s#@fixme#todo#g
This commit is contained in:
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c477e26366
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17 changed files with 73 additions and 73 deletions
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@ -38,7 +38,7 @@
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----------------------------------------------------------------------------*/
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/**
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** @fixme docu
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** @todo docu
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**/
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typedef struct DecorationSingle {
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struct DecorationSingle *nxt; ///< next single-tile decoration belonging to the same decoration
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@ -103,7 +103,7 @@ typedef struct _color_font_ {
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/**
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** Font selector for the font functions.
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** @fixme should be removed
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** @todo should be removed
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*/
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enum _game_font_ {
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SmallFont, ///< Small font used in stats
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@ -130,7 +130,7 @@ enum _game_font_ {
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/**
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** Font names
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** @fixme should use the names of the real fonts.
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** @todo should use the names of the real fonts.
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*/
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extern char *FontNames[];
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@ -254,7 +254,7 @@ typedef struct _map_info_ {
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char* Description; ///< Map description
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char* MapTerrainName; ///< Map terrain name
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char* Filename; ///< Map filename
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/// @fixme Map Terrain Nr. should be removed.
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/// @todo Map Terrain Nr. should be removed.
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int MapTerrain; ///< Map terrain
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int MapWidth; ///< Map width
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int MapHeight; ///< Map height
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@ -280,7 +280,7 @@ typedef struct _world_map_ {
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unsigned char NoFogOfWar; ///< fog of war disabled
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char* TerrainName; ///< terrain as name
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/// @fixme terrain nr. should be removed?
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/// @todo terrain nr. should be removed?
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int Terrain; ///< terrain type (summer,winter,...)
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Tileset* Tileset; ///< tileset data
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@ -290,7 +290,7 @@ typedef struct _world_map_ {
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char Description[32];///< map description short
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MapInfo* Info; ///< descriptive information
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/// @fixme (MapInfo* Info DUPLICATES!)
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/// @todo (MapInfo* Info DUPLICATES!)
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} WorldMap;
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/*----------------------------------------------------------------------------
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@ -309,7 +309,7 @@ extern unsigned char *VisionTable[3];
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extern int *VisionLookup;
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#ifdef NEW_DECODRAW
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/// @fixme docu
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/// @todo docu
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extern void InitMapDecoration(void);
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/// Decoration for the map.
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extern Deco* MapDecoration;
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@ -41,7 +41,7 @@
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-- Defines
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----------------------------------------------------------------------------*/
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/// @fixme do it configurable.
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/// @todo do it configurable.
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#define MASTER_HOST "mohydine.no-ip.com"
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#define MASTER_PORT 7775
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@ -62,9 +62,9 @@
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*/
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typedef int MenuButtonId;
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/// @fixme FILL IN THIS TABLE!!!!
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/// @todo FILL IN THIS TABLE!!!!
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#define MBUTTON_MAIN 4 /// @fixme write docu
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#define MBUTTON_MAIN 4 /// @todo write docu
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#define MBUTTON_NETWORK 7
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#define MBUTTON_GM_HALF 10
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#define MBUTTON_132 13
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@ -114,7 +114,7 @@ typedef int MenuButtonId;
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/**
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** Menuitem definition.
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** @fixme docu.
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** @todo docu.
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*/
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struct _menuitem_;
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typedef struct _menuitem_text_ {
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@ -218,7 +218,7 @@ typedef struct _menuitem_gem_ {
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struct _menus_;
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typedef struct _menuitem_ {
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int mitype; ///< @fixme write docu
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int mitype; ///< @todo write docu
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int xofs;
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int yofs;
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unsigned flags;
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@ -242,7 +242,7 @@ typedef struct _menuitem_ {
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} d;
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} Menuitem;
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#define MI_TYPE_TEXT 1 ///< @fixme write docu
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#define MI_TYPE_TEXT 1 ///< @todo write docu
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#define MI_TYPE_BUTTON 2
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#define MI_TYPE_PULLDOWN 3
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#define MI_TYPE_LISTBOX 4
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@ -281,7 +281,7 @@ typedef struct _menuitem_ {
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** Menu definition.
