____                _       __
    / __ )____  _____   | |     / /___ ___________
   / __  / __ \/ ___/   | | /| / / __ `/ ___/ ___/
  / /_/ / /_/ (__  )    | |/ |/ / /_/ / /  (__  )
 /_____/\____/____/     |__/|__/\__,_/_/  /____/

       A futuristic real-time strategy game.
          This file is part of Bos Wars.
(C) Copyright 2001-2007 by the Bos Wars and Stratagus Project. Distributed under the "GNU General Public License"

Todo List

Member AutoCastInfo::Range
this below is SQUARE!!!

Member AutoCastInfo::Combat
Add stuff here for target preference.

Member AutoCastInfo::Combat
Heal units with the lowest hit points first.

Member CDecoVarSpriteBar::Draw (int x, int y, const CUnit *unit) const
fix sprite configuration.

Class CFile
zip archive support

Member CGraphic::MakeShadow ()
FIXME: 32bpp

Class CInitMessage
Transfering the same data in each message is waste of bandwidth. I mean the versions and the UID ...

Class ConditionInfo
Move more parameters into this structure.

Member CPlayer::Notify (int type, int x, int y, const char *fmt,...) const
FIXME: We must also notfiy allied players.

Class CUnit
continue documentation

Member CUnit::IsVisibleOnMinimap () const
radar support

Member CUnit::IsVisibleOnScreen () const
more docu

Member CUnit::IsUnusable () const
look if correct used (UnitActionBuilt is no problem if attacked)?

Class CUnitType
not used

Class CUnitType
The above should be more configurable. If units have a repair range, they can repair, and this is the distance.

Class CUnitType
temporary solution

Class CUnitType
This stats should? be moved into the player struct

Class CUnitType
Should us a general name f.e. Slot here?

Member CUnitType::MovementMask
This stats should? be moved into the player struct

Member CUserInterface::VictoryBackgroundG
could use different sounds/speech for the errors Is in gamesounds? SoundConfig PlacementError; //!< played on placements errors SoundConfig PlacementSuccess; //!< played on placements success SoundConfig Click; //!< click noice used often

Class CViewport
binding to a group.

Member gcn::ListBox::draw (Graphics *graphics)
Check cliprects so we do not have to iterate over elements in the list model

Member ListBoxWidget::ListBoxWidget (unsigned int width, unsigned int height)
Size should be parametrable, maybe remove default constructor?

Class MissileConfig
Move this to missle.h?

Member MissileType::NumDirections
FiredSound defined but not used!

Member StatBoxWidget::draw (gcn::Graphics *graphics)
caption seem to be placed upper than the middle.

Member StatBoxWidget::draw (gcn::Graphics *graphics)
set direction (hor./vert.) and growing direction(up/down, left/rigth).

Member WEAK_TARGET
FIXME: I should rewrite this action, if only the new orders are supported.

Member AnimateActionAttack
manage correctly unit with no animation attack.

Member CheckForDeadGoal
If a unit enters an building, than the attack choose an other goal, perhaps it is better to wait for the goal?

Member HandleActionAttack
Lets do some tries to reach the target. If target place is not reachable, choose better goal to reduce the pathfinder load.

Member HandleActionBoard
FIXME: While waiting for the transporter the units must defend themselves.

Member HandleActionPatrol
FIXME: Should do some tries to reach the end-points. Should support patrol between more points! Patrol between units.

Member UnitToRepairInRange
FIXME: find the best unit (most damaged, ...).

Member UnitActions
To improve the preformance use slots for waiting.

Member AiFindBuildingPlace
Better and faster way to find building place of oil platforms Special routines for special buildings.

Member AiForceManager
FIXME: is this really needed anymore

Member AiAddUnitTypeRequest
FIXME: should store the end of list and not search it.

Member AiPlanAttack
Perfect planning. Only works for water transporter!

Member GetButtonStatus
FIXME : add IconDisabled when needed.

Member GetButtonStatus
FIXME : Should show the rally action for training unit ? (NewOrder)

Member IsButtonAllowed
FIXME: better check. (dependancy, resource, ...)

Member UpdateButtonPanelMultipleUnits
FIXME : make UpdateButtonPanelMultipleUnits more configurable.

Member UpdateButtonPanelMultipleUnits
show all possible buttons or just same button...

Member UpdateButtonPanelSingleUnit
FIXME : Remove Hack for cancel button.

Member CanBuildHere
more docu

Member OnTopDetails
more docu

Member AllCursors
FIXME: Should this be move to ui part?

