diff options
| author | Nefarion <nefarion123@gmail.com> | 2013-03-08 21:41:30 +0100 |
|---|---|---|
| committer | Nefarion <nefarion123@gmail.com> | 2013-03-08 21:55:37 +0100 |
| commit | 49fd11ab5aebcbce86ca2ee48711287cf020d798 (patch) | |
| tree | 8086b6f797c80dbf09edd8f41c1c79912838e3b6 /src/server/game/Entities | |
| parent | 2dbe3d6cfe2d174b5edf9fdb6720fee21c7009d2 (diff) | |
First step of comment style refactoring to doxygen-style.
Diffstat (limited to 'src/server/game/Entities')
| -rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 10 | ||||
| -rw-r--r-- | src/server/game/Entities/Creature/TemporarySummon.cpp | 2 | ||||
| -rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 14 | ||||
| -rw-r--r-- | src/server/game/Entities/Object/Object.cpp | 10 | ||||
| -rw-r--r-- | src/server/game/Entities/Pet/Pet.cpp | 4 | ||||
| -rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 42 | ||||
| -rw-r--r-- | src/server/game/Entities/Totem/Totem.cpp | 2 | ||||
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 42 | ||||
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.h | 6 |
9 files changed, 66 insertions, 66 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 1fc13f9f15b..6f88222bbbc 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -397,7 +397,7 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData* data) SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool)); CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(getLevel(), cInfo->unit_class); - float armor = (float)stats->GenerateArmor(cInfo); // TODO: Why is this treated as uint32 when it's a float? + float armor = (float)stats->GenerateArmor(cInfo); /// @todo Why is this treated as uint32 when it's a float? SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, armor); SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_HOLY])); SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FIRE])); @@ -737,7 +737,7 @@ void Creature::DoFleeToGetAssistance() if (!creature) //SetFeared(true, getVictim()->GetGUID(), 0, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY)); - //TODO: use 31365 + /// @todo use 31365 SetControlled(true, UNIT_STATE_FLEEING); else GetMotionMaster()->MoveSeekAssistance(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ()); @@ -850,7 +850,7 @@ bool Creature::Create(uint32 guidlow, Map* map, uint32 phaseMask, uint32 Entry, LastUsedScriptID = GetCreatureTemplate()->ScriptID; - // TODO: Replace with spell, handle from DB + /// @todo Replace with spell, handle from DB if (isSpiritHealer() || isSpiritGuide()) { m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST); @@ -1186,7 +1186,7 @@ void Creature::SelectLevel(const CreatureTemplate* cinfo) SetMaxPower(POWER_MANA, mana); //MAX Mana SetPower(POWER_MANA, mana); - // TODO: set UNIT_FIELD_POWER*, for some creature class case (energy, etc) + /// @todo set UNIT_FIELD_POWER*, for some creature class case (energy, etc) SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, (float)health); SetModifierValue(UNIT_MOD_MANA, BASE_VALUE, (float)mana); @@ -1484,7 +1484,7 @@ bool Creature::canStartAttack(Unit const* who, bool force) const if (!CanFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance)) //|| who->IsControlledByPlayer() && who->IsFlying())) // we cannot check flying for other creatures, too much map/vmap calculation - // TODO: should switch to range attack + /// @todo should switch to range attack return false; if (!force) diff --git a/src/server/game/Entities/Creature/TemporarySummon.cpp b/src/server/game/Entities/Creature/TemporarySummon.cpp index 2f691f68c99..eb7c0e7da6c 100644 --- a/src/server/game/Entities/Creature/TemporarySummon.cpp +++ b/src/server/game/Entities/Creature/TemporarySummon.cpp @@ -372,7 +372,7 @@ void Puppet::Update(uint32 time) if (!isAlive()) { UnSummon(); - // TODO: why long distance .die does not remove it + /// @todo why long distance .die does not remove it } } } diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index a2c0b4b8c92..db51d88653a 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -428,8 +428,8 @@ void GameObject::Update(uint32 diff) bool IsBattlegroundTrap = false; //FIXME: this is activation radius (in different casting radius that must be selected from spell data) - //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state - float radius = (float)(goInfo->trap.radius)/3*2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter) + /// @todo move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state + float radius = (float)(goInfo->trap.radius)/3*2; /// @todo rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter) if (!radius) { if (goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call) @@ -945,7 +945,7 @@ bool GameObject::ActivateToQuest(Player* target) const { if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target)) { - //TODO: fix this hack + /// @todo fix this hack //look for battlegroundAV for some objects which are only activated