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[Merge] lp:~widelands-dev/widelands/bug-1395278-network-io-wui into lp:widelands

 

GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1395278-network-io-wui into lp:widelands.

Commit message:
Refactored remaining member variables.

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-network-io-wui/+merge/289557

That's all, folks! :)
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1395278-network-io-wui into lp:widelands.
=== modified file 'src/io/filesystem/layered_filesystem.cc'
--- src/io/filesystem/layered_filesystem.cc	2016-02-18 18:27:52 +0000
+++ src/io/filesystem/layered_filesystem.cc	2016-03-19 10:27:47 +0000
@@ -29,7 +29,7 @@
 
 LayeredFileSystem * g_fs;
 
-LayeredFileSystem::LayeredFileSystem(): m_home(nullptr) {}
+LayeredFileSystem::LayeredFileSystem(): home_(nullptr) {}
 
 /**
  * Free all sub-filesystems
@@ -47,12 +47,12 @@
 }
 
 void LayeredFileSystem::add_file_system(FileSystem* fs) {
-	m_filesystems.emplace_back(fs);
+	filesystems_.emplace_back(fs);
 }
 
 void LayeredFileSystem::set_home_file_system(FileSystem * fs)
 {
-	m_home.reset(fs);
+	home_.reset(fs);
 }
 
 /**
@@ -61,11 +61,11 @@
  */
 void LayeredFileSystem::remove_file_system(const FileSystem & fs)
 {
-	if (m_filesystems.back().get() != &fs)
+	if (filesystems_.back().get() != &fs)
 		throw std::logic_error
 			("LayeredFileSystem::remove_file_system: interspersed add/remove "
 			 "detected!");
-	m_filesystems.pop_back();
+	filesystems_.pop_back();
 }
 
 /**
@@ -80,8 +80,8 @@
 	std::set<std::string> results;
 	FilenameSet files;
 	// Check home system first
-	if (m_home) {
-		files = m_home->list_directory(path);
+	if (home_) {
+		files = home_->list_directory(path);
 		for
 			(FilenameSet::iterator fnit = files.begin();
 			 fnit != files.end();
@@ -89,7 +89,7 @@
 				results.insert(*fnit);
 	}
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it) {
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it) {
 		files = (*it)->list_directory(path);
 
 		for (FilenameSet::iterator fnit = files.begin(); fnit != files.end(); ++fnit)
@@ -102,9 +102,9 @@
  * Returns true if the file can be found in at least one of the sub-filesystems
  */
 bool LayeredFileSystem::file_exists(const std::string & path) {
-	if (m_home && m_home->file_exists(path))
+	if (home_ && home_->file_exists(path))
 		return true;
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->file_exists(path))
 			return true;
 
@@ -116,10 +116,10 @@
  */
 // TODO(unknown): What if it's a file in some and a dir in others?????
 bool LayeredFileSystem::is_directory(const std::string & path) {
-	if (m_home && m_home->is_directory(path))
+	if (home_ && home_->is_directory(path))
 		return true;
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_directory(path))
 			return true;
 
@@ -135,10 +135,10 @@
  * Let's just avoid any possible hassles with that.
  */
 void * LayeredFileSystem::load(const std::string & fname, size_t & length) {
-	if (m_home && m_home->file_exists(fname))
-		return m_home->load(fname, length);
+	if (home_ && home_->file_exists(fname))
+		return home_->load(fname, length);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->file_exists(fname))
 			return (*it)->load(fname, length);
 
@@ -152,10 +152,10 @@
 void LayeredFileSystem::write
 	(const std::string & fname, void const * const data, int32_t const length)
 {
-	if (m_home && m_home->is_writable())
-		return m_home->write(fname, data, length);
+	if (home_ && home_->is_writable())
+		return home_->write(fname, data, length);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable())
 			return (*it)->write(fname, data, length);
 
@@ -168,10 +168,10 @@
  * it exists.
  */
 StreamRead  * LayeredFileSystem::open_stream_read (const std::string & fname) {
-	if (m_home && m_home->file_exists(fname))
-		return m_home->open_stream_read(fname);
+	if (home_ && home_->file_exists(fname))
+		return home_->open_stream_read(fname);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->file_exists(fname))
 			return (*it)->open_stream_read(fname);
 