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*/
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typedef struct _menus_ {
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/// @fixme char* Name; ///< menu name
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/// @todo char* Name; ///< menu name
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int X; ///< menu area x pos
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int Y; ///< menu area y pos
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int Width; ///< menu area width
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@ -317,8 +317,8 @@ extern char MenuMapFullPath[1024]; ///< Full path to currently selected map
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extern int nKeyStrokeHelps; ///< Number of loaded keystroke helps
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extern char **KeyStrokeHelps; ///< Keystroke help pairs
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#define MENUS_MAXMENU 128 ///< @fixme wrong place, docu
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#define MENUS_MAXFUNC 128 ///< @fixme wrong place, docu
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#define MENUS_MAXMENU 128 ///< @todo wrong place, docu
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#define MENUS_MAXFUNC 128 ///< @todo wrong place, docu
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#ifdef DOXYGEN // no real code, only for document
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@ -406,7 +406,7 @@ struct _missile_type_ {
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int SpriteFrames; ///< number of sprite frames in graphic
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int NumDirections; ///< number of directions missile can face
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/// @fixme FireSound defined but not used!
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/// @todo FireSound defined but not used!
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SoundConfig FiredSound; ///< fired sound
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SoundConfig ImpactSound; ///< impact sound for this missile-type
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@ -76,7 +76,7 @@
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#define MapActionForest 0xFFFE ///< forest on map
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/// @note These are hard-coded PUD internals (and, as such, belong here!)
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/// @fixme for our own maps this should become configurable
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/// @todo for our own maps this should become configurable
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#define WC_UnitPeasant 0x02 ///< human peasant
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#define WC_UnitPeon 0x03 ///< orc peon
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#define WC_UnitGoldMine 0x5C ///< goldmine
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@ -60,7 +60,7 @@ typedef struct _game_sound_ {
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SoundConfig Docking; ///< ship reaches coast
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SoundConfig BuildingConstruction; ///< building under construction
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/// @fixme (Fabrice) I don't think it's the correct place to put this
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/// @todo (Fabrice) I don't think it's the correct place to put this
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SoundConfig WorkComplete[MAX_RACES]; ///< building ready
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SoundConfig Rescue[MAX_RACES]; ///< rescue units
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@ -64,7 +64,7 @@ typedef struct _sample_ Sample;
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/**
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** General sound object type.
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**
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** @fixme This is the planned new sample handling,
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** @todo This is the planned new sample handling,
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** which supports streaming, decompressing on demand, caching.
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*/
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typedef struct _sample_type_ {
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@ -242,7 +242,7 @@ extern int NextFreeChannel;
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extern int WithSoundThread;
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#endif
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/// @fixme docu
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/// @todo docu
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extern int SoundThreadRunning;
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#ifdef DEBUG
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@ -93,7 +93,7 @@ typedef struct {
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struct _spell_action_type_ {
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SpellFunc* CastFunction;
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/// @fixme some time information doesn't work as it should.
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/// @todo some time information doesn't work as it should.
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union {
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struct {
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int HP; ///< Target HP gain.(can be negative)
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@ -196,7 +196,7 @@ typedef struct ConditionInfo {
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char Building; ///< Target is a building.
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char TargetSelf; ///< Target is the same as the caster.
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char *BoolFlag; ///< User defined boolean flag.
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/// @fixme NOT IMPLEMENTED:
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/// @todo NOT IMPLEMENTED:
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char UnitBuffed; ///< Target is buffed(haste/slow/bloodlust). Dispel magic?
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//
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// Conditions related to vitals:
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@ -214,8 +214,8 @@ typedef struct ConditionInfo {
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int MaxInvisibilityTicks; ///< Target must less bloodlust ticks left.
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int MaxInvincibilityTicks; ///< Target must less bloodlust ticks left.
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//
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// @fixme more? feel free to add, here and to
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// @fixme PassCondition, CclSpellParseCondition, SaveSpells
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// @todo more? feel free to add, here and to
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// @todo PassCondition, CclSpellParseCondition, SaveSpells
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//
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} ConditionInfo;
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@ -224,7 +224,7 @@ typedef struct ConditionInfo {
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** Informations about the autocasting mode.
