s#@fixme#todo#g

This commit is contained in:
jarod42 2004-04-06 21:10:08 +00:00
parent c477e26366
commit beab92a983
17 changed files with 73 additions and 73 deletions

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@ -38,7 +38,7 @@
----------------------------------------------------------------------------*/
/**
** @fixme docu
** @todo docu
**/
typedef struct DecorationSingle {
struct DecorationSingle *nxt; ///< next single-tile decoration belonging to the same decoration

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@ -103,7 +103,7 @@ typedef struct _color_font_ {
/**
** Font selector for the font functions.
** @fixme should be removed
** @todo should be removed
*/
enum _game_font_ {
SmallFont, ///< Small font used in stats
@ -130,7 +130,7 @@ enum _game_font_ {
/**
** Font names
** @fixme should use the names of the real fonts.
** @todo should use the names of the real fonts.
*/
extern char *FontNames[];

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@ -254,7 +254,7 @@ typedef struct _map_info_ {
char* Description; ///< Map description
char* MapTerrainName; ///< Map terrain name
char* Filename; ///< Map filename
/// @fixme Map Terrain Nr. should be removed.
/// @todo Map Terrain Nr. should be removed.
int MapTerrain; ///< Map terrain
int MapWidth; ///< Map width
int MapHeight; ///< Map height
@ -280,7 +280,7 @@ typedef struct _world_map_ {
unsigned char NoFogOfWar; ///< fog of war disabled
char* TerrainName; ///< terrain as name
/// @fixme terrain nr. should be removed?
/// @todo terrain nr. should be removed?
int Terrain; ///< terrain type (summer,winter,...)
Tileset* Tileset; ///< tileset data
@ -290,7 +290,7 @@ typedef struct _world_map_ {
char Description[32];///< map description short
MapInfo* Info; ///< descriptive information
/// @fixme (MapInfo* Info DUPLICATES!)
/// @todo (MapInfo* Info DUPLICATES!)
} WorldMap;
/*----------------------------------------------------------------------------
@ -309,7 +309,7 @@ extern unsigned char *VisionTable[3];
extern int *VisionLookup;
#ifdef NEW_DECODRAW
/// @fixme docu
/// @todo docu
extern void InitMapDecoration(void);
/// Decoration for the map.
extern Deco* MapDecoration;

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@ -41,7 +41,7 @@
-- Defines
----------------------------------------------------------------------------*/
/// @fixme do it configurable.
/// @todo do it configurable.
#define MASTER_HOST "mohydine.no-ip.com"
#define MASTER_PORT 7775

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@ -62,9 +62,9 @@
*/
typedef int MenuButtonId;
/// @fixme FILL IN THIS TABLE!!!!
/// @todo FILL IN THIS TABLE!!!!
#define MBUTTON_MAIN 4 /// @fixme write docu
#define MBUTTON_MAIN 4 /// @todo write docu
#define MBUTTON_NETWORK 7
#define MBUTTON_GM_HALF 10
#define MBUTTON_132 13
@ -114,7 +114,7 @@ typedef int MenuButtonId;
/**
** Menuitem definition.
** @fixme docu.
** @todo docu.
*/
struct _menuitem_;
typedef struct _menuitem_text_ {
@ -218,7 +218,7 @@ typedef struct _menuitem_gem_ {
struct _menus_;
typedef struct _menuitem_ {
int mitype; ///< @fixme write docu
int mitype; ///< @todo write docu
int xofs;
int yofs;
unsigned flags;
@ -242,7 +242,7 @@ typedef struct _menuitem_ {
} d;
} Menuitem;
#define MI_TYPE_TEXT 1 ///< @fixme write docu
#define MI_TYPE_TEXT 1 ///< @todo write docu
#define MI_TYPE_BUTTON 2
#define MI_TYPE_PULLDOWN 3
#define MI_TYPE_LISTBOX 4
@ -281,7 +281,7 @@ typedef struct _menuitem_ {
** Menu definition.
*/
typedef struct _menus_ {
/// @fixme char* Name; ///< menu name
/// @todo char* Name; ///< menu name
int X; ///< menu area x pos
int Y; ///< menu area y pos
int Width; ///< menu area width
@ -317,8 +317,8 @@ extern char MenuMapFullPath[1024]; ///< Full path to currently selected map
extern int nKeyStrokeHelps; ///< Number of loaded keystroke helps
extern char **KeyStrokeHelps; ///< Keystroke help pairs
#define MENUS_MAXMENU 128 ///< @fixme wrong place, docu
#define MENUS_MAXFUNC 128 ///< @fixme wrong place, docu
#define MENUS_MAXMENU 128 ///< @todo wrong place, docu
#define MENUS_MAXFUNC 128 ///< @todo wrong place, docu
#ifdef DOXYGEN // no real code, only for document