@@ -183,10 +183,10 @@
  * Analogously to Write, create the file in the first writable sub-FS.
  */
 StreamWrite * LayeredFileSystem::open_stream_write(const std::string & fname) {
-	if (m_home && m_home->is_writable())
-		return m_home->open_stream_write(fname);
+	if (home_ && home_->is_writable())
+		return home_->open_stream_write(fname);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable())
 			return (*it)->open_stream_write(fname);
 
@@ -197,10 +197,10 @@
  * MakeDir in first writable directory
  */
 void LayeredFileSystem::make_directory(const std::string & dirname) {
-	if (m_home && m_home->is_writable())
-		return m_home->make_directory(dirname);
+	if (home_ && home_->is_writable())
+		return home_->make_directory(dirname);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable())
 			return (*it)->make_directory(dirname);
 
@@ -211,10 +211,10 @@
  * ensure_directory_exists in first writable directory
  */
 void LayeredFileSystem::ensure_directory_exists(const std::string & dirname) {
-	if (m_home && m_home->is_writable())
-		return m_home->ensure_directory_exists(dirname);
+	if (home_ && home_->is_writable())
+		return home_->ensure_directory_exists(dirname);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable())
 			return (*it)->ensure_directory_exists(dirname);
 
@@ -226,10 +226,10 @@
  */
 FileSystem * LayeredFileSystem::make_sub_file_system(const std::string & dirname)
 {
-	if (m_home && m_home->is_writable() && m_home->file_exists(dirname))
-		return m_home->make_sub_file_system(dirname);
+	if (home_ && home_->is_writable() && home_->file_exists(dirname))
+		return home_->make_sub_file_system(dirname);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable() && (*it)->file_exists(dirname))
 			return (*it)->make_sub_file_system(dirname);
 
@@ -242,10 +242,10 @@
  */
 FileSystem * LayeredFileSystem::create_sub_file_system(const std::string & dirname, Type const type)
 {
-	if (m_home && m_home->is_writable() && !m_home->file_exists(dirname))
-		return m_home->create_sub_file_system(dirname, type);
+	if (home_ && home_->is_writable() && !home_->file_exists(dirname))
+		return home_->create_sub_file_system(dirname, type);
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable() && !(*it)->file_exists(dirname))
 			return (*it)->create_sub_file_system(dirname, type);
 
@@ -260,12 +260,12 @@
 	if (!file_exists(file))
 		return;
 
-	if (m_home && m_home->is_writable() && m_home->file_exists(file)) {
-		m_home->fs_unlink(file);
+	if (home_ && home_->is_writable() && home_->file_exists(file)) {
+		home_->fs_unlink(file);
 		return;
 	}
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable() && (*it)->file_exists(file)) {
 			(*it)->fs_unlink(file);
 			return;
@@ -277,11 +277,11 @@
 {
 	if (!file_exists(old_name))
 		return;
-	if (m_home && m_home->is_writable() && m_home->file_exists(old_name)) {
-		m_home->fs_rename(old_name, new_name);
+	if (home_ && home_->is_writable() && home_->file_exists(old_name)) {
+		home_->fs_rename(old_name, new_name);
 		return;
 	}
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if ((*it)->is_writable() && (*it)->file_exists(old_name)) {
 			(*it)->fs_rename(old_name, new_name);
 			return;
@@ -293,10 +293,10 @@
 // This heuristic is justified by the fact that ths is
 // where we will create new files.
 unsigned long long LayeredFileSystem::disk_space() {
-	if (m_home) {
-		return m_home->disk_space();
+	if (home_) {
+		return home_->disk_space();
 	}
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it)
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it)
 		if (*it)
 			return (*it)->disk_space();
 	return 0;
@@ -306,11 +306,11 @@
 
 	std::string message = filename + "\nI have tried the following path(s):";
 
-	if (m_home) {
-		message += "\n    " + m_home->get_basename() + FileSystem::file_separator() + filename;
+	if (home_) {
+		message += "\n    " + home_->get_basename() + FileSystem::file_separator() + filename;
 	}
 
