7 +10683,7 @@ uint32 Unit::SpellCriticalHealingBonus(SpellInfo const* spellProto, uint32 damag
{
case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
case SPELL_DAMAGE_CLASS_RANGED:
// TODO: write here full calculation for melee/ranged spells
/// @todo write here full calculation for melee/ranged spells
crit_bonus = damage;
break;
default:
@@ -12257,7 +12257,7 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
}
// Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need
// TODO: possible affect only on MOVE_RUN
/// @todo possible affect only on MOVE_RUN
if (int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED))
{
// Use speed from aura
@@ -12683,7 +12683,7 @@ Unit* Creature::SelectVictim()
return NULL;
}
// TODO: a vehicle may eat some mob, so mob should not evade
/// @todo a vehicle may eat some mob, so mob should not evade
if (GetVehicle())
return NULL;
@@ -15362,7 +15362,7 @@ void Unit::Kill(Unit* victim, bool durabilityLoss)
{
Map* instanceMap = creature->GetMap();
Player* creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself();
// TODO: do instance binding anyway if the charmer/owner is offline
/// @todo do instance binding anyway if the charmer/owner is offline
if (instanceMap->IsDungeon() && creditedPlayer)
{
@@ -15724,7 +15724,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
}
CastStop();
CombatStop(); // TODO: CombatStop(true) may cause crash (interrupt spells)
CombatStop(); /// @todo CombatStop(true) may cause crash (interrupt spells)
DeleteThreatList();
// Charmer stop charming
@@ -15859,7 +15859,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
type = CHARM_TYPE_CHARM;
CastStop();
CombatStop(); // TODO: CombatStop(true) may cause crash (interrupt spells)
CombatStop(); /// @todo CombatStop(true) may cause crash (interrupt spells)
getHostileRefManager().deleteReferences();
DeleteThreatList();
Map* map = GetMap();
@@ -17389,7 +17389,7 @@ void Unit::SetFacingToObject(WorldObject* object)
if (!IsStopped())
return;
// TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is.
/// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
SetFacingTo(GetAngle(object));
}