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*/
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typedef struct {
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/// @fixme this below is SQUARE!!!
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/// @todo this below is SQUARE!!!
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int Range; ///< Max range of the target.
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ConditionInfo* Condition; ///< Conditions to cast the spell.
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/// Combat mode is when there are hostile non-coward units around
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int Combat; ///< If it should be casted in combat
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/// @fixme Add stuff here for target preference.
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/// @fixme Heal units with the lowest hit points first.
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/// @todo Add stuff here for target preference.
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/// @todo Heal units with the lowest hit points first.
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} AutoCastInfo;
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struct _spell_type_;
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== Misc
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============================================================================*/
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// @fixme configurable. maybe we could move it into one big global
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// @fixme settings struct?
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// @todo configurable. maybe we could move it into one big global
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// @todo settings struct?
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/// How many resources the player gets back if canceling building
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#define CancelBuildingCostsFactor 75
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/// How many resources the player gets back if canceling training
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**
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** TileInfo::MixTerrain
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**
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** @fixme This is the terrain the tile is mixed with. This is 0 for
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** @todo This is the terrain the tile is mixed with. This is 0 for
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** a solid tile, we should make it equal to BaseTerrain
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**
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*/
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@ -253,7 +253,7 @@ extern int TileSizeY; ///< Size of a tile in Y
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** These are used for lookup tiles types
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** mainly used for the FOW implementation of the seen woods/rocks
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**
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** @fixme I think this can be removed, we can use the flags?
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** @todo I think this can be removed, we can use the flags?
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** I'm not sure, if we have seen and real time to considere.
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*/
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typedef enum _tile_type_ {
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typedef struct _solid_terrain_info_ {
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char* TerrainName; ///< Name of the terrain
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int NumSolidTiles; ///< How many solid tile variants
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/// @fixme When drawing with the editor add some kind fo probabilities for every tile.
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/// @todo When drawing with the editor add some kind fo probabilities for every tile.
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unsigned short* SolidTiles; ///< Solid tile IDs
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} SolidTerrainInfo;
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TileInfo* Tiles; ///< Tile descriptions
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/// @fixme currently hardcoded
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/// @todo currently hardcoded
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unsigned char* TileTypeTable; ///< For fast lookup of tile type
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/// @fixme currently unsupported
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/// @todo currently unsupported
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unsigned short* AnimationTable; ///< Tile animation sequences
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int NumTerrainTypes; ///< Number of different terrain types
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hashtable(char*,128) ItemsHash; ///< Items hash table
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} Tileset;
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/// @fixme this #define's should be removed
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/// @todo this #define's should be removed
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enum _tileset_nr_ {
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TilesetSummer, ///< Reference number for summer
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//@{
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/// @fixme this only the start of the new user interface
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/// @fixme all user interface variables should go here and be configurable
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/// @todo this only the start of the new user interface
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/// @todo all user interface variables should go here and be configurable
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/*----------------------------------------------------------------------------
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-- Includes
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@ -324,7 +324,7 @@ typedef struct _ui_ {
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CursorConfig ArrowS; ///< Cursor pointing south
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CursorConfig ArrowSE; ///< Cursor pointing south east
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/// @fixme could use different sounds/speech for the errors
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/// @todo could use different sounds/speech for the errors
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/// Is in gamesounds?
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/// SoundConfig PlacementError; ///< played on placements errors
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/// SoundConfig PlacementSuccess; ///< played on placements success
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**
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** This values hold the amount of resources in a resource or in
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** in a harvester.
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** @fixme continue documentation
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** @todo continue documentation
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**
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** Unit::SubAction
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**
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**
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** Unit::Reset
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**
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** @fixme continue documentation
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** @todo continue documentation
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**
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** Unit::Blink
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**
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**
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** Unit::Data
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**
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** @fixme continue documentation
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** @todo continue documentation
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**
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** Unit::Goal
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**
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**
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** Unit::Retreating
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**
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** @fixme continue documentation
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** @todo continue documentation
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**
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*/
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@ -638,7 +638,7 @@ struct _unit_ {
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struct _order_train_ {
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int Ticks; ///< Ticks to complete
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int Count; ///< Units in training queue
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/// @fixme vladi: later we should train more units or automatic
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/// @todo vladi: later we should train more units or automatic
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#define MAX_UNIT_TRAIN 6 ///< max number of units in queue
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UnitType* What[MAX_UNIT_TRAIN]; ///< Unit trained
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} Train; ///< Train units action
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@ -660,7 +660,7 @@ struct _unit_ {
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/**
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** Returns true, if unit is unusable. (for attacking,...)