-	for (auto it = m_filesystems.rbegin(); it != m_filesystems.rend(); ++it) {
+	for (auto it = filesystems_.rbegin(); it != filesystems_.rend(); ++it) {
 		message += "\n    " + (*it)->get_basename() + FileSystem::file_separator() + filename;
 	}
 	return message;

=== modified file 'src/io/filesystem/layered_filesystem.h'
--- src/io/filesystem/layered_filesystem.h	2016-02-09 07:51:23 +0000
+++ src/io/filesystem/layered_filesystem.h	2016-03-19 10:27:47 +0000
@@ -85,8 +85,8 @@
 	/// This is used to assemble an error message for exceptions that includes all file paths
 	std::string paths_error_message(const std::string& filename) const;
 
-	std::vector<std::unique_ptr<FileSystem>> m_filesystems;
-	std::unique_ptr<FileSystem> m_home;
+	std::vector<std::unique_ptr<FileSystem>> filesystems_;
+	std::unique_ptr<FileSystem> home_;
 };
 
 /// Access all game data files etc. through this FileSystem

=== modified file 'src/io/filesystem/zip_exceptions.h'
--- src/io/filesystem/zip_exceptions.h	2014-09-27 18:52:14 +0000
+++ src/io/filesystem/zip_exceptions.h	2016-03-19 10:27:47 +0000
@@ -28,7 +28,7 @@
  * Problems with the zipfile itself or normal file operations should throw
  * FileError or one of it's descendants with an appropriate message. E.g.:
  * throw FileNotFoundError("ZipFilesystem::load", fname,
- * "couldn't open file (from zipfile "+m_zipfilename+")");
+ * "couldn't open file (from zipfile "+zipfilename_+")");
  */
 struct ZipOperationError : public std::logic_error {
 	ZipOperationError
@@ -40,12 +40,12 @@
 		std::logic_error
 			(thrower + ": " + message + " (working on '" + filename +
 			 "' in zipfile '" + zipfilename + "')"),
-		m_thrower(thrower), m_filename(filename), m_zipfilename(zipfilename)
+		thrower_(thrower), filename_(filename), zipfilename_(zipfilename)
 	{}
 
-	std::string m_thrower;
-	std::string m_filename;
-	std::string m_zipfilename;
+	std::string thrower_;
+	std::string filename_;
+	std::string zipfilename_;
 };
 
 #endif  // end of include guard: WL_IO_FILESYSTEM_ZIP_EXCEPTIONS_H

=== modified file 'src/network/nethost.cc'
--- src/network/nethost.cc	2016-03-08 15:21:41 +0000
+++ src/network/nethost.cc	2016-03-19 10:27:47 +0000
@@ -66,12 +66,12 @@
 
 
 struct HostGameSettingsProvider : public GameSettingsProvider {
-	HostGameSettingsProvider(NetHost * const init_host) : h(init_host), m_cur_wincondition(0) {}
+	HostGameSettingsProvider(NetHost * const init_host) : host_(init_host), current_wincondition_(0) {}
 	~HostGameSettingsProvider() {}
 
-	void set_scenario(bool is_scenario) override {h->set_scenario(is_scenario);}
+	void set_scenario(bool is_scenario) override {host_->set_scenario(is_scenario);}
 
-	const GameSettings & settings() override {return h->settings();}
+	const GameSettings & settings() override {return host_->settings();}
 
 	bool can_change_map() override {return true;}
 	bool can_change_player_state(uint8_t const number) override {
@@ -107,7 +107,7 @@
 			settings().players.at(number).state == PlayerSettings::stateComputer;
 	}
 
-	bool can_launch() override {return h->can_launch();}
+	bool can_launch() override {return host_->can_launch();}
 
 	virtual void set_map
 		(const std::string &       mapname,
@@ -115,7 +115,7 @@
 		 uint32_t            const maxplayers,
 		 bool                const savegame = false) override
 	{
-		h->set_map(mapname, mapfilename, maxplayers, savegame);
+		host_->set_map(mapname, mapfilename, maxplayers, savegame);
 	}
 	void set_player_state
 		(uint8_t number, PlayerSettings::State const state) override
@@ -123,23 +123,23 @@
 		if (number >= settings().players.size())
 			return;
 
-		h->set_player_state(number, state);
+		host_->set_player_state(number, state);
 	}
 	void next_player_state(uint8_t const number) override {
 		if (number > settings().players.size())
 			return;
 
