+Note: Controversial list of things currently broken and controversial
+solutions for them.
-- To do for Milestone2 -
-http://super-tux.sf.net/
-
-High priority: milestone goals that should be implemented for next milestone
-Medium priority: would be nice to have for next milestone, but should
- be secondary to high priority goals
-Low priority: things that should be fixed sometime
-?: Things that need to be discussed to determine whether or not they should be
- implemented
-
-Todo
-----
-H: high priority
-M: medium priority
-L: low priority
-?: bug or feature?
- - needs discussion
-
---Scons--
- * [H] Add an install target - done (however scons is creating stupid .sconsign
- files at the install location :-/)
- * [M] improve opengl check to work on win32 and eventually more strange
- systems again
- * [H] Make sure compilation on win32 and cross-compilation works
- * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image.
- Also test for version of SDL_mixer and SDL_image
- * [M] Create a distclean target
- * [M] Create a dist target
- * [M] Add instructions to the README
- * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake
- * [L] Take a look if it is possible to make it a bit more quiet. (Similar to
- linux kernel, samba or jam output would be optimum, ie.
- C++ build/linux/src/bla.o
- C++ build/linux/src/blup.o
- C++ build/linux/src/error.o
- Error on line xx in error.o: This source contained an error
-
- g++ -Wall .... -o build/linux/src/error.o src/error.cpp
-
---Collision Detection Rewrite (all [H])--
- * make blocks bounce again - ok
- * bonusblocks don't always bounce back to their original position (but stay a
- few pixels higher) - hopefully ok
- * it's impossible to go into passages that have exactly the size of tux,
- either reduce collision rectangle by DELTA or round collision coordinates to
- integers... - ok for tux and most badguys
- ** implement 1up - ok
- ** implement star - ok
- * bring back the enemies
- - add activation again - ok
- - make api simpler - ok
- - implement jumpy - ok
- -* implement spiky - ok
- - implement snowball - ok
- - implement fish
- - implement bouncingsnowball - ok
- -* implement mriceblock - ~ok
- - implement flame - ok
- -* implement mrbomb - ok
- - implement flyingsnowball
- - implement wingling
- - implement tree (really?)
- - bring back stay on platform flag
- - make enemies bounce of upon each other again
- - make enemies fall again - ok
- -* activate/deactive enemies when on screen/away again - ok
- ** implement ability to cary mriceblock (and other objects) around - delayed
- for after big commit...
- * smoke clouds are too fast
- * some shots disappear in the ground with a "max collision depth reached"
- message - ok
- * rework collision detection to take movement into account - this should fix
- the egg suddenly turning directions and the somtimes strange behaviour
- when hitting a block from the side when falling.
- - done for rectangles, fixes the issues with blocks and enemies hitting
- when they should get squished, still it's not optimal as when hitting 2
- blocks now only 1 gets cleared... - ok
- * rethink slopes collision feedback... tux becomes too slow when walking up
- and starts jumping when walking down
- * think about an attachement mechanism for moving platforms
- * implement paths for the moving platform, implement simple moving platforms
- ** activate level end sequence again - ok
- ** make bullets kill enemies - ok
- * fix bullet speed/behaviour
- ** fix ducking - ok
- * check if unducking is actually possible or if something is in the way
- * fix flapping
- ** having a star doesn't kill enemies - ok
- * tux always jumps to full height at the moment - ok
- * invisble blocks are visible and make the game crash when bumped - ok
- * reimplement spikes as objects - ok
- * what to do when stuck under tiles (after using duck-sliding)
- * do we want multi hit scores again?
- * tux doesn't stop at igloo anymore
- * background particle systems are too slow - ok
- * buttjump is deactivated
-
---Code Refactoring/Cleanup/Optimisation--
-[H] make the title using GameSession instead of reimplementing all the stuff
-[L] rename gameloop.* files to gamesession.*
-[L] rename GameObject::action to GameObject::update()
-[L] use physfs for loading files
-[L] eventually move over new lispreader code from tuxkart
-[L] change physics class y-velocity-coordinate to be like all other
- y-coordinates again (positive y to go down)
-[M] harmonize to 1 single gameloop that switches between title, worldmap,
- ingame mode and eventually leveleditor mode
-[H] introduce a special mode in DrawingContext for objects that want to draw
- themselfes. This could speed up rendering of tilemaps.
-[H] implement quadtree to speed up collision detection
-[?] remove badguyspecs and bitmask files
-[M] Make the gamelogic run in a fixed logical framerate
-
---Miscellaneous--
-[?] think about how to implement scripting, and how to make a simple and easy to
- use api for the scripting interface
- (language will probably be lua - just have to figure out how well we can do
- without OO support in the scripting language.
- Other candidates are python, ruby and less likely java, mono/.net,
- surely no own invention, perl or 1 of these c-like scripting languages)
-
-[?] Default keyboard setup should change. Up will be needed for other features
- like going through doors and looking up, etc.
- Up arrow - Look up / activate
- Down arrow - Look down / duck
- Left arrow - Left move
- Right arrow - Right move
- Ctrl - Run / Power
- Space - Jump
-
-[H] Worldmap should have a flag to allow to go to another map after finishing
- a level from that one.
- It might be cool to have a (place group in the worldmap file that would
- allow such stuff as: levels, messages, wrapping and worldmap changing
- (or even combinations).
-[H] Change resolution to 800x600
- - Levels need to be updated to resolution
- - half of the levels have been already updated
- - some fixed levels still have "glitches". See the menu level where
- some of the tiles are "wrong" and don't fit
-[H] Buttjump related things
- - Should kill enemies with a certain range
- - Done--now needs to be tweaked
- - Animation (need images)
- - Should be a powerup item (still to be discussed)
- - Should break bricks if Tux is on top of bricks, otherwise it should
- kill enemies within a close range.