after mine gots captured by own team if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S) if (Battleground* bg = target->GetBattleground()) @@ -1353,12 +1353,12 @@ void GameObject::Use(Unit* user) { player->UpdateFishingSkill(); - //TODO: I do not understand this hack. Need some explanation. + /// @todo I do not understand this hack. Need some explanation. // prevent removing GO at spell cancel RemoveFromOwner(); SetOwnerGUID(player->GetGUID()); - //TODO: find reasonable value for fishing hole search + /// @todo find reasonable value for fishing hole search GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE); if (ok) { @@ -1368,7 +1368,7 @@ void GameObject::Use(Unit* user) else player->SendLoot(GetGUID(), LOOT_FISHING); } - // TODO: else: junk + /// @todo else: junk else m_respawnTime = time(NULL); @@ -1831,7 +1831,7 @@ void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, u Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself(); // dealing damage, send packet - // TODO: is there any packet for healing? + /// @todo is there any packet for healing? if (change < 0 && player) { WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4); diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index 083690baf81..5b6bf87057f 100644 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -457,7 +457,7 @@ void Object::_BuildMovementUpdate(ByteBuffer* data, uint16 flags) const *data << uint32(GetGUIDLow()); // GetGUIDLow() break; //! Unit, Player and default here are sending wrong values. - //! TODO: Research the proper formula + /// @todo Research the proper formula case TYPEID_UNIT: *data << uint32(0x0000000B); // unk break; @@ -491,7 +491,7 @@ void Object::_BuildMovementUpdate(ByteBuffer* data, uint16 flags) const // 0x80 if (flags & UPDATEFLAG_VEHICLE) { - // TODO: Allow players to aquire this updateflag. + /// @todo Allow players to aquire this updateflag. *data << uint32(((Unit*)this)->GetVehicleKit()->GetVehicleInfo()->m_ID); *data << float(((Creature*)this)->GetOrientation()); } @@ -2174,7 +2174,7 @@ namespace Trinity { char const* text = sObjectMgr->GetTrinityString(i_textId, loc_idx); - // TODO: i_object.GetName() also must be localized? + /// @todo i_object.GetName() also must be localized? i_object.BuildMonsterChat(&data, i_msgtype, text, i_language, i_object.GetNameForLocaleIdx(loc_idx), i_targetGUID); } @@ -2193,7 +2193,7 @@ namespace Trinity : i_object(obj), i_msgtype(msgtype), i_text(text), i_language(language), i_targetGUID(targetGUID) {} void operator()(WorldPacket& data, LocaleConstant loc_idx) { - // TODO: i_object.GetName() also must be localized? + /// @todo i_object.GetName() also must be localized? i_object.BuildMonsterChat(&data, i_msgtype, i_text, i_language, i_object.GetNameForLocaleIdx(loc_idx), i_targetGUID); } @@ -3119,7 +3119,7 @@ void WorldObject::DestroyForNearbyPlayers() if (!player->HaveAtClient(this)) continue; - if (isType(TYPEMASK_UNIT) && ((Unit*)this)->GetCharmerGUID() == player->GetGUID()) // TODO: this is for puppet + if (isType(TYPEMASK_UNIT) && ((Unit*)this)->GetCharmerGUID() == player->GetGUID()) /// @todo this is for puppet continue; DestroyForPlayer(player); diff --git a/src/server/game/Entities/Pet/Pet.cpp b/src/server/game/Entities/Pet/Pet.cpp index e4981ee8483..e10ca7b64c2 100644 --- a/src/server/game/Entities/Pet/Pet.cpp +++ b/src/server/game/Entities/Pet/Pet.cpp @@ -286,7 +286,7 @@ bool Pet::LoadPetFromDB(Player* owner, uint32 petentry, uint32 petnumber, bool c // Send fake summon spell cast - this is needed for correct cooldown application for spells // Example: 46584 - without this cooldown (which should be set always when pet is loaded) isn't set clientside - // TODO: pets should be summoned from real cast instead of just faking it? + /// @todo pets should be summoned from real cast instead of just faking it? if (summon_spell_id) { WorldPacket data(SMSG_SPELL_GO, (8+8+4+4+2)); @@ -822,7 +822,7 @@ bool Pet::CreateBaseAtTamed(CreatureTemplate const* cinfo, Map* map, uint32 phas return true; } -// TODO: Move stat mods code to pet passive auras +/// @todo Move stat mods code to pet passive auras bool Guardian::InitStatsForLevel(uint8 petlevel) { CreatureTemplate const* cinfo = GetCreatureTemplate(); diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 7447868d763..e9f1af5595a 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -932,7 +932,7 @@ void Player::CleanupsBeforeDelete(bool finalCleanup) bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo) { //FIXME: outfitId not used in player creating - // TODO: need more checks against packet modifications + /// @todo need more checks against packet modifications // should check that skin, face, hair* are valid via DBC per race/class // also do it in Player::BuildEnumData, Player::LoadFromDB @@ -1040,7 +1040,7 @@ bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo) SetFlag(PLAYER_EXPLORED_ZONES_1+i, 0xFFFFFFFF); } - //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way + //Reputations if "StartAllReputation" is enabled, -- @todo Fix this in a better way if (sWorld->getBoolConfig(CONFIG_START_ALL_REP)) { GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942), 42999); @@ -1376,7 +1376,7 @@ void Player::HandleDrowning(uint32 time_diff) { m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS; // Calculate and deal damage - // TODO: Check this formula + /// @todo Check this formula uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); EnvironmentalDamage(DAMAGE_DROWNING, damage); } @@ -1445,7 +1445,7 @@ void Player::HandleDrowning(uint32 time_diff) { m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS; // Calculate and deal damage - // TODO: Check this formula + /// @todo Check this formula uint32 damage = urand(600, 700); if (m_MirrorTimerFlags & UNDERWATER_INLAVA) EnvironmentalDamage(DAMAGE_LAVA, damage); @@ -1621,7 +1621,7 @@ void Player::Update(uint32 p_time) if (Unit* victim = getVictim()) { // default combat reach 10 - // TODO add weapon, skill check + /// @todo add weapon, skill check if (isAttackReady(BASE_ATTACK)) { @@ -2506,7 +2506,7 @@ void Player::Regenerate(Powers power) uint32 curValue = GetPower(power); - // TODO: possible use of miscvalueb instead of amount + /// @todo possible use of miscvalueb instead of amount if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power)) return; @@ -2762,7 +2762,7 @@ GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes float maxdist; switch (type) { - // TODO: find out how the client calculates the maximal usage distance to spellless working + /// @todo find out how the client calculates the maximal usage distance to spellless working // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number case GAMEOBJECT_TYPE_GUILD_BANK: case GAMEOBJECT_TYPE_MAILBOX: @@ -2801,7 +2801,7 @@ void Player::SetInWater(bool apply) //move player's guid into HateOfflineList of those mobs //which can't swim and move guid back into ThreatList when //on surface. - //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water + /// @todo exist also swimming mobs, and function must be symmetric to enter/leave water m_isInWater = apply; // remove auras that need water/land @@ -2914,7 +2914,7 @@ bool Player::IsInSameRaidWith(Player const* p) const } ///- If the player is invited, remove him. If the group if then only 1 person, disband the group. -/// \todo Shouldn't we also check if there is no other invitees before disbanding the group? +/// @todo Shouldn't we also check if there is no other invitees before disbanding the group? void Player::UninviteFromGroup() { Group* group = GetGroupInvite(); @@ -3103,7 +3103,7 @@ void Player::GiveLevel(uint8 level) if (MailLevelReward const* mailReward = sObjectMgr->GetMailLevelReward(level, getRaceMask())) { - //- TODO: Poor design of mail system + /// @todo Poor design of mail system SQLTransaction trans = CharacterDatabase.BeginTransaction(); MailDraft(mailReward->mailTemplateId).SendMailTo(trans, this, MailSender(MAIL_CREATURE, mailReward->senderEntry)); CharacterDatabase.CommitTransaction(trans); @@ -5824,7 +5824,7 @@ void Player::GetDodgeFromAgility(float &diminishing, float &nondiminishing) if (dodgeRatio == NULL || pclass > MAX_CLASSES) return; - // TODO: research if talents/effects that increase total agility by x% should increase non-diminishing part + /// @todo research if talents/effects that increase total agility by x% should increase non-diminishing part float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT]; float bonus_agility = GetStat(STAT_AGILITY) - base_agility; @@ -8769,7 +8769,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type) { uint32 lootid = go->GetGOInfo()->GetLootId(); - //TODO: fix this big hack + /// @todo fix this big hack if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S)) if (Battleground* bg = GetBattleground()) if (bg->GetTypeID(true) == BATTLEGROUND_AV) @@ -11902,7 +11902,7 @@ InventoryResult Player::CanUseItem(Item* pItem, bool not_loading) const // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet. if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill)) { - // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY. + /// @todo when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY. // In fact it's a visual bug, everything works properly... I need sniffs of operations with // binded to account items from off server. @@ -13692,7 +13692,7 @@ void Player::AddTradeableItem(Item* item) m_itemSoulboundTradeable.push_back(item); } -//TODO: should never allow an item to be added to m_itemSoulboundTradeable twice +/// @todo should never allow an item to be added to m_itemSoulboundTradeable twice void Player::RemoveTradeableItem(Item* item) { m_itemSoulboundTradeable.remove(item); @@ -14747,7 +14747,7 @@ void Player::SendPreparedQuest(uint64 guid) else if (icon == 4) PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanRewardQuest(quest, false), true); // Send