Clean the use of @todo for Doxygen

Use ///@todo bla   or  /** @todo bla */ 
with lowercase and no colon after todo
This commit is contained in:
Ali El Gariani 2010-07-26 00:31:55 +00:00
parent e571ac2553
commit c7c222380d
35 changed files with 52 additions and 52 deletions

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@ -288,7 +288,7 @@ void attack_result::do_execute()
const unit_map::const_iterator a_ = resources::units->find(attacker_loc_);
const unit_map::const_iterator d_ = resources::units->find(defender_loc_);
//@todo 1.9: change ToD to be location specific for the defender unit
///@todo 1.9: change ToD to be location specific for the defender unit
recorder.add_attack(attacker_loc_, defender_loc_, attacker_weapon, defender_weapon, a_->type_id(),
d_->type_id(), a_->level(), d_->level(), resources::tod_manager->turn(),
resources::tod_manager->get_time_of_day());
@ -390,7 +390,7 @@ bool move_result::test_route(const unit &un)
const pathfind::shortest_path_calculator calc(un, my_team, *resources::units, *resources::teams, *resources::game_map);
//allowed teleports
std::set<map_location> allowed_teleports = pathfind::get_teleport_locations(un, my_team, true);//@todo 1.9: see_all -> false
std::set<map_location> allowed_teleports = pathfind::get_teleport_locations(un, my_team, true);///@todo 1.9: see_all -> false
//do an A*-search
route_ = boost::shared_ptr<pathfind::plain_route>( new pathfind::plain_route(pathfind::a_star_search(un.get_location(), to_, 10000.0, &calc, resources::game_map->w(), resources::game_map->h(), &allowed_teleports)));
@ -435,7 +435,7 @@ void move_result::do_check_after()
set_error(E_FAILED_TELEPORT);
return;
}
//@todo 1.9 add 'new units spotted' failure mode
///@todo 1.9 add 'new units spotted' failure mode
if (unit_location_!=to_) {
set_error(E_NOT_REACHED_DESTINATION);
@ -475,7 +475,7 @@ void move_result::do_execute()
/*undo_list* undo_stack*/ NULL,
/*bool show_move*/ preferences::show_ai_moves(),
/*map_location *next_unit*/ NULL,
/*bool continue_move*/ true, //@todo: 1.9 set to false after implemeting interrupt awareness
/*bool continue_move*/ true, ///@todo 1.9 set to false after implemeting interrupt awareness
/*bool should_clear_shroud*/ true,
/*bool is_replay*/ false);

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@ -396,8 +396,8 @@ static std::map<int,std::string> error_names_;
};
//@todo 1.7.11 important! Add an ai action (and fai function) to set a goto on a unit
//@todo 1.7.11 important! Add an ai action (and fai function) to send a chat message to a player
///@todo 1.7.11 important! Add an ai action (and fai function) to set a goto on a unit
///@todo 1.7.11 important! Add an ai action (and fai function) to send a chat message to a player
} //end of namespace ai

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@ -164,7 +164,7 @@ std::string ai_composite::get_engine() const
std::string ai_composite::evaluate(const std::string& str)
{
config cfg;
cfg["engine"] = "fai";//@todo 1.9 : consider allowing other engines to evaluate
cfg["engine"] = "fai";///@todo 1.9 : consider allowing other engines to evaluate
engine_ptr e_ptr = get_engine_by_cfg(cfg);
if (!e_ptr) {
return interface::evaluate(str);
@ -175,7 +175,7 @@ std::string ai_composite::evaluate(const std::string& str)
void ai_composite::new_turn()
{
//@todo 1.9 replace with event system
///@todo 1.9 replace with event system
recalculate_move_maps();
invalidate_defensive_position_cache();
invalidate_keeps_cache();

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@ -48,14 +48,14 @@ aspect::~aspect()
manager::remove_turn_started_observer(this);
}
if (invalidate_on_tod_change_) {
//@todo 1.9 add tod_changed_observer
///@todo 1.9 add tod_changed_observer
//manager::remove_tod_changed_observer(this);
}
if (invalidate_on_gamestate_change_) {
manager::remove_gamestate_observer(this);
}
if (invalidate_on_minor_gamestate_change_) {
//@todo 1.9 add minor_gamestate_change_observer
///@todo 1.9 add minor_gamestate_change_observer
//manager::remove_minor_gamestate_observer(this);
}
}
@ -75,14 +75,14 @@ bool aspect::redeploy(const config &cfg, const std::string& /*id*/)
manager::remove_turn_started_observer(this);
}
if (invalidate_on_tod_change_) {
//@todo 1.9 add tod_changed_observer
///@todo 1.9 add tod_changed_observer
//manager::remove_tod_changed_observer(this);
}
if (invalidate_on_gamestate_change_) {
manager::remove_gamestate_observer(this);
}
if (invalidate_on_minor_gamestate_change_) {
//@todo 1.9 add minor_gamestate_change_observer
///@todo 1.9 add minor_gamestate_change_observer
//manager::remove_minor_gamestate_observer(this);
}
@ -101,14 +101,14 @@ bool aspect::redeploy(const config &cfg, const std::string& /*id*/)
manager::add_turn_started_observer(this);
}
if (invalidate_on_tod_change_) {
//@todo 1.9 add tod_changed_observer
///@todo 1.9 add tod_changed_observer
//manager::add_tod_changed_observer(this);
}
if (invalidate_on_gamestate_change_) {
manager::add_gamestate_observer(this);
}
if (invalidate_on_minor_gamestate_change_) {
//@todo 1.9 add minor_gamestate_change_observer
///@todo 1.9 add minor_gamestate_change_observer
//manager::add_minor_gamestate_observer(this);
}
return true;

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@ -300,7 +300,7 @@ public:
virtual void recalculate() const
{
//@todo 1.9 optimize in case of an aspect which returns variant
///@todo 1.9 optimize in case of an aspect which returns variant
foreach (const typename aspect_type<T>::typesafe_ptr &f, make_pair(facets_.rbegin(),facets_.rend())) {
if (f->active()) {
this->value_ = boost::shared_ptr<T>(f->get_ptr());

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@ -43,7 +43,7 @@ static lg::log_domain log_ai_engine_fai("ai/engine/fai");
class fai_candidate_action_wrapper : public candidate_action {
public:
fai_candidate_action_wrapper( rca_context &context, const config &cfg, game_logic::candidate_action_ptr fai_ca, formula_ai &_formula_ai )
: candidate_action(context,cfg),fai_ca_(fai_ca),formula_ai_(_formula_ai),cfg_(cfg)//@todo 1.7: implement fai_ca->to_config()
: candidate_action(context,cfg),fai_ca_(fai_ca),formula_ai_(_formula_ai),cfg_(cfg)///@todo 1.7: implement fai_ca->to_config()
{
}

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@ -183,7 +183,7 @@ void engine_lua::do_parse_stage_from_config( ai_context &context, const config &
std::string engine_lua::evaluate(const std::string &/*str*/)
{
//@todo: this is not mandatory, but if we want to allow lua to evaluate
///@todo this is not mandatory, but if we want to allow lua to evaluate
// something 'in context' of this ai, this will be useful
return "";
}

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@ -488,7 +488,7 @@ double readonly_context_impl::get_aggression() const
int readonly_context_impl::get_attack_depth() const
{
if (attack_depth_) {
return std::max<int>(1,attack_depth_->get()); //@todo 1.9: add validators, such as minmax filters to aspects
return std::max<int>(1,attack_depth_->get()); ///@todo 1.9: add validators, such as minmax filters to aspects
}
return 1;
}
@ -521,7 +521,7 @@ const variant& readonly_context_impl::get_attacks_as_variant() const
if (attacks_) {
return attacks_->get_variant();
}
static variant v;//@todo 1.9: replace with variant::null_variant;
static variant v;///@todo 1.9: replace with variant::null_variant;
return v;
}
@ -718,7 +718,7 @@ const moves_map& readonly_context_impl::get_possible_moves() const
const std::vector<unit>& readonly_context_impl::get_recall_list() const
{
static std::vector<unit> dummy_units;
//@todo 1.9: check for (level_["disallow_recall"]))
///@todo 1.9: check for (level_["disallow_recall"]))
if(!current_team().persistent()) {
return dummy_units;
}
@ -1071,7 +1071,7 @@ void readonly_context_impl::recalculate_move_maps() const
++i;
}
}
//@todo 1.9: shall possible moves be modified as well ?
///@todo 1.9: shall possible moves be modified as well ?
}
}
move_maps_valid_ = true;

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@ -575,7 +575,7 @@ void ai_default_recruitment_stage::analyze_potential_recruit_movements()
}
const unit_type &ut = *info;
//@todo 1.9: we give max movement, but recruited will get 0? Seems inaccurate
///@todo 1.9: we give max movement, but recruited will get 0? Seems inaccurate
//but keep it like that for now
// pathfinding ignoring other units and terrain defense
const pathfind::move_type_path_calculator calc(ut.movement_type(), ut.movement(), ut.movement(), current_team(),map_);

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@ -45,7 +45,7 @@ struct target {
double value;
TYPE type;
//@todo 1.7: ai goals: this is a 'target' marker class which should be expanded with additional information which is generic enough to apply to all targets.
///@todo 1.7: ai goals: this is a 'target' marker class which should be expanded with additional information which is generic enough to apply to all targets.
};
@ -286,7 +286,7 @@ public:
private:
recursion_counter recursion_counter_;
mutable std::vector<target> additional_targets_;//@todo 1.9 refactor this
mutable std::vector<target> additional_targets_;///@todo 1.9 refactor this
};

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@ -157,7 +157,7 @@ variant formula_ai::make_action(game_logic::const_formula_ptr formula_, const ga
throw formula_error("null formula passed to make_action","","formula",0);
}
LOG_AI << "do move...\n";
const variant var = formula_->evaluate(variables);//@todo 1.9 add formula_debugger
const variant var = formula_->evaluate(variables);///@todo 1.9 add formula_debugger
variant res;
if (ai_ptr_) {

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@ -136,7 +136,7 @@ private:
static unsigned search_counter;
//@todo 1.8: document
///@todo 1.8: document
class calculate_map_ownership_function : public function_expression {
public:
calculate_map_ownership_function(const args_list& args, const formula_ai& ai)

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@ -75,7 +75,7 @@ void stage_side_formulas::on_create()
config stage_side_formulas::to_config() const
{
config cfg = stage::to_config();
//@todo 1.7: serialize to config
///@todo 1.7: serialize to config
cfg.append(cfg_);
return cfg;
}

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@ -456,7 +456,7 @@ long manager::history_item_counter_ = 1;
//this is stub code to allow testing of basic 'history', 'repeat-last-command', 'add/remove/replace ai' capabilities.
//yes, it doesn't look nice. but it is usable.
//to be refactored at earliest opportunity
//@todo 1.9 extract to separate class which will use fai or lua parser
///@todo 1.9 extract to separate class which will use fai or lua parser
const std::string manager::internal_evaluate_command( side_number side, const std::string& str ){
const int MAX_HISTORY_VISIBLE = 30;
@ -570,7 +570,7 @@ const std::string manager::internal_evaluate_command( side_number side, const st
// ADD, CREATE AIs, OR LIST AI TYPES
// =======================================================================
//@todo 1.9 add error reporting
///@todo 1.9 add error reporting
bool manager::add_ai_for_side_from_file( side_number side, const std::string& file, bool replace )
{
config cfg;
@ -597,7 +597,7 @@ bool manager::add_ai_for_side_from_config( side_number side, const config& cfg,
}
//@todo 1.9 add error reporting
///@todo 1.9 add error reporting
bool manager::add_ai_for_side( side_number side, const std::string& ai_algorithm_type, bool replace )
{
if (replace) {

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@ -93,7 +93,7 @@ void ai_testing::log_game_start()
LOG_AI_TESTING << "FACTION"<<side<<": " << tm->name() << std::endl;
recorder.add_log_data("ai_log","ai_id"+str_cast(side),ai::manager::get_active_ai_identifier_for_side(side));
recorder.add_log_data("ai_log","faction"+str_cast(side),tm->name());
//@todo 1.9: add information about ai_config
///@todo 1.9: add information about ai_config
}
LOG_AI_TESTING << "VERSION: " << game_config::revision << std::endl;
recorder.add_log_data("ai_log","version",game_config::revision);

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@ -855,7 +855,7 @@ void get_villages_phase::execute()
//25.0* current_team().caution() * power_projection(loc,enemy_dstsrc) / new_unit->second.hitpoints()
//Is this an improvement?
//@todo 1.7 check if this an improvement
///@todo 1.7 check if this an improvement
//add_target(target(new_unit->first,1.0,target::SUPPORT));
}
}

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@ -395,7 +395,7 @@ std::pair<map_location,map_location> testing_move_to_targets_phase::choose_move(
const move_cost_calculator calc(*u, map_, units_, enemy_dstsrc);
//@todo 1.9: lower this value for perf,
///@todo 1.9: lower this value for perf,
// but best_rating is too big for scout and support
// which give a too small locStopValue
// so keep costy A* for the moment.

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@ -42,7 +42,7 @@ fallback_to_other_ai::fallback_to_other_ai( ai_context &context, const config &c
void fallback_to_other_ai::on_create()
{
config ai_cfg = cfg_.child_or_empty("ai");
//@todo 1.9.3 backward-compatability hack - try to update the old default ai config. remove in 1.9.3
///@todo 1.9.3 backward-compatability hack - try to update the old default ai config. remove in 1.9.3
std::string ai_algorithm = ai_cfg["ai_algorithm"];
if ((ai_algorithm.empty()) || (ai_algorithm=="default_ai")) {
if (configuration::parse_side_config(get_side(),cfg_,ai_cfg)) {

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@ -141,7 +141,7 @@ struct file_tree_checksum
explicit file_tree_checksum(const class config& cfg);
void write(class config& cfg) const;
void reset() {nfiles = 0;modified = 0;sum_size=0;};
// @todo: make variables private!
// @todo make variables private!
size_t nfiles, sum_size;
time_t modified;
};

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@ -2292,7 +2292,7 @@ static int do_gameloop(int argc, char** argv)
continue;
#ifndef DISABLE_EDITOR
} else if(res == gui::START_MAP_EDITOR) {
//@todo editor can ask the game to quit completely
///@todo editor can ask the game to quit completely
if (game.start_editor() == editor::EXIT_QUIT_TO_DESKTOP) {
return 0;
} else {

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@ -233,7 +233,7 @@ void write_players(game_state& gamestate, config& cfg, const bool use_snapshot,
(*scenario_side)["name"] = carryover_side["name"];
(*scenario_side)["current_player"] = carryover_side["current_player"];
//@todo 1.9.2
///@todo 1.9.2
const std::string colour_error = "Usage of 'colour' in [side] is deprecated, support will be removed in 1.9.2.\n";
(*scenario_side)["color"] = carryover_side.get_old_attribute("color","colour",colour_error);

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@ -1142,7 +1142,7 @@ void ttext::draw(surface& canvas
<< " text width " << surf->w
<< " text height " << surf->h;
*/
//@todo formulas are now recalculated every draw cycle which is a
///@todo formulas are now recalculated every draw cycle which is a
// bit silly unless there has been a resize. So to optimize we should
// use an extra flag or do the calculation in a separate routine.

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@ -191,7 +191,7 @@ public:
return;
}
int i = 0;//@todo: replace with precached data
int i = 0;///@todo replace with precached data
const config &vars = resources::state_of_game->get_variables();
foreach( const config::attribute &a, vars.attribute_range()) {
@ -264,7 +264,7 @@ public:
return;
}
int i = 0;//@todo: replace with precached data
int i = 0;///@todo replace with precached data
for(unit_map::iterator u = resources::units->begin(); u != resources::units->end(); ++u) {
if (selected==i) {
config c_unit;

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@ -320,7 +320,7 @@ void terrain_label::read(const config &cfg)
loc_ = map_location(cfg, &vs);
SDL_Color color = font::LABEL_COLOR;
//@todo 1.9.2
///@todo 1.9.2
const std::string colour_error = "Usage of 'colour' in [label] is deprecated, support will be removed in 1.9.2.\n";
std::string tmp_color = cfg.get_old_attribute("color","colour", colour_error);

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@ -1434,7 +1434,7 @@ void menu_handler::create_unit_2(mouse_handler& mousehandler)
void menu_handler::create_unit(mouse_handler& mousehandler)
{
/** @todo: reenable after releasing 1.7.4; as-is causes memory corruption */
/** @todo reenable after releasing 1.7.4; as-is causes memory corruption */
if(gui2::new_widgets) {
create_unit_2(mousehandler);
return;

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@ -913,7 +913,7 @@ void mouse_handler::attack_enemy_(const map_location& att_loc
gui().unhighlight_reach();
gui().draw();
//@TODO: change ToD to be location specific for the defender
///@todo change ToD to be location specific for the defender
recorder.add_attack(attacker_loc, defender_loc, att.attack_num, def.attack_num,
attacker->type_id(), defender->type_id(), att.level,
def.level, resources::tod_manager->turn(), resources::tod_manager->get_time_of_day());

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@ -16,7 +16,7 @@
* Network worker handles data transfers in threads
* Remember to use mutexs as little as possible
* All global vars should be used in mutex
* FIXME: @todo: All code which holds a mutex should run O(1) time
* FIXME: @todo All code which holds a mutex should run O(1) time
* for scalability. Implement read/write locks.
* (postponed for 1.5)
*/

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@ -279,7 +279,7 @@ LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_
if (side["current_player"] == preferences::login()) {
side["controller"] = preferences::client_type();
} else if (side["controller"] != "null") {
// @todo: Fix logic to use network_ai controller
/// @todo Fix logic to use network_ai controller
// if it is networked ai
side["controller"] = "network";
}

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@ -84,7 +84,7 @@ seed_t get_last_seed();
/**
* Set the callback for a fuction that will be called on subsequent set_seed
* calls.
* @TODO needs a reliable way of clearing the callback when things don't go as
* @todo needs a reliable way of clearing the callback when things don't go as
* normal (e.g. player quit the game while the callback is set)
*/
void set_new_seed_callback(boost::function<void (seed_t)> f);

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@ -123,7 +123,7 @@ private:
}
} while (UNLIKELY(current_ == '\r'));
#if 0
// @todo: disabled untill campaign server is fixed
/// @todo disabled untill campaign server is fixed
if(LIKELY(in_.good())) {
current_ = in_.get();
if (UNLIKELY(current_ == '\r'))

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@ -904,7 +904,7 @@ bool game::end_turn() {
return true;
}
//@todo differentiate between "observers not allowed" and "player already in the game" errors.
///@todo differentiate between "observers not allowed" and "player already in the game" errors.
// maybe return a string with an error message.
bool game::add_player(const network::connection player, bool observer) {
if(is_member(player)) {

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@ -80,7 +80,7 @@ team::team_info::team_info(const config& cfg) :
side(cfg["side"].to_int(1)),
persistent(false)
{
//@todo 1.9.2
///@todo 1.9.2
const std::string colour_error = "Usage of 'colour' in [side] is deprecated, support will be removed in 1.9.2.\n";
if(cfg.has_old_attribute("color","colour",colour_error))
color = cfg.get_old_attribute("color","colour").str();

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@ -34,7 +34,7 @@
#include "tests/utils/fake_display.hpp"
/**
* @todo: add all others exception handlers too
* @todo add all others exception handlers too
**/
static void exception_translator_config(const config::error& e)

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@ -1483,7 +1483,7 @@ bool unit::internal_matches_filter(const vconfig& cfg, const map_location& loc,
if(cfg.has_attribute("formula")) {
const unit_callable callable(std::pair<map_location, unit>(loc,*this));
const game_logic::formula form(cfg["formula"]);
if(!form.evaluate(callable).as_bool()) {//@todo: use formula_ai
if(!form.evaluate(callable).as_bool()) {///@todo use formula_ai
return false;
}
}

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@ -181,7 +181,7 @@ void upload_log::read_replay()
return;
}
//@TODO: check if game_ is always there
///@todo check if game_ is always there
if( !game_ ) {
game_ = new config();
}