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[Merge] lp:~widelands-dev/widelands/bug-1395278-tribes-a-p into lp:widelands

 

GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1395278-tribes-a-p into lp:widelands.

Commit message:
Fixed member variable names in src/logic/map_objects/tribes from battle - partially_finished_building.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1395278 in widelands: "Consolidate naming of member variables"
  https://bugs.launchpad.net/widelands/+bug/1395278

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1395278-tribes-a-p/+merge/285395

Fixed member variable names in src/logic/map_objects/tribes from battle - partially_finished_building.
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1395278-tribes-a-p into lp:widelands.
=== modified file 'src/ai/defaultai.cc'
--- src/ai/defaultai.cc	2016-02-03 10:01:08 +0000
+++ src/ai/defaultai.cc	2016-02-08 18:17:36 +0000
@@ -3114,7 +3114,7 @@
 
 	// Get max radius of recursive workarea
 	WorkareaInfo::size_type radius = 0;
-	const WorkareaInfo& workarea_info = site.bo->desc->m_workarea_info;
+	const WorkareaInfo& workarea_info = site.bo->desc->workarea_info_;
 	for (const std::pair<uint32_t, std::set<std::string>>& temp_info : workarea_info) {
 		if (radius < temp_info.first) {
 			radius = temp_info.first;

=== modified file 'src/graphic/animation.cc'
--- src/graphic/animation.cc	2016-01-28 05:24:34 +0000
+++ src/graphic/animation.cc	2016-02-08 18:17:36 +0000
@@ -299,12 +299,12 @@
 	 uint32_t dir5,
 	 uint32_t dir6)
 {
-	m_animations[0] = dir1;
-	m_animations[1] = dir2;
-	m_animations[2] = dir3;
-	m_animations[3] = dir4;
-	m_animations[4] = dir5;
-	m_animations[5] = dir6;
+	animations_[0] = dir1;
+	animations_[1] = dir2;
+	animations_[2] = dir3;
+	animations_[3] = dir4;
+	animations_[4] = dir5;
+	animations_[5] = dir6;
 }
 
 /*

=== modified file 'src/graphic/diranimations.h'
--- src/graphic/diranimations.h	2016-01-17 19:54:32 +0000
+++ src/graphic/diranimations.h	2016-02-08 18:17:36 +0000
@@ -33,20 +33,20 @@
 		 uint32_t dir4 = 0, uint32_t dir5 = 0, uint32_t dir6 = 0);
 
 	uint32_t get_animation(Widelands::Direction const dir) const {
-		return m_animations[dir - 1];
+		return animations_[dir - 1];
 	}
 	void set_animation(const Widelands::Direction dir, const uint32_t anim) {
-		m_animations[dir - 1] = anim;
+		animations_[dir - 1] = anim;
 	}
 
 	static DirAnimations null() {
 		return DirAnimations(0); // Since real animation IDs are positive, this is safe
 	}
 
-	operator bool() const {return m_animations[0];}
+	operator bool() const {return animations_[0];}
 
 private:
-	uint32_t m_animations[6];
+	uint32_t animations_[6];
 };
 
 #endif  // end of include guard: WL_GRAPHIC_DIRANIMATIONS_H

=== modified file 'src/logic/map_objects/tribes/battle.cc'
--- src/logic/map_objects/tribes/battle.cc	2015-11-28 22:29:26 +0000
+++ src/logic/map_objects/tribes/battle.cc	2016-02-08 18:17:36 +0000
@@ -45,22 +45,22 @@
 Battle::Battle ()
 	:
 	MapObject(&g_battle_descr),
-	m_first(nullptr),
-	m_second(nullptr),
-	m_creationtime(0),
-	m_readyflags(0),
-	m_damage(0),
-	m_first_strikes(true),
-	m_last_attack_hits(false)
+	first_(nullptr),
+	second_(nullptr),
+	creationtime_(0),
+	readyflags_(0),
+	damage_(0),
+	first_strikes_(true),
+	last_attack_hits_(false)
 {}
 
 Battle::Battle(Game & game, Soldier & First, Soldier & Second) :
 	MapObject     (&g_battle_descr),
-	m_first        (&First),
-	m_second       (&Second),
-	m_readyflags   (0),
-	m_damage       (0),
-	m_first_strikes(true)
+	first_        (&First),
+	second_       (&Second),
+	readyflags_   (0),
+	damage_       (0),
+	first_strikes_(true)
 {
 	assert(First.get_owner() != Second.get_owner());
 	{
@@ -81,30 +81,30 @@
 {
 	MapObject::init(egbase);
 
-	m_creationtime = egbase.get_gametime();
+	creationtime_ = egbase.get_gametime();
 
 	Game& game = dynamic_cast<Game&>(egbase);
 
-	if (Battle* battle = m_first ->get_battle()) {
-		battle->cancel(game, *m_first);
-	}
-	m_first->set_battle(game, this);
-	if (Battle* battle = m_second->get_battle()) {
-		battle->cancel(game, *m_second);
-	}
-	m_second->set_battle(game, this);
+	if (Battle* battle = first_ ->get_battle()) {
+		battle->cancel(game, *first_);
+	}
+	first_->set_battle(game, this);
+	if (Battle* battle = second_->get_battle()) {
+		battle->cancel(game, *second_);
+	}
+	second_->set_battle(game, this);
 }
 
 
 void Battle::cleanup (EditorGameBase & egbase)
 {
-	if (m_first) {
-		m_first ->set_battle(dynamic_cast<Game&>(egbase), nullptr);
-		m_first  = nullptr;
+	if (first_) {
+		first_ ->set_battle(dynamic_cast<Game&>(egbase), nullptr);
+		first_  = nullptr;
 	}
-	if (m_second) {
-		m_second->set_battle(dynamic_cast<Game&>(egbase), nullptr);
-		m_second = nullptr;
+	if (second_) {
+		second_->set_battle(dynamic_cast<Game&>(egbase), nullptr);
+		second_ = nullptr;
 	}
 
 	MapObject::cleanup(egbase);
@@ -116,11 +116,11 @@
  */
 void Battle::cancel(Game & game, Soldier & soldier)
 {
-	if (&soldier == m_first)  {
-		m_first = nullptr;
+	if (&soldier == first_)  {
+		first_ = nullptr;
 		soldier.set_battle(game, nullptr);
-	} else if (&soldier == m_second) {
-		m_second = nullptr;
+	} else if (&soldier == second_) {
+		second_ = nullptr;
 		soldier.set_battle(game, nullptr);
 	} else
 		return;
@@ -131,17 +131,17 @@
 
 bool Battle::locked(Game & game)
 {
-	if (!m_first || !m_second)
+	if (!first_ || !second_)
 		return false;
-	if (game.get_gametime() - m_creationtime < 1000)
+	if (game.get_gametime() - creationtime_ < 1000)
 		return true; // don't change battles around willy-nilly
-	return m_first->get_position() == m_second->get_position();
+	return first_->get_position() == second_->get_position();
 }
 
 Soldier * Battle::opponent(Soldier& soldier)
 {
-	assert(m_first == &soldier || m_second == &soldier);
-	Soldier* other_soldier = m_first == &soldier ? m_second : m_first;
+	assert(first_ == &soldier || second_ == &soldier);
+	Soldier* other_soldier = first_ == &soldier ? second_ : first_;
 	return other_soldier;
 }
 
@@ -153,35 +153,35 @@
 void Battle::get_battle_work(Game & game, Soldier & soldier)
 {
 	// Identify what soldier is calling the routine
-	uint8_t const this_soldier_is = &soldier == m_first ? 1 : 2;
+	uint8_t const this_soldier_is = &soldier == first_ ? 1 : 2;
 
-	assert(m_first->get_battle() == this || m_second->get_battle() == this);
+	assert(first_->get_battle() == this || second_->get_battle() == this);
 
 	//  Created this four 'states' of the battle:
 	// *First time entered, one enters :
-	//    oneReadyToFight, mark m_readyflags as he is ready to fight
+	//    oneReadyToFight, mark readyflags_ as he is ready to fight
 	// *Next time, the opponent enters:
-	//    bothReadyToFight, mark m_readyflags as 3 (round fighted)
+	//    bothReadyToFight, mark readyflags_ as 3 (round fighted)
 	// *Next time, the first enters again:
-	//    roundFought, reset m_readyflags
+	//    roundFought, reset readyflags_
 	// *Opponent not on field yet, so one enters :
 	//    waitingForOpponent, if others are false
 
-	bool const oneReadyToFight  = (m_readyflags == 0);
-	bool const roundFought      = (m_readyflags == 3);
-	bool const bothReadyToFight = ((this_soldier_is | m_readyflags) == 3) &&
+	bool const oneReadyToFight  = (readyflags_ == 0);
+	bool const roundFought      = (readyflags_ == 3);
+	bool const bothReadyToFight = ((this_soldier_is | readyflags_) == 3) &&
 		(!roundFought);
 	bool const waitingForOpponent = !(oneReadyToFight || roundFought || bothReadyToFight);
 	std::string what_anim;
 
 	// Apply pending damage
-	if (m_damage && oneReadyToFight) {
+	if (damage_ && oneReadyToFight) {
 		// Current attacker is last defender, so damage goes to current attacker
-		if (m_first_strikes)
-			m_first ->damage(m_damage);
+		if (first_strikes_)
+			first_ ->damage(damage_);
 		else
-			m_second->damage(m_damage);
-		m_damage = 0;
+			second_->damage(damage_);
+		damage_ = 0;
 	}
 
 	if (soldier.get_current_hitpoints() < 1) {
@@ -194,15 +194,15 @@
 		return schedule_destroy(game);
 	}
 
-	if (!m_first || !m_second)
+	if (!first_ || !second_)
 		return soldier.skip_act();
 
 	// Here is a timeout to prevent battle freezes
-	if (waitingForOpponent && (game.get_gametime() - m_creationtime) > 90 * 1000) {
+	if (waitingForOpponent && (game.get_gametime() - creationtime_) > 90 * 1000) {
 		molog("[battle] soldier %u waiting for opponent %u too long (%5d sec), cancelling battle...\n",
 			soldier.serial(),
 			opponent(soldier)->serial(),
-			(game.get_gametime() - m_creationtime) / 1000);
+			(game.get_gametime() - creationtime_) / 1000);
 		cancel(game, soldier);
 		return;
 	}
@@ -220,9 +220,9 @@
 	//
 	if (oneReadyToFight) {
 		//  My opponent is not ready to battle. Idle until he wakes me up.
-		assert(m_readyflags == 0);
-		m_readyflags = this_soldier_is;
-		assert(m_readyflags == this_soldier_is);
+		assert(readyflags_ == 0);
+		readyflags_ = this_soldier_is;
+		assert(readyflags_ == this_soldier_is);
 
 		what_anim = this_soldier_is == 1 ?
 			"evade_success_e" :
@@ -236,12 +236,12 @@
 		// Time for one of us to hurt the other. Which one is on turn is decided
 		// by calculate_round.
 		assert
-			((m_readyflags == 1 && this_soldier_is == 2) ||
-			 (m_readyflags == 2 && this_soldier_is == 1));
+			((readyflags_ == 1 && this_soldier_is == 2) ||
+			 (readyflags_ == 2 && this_soldier_is == 1));
 
 		// Both are now ready, mark flags, so our opponent can get new animation
-		m_readyflags = 3;
-		assert(m_readyflags == 3);
+		readyflags_ = 3;
+		assert(readyflags_ == 3);
 
 		// Resolve combat turn
 		calculate_round(game);
@@ -253,23 +253,23 @@
 	if (roundFought) {
 		//  Both of us were already ready. That means that we already fought and
 		//  it is time to wait until both become ready.
-		m_readyflags = 0;
+		readyflags_ = 0;
 	}
 
-	// The function calculate_round inverts value of m_first_strikes, so
-	// attacker will be the m_first when m_first_strikes = false and
-	// attacker will be m_second when m_first_strikes = true
+	// The function calculate_round inverts value of first_strikes_, so
+	// attacker will be the first_ when first_strikes_ = false and
+	// attacker will be second_ when first_strikes_ = true
 	molog
 		("[battle] (%u) vs (%u) is %d, first strikes %d, last hit %d\n",
 		 soldier.serial(),
 		 opponent(soldier)->serial(),
 		 this_soldier_is,
-		 m_first_strikes,
-		 m_last_attack_hits);
+		 first_strikes_,
+		 last_attack_hits_);
 
 	if (this_soldier_is == 1) {
-		if (m_first_strikes) {
-			if (m_last_attack_hits) {
+		if (first_strikes_) {
+			if (last_attack_hits_) {
 				what_anim = "evade_failure_e";
 			}
 			else {
@@ -277,7 +277,7 @@
 			}
 		}
 		else {
-			if (m_last_attack_hits) {
+			if (last_attack_hits_) {
 				what_anim = "attack_success_e";
 			}
 			else {
@@ -285,8 +285,8 @@
 			}
 		}
 	} else {
-		if (m_first_strikes) {
-			if (m_last_attack_hits) {
+		if (first_strikes_) {
+			if (last_attack_hits_) {
 				what_anim = "attack_success_w";
 			}
 			else {
@@ -294,7 +294,7 @@
 			}
 		}
 		else {
-			if (m_last_attack_hits) {
+			if (last_attack_hits_) {
 				what_anim = "evade_failure_w";
 			}
 			else {
@@ -312,25 +312,25 @@
 
 void Battle::calculate_round(Game & game)
 {
-	assert(!m_damage);
+	assert(!damage_);
 
 	Soldier * attacker;
 	Soldier * defender;
 
-	if (m_first_strikes) {
-		attacker = m_first;
-		defender = m_second;
+	if (first_strikes_) {
+		attacker = first_;
+		defender = second_;
 	} else {
-		attacker = m_second;
-		defender = m_first;
+		attacker = second_;
+		defender = first_;
 	}
 
-	m_first_strikes = !m_first_strikes;
+	first_strikes_ = !first_strikes_;
 
 	uint32_t const hit = game.logic_rand() % 100;
 	if (hit > defender->get_evade()) {
 		// Attacker hits!
-		m_last_attack_hits = true;
+		last_attack_hits_ = true;
 
 		assert(attacker->get_min_attack() <= attacker->get_max_attack());
 		uint32_t const attack =
@@ -338,11 +338,11 @@
 			(game.logic_rand()
 			 %
 			 (1 + attacker->get_max_attack() - attacker->get_min_attack()));
-		m_damage = attack - (attack * defender->get_defense()) / 100;
+		damage_ = attack - (attack * defender->get_defense()) / 100;
 	}
 	else {
 		// Defender evaded
-		m_last_attack_hits = false;
+		last_attack_hits_ = false;
 	}
 }
 
@@ -363,12 +363,12 @@
 
 	Battle & battle = get<Battle>();
 
-	battle.m_creationtime  = fr.signed_32();
-	battle.m_readyflags    = fr.unsigned_8();
-	battle.m_first_strikes = fr.unsigned_8();
-	battle.m_damage     = fr.unsigned_32();
-	m_first                = fr.unsigned_32();
-	m_second               = fr.unsigned_32();
+	battle.creationtime_  = fr.signed_32();
+	battle.readyflags_    = fr.unsigned_8();
+	battle.first_strikes_ = fr.unsigned_8();
+	battle.damage_     = fr.unsigned_32();
+	first_                = fr.unsigned_32();
+	second_               = fr.unsigned_32();
 }
 
 void Battle::Loader::load_pointers()
@@ -376,17 +376,17 @@
 	Battle & battle = get<Battle>();
 	try {
 		MapObject::Loader::load_pointers();
-		if (m_first)
+		if (first_)
 			try {
-				battle.m_first = &mol().get<Soldier>(m_first);
+				battle.first_ = &mol().get<Soldier>(first_);
 			} catch (const WException & e) {
-				throw wexception("soldier 1 (%u): %s", m_first, e.what());
+				throw wexception("soldier 1 (%u): %s", first_, e.what());
 			}
-		if (m_second)
+		if (second_)
 			try {
-				battle.m_second = &mol().get<Soldier>(m_second);
+				battle.second_ = &mol().get<Soldier>(second_);
 			} catch (const WException & e) {
-				throw wexception("soldier 2 (%u): %s", m_second, e.what());
+				throw wexception("soldier 2 (%u): %s", second_, e.what());
 			}
 	} catch (const WException & e) {
 		throw wexception("battle: %s", e.what());
@@ -401,14 +401,14 @@
 
 	MapObject::save(egbase, mos, fw);
 
-	fw.signed_32(m_creationtime);
-	fw.unsigned_8(m_readyflags);
-	fw.unsigned_8(m_first_strikes);
-	fw.unsigned_32(m_damage);
+	fw.signed_32(creationtime_);
+	fw.unsigned_8(readyflags_);
+	fw.unsigned_8(first_strikes_);
+	fw.unsigned_32(damage_);
 
 	// And now, the serials of the soldiers !
-	fw.unsigned_32(m_first  ? mos.get_object_file_index(*m_first)  : 0);
-	fw.unsigned_32(m_second ? mos.get_object_file_index(*m_second) : 0);
+	fw.unsigned_32(first_  ? mos.get_object_file_index(*first_)  : 0);
+	fw.unsigned_32(second_ ? mos.get_object_file_index(*second_) : 0);
 }
 
 

=== modified file 'src/logic/map_objects/tribes/battle.h'
--- src/logic/map_objects/tribes/battle.h	2015-11-29 09:43:15 +0000
+++ src/logic/map_objects/tribes/battle.h	2016-02-08 18:17:36 +0000
@@ -66,8 +66,8 @@
 	bool locked(Game &);
 
 	// The two soldiers involved in this fight.
-	Soldier * first() {return m_first;}
-	Soldier * second() {return m_second;}
+	Soldier * first() {return first_;}
+	Soldier * second() {return second_;}
 
 	// Returns the other soldier involved in this battle. CHECKs that the given
 	// soldier is participating in this battle. Can return nullptr, but I have
@@ -83,41 +83,41 @@
 		virtual void load(FileRead &);
 		void load_pointers() override;
 