 		PlayerSettings::State newstate = PlayerSettings::stateClosed;
-		switch (h->settings().players.at(number).state) {
+		switch (host_->settings().players.at(number).state) {
 		case PlayerSettings::stateClosed:
 			// In savegames : closed players can not be changed.
-			assert(!h->settings().savegame);
+			assert(!host_->settings().savegame);
 			newstate = PlayerSettings::stateOpen;
 			break;
 		case PlayerSettings::stateOpen:
 		case PlayerSettings::stateHuman:
-			if (h->settings().scenario) {
-				assert(h->settings().players.at(number).closeable);
+			if (host_->settings().scenario) {
+				assert(host_->settings().players.at(number).closeable);
 				newstate = PlayerSettings::stateClosed;
 				break;
 			} // else fall through
@@ -150,21 +150,21 @@
 					ComputerPlayer::get_implementations();
 				ComputerPlayer::ImplementationVector::const_iterator it =
 					impls.begin();
-				if (h->settings().players.at(number).ai.empty()) {
+				if (host_->settings().players.at(number).ai.empty()) {
 					set_player_ai(number, (*it)->name);
 					newstate = PlayerSettings::stateComputer;
 					break;
 				}
 				do {
 					++it;
-					if ((*(it - 1))->name == h->settings().players.at(number).ai)
+					if ((*(it - 1))->name == host_->settings().players.at(number).ai)
 						break;
 				} while (it != impls.end());
 				if (settings().players.at(number).random_ai) {
 					set_player_ai(number, std::string());
 					set_player_name(number, std::string());
 					// Do not share a player in savegames or scenarios
-					if (h->settings().scenario || h->settings().savegame)
+					if (host_->settings().scenario || host_->settings().savegame)
 						newstate = PlayerSettings::stateOpen;
 					else {
 						uint8_t shared = 0;
@@ -198,7 +198,7 @@
 		case PlayerSettings::stateShared:
 			{
 				// Do not close a player in savegames or scenarios
-				if (h->settings().scenario || h->settings().savegame)
+				if (host_->settings().scenario || host_->settings().savegame)
 					newstate = PlayerSettings::stateOpen;
 				else
 					newstate = PlayerSettings::stateClosed;
@@ -206,13 +206,13 @@
 			}
 		}
 
-		h->set_player_state(number, newstate, true);
+		host_->set_player_state(number, newstate, true);
 	}
 
 	void set_player_tribe
 		(uint8_t number, const std::string& tribe, bool const random_tribe) override
 	{
-		if (number >= h->settings().players.size())
+		if (number >= host_->settings().players.size())
 			return;
 
 		if
@@ -223,87 +223,87 @@
 			 settings().players.at(number).state == PlayerSettings::stateShared
 			 ||
 		    settings().players.at(number).state == PlayerSettings::stateOpen)  // For savegame loading
-			h->set_player_tribe(number, tribe, random_tribe);
+			host_->set_player_tribe(number, tribe, random_tribe);
 	}
 
 	void set_player_team(uint8_t number, Widelands::TeamNumber team) override
 	{
-		if (number >= h->settings().players.size())
+		if (number >= host_->settings().players.size())
 			return;
 
 		if
 			(number == settings().playernum ||
 			 settings().players.at(number).state == PlayerSettings::stateComputer)
-			h->set_player_team(number, team);
+			host_->set_player_team(number, team);
 	}
 
 	void set_player_closeable(uint8_t number, bool closeable) override {
-		if (number >= h->settings().players.size())
+		if (number >= host_->settings().players.size())
 			return;
-		h->set_player_closeable(number, closeable);
+		host_->set_player_closeable(number, closeable);
 	}
 
 	void set_player_shared(uint8_t number, uint8_t shared) override {
-		if (number >= h->settings().players.size())
+		if (number >= host_->settings().players.size())
 			return;
-		h->set_player_shared(number, shared);
+		host_->set_player_shared(number, shared);
 	}
 
 	void set_player_init(uint8_t const number, uint8_t const index) override {
-		if (number >= h->settings().players.size())
+		if (number >= host_->settings().players.size())
 			return;
 