- - After enemy-kill is used, powerup should be removed from Tux
-[H] Icebullet related things
- - we should decide on specifics
-[H] Tux should fall while walking in tiles that have a space between.
- - Possible solution: reduce Tux's width when checking collision with tiles
-[H] Graphics
- - New forest tileset
- - Badguy sprites
- - Tux's buttjump animation
-[H] Tiles constructed with image-region are not drawn coordinates < 0
-
-[M] Save score on per-level basis to make high-score
-[M] Save time on per-level basis to make low-time-score
-[M] Add bonus score for extra time left when finishing a level
-[M] when bumping a special with 2 blocks at once, it won't change direction
-[M] tux get killed if he kicks a iceblock while at the same time bouncing on
-
-[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
- - Not sure if this would be gameplay wise.
-
-Beyond Milestone2
------------------
-- More things than just levels on the worldmap (similar to SMB3)
+Coding Standard
+===============
+
+* use SCons instead of CMake
+
+* make code clean: "-O2", "-g3",
+ "-ansi",
+ "-pedantic",
+ "-Wall",
+ "-Wextra",
+ "-Wnon-virtual-dtor",
+ "-Weffc++",
+ "-Wconversion",
+ "-Werror",
+ "-Wshadow",
+ "-Wcast-qual",
+ "-Winit-self", # only works with >= -O1
+ "-Wno-unused-parameter",
+
+* do not use raw pointer, especially not for Sprite and Surface
+
+* only do one variable initialization per line, not multiple as its
+ currently often done in initialization list
+
+* remove overuse of multi-inheritance
+
+* remove overuse of friend'ship
+
+* maybe mark interfaces as interfaces (ISerializable or SerializableInterface)
+
+* split files with multiple classes into multiple files with one class each
+
+
+TODO
+====
+
+* GameObject::RemoveListenerListEntry: Ughs, somebody trying to
+ implement a list class within in the GameObject?!
+
+* replace random generator with mersene twister and/or move to external/
+
+* check the code with Valgrind
+
+* static vs anonymous namespace
+
+* use Vector in Physics for 'a' and 'v'
+
+* add --datadir DIR (data/) and --userdir DIR (~/.supertux/)
+
+* make gravity a constant
+
+* funky side effect of too much global variables: when having a
+ savegame with large or firetux and then starting that game, Tux in
+ the menu background will grow and be visible that way for a fraction
+ of a second
+
+* write scripts for include sorting and include guard checking that
+ can be run automatically
+
+* md5.hpp and random_generator.hpp could go to external/
+
+* rename Vector -> Vector2f
+
+* get rid of global SDL_Screen* screen variable
+
+* identify all global variables and make them ugly (g_ or globals::)
+
+* get rid of SCREEN_WIDTH/SCREEN_HEIGHT
+
+* is version.h actually needed?
+
+* resolution menu entry moves the wrong way around
+
+* write scripts to automatically check for:
+
+ - all includes are relative to top level dir
+
+ - include guards are proper
+
+* move SVN to http://code.google.com (maybe one day)
+
+* move bugtracker to http://code.google.com (much simpler, less useless)
+
+* having dictionary_manager in Lisp is extremely ugly
+
+* enforce proper naming of files to match their class
+
+* get rid of DEBUG and conditional compilation, these should be
+ reserved for a few tiny cases, not spread all over the code
+
+* split particlesystem_interactive
+
+* Renderer::apply_config() needs to handle fullscreen switching
+
+* collect all manager classe into globals.hpp
+
+* more moving directories around?
+
+addon/
+audio/
+control/
+gui/
+lisp/
+math/
+physfs/
+sprite/
+util/
+video/
+supertux/
+ worldmap/
+ trigger/
+ scripting/
+ badguy/
+ object/
+
+* implement PNG screenshot
+
+* GL_ARB_texture_non_power_of_two returns 1 on MatroxG450, while it
+ returns "Missing" in glew info, something wrong
+
+SuperTux Editor
+===============
+
+* +/- zoom buttons do not zoom to the center of the screen
+
+* Object Tool should behave more like Inkscape:
+
+ - LMB on an object to select
+ - LMB on the background to start a select-rectangle
+ - LMB+move to drag objects it around
+ - Shift+LMB to add an object to the selection
+ - RMB for context menu
+
+* Select Tool should be removed (identical to Object Tool)
+
+* replace tool crashes:
+
+ Note: Applications can use GLib.ExceptionManager.UnhandledException to handle the exception.
+System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
+ at System.Collections.Generic.Dictionary`2[System.Object,System.Single].get_Item (System.Object key) [0x00000]
+ at LayerListWidget.VisibilityDataFunc (Gtk.TreeViewColumn Column, Gtk.CellRenderer Renderer, TreeModel Model, TreeIter Iter) [0x00000]
+ at GtkSharp.TreeCellDataFuncWrapper.NativeCallback (IntPtr tree_column, IntPtr cell, IntPtr tree_model, IntPtr iter, IntPtr data) [0x00000]
+ at GLib.ExceptionManager.RaiseUnhandledException(System.Exception e, Boolean is_terminal)
+ at GtkSharp.TreeCellDataFuncWrapper.NativeCallback(IntPtr tree_column, IntPtr cell, IntPtr tree_model, IntPtr iter, IntPtr data)
+ at Gtk.Application.gtk_main()
+ at Gtk.Application.Run()
+ at Application.Main(System.String[] args)
+
+* Replace Tool should document its functions in a status bar message
+
+* Path Tool doesn't seem to do anything
+
+* Tiles Tool doesn't display the current tile
+
+# EOF #