Changed: #878 Fix typos in comments/code

This commit is contained in:
kervala 2010-05-13 22:57:07 +02:00
parent 2173503353
commit 6a2410c7ac

View file

@ -591,7 +591,7 @@ uint32 CCharacterCL::addColoredInstance(const std::string &shapeName, const std:
// \param slot: structure of the equipement. // \param slot: structure of the equipement.
// \param visualSlot: visual slot used by this item. // \param visualSlot: visual slot used by this item.
// \return uint32 : index of the instance or 0xFFFFFFFF. // \return uint32 : index of the instance or 0xFFFFFFFF.
// \todo GUIGUI : Trouver une facon d'éviter tous ces test de visualSlot. // \todo GUIGUI : find a better choice to avoid all visualSlot checks
//----------------------------------------------- //-----------------------------------------------
uint32 CCharacterCL::buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color, uint32 instIdx) uint32 CCharacterCL::buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color, uint32 instIdx)
{ {
@ -1021,7 +1021,6 @@ bool CCharacterCL::isUnknownRace() const
//----------------------------------------------- //-----------------------------------------------
// getAttackHeight : // getAttackHeight :
// Return the atk height. // Return the atk height.
// \todo GUIGUI : faire la hauteur en relatif à l'attaquant au lieu d'en global (<1 >2).
//----------------------------------------------- //-----------------------------------------------
CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const
{ {
@ -2033,7 +2032,7 @@ double CCharacterCL::computeTimeStep(const double &currentTime)
//----------------------------------------------- //-----------------------------------------------
// computeSpeed : // computeSpeed :
// \todo GUIGUI : faire une vitesse moyenne car pb si le temps devient très petit car frame petite ou car _LastFrameTime augmente en cours de frame à force de boucler. // \todo GUIGUI : to do an average speed, there is a problem if time become very small because small frame or _LastFrameTime increase when looping
//----------------------------------------------- //-----------------------------------------------
double CCharacterCL::computeSpeed() double CCharacterCL::computeSpeed()
{ {
@ -2097,7 +2096,7 @@ double CCharacterCL::computeSpeedFactor(double speedToDest)
else else
nlwarning("The animation is a move but animation speed is %f !", animSpeed); nlwarning("The animation is a move but animation speed is %f !", animSpeed);
} }
// \todo GUIGUI : Vitesse infini, retourner peut-être une valeur spéciale. // \todo GUIGUI : unlimited speed, perhaps return a special value.
// We should be arrived so speed is maximum. // We should be arrived so speed is maximum.
else else
speedFactor = 1000.0; speedFactor = 1000.0;
@ -2317,7 +2316,7 @@ CCharacterCL::TOnMove CCharacterCL::onMove(const CAutomatonStateSheet &curAnimSt
// Animation is breakable if the distance to destination is long enough (at least > 0). // Animation is breakable if the distance to destination is long enough (at least > 0).
if(curAnimState.BreakableOnMove && dist2Dest()>0.0) if(curAnimState.BreakableOnMove && dist2Dest()>0.0)
{ {
// \todo GUIGUI : prendre la prochaine position différente de la notre (il se peut qu'on soit au même endroit que la première). // \todo GUIGUI : take the next position to current one (it could be possible this position was the same as the first).
CVectorD dirToFirstPos = _FirstPos-pos(); CVectorD dirToFirstPos = _FirstPos-pos();
dirToFirstPos.z = 0.0; dirToFirstPos.z = 0.0;
if(dirToFirstPos != CVectorD::Null) if(dirToFirstPos != CVectorD::Null)
@ -2465,8 +2464,8 @@ bool CCharacterCL::onBadHeading(const CAutomatonStateSheet &curAnimState)
//----------------------------------------------- //-----------------------------------------------
// setAnim : // setAnim :
// Select a new animation for the entity. // Select a new animation for the entity.
// \todo GUIGUI : gérer mieux le fait qu'il n'y a pas de squelette. // \todo GUIGUI : better manage when there is no skeleton
// \todo GUIGUI : revoir comment controler la tête plus simplement. // \todo GUIGUI : simplify head control
//----------------------------------------------- //-----------------------------------------------
ADD_METHOD(void CCharacterCL::setAnim(TAnimStateKey newKey, TAnimStateKey subKey, uint animID)) ADD_METHOD(void CCharacterCL::setAnim(TAnimStateKey newKey, TAnimStateKey subKey, uint animID))
if(ClientCfg.Light) if(ClientCfg.Light)
@ -2762,7 +2761,7 @@ KeyChosen:
//// END LOOP ///// //// END LOOP /////
// \todo GUIGUI : gérer mieux le changement d'automate. // \todo GUIGUI : better manage automate change
// Current animation is not of the same kind as the old one. // Current animation is not of the same kind as the old one.
