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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