-		h->set_player_init(number, index);
+		host_->set_player_init(number, index);
 	}
 
 	void set_player_ai(uint8_t number, const std::string & name, bool const random_ai = false) override {
-		h->set_player_ai(number, name, random_ai);
+		host_->set_player_ai(number, name, random_ai);
 	}
 
 	void set_player_name(uint8_t const number, const std::string & name) override {
-		if (number >= h->settings().players.size())
+		if (number >= host_->settings().players.size())
 			return;
-		h->set_player_name(number, name);
+		host_->set_player_name(number, name);
 	}
 
 	void set_player(uint8_t const number, PlayerSettings const ps) override {
-		if (number >= h->settings().players.size())
+		if (number >= host_->settings().players.size())
 			return;
-		h->set_player(number, ps);
+		host_->set_player(number, ps);
 	}
 
 	void set_player_number(uint8_t const number) override {
 		if
 			(number == UserSettings::none() ||
-			 number < h->settings().players.size())
-			h->set_player_number(number);
+			 number < host_->settings().players.size())
+			host_->set_player_number(number);
 	}
 
 	std::string get_win_condition_script() override {
-		return h->settings().win_condition_script;
+		return host_->settings().win_condition_script;
 	}
 
 	void set_win_condition_script(std::string wc) override {
-		h->set_win_condition_script(wc);
+		host_->set_win_condition_script(wc);
 	}
 
 	void next_win_condition() override {
-		if (m_win_condition_scripts.empty()) {
-			m_win_condition_scripts = h->settings().win_condition_scripts;
-			m_cur_wincondition = -1;
+		if (wincondition_scripts_.empty()) {
+			wincondition_scripts_ = host_->settings().win_condition_scripts;
+			current_wincondition_ = -1;
 		}
 
 		if (can_change_map()) {
-			m_cur_wincondition++;
-			m_cur_wincondition %= m_win_condition_scripts.size();
-			set_win_condition_script(m_win_condition_scripts[m_cur_wincondition]);
+			current_wincondition_++;
+			current_wincondition_ %= wincondition_scripts_.size();
+			set_win_condition_script(wincondition_scripts_[current_wincondition_]);
 		}
 	}
 
 private:
-	NetHost                * h;
-	int16_t                  m_cur_wincondition;
-	std::vector<std::string> m_win_condition_scripts;
+	NetHost                * host_;
+	int16_t                  current_wincondition_;
+	std::vector<std::string> wincondition_scripts_;
 };
 
 struct HostChatProvider : public ChatProvider {

=== modified file 'src/wui/actionconfirm.cc'
--- src/wui/actionconfirm.cc	2016-02-09 21:14:53 +0000
+++ src/wui/actionconfirm.cc	2016-03-19 10:27:47 +0000
@@ -54,7 +54,7 @@
 	virtual void ok() = 0;
 
 protected:
-	Widelands::ObjectPointer m_object;
+	Widelands::ObjectPointer object_;
 };
 
 /**
@@ -81,7 +81,7 @@
 	void ok() override;
 
 private:
-	Widelands::ObjectPointer m_todestroy;
+	Widelands::ObjectPointer todestroy_;
 };
 
 /**
@@ -110,7 +110,7 @@
 
 private:
     // Do not make this a reference - it is a stack variable in the caller
-	const Widelands::DescriptionIndex m_id;
+	const Widelands::DescriptionIndex id_;
 };
 
 
@@ -143,7 +143,7 @@
 	:
 	UI::Window
 		(&parent, "building_action_confirm", 0, 0, 200, 120, windowtitle),
-	m_object (&building)
+	object_ (&building)
 {
 	new UI::MultilineTextarea
 		(this,
@@ -179,7 +179,7 @@
 	 Widelands::Ship & ship)
 	:
 	UI::Window(&parent, "ship_action_confirm", 0, 0, 200, 120, windowtitle),
-	m_object (&ship)
+	object_ (&ship)
 {
 	new UI::MultilineTextarea
 		(this,
@@ -223,7 +223,7 @@
 		 _("Destroy building?"),
 		 _("Do you really want to destroy this %s?"),
 		 building),
-	m_todestroy(todestroy ? todestroy : &building)
+	todestroy_(todestroy ? todestroy : &building)
 {
 