bool sameAnim = lastAnimStateId == animState(MOVE) && _OldAutomaton == _CurrentAutomaton; bool sameAnim = lastAnimStateId == animState(MOVE) && _OldAutomaton == _CurrentAutomaton;
if(!sameAnim) if(!sameAnim)
@ -2841,7 +2840,7 @@ KeyChosen:
if(animAngle != 0.0) if(animAngle != 0.0)
_RotationFactor = fabs(angToDest/animAngle); _RotationFactor = fabs(angToDest/animAngle);
else else
_RotationFactor = -1.0; // \todo GUIGUI : voir quelle valeur il faut vraiment mettre si jamais on a un anim de rot sans rot et qui doit quand meme faire tourner le perso. _RotationFactor = -1.0; // \todo GUIGUI : see which value we should use if we have a rot anim without rot and which should rotate character
} }
// If the animation is an atk or forage extraction -> Start all dynamic FXs. // If the animation is an atk or forage extraction -> Start all dynamic FXs.
@ -2905,7 +2904,7 @@ KeyChosen:
{ {
animIndex(MOVE_BLEND_OUT, animationBlendState->chooseAnim(_AnimJobSpecialisation, people(), getGender())); animIndex(MOVE_BLEND_OUT, animationBlendState->chooseAnim(_AnimJobSpecialisation, people(), getGender()));
_PlayList->setAnimation(MOVE_BLEND_OUT, animId(MOVE_BLEND_OUT)); _PlayList->setAnimation(MOVE_BLEND_OUT, animId(MOVE_BLEND_OUT));
_PlayList->setWeight(MOVE_BLEND_OUT, 1.0f); // \todo GUIGUI : vérifier ce qu'il se passe si animId est "empty". _PlayList->setWeight(MOVE_BLEND_OUT, 1.0f); // \todo GUIGUI : verify what is happening if animId is "empty".
} }
else else
nlwarning("setAnim:%d: animationBlendState is Null.", _Slot); nlwarning("setAnim:%d: animationBlendState is Null.", _Slot);
@ -3374,8 +3373,8 @@ ADD_METHOD(void CCharacterCL::setAnimLOD(bool changed))
//----------------------------------------------- //-----------------------------------------------
// updateAnimationState : // updateAnimationState :
// \todo GUIGUI : précalculer la distance à la destination au moment de la réception des Stages. // \todo GUIGUI : precalculate distance to destination when receiving Stages.
// \todo GUIGUI : faire ça mimeux, on set souvent 'idle' pour recalculer l'orientation en fin d'animation au lieu de faire direct la bonne anime. // \todo GUIGUI : improve, we are setting often 'idle' to recompute orientation at the end of animation instead of doing directly the right one.
//----------------------------------------------- //-----------------------------------------------
ADD_METHOD(void CCharacterCL::updateAnimationState()) ADD_METHOD(void CCharacterCL::updateAnimationState())
// If the current state is invalid -> return. // If the current state is invalid -> return.
@ -5423,7 +5422,7 @@ ADD_METHOD(void CCharacterCL::playToEndAnim(const double &startTimeOffset, doubl
//----------------------------------------------- //-----------------------------------------------
// updateStages : // updateStages :
// Call this method to give a time for each stage, compute distance to destination and some more informations. // Call this method to give a time for each stage, compute distance to destination and some more informations.
// \todo GUIGUI : faire un peu de netoyage là dedans. // \todo GUIGUI : clean up
//----------------------------------------------- //-----------------------------------------------
void CCharacterCL::updateStages() void CCharacterCL::updateStages()
{ {
@ -5716,7 +5715,7 @@ ADD_METHOD(bool CCharacterCL::beginImpact(NL3D::UAnimation *anim, NL3D::TAnimati
// Manage Events that could be created by the animation (like sound). // Manage Events that could be created by the animation (like sound).
// \param startTime : time to start processing events from the current animation. // \param startTime : time to start processing events from the current animation.
// \param stopTime : time to stop processing events from the current animation. // \param stopTime : time to stop processing events from the current animation.
// \todo GUIGUI : Optimiser le déclenchement des FXs lorsqu'on aura le temps. // \todo GUIGUI : Optimize FXs launch when we would have time
//----------------------------------------------- //-----------------------------------------------
void CCharacterCL::animEventsProcessing(double startTime, double stopTime) void CCharacterCL::animEventsProcessing(double startTime, double stopTime)
{ {
@ -6525,10 +6524,10 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime &currentTimeInMs, CEntityCL
// ANTI-FREEZE SYSTEM // // ANTI-FREEZE SYSTEM //
//--------------------// //--------------------//
//--------------------// //--------------------//
// \todo GUIGUI : updater dist2first et dist2dest mieux que ça si possible. // \todo GUIGUI : improve dist2first and dist2dest
// Update Stages // Update Stages
updateStages(); updateStages();
// \todo GUIGUI : Bug avec _TargetAngle en combat float, on écrase ici l'angle donné par le serveur ? // \todo GUIGUI : Bug with _TargetAngle in fight float, we overwrite here angle sent by the server ?