-		Serial m_first;
-		Serial m_second;
+		Serial first_;
+		Serial second_;
 	};
 
 	void calculate_round(Game &);
 
-	Soldier * m_first;
-	Soldier * m_second;
+	Soldier * first_;
+	Soldier * second_;
 
 	/**
 	 * Gametime when the battle was created.
 	 */
-	int32_t m_creationtime;
+	int32_t creationtime_;
 
 	/**
 	 * 1 if only the first soldier is ready, 2 if only the second soldier
 	 * is ready, 3 if both are ready.
 	 */
-	uint8_t m_readyflags;
+	uint8_t readyflags_;
 
 	/**
 	 * Damage pending to apply. Damage is applied at end of round so animations
 	 * can show current action.
 	 */
-	uint32_t m_damage;
+	uint32_t damage_;
 
 	/**
 	 * \c true if the first soldier is the next to strike.
 	 */
-	bool m_first_strikes;
+	bool first_strikes_;
 
 	/**
 	 * \c true if the last turn attacker damaged his opponent
 	 */
-	bool m_last_attack_hits;
+	bool last_attack_hits_;
 };
 
 }

=== modified file 'src/logic/map_objects/tribes/building.cc'
--- src/logic/map_objects/tribes/building.cc	2016-02-07 09:30:20 +0000
+++ src/logic/map_objects/tribes/building.cc	2016-02-08 18:17:36 +0000
@@ -60,15 +60,15 @@
 	:
 	MapObjectDescr(_type, table.get_string("name"), init_descname, table),
 	egbase_         (egbase),
-	m_buildable     (false),
-	m_size          (BaseImmovable::SMALL),
-	m_mine          (false),
-	m_port          (false),
-	m_enhancement   (INVALID_INDEX),
-	m_enhanced_from (INVALID_INDEX),
-	m_enhanced_building(false),
-	m_hints         (table.get_table("aihints")),
-	m_vision_range  (0)
+	buildable_     (false),
+	size_          (BaseImmovable::SMALL),
+	mine_          (false),
+	port_          (false),
+	enhancement_   (INVALID_INDEX),
+	enhanced_from_ (INVALID_INDEX),
+	enhanced_building_(false),
+	hints_         (table.get_table("aihints")),
+	vision_range_  (0)
 {
 	if (!is_animation_known("idle")) {
 		throw GameDataError("Building %s has no idle animation", table.get_string("name").c_str());
@@ -84,17 +84,17 @@
 		try {
 			const std::string size = table.get_string("size");
 			if (boost::iequals(size, "small")) {
-				m_size = BaseImmovable::SMALL;
+				size_ = BaseImmovable::SMALL;
 			} else if (boost::iequals(size, "medium")) {
-				m_size = BaseImmovable::MEDIUM;
+				size_ = BaseImmovable::MEDIUM;
 			} else if (boost::iequals(size, "big")) {
-				m_size = BaseImmovable::BIG;
+				size_ = BaseImmovable::BIG;
 			} else if (boost::iequals(size, "mine")) {
-				m_size = BaseImmovable::SMALL;
-				m_mine = true;
+				size_ = BaseImmovable::SMALL;
+				mine_ = true;
 			} else if (boost::iequals(size, "port")) {
-				m_size = BaseImmovable::BIG;
-				m_port = true;
+				size_ = BaseImmovable::BIG;
+				port_ = true;
 			} else {
 				throw GameDataError
 					("expected %s but found \"%s\"",
@@ -106,7 +106,7 @@
 	}
 
 	// Parse build options
-	m_destructible = table.has_key("destructible") ? table.get_bool("destructible") : true;
+	destructible_ = table.has_key("destructible") ? table.get_bool("destructible") : true;
 
 	if (table.has_key("enhancement")) {
 		const std::string enh = table.get_string("enhancement");
@@ -116,14 +116,14 @@
 		}
 		DescriptionIndex const en_i = egbase_.tribes().building_index(enh);
 		if (egbase_.tribes().building_exists(en_i)) {
-			m_enhancement = en_i;
+			enhancement_ = en_i;
 
 			//  Merge the enhancements workarea info into this building's
 			//  workarea info.
 			const BuildingDescr * tmp_enhancement = egbase_.tribes().get_building_descr(en_i);
-			for (std::pair<uint32_t, std::set<std::string>> area : tmp_enhancement->m_workarea_info)
+			for (std::pair<uint32_t, std::set<std::string>> area : tmp_enhancement->workarea_info_)
 			{
-				std::set<std::string> & strs = m_workarea_info[area.first];
+				std::set<std::string> & strs = workarea_info_[area.first];
 				for (std::string str : area.second)
 					strs.insert(str);
 			}
@@ -135,10 +135,10 @@
 	}
 
 	if (table.has_key("buildcost")) {
-		m_buildable = true;
+		buildable_ = true;
 		try {
-			m_buildcost = Buildcost(table.get_table("buildcost"), egbase_.tribes());
-			m_return_dismantle = Buildcost(table.get_table("return_on_dismantle"), egbase_.tribes());
+			buildcost_ = Buildcost(table.get_table("buildcost"), egbase_.tribes());
+			return_dismantle_ = Buildcost(table.get_table("return_on_dismantle"), egbase_.tribes());
 		} catch (const WException & e) {
 			throw wexception
 					("A buildable building must define \"buildcost\" and \"return_on_dismantle\": %s",
@@ -146,10 +146,10 @@
 		}
 	}
 	if (table.has_key("enhancement_cost")) {
-		m_enhanced_building = true;
+		enhanced_building_ = true;
 		try {
-			m_enhance_cost = Buildcost(table.get_table("enhancement_cost"), egbase_.tribes());
-			m_return_enhanced = Buildcost(table.get_table("return_on_dismantle_on_enhanced"), egbase_.tribes());
+			enhance_cost_ = Buildcost(table.get_table("enhancement_cost"), egbase_.tribes());
+			return_enhanced_ = Buildcost(table.get_table("return_on_dismantle_on_enhanced"), egbase_.tribes());
 		} catch (const WException & e) {
 			throw wexception
 					("An enhanced building must define \"enhancement_cost\""
@@ -159,10 +159,10 @@
 
 	helptext_script_ = table.get_string("helptext_script");
 
-	m_needs_seafaring = table.has_key("needs_seafaring") ? table.get_bool("needs_seafaring") : false;
+	needs_seafaring_ = table.has_key("needs_seafaring") ? table.get_bool("needs_seafaring") : false;
 
 	if (table.has_key("vision_range")) {
-		m_vision_range = table.get_int("vision_range");
+		vision_range_ = table.get_int("vision_range");
 	}
 }
 
@@ -177,10 +177,10 @@
 	const
 {
 	Building & b = construct ? create_constructionsite() : create_object();
-	b.m_position = pos;
+	b.position_ = pos;
 	b.set_owner(&owner);
 	for (DescriptionIndex idx : former_buildings) {
-		b.m_old_buildings.push_back(idx);
+		b.old_buildings_.push_back(idx);
 	}
 	if (loading) {
 		b.Building::init(egbase);
@@ -192,7 +192,7 @@
 
 
 int32_t BuildingDescr::suitability(const Map &, FCoords const fc) const {
-	return m_size <= (fc.field->nodecaps() & Widelands::BUILDCAPS_SIZEMASK);
+	return size_ <= (fc.field->nodecaps() & Widelands::BUILDCAPS_SIZEMASK);
 }
 
 /**
@@ -212,7 +212,7 @@
  */
 uint32_t BuildingDescr::vision_range() const
 {
-	return m_vision_range ? m_vision_range : get_conquers() + 4;
+	return vision_range_ ? vision_range_ : get_conquers() + 4;
 }
 
 
@@ -244,18 +244,18 @@
 
 Building::Building(const BuildingDescr & building_descr) :
 	PlayerImmovable(building_descr),
-	m_optionswindow(nullptr),
-	m_flag         (nullptr),
-	m_anim(0),
-	m_animstart(0),
-	m_leave_time(0),
-	m_defeating_player(0),
-	m_seeing(false)
+	optionswindow_(nullptr),
+	flag_         (nullptr),
+	anim_(0),
+	animstart_(0),
+	leave_time_(0),
+	defeating_player_(0),
+	seeing_(false)
 {}
 
 Building::~Building()
 {
-	if (m_optionswindow)
+	if (optionswindow_)
 		hide_options();
 }
 
@@ -294,9 +294,9 @@
 		return false;
 	};
 
-	m_leave_queue.erase(
-	   std::remove_if(m_leave_queue.begin(), m_leave_queue.end(), should_be_deleted),
-	   m_leave_queue.end());
+	leave_queue_.erase(
+	   std::remove_if(leave_queue_.begin(), leave_queue_.end(), should_be_deleted),
+	   leave_queue_.end());
 }
 
 int32_t Building::get_size() const {return descr().get_size();}
@@ -305,7 +305,7 @@
 
 Flag & Building::base_flag()
 {
-	return *m_flag;
+	return *flag_;
 }
 
 
@@ -331,8 +331,8 @@
 
 void Building::start_animation(EditorGameBase & egbase, uint32_t const anim)
 {
-	m_anim = anim;
-	m_animstart = egbase.get_gametime();
+	anim_ = anim;
+	animstart_ = egbase.get_gametime();
 }
 
 /*
@@ -349,29 +349,29 @@
 	Map & map = egbase.map();
 	Coords neighb;
 
-	set_position(egbase, m_position);
+	set_position(egbase, position_);
 
 	if (get_size() == BIG) {
-		map.get_ln(m_position, &neighb);
-		set_position(egbase, neighb);
-
-		map.get_tln(m_position, &neighb);
-		set_position(egbase, neighb);
-
-		map.get_trn(m_position, &neighb);
+		map.get_ln(position_, &neighb);
+		set_position(egbase, neighb);
+
+		map.get_tln(position_, &neighb);
+		set_position(egbase, neighb);
+
+		map.get_trn(position_, &neighb);
 		set_position(egbase, neighb);
 	}
 
 	// Make sure the flag is there
 
 
-	map.get_brn(m_position, &neighb);
+	map.get_brn(position_, &neighb);
 	{
 		Flag * flag = dynamic_cast<Flag *>(map.get_immovable(neighb));
 		if (!flag)
 			flag =
 				new Flag (egbase, owner(), neighb);
-		m_flag = flag;
+		flag_ = flag;
 		flag->attach_building(egbase, *this);
 	}
 
@@ -381,14 +381,14 @@
 	else
 		start_animation(egbase, descr().get_animation("idle"));
 
-	m_leave_time = egbase.get_gametime();
+	leave_time_ = egbase.get_gametime();
 }
 
 
 void Building::cleanup(EditorGameBase & egbase)
 {
-	if (m_defeating_player) {
-		Player & defeating_player = egbase.player(m_defeating_player);
+	if (defeating_player_) {
+		Player & defeating_player = egbase.player(defeating_player_);
 		if (descr().get_conquers()) {
 			owner()         .count_msite_lost        ();
 			defeating_player.count_msite_defeated    ();
@@ -399,22 +399,22 @@
 	}
 
 	// Remove from flag
-	m_flag->detach_building(egbase);
+	flag_->detach_building(egbase);
 
 	// Unset the building
-	unset_position(egbase, m_position);
+	unset_position(egbase, position_);
 
 	if (get_size() == BIG) {
 		Map & map = egbase.map();
 		Coords neighb;
 
-		map.get_ln(m_position, &neighb);
-		unset_position(egbase, neighb);
-
-		map.get_tln(m_position, &neighb);
-		unset_position(egbase, neighb);
-
-		map.get_trn(m_position, &neighb);
+		map.get_ln(position_, &neighb);
+		unset_position(egbase, neighb);
+
+		map.get_tln(position_, &neighb);
+		unset_position(egbase, neighb);
+
+		map.get_trn(position_, &neighb);
 		unset_position(egbase, neighb);
 	}
 
@@ -447,18 +447,18 @@
 {
 	PositionList rv;
 
-	rv.push_back(m_position);
+	rv.push_back(position_);
 	if (get_size() == BIG) {
 		Map & map = egbase.map();
 		Coords neighb;
 
-		map.get_ln(m_position, &neighb);
-		rv.push_back(neighb);
-
-		map.get_tln(m_position, &neighb);
-		rv.push_back(neighb);
-
-		map.get_trn(m_position, &neighb);
+		map.get_ln(position_, &neighb);
+		rv.push_back(neighb);
+
+		map.get_tln(position_, &neighb);
+		rv.push_back(neighb);
+
+		map.get_trn(position_, &neighb);
 		rv.push_back(neighb);
 	}
 	return rv;
@@ -474,7 +474,7 @@
 void Building::destroy(EditorGameBase & egbase)
 {
 	const bool fire           = burn_on_destroy();
-	const Coords pos          = m_position;
+	const Coords pos          = position_;
 	PlayerImmovable::destroy(egbase);
 	// We are deleted. Only use stack variables beyond this point
 	if (fire)
@@ -541,24 +541,24 @@
  */
 bool Building::leave_check_and_wait(Game & game, Worker & w)
 {
-	if (&w == m_leave_allow.get(game)) {
-		m_leave_allow = nullptr;
+	if (&w == leave_allow_.get(game)) {
+		leave_allow_ = nullptr;
 		return true;
 	}
 
 	// Check time and queue
 	uint32_t const time = game.get_gametime();
 
-	if (m_leave_queue.empty()) {
-		if (m_leave_time <= time) {
-			m_leave_time = time + BUILDING_LEAVE_INTERVAL;
+	if (leave_queue_.empty()) {
+		if (leave_time_ <= time) {
+			leave_time_ = time + BUILDING_LEAVE_INTERVAL;
 			return true;
 		}
 
-		schedule_act(game, m_leave_time - time);
+		schedule_act(game, leave_time_ - time);
 	}
 
-	m_leave_queue.push_back(&w);
+	leave_queue_.push_back(&w);
 	return false;
 }
 
@@ -574,10 +574,10 @@
 void Building::leave_skip(Game &, Worker & w)
 {
 	LeaveQueue::iterator const it =
-		std::find(m_leave_queue.begin(), m_leave_queue.end(), &w);
+		std::find(leave_queue_.begin(), leave_queue_.end(), &w);
 
-	if (it != m_leave_queue.end())
-		m_leave_queue.erase(it);
+	if (it != leave_queue_.end())
+		leave_queue_.erase(it);
 }
 
 
@@ -590,31 +590,31 @@
 {
 	uint32_t const time = game.get_gametime();
 
-	if (m_leave_time <= time) {
+	if (leave_time_ <= time) {
 		bool wakeup = false;
 
 		// Wake up one worker
-		while (!m_leave_queue.empty()) {
-			upcast(Worker, worker, m_leave_queue[0].get(game));
+		while (!leave_queue_.empty()) {
+			upcast(Worker, worker, leave_queue_[0].get(game));
 
-			m_leave_queue.erase(m_leave_queue.begin());
+			leave_queue_.erase(leave_queue_.begin());
 
 			if (worker) {
-				m_leave_allow = worker;
+				leave_allow_ = worker;
 
 				if (worker->wakeup_leave_building(game, *this)) {
-					m_leave_time = time + BUILDING_LEAVE_INTERVAL;
+					leave_time_ = time + BUILDING_LEAVE_INTERVAL;
 					wakeup = true;
 					break;
 				}
 			}
 		}
 
-		if (!m_leave_queue.empty())
-			schedule_act(game, m_leave_time - time);
+		if (!leave_queue_.empty())
+			schedule_act(game, leave_time_ - time);
 
 		if (!wakeup)
-			m_leave_time = time; // make sure leave_time doesn't get too far behind
+			leave_time_ = time; // make sure leave_time doesn't get too far behind
 	}
 
 	PlayerImmovable::act(game, data);
@@ -647,9 +647,9 @@
 void Building::draw
 	(const EditorGameBase& game, RenderTarget& dst, const FCoords& coords, const Point& pos)
 {
-	if (coords == m_position) { // draw big buildings only once
+	if (coords == position_) { // draw big buildings only once
 		dst.blit_animation(
-		   pos, m_anim, game.get_gametime() - m_animstart, get_owner()->get_playercolor());
+		   pos, anim_, game.get_gametime() - animstart_, get_owner()->get_playercolor());
 
 		//  door animation?
 
