Todo List

Member ai::play_turn ()
Not in the mood to figure out the exact cause:

Member ai::attack_analysis::analyze (const gamemap &map, unit_map &units, const std::vector< team > &teams, const gamestatus &status, class ai &ai_obj, const move_map &dstsrc, const move_map &srcdst, const move_map &enemy_dstsrc, double aggression)
FIXME: add combatant.prob_killed

Member ai::attack_analysis::analyze (const gamemap &map, unit_map &units, const std::vector< team > &teams, const gamestatus &status, class ai &ai_obj, const move_map &dstsrc, const move_map &srcdst, const move_map &enemy_dstsrc, double aggression)
FIXME: attack_prediction.cpp should understand advancement directly.

Member attack::fire_event (const std::string &n)
FIXME: If the event removes this attack, we should stop attacking.

Member battle_context::get_attacker_combatant (const combatant *prev_def=NULL)
FIXME: better to initialize combatant initially (move into unit_stats?), just do fight() when required.

Member battle_context::choose_defender_weapon (const unit &attacker, const unit &defender, unsigned attacker_weapon, const gamemap &map, const std::vector< team > &teams, const unit_map &units, const gamestatus &status, const gamemap::location &attacker_loc, const gamemap::location &defender_loc, const combatant *prev_def)
FIXME: Hand previous defender unit in here.

Member battle_context::unit_stats::unit_stats (const unit &u, const gamemap::location &u_loc, int u_attack_num, bool attacking, const unit &opp, const gamemap::location &opp_loc, const attack_type *opp_weapon, const unit_map &units, const std::vector< team > &teams, const gamestatus &status, const gamemap &map)
FIXME enable after 1.3.2 and find out why this happens -- Mordante

Member combatant::fight (combatant &opponent)
FIXME: This is approximate: we could drain, then get hit.

Member combatant::complex_fight (combatant &opponent, unsigned int rounds)
FIXME: This doesn't work for rolling calculations, just first battle.

Member mp::connect::process_network_data (const config &data, const network::connection sock)
Seems like a needless limitation to only allow one side per player.

Member mp::create::~create ()
FIXME: may be broken if new eras are added

Member mp::create::process_event ()
This might not be 100% correct, but at the moment it is not possible to show the fog and shroud per player.

Member dfool::dfool_ai::play_turn ()
FIXME: add sorting

Member dfool::dfool_ai::moveto (config::child_list::const_iterator o, unit_map::const_iterator m)
This undoubtedly could be done more cleanly

Member display::get_rect_hex_bounds (SDL_Rect rect, gamemap::location &topleft, gamemap::location &bottomright) const
FIXME This routine should properly determine what to update, and not increase by one just to be sure.

Member display::scroll_to_xy (int screenxpos, int screenypos, SCROLL_TYPE scroll_type)
Those values might need some fine-tuning:

Member editor_display::draw (bool update=true, bool force=false)
FIXME: this should be done from the preferences dialog as well, to reflect changes for the user before closing it

Member editor_display::draw (bool update=true, bool force=false)
FIXME: this seems to have no effect, and to be left-over of the time of day light system used before around version 0.9

Member game_display::tgame_mode
if the current implementation is wanted we can change the stuff back to a boolean

Member game_display::draw (bool update=true, bool force=false)
FIXME: must modify changed, but best to do it at the floating_label level

Member game_display::draw (bool update=true, bool force=false)
FIXME: This changed can probably be smarter

Class gamemap
Update for new map-format.

Member gamestatus::sog () const
FIXME: since gamestatus may be constructed with NULL game_state* (by default), you should not rely on this function to return the current game_state.

Member events::menu_handler::unit_list ()
TODO: hero just has overlay "misc/hero-icon.png" - needs an ability to query

Member events::menu_handler::unit_list ()
FIXME: condition for "invisible" does not work

Member preprocessor_data::skipping_
FIXME: add explanation of this variable

Member preprocessor_data::get_chunk ()
it seems some addons use other names instead of include so disable the code for now. Once 1.4 has been released we can try to fix it again or make it mandatory to use INCLUDE for this purpose.

Member preprocessor_data::token_desc::type
FIXME: add enum for token type, with explanation of the different types

Member replay::undo ()
Change undo= to default to "no" and explicitely mark all undoable commands with yes.

Member gui::scrollarea::scrollarea (CVideo &video, bool auto_join=true)
FIXME: parameterlist ??

Member gui::scrollbar::scrollbar (CVideo &video)
FIXME: parameterlist ??

Member gui::scrollpane::scrollpane (CVideo &video)
FIXME: parameterlist ??

Member server::process_command (const std::string &cmd)
FIXME: should also check for only numbers

Member server::process_data_game (const network::connection sock, simple_wml::document &data)
FIXME: Why not save the level data in the history_?

Member simple_rng::simple_rng (const config &cfg)
older savegames don't have random_seed stored, evaluate later whether default can be removed again. Look after branching 1.5.

Member statistics::stats::expected_damage_inflicted
FIXME: Since integers are used, rounding errors accumulate.

Member terrain_builder::rebuild_terrain (const gamemap::location &loc)
TODO: rename this function

Member map_editor::terrain_palette::adjust_size ()
will be fixed later

Member terrain_type::terrain_type (const config &cfg)
reenable these validations. The problem is that all MP scenarios/campaigns share the same namespace and one rogue scenario can avoid the player to create a MP game. So every scenario/campaign should get it's own namespace to be save.