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@ -406,7 +406,7 @@ struct _missile_type_ {
int SpriteFrames; ///< number of sprite frames in graphic
int NumDirections; ///< number of directions missile can face
/// @fixme FireSound defined but not used!
/// @todo FireSound defined but not used!
SoundConfig FiredSound; ///< fired sound
SoundConfig ImpactSound; ///< impact sound for this missile-type

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@ -76,7 +76,7 @@
#define MapActionForest 0xFFFE ///< forest on map
/// @note These are hard-coded PUD internals (and, as such, belong here!)
/// @fixme for our own maps this should become configurable
/// @todo for our own maps this should become configurable
#define WC_UnitPeasant 0x02 ///< human peasant
#define WC_UnitPeon 0x03 ///< orc peon
#define WC_UnitGoldMine 0x5C ///< goldmine

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@ -60,7 +60,7 @@ typedef struct _game_sound_ {
SoundConfig Docking; ///< ship reaches coast
SoundConfig BuildingConstruction; ///< building under construction
/// @fixme (Fabrice) I don't think it's the correct place to put this
/// @todo (Fabrice) I don't think it's the correct place to put this
SoundConfig WorkComplete[MAX_RACES]; ///< building ready
SoundConfig Rescue[MAX_RACES]; ///< rescue units

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@ -64,7 +64,7 @@ typedef struct _sample_ Sample;
/**
** General sound object type.
**
** @fixme This is the planned new sample handling,
** @todo This is the planned new sample handling,
** which supports streaming, decompressing on demand, caching.
*/
typedef struct _sample_type_ {
@ -242,7 +242,7 @@ extern int NextFreeChannel;
extern int WithSoundThread;
#endif
/// @fixme docu
/// @todo docu
extern int SoundThreadRunning;
#ifdef DEBUG

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@ -93,7 +93,7 @@ typedef struct {
struct _spell_action_type_ {
SpellFunc* CastFunction;
/// @fixme some time information doesn't work as it should.
/// @todo some time information doesn't work as it should.
union {
struct {
int HP; ///< Target HP gain.(can be negative)
@ -196,7 +196,7 @@ typedef struct ConditionInfo {
char Building; ///< Target is a building.
char TargetSelf; ///< Target is the same as the caster.
char *BoolFlag; ///< User defined boolean flag.
/// @fixme NOT IMPLEMENTED:
/// @todo NOT IMPLEMENTED:
char UnitBuffed; ///< Target is buffed(haste/slow/bloodlust). Dispel magic?
//
// Conditions related to vitals:
@ -214,8 +214,8 @@ typedef struct ConditionInfo {
int MaxInvisibilityTicks; ///< Target must less bloodlust ticks left.
int MaxInvincibilityTicks; ///< Target must less bloodlust ticks left.
//
// @fixme more? feel free to add, here and to
// @fixme PassCondition, CclSpellParseCondition, SaveSpells
// @todo more? feel free to add, here and to
// @todo PassCondition, CclSpellParseCondition, SaveSpells
//
} ConditionInfo;
@ -224,7 +224,7 @@ typedef struct ConditionInfo {
** Informations about the autocasting mode.
*/
typedef struct {
/// @fixme this below is SQUARE!!!
/// @todo this below is SQUARE!!!
int Range; ///< Max range of the target.
ConditionInfo* Condition; ///< Conditions to cast the spell.
@ -233,8 +233,8 @@ typedef struct {
/// Combat mode is when there are hostile non-coward units around
int Combat; ///< If it should be casted in combat
/// @fixme Add stuff here for target preference.
/// @fixme Heal units with the lowest hit points first.
/// @todo Add stuff here for target preference.
/// @todo Heal units with the lowest hit points first.
} AutoCastInfo;
struct _spell_type_;