@@ -699,8 +699,8 @@
 		// if priority is defined for specific ware,
 		// combine base priority and ware priority
 		std::map<DescriptionIndex, int32_t>::const_iterator it =
-			m_ware_priorities.find(ware_index);
-		if (it != m_ware_priorities.end())
+			ware_priorities_.find(ware_index);
+		if (it != ware_priorities_.end())
 			priority = adjust
 				? (priority * it->second / DEFAULT_PRIORITY)
 				: it->second;
@@ -716,11 +716,11 @@
 void Building::collect_priorities
 	(std::map<int32_t, std::map<DescriptionIndex, int32_t> > & p) const
 {
-	if (m_ware_priorities.empty())
+	if (ware_priorities_.empty())
 		return;
 	std::map<DescriptionIndex, int32_t> & ware_priorities = p[wwWARE];
 	std::map<DescriptionIndex, int32_t>::const_iterator it;
-	for (it = m_ware_priorities.begin(); it != m_ware_priorities.end(); ++it) {
+	for (it = ware_priorities_.begin(); it != ware_priorities_.end(); ++it) {
 		if (it->second == DEFAULT_PRIORITY)
 			continue;
 		ware_priorities[it->first] = it->second;
@@ -736,7 +736,7 @@
 	 int32_t    const new_priority)
 {
 	if (type == wwWARE) {
-		m_ware_priorities[ware_index] = new_priority;
+		ware_priorities_[ware_index] = new_priority;
 	}
 }
 
@@ -744,21 +744,21 @@
 void Building::log_general_info(const EditorGameBase & egbase) {
 	PlayerImmovable::log_general_info(egbase);
 
-	molog("m_position: (%i, %i)\n", m_position.x, m_position.y);
-	molog("m_flag: %p\n", m_flag);
+	molog("position: (%i, %i)\n", position_.x, position_.y);
+	molog("flag: %p\n", flag_);
 	molog
 		("* position: (%i, %i)\n",
-		 m_flag->get_position().x, m_flag->get_position().y);
-
-	molog("m_anim: %s\n", descr().get_animation_name(m_anim).c_str());
-	molog("m_animstart: %i\n", m_animstart);
-
-	molog("m_leave_time: %i\n", m_leave_time);
+		 flag_->get_position().x, flag_->get_position().y);
+
+	molog("anim: %s\n", descr().get_animation_name(anim_).c_str());
+	molog("animstart: %i\n", animstart_);
+
+	molog("leave_time: %i\n", leave_time_);
 
 	molog
-		("m_leave_queue.size(): %lu\n",
-		 static_cast<long unsigned int>(m_leave_queue.size()));
-	molog("m_leave_allow.get(): %p\n", m_leave_allow.get(egbase));
+		("leave_queue.size(): %lu\n",
+		 static_cast<long unsigned int>(leave_queue_.size()));
+	molog("leave_allow.get(): %p\n", leave_allow_.get(egbase));
 }
 
 
@@ -788,7 +788,7 @@
  */
 void Building::set_seeing(bool see)
 {
-	if (see == m_seeing)
+	if (see == seeing_)
 		return;
 
 	Player & player = owner();
@@ -801,7 +801,7 @@
 		player.unsee_area
 			(Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range()));
 
-	m_seeing = see;
+	seeing_ = see;
 }
 
 /**

=== modified file 'src/logic/map_objects/tribes/building.h'
--- src/logic/map_objects/tribes/building.h	2016-02-02 12:47:45 +0000
+++ src/logic/map_objects/tribes/building.h	2016-02-08 18:17:36 +0000
@@ -66,43 +66,43 @@
 					  const LuaTable& t, const EditorGameBase& egbase);
 	~BuildingDescr() override {}
 
-	bool is_buildable   () const {return m_buildable;}
-	bool is_destructible() const {return m_destructible;}
-	bool is_enhanced    () const {return m_enhanced_building;}
+	bool is_buildable   () const {return buildable_;}
+	bool is_destructible() const {return destructible_;}
+	bool is_enhanced    () const {return enhanced_building_;}
 
 	/**
 	 * The build cost for direct construction
 	 */
-	const Buildcost & buildcost() const {return m_buildcost;}
+	const Buildcost & buildcost() const {return buildcost_;}
 
 	/**
 	 * Returned wares for dismantling
 	 */
-	const Buildcost & returned_wares() const {return m_return_dismantle;}
+	const Buildcost & returned_wares() const {return return_dismantle_;}
 
 	/**
 	 * The build cost for enhancing a previous building
 	 */
-	const Buildcost & enhancement_cost() const {return m_enhance_cost;}
+	const Buildcost & enhancement_cost() const {return enhance_cost_;}
 
 	/**
 	 * The returned wares for a enhaced building
 	 */
-	const Buildcost & returned_wares_enhanced() const {return m_return_enhanced;}
+	const Buildcost & returned_wares_enhanced() const {return return_enhanced_;}
 
 	std::string helptext_script() const {return helptext_script_;}
-	int32_t get_size() const {return m_size;}
-	bool get_ismine() const {return m_mine;}
-	bool get_isport() const {return m_port;}
-	bool needs_seafaring() const {return m_needs_seafaring;}
+	int32_t get_size() const {return size_;}
+	bool get_ismine() const {return mine_;}
+	bool get_isport() const {return port_;}
+	bool needs_seafaring() const {return needs_seafaring_;}
 
 	// Returns the enhancement this building can become or
 	// INVALID_INDEX if it cannot be enhanced.
-	const DescriptionIndex & enhancement() const {return m_enhancement;}
+	const DescriptionIndex & enhancement() const {return enhancement_;}
 	// Returns the building from which this building can be enhanced or
 	// INVALID_INDEX if it cannot be built as an enhanced building.
-	const DescriptionIndex& enhanced_from() const {return m_enhanced_from;}
-	void set_enhanced_from(const DescriptionIndex& index) {m_enhanced_from = index;}
+	const DescriptionIndex& enhanced_from() const {return enhanced_from_;}
+	void set_enhanced_from(const DescriptionIndex& index) {enhanced_from_ = index;}
 
 	/// Create a building of this type in the game. Calls init, which does
 	/// different things for different types of buildings (such as conquering
@@ -123,10 +123,10 @@
 	virtual uint32_t get_conquers() const;
 	virtual uint32_t vision_range() const;
 
-	WorkareaInfo m_workarea_info;
+	WorkareaInfo workarea_info_;
 
 	virtual int32_t suitability(const Map &, FCoords) const;
-	const BuildingHints & hints() const {return m_hints;}
+	const BuildingHints & hints() const {return hints_;}
 
 protected:
 	virtual Building & create_object() const = 0;
@@ -134,24 +134,24 @@
 
 private:
 	const EditorGameBase& egbase_;
-	bool          m_buildable;       // the player can build this himself
-	bool          m_destructible;    // the player can destruct this himself
-	Buildcost     m_buildcost;
-	Buildcost     m_return_dismantle; // Returned wares on dismantle
-	Buildcost     m_enhance_cost;     // cost for enhancing
-	Buildcost     m_return_enhanced;   // Returned ware for dismantling an enhanced building
+	bool          buildable_;       // the player can build this himself
+	bool          destructible_;    // the player can destruct this himself
+	Buildcost     buildcost_;
+	Buildcost     return_dismantle_; // Returned wares on dismantle
+	Buildcost     enhance_cost_;     // cost for enhancing
+	Buildcost     return_enhanced_;   // Returned ware for dismantling an enhanced building
 	std::string   helptext_script_;   // The path and filename to the building's helptext script
-	int32_t       m_size;            // size of the building
-	bool          m_mine;
-	bool          m_port;
-	bool          m_needs_seafaring; // This building should only be built on seafaring maps.
-	DescriptionIndex  m_enhancement;
-	DescriptionIndex  m_enhanced_from; // The building this building was enhanced from, or INVALID_INDEX
-	bool          m_enhanced_building; // if it is one, it is bulldozable
-	BuildingHints m_hints;             // hints (knowledge) for computer players
+	int32_t       size_;            // size of the building
+	bool          mine_;
+	bool          port_;
+	bool          needs_seafaring_; // This building should only be built on seafaring maps.
+	DescriptionIndex  enhancement_;
+	DescriptionIndex  enhanced_from_; // The building this building was enhanced from, or INVALID_INDEX
+	bool          enhanced_building_; // if it is one, it is bulldozable
+	BuildingHints hints_;             // hints (knowledge) for computer players
 
 	// for migration, 0 is the default, meaning get_conquers() + 4
-	uint32_t m_vision_range;
+	uint32_t vision_range_;
 	DISALLOW_COPY_AND_ASSIGN(BuildingDescr);
 };
 
@@ -190,7 +190,7 @@
 	Flag & base_flag() override;
 	virtual uint32_t get_playercaps() const;
 
-	virtual Coords get_position() const {return m_position;}
+	virtual Coords get_position() const {return position_;}
 	PositionList get_positions (const EditorGameBase &) const override;
 
 	std::string info_string(const InfoStringFormat& format);
@@ -198,8 +198,8 @@
 	// Return the overlay string that is displayed on the map view when enabled
 	// by the player.
 	const std::string& update_and_get_statistics_string() {
-		update_statistics_string(&m_statistics_string);
-		return m_statistics_string;
+		update_statistics_string(&statistics_string_);
+		return statistics_string_;
 	}
 
 	/// \returns the queue for a ware type or \throws WException.
@@ -238,7 +238,7 @@
 	 * be the one being dismantled.
 	 */
 	const FormerBuildings get_former_buildings() {
-		return m_old_buildings;
+		return old_buildings_;
 	}
 
 	void log_general_info(const EditorGameBase &) override;
@@ -249,7 +249,7 @@
 
 	///  Stores the PlayerNumber of the player who has defeated this building.
 	void set_defeating_player(PlayerNumber const player_number) {
-		m_defeating_player = player_number;
+		defeating_player_ = player_number;
 	}
 
 	void    add_worker(Worker &) override;
@@ -287,35 +287,35 @@
 
 	void set_seeing(bool see);
 
-	UI::Window * m_optionswindow;
-	Coords       m_position;
-	Flag       * m_flag;
+	UI::Window * optionswindow_;
+	Coords       position_;
+	Flag       * flag_;
 
-	uint32_t m_anim;
-	int32_t  m_animstart;
+	uint32_t anim_;
+	int32_t  animstart_;
 
 	using LeaveQueue = std::vector<OPtr<Worker>>;
-	LeaveQueue m_leave_queue; //  FIFO queue of workers leaving the building
-	uint32_t    m_leave_time;  //  when to wake the next one from leave queue
-	ObjectPointer  m_leave_allow; //  worker that is allowed to leave now
+	LeaveQueue leave_queue_; //  FIFO queue of workers leaving the building
+	uint32_t    leave_time_;  //  when to wake the next one from leave queue
+	ObjectPointer  leave_allow_; //  worker that is allowed to leave now
 
 	//  The player who has defeated this building.
-	PlayerNumber           m_defeating_player;
+	PlayerNumber           defeating_player_;
 
-	int32_t m_priority; // base priority
-	std::map<DescriptionIndex, int32_t> m_ware_priorities;
+	int32_t priority_; // base priority
+	std::map<DescriptionIndex, int32_t> ware_priorities_;
 
 	/// Whether we see our vision_range area based on workers in the building
-	bool m_seeing;
+	bool seeing_;
 
 	// Signals connected for the option window
 	std::vector<boost::signals2::connection> options_window_connections;
 
 	// The former buildings names, with the current one in last position.
-	FormerBuildings m_old_buildings;
+	FormerBuildings old_buildings_;
 
 private:
-	std::string m_statistics_string;
+	std::string statistics_string_;
 };
 
 }

=== modified file 'src/logic/map_objects/tribes/carrier.cc'
--- src/logic/map_objects/tribes/carrier.cc	2015-11-28 22:29:26 +0000
+++ src/logic/map_objects/tribes/carrier.cc	2016-02-08 18:17:36 +0000
@@ -53,7 +53,7 @@
 
 	top_state().ivar1 = 0;
 
-	m_promised_pickup_to = NOONE;
+	promised_pickup_to_ = NOONE;
 }
 
 
@@ -85,13 +85,13 @@
 	}
 
 	// Check for pending wares
-	if (m_promised_pickup_to == NOONE)
+	if (promised_pickup_to_ == NOONE)
 		find_pending_ware(game);
 
-	if (m_promised_pickup_to != NOONE) {
+	if (promised_pickup_to_ != NOONE) {
 		if (state.ivar1) {
 			state.ivar1 = 0;
-			return start_task_transport(game, m_promised_pickup_to);
+			return start_task_transport(game, promised_pickup_to_);
 		} else {
 			// Short delay before we move to pick up
 			state.ivar1 = 1;
@@ -126,10 +126,10 @@
  */
 void Carrier::road_pop(Game & game, State & /* state */)
 {
-	if (m_promised_pickup_to != NOONE && get_location(game)) {
+	if (promised_pickup_to_ != NOONE && get_location(game)) {
 		Road & road      = dynamic_cast<Road&>(*get_location(game));
-		Flag & flag      = road.get_flag(static_cast<Road::FlagId>(m_promised_pickup_to));
-		Flag & otherflag = road.get_flag(static_cast<Road::FlagId>(m_promised_pickup_to ^ 1));
+		Flag & flag      = road.get_flag(static_cast<Road::FlagId>(promised_pickup_to_));
+		Flag & otherflag = road.get_flag(static_cast<Road::FlagId>(promised_pickup_to_ ^ 1));
 
 		flag.cancel_pickup(game, otherflag);
 	}
@@ -274,7 +274,7 @@
 	int32_t const ivar1 = state.ivar1;
 	if (!start_task_walktoflag(game, ivar1)) {
 
-		m_promised_pickup_to = NOONE;
+		promised_pickup_to_ = NOONE;
 
 		Road & road      = dynamic_cast<Road&>(*get_location(game));
 		Flag & flag      = road.get_flag(static_cast<Road::FlagId>(ivar1));
@@ -307,7 +307,7 @@
 	Road & road = dynamic_cast<Road&>(*get_location(game));
 	Flag & flag = road.get_flag(static_cast<Road::FlagId>(state.ivar1 ^ 1));
 
-	if (m_promised_pickup_to == (state.ivar1 ^ 1)) {
+	if (promised_pickup_to_ == (state.ivar1 ^ 1)) {
 		// If there's an ware we acked, we can drop ours even if the flag is
 		// flooded
 		other =
@@ -319,13 +319,13 @@
 				("[Carrier]: strange: acked ware from busy flag no longer "
 				 "present.\n");
 
-			m_promised_pickup_to = NOONE;
+			promised_pickup_to_ = NOONE;
 			set_animation(game, descr().get_animation("idle"));
 			return schedule_act(game, 20);
 		}
 
-		state.ivar1 = m_promised_pickup_to;
-		m_promised_pickup_to = NOONE;
+		state.ivar1 = promised_pickup_to_;
+		promised_pickup_to_ = NOONE;
 	}
 
 	// Drop our ware
@@ -382,7 +382,7 @@
 	Flag & otherflag = road.get_flag(static_cast<Road::FlagId>(state.ivar1));
 
 
-	if (m_promised_pickup_to == (state.ivar1 ^ 1)) {
+	if (promised_pickup_to_ == (state.ivar1 ^ 1)) {
 		// All is well, we already acked an ware that we can pick up
 		// from this flag
 		return false;
@@ -392,7 +392,7 @@
 				("MO(%u): transport: overload exchange: flag %u is fucked up",
 				 serial(), flag.serial());
 
-		m_promised_pickup_to = state.ivar1 ^ 1;
+		promised_pickup_to_ = state.ivar1 ^ 1;
 		return false;
 	} else if (!start_task_walktoflag(game, state.ivar1 ^ 1, true))
 		start_task_waitforcapacity(game, flag); //  wait one node away
@@ -411,7 +411,7 @@
 	State & state = top_state();
 
 	// Check if we've already acked something
-	if (m_promised_pickup_to != NOONE)
+	if (promised_pickup_to_ != NOONE)
 		return false;
 
 	// If we are currently in a transport.
@@ -438,7 +438,7 @@
 			return false;
 
 	// Ack it if we haven't
-	m_promised_pickup_to = flag;
+	promised_pickup_to_ = flag;
 
 	if      (state.task == &taskRoad)
 		send_signal(game, "ware");
@@ -450,7 +450,7 @@
 
 
 /**
- * Find a pending ware on one of the road's flags, ack it and set m_promised_pickup_to
+ * Find a pending ware on one of the road's flags, ack it and set promised_pickup_to_
  * accordingly.
  */
 void Carrier::find_pending_ware(Game & game)
@@ -458,7 +458,7 @@
 	Road & road = dynamic_cast<Road&>(*get_location(game));
 	uint32_t havewarebits = 0;
 
-	assert(m_promised_pickup_to == NOONE);
+	assert(promised_pickup_to_ == NOONE);
 
 	if (road.get_flag(Road::FlagStart).has_pending_ware
 			(game, road.get_flag(Road::FlagEnd))) {
@@ -477,7 +477,7 @@
 
 	// Ack our decision
 	if (havewarebits == 1) {
-		m_promised_pickup_to = START_FLAG;
+		promised_pickup_to_ = START_FLAG;
 		if
 			(!
 			 road.get_flag(Road::FlagStart).ack_pickup
@@ -486,7 +486,7 @@
 				("Carrier::find_pending_ware: start flag is messed up");
 
 	} else if (havewarebits == 2) {
-		m_promised_pickup_to = END_FLAG;
+		promised_pickup_to_ = END_FLAG;
 		if
 			(!
 			 road.get_flag(Road::FlagEnd).ack_pickup
@@ -575,7 +575,7 @@
 
 	Worker::log_general_info(egbase);
 
-	molog("m_promised_pickup_to = %i\n", m_promised_pickup_to);
+	molog("promised_pickup_to = %i\n", promised_pickup_to_);
 }
 
 /*
@@ -601,7 +601,7 @@
 		uint8_t packet_version = fr.unsigned_8();
 		if (packet_version == kCurrentPacketVersion) {
 			Carrier & carrier = get<Carrier>();
-			carrier.m_promised_pickup_to = fr.signed_32();
+			carrier.promised_pickup_to_ = fr.signed_32();
 		} else {
 			throw UnhandledVersionError("Carrier", packet_version, kCurrentPacketVersion);
 		}
@@ -628,7 +628,7 @@
 	Worker::do_save(egbase, mos, fw);
 
 	fw.unsigned_8(kCurrentPacketVersion);
-	fw.signed_32(m_promised_pickup_to);
+	fw.signed_32(promised_pickup_to_);
 }
 
 /**

=== modified file 'src/logic/map_objects/tribes/carrier.h'
--- src/logic/map_objects/tribes/carrier.h	2016-01-31 15:31:00 +0000
+++ src/logic/map_objects/tribes/carrier.h	2016-02-08 18:17:36 +0000
@@ -48,7 +48,7 @@
 	MO_DESCR(CarrierDescr)
 
 	Carrier(const CarrierDescr & carrier_descr)
-		: Worker(carrier_descr), m_promised_pickup_to(NOONE)
+		: Worker(carrier_descr), promised_pickup_to_(NOONE)
 	{}
 	virtual ~Carrier() {}
 
@@ -86,7 +86,7 @@
 	static const int32_t NOONE = -1;
 	static const int32_t START_FLAG = 0;
 	static const int32_t END_FLAG = 1;
-	int32_t m_promised_pickup_to;
+	int32_t promised_pickup_to_;
 
 	// saving and loading
 protected:

=== modified file 'src/logic/map_objects/tribes/constructionsite.cc'
--- src/logic/map_objects/tribes/constructionsite.cc	2016-01-17 19:54:32 +0000
+++ src/logic/map_objects/tribes/constructionsite.cc	2016-02-08 18:17:36 +0000
@@ -65,8 +65,8 @@
 
 ConstructionSite::ConstructionSite(const ConstructionSiteDescr & cs_descr) :
 PartiallyFinishedBuilding (cs_descr),
-m_fetchfromflag     (0),
-m_builder_idle      (false)
+fetchfromflag_     (0),
+builder_idle_      (false)
 {}
 
 
@@ -83,14 +83,14 @@
 =======
 */
 WaresQueue & ConstructionSite::waresqueue(DescriptionIndex const wi) {
-	for (WaresQueue * ware : m_wares) {
+	for (WaresQueue * ware : wares_) {
 		if (ware->get_ware() == wi) {
 			return *ware;
 		}
 	}
 	throw wexception
 		("%s (%u) (building %s) has no WaresQueue for %u",
-		 descr().name().c_str(), serial(), m_building->name().c_str(), wi);
+		 descr().name().c_str(), serial(), building_->name().c_str(), wi);
 }
 
 
@@ -102,7 +102,7 @@
 void ConstructionSite::set_building(const BuildingDescr & building_descr) {
 	PartiallyFinishedBuilding::set_building(building_descr);
 
-	m_info.becomes = &building_descr;
+	info_.becomes = &building_descr;
 }
 
 /*
@@ -115,31 +115,31 @@
 	PartiallyFinishedBuilding::init(egbase);
 
 	const std::map<DescriptionIndex, uint8_t> * buildcost;
-	if (!m_old_buildings.empty()) {
+	if (!old_buildings_.empty()) {
 		// Enhancement
-		DescriptionIndex was_index = m_old_buildings.back();
+		DescriptionIndex was_index = old_buildings_.back();
 		const BuildingDescr* was_descr = owner().tribe().get_building_descr(was_index);
-		m_info.was = was_descr;
-		buildcost = &m_building->enhancement_cost();
+		info_.was = was_descr;
+		buildcost = &building_->enhancement_cost();
 	} else {
-		buildcost = &m_building->buildcost();
+		buildcost = &building_->buildcost();
 	}
 
 	//  TODO(unknown): figure out whether planing is necessary
 
 	//  initialize the wares queues
 	size_t const buildcost_size = buildcost->size();
-	m_wares.resize(buildcost_size);
+	wares_.resize(buildcost_size);
 	std::map<DescriptionIndex, uint8_t>::const_iterator it = buildcost->begin();
 
 	for (size_t i = 0; i < buildcost_size; ++i, ++it) {
 		WaresQueue & wq =
-			*(m_wares[i] = new WaresQueue(*this, it->first, it->second));
+			*(wares_[i] = new WaresQueue(*this, it->first, it->second));
 
 		wq.set_callback(ConstructionSite::wares_queue_callback, this);
 		wq.set_consume_interval(CONSTRUCTIONSITE_STEP_TIME);
 
-		m_work_steps += it->second;
+		work_steps_ += it->second;
 	}
 }
 
@@ -154,19 +154,19 @@
 {
 	PartiallyFinishedBuilding::cleanup(egbase);
 
-	if (m_work_steps <= m_work_completed) {
+	if (work_steps_ <= work_completed_) {
 		// Put the real building in place
-		DescriptionIndex becomes_idx = owner().tribe().building_index(m_building->name());
-		m_old_buildings.push_back(becomes_idx);
+		DescriptionIndex becomes_idx = owner().tribe().building_index(building_->name());
+		old_buildings_.push_back(becomes_idx);
 		Building & b =
-			m_building->create(egbase, owner(), m_position, false, false, m_old_buildings);
-		if (Worker * const builder = m_builder.get(egbase)) {
+			building_->create(egbase, owner(), position_, false, false, old_buildings_);
+		if (Worker * const builder = builder_.get(egbase)) {
 			builder->reset_tasks(dynamic_cast<Game&>(egbase));
 			builder->set_location(&b);
 		}
 		// Open the new building window if needed
-		if (m_optionswindow) {
-			Point window_position = m_optionswindow->get_pos();
+		if (optionswindow_) {
+			Point window_position = optionswindow_->get_pos();
 			hide_options();
 			InteractiveGameBase & igbase =
 				dynamic_cast<InteractiveGameBase&>(*egbase.get_ibase());
@@ -183,10 +183,10 @@
 */
 bool ConstructionSite::burn_on_destroy()
 {
-	if (m_work_completed >= m_work_steps)
+	if (work_completed_ >= work_steps_)
 		return false; // completed, so don't burn
 
-	return m_work_completed || !m_old_buildings.empty();
+	return work_completed_ || !old_buildings_.empty();
 }
 
 /*
@@ -196,9 +196,9 @@
 */
 bool ConstructionSite::fetch_from_flag(Game & game)
 {
-	++m_fetchfromflag;
+	++fetchfromflag_;
 
-	if (Worker * const builder = m_builder.get(game))
+	if (Worker * const builder = builder_.get(game))
 		builder->update_task_buildingwork(game);
 
 	return true;
@@ -211,7 +211,7 @@
 ===============
 */
 bool ConstructionSite::get_building_work(Game & game, Worker & worker, bool) {
-	if (&worker != m_builder.get(game)) {
+	if (&worker != builder_.get(game)) {
 		// Not our construction worker; e.g. a miner leaving a mine
 		// that is supposed to be enhanced. Make him return to a warehouse
 		worker.pop_task(game);
@@ -219,40 +219,40 @@
 		return true;
 	}
 
-	if (!m_work_steps) //  Happens for building without buildcost.
+	if (!work_steps_) //  Happens for building without buildcost.
 		schedule_destroy(game); //  Complete the building immediately.
 
 	// Check if one step has completed
-	if (m_working) {
-		if (static_cast<int32_t>(game.get_gametime() - m_work_steptime) < 0) {
+	if (working_) {
+		if (static_cast<int32_t>(game.get_gametime() - work_steptime_) < 0) {
 			worker.start_task_idle
 				(game,
 				 worker.descr().get_animation("work"),
-				 m_work_steptime - game.get_gametime());
-			m_builder_idle = false;
+				 work_steptime_ - game.get_gametime());
+			builder_idle_ = false;
 			return true;
 		} else {
 			//TODO(fweber): cause "construction sounds" to be played -
 			//perhaps dependent on kind of construction?
 
-			++m_work_completed;
-			if (m_work_completed >= m_work_steps)
+			++work_completed_;
+			if (work_completed_ >= work_steps_)
 				schedule_destroy(game);
 
-			m_working = false;
+			working_ = false;
 		}
 	}
 
 	// Fetch wares from flag
-	if (m_fetchfromflag) {
-		--m_fetchfromflag;
-		m_builder_idle = false;
+	if (fetchfromflag_) {
+		--fetchfromflag_;
+		builder_idle_ = false;
 		worker.start_task_fetchfromflag(game);
 		return true;
 	}
 
 	// Drop all the wares that are too much out to the flag.
-	for (WaresQueue * iqueue: m_wares) {
+	for (WaresQueue * iqueue: wares_) {
 		WaresQueue * queue = iqueue;
 		if (queue->get_filled() > queue->get_max_fill()) {
 			queue->set_filled(queue->get_filled() - 1);
@@ -265,10 +265,10 @@
 	}
 
 	// Check if we've got wares to consume
-	if (m_work_completed < m_work_steps)
+	if (work_completed_ < work_steps_)
 	{
-		for (uint32_t i = 0; i < m_wares.size(); ++i) {
-			WaresQueue & wq = *m_wares[i];
+		for (uint32_t i = 0; i < wares_.size(); ++i) {
+			WaresQueue & wq = *wares_[i];
 
 			if (!wq.get_filled())
 				continue;
@@ -279,19 +279,19 @@
 			//update consumption statistic
 			owner().ware_consumed(wq.get_ware(), 1);
 
-			m_working = true;
-			m_work_steptime = game.get_gametime() + CONSTRUCTIONSITE_STEP_TIME;
+			working_ = true;
+			work_steptime_ = game.get_gametime() + CONSTRUCTIONSITE_STEP_TIME;
 
 			worker.start_task_idle
 				(game, worker.descr().get_animation("work"), CONSTRUCTIONSITE_STEP_TIME);
-			m_builder_idle = false;
+			builder_idle_ = false;
 			return true;
 		}
 	}
 	// The only work we have got for you, is to run around to look cute ;)
-	if (!m_builder_idle) {
+	if (!builder_idle_) {
 		worker.set_animation(game, worker.descr().get_animation("idle"));
-		m_builder_idle = true;
+		builder_idle_ = true;
 	}
 	worker.schedule_act(game, 2000);
 	return true;
@@ -308,8 +308,8 @@
 {
 	ConstructionSite & cs = *static_cast<ConstructionSite *>(data);
 
-	if (!cs.m_working)
-		if (Worker * const builder = cs.m_builder.get(game))
+	if (!cs.working_)
+		if (Worker * const builder = cs.builder_.get(game))
 			builder->update_task_buildingwork(game);
 }
 
@@ -323,27 +323,27 @@
 	(const EditorGameBase & game, RenderTarget & dst, const FCoords& coords, const Point& pos)
 {
 	const uint32_t gametime = game.get_gametime();
-	uint32_t tanim = gametime - m_animstart;
+	uint32_t tanim = gametime - animstart_;
 
-	if (coords != m_position)
+	if (coords != position_)
 		return; // draw big buildings only once
 
 	// Draw the construction site marker
 	const RGBColor& player_color = get_owner()->get_playercolor();
-	dst.blit_animation(pos, m_anim, tanim, player_color);
+	dst.blit_animation(pos, anim_, tanim, player_color);
 
 	// Draw the partially finished building
 
 	static_assert(0 <= CONSTRUCTIONSITE_STEP_TIME, "assert(0 <= CONSTRUCTIONSITE_STEP_TIME) failed.");
-	m_info.totaltime = CONSTRUCTIONSITE_STEP_TIME * m_work_steps;
-	m_info.completedtime = CONSTRUCTIONSITE_STEP_TIME * m_work_completed;
+	info_.totaltime = CONSTRUCTIONSITE_STEP_TIME * work_steps_;
+	info_.completedtime = CONSTRUCTIONSITE_STEP_TIME * work_completed_;
 
-	if (m_working) {
+	if (working_) {
 		assert
-			(m_work_steptime
+			(work_steptime_
 			 <=
-			 m_info.completedtime + CONSTRUCTIONSITE_STEP_TIME + gametime);
-		m_info.completedtime += CONSTRUCTIONSITE_STEP_TIME + gametime - m_work_steptime;
+			 info_.completedtime + CONSTRUCTIONSITE_STEP_TIME + gametime);
+		info_.completedtime += CONSTRUCTIONSITE_STEP_TIME + gametime - work_steptime_;
 	}
 
 	uint32_t anim_idx;
@@ -359,16 +359,16 @@
 	}
 	const Animation& anim = g_gr->animations().get_animation(anim_idx);
 	const size_t nr_frames = anim.nr_frames();
-	cur_frame = m_info.totaltime ? m_info.completedtime * nr_frames / m_info.totaltime : 0;
+	cur_frame = info_.totaltime ? info_.completedtime * nr_frames / info_.totaltime : 0;
 	// Redefine tanim
 	tanim = cur_frame * FRAME_LENGTH;
 
 	const uint16_t w = anim.width();
 	const uint16_t h = anim.height();
 
-	uint32_t lines = h * m_info.completedtime * nr_frames;
-	if (m_info.totaltime)
-		lines /= m_info.totaltime;
+	uint32_t lines = h * info_.completedtime * nr_frames;
+	if (info_.totaltime)
+		lines /= info_.totaltime;
 	assert(h * cur_frame <= lines);
 	lines -= h * cur_frame; //  This won't work if pictures have various sizes.
 
@@ -376,8 +376,8 @@
 		//  draw the prev pic from top to where next image will be drawing
 		dst.blit_animation(pos, anim_idx, tanim - FRAME_LENGTH, player_color,
 		                   Rect(Point(0, 0), w, h - lines));
-	} else if (!m_old_buildings.empty()) {
-		DescriptionIndex prev_idx = m_old_buildings.back();
+	} else if (!old_buildings_.empty()) {
+		DescriptionIndex prev_idx = old_buildings_.back();
 		const BuildingDescr* prev_building = owner().tribe().get_building_descr(prev_idx);
 		//  Is the first picture but there was another building here before,
 		//  get its most fitting picture and draw it instead.

=== modified file 'src/logic/map_objects/tribes/constructionsite.h'
--- src/logic/map_objects/tribes/constructionsite.h	2016-01-31 15:31:00 +0000
+++ src/logic/map_objects/tribes/constructionsite.h	2016-02-08 18:17:36 +0000
@@ -80,12 +80,12 @@
 public:
 	ConstructionSite(const ConstructionSiteDescr & descr);
 
-	const ConstructionsiteInformation & get_info() {return m_info;}
+	const ConstructionsiteInformation & get_info() {return info_;}
 
 	WaresQueue & waresqueue(DescriptionIndex) override;
 
 	void set_building(const BuildingDescr &) override;
-	const BuildingDescr & building() const {return *m_building;}
+	const BuildingDescr & building() const {return *building_;}
 
 	void init   (EditorGameBase &) override;
 	void cleanup(EditorGameBase &) override;
@@ -107,10 +107,10 @@
 	void draw(const EditorGameBase &, RenderTarget &, const FCoords&, const Point&) override;
 
 private:
-	int32_t     m_fetchfromflag;  // # of wares to fetch from flag
+	int32_t     fetchfromflag_;  // # of wares to fetch from flag
 
-	bool        m_builder_idle;   // used to determine whether the builder is idle
-	ConstructionsiteInformation m_info; // asked for by player point of view for the gameview
+	bool        builder_idle_;   // used to determine whether the builder is idle
+	ConstructionsiteInformation info_; // asked for by player point of view for the gameview
 };
 
 }

=== modified file 'src/logic/map_objects/tribes/dismantlesite.cc'
--- src/logic/map_objects/tribes/dismantlesite.cc	2016-01-17 19:54:32 +0000
+++ src/logic/map_objects/tribes/dismantlesite.cc	2016-02-08 18:17:36 +0000
@@ -68,14 +68,14 @@
 :
 PartiallyFinishedBuilding(gdescr)
 {
-	m_position = c;
+	position_ = c;
 	set_owner(&plr);
 
 	assert(!former_buildings.empty());
 	for (DescriptionIndex former_idx : former_buildings) {
-		m_old_buildings.push_back(former_idx);
+		old_buildings_.push_back(former_idx);
 	}
-	const BuildingDescr* cur_descr = owner().tribe().get_building_descr(m_old_buildings.back());
+	const BuildingDescr* cur_descr = owner().tribe().get_building_descr(old_buildings_.back());
 	set_building(*cur_descr);
 
 	if (loading) {
@@ -109,14 +109,14 @@
 	count_returned_wares(this, wares);
 
 	std::map<DescriptionIndex, uint8_t>::const_iterator it = wares.begin();
-	m_wares.resize(wares.size());
+	wares_.resize(wares.size());
 
 	for (size_t i = 0; i < wares.size(); ++i, ++it) {
 		WaresQueue & wq =
-			*(m_wares[i] = new WaresQueue(*this, it->first, it->second));
+			*(wares_[i] = new WaresQueue(*this, it->first, it->second));
 
 		wq.set_filled(it->second);
-		m_work_steps += it->second;
+		work_steps_ += it->second;
 	}
 }
 
@@ -154,7 +154,7 @@
 */
 bool DismantleSite::burn_on_destroy()
 {
-	if (m_work_completed >= m_work_steps)
+	if (work_completed_ >= work_steps_)
 		return false; // completed, so don't burn
 
 	return true;
@@ -166,7 +166,7 @@
 ===============
 */
 bool DismantleSite::get_building_work(Game & game, Worker & worker, bool) {
-	if (&worker != m_builder.get(game)) {
+	if (&worker != builder_.get(game)) {
 		// Not our construction worker; e.g. a miner leaving a mine
 		// that is supposed to be enhanced. Make him return to a warehouse
 		worker.pop_task(game);
@@ -174,15 +174,15 @@
 		return true;
 	}
 
-	if (!m_work_steps) //  Happens for building without buildcost.
+	if (!work_steps_) //  Happens for building without buildcost.
 		schedule_destroy(game); //  Complete the building immediately.
 
