All this rules are written as the code should be. Simutrans does not
yet conform 100% to this rules, but it should.


1. General coding rules:
-----------------------

- Use always the simplest working solution.
  -> The solution must work, and should be safe and robust. Try to use the
     simplest (not shortest!) piece of code which gives the needed result.
  -> So called hacks and tricks most often break this rule.

- Use always the same name for the same thing (i.e. give variables with same
  semantics the same name)
  -> This rule tries to avoid confusion and reduces the amount of things
     one has to remember while coding

- Use meaningful names. Method names should describe actions (i.e.
  use "scrollbar_moved" instead of "scrollbar_callback"). Class names
  should be nouns, method names should be verbs or include action descriptions.
  -> A method named "holy_hand_grenade()" may be useful, but what does it do?
     Try to give the reader as much information as possible about what's going
     on there.
  -> Class names should be nouns because classes are static elements
  -> Method names should be verbs because methods are dynamic elements

  There are some standard prefixes used throughout the program:
   get_ returns a value
   set_ will set a value
   is_ (ist_) will test a conditions
  For new functions, the first (english) form should be used. Function names
  should never start with uppercase letters.

- Use const wherever possible
  -> This helps the reader of the program (he sees which values are intended
     not to be changed) and the compiler (to optimize the code)

- Keep as much class members as possible private
  -> This reduces dependencies between classes. Therefore the program
     can be changed easier and the probability of errors reduces.

- Always initialize all member variables in all constructors
  -> Even if it seems easy, often it is forgotten - particularly if
     a class has several constructors

- It is preferred to have class and member variables private and
  public gib_/setze_ methods instead of public variables.
  -> This allows adding actions to value changes and retrievals.
  -> Read the section about extern variables for more benefits of using
     getter/setter methods. There are strong advantages!

- Avoid public member variables. Never use "protected" variables, rather
  make the variable private and use public or proteted gib_xxx() and
  setze_xxx() methods.
  -> protected variables can be changed in subclasses. The super class
     doesn't see this changes and can't react to them. This is likely
     to produce errors and makes the code harder to maintain.
  -> sometimes it's neccesary to bind actions to value assignments to
     variables later on in development. Public variables don't support
     this change of protocol and impose much work on the programmer if
     such a change is needed later.
  -> (prissi:) However, do not hide too much. Especially with virtual
     functions the use of protected members is also advisable.

- Avoid extern variables. Global variables make programs harder to change
  and make some bugs harder to find. Sometimes it gets necessary to bind
  actions to variable access. Use getter/setter procedures and static
  variables instead.
  -> this rule reduces direct coupling and thus enhances the chance for
     reusing a component.
  -> using getter/setter methods allows to bind actions to read/write
     access later on
  -> using getter/setter methods allows checking for valid values in
     assignments
  -> using only one of getter/setter allows to make a variable read only or
     write only for other parts of the program. Read only is not the same as
     constant, and can't be replaced with a const vaiable. Write only is
     also not expressible with language features themselves.

- References are preferred instead of pointers.
  -> References can be NULL and add safety and robustness to a program.
     Many problems with pointers don't occur when references are used.
     Unfortunatley references can't be used alwys isntead of pointers.
  -> Don't complicate code. Use pointers if the use of references would
     complicate things.
  -> Also reference can hide the fact, that a variable is changed. Thus
     again, use const when possible.

- Avoid casts if possible.
  -> casts can lead to errors which are very hard to find, especially
     if pointers to onects are casted.
  -> try to use dynamic_cast<type>(expression) if you need to cast
     (even though this eats performance)

- Don't cast const'ness away. Use mutable copies of the objects or think
  about another design if you run into problems with const.
  -> Program maintainers and compiler rely on things declared const to be
     immutable. Both run into trouble if you cast const away.

- If you need to cast use dynamic_cast<type>() to get type checking support
  from the compiler.
  On static pointers, also a static_cast<type>() can do the trick.

- Avoid void * if possible. This is especially dangerous when used for
  pointers to objects, because the compiler can't call the destructor of the
  object through a void pointer. Also all type checks are impossible on
  void *. Use of void* is tolerated in C code, but not in C++ code.
  -> try using templates instead of void pointers.