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@ -456,8 +456,8 @@ extern long isqrt(long num);
== Misc
============================================================================*/
// @fixme configurable. maybe we could move it into one big global
// @fixme settings struct?
// @todo configurable. maybe we could move it into one big global
// @todo settings struct?
/// How many resources the player gets back if canceling building
#define CancelBuildingCostsFactor 75
/// How many resources the player gets back if canceling training

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@ -233,7 +233,7 @@
**
** TileInfo::MixTerrain
**
** @fixme This is the terrain the tile is mixed with. This is 0 for
** @todo This is the terrain the tile is mixed with. This is 0 for
** a solid tile, we should make it equal to BaseTerrain
**
*/
@ -253,7 +253,7 @@ extern int TileSizeY; ///< Size of a tile in Y
** These are used for lookup tiles types
** mainly used for the FOW implementation of the seen woods/rocks
**
** @fixme I think this can be removed, we can use the flags?
** @todo I think this can be removed, we can use the flags?
** I'm not sure, if we have seen and real time to considere.
*/
typedef enum _tile_type_ {
@ -276,7 +276,7 @@ typedef struct _tile_info_ {
typedef struct _solid_terrain_info_ {
char* TerrainName; ///< Name of the terrain
int NumSolidTiles; ///< How many solid tile variants
/// @fixme When drawing with the editor add some kind fo probabilities for every tile.
/// @todo When drawing with the editor add some kind fo probabilities for every tile.
unsigned short* SolidTiles; ///< Solid tile IDs
} SolidTerrainInfo;
@ -297,9 +297,9 @@ typedef struct _tileset_ {
TileInfo* Tiles; ///< Tile descriptions
/// @fixme currently hardcoded
/// @todo currently hardcoded
unsigned char* TileTypeTable; ///< For fast lookup of tile type
/// @fixme currently unsupported
/// @todo currently unsupported
unsigned short* AnimationTable; ///< Tile animation sequences
int NumTerrainTypes; ///< Number of different terrain types
@ -324,7 +324,7 @@ typedef struct _tileset_ {
hashtable(char*,128) ItemsHash; ///< Items hash table
} Tileset;
/// @fixme this #define's should be removed
/// @todo this #define's should be removed
enum _tileset_nr_ {
TilesetSummer, ///< Reference number for summer

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@ -33,8 +33,8 @@
//@{
/// @fixme this only the start of the new user interface
/// @fixme all user interface variables should go here and be configurable
/// @todo this only the start of the new user interface
/// @todo all user interface variables should go here and be configurable
/*----------------------------------------------------------------------------
-- Includes
@ -324,7 +324,7 @@ typedef struct _ui_ {
CursorConfig ArrowS; ///< Cursor pointing south
CursorConfig ArrowSE; ///< Cursor pointing south east
/// @fixme could use different sounds/speech for the errors
/// @todo could use different sounds/speech for the errors
/// Is in gamesounds?
/// SoundConfig PlacementError; ///< played on placements errors
/// SoundConfig PlacementSuccess; ///< played on placements success