 	// Check if one step has completed
-	if (static_cast<int32_t>(game.get_gametime() - m_work_steptime) >= 0 && m_working) {
-		++m_work_completed;
+	if (static_cast<int32_t>(game.get_gametime() - work_steptime_) >= 0 && working_) {
+		++work_completed_;
 
-		for (uint32_t i = 0; i < m_wares.size(); ++i) {
-			WaresQueue & wq = *m_wares[i];
+		for (uint32_t i = 0; i < wares_.size(); ++i) {
+			WaresQueue & wq = *wares_[i];
 
 			if (!wq.get_filled())
 				continue;
@@ -198,12 +198,12 @@
 			ware.init(game);
 			worker.start_task_dropoff(game, ware);
 
-			m_working = false;
+			working_ = false;
 			return true;
 		}
 	}
 
-	if (m_work_completed >= m_work_steps) {
+	if (work_completed_ >= work_steps_) {
 		schedule_destroy(game);
 
 		worker.pop_task(game);
@@ -214,12 +214,12 @@
 				 worker.descr().get_right_walk_anims(false),
 				 true);
 		worker.set_location(nullptr);
-	} else if (!m_working) {
-		m_work_steptime = game.get_gametime() + DISMANTLESITE_STEP_TIME;
+	} else if (!working_) {
+		work_steptime_ = game.get_gametime() + DISMANTLESITE_STEP_TIME;
 		worker.start_task_idle
 			(game, worker.descr().get_animation("work"), DISMANTLESITE_STEP_TIME);
 
-		m_working = true;
+		working_ = true;
 	}
 	return true;
 }
@@ -233,29 +233,29 @@
 	(const EditorGameBase& game, RenderTarget& dst, const FCoords& coords, const Point& pos)
 {
 	const uint32_t gametime = game.get_gametime();
-	uint32_t tanim = gametime - m_animstart;
+	uint32_t tanim = gametime - animstart_;
 
-	if (coords != m_position)
+	if (coords != position_)
 		return; // draw big buildings only once
 
 	const RGBColor& player_color = get_owner()->get_playercolor();
 
 	// Draw the construction site marker
-	dst.blit_animation(pos, m_anim, tanim, player_color);
+	dst.blit_animation(pos, anim_, tanim, player_color);
 
 	// Draw the partially dismantled building
 	static_assert(0 <= DISMANTLESITE_STEP_TIME, "assert(0 <= DISMANTLESITE_STEP_TIME) failed.");
-	uint32_t total_time = DISMANTLESITE_STEP_TIME * m_work_steps;
-	uint32_t completed_time = DISMANTLESITE_STEP_TIME * m_work_completed;
+	uint32_t total_time = DISMANTLESITE_STEP_TIME * work_steps_;
+	uint32_t completed_time = DISMANTLESITE_STEP_TIME * work_completed_;
 
-	if (m_working)
-		completed_time += DISMANTLESITE_STEP_TIME + gametime - m_work_steptime;
+	if (working_)
+		completed_time += DISMANTLESITE_STEP_TIME + gametime - work_steptime_;
 
 	uint32_t anim_idx;
 	try {
-		anim_idx = m_building->get_animation("unoccupied");
+		anim_idx = building_->get_animation("unoccupied");
 	} catch (MapObjectDescr::AnimationNonexistent &) {
-		anim_idx = m_building->get_animation("idle");
+		anim_idx = building_->get_animation("idle");
 	}
 	const Animation& anim = g_gr->animations().get_animation(anim_idx);
 	const uint16_t w = anim.width();

=== modified file 'src/logic/map_objects/tribes/militarysite.cc'
--- src/logic/map_objects/tribes/militarysite.cc	2016-01-31 15:31:00 +0000
+++ src/logic/map_objects/tribes/militarysite.cc	2016-02-08 18:17:36 +0000
@@ -48,26 +48,26 @@
 	:
 	BuildingDescr
 		(init_descname, MapObjectType::MILITARYSITE, table, egbase),
-	m_conquer_radius     (0),
-	m_num_soldiers       (0),
-	m_heal_per_second    (0)
+	conquer_radius_     (0),
+	num_soldiers_       (0),
+	heal_per_second_    (0)
 {
 	i18n::Textdomain td("tribes");
 
-	m_conquer_radius      = table.get_int("conquers");
-	m_num_soldiers        = table.get_int("max_soldiers");
-	m_heal_per_second     = table.get_int("heal_per_second");
+	conquer_radius_      = table.get_int("conquers");
+	num_soldiers_        = table.get_int("max_soldiers");
+	heal_per_second_     = table.get_int("heal_per_second");
 
-	if (m_conquer_radius > 0)
-		m_workarea_info[m_conquer_radius].insert(descname() + " conquer");
-	m_prefers_heroes_at_start = table.get_bool("prefer_heroes");
+	if (conquer_radius_ > 0)
+		workarea_info_[conquer_radius_].insert(descname() + " conquer");
+	prefers_heroes_at_start_ = table.get_bool("prefer_heroes");
 
 	std::unique_ptr<LuaTable> items_table = table.get_table("messages");
-	m_occupied_str = _(items_table->get_string("occupied"));
-	m_aggressor_str = _(items_table->get_string("aggressor"));
-	m_attack_str = _(items_table->get_string("attack"));
-	m_defeated_enemy_str = _(items_table->get_string("defeated_enemy"));
-	m_defeated_you_str = _(items_table->get_string("defeated_you"));
+	occupied_str_ = _(items_table->get_string("occupied"));
+	aggressor_str_ = _(items_table->get_string("aggressor"));
+	attack_str_ = _(items_table->get_string("attack"));
+	defeated_enemy_str_ = _(items_table->get_string("defeated_enemy"));
+	defeated_you_str_ = _(items_table->get_string("defeated_you"));
 }
 
 /**
@@ -90,21 +90,21 @@
 
 MilitarySite::MilitarySite(const MilitarySiteDescr & ms_descr) :
 Building(ms_descr),
-m_didconquer  (false),
-m_capacity    (ms_descr.get_max_number_of_soldiers()),
-m_nexthealtime(0),
-m_soldier_preference(ms_descr.m_prefers_heroes_at_start ? kPrefersHeroes : kPrefersRookies),
-m_soldier_upgrade_try(false),
-m_doing_upgrade_request(false)
+didconquer_  (false),
+capacity_    (ms_descr.get_max_number_of_soldiers()),
+nexthealtime_(0),
+soldier_preference_(ms_descr.prefers_heroes_at_start_ ? kPrefersHeroes : kPrefersRookies),
+soldier_upgrade_try_(false),
+doing_upgrade_request_(false)
 {
-	m_next_swap_soldiers_time = 0;
+	next_swap_soldiers_time_ = 0;
 }
 
 
 MilitarySite::~MilitarySite()
 {
-	assert(!m_normal_soldier_request);
-	assert(!m_upgrade_soldier_request);
+	assert(!normal_soldier_request_);
+	assert(!upgrade_soldier_request_);
 }
 
 
@@ -120,25 +120,25 @@
 	uint32_t stationed = stationed_soldiers().size();
 
 	if (present == stationed) {
-		if (m_capacity > stationed) {
+		if (capacity_ > stationed) {
 			/** TRANSLATORS: %1% is the number of soldiers the plural refers to */
 			/** TRANSLATORS: %2% is the maximum number of soldier slots in the building */
 			*s += (boost::format(ngettext("%1% soldier (+%2%)",
 																		  "%1% soldiers (+%2%)",
 																		  stationed))
-											% stationed % (m_capacity - stationed)).str();
+											% stationed % (capacity_ - stationed)).str();
 		} else {
 			*s += (boost::format(ngettext("%u soldier", "%u soldiers", stationed))
 											% stationed).str();
 		}
 	} else {
-		if (m_capacity > stationed) {
+		if (capacity_ > stationed) {
 			/** TRANSLATORS: %1% is the number of soldiers the plural refers to */
 			/** TRANSLATORS: %2% are currently open soldier slots in the building */
 			/** TRANSLATORS: %3% is the maximum number of soldier slots in the building */
 			*s =
 					(boost::format(ngettext("%1%(+%2%) soldier (+%3%)", "%1%(+%2%) soldiers (+%3%)", stationed))
-					 % present % (stationed - present) % (m_capacity - stationed)).str();
+					 % present % (stationed - present) % (capacity_ - stationed)).str();
 		} else {
 			/** TRANSLATORS: %1% is the number of soldiers the plural refers to */
 			/** TRANSLATORS: %2% are currently open soldier slots in the building */
@@ -166,7 +166,7 @@
 	update_soldier_request();
 
 	//  schedule the first healing
-	m_nexthealtime = egbase.get_gametime() + 1000;
+	nexthealtime_ = egbase.get_gametime() + 1000;
 	if (game)
 		schedule_act(*game, 1000);
 }
@@ -182,10 +182,10 @@
 {
 	Building::set_economy(e);
 
-	if (m_normal_soldier_request && e)
-		m_normal_soldier_request->set_economy(e);
-	if (m_upgrade_soldier_request && e)
-		m_upgrade_soldier_request->set_economy(e);
+	if (normal_soldier_request_ && e)
+		normal_soldier_request_->set_economy(e);
+	if (upgrade_soldier_request_ && e)
+		upgrade_soldier_request_->set_economy(e);
 }
 
 /**
@@ -196,25 +196,25 @@
 void MilitarySite::cleanup(EditorGameBase & egbase)
 {
 	// unconquer land
-	if (m_didconquer)
+	if (didconquer_)
 		egbase.unconquer_area
 			(PlayerArea<Area<FCoords> >
 			 	(owner().player_number(),
 			 	 Area<FCoords>
 			 	 	(egbase.map().get_fcoords(get_position()), descr().get_conquers())),
-			 m_defeating_player);
+			 defeating_player_);
 
 	Building::cleanup(egbase);
 
 	// Evict soldiers to get rid of requests
-	while (m_capacity > 0) {
+	while (capacity_ > 0) {
 		update_soldier_request();
-		--m_capacity;
+		--capacity_;
 	}
 	update_soldier_request();
 
-	m_normal_soldier_request.reset();
-	m_upgrade_soldier_request.reset();
+	normal_soldier_request_.reset();
+	upgrade_soldier_request_.reset();
 }
 
 
@@ -246,7 +246,7 @@
 		return incorporate_upgraded_soldier(egbase, s) ? 0 : -1;
 	}
 
-	if (!m_didconquer) {
+	if (!didconquer_) {
 		conquer_area(egbase);
 		// Building is now occupied - idle animation should be played
 		start_animation(egbase, descr().get_animation("idle"));
@@ -258,7 +258,7 @@
 				 descr().descname(),
 				 descr().icon_filename(),
 				 descr().descname(),
-				 descr().m_occupied_str,
+				 descr().occupied_str_,
 				 true);
 		}
 	}
@@ -285,7 +285,7 @@
 MilitarySite::find_least_suited_soldier()
 {
 	const std::vector<Soldier *> present = present_soldiers();
-	const int32_t multiplier = kPrefersHeroes == m_soldier_preference ? -1 : 1;
+	const int32_t multiplier = kPrefersHeroes == soldier_preference_ ? -1 : 1;
 	int worst_soldier_level = INT_MIN;
 	Soldier * worst_soldier = nullptr;
 	for (Soldier* sld : present) {
@@ -329,12 +329,12 @@
 		{
 			int32_t old_level = kickoutCandidate->get_level(atrTotal);
 			int32_t new_level = newguy->get_level(atrTotal);
-			if (kPrefersHeroes == m_soldier_preference && old_level >= new_level)
+			if (kPrefersHeroes == soldier_preference_ && old_level >= new_level)
 			{
 				return false;
 			}
 			else
-			if (kPrefersRookies == m_soldier_preference && old_level <= new_level)
+			if (kPrefersRookies == soldier_preference_ && old_level <= new_level)
 			{
 				return false;
 			}
@@ -361,7 +361,7 @@
 MilitarySite::incorporate_upgraded_soldier(EditorGameBase & egbase, Soldier & s)
 {
 	// Call to drop_least routine has side effects: it tries to drop a soldier. Order is important!
-	if (stationed_soldiers().size() < m_capacity || drop_least_suited_soldier(true, &s))
+	if (stationed_soldiers().size() < capacity_ || drop_least_suited_soldier(true, &s))
 	{
 		Game & game = dynamic_cast<Game&>(egbase);
 		s.set_location(this);
@@ -400,25 +400,25 @@
 	std::vector<Soldier *> present = present_soldiers();
 	uint32_t const stationed = stationed_soldiers().size();
 
-	if (stationed < m_capacity) {
-		if (!m_normal_soldier_request) {
-			m_normal_soldier_request.reset
+	if (stationed < capacity_) {
+		if (!normal_soldier_request_) {
+			normal_soldier_request_.reset
 				(new Request
 					(*this,
 					 owner().tribe().soldier(),
 					 MilitarySite::request_soldier_callback,
 					 wwWORKER));
-			m_normal_soldier_request->set_requirements (m_soldier_requirements);
+			normal_soldier_request_->set_requirements (soldier_requirements_);
 		}
 
-		m_normal_soldier_request->set_count(m_capacity - stationed);
+		normal_soldier_request_->set_count(capacity_ - stationed);
 	} else {
-		m_normal_soldier_request.reset();
+		normal_soldier_request_.reset();
 	}
 
-	if (m_capacity < present.size()) {
+	if (capacity_ < present.size()) {
 		Game & game = dynamic_cast<Game&>(owner().egbase());
-		for (uint32_t i = 0; i < present.size() - m_capacity; ++i) {
+		for (uint32_t i = 0; i < present.size() - capacity_; ++i) {
 			Soldier & soldier = *present[i];
 			soldier.reset_tasks(game);
 			soldier.start_task_leavebuilding(game, true);
@@ -440,17 +440,17 @@
 void MilitarySite::update_upgrade_soldier_request()
 {
 	bool reqch = update_upgrade_requirements();
-	if (!m_soldier_upgrade_try)
+	if (!soldier_upgrade_try_)
 		return;
 
 	bool do_rebuild_request = reqch;
 
-	if (m_upgrade_soldier_request)
+	if (upgrade_soldier_request_)
 	{
-		if (!m_upgrade_soldier_request->is_open())
+		if (!upgrade_soldier_request_->is_open())
 			// If a replacement is already walking this way, let's not change our minds.
 			do_rebuild_request = false;
-		if (0 == m_upgrade_soldier_request->get_count())
+		if (0 == upgrade_soldier_request_->get_count())
 			do_rebuild_request = true;
 	}
 	else
@@ -458,15 +458,15 @@
 
 	if (do_rebuild_request)
 	{
-		m_upgrade_soldier_request.reset
+		upgrade_soldier_request_.reset
 				(new Request
 				(*this,
 				owner().tribe().soldier(),
 				MilitarySite::request_soldier_callback,
 				wwWORKER));
 
-		m_upgrade_soldier_request->set_requirements(m_soldier_upgrade_requirements);
-		m_upgrade_soldier_request->set_count(1);
+		upgrade_soldier_request_->set_requirements(soldier_upgrade_requirements_);
+		upgrade_soldier_request_->set_count(1);
 	}
 }
 
@@ -489,27 +489,27 @@
 	const uint32_t capacity = soldier_capacity();
 	const uint32_t stationed = stationed_soldiers().size();
 
-	if (m_doing_upgrade_request)
+	if (doing_upgrade_request_)
 	{
-		if (incd && m_upgrade_soldier_request) // update requests always ask for one soldier at time!
+		if (incd && upgrade_soldier_request_) // update requests always ask for one soldier at time!
 		{
-			m_upgrade_soldier_request.reset();
+			upgrade_soldier_request_.reset();
 		}
 		if (capacity > stationed)
 		{
 			// Somebody is killing my soldiers in the middle of upgrade
 			// or I have kicked out his predecessor already.
-			if (m_upgrade_soldier_request && (m_upgrade_soldier_request->is_open() ||
-			                                  0 == m_upgrade_soldier_request->get_count())) {
+			if (upgrade_soldier_request_ && (upgrade_soldier_request_->is_open() ||
+			                                  0 == upgrade_soldier_request_->get_count())) {
 
 				// Economy was not able to find the soldiers I need.
 				// I can safely drop the upgrade request and go to fill mode.
-				m_upgrade_soldier_request.reset();
+				upgrade_soldier_request_.reset();
 			}
-			if (! m_upgrade_soldier_request)
+			if (! upgrade_soldier_request_)
 			{
 				//phoo -- I can safely request new soldiers.
-				m_doing_upgrade_request = false;
+				doing_upgrade_request_ = false;
 				update_normal_soldier_request();
 			}
 			// else -- ohno please help me! Player is in trouble -- evil grin
@@ -522,9 +522,9 @@
 		else // capacity == stationed size
 		{
 			if
-				(m_upgrade_soldier_request
-				&& (!(m_upgrade_soldier_request->is_open()))
-				&& 1 == m_upgrade_soldier_request->get_count()
+				(upgrade_soldier_request_
+				&& (!(upgrade_soldier_request_->is_open()))
+				&& 1 == upgrade_soldier_request_->get_count()
 				&& (!incd))
 			{
 				drop_least_suited_soldier(false, nullptr);
@@ -537,14 +537,14 @@
 	}
 	else // not doing upgrade request
 	{
-		if ((capacity != stationed) || (m_normal_soldier_request))
+		if ((capacity != stationed) || (normal_soldier_request_))
 			update_normal_soldier_request();
 
-		if ((capacity == stationed) && (! m_normal_soldier_request))
+		if ((capacity == stationed) && (! normal_soldier_request_))
 		{
 			if (present_soldiers().size() == capacity)
 			{
-				m_doing_upgrade_request = true;
+				doing_upgrade_request_ = true;
 				update_upgrade_soldier_request();
 			}
 			// Note -- if there are non-present stationed soldiers, nothing gets
@@ -570,7 +570,7 @@
 	Building::act(game, data);
 
 	const int32_t timeofgame = game.get_gametime();
-	if (m_normal_soldier_request && m_upgrade_soldier_request)
+	if (normal_soldier_request_ && upgrade_soldier_request_)
 	{
 		throw wexception("MilitarySite::act: Two soldier requests are ongoing -- should never happen!\n");
 	}
@@ -580,13 +580,13 @@
 	// to keep the game lightweight.
 