- Keep code readable. Spaces and formatting help the reader. I.e. space
  between methods shows clearly the end of one method and the beginning
  of another. On the other hand spaces can destroy readability if used wrong.
  -> Use spaces where the visual separation of things reflects separate
     entities in the code.
  -> Unreadable code is hard to maintain. Time is a valuable resource.
     Spaces and newlines are cheap. Use the cheap resource to save the
     valuable.

- Avoid includes in header files. Use forward declarations
  "class xyz_t" where possible.
  -> This rule tries to reduce coupling of code and compile time.

- use inline methods just for very small methods (1 to 3 lines max.)
  -> This rule tries to reduce coupling of code and compile time.

- use the size defined type like sint8, sint16, sint32, sint64 and uint8,
  uint16, uint32 and image_id (for image numbers)
  Different compilers/platforms use different rules for values. If your code
  depends on signedness, write this explicitely down.
  Note, that this errors don't show up on your platform/with your compiler
  but perhaps only on your teammates systems. Be very careful about this
  because you can't test for this problems in your own development environment.
  i.e. Linux/PPC treats chars as unsigned, whereas Linux/Intel treats chars
  as signed values!
  -> This rule tries to increase robustness of the code
  There is one exections to this rule:
  If you really ever need to cast a pointer to an int, cast it to "long". All
  C compiler will guarantee, that a pointer fits into a long.

- take care of boundary violations. Simutrans offers bounds checked
  templates (arrays, vectors, lists). Use them where possible. If you have
  to use plain arrays, always double check the values. Never trust a
  parameter! The caller might be erroneous, or a dangling pointer trashed
  some memory. I feel urged to write: ever and always check index values
  before accessing a plain array.
  -> This rule tries to increase robustness of the code

- keep class interfaces minimal
  Classes should have only the minimal set of methods that are needed
  to cover all requirements. Convenience methods should go into other
  modules or subclasses.
  -> Small interfaces enhance the readability and understandability of
     a class.
  -> Small interfaces also enhance the reuseability.
  -> Separating convenience from core methods helps to understand the
     structure of the design.

  Try to comment all classes and methods in header files. Don't hesitate
  to write comments for variables, too.
  -> Class and method comments are found in the header files rather than
     the code files. Code files carry comments on algorithms and operations.

  Class comments should include:
  1.) Purpose of the class.
  2.) Relations of this class to others.
  3.) What are the duties of this class (what are not?)
  4.) Creator and creation date (if modified by someone else add a note too!)


  Method comments should answer the following questions:
  1.) What does this method do?
  2.) How does it do it?
  3.) Why is it done that way?
  4.) What is valid input (what not?)
  5.) What are the results for valid input
  6.) How does it react on invalid input?
  7.) In which context should/may/can't this method be used? (If appropriate)
  8.) Creator and creation data (if modified by someone else add a note too!)


  Class/Instance variable comments should state:
  1.) Purpose of this variable
  2.) Range of valid values, maybe a list of 'special' values if there are any
  3.) Creator and creation data (if modified by someone else add a note too!)


  I know, many existing things in Simutrans are not commented in full detail,
  but new things should be! Rather add coments on old parts than leave out
  comments on new parts, if you want to have consistency.


- Header comments: Include files which define classes do not need header
  comments, because the class comment can serve as a header comment.
  Other files should carry header comments like the example shown below:

  /* boden.cc                        <- name of the file
   *
   * Natur-Untergrund für Simutrans. <- Short description of file contents
   * Erstellt am ????                <- Creation date (if known)
   * Überarbeitet Januar 2001        <- Additional history information
   * von Hj. Malthaner               <- author/creator of the file
   */

  If you found an outdated version (very likely) it would be great if you
  update it.

2. Coding styles
----------------

Always use braces. Even is there is only one line in that block!
An example:

if(condition) {
   // do something here
}
else {
   // do something else here
}

Or K&R if you really like this more

if(condition) {
 ...
} esle {
 ...
}

No other styles of using braces are allowed. This rule applies to loops and
other compound statements, too.