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@ -294,7 +294,7 @@
**
** This values hold the amount of resources in a resource or in
** in a harvester.
** @fixme continue documentation
** @todo continue documentation
**
** Unit::SubAction
**
@ -315,7 +315,7 @@
**
** Unit::Reset
**
** @fixme continue documentation
** @todo continue documentation
**
** Unit::Blink
**
@ -361,7 +361,7 @@
**
** Unit::Data
**
** @fixme continue documentation
** @todo continue documentation
**
** Unit::Goal
**
@ -369,7 +369,7 @@
**
** Unit::Retreating
**
** @fixme continue documentation
** @todo continue documentation
**
*/
@ -638,7 +638,7 @@ struct _unit_ {
struct _order_train_ {
int Ticks; ///< Ticks to complete
int Count; ///< Units in training queue
/// @fixme vladi: later we should train more units or automatic
/// @todo vladi: later we should train more units or automatic
#define MAX_UNIT_TRAIN 6 ///< max number of units in queue
UnitType* What[MAX_UNIT_TRAIN]; ///< Unit trained
} Train; ///< Train units action
@ -660,7 +660,7 @@ struct _unit_ {
/**
** Returns true, if unit is unusable. (for attacking,...)
** @fixme look if correct used (UnitActionBuilded is no problem if attacked)?
** @todo look if correct used (UnitActionBuilded is no problem if attacked)?
*/
#define UnitUnusable(unit) \
((unit)->Removed || (unit)->Orders[0].Action == UnitActionDie || \
@ -715,7 +715,7 @@ extern Unit* Units[MAX_UNIT_SLOTS]; ///< Units used
extern int NumUnits; ///< Number of units used
// in unit_draw.c
/// @fixme could be moved into the user interface ?
/// @todo could be moved into the user interface ?
extern int ShowHealthBar; ///< Flag: show health bar
extern int ShowHealthDot; ///< Flag: show health dot
extern int ShowManaBar; ///< Flag: show mana bar
@ -783,9 +783,9 @@ extern void RemoveUnit(Unit* unit, Unit* host);
extern void UnitLost(Unit* unit);
/// Remove the Orders of a Unit
extern void UnitClearOrders(Unit* unit);
/// @fixme more docu
/// @todo more docu
extern void UpdateForNewUnit(const Unit* unit, int upgrade);
/// @fixme more docu
/// @todo more docu
extern void NearestOfUnit(const Unit* unit, int tx, int ty, int *dx, int *dy);
/// Call when an Unit goes under fog.
@ -812,7 +812,7 @@ extern int UnitVisibleInViewport(const Unit* unit, const Viewport* vp);
/// To be called when the look of the unit changes.
extern int CheckUnitToBeDrawn(Unit* unit);
/// @fixme more docu
/// @todo more docu
extern void GetUnitMapArea(const Unit* unit, int *sx, int *sy,
int *ex, int *ey);
/// Check for rescue each second
@ -827,16 +827,16 @@ extern void UnitUpdateHeading(Unit* unit);
/// Heading and frame from delta direction x,y
extern void UnitHeadingFromDeltaXY(Unit* unit, int x, int y);
/// @fixme more docu
/// @todo more docu
extern void DropOutOnSide(Unit* unit, int heading, int addx, int addy);
/// @fixme more docu
/// @todo more docu
extern void DropOutNearest(Unit* unit, int x, int y, int addx, int addy);
/// Drop out all units in the unit
extern void DropOutAll(const Unit* unit);
/// @fixme more docu
/// @todo more docu
extern int CanBuildHere(const UnitType* type, int x, int y);
/// @fixme more docu
/// @todo more docu
extern int CanBuildOn(int x, int y, int mask);
/// FIXME: more docu
extern int CanBuildUnitType(const Unit* unit,const UnitType* type, int x, int y, int real);
@ -854,7 +854,7 @@ extern int FindTerrainType(int movemask, int resmask, int rvresult, int range,
/// Find the nearest piece of wood in sight range
extern int FindWoodInSight(const Unit* unit, int* x, int* y);
/// @fixme more docu
/// @todo more docu
extern Unit* UnitOnScreen(Unit* unit, int x, int y);
/// Let an unit die

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@ -68,7 +68,7 @@ typedef struct _unit_sound_ {
SoundConfig Dead; ///< unit is killed
} UnitSound;
/// @fixme temporary solution should perhaps be a member of a more general weapon structure.
/// @todo temporary solution should perhaps be a member of a more general weapon structure.
/**
** Attack sounds