Member DoScrollArea
Support dynamic acceleration of scroll speed.

Member EditorSaveMap
FIXME: Check if the map is valid, contains no failures. At least two players, one human slot, every player a startpoint

Member CreateGame
FIXME: use in this function InitModules / LoadModules!!!

Member InitSettings
FIXME: this should not be executed for restart levels!

Member InitGroups
Not needed with the new unit code!

Member HandleButtonUp
FIXME: the mouse handling should be complete rewritten

Member HandleButtonUp
FIXME: this is needed for double click, long click,...

Member UiCenterOnGroup
Improve this function, try to show all selected units or the most possible units.

Member UiCenterOnSelected
Improve this function, try to show all selected units or the most possible units.

Member UiToggleBigMap
FIXME: We should try to keep the same view, if possible

Member DrawCosts
FIXME: make DrawCosts more configurable.

Member DrawResources
FIXME: make DrawResources more configurable (format, font).

Member HandleMouseExit
FIXME: make it so that the game is partially 'paused'. Game should run (for network play), but not react on or show interactive events.

File intern_video.h
FIXME: Currently some interfaces listed in video.h should be moved in here, this includes possible "extern" declarations in source-files themselves. The doxygen docs looks not good, but now contains all info.

Member CLIP_RECTANGLE
FIXME: not easy to debug, but making it a function needs:
  • pointers to be able to alter given arguments
  • special return value to denote 'outside' clipping region (which is now handled by a simple return in caller function)

Member CLIP_RECTANGLE_OFS
FIXME: not easy to debug, but making it a function needs:
  • pointers to be able to alter given arguments
  • special return value to denote 'outside' clipping region (which is now handled by a simple return in caller function)

Member CalculateDamage
NOTE: different targets (big are hit by some missiles better)

Member CalculateDamage
NOTE: lower damage for hidden targets.

Member CalculateDamage
NOTE: lower damage for targets on higher ground.

Member ParabolicMissile
Find good values for ZprojToX and Y

Member SendMove
To reduce the CPU load for pathfinder, we should check if the destination is reachable and handle nice group movements.

Member NetworkSendICMessage
FIXME: we don't need to put the header into all messages. (header = msg->Stratagus ... )

Member NetworkEvent
NetworkReceivedEarly NetworkReceivedLate NetworkReceivedDups Must be calculated.

Member NetworkResendCommands
We need only send to the clients, that have not delivered the packet.

Member _message_type_
cleanup the message types.

Member _move_return_
Another idea is SINT_MAX as reached, SINT_MIN as unreachable stop others how far to goal.

Member SetPlayersPalette
FIXME: could be called before PixelsXX is setup.

Member SaveGlobal
do the output prettier (adjust indentation, newline)

Member CclDefineAiHelper
FIXME: the first unit could be a list see ../doc/ccl/ai.html

Member InitAiHelper
missing Equiv initialisation.

Member CclUnit
Verify that vision table is always correct (transporter)

Member CclUnit
(PlaceUnit() and host-info).

Member CclDefineDecorations
modify Assert with luastate with User Error.

Member CclDefineDecorations
continue to add configuration.

Member GameSounds
Must remove static config.

Member LoadSample
Add streaming, caching support.

Member MixMusicToStereo32
this functions can be called from inside the SDL audio callback, which is bad, the buffer should be precalculated.

Member MixSampleToStereo32
Can mix faster if signed 8 bit buffers are used.

Member LoadWav
Add ADPCM loading support!

Member SelectTargetUnitsOfAutoCast
FIXME: should be global (for AI) ???

Member SelectTargetUnitsOfAutoCast
FIXME: write for position target.

Member DropOutOnSide
more docu

Member FindIdleWorker
more docu

Member UnitClearOrders
more docu

Member UnitHeadingFromDeltaXY
more docu

Member UpdateForNewUnit
more docu

Member ViewPointDistance
FIXME: is it the correct place to put this function in?

Member ViewPointDistanceToUnit
FIXME: is it the correct place to put this function in?

Member ShowOrdersCount
could be moved into the user interface ?

Member DrawShadow
FIXME: combine new shadow code with old shadow code.

Member DrawInformations
FIXME: The different styles should become a function call.

Member MapUnitSounds
the sound ranges should be configurable by user with lua.

Member DrawUnitType
Do screen position caculation in high level. Better way to handle in x mirrored sprites.

Page Module - Network
FIXME: continue docu

Generated on Sat Feb 21 00:28:22 2009 for Bos Wars by  doxygen 1.5.6