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Stratagus  2.2.7
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                          T H E   W A R   B E G I N S
                   Stratagus - A free fantasy real time strategy game engine

Todo List

page Main Page
adpcm file format support for sound effects

page Main Page
better separation of low and high level, assembler mixing support.

page Main Page
Streaming support of ogg/mp3 files.

Member AiForce::PlanAttack ()
Perfect planning. Only works for water transporter!

Member AiForce::PlanAttack ()
transporter are more selective now (flag with unittypeland). We must manage it.

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

Class CConstruction
Need TilesetByName, ... Only fixed number of constructions supported, more than a single construction frame is not supported, animated constructions aren't supported.

Member CContentTypeCompleteBar::Draw (const CUnit &unit, CFont *defaultfont) const
Color and percent value Parametrisation.

Member CContentTypeLifeBar::Draw (const CUnit &unit, CFont *defaultfont) const
Color and percent value Parametrisation.

Class CDecoVar
add more stuff in this struct.

Member CDecoVarBar::Draw (int x, int y, const CUnitType *type, const CVariable &var) const
fix color configuration.

Member CDecoVarSpriteBar::Draw (int x, int y, const CUnitType *Type, const CVariable &Variable) const
fix sprite configuration.

Member CDecoVarStaticSprite::Draw (int x, int y, const CUnitType *type, const CVariable &var) const
fix sprite configuration configuration.

Member CDecoVarText::Draw (int x, int y, const CUnitType *type, const CVariable &var) const
fix font/color 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 ...

Member CMap::SetWall (const Vec2i &pos, int humanwall)
FIXME: support for more races.

Member CMinimap::Create ()
Scaling and scrolling the minmap is currently not supported.

Class ConditionInfo
Move more parameters into this structure.

Member COrder_Attack::Execute (CUnit &unit)
Lets do some tries to reach the target. If target place is not reachable, choose better goal to reduce the pathfinder load.

Member CPlayer::Notify (int type, const Vec2i &pos, const char *fmt,...) const PRINTF_VAARG_ATTRIBUTE(4
FIXME: We must also notfiy allied players.

Member CPlayer::Notify (const char *fmt,...) const PRINTF_VAARG_ATTRIBUTE(2
FIXME: We must also notfiy allied players.

Class CTileset
Johns: I don't think this table or routines look correct. But they work correct.

Class CUnit
docu. If you need more informations, please send me an email or write it self.

Class CUnit
continue documentation

Member CUnit::IsVisibleOnMinimap () const
radar support

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

Class CUnitType
n0body: AutoBuildRate not implemented.

Class CUnitType
continue this documentation

Class CUnitType
not used

Class CUnitType
crappy name.

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::Stats [PlayerMax]
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

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?

Member MessagesDisplay::UpdateMessages ()
FIXME: make scroll speed configurable.

Member MessagesDisplay::DrawMessages ()
FIXME: make message font configurable.

Class MissileConfig
Move this to missile.h?

Member MissileDeathCoil::Action ()
do it configurable.

Member MissileLandMine::Action ()
start-finish-start cyclic animation.(anim scripts!)

Member MissileLandMine::Action ()
missile should dissapear for a while.

Member MissileType::FiredSound
FiredSound defined but not used!

Member MissileWhirlwind::Action ()
do it more configurable.

Class ResourceInfo
more configurable.

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).

Class TileInfo
This is the terrain the tile is mixed with. This is 0 for a solid tile, we should make it equal to BaseTerrain

Member PrintLocation
Needs code cleanup.

Member PrintLocation
Needs compatibility checks.

Member PrintLocation
Needs error message unification.

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

Member AiFindHallPlace
FIXME: This is slow really slow, using two flood fills, is not a perfect solution.

Member AiFindLumberMillPlace
FIXME: This is slow really slow, using two flood fills, is not a perfect solution.

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

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

Member AiCheckSupply
The number of food currently trained can be stored global for faster use.

Member InitAiHelper
missing Equiv initialisation.

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

Member DoScrollArea
Support dynamic acceleration of scroll speed.

Member GetTileNumber
FIXME: Solid tiles are here still hardcoded.

Member EditorActionPlaceUnit
FIXME: Check if the player has already a start-point.

Member DrawTileIcons
for the start the solid tiles are hardcoded If we have more solid tiles, than they fit into the panel, we need some new ideas.

Member DrawMapCursor
support for bigger cursors (2x2, 3x3 ...)

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

Member QuadFromTile
Make a lookup table to speed up the things.

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

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

Member HandleButtonUp
FIXME: the mouse handling should be complete rewritten

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.

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

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

Member DrawCosts
FIXME : make DrawCosts more configurable.

Member DrawTimer
FIXME : make DrawTimer more configurable (Pos, format).

Member MetaInit
Make a dynamic port allocation.

Member _message_type_
cleanup the message types.

Member NetworkEvent
NetworkReceivedEarly NetworkReceivedLate NetworkReceivedDups Must be calculated.

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

Member EvalNumber
Manage better the error (div/0, unit==NULL, ...).

Member EvalString
Manage better the error.

Member RegisterSound
FIXME: Must handle the errors better.

Member LoadWav
Add ADPCM loading support!

Member LoadSample
Add streaming, caching support.

Member TileType
I think this can be removed, we can use the flags? I'm not sure, if we have seen and real time to considere.

Member ViewportModeType
this should be later user configurable

Member ShowOrdersCount
could be moved into the user interface ?

Member UpdateForNewUnit
more docu

Member NearestOfUnit
more docu

Member DropOutOnSide
more docu

Member DropOutNearest
more docu

Member CanBuildHere
more docu

Member CanBuildOn
more docu

Member UnitOnScreen
more docu

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

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

Member InitGroups
Not needed with the new unit code!

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

Member UnitTypeHumanWall
this hardcoded unit-types must be removed!!

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

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

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

Member CalculateDamageStats
NOTE: lower damage for hidden targets.

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

Member MissileHitsWall
FIXME: Support for more races.

Member ParabolicMissile
Find good values for ZprojToX and Y

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

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

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

Member SelectTargetUnitsOfAutoCast
FIXME: write for position target.

Member Str2UnitRef
better check for error (restrict param).

Member Str2TypeRef
better check for error (restrict param).

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

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 IsButtonAllowed
FIXME: make difference with impossible and not yet researched.

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

Member CclGetDependency
not written.

Member CclCheckDependency
not written.

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

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

Member UnitTypeHumanWall
find a way to make it configurable!

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

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)

Page Module - Network
FIXME: continue docu
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