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@ -141,7 +141,7 @@
** Non upgraded movement speed.
** @note Until now we didn't support speed upgrades.
**
** @fixme continue this documentation
** @todo continue this documentation
**
** UnitType::Construction
**
@ -252,7 +252,7 @@
**
** How much this annoys the computer
**
** @fixme not used
** @todo not used
**
** UnitType::MouseAction
**
@ -343,7 +343,7 @@
**
** Resource can be harvested. It's false for things like
** oil patches.
** @fixme crappy name.
** @todo crappy name.
**
** UnitType::Harvester
**
@ -393,7 +393,7 @@
** Unit can repair buildings. It will use the actack animation.
** It will heal 4 points for every repair cycle, and cost 1 of
** each resource, alternatively(1 cycle wood, 1 cycle gold)
** @fixme The above should be more configurable.
** @todo The above should be more configurable.
** If units have a repair range, they can repair, and this is the
** distance.
**
@ -426,7 +426,7 @@
**
** Currently sound for weapon
**
** @fixme temporary solution
** @todo temporary solution
**
** UnitType::Supply
**
@ -453,12 +453,12 @@
** UnitType::Stats[::PlayerMax]
**
** Unit status for each player
** @fixme This stats should? be moved into the player struct
** @todo This stats should? be moved into the player struct
**
** UnitType::Type
**
** Type as number
** @fixme Should us a general name f.e. Slot here?
** @todo Should us a general name f.e. Slot here?
**
** UnitType::Sprite
**
@ -544,7 +544,7 @@
** The unit will harvest terrain. For now this only works
** for wood. maybe it could be made to work for rocks, but
** more than that requires a tileset rewrite.
** @fixme more configurable.
** @todo more configurable.
**
*/
@ -688,7 +688,7 @@ struct _unit_type_ {
int RepairRange; ///< Units repair range.
char *CanCastSpell; ///< Unit is able to use spells.
char *AutoCastActive; ///< Default value for autocast.
/// @fixme n0body: AutoBuildRate not implemented.
/// @todo n0body: AutoBuildRate not implemented.
int AutoBuildRate; ///< The rate at which the building builds itself
int RandomMovementProbability; ///< Probability to move randomly.
int ClicksToExplode; ///< Number of consecutive clicks until unit suicides.
@ -701,7 +701,7 @@ struct _unit_type_ {
UnitTypeNaval, ///< Unit lives on water
} UnitType; ///< Land / fly / naval
int DecayRate; ///< Decay rate in 1/6 seconds
/// @fixme not used
/// @todo not used
int AnnoyComputerFactor; ///< How much this annoys the computer
int MouseAction; ///< Right click action
#define MouseActionNone 0 ///< Nothing
@ -751,7 +751,7 @@ struct _unit_type_ {
SDL_Color NeutralMinimapColorRGB; ///< Minimap Color for Neutral Units.
UnitSound Sound; ///< Sounds for events
/// @fixme temporary solution
/// @todo temporary solution
WeaponSound Weapon; ///< Currently sound for weapon
int Supply; ///< Food supply
@ -764,7 +764,7 @@ struct _unit_type_ {
unsigned FieldFlags; ///< Unit map field flags
unsigned MovementMask; ///< Unit check this map flags for move
/// @fixme This stats should? be moved into the player struct
/// @todo This stats should? be moved into the player struct
UnitStats Stats[PlayerMax]; ///< Unit status for each player
Graphic* Sprite; ///< Sprite images
@ -774,7 +774,7 @@ struct _unit_type_ {
#endif
};
/// @fixme ARI: should be dynamic (lua..), JOHNS: Pud only supports 255.
/// @todo ARI: should be dynamic (lua..), JOHNS: Pud only supports 255.
/// How many unit-types are currently supported
#define UnitTypeMax 257
@ -785,7 +785,7 @@ struct _unit_type_ {
extern UnitType* UnitTypes[UnitTypeMax]; ///< All unit-types
extern int NumUnitTypes; ///< Number of unit-types made
/// @fixme this hardcoded unit-types must be removed!!
/// @todo this hardcoded unit-types must be removed!!
extern UnitType*UnitTypeHumanWall; ///< Human wall
extern UnitType*UnitTypeOrcWall; ///< Orc wall

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@ -142,7 +142,7 @@ typedef struct _upgrade_ {
const void* OType; ///< object type (future extensions)
char* Ident; ///< identifier
int Costs[MaxCosts]; ///< costs for the upgrade
/// @fixme not used by buttons
/// @todo not used by buttons
IconConfig Icon; ///< icon to display to the user
} Upgrade;
@ -181,13 +181,13 @@ typedef struct _upgrade_modifier_ {
// allow/forbid bitmaps -- used as chars for example:
// `?' -- leave as is, `F' -- forbid, `A' -- allow
/// @fixme see below allow more semantics?
/// @fixme pointers or ids would be faster and less memory use
/// @todo see below allow more semantics?
/// @todo pointers or ids would be faster and less memory use
int ChangeUnits[UnitTypeMax]; ///< add/remove allowed units
char ChangeUpgrades[UpgradeMax]; ///< allow/forbid upgrades
char ApplyTo[UnitTypeMax]; ///< which unit types are affected
/// @fixme void* cshould be UnitType*
/// @todo void* cshould be UnitType*
void* ConvertTo; ///< convert to this unit-type.
} UpgradeModifier;