Class gui2::tlistbox
list header row + footer row same width as client data cell or row select sort at some way

Member turn_info::process_network_data (const config &cfg, network::connection from, std::deque< config > &backlog, bool skip_replay)
FIXME: Check what commands we execute when it's our turn!

Member unit::invisible (const gamemap::location &loc, const unit_map &units, const std::vector< team > &teams, bool see_all=true) const
FIXME: We use the cache only when using the default see_all=true Maybe add a second cache if the see_all=false become more frequent.

Member unit_frame::invalidate (const int frame_time, const gamemap::location &src, const gamemap::location &dst, const frame_parameters &animation_val, const frame_parameters &engine_val, const bool primary) const
cache handling: here we will use the image again soon we should cache it here and release it (if needed) after redrawn

Member unit_race::unit_race (const config &cfg)
FIXME remove support after branching 1.4. 2 versions with lg::wml_error VALIDATE after that

Member mp::wait::join_game (bool observe)
Check whether we have the era. If we don't inform the user.

Member mp::wait::start_game ()
Instead of using level_to_gamestate reinit the state_, this needs more testing -- Mordante It seems level_to_gamestate is needed for the start of game download, but downloads of later scenarios miss certain info and add a players section. Use players to decide between old and new way. (Of course it would be nice to unify the data stored.)

Member mp::wait::process_network_data (const config &data, const network::connection sock)
We should catch config::error and then leave the game.

Member mp::wait::generate_menu ()
we fall back to the side colour, but that's ugly rather

Member calculate_healing
FIXME

Member reset_resting
FIXME: Try moving this to unit::new_turn, then move it above calculate_healing().

Member cols
FIXME: rename using _ at end.

Member cursor::draw (surface screen)
FIXME: don't parse the file path every time

Member draw_panel
FixMe YogiHH:

Member map_editor::load_tooltips ()
This should be replaced by a WML tag called 'tooltip=' in the data/themes/editor.cfg file. The theme and display classes should then load the given tooltip in the button.

Member map_editor::map_editor (editor_display &gui, editormap &map, config &theme, config &game_config)
FIXME: saved hotkeys don't reload correctly, so we just reread the theme hotkeys every time

Member map_editor::perform_set_starting_pos ()
TODO: only use 1 undo to revert it (instead of 2)

Member map_editor::right_button_down (const int, const int)
TODO evaluate if this is what is the smartest thing to do.

Member map_editor::preferences_dialog (display &disp, config &prefs)
FIXME: this could be made simpler with gui::label widgets, but I'm too lazy to go and learn how to use them, thus I'll concentrate on the real feature -- shadowmaster

Member map_editor::adjust_sizes (const display &disp, size_specs &sizes)
Hardcoded coordinates for brush selection, make it themeable

Member map_editor::adjust_sizes (const display &disp, size_specs &sizes)
Hardcoded coordinates for terrain palette, make it themeable

Member main
Allow the editor to also create mask maps

Member istream_file
FIXME: why do we rely on this even with relative paths ?

Member play_game
the (de)compress will be removed, the feature is broken for quite a while and is replaced with --g(un)zip. 1.5.1 would be a nice point for removal.

Member game::mute_observer (const simple_wml::node &mute, const player_map::const_iterator muter)
FIXME: Maybe rather save muted nicks as a vector of strings and also allow muting of usernames not in the game.

Member game::send_user_list (const network::connection exclude) const
Should be renamed to userlist.

Member game_events::conditional_passed (const unit_map *units, const vconfig cond, bool backwards_compat)
For now we will re-interpret it according to the old rules,

Member game_events::matches_special_filter (const config *cfg, const vconfig filter)
FIXME: This filter should be deprecated and removed,

Member extract_summary_data_from_save
Ideally we should grab all leaders if there's more than 1 human player?

Member extract_summary_from_config
Ideally we should grab all leaders if there's more than 1 human player?

Member show_intro_part_helper
FIXME: this is broken: it does not take kerning into account.

Member network::send_data (const config &cfg, connection connection_num, const bool gzipped)
Note the gzipped parameter should be removed later, we want to send all data gzipped. This can be done once the campaign server is also updated to work with gzipped data.

Member network::send_data_all_except (const config &cfg, connection connection_num, const bool gzipped)
Note the gzipped parameter should be removed later.

Member SOCKET
: All code which holds a mutex should run O(1) time for scalability. Implement read/write locks. (postponed for 1.5)

Member play_game
TODO : remove (see TODO line 276 in server/game.cpp)

Member preferences::show_hotkeys_dialog (display &disp, config *save_config)
Remember to make Clear Hotkey translateable

Member blur_alpha_surface
FIXME: This is just an adapted copy-paste of the normal blur but with blur alpha channel too

Member main
errno should be passed here with the error or it might not be the true errno anymore. Seems to work good enough for now though.

Member utils::quoted_split (std::string const &val, char c, int flags, char quote)
Why not change split()? That would change the methods post condition.

Member t_translation::string_to_number_ (std::string str, int &start_position, const t_layer filler)
1.5 remove this test and let the wml_exception to the test

Member gui::show_title (game_display &screen, config &tips_of_day, bool redraw_background)
FIXME: Translatable string is here because we WILL put text in before 1.2!

Member repos
FIXME: the variable repository should be a class of variable.hpp, and not the game_state.

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