completable on repeatable and autoCompletable quest if player don't have quest - // TODO: verify if check for !quest->IsDaily() is really correct (possibly not) + /// @todo verify if check for !quest->IsDaily() is really correct (possibly not) else { Object* object = ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM); @@ -15284,7 +15284,7 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, // Send reward mail if (uint32 mail_template_id = quest->GetRewMailTemplateId()) { - //- TODO: Poor design of mail system + /// @todo Poor design of mail system SQLTransaction trans = CharacterDatabase.BeginTransaction(); MailDraft(mail_template_id).SendMailTo(trans, this, questGiver, MAIL_CHECK_MASK_HAS_BODY, quest->GetRewMailDelaySecs()); CharacterDatabase.CommitTransaction(trans); @@ -17750,7 +17750,7 @@ void Player::_LoadInventory(PreparedQueryResult result, uint32 timeDiff) //NOTE: the "order by `bag`" is important because it makes sure //the bagMap is filled before items in the bags are loaded //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?) - //expected to be equipped before offhand items (TODO: fixme) + //expected to be equipped before offhand items (@todo fixme) if (result) { @@ -20696,7 +20696,7 @@ void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId, Aura* aura) mod->charges = mod->ownerAura->GetCharges(); // Skip this check for now - aura charges may change due to various reason - // TODO: trac these changes correctly + /// @todo trac these changes correctly //ASSERT (mod->ownerAura->GetCharges() <= mod->charges); } } @@ -21551,7 +21551,7 @@ void Player::UpdateHomebindTime(uint32 time) void Player::UpdatePvPState(bool onlyFFA) { - // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled? + /// @todo should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled? // no, we shouldn't, those are checked for affecting player by client if (!pvpInfo.IsInNoPvPArea && !isGameMaster() && (pvpInfo.IsInFFAPvPArea || sWorld->IsFFAPvPRealm())) @@ -23825,7 +23825,7 @@ PartyResult Player::CanUninviteFromGroup() const if (grp->isRollLootActive()) return ERR_PARTY_LFG_BOOT_LOOT_ROLLS; - // TODO: Should also be sent when anyone has recently left combat, with an aprox ~5 seconds timer. + /// @todo Should also be sent when anyone has recently left combat, with an aprox ~5 seconds timer. for (GroupReference const* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) if (itr->getSource() && itr->getSource()->isInCombat()) return ERR_PARTY_LFG_BOOT_IN_COMBAT; @@ -25913,7 +25913,7 @@ bool Player::AddItem(uint32 itemId, uint32 count) if (count == 0 || dest.empty()) { - // -- TODO: Send to mailbox if no space + /// @todo Send to mailbox if no space ChatHandler(GetSession()).PSendSysMessage("You don't have any space in your bags."); return false; } diff --git a/src/server/game/Entities/Totem/Totem.cpp b/src/server/game/Entities/Totem/Totem.cpp index c2dec9086ca..07aa28ecee0 100644 --- a/src/server/game/Entities/Totem/Totem.cpp +++ b/src/server/game/Entities/Totem/Totem.cpp @@ -148,7 +148,7 @@ void Totem::UnSummon(uint32 msTime) bool Totem::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const { - // TODO: possibly all negative auras immune? + /// @todo possibly all negative auras immune? if (GetEntry() == 5925) return false; diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 4c48a55694c..0e93bd93433 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -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)); } diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 5684a7bfa37..dc4c89198db 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -703,7 +703,7 @@ enum MovementFlags MOVEMENTFLAG_FALLING_SLOW = 0x20000000, // active rogue safe fall spell (passive) MOVEMENTFLAG_HOVER = 0x40000000, // hover, cannot jump - // TODO: Check if PITCH_UP and PITCH_DOWN really belong here.. + /// @todo Check if PITCH_UP and PITCH_DOWN really belong here.. MOVEMENTFLAG_MASK_MOVING = MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_BACKWARD | MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT | MOVEMENTFLAG_PITCH_UP | MOVEMENTFLAG_PITCH_DOWN | MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR | MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING | @@ -715,7 +715,7 @@ enum MovementFlags MOVEMENTFLAG_MASK_MOVING_FLY = MOVEMENTFLAG_FLYING | MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING, - //! TODO if needed: add more flags to this masks that are exclusive to players + /// @todo if needed: add more flags to this masks that are exclusive to players MOVEMENTFLAG_MASK_PLAYER_ONLY = MOVEMENTFLAG_FLYING }; @@ -926,7 +926,7 @@ struct CalcDamageInfo uint32 procVictim; uint32 procEx; uint32 cleanDamage; // Used only for rage calculation - MeleeHitOutcome hitOutCome; // TODO: remove this field (need use TargetState) + MeleeHitOutcome hitOutCome; /// @todo remove this field (need use TargetState) }; // Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode |
