Author: mordante
Date: Sat Sep 13 19:12:30 2008
New Revision: 29438
URL: http://svn.gna.org/viewcvs/wesnoth?rev=29438&view=rev
Log:
Update doxygen comment style.
Modified:
trunk/src/game_events.cpp
trunk/src/game_events.hpp
Modified: trunk/src/game_events.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/game_events.cpp?rev=29438&r1=29437&r2=29438&view=diff
==============================================================================
--- trunk/src/game_events.cpp (original)
+++ trunk/src/game_events.cpp Sat Sep 13 19:12:30 2008
@@ -12,8 +12,10 @@
See the COPYING file for more details.
*/
-//! @file game_events.cpp
-//! Processing of WML-events.
+/**
+ * @file game_events.cpp
+ * Processing of WML-events.
+ */
#include "global.hpp"
#include "actions.hpp"
@@ -372,8 +374,11 @@
if(matches && or_count > 1 && allow_backwards_compat)
{
lg::wml_error << "possible deprecated [or] syntax: now
forcing re-interpretation\n";
- //! @todo For now we will re-interpret it according to
the old rules,
- // but this should be later to prevent
re-interpretation errors.
+ /**
+ * @todo For now we will re-interpret it according to
the old
+ * rules, but this should be later to prevent
re-interpretation
+ * errors.
+ */
const vconfig::child_list& orcfgs =
cond.get_children("or");
for(unsigned int i=0; i < orcfgs.size(); ++i) {
if(conditional_passed(units, orcfgs[i])) {
@@ -683,8 +688,10 @@
std::string village_gold = cfg["village_gold"];
const config& parsed = cfg.get_parsed_config();
const config::child_list& ai = parsed.get_children("ai");
- //[EMAIL PROTECTED] also allow client to modify a side's colour
if it
- //!is possible to change it on the fly without causing visual
glitches
+ /**
+ * @todo also allow client to modify a side's colour if it is
possible
+ * to change it on the fly without causing visual glitches
+ */
assert(state_of_game != NULL);
const int side_num = lexical_cast_default<int>(side,1);
@@ -1771,8 +1778,12 @@
bool unit_recalled = false;
config temp_config(cfg.get_config());
// Prevent the recall unit filter from using the location as a
criterion
- //! @todo FIXME: we should design the WML to avoid these types
of collisions;
- // filters should be named consistently and always have a
distinct scope.
+
+ /**
+ * @todo FIXME: we should design the WML to avoid these types of
+ * collisions; filters should be named consistently and always
have a
+ * distinct scope.
+ */
temp_config["x"] = "";
temp_config["y"] = "";
vconfig unit_filter(&temp_config);
@@ -2197,7 +2208,7 @@
}
}
// Unit serialization to and from variables
- //! @todo FIXME: Check that store is automove bug safe
+ /** @todo FIXME: Check that store is automove bug safe */
WML_HANDLER_FUNCTION(store_unit,/*handler*/,/*event_info*/,cfg)
{
const config empty_filter;
@@ -2311,7 +2322,7 @@
if(utils::string_bool(cfg["advance"], true) &&
get_replay_source().at_end()) {
// Try to advance the unit
- //! @todo FIXME: get player_number_
from the play_controller, not from the WML vars.
+ /** @todo FIXME: get player_number_
from the play_controller, not from the WML vars. */
const t_string& side_str =
state_of_game->get_variable("side_number");
const int side =
lexical_cast_default<int>(side_str.base_str(), -1);
@@ -2321,7 +2332,7 @@
// The code in dialogs::advance_unit
tests whether the unit can advance
dialogs::advance_unit(*game_map,
*units, loc, *screen, !sel, true);
- //! @todo FIXME: triggers advance
events without preventing infinite loop
+ /** @todo FIXME: triggers advance
events without preventing infinite loop */
}
} else {
@@ -2355,9 +2366,10 @@
}
// Avoid duplicates in the list.
- //! @todo it would be better to change
available_units from
- //! a vector to a map and use the
underlying_id
- //! as key.
+ /**
+ * @todo it would be better to change
available_units from
+ * a vector to a map and use the
underlying_id as key.
+ */
const std::string key =
u.underlying_id();
for(std::vector<unit>::iterator itor =
player->available_units.begin();
@@ -2444,7 +2456,7 @@
for(std::vector<gamemap::location>::const_iterator j =
locs.begin(); j != locs.end(); ++j) {
bool matches = false;
- if(cfg.has_attribute("side")) { //!
@deprecated, use owner_side instead
+ if(cfg.has_attribute("side")) { /**
@deprecated, use owner_side instead */
lg::wml_error << "side key is no longer
accepted in [store_villages],"
<< " use owner_side instead.\n";
config temp_cfg(cfg.get_config());
@@ -3006,7 +3018,7 @@
// Otherwise if an input has to be made, get it from
the replay data
} else {
- //! @todo FIXME: get player_number_ from the
play_controller, not from the WML vars.
+ /** @todo FIXME: get player_number_ from the
play_controller, not from the WML vars. */
const t_string& side_str =
state_of_game->get_variable("side_number");
const int side =
lexical_cast_default<int>(side_str.base_str(), -1);
@@ -3101,7 +3113,7 @@
}
- //! Handles all the different types of actions that can be triggered by
an event.
+ /** Handles all the different types of actions that can be triggered by
an event. */
static void commit_new_handlers() {
// Commit any spawned events-within-events
Modified: trunk/src/game_events.hpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/game_events.hpp?rev=29438&r1=29437&r2=29438&view=diff
==============================================================================
--- trunk/src/game_events.hpp (original)
+++ trunk/src/game_events.hpp Sat Sep 13 19:12:30 2008
@@ -11,6 +11,7 @@
See the COPYING file for more details.
*/
+
#ifndef GAME_EVENTS_H_INCLUDED
#define GAME_EVENTS_H_INCLUDED
@@ -30,17 +31,18 @@
class t_string;
class unit;
-
-//! @file game_events.hpp
-//! Define the game's events mechanism.
-//
-// Events might be units moving or fighting, or when victory or defeat occurs.
-// A scenario's configuration file will define actions to take when certain
events occur.
-// This module is responsible for making sure that when the events occur, the
actions take place.
-//
-// Note that game events have nothing to do with SDL events,
-// like mouse movement, keyboard events, etc.
-// See events.hpp for how they are handled.
+/**
+ * @file game_events.hpp
+ * Define the game's events mechanism.
+ *
+ * Events might be units moving or fighting, or when victory or defeat occurs.
+ * A scenario's configuration file will define actions to take when certain
events occur.
+ * This module is responsible for making sure that when the events occur, the
actions take place.
+ *
+ * Note that game events have nothing to do with SDL events,
+ * like mouse movement, keyboard events, etc.
+ * See events.hpp for how they are handled.
+ */
namespace game_events
{
@@ -282,8 +284,11 @@
bool unit_matches_filter(unit_map::const_iterator itor, const vconfig
filter);
- //! Function to fire an event.
- // Events may have up to two arguments, both of which must be locations.
+ /**
+ * Function to fire an event.
+ *
+ * Events may have up to two arguments, both of which must be locations.
+ */
bool fire(const std::string& event,
const entity_location&
loc1=gamemap::location::null_location,
const entity_location&
loc2=gamemap::location::null_location,
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