Do not forget brackets along comparisons and use double spaces around
logical operators. Avoid spaces before the comparison operator:
if((i&3)==1   &&  ptr==NULL) {

You may also use double spaces after/before the brackets:
if(  (i&3)==1   &&  ptr==NULL  ) {

No space between if/while/for and bracket is allowed.

Use spaces in for loops like in ifs:
for(  int i=0;  i<10;  i++  ) {


Use spaces in parameters list. For example:

call(x, y, count); instead of call(x,y,count);


Also a space between type and pointer mark is preferred:
use char *bla_t::get_text() instead char* bla_t::get_text()

For function definitions, put the return type in the previous line:
const slist_tpl<const gebaeude_t *> *
stadt_t::get_all_buildings() const
{
...

Do not use macros; if possible use inlines.

If you use macros, then list all parameters like
#define bla(s,t) ((s)+(t))
and don't forget the brackets around each parameter! (Again, better use inline)


3. Tables and detailed information
----------------------------------

According to the rule "Use always the same name for the same thing" we
need a list of common names to avoid confusion. Unfortunately the program
was started with many german terms in use, so many of the names are german
names:

Preferred variable names:

Loop counters (int):	i, j, n
Indices (int):          i, index, n
Coordinates:  		pos (position), k (arbitrary coordinate)
Screen positions:       x, y (short form), xpos, ypos (long form, preferred)
Convoi:			cnv
Vehicles:		v
Rail signals:           sig
Rail blocks:            bs (obsolete)
Grounds:                gr (often also bd (from boden))
Roads:                  str
Railroads:              sch
Generic way:            weg
Buildings:              gb
Factories:              fab
UI components:		komp, c (temporary component variables) seldom directly used
UI windows:		??? (win is preferred)
UI events:              ev
Button:                 button
Button lists/vectors:   buttons
Scrollable list:        scl
Temporary int value:    t
Temporary char value:   c
Temp. general value:    tmp
Temporary result:       r, res, result ('result' is preferred)


Variable pre-/suffixes:

Offsets to a base value:		xxx_off


Method pre-/sufffixes:

Retrieving a member variable value:	[obsolete: gib_xxx()] use get_xxx()
Setting a member variable value:        [obsolete: setze_xxx()] use set_xxx()
Adding a listener to a component:       add_listener(xxx_listener_t *)
Remove a listener from a component:     remove_listener(xxx_listener_t *)


Class per-/suffixes:

Standard class names get the suffix "_t" (for "Type")
Template classes get the suffix "_tpl" (for "template")
GUI (windows) classes carry a "_gui_t" suffix

Classes of the new, component-oriented UI carry a gui_ prefix instead
of the _gui_t suffix.


Written by Hj. Malthaner
Initial version: November 2000


MFC-coding styles:

For being able to compile simutrans with MSVC v6.00, some additional rules
are necessary: (these are more suggestions, since it does not compile with VC6.0)

1.
Change the following construct from:

	class myclass {
	    ...
    	    static const int MY_CONST = 77;
	    ...
	};

to:

	class myclass {
	    ...
    	    enum { MY_CONST = 77 };
	    ...
	};

Reason:
	VC cannot compile the first. Both constructs archieve the same result.


2.
Do not use:

	any_type *x = new any_type[0];

Reason:
	VC code crashes when deleting a zero sized array.



4. How the UI works (prissi)
----------------------------

If you want to add a new dialoge, I strongly recommend to derive it from the
gui_frame class. Then add components out of the gui/components folder. You
will find almost all components there you could need. Scroll bars are best
used as scroll panes: the containing component will be clipped and can be
drawn as normal.

After initializing a component you have to add it to your dialog using
add_komponente(). Failing to do so will just not show it. Certain active
things like buttons and many more can give a feedback. Use action_listener
for them, you do not need to handle events for them yourself. Comboboxes
are an exception, since you have to close them, when you get a mouse click
event outside of them.

If you use only components from gui/components, you just have to init your
dialog and you are done, you do not need to define drawing or action
routines. It can be as easy as that.


Written by prissi
Initial version: June 2006