// If the entity is too far (orientation not received yet), set the front vector as the moving direction. // If the entity is too far (orientation not received yet), set the front vector as the moving direction.
CVectorD distToUser = pos()-UserEntity->pos(); CVectorD distToUser = pos()-UserEntity->pos();
distToUser.z = 0.0; distToUser.z = 0.0;
@ -6620,7 +6619,7 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime &currentTimeInMs, CEntityCL
// Update Animation Time Offset (move greater than the dist to next stage; update animation time to get them equal). // Update Animation Time Offset (move greater than the dist to next stage; update animation time to get them equal).
animOffset(MOVE, oldMovingTimeOffset + (animOffset(MOVE) -oldMovingTimeOffset )*percent); animOffset(MOVE, oldMovingTimeOffset + (animOffset(MOVE) -oldMovingTimeOffset )*percent);
animOffset(MOVE_BLEND_OUT, oldMovingTimeOffsetRun + (animOffset(MOVE_BLEND_OUT)-oldMovingTimeOffsetRun)*percent); animOffset(MOVE_BLEND_OUT, oldMovingTimeOffsetRun + (animOffset(MOVE_BLEND_OUT)-oldMovingTimeOffsetRun)*percent);
// \todo GUIGUI : vérifier la pertinace de la ligne suivante. // \todo GUIGUI : check if the following line is necessary
buLoopTimeStep = loopTimeStep; buLoopTimeStep = loopTimeStep;
// First Position Reached // First Position Reached
pos(_FirstPos); pos(_FirstPos);
@ -6879,7 +6878,7 @@ void CCharacterCL::processStage(CStage &stage)
// Restore collisions. // Restore collisions.
if(_Primitive) if(_Primitive)
{ {
// \todo GUIGUI : faire ça sans dynamic cast serait sans doute mieux. // \todo GUIGUI : do that without dynamic cast
if(dynamic_cast<CPlayerCL *>(this)) if(dynamic_cast<CPlayerCL *>(this))
_Primitive->setOcclusionMask(MaskColPlayer); _Primitive->setOcclusionMask(MaskColPlayer);
else else
@ -7789,7 +7788,7 @@ void CCharacterCL::slotRemoved(const CLFECOMMON::TCLEntityId &slotRemoved)
//--------------------------------------------------- //---------------------------------------------------
uint CCharacterCL::nbStage() uint CCharacterCL::nbStage()
{ {
return _Stages._StageSet.size(); return (uint)_Stages._StageSet.size();
}// nbStage // }// nbStage //
@ -7806,7 +7805,7 @@ double CCharacterCL::attackRadius() const
// getAttackerPos : // getAttackerPos :
// Return the position the attacker should have to combat according to the attack angle. // Return the position the attacker should have to combat according to the attack angle.
// \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side. // \param ang : 0 = the front, >0 and <Pi = left side, <0 and >-Pi = right side.
// \todo : GUIGUI precalculer la matrice de cette entité. // \todo : GUIGUI precalculate entity matrix
//--------------------------------------------------- //---------------------------------------------------
CVectorD CCharacterCL::getAttackerPos(double ang, double dist) const CVectorD CCharacterCL::getAttackerPos(double ang, double dist) const
{ {
@ -8993,7 +8992,7 @@ void CCharacterCL::setLinkFX(const CAnimationFX *fx, const CAnimationFX *dispell
//*********************************************************************************************************************** //***********************************************************************************************************************
void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity) void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity)
{ {
uint numItems = _Items.size(); uint numItems = (uint)_Items.size();
forceEvalAnim(); // force to eval bones at least once when fx are created forceEvalAnim(); // force to eval bones at least once when fx are created
for(uint k = 0; k < numItems; ++k) for(uint k = 0; k < numItems; ++k)
{ {
@ -9004,7 +9003,7 @@ void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity)
//*********************************************************************************************************************** //***********************************************************************************************************************
void CCharacterCL::stopItemAttackFXs() void CCharacterCL::stopItemAttackFXs()
{ {
uint numItems = _Items.size(); uint numItems = (uint)_Items.size();
for(uint k = 0; k < numItems; ++k) for(uint k = 0; k < numItems; ++k)
{ {
if (_Items[k].Sheet) if (_Items[k].Sheet)