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** @fixme look if correct used (UnitActionBuilded is no problem if attacked)?
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** @todo look if correct used (UnitActionBuilded is no problem if attacked)?
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*/
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#define UnitUnusable(unit) \
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((unit)->Removed || (unit)->Orders[0].Action == UnitActionDie || \
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extern int NumUnits; ///< Number of units used
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// in unit_draw.c
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/// @fixme could be moved into the user interface ?
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/// @todo could be moved into the user interface ?
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extern int ShowHealthBar; ///< Flag: show health bar
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extern int ShowHealthDot; ///< Flag: show health dot
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extern int ShowManaBar; ///< Flag: show mana bar
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extern void UnitLost(Unit* unit);
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/// Remove the Orders of a Unit
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extern void UnitClearOrders(Unit* unit);
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/// @fixme more docu
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/// @todo more docu
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extern void UpdateForNewUnit(const Unit* unit, int upgrade);
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/// @fixme more docu
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/// @todo more docu
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extern void NearestOfUnit(const Unit* unit, int tx, int ty, int *dx, int *dy);
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/// Call when an Unit goes under fog.
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/// To be called when the look of the unit changes.
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extern int CheckUnitToBeDrawn(Unit* unit);
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/// @fixme more docu
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/// @todo more docu
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extern void GetUnitMapArea(const Unit* unit, int *sx, int *sy,
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int *ex, int *ey);
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/// Check for rescue each second
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/// Heading and frame from delta direction x,y
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extern void UnitHeadingFromDeltaXY(Unit* unit, int x, int y);
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/// @fixme more docu
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/// @todo more docu
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extern void DropOutOnSide(Unit* unit, int heading, int addx, int addy);
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/// @fixme more docu
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/// @todo more docu
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extern void DropOutNearest(Unit* unit, int x, int y, int addx, int addy);
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/// Drop out all units in the unit
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extern void DropOutAll(const Unit* unit);
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/// @fixme more docu
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/// @todo more docu
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extern int CanBuildHere(const UnitType* type, int x, int y);
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/// @fixme more docu
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/// @todo more docu
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extern int CanBuildOn(int x, int y, int mask);
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/// FIXME: more docu
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extern int CanBuildUnitType(const Unit* unit,const UnitType* type, int x, int y, int real);
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@ -854,7 +854,7 @@ extern int FindTerrainType(int movemask, int resmask, int rvresult, int range,
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/// Find the nearest piece of wood in sight range
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extern int FindWoodInSight(const Unit* unit, int* x, int* y);
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/// @fixme more docu
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/// @todo more docu
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extern Unit* UnitOnScreen(Unit* unit, int x, int y);
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/// Let an unit die
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@ -68,7 +68,7 @@ typedef struct _unit_sound_ {
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SoundConfig Dead; ///< unit is killed
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} UnitSound;
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/// @fixme temporary solution should perhaps be a member of a more general weapon structure.
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/// @todo temporary solution should perhaps be a member of a more general weapon structure.
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/**
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** Attack sounds
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@ -141,7 +141,7 @@
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** Non upgraded movement speed.
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** @note Until now we didn't support speed upgrades.
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**
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** @fixme continue this documentation
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** @todo continue this documentation
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**
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** UnitType::Construction
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**
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@ -252,7 +252,7 @@
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**
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** How much this annoys the computer
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**
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** @fixme not used
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** @todo not used
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**
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** UnitType::MouseAction
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**
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@ -343,7 +343,7 @@
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**
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** Resource can be harvested. It's false for things like
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** oil patches.
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** @fixme crappy name.
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** @todo crappy name.
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**
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** UnitType::Harvester
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||||
**
|
||||
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Add table
Reference in a new issue