 	//TODO(unknown): I would need two new callbacks, to get rid ot this polling.
-	if (timeofgame > m_next_swap_soldiers_time)
+	if (timeofgame > next_swap_soldiers_time_)
 		{
-			m_next_swap_soldiers_time = timeofgame + (m_soldier_upgrade_try ? 20000 : 100000);
+			next_swap_soldiers_time_ = timeofgame + (soldier_upgrade_try_ ? 20000 : 100000);
 			update_soldier_request();
 		}
 
-	if (m_nexthealtime <= timeofgame) {
+	if (nexthealtime_ <= timeofgame) {
 		uint32_t total_heal = descr().get_heal_per_second();
 		std::vector<Soldier *> soldiers = present_soldiers();
 		uint32_t max_total_level = 0;
@@ -614,7 +614,7 @@
 			soldier_to_heal->heal(total_heal);
 		}
 
-		m_nexthealtime = timeofgame + 1000;
+		nexthealtime_ = timeofgame + 1000;
 		schedule_act(game, 1000);
 	}
 }
@@ -644,7 +644,7 @@
 {
 	if (upcast(Soldier, soldier, &worker)) {
 		// Evict soldiers that have returned home if the capacity is too low
-		if (m_capacity < present_soldiers().size()) {
+		if (capacity_ < present_soldiers().size()) {
 			worker.reset_tasks(game);
 			worker.start_task_leavebuilding(game, true);
 			return true;
@@ -724,14 +724,14 @@
 }
 uint32_t MilitarySite::soldier_capacity() const
 {
-	return m_capacity;
+	return capacity_;
 }
 
 void MilitarySite::set_soldier_capacity(uint32_t const capacity) {
 	assert(min_soldier_capacity() <= capacity);
 	assert                        (capacity <= max_soldier_capacity());
-	assert(m_capacity != capacity);
-	m_capacity = capacity;
+	assert(capacity_ != capacity);
+	capacity_ = capacity;
 	update_soldier_request();
 }
 
@@ -758,19 +758,19 @@
 
 
 void MilitarySite::conquer_area(EditorGameBase & egbase) {
-	assert(!m_didconquer);
+	assert(!didconquer_);
 	egbase.conquer_area
 		(PlayerArea<Area<FCoords> >
 		 	(owner().player_number(),
 		 	 Area<FCoords>
 		 	 	(egbase.map().get_fcoords(get_position()), descr().get_conquers())));
-	m_didconquer = true;
+	didconquer_ = true;
 }
 
 
 bool MilitarySite::can_attack()
 {
-	return m_didconquer;
+	return didconquer_;
 }
 
 void MilitarySite::aggressor(Soldier & enemy)
@@ -804,7 +804,7 @@
 				sj.soldier  = temp_soldier;
 				sj.enemy = &enemy;
 				sj.stayhome = false;
-				m_soldierjobs.push_back(sj);
+				soldierjobs_.push_back(sj);
 				temp_soldier->update_task_buildingwork(game);
 				return;
 			}
@@ -851,7 +851,7 @@
 		sj.soldier = defender;
 		sj.enemy = &enemy;
 		sj.stayhome = true;
-		m_soldierjobs.push_back(sj);
+		soldierjobs_.push_back(sj);
 
 		defender->update_task_buildingwork(game);
 
@@ -871,7 +871,7 @@
 				 pgettext("building", "Lost!"),
 				 descr().icon_filename(),
 				 _("Militarysite lost!"),
-				 descr().m_defeated_enemy_str,
+				 descr().defeated_enemy_str_,
 				 false);
 		}
 
@@ -891,7 +891,7 @@
 		// In fact we do not conquer it, but place a new building of same type at
 		// the old location.
 
-		Building::FormerBuildings former_buildings = m_old_buildings;
+		Building::FormerBuildings former_buildings = old_buildings_;
 
 		// The enemy conquers the building
 		// In fact we do not conquer it, but place a new building of same type at
@@ -916,7 +916,7 @@
 			 _("Enemy Defeated!"),
 			 newsite->descr().icon_filename(),
 			 _("Enemy at site defeated!"),
-			 newsite->descr().m_defeated_you_str,
+			 newsite->descr().defeated_you_str_,
 			 true);
 
 		return false;
@@ -952,7 +952,7 @@
 				(this       !=  militarysite          &&
 				 &owner  () == &militarysite->owner() &&
 				 get_size() <=  militarysite->get_size() &&
-				 militarysite->m_didconquer)
+				 militarysite->didconquer_)
 				return true;
 	return false;
 }
@@ -969,7 +969,7 @@
 		 pgettext("building", "Attack!"),
 		 descr().icon_filename(),
 		 _("You are under attack"),
-		 discovered ? descr().m_aggressor_str : descr().m_attack_str,
+		 discovered ? descr().aggressor_str_ : descr().attack_str_,
 		 false,
 		 60 * 1000, 5);
 }
@@ -982,7 +982,7 @@
 */
 void MilitarySite::set_requirements (const Requirements & r)
 {
-	m_soldier_requirements = r;
+	soldier_requirements_ = r;
 }
 
 /*
@@ -992,7 +992,7 @@
 */
 void MilitarySite::clear_requirements ()
 {
-	m_soldier_requirements = Requirements();
+	soldier_requirements_ = Requirements();
 }
 
 void MilitarySite::send_attacker
@@ -1007,7 +1007,7 @@
 	sj.soldier  = &soldier;
 	sj.enemy    = &target;
 	sj.stayhome = false;
-	m_soldierjobs.push_back(sj);
+	soldierjobs_.push_back(sj);
 
 	soldier.update_task_buildingwork
 		(dynamic_cast<Game&>(owner().egbase()));
@@ -1016,7 +1016,7 @@
 
 bool MilitarySite::has_soldier_job(Soldier & soldier)
 {
-	for (const SoldierJob& temp_job : m_soldierjobs) {
+	for (const SoldierJob& temp_job : soldierjobs_) {
 		if (temp_job.soldier == &soldier) {
 			return true;
 		}
@@ -1032,14 +1032,14 @@
 MapObject * MilitarySite::pop_soldier_job
 	(Soldier * const soldier, bool * const stayhome)
 {
-	for (std::vector<SoldierJob>::iterator job_iter = m_soldierjobs.begin();
-		 job_iter != m_soldierjobs.end(); ++job_iter)
+	for (std::vector<SoldierJob>::iterator job_iter = soldierjobs_.begin();
+		 job_iter != soldierjobs_.end(); ++job_iter)
 	{
 		if (job_iter->soldier == soldier) {
 			MapObject * const enemy = job_iter->enemy.get(owner().egbase());
 			if (stayhome)
 				*stayhome = job_iter->stayhome;
-			m_soldierjobs.erase(job_iter);
+			soldierjobs_.erase(job_iter);
 			return enemy;
 		}
 	}
@@ -1058,13 +1058,13 @@
 bool
 MilitarySite::update_upgrade_requirements()
 {
-	int32_t soldier_upgrade_required_min = m_soldier_upgrade_requirements.get_min();
-	int32_t soldier_upgrade_required_max = m_soldier_upgrade_requirements.get_max();
+	int32_t soldier_upgrade_required_min = soldier_upgrade_requirements_.get_min();
+	int32_t soldier_upgrade_required_max = soldier_upgrade_requirements_.get_max();
 
-	if (kPrefersHeroes != m_soldier_preference && kPrefersRookies != m_soldier_preference)
+	if (kPrefersHeroes != soldier_preference_ && kPrefersRookies != soldier_preference_)
 	{
-		log("MilitarySite::swapSoldiers: error: Unknown player preference %d.\n", m_soldier_preference);
-		m_soldier_upgrade_try = false;
+		log("MilitarySite::swapSoldiers: error: Unknown player preference %d.\n", soldier_preference_);
+		soldier_upgrade_try_ = false;
 		return false;
 	}
 
@@ -1078,29 +1078,29 @@
 
 	// Micro-optimization: I assume that the majority of military sites have only level-zero
 	// soldiers and prefer rookies. Handle them separately.
-	m_soldier_upgrade_try = true;
-	if (kPrefersRookies == m_soldier_preference) {
+	soldier_upgrade_try_ = true;
+	if (kPrefersRookies == soldier_preference_) {
 		if (0 == wg_level)
 			{
-				m_soldier_upgrade_try = false;
+				soldier_upgrade_try_ = false;
 				return false;
 			}
 	}
 
 	// Now I actually build the new requirements.
-	int32_t reqmin = kPrefersHeroes == m_soldier_preference ? 1 + wg_level : 0;
-	int32_t reqmax = kPrefersHeroes == m_soldier_preference ? SHRT_MAX : wg_level - 1;
+	int32_t reqmin = kPrefersHeroes == soldier_preference_ ? 1 + wg_level : 0;
+	int32_t reqmax = kPrefersHeroes == soldier_preference_ ? SHRT_MAX : wg_level - 1;
 
 	bool maxchanged = reqmax != soldier_upgrade_required_max;
 	bool minchanged = reqmin != soldier_upgrade_required_min;
 
 	if (maxchanged || minchanged)
 	{
-		if (m_upgrade_soldier_request && (m_upgrade_soldier_request->is_open()))
+		if (upgrade_soldier_request_ && (upgrade_soldier_request_->is_open()))
 		{
-			m_upgrade_soldier_request.reset();
+			upgrade_soldier_request_.reset();
 		}
-		m_soldier_upgrade_requirements = RequireAttribute(atrTotal, reqmin, reqmax);
+		soldier_upgrade_requirements_ = RequireAttribute(atrTotal, reqmin, reqmax);
 
 		return true;
 	}
@@ -1114,8 +1114,8 @@
 MilitarySite::set_soldier_preference(MilitarySite::SoldierPreference p)
 {
 	assert(kPrefersHeroes == p || kPrefersRookies == p);
-	m_soldier_preference = p;
-	m_next_swap_soldiers_time = 0;
+	soldier_preference_ = p;
+	next_swap_soldiers_time_ = 0;
 }
 
 }

=== modified file 'src/logic/map_objects/tribes/militarysite.h'
--- src/logic/map_objects/tribes/militarysite.h	2016-01-31 15:31:00 +0000
+++ src/logic/map_objects/tribes/militarysite.h	2016-02-08 18:17:36 +0000
@@ -42,26 +42,26 @@
 
 	Building & create_object() const override;
 
-	uint32_t get_conquers() const override {return m_conquer_radius;}
+	uint32_t get_conquers() const override {return conquer_radius_;}
 	uint32_t get_max_number_of_soldiers () const {
-		return m_num_soldiers;
+		return num_soldiers_;
 	}
 	uint32_t get_heal_per_second        () const {
-		return m_heal_per_second;
+		return heal_per_second_;
 	}
 
-	bool     m_prefers_heroes_at_start;
-	std::string m_occupied_str;
-	std::string m_aggressor_str;
-	std::string m_attack_str;
-	std::string m_defeated_enemy_str;
-	std::string m_defeated_you_str;
+	bool     prefers_heroes_at_start_;
+	std::string occupied_str_;
+	std::string aggressor_str_;
+	std::string attack_str_;
+	std::string defeated_enemy_str_;
+	std::string defeated_you_str_;
 
 
 private:
-	uint32_t m_conquer_radius;
-	uint32_t m_num_soldiers;
-	uint32_t m_heal_per_second;
+	uint32_t conquer_radius_;
+	uint32_t num_soldiers_;
+	uint32_t heal_per_second_;
 	DISALLOW_COPY_AND_ASSIGN(MilitarySiteDescr);
 };
 
@@ -115,7 +115,7 @@
 	void set_requirements  (const Requirements &);
 	void clear_requirements();
 	const Requirements & get_requirements () const {
-		return m_soldier_requirements;
+		return soldier_requirements_;
 	}
 
 	void reinit_after_conqueration(Game &);
@@ -124,7 +124,7 @@
 
 	void set_soldier_preference(SoldierPreference);
 	SoldierPreference get_soldier_preference() const {
-			return m_soldier_preference;
+			return soldier_preference_;
 	}
 
 protected:
@@ -153,28 +153,28 @@
 
 
 private:
-	Requirements m_soldier_requirements; // This is used to grab a bunch of soldiers: Anything goes
-	RequireAttribute m_soldier_upgrade_requirements; // This is used when exchanging soldiers.
-	std::unique_ptr<Request> m_normal_soldier_request;  // filling the site
-	std::unique_ptr<Request> m_upgrade_soldier_request; // seeking for better soldiers
-	bool m_didconquer;
-	uint32_t m_capacity;
+	Requirements soldier_requirements_; // This is used to grab a bunch of soldiers: Anything goes
+	RequireAttribute soldier_upgrade_requirements_; // This is used when exchanging soldiers.
+	std::unique_ptr<Request> normal_soldier_request_;  // filling the site
+	std::unique_ptr<Request> upgrade_soldier_request_; // seeking for better soldiers
+	bool didconquer_;
+	uint32_t capacity_;
 
 	/**
 	 * Next gametime where we should heal something.
 	 */
-	int32_t m_nexthealtime;
+	int32_t nexthealtime_;
 
 	struct SoldierJob {
 		Soldier    * soldier;
 		ObjectPointer  enemy;
 		bool        stayhome;
 	};
-	std::vector<SoldierJob> m_soldierjobs;
-	SoldierPreference m_soldier_preference;
-	int32_t m_next_swap_soldiers_time;
-	bool m_soldier_upgrade_try; // optimization -- if everybody is zero-level, do not downgrade
-	bool m_doing_upgrade_request;
+	std::vector<SoldierJob> soldierjobs_;
+	SoldierPreference soldier_preference_;
+	int32_t next_swap_soldiers_time_;
+	bool soldier_upgrade_try_; // optimization -- if everybody is zero-level, do not downgrade
+	bool doing_upgrade_request_;
 };
 
 }

=== modified file 'src/logic/map_objects/tribes/partially_finished_building.cc'
--- src/logic/map_objects/tribes/partially_finished_building.cc	2016-01-28 05:24:34 +0000
+++ src/logic/map_objects/tribes/partially_finished_building.cc	2016-02-08 18:17:36 +0000
@@ -33,12 +33,12 @@
 PartiallyFinishedBuilding::PartiallyFinishedBuilding
 	(const BuildingDescr & gdescr) :
 Building         (gdescr),
-m_building       (nullptr),
-m_builder_request(nullptr),
-m_working        (false),
-m_work_steptime  (0),
-m_work_completed (0),
-m_work_steps     (0)
+building_       (nullptr),
+builder_request_(nullptr),
+working_        (false),
+work_steptime_  (0),
+work_completed_ (0),
+work_steps_     (0)
 {}
 
 /*
@@ -47,22 +47,22 @@
 ===============
 */
 void PartiallyFinishedBuilding::set_building(const BuildingDescr & building_descr) {
-	assert(!m_building);
+	assert(!building_);
 
-	m_building = &building_descr;
+	building_ = &building_descr;
 }
 
 void PartiallyFinishedBuilding::cleanup(EditorGameBase & egbase) {
-	if (m_builder_request) {
-		delete m_builder_request;
-		m_builder_request = nullptr;
+	if (builder_request_) {
+		delete builder_request_;
+		builder_request_ = nullptr;
 	}
 
-	for (WaresQueue * temp_ware : m_wares) {
+	for (WaresQueue * temp_ware : wares_) {
 		temp_ware->cleanup();
 		delete temp_ware;
 	}
-	m_wares.clear();
+	wares_.clear();
 
 	Building::cleanup(egbase);
 }
@@ -73,7 +73,7 @@
 	if (upcast(Game, game, &egbase))
 		request_builder(*game);
 
-	g_sound_handler.play_fx("create_construction_site", m_position, 255);
+	g_sound_handler.play_fx("create_construction_site", position_, 255);
 }
 
 /*
@@ -85,16 +85,16 @@
 void PartiallyFinishedBuilding::set_economy(Economy * const e)
 {
 	if (Economy * const old = get_economy()) {
-		for (WaresQueue * temp_ware : m_wares) {
+		for (WaresQueue * temp_ware : wares_) {
 			temp_ware->remove_from_economy(*old);
 		}
 	}
 	Building::set_economy(e);
-	if (m_builder_request)
-		m_builder_request->set_economy(e);
+	if (builder_request_)
+		builder_request_->set_economy(e);
 
 	if (e)
-		for (WaresQueue * temp_ware : m_wares) {
+		for (WaresQueue * temp_ware : wares_) {
 			temp_ware->add_to_economy(*e);
 		}
 }
@@ -107,9 +107,9 @@
 ===============
 */
 void PartiallyFinishedBuilding::request_builder(Game &) {
-	assert(!m_builder.is_set() && !m_builder_request);
+	assert(!builder_.is_set() && !builder_request_);
 
-	m_builder_request =
+	builder_request_ =
 		new Request
 			(*this,
 			 owner().tribe().builder(),
@@ -123,7 +123,7 @@
 ===============
 */
 int32_t PartiallyFinishedBuilding::get_size() const {
-	return m_building->get_size();
+	return building_->get_size();
 }
 
 /*
@@ -149,7 +149,7 @@
 */
 const Image* PartiallyFinishedBuilding::representative_image() const
 {
-	return m_building->representative_image(&owner().get_playercolor());
+	return building_->representative_image(&owner().get_playercolor());
 }
 
 
@@ -166,8 +166,8 @@
 	uint32_t thisstep = 0;
 
 	uint32_t ts = build_step_time();
-	if (m_working) {
-		thisstep = ts - (m_work_steptime - time);
+	if (working_) {
+		thisstep = ts - (work_steptime_ - time);
 		// The check below is necessary because we drive construction via
 		// the construction worker in get_building_work(), and there can be
 		// a small delay between the worker completing his job and requesting
@@ -176,9 +176,9 @@
 			thisstep = ts;
 	}
 	thisstep = (thisstep << 16) / ts;
-	uint32_t total = (thisstep + (m_work_completed << 16));
-	if (m_work_steps)
-		total /= m_work_steps;
+	uint32_t total = (thisstep + (work_completed_ << 16));
+	if (work_steps_)
+		total /= work_steps_;
 
 	assert(total <= (1 << 16));
 
@@ -203,10 +203,10 @@
 
 	PartiallyFinishedBuilding & b = dynamic_cast<PartiallyFinishedBuilding&>(target);
 
-	b.m_builder = w;
+	b.builder_ = w;
 
 	delete &rq;
-	b.m_builder_request = nullptr;
+	b.builder_request_ = nullptr;
 
 	w->start_task_buildingwork(game);
 	b.set_seeing(true);

=== modified file 'src/logic/map_objects/tribes/partially_finished_building.h'
--- src/logic/map_objects/tribes/partially_finished_building.h	2015-11-28 22:29:26 +0000
+++ src/logic/map_objects/tribes/partially_finished_building.h	2016-02-08 18:17:36 +0000
@@ -50,11 +50,11 @@
 	void init   (EditorGameBase &) override;
 	void set_economy(Economy *) override;
 
