chore(Core/Misc): Change all TODO to doxygen comment (#14966)

This commit is contained in:
Kitzunu
2023-02-12 14:05:34 +01:00
committed by GitHub
parent e37e6327f0
commit f039836a2f
84 changed files with 185 additions and 185 deletions
@@ -50,7 +50,7 @@
#include "World.h"
#include "WorldPacket.h"
// TODO: this import is not necessary for compilation and marked as unused by the IDE
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
@@ -547,7 +547,7 @@ bool Creature::UpdateEntry(uint32 Entry, const CreatureData* data, bool changele
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]));
@@ -1521,7 +1521,7 @@ void Creature::SelectLevel(bool changelevel)
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);
+1 -1
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@@ -91,7 +91,7 @@ public:
[[nodiscard]] bool HasReactState(ReactStates state) const { return (m_reactState == state); }
void InitializeReactState();
///// TODO RENAME THIS!!!!!
///// @todo RENAME THIS!!!!!
bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
bool isCanTrainingAndResetTalentsOf(Player* player) const;
[[nodiscard]] bool IsValidTrainerForPlayer(Player* player, uint32* npcFlags = nullptr) const;
@@ -42,7 +42,7 @@ constexpr Milliseconds PET_FOCUS_REGEN_INTERVAL = 4s;
enum class VisibilityDistanceType : uint8;
// TODO: Implement missing flags from TC in places that custom flags from xinef&pussywizzard use flag values.
/// @todo: Implement missing flags from TC in places that custom flags from xinef&pussywizzard use flag values.
// EnumUtils: DESCRIBE THIS
enum CreatureFlagsExtra : uint32
{
@@ -57,7 +57,7 @@ enum CreatureFlagsExtra : uint32
CREATURE_FLAG_EXTRA_NO_TAUNT = 0x00000100, // creature is immune to taunt auras and 'attack me' effects
CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE = 0x00000200, // creature won't update movement flags
CREATURE_FLAG_EXTRA_GHOST_VISIBILITY = 0x00000400, // creature will only be visible to dead players
CREATURE_FLAG_EXTRA_UNUSED_12 = 0x00000800, // TODO: Implement CREATURE_FLAG_EXTRA_USE_OFFHAND_ATTACK (creature will use offhand attacks)
CREATURE_FLAG_EXTRA_UNUSED_12 = 0x00000800, /// @todo: Implement CREATURE_FLAG_EXTRA_USE_OFFHAND_ATTACK (creature will use offhand attacks)
CREATURE_FLAG_EXTRA_NO_SELL_VENDOR = 0x00001000, // players can't sell items to this vendor
CREATURE_FLAG_EXTRA_IGNORE_COMBAT = 0x00002000,
CREATURE_FLAG_EXTRA_WORLDEVENT = 0x00004000, // custom flag for world event creatures (left room for merging)
@@ -499,7 +499,7 @@ 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
}
}
}
@@ -2299,7 +2299,7 @@ void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= nullptr*/
Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself();
// dealing damage, send packet
// TODO: is there any packet for healing?
/// @todo: is there any packet for healing?
if (player)
{
WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
+2 -2
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@@ -52,7 +52,7 @@
#include "Tokenize.h"
#include "StringConvert.h"
// TODO: this import is not necessary for compilation and marked as unused by the IDE
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
@@ -2889,7 +2889,7 @@ 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);
+1 -1
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@@ -1005,7 +1005,7 @@ 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();
+8 -8
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@@ -89,7 +89,7 @@
#include "Tokenize.h"
#include "StringConvert.h"
// TODO: this import is not necessary for compilation and marked as unused by the IDE
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
@@ -470,7 +470,7 @@ void Player::CleanupsBeforeDelete(bool finalCleanup)
bool Player::Create(ObjectGuid::LowType 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
@@ -853,7 +853,7 @@ 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);
}
@@ -922,7 +922,7 @@ 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);
@@ -1837,7 +1837,7 @@ 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 (HasAuraTypeWithMiscvalue(SPELL_AURA_PREVENT_REGENERATE_POWER, power + 1))
return;
@@ -3184,7 +3184,7 @@ bool Player::_addSpell(uint32 spellId, uint8 addSpecMask, bool temporary, bool l
continue;
}
// @todo confirm if rogues start wth lockpicking skill at level 1 but only recieve the spell to use it at level 16
/// @todo confirm if rogues start wth lockpicking skill at level 1 but only recieve the spell to use it at level 16
// Added for runeforging, it is confirmed via sniff that this happens when death knights learn the spell, not on character creation.
if ((_spell_idx->second->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && !HasSkill(pSkill->id)) || ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->TrivialSkillLineRankHigh == 0))
{
@@ -5055,7 +5055,7 @@ void Player::GetDodgeFromAgility(float& diminishing, float& nondiminishing)
if (!dodgeRatio || 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 + static_cast<uint16>(STAT_AGILITY)][BASE_PCT];
float bonus_agility = GetStat(STAT_AGILITY) - base_agility;
@@ -12921,7 +12921,7 @@ PartyResult Player::CanUninviteFromGroup(ObjectGuid targetPlayerGUID) 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 != nullptr; itr = itr->next())
if (itr->GetSource() && itr->GetSource()->IsInMap(this) && itr->GetSource()->IsInCombat())
return ERR_PARTY_LFG_BOOT_IN_COMBAT;
@@ -76,7 +76,7 @@
#include "Tokenize.h"
#include "StringConvert.h"
// TODO: this import is not necessary for compilation and marked as unused by the IDE
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
@@ -2271,7 +2271,7 @@ 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.