-	uint32_t get_nrwaresqueues() {return m_wares.size();}
-	WaresQueue * get_waresqueue(uint32_t const idx) {return m_wares[idx];}
+	uint32_t get_nrwaresqueues() {return wares_.size();}
+	WaresQueue * get_waresqueue(uint32_t const idx) {return wares_[idx];}
 
 	uint32_t get_built_per64k() const;
-	Request * get_builder_request() {return m_builder_request;}
+	Request * get_builder_request() {return builder_request_;}
 	static void request_builder_callback(Game &, Request &, DescriptionIndex, Worker *, PlayerImmovable &);
 
 private:
@@ -64,19 +64,19 @@
 	virtual uint32_t build_step_time() const = 0;
 
 protected:
-	const BuildingDescr * m_building; // type of building that was or will become
+	const BuildingDescr * building_; // type of building that was or will become
 
-	Request * m_builder_request;
-	OPtr<Worker> m_builder;
+	Request * builder_request_;
+	OPtr<Worker> builder_;
 
 	using Wares = std::vector<WaresQueue *>;
-	Wares m_wares;
+	Wares wares_;
 
-	bool     m_working;        // true if the builder is currently working
-	uint32_t m_work_steptime;  // time when next step is completed
-	uint32_t m_work_completed; // how many steps have we done so far?
-	uint32_t m_work_steps;     // how many steps (= wares) until we're done?
-	//Player::ConstructionsiteInformation * m_info; // asked for by player point of view for the gameview
+	bool     working_;        // true if the builder is currently working
+	uint32_t work_steptime_;  // time when next step is completed
+	uint32_t work_completed_; // how many steps have we done so far?
+	uint32_t work_steps_;     // how many steps (= wares) until we're done?
+	//Player::ConstructionsiteInformation * info_; // asked for by player point of view for the gameview
 };
 
 }

=== modified file 'src/logic/map_objects/tribes/production_program.cc'
--- src/logic/map_objects/tribes/production_program.cc	2016-02-01 16:18:17 +0000
+++ src/logic/map_objects/tribes/production_program.cc	2016-02-08 18:17:36 +0000
@@ -722,7 +722,7 @@
 
 		for (const std::pair<uint32_t, std::set<std::string> >& area_info : worker_workarea_info) {
 			std::set<std::string> & building_radius_infos =
-				descr->m_workarea_info[area_info.first];
+				descr->workarea_info_[area_info.first];
 
 			for (const std::string& worker_descname : area_info.second) {
 				std::string description = descr->descname();
@@ -1228,7 +1228,7 @@
 				% world.get_resource(m_resource)->descname())
 				.str();
 
-		descr->m_workarea_info[m_distance].insert(description);
+		descr->workarea_info_[m_distance].insert(description);
 	} catch (const WException & e) {
 		throw GameDataError("mine: %s", e.what());
 	}
@@ -1546,7 +1546,7 @@
 void ProductionProgram::ActPlayFX::execute
 	(Game & game, ProductionSite & ps) const
 {
-	g_sound_handler.play_fx(name, ps.m_position, priority);
+	g_sound_handler.play_fx(name, ps.position_, priority);
 	return ps.program_step(game);
 }
 
@@ -1562,7 +1562,7 @@
 		workerprogram = params[1];
 		radius = boost::lexical_cast<uint32_t>(params[2]);
 
-		std::set<std::string> & building_radius_infos = descr->m_workarea_info[radius];
+		std::set<std::string> & building_radius_infos = descr->workarea_info_[radius];
 		std::string description = descr->name() + ' ' + production_program_name;
 		description += " construct ";
 		description += objectname;

=== modified file 'src/logic/map_objects/tribes/productionsite.cc'
--- src/logic/map_objects/tribes/productionsite.cc	2016-01-23 16:35:30 +0000
+++ src/logic/map_objects/tribes/productionsite.cc	2016-02-08 18:17:36 +0000
@@ -688,7 +688,7 @@
 			if (state.program->size() <= state.ip)
 				return program_end(game, Completed);
 
-			if (m_anim != descr().get_animation(m_default_anim)) {
+			if (anim_ != descr().get_animation(m_default_anim)) {
 				// Restart idle animation, which is the default
 				start_animation(game, descr().get_animation(m_default_anim));
 			}

=== modified file 'src/logic/map_objects/tribes/warehouse.cc'
--- src/logic/map_objects/tribes/warehouse.cc	2016-02-07 06:10:47 +0000
+++ src/logic/map_objects/tribes/warehouse.cc	2016-02-08 18:17:36 +0000
@@ -261,7 +261,7 @@
 	m_heal_per_second = table.get_int("heal_per_second");
 	if (table.has_key("conquers")) {
 		m_conquers = table.get_int("conquers");
-		m_workarea_info[m_conquers].insert(descname() + " conquer");
+		workarea_info_[m_conquers].insert(descname() + " conquer");
 	}
 }
 
@@ -629,7 +629,7 @@
 			(PlayerArea<Area<FCoords> >
 			 	(owner().player_number(),
 			 	 Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)),
-			 m_defeating_player);
+			 defeating_player_);
 
 	// Unsee the area that we started seeing in init()
 	Player & player = owner();
@@ -903,7 +903,7 @@
 				// NOTE: This code lies about the TrainingAttributes of the new worker
 				m_supply->remove_workers(worker_id, 1);
 				const WorkerDescr & workerdescr = *game.tribes().get_worker_descr(worker_id);
-				return workerdescr.create(game, owner(), this, m_position);
+				return workerdescr.create(game, owner(), this, position_);
 			}
 		}
 
@@ -1105,7 +1105,7 @@
 			remove_workers(owner().tribe().safe_worker_index(input), buildcost.second);
 	}
 
-	incorporate_worker(game, &w_desc.create(game, owner(), this, m_position));
+	incorporate_worker(game, &w_desc.create(game, owner(), this, position_));
 
 	// Update PlannedWorkers::amount here if appropriate, because this function
 	// may have been called directly by the Economy.

=== modified file 'src/logic/player.cc'
--- src/logic/player.cc	2016-01-28 05:24:34 +0000
+++ src/logic/player.cc	2016-02-08 18:17:36 +0000
@@ -1253,9 +1253,9 @@
 
 Player::BuildingStatsVector* Player::get_mutable_building_statistics(const DescriptionIndex& i) {
 	DescriptionIndex const nr_buildings = egbase().tribes().nrbuildings();
-	if (m_building_stats.size() < nr_buildings)
-		m_building_stats.resize(nr_buildings);
-	return &m_building_stats[i];
+	if (building_stats_.size() < nr_buildings)
+		building_stats_.resize(nr_buildings);
+	return &building_stats_[i];
 }
 
 /**
@@ -1273,8 +1273,8 @@
 	const size_t nr_buildings = egbase().tribes().nrbuildings();
 
 	// Get the valid vector for this
-	if (m_building_stats.size() < nr_buildings)
-		m_building_stats.resize(nr_buildings);
+	if (building_stats_.size() < nr_buildings)
+		building_stats_.resize(nr_buildings);
 
 	std::vector<BuildingStats>& stat =
 		*get_mutable_building_statistics(egbase().tribes().building_index(building_name.c_str()));

=== modified file 'src/logic/player.h'
--- src/logic/player.h	2016-01-31 15:31:00 +0000
+++ src/logic/player.h	2016-02-08 18:17:36 +0000
@@ -613,7 +613,7 @@
 	 */
 	std::vector< std::vector<uint32_t> > m_ware_stocks;
 
-	PlayerBuildingStats m_building_stats;
+	PlayerBuildingStats building_stats_;
 
 	DISALLOW_COPY_AND_ASSIGN(Player);
 };

=== modified file 'src/map_io/map_building_packet.cc'
--- src/map_io/map_building_packet.cc	2016-02-06 11:11:24 +0000
+++ src/map_io/map_building_packet.cc	2016-02-08 18:17:36 +0000
@@ -142,12 +142,12 @@
 
 			if (building->descr().type() == MapObjectType::CONSTRUCTIONSITE) {
 				upcast(PartiallyFinishedBuilding const, pfb, building);
-				fw.c_string((*pfb->m_building).name().c_str());
+				fw.c_string((*pfb->building_).name().c_str());
 				fw.unsigned_8(kTypeConstructionSite);
 
 			} else if (building->descr().type() == MapObjectType::DISMANTLESITE) {
 				upcast(PartiallyFinishedBuilding const, pfb, building);
-				fw.c_string((*pfb->m_building).name().c_str());
+				fw.c_string((*pfb->building_).name().c_str());
 				fw.unsigned_8(kTypeDismantleSite);
 
 			} else {

=== modified file 'src/map_io/map_buildingdata_packet.cc'
--- src/map_io/map_buildingdata_packet.cc	2016-02-07 06:10:47 +0000
+++ src/map_io/map_buildingdata_packet.cc	2016-02-08 18:17:36 +0000
@@ -87,7 +87,7 @@
 					if (fr.unsigned_8()) {
 						char const * const animation_name = fr.c_string();
 						try {
-							building.m_anim =
+							building.anim_ =
 								building.descr().get_animation(animation_name);
 						} catch (const MapObjectDescr::AnimationNonexistent &) {
 							log
@@ -96,15 +96,15 @@
 								 building.owner().tribe().name().c_str(),
 								 building.descr().descname().c_str(),
 								 animation_name);
-							building.m_anim = building.descr().get_animation("idle");
+							building.anim_ = building.descr().get_animation("idle");
 						}
 					} else {
-						building.m_anim = 0;
+						building.anim_ = 0;
 					}
-					building.m_animstart = fr.unsigned_32();
+					building.animstart_ = fr.unsigned_32();
 
 					{
-						Building::LeaveQueue & leave_queue = building.m_leave_queue;
+						Building::LeaveQueue & leave_queue = building.leave_queue_;
 						leave_queue.resize(fr.unsigned_16());
 
 						for (Building::LeaveQueue::iterator queue_iter = leave_queue.begin();
@@ -131,26 +131,26 @@
 						}
 					}
 
-					building.m_leave_time = fr.unsigned_32();
+					building.leave_time_ = fr.unsigned_32();
 
 					if (uint32_t const leaver_serial = fr.unsigned_32())
 						try {
-							building.m_leave_allow =
+							building.leave_allow_ =
 								&mol.get<MapObject>(leaver_serial);
 						} catch (const WException & e) {
 							throw GameDataError
 								("leave allow item (%u): %s", leaver_serial, e.what());
 						}
 					else {
-						building.m_leave_allow = nullptr;
+						building.leave_allow_ = nullptr;
 					}
 
 					while (fr.unsigned_8()) {
 						DescriptionIndex oldidx = building.owner().tribe().safe_building_index(fr.c_string());
-						building.m_old_buildings.push_back(oldidx);
+						building.old_buildings_.push_back(oldidx);
 					}
 					// Only construction sites may have an empty list
-					if (building.m_old_buildings.empty() && !is_a(ConstructionSite, &building)) {
+					if (building.old_buildings_.empty() && !is_a(ConstructionSite, &building)) {
 						throw GameDataError
 							("Failed to read %s %u: No former buildings informations.\n"
 							"Your savegame is corrupted", building.descr().descname().c_str(), building.serial());
@@ -180,7 +180,7 @@
 					}
 
 					//  Set economy now, some stuff below will count on this.
-					building.set_economy(building.m_flag->get_economy());
+					building.set_economy(building.flag_->get_economy());
 
 					Game& game = dynamic_cast<Game&>(egbase);
 
@@ -226,49 +226,49 @@
 		uint16_t const packet_version = fr.unsigned_16();
 		if (packet_version == kCurrentPacketPFBuilding) {
 			const TribeDescr & tribe = pfb.owner().tribe();
-			pfb.m_building =
+			pfb.building_ =
 				tribe.get_building_descr(tribe.safe_building_index(fr.c_string()));
 
-			delete pfb.m_builder_request;
+			delete pfb.builder_request_;
 			if (fr.unsigned_8()) {
-				pfb.m_builder_request =
+				pfb.builder_request_ =
 					new Request
 					(pfb,
 					 0,
 					 PartiallyFinishedBuilding::request_builder_callback,
 					 wwWORKER);
-				pfb.m_builder_request->read(fr, game, mol);
+				pfb.builder_request_->read(fr, game, mol);
 			} else
-				pfb.m_builder_request = nullptr;
+				pfb.builder_request_ = nullptr;
 
 			if (uint32_t const builder_serial = fr.unsigned_32()) {
 				try {
-					pfb.m_builder = &mol.get<Worker>(builder_serial);
+					pfb.builder_ = &mol.get<Worker>(builder_serial);
 				} catch (const WException & e) {
 					throw GameDataError
 						("builder (%u): %s", builder_serial, e.what());
 				}
 			} else
-				pfb.m_builder = nullptr;
+				pfb.builder_ = nullptr;
 
 			try {
 				uint16_t const size = fr.unsigned_16();
-				pfb.m_wares.resize(size);
-				for (uint16_t i = 0; i < pfb.m_wares.size(); ++i)
+				pfb.wares_.resize(size);
+				for (uint16_t i = 0; i < pfb.wares_.size(); ++i)
 				{
-					pfb.m_wares[i] =
+					pfb.wares_[i] =
 						new WaresQueue
 						(pfb, INVALID_INDEX, 0);
-					pfb.m_wares[i]->read(fr, game, mol);
+					pfb.wares_[i]->read(fr, game, mol);
 				}
 			} catch (const WException & e) {
 				throw GameDataError("wares: %s", e.what());
 			}
 
-			pfb.m_working        = fr.unsigned_8 ();
-			pfb.m_work_steptime  = fr.unsigned_32();
-			pfb.m_work_completed = fr.unsigned_32();
-			pfb.m_work_steps     = fr.unsigned_32();
+			pfb.working_        = fr.unsigned_8 ();
+			pfb.work_steptime_  = fr.unsigned_32();
+			pfb.work_completed_ = fr.unsigned_32();
+			pfb.work_steps_     = fr.unsigned_32();
 		} else {
 			throw UnhandledVersionError("MapBuildingdataPacket - Partially Finished Building",
 												 packet_version, kCurrentPacketPFBuilding);
@@ -289,15 +289,15 @@
 		if (packet_version >= kCurrentPacketVersionConstructionsite) {
 			read_partially_finished_building(constructionsite, fr, game, mol);
 
-			for (ConstructionSite::Wares::iterator wares_iter = constructionsite.m_wares.begin();
-				  wares_iter != constructionsite.m_wares.end();
+			for (ConstructionSite::Wares::iterator wares_iter = constructionsite.wares_.begin();
+				  wares_iter != constructionsite.wares_.end();
 				  ++wares_iter) {
 
 					(*wares_iter)->set_callback
 						(ConstructionSite::wares_queue_callback, &constructionsite);
 			}
 
-			constructionsite.m_fetchfromflag  = fr.  signed_32();
+			constructionsite.fetchfromflag_  = fr.  signed_32();
 		} else {
 			throw UnhandledVersionError("MapBuildingdataPacket - Constructionsite",
 												 packet_version, kCurrentPacketVersionConstructionsite);
@@ -510,36 +510,36 @@
 	try {
 		uint16_t const packet_version = fr.unsigned_16();
 		if (packet_version == kCurrentPacketVersionMilitarysite) {
-			militarysite.m_normal_soldier_request.reset();
+			militarysite.normal_soldier_request_.reset();
 
 			if (fr.unsigned_8()) {
-				militarysite.m_normal_soldier_request.reset
+				militarysite.normal_soldier_request_.reset
 					(new Request
 						(militarysite,
 						 0,
 						 MilitarySite::request_soldier_callback,
 						 wwWORKER));
-				militarysite.m_normal_soldier_request->read(fr, game, mol);
+				militarysite.normal_soldier_request_->read(fr, game, mol);
 			}
 			else
-				militarysite.m_normal_soldier_request.reset();
+				militarysite.normal_soldier_request_.reset();
 
 			if (fr.unsigned_8())
 			{
-				militarysite.m_upgrade_soldier_request.reset
+				militarysite.upgrade_soldier_request_.reset
 					(new Request
 						(militarysite,
-						 (!militarysite.m_normal_soldier_request) ? 0
+						 (!militarysite.normal_soldier_request_) ? 0
 						: militarysite.owner().tribe().soldier(),
 						MilitarySite::request_soldier_callback,
 						wwWORKER));
-				militarysite.m_upgrade_soldier_request->read(fr, game, mol);
+				militarysite.upgrade_soldier_request_->read(fr, game, mol);
 			}
 			else
-				militarysite.m_upgrade_soldier_request.reset();
-
-
-			if ((militarysite.m_didconquer = fr.unsigned_8())) {
+				militarysite.upgrade_soldier_request_.reset();
+
+
+			if ((militarysite.didconquer_ = fr.unsigned_8())) {
 				//  Add to map of military influence.
 				const Map & map = game.map();
 				Area<FCoords> a
@@ -557,16 +557,16 @@
 			}
 
 			//  capacity (modified by user)
-			militarysite.m_capacity = fr.unsigned_8();
-			militarysite.m_nexthealtime = fr.signed_32();
+			militarysite.capacity_ = fr.unsigned_8();
+			militarysite.nexthealtime_ = fr.signed_32();
 
 			uint16_t reqmin = fr.unsigned_16();
 			uint16_t reqmax = fr.unsigned_16();
-			militarysite.m_soldier_upgrade_requirements = RequireAttribute(atrTotal, reqmin, reqmax);
-			militarysite.m_soldier_preference = static_cast<MilitarySite::SoldierPreference>(fr.unsigned_8());
-			militarysite.m_next_swap_soldiers_time = fr.signed_32();
-			militarysite.m_soldier_upgrade_try = 0 != fr.unsigned_8() ? true : false;
-			militarysite.m_doing_upgrade_request = 0 != fr.unsigned_8() ? true : false;
+			militarysite.soldier_upgrade_requirements_ = RequireAttribute(atrTotal, reqmin, reqmax);
+			militarysite.soldier_preference_ = static_cast<MilitarySite::SoldierPreference>(fr.unsigned_8());
+			militarysite.next_swap_soldiers_time_ = fr.signed_32();
+			militarysite.soldier_upgrade_try_ = 0 != fr.unsigned_8() ? true : false;
+			militarysite.doing_upgrade_request_ = 0 != fr.unsigned_8() ? true : false;
 
 		} else {
 			throw UnhandledVersionError("MapBuildingdataPacket - Militarysite",
@@ -582,22 +582,22 @@
 		//  Cmd_ChangeSoldierCapacity to the beginning of the game's command
 		//  queue. But that would not work because the command queue is not read
 		//  yet and will be cleared before it is read.
-		if (militarysite.m_capacity < militarysite.min_soldier_capacity()) {
+		if (militarysite.capacity_ < militarysite.min_soldier_capacity()) {
 			log
 				("WARNING: militarysite %u of player %u at (%i, %i) has capacity "
 				 "set to %u but it must be at least %u. Changing to that value.\n",
 				 militarysite.serial(), militarysite.owner().player_number(),
 				 militarysite.get_position().x, militarysite.get_position().y,
-				 militarysite.m_capacity, militarysite.min_soldier_capacity());
-			militarysite.m_capacity = militarysite.min_soldier_capacity();
-		} else if (militarysite.max_soldier_capacity() < militarysite.m_capacity) {
+				 militarysite.capacity_, militarysite.min_soldier_capacity());
+			militarysite.capacity_ = militarysite.min_soldier_capacity();
+		} else if (militarysite.max_soldier_capacity() < militarysite.capacity_) {
 			log
 				("WARNING: militarysite %u of player %u at (%i, %i) has capacity "
 				 "set to %u but it can be at most %u. Changing to that value.\n",
 				 militarysite.serial(), militarysite.owner().player_number(),
 				 militarysite.get_position().x, militarysite.get_position().y,
-				 militarysite.m_capacity, militarysite.max_soldier_capacity());
-			militarysite.m_capacity = militarysite.max_soldier_capacity();
+				 militarysite.capacity_, militarysite.max_soldier_capacity());
+			militarysite.capacity_ = militarysite.max_soldier_capacity();
 		}
 	} catch (const WException & e) {
 		throw GameDataError("militarysite: %s", e.what());
@@ -898,16 +898,16 @@
 			//  player immovable owner is already in existence packet
 
 			//  write the general stuff
-			if (building->m_anim) {
+			if (building->anim_) {
 				fw.unsigned_8(1);
-				fw.string(building->descr().get_animation_name(building->m_anim));
+				fw.string(building->descr().get_animation_name(building->anim_));
 			} else
 				fw.unsigned_8(0);
 
-			fw.unsigned_32(building->m_animstart);
+			fw.unsigned_32(building->animstart_);
 
 			{
-				const Building::LeaveQueue & leave_queue = building->m_leave_queue;
+				const Building::LeaveQueue & leave_queue = building->leave_queue_;
 				fw.unsigned_16(leave_queue.size());
 				for (const OPtr<Worker >& temp_queue: leave_queue) {
 					assert(mos.is_object_known(*temp_queue.get(egbase)));
@@ -915,8 +915,8 @@
 						(mos.get_object_file_index(*temp_queue.get(egbase)));
 				}
 			}
-			fw.unsigned_32(building->m_leave_time);
-			if (MapObject const * const o = building->m_leave_allow.get(egbase))
+			fw.unsigned_32(building->leave_time_);
+			if (MapObject const * const o = building->leave_allow_.get(egbase))
 			{
 				assert(mos.is_object_known(*o));
 				fw.unsigned_32(mos.get_object_file_index(*o));
@@ -925,7 +925,7 @@
 			}
 			{
 				const TribeDescr& td = building->owner().tribe();
-				for (DescriptionIndex b_idx : building->m_old_buildings) {
+				for (DescriptionIndex b_idx : building->old_buildings_) {
 					const BuildingDescr* b_descr = td.get_building_descr(b_idx);
 					fw.unsigned_8(1);
 					fw.string(b_descr->name());
@@ -976,31 +976,31 @@
 	fw.unsigned_16(kCurrentPacketPFBuilding);
 
 	//  descriptions
-	fw.string(pfb.m_building->name());
+	fw.string(pfb.building_->name());
 
 	// builder request
-	if (pfb.m_builder_request) {
+	if (pfb.builder_request_) {
 		fw.unsigned_8(1);
-		pfb.m_builder_request->write(fw, game, mos);
+		pfb.builder_request_->write(fw, game, mos);
 	} else
 		fw.unsigned_8(0);
 
 	// builder
-	if (Worker const * builder = pfb.m_builder.get(game)) {
+	if (Worker const * builder = pfb.builder_.get(game)) {
 		assert(mos.is_object_known(*builder));
 		fw.unsigned_32(mos.get_object_file_index(*builder));
 	} else
 		fw.unsigned_32(0);
 
-	const uint16_t wares_size = pfb.m_wares.size();
+	const uint16_t wares_size = pfb.wares_.size();
 	fw.unsigned_16(wares_size);
 	for (uint16_t i = 0; i < wares_size; ++i)
-		pfb.m_wares[i]->write(fw, game, mos);
+		pfb.wares_[i]->write(fw, game, mos);
 
-	fw.unsigned_8 (pfb.m_working);
-	fw.unsigned_32(pfb.m_work_steptime);
-	fw.unsigned_32(pfb.m_work_completed);
-	fw.unsigned_32(pfb.m_work_steps);
+	fw.unsigned_8 (pfb.working_);
+	fw.unsigned_32(pfb.work_steptime_);
+	fw.unsigned_32(pfb.work_completed_);
+	fw.unsigned_32(pfb.work_steps_);
 }
 
 void MapBuildingdataPacket::write_constructionsite
@@ -1014,7 +1014,7 @@
 
 	write_partially_finished_building(constructionsite, fw, game, mos);
 
-	fw.signed_32(constructionsite.m_fetchfromflag);
+	fw.signed_32(constructionsite.fetchfromflag_);
 }
 
 void MapBuildingdataPacket::write_dismantlesite
@@ -1134,40 +1134,40 @@
 {
 	fw.unsigned_16(kCurrentPacketVersionMilitarysite);
 
-	if (militarysite.m_normal_soldier_request) {
+	if (militarysite.normal_soldier_request_) {
 		fw.unsigned_8(1);
-		militarysite.m_normal_soldier_request->write(fw, game, mos);
+		militarysite.normal_soldier_request_->write(fw, game, mos);
 	} else {
 		fw.unsigned_8(0);
 	}
 
-	if (militarysite.m_upgrade_soldier_request)
+	if (militarysite.upgrade_soldier_request_)
 	{
 		fw.unsigned_8(1);
-		militarysite.m_upgrade_soldier_request->write(fw, game, mos);
+		militarysite.upgrade_soldier_request_->write(fw, game, mos);
 	}
 	else
 		fw.unsigned_8(0);
 
 
-	fw.unsigned_8(militarysite.m_didconquer);
-	fw.unsigned_8(militarysite.m_capacity);
-	fw.signed_32(militarysite.m_nexthealtime);
+	fw.unsigned_8(militarysite.didconquer_);
+	fw.unsigned_8(militarysite.capacity_);
+	fw.signed_32(militarysite.nexthealtime_);
 
-	if (militarysite.m_normal_soldier_request)
+	if (militarysite.normal_soldier_request_)
 	{
-		if (militarysite.m_upgrade_soldier_request)
+		if (militarysite.upgrade_soldier_request_)
 			{
 				throw GameDataError
 				("Internal error in a MilitarySite -- cannot continue. Use previous autosave.");
 			}
 	}
-	fw.unsigned_16(militarysite.m_soldier_upgrade_requirements.get_min());
-	fw.unsigned_16(militarysite.m_soldier_upgrade_requirements.get_max());
-	fw.unsigned_8(militarysite.m_soldier_preference);
-	fw.signed_32(militarysite.m_next_swap_soldiers_time);
-	fw.unsigned_8(militarysite.m_soldier_upgrade_try ? 1 : 0);
-	fw.unsigned_8(militarysite.m_doing_upgrade_request ? 1 : 0);
+	fw.unsigned_16(militarysite.soldier_upgrade_requirements_.get_min());
+	fw.unsigned_16(militarysite.soldier_upgrade_requirements_.get_max());
+	fw.unsigned_8(militarysite.soldier_preference_);
+	fw.signed_32(militarysite.next_swap_soldiers_time_);
+	fw.unsigned_8(militarysite.soldier_upgrade_try_ ? 1 : 0);
+	fw.unsigned_8(militarysite.doing_upgrade_request_ ? 1 : 0);
 
 }
 

=== modified file 'src/scripting/lua_map.cc'
--- src/scripting/lua_map.cc	2016-01-31 15:31:00 +0000
+++ src/scripting/lua_map.cc	2016-02-08 18:17:36 +0000
@@ -1638,7 +1638,7 @@
 			(RO) the workarea_radius of the building as an int.
 */
 int LuaBuildingDescription::get_workarea_radius(lua_State * L) {
-	lua_pushinteger(L, get()->m_workarea_info.begin()->first);
+	lua_pushinteger(L, get()->workarea_info_.begin()->first);
 	return 1;
 }
 

=== modified file 'src/wui/building_ui.cc'
--- src/wui/building_ui.cc	2015-11-28 22:29:26 +0000
+++ src/wui/building_ui.cc	2016-02-08 18:17:36 +0000
@@ -33,21 +33,21 @@
  */
 void Building::show_options(InteractiveGameBase & igbase, bool avoid_fastclick, Point pos)
 {
-	if (m_optionswindow) {
-		if (m_optionswindow->is_minimal())
-			m_optionswindow->restore();
-		m_optionswindow->move_to_top();
+	if (optionswindow_) {
+		if (optionswindow_->is_minimal())
+			optionswindow_->restore();
+		optionswindow_->move_to_top();
 	} else {
-		create_options_window(igbase, m_optionswindow);
-		if (upcast(BuildingWindow, bw, m_optionswindow)) {
+		create_options_window(igbase, optionswindow_);
+		if (upcast(BuildingWindow, bw, optionswindow_)) {
 			bw->set_avoid_fastclick(avoid_fastclick);
 		}
 		// Run a first think here so that certain things like caps buttons
 		// get properly initialized
-		m_optionswindow->think();
+		optionswindow_->think();
 	}
 	if (pos.x >= 0 && pos.y >= 0) {
-		m_optionswindow->set_pos(pos);
+		optionswindow_->set_pos(pos);
 	}
 }
 
@@ -58,8 +58,8 @@
 {
 	for (boost::signals2::connection& c : options_window_connections)
 		c.disconnect();
-	delete m_optionswindow;
-	m_optionswindow = nullptr;
+	delete optionswindow_;
+	optionswindow_ = nullptr;
 }
 
 /**
@@ -67,10 +67,10 @@
  */
 void Building::refresh_options(InteractiveGameBase & igb) {
 	// Only do something if there is actually a window
-	if (m_optionswindow) {
-		Point window_position = m_optionswindow->get_pos();
+	if (optionswindow_) {
+		Point window_position = optionswindow_->get_pos();
 		hide_options();
 		show_options(igb, true);
-		m_optionswindow->set_pos(window_position);
+		optionswindow_->set_pos(window_position);
 	}
 }

=== modified file 'src/wui/buildingwindow.cc'
--- src/wui/buildingwindow.cc	2016-01-29 08:37:22 +0000
+++ src/wui/buildingwindow.cc	2016-02-08 18:17:36 +0000
@@ -304,9 +304,9 @@
 	if (can_see) {
 		WorkareaInfo wa_info;
 		if (upcast(Widelands::ConstructionSite, csite, &building_)) {
-			wa_info = csite->building().m_workarea_info;
+			wa_info = csite->building().workarea_info_;
 		} else {
-			wa_info = building_.descr().m_workarea_info;
+			wa_info = building_.descr().workarea_info_;
 		}
 		if (!wa_info.empty()) {
 			toggle_workarea_ = new UI::Button
@@ -471,9 +471,9 @@
 	}
 	WorkareaInfo workarea_info;
 	if (upcast(Widelands::ConstructionSite, csite, &building_)) {
-		workarea_info = csite->building().m_workarea_info;
+		workarea_info = csite->building().workarea_info_;
 	} else {
-		workarea_info = building_.descr().m_workarea_info;
+		workarea_info = building_.descr().workarea_info_;
 	}
 	if (workarea_info.empty()) {
 		return;

=== modified file 'src/wui/fieldaction.cc'
--- src/wui/fieldaction.cc	2016-01-29 08:37:22 +0000
+++ src/wui/fieldaction.cc	2016-02-08 18:17:36 +0000
@@ -821,7 +821,7 @@
 {
 	if (ibase().show_workarea_preview_ && !m_workarea_preview_overlay_id) {
 		const WorkareaInfo& workarea_info =
-		   m_plr->tribe().get_building_descr(Widelands::DescriptionIndex(idx))->m_workarea_info;
+		   m_plr->tribe().get_building_descr(Widelands::DescriptionIndex(idx))->workarea_info_;
 		m_workarea_preview_overlay_id = ibase().show_work_area(workarea_info, m_node);
 	}
 }

=== modified file 'src/wui/soldiercapacitycontrol.cc'
--- src/wui/soldiercapacitycontrol.cc	2016-01-29 08:37:22 +0000
+++ src/wui/soldiercapacitycontrol.cc	2016-02-08 18:17:36 +0000
@@ -46,7 +46,7 @@
 	void click_increase();
 
 	InteractiveGameBase & m_igb;
-	Widelands::Building & m_building;
+	Widelands::Building & building_;
 
 	UI::Button m_decrease;
 	UI::Button m_increase;
@@ -59,7 +59,7 @@
 :
 Box(parent, 0, 0, Horizontal),
 m_igb(igb),
-m_building(building),
+building_(building),
 m_decrease
 	(this, "decrease", 0, 0, 32, 32,
 	 g_gr->images().get("images/ui_basic/but4.png"),
@@ -86,21 +86,21 @@
 
 void SoldierCapacityControl::think()
 {
-	SoldierControl * soldiers = dynamic_cast<SoldierControl *>(&m_building);
+	SoldierControl * soldiers = dynamic_cast<SoldierControl *>(&building_);
 	uint32_t const capacity = soldiers->soldier_capacity();
 	char buffer[sizeof("4294967295")];
 
 	sprintf(buffer, "%2u", capacity);
 	m_value.set_text(buffer);
 
-	bool const can_act = m_igb.can_act(m_building.owner().player_number());
+	bool const can_act = m_igb.can_act(building_.owner().player_number());
 	m_decrease.set_enabled(can_act && soldiers->min_soldier_capacity() < capacity);
 	m_increase.set_enabled(can_act && soldiers->max_soldier_capacity() > capacity);
 }
 
 void SoldierCapacityControl::change_soldier_capacity(int delta)
 {
-	m_igb.game().send_player_change_soldier_capacity(m_building, delta);
+	m_igb.game().send_player_change_soldier_capacity(building_, delta);
 }
 
 void SoldierCapacityControl::click_decrease()

=== modified file 'src/wui/soldierlist.cc'
--- src/wui/soldierlist.cc	2016-01-31 21:03:15 +0000
+++ src/wui/soldierlist.cc	2016-02-08 18:17:36 +0000
@@ -371,7 +371,7 @@
 	void think() override;
 
 	InteractiveGameBase & m_igb;
-	Widelands::Building & m_building;
+	Widelands::Building & building_;
 	SoldierPanel m_soldierpanel;
 	UI::Radiogroup m_soldier_preference;
 	UI::Textarea m_infotext;
@@ -385,7 +385,7 @@
 UI::Box(&parent, 0, 0, UI::Box::Vertical),
 
 m_igb(igb),
-m_building(building),
+building_(building),
 m_soldierpanel(*this, igb.egbase(), building),
 m_infotext(this, _("Click soldier to send away"))
 {
@@ -413,7 +413,7 @@
 
 	UI::Box * buttons = new UI::Box(this, 0, 0, UI::Box::Horizontal);
 
-	bool can_act = m_igb.can_act(m_building.owner().player_number());
+	bool can_act = m_igb.can_act(building_.owner().player_number());
 	if (upcast(Widelands::MilitarySite, ms, &building)) {
 		m_soldier_preference.add_button
 			(buttons, Point(0, 0),
@@ -450,16 +450,16 @@
 
 SoldierControl & SoldierList::soldiers() const
 {
-	return *dynamic_cast<SoldierControl *>(&m_building);
+	return *dynamic_cast<SoldierControl *>(&building_);
 }
 
 void SoldierList::think()
 {
 	// Only update the soldiers pref radio if player is spectator
-	if (m_igb.can_act(m_building.owner().player_number())) {
+	if (m_igb.can_act(building_.owner().player_number())) {
 		return;
 	}
-	if (upcast(Widelands::MilitarySite, ms, &m_building)) {
+	if (upcast(Widelands::MilitarySite, ms, &building_)) {
 		switch (ms->get_soldier_preference()) {
 			case Widelands::MilitarySite::kPrefersRookies:
 				m_soldier_preference.set_state(0);
@@ -495,20 +495,20 @@
 void SoldierList::eject(const Soldier * soldier)
 {
 	uint32_t const capacity_min = soldiers().min_soldier_capacity();
-	bool can_act = m_igb.can_act(m_building.owner().player_number());
+	bool can_act = m_igb.can_act(building_.owner().player_number());
 	bool over_min = capacity_min < soldiers().present_soldiers().size();
 
 	if (can_act && over_min)
-		m_igb.game().send_player_drop_soldier(m_building, soldier->serial());
+		m_igb.game().send_player_drop_soldier(building_, soldier->serial());
 }
 
 void SoldierList::set_soldier_preference(int32_t changed_to) {
 #ifndef NDEBUG
-	upcast(Widelands::MilitarySite, ms, &m_building);
+	upcast(Widelands::MilitarySite, ms, &building_);
 	assert(ms);
 #endif
 	m_igb.game().send_player_militarysite_set_soldier_preference
-		(m_building, changed_to == 0 ?
+		(building_, changed_to == 0 ?
 			Widelands::MilitarySite::kPrefersRookies:
 			Widelands::MilitarySite::kPrefersHeroes);
 }


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