@@ -38,7 +38,7 @@
#include "WeatherMgr.h"
#include "WorldStatePackets.h"
// TODO: this import is not necessary for compilation and marked as unused by the IDE
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
@@ -164,7 +164,7 @@ 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))
{
@@ -1407,7 +1407,7 @@ void Player::UpdatePvPState()
void Player::UpdateFFAPvPState(bool reset /*= true*/)
{
// TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller
/// @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() &&
+16 -16
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@@ -1174,7 +1174,7 @@ SpellCastResult Unit::CastSpell(SpellCastTargets const& targets, SpellInfo const
return SPELL_FAILED_SPELL_UNAVAILABLE;
}
// 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();
@@ -1457,7 +1457,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss,
Unit::DealDamage(this, victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss, false, spell);
}
// TODO for melee need create structure as in
// @todo for melee need create structure as in
void Unit::CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, WeaponAttackType attackType, const bool sittingVictim)
{
damageInfo->attacker = this;
@@ -1951,7 +1951,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
Unit::DealDamageMods(this, damage, &absorb);
// 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 << victim->GetGUID();
data << GetGUID();
@@ -3428,7 +3428,7 @@ 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() || spell->HasEffect(SPELL_EFFECT_DISPEL))
&& (!IsHostileTo(victim))) // prevent from affecting enemy by "positive" spell
return SPELL_MISS_NONE;
@@ -3496,7 +3496,7 @@ SpellMissInfo Unit::SpellHitResult(Unit* victim, Spell const* spell, bool CanRef
}
// 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 ((spellInfo->IsPositive() || spellInfo->HasEffect(SPELL_EFFECT_DISPEL))
&& (!IsHostileTo(victim))) // prevent from affecting enemy by "positive" spell
{
@@ -6615,7 +6615,7 @@ 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)
@@ -7527,7 +7527,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
triggered_spell_id = isWrathSpell ? 48518 : 48517;
break;
}
[[fallthrough]]; // TODO: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked.
[[fallthrough]]; /// @todo: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked.
}
case SPELLFAMILY_ROGUE:
{
@@ -8378,7 +8378,7 @@ 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;
}
@@ -9454,7 +9454,7 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
target = this;
trigger_spell_id = 22588;
[[fallthrough]]; // TODO: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked.
[[fallthrough]]; /// @todo: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked.
}
// Bonus Healing (Crystal Spire of Karabor mace)
case 40971:
@@ -10843,7 +10843,7 @@ void Unit::SetCharm(Unit* charm, bool apply)
LOG_FATAL("entities.unit", "Player {} is trying to charm unit {}, but it already has a charmed unit {}", GetName(), charm->GetEntry(), GetCharmGUID().ToString());
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->SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED);
}
else
@@ -12150,7 +12150,7 @@ float Unit::SpellTakenCritChance(Unit const* caster, SpellInfo const* spellProto
{
return 100.0f;
}
[[fallthrough]]; // TODO: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked.
[[fallthrough]]; /// @todo: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked.
case SPELL_DAMAGE_CLASS_RANGED:
{
// flat aura mods
@@ -12211,7 +12211,7 @@ uint32 Unit::SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spell
{
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:
@@ -12249,7 +12249,7 @@ uint32 Unit::SpellCriticalHealingBonus(Unit const* caster, SpellInfo const* spel
{
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:
@@ -14867,7 +14867,7 @@ void Unit::ModSpellCastTime(SpellInfo const* spellInfo, int32& castTime, Spell*
// called from caster
if (Player* modOwner = GetSpellModOwner())
// TODO:(MadAgos) Eventually check and delete the bool argument
/// @todo:(MadAgos) Eventually check and delete the bool argument
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CASTING_TIME, castTime, spell, bool(modOwner != this && !IsPet()));
switch (spellInfo->DmgClass)
@@ -18101,7 +18101,7 @@ void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackTyp
{
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() && player)
if (instanceMap->IsRaidOrHeroicDungeon())
@@ -18540,7 +18540,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
AttackStop();
// Xinef: dont reset threat and combat, put them on offline list, moved down after faction changes
// CombatStop(); // TODO: CombatStop(true) may cause crash (interrupt spells)
// CombatStop(); /// @todo: CombatStop(true) may cause crash (interrupt spells)
// DeleteThreatList();
Player* playerCharmer = charmer->ToPlayer();
+2 -2
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@@ -581,7 +581,7 @@ 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 |
@@ -900,7 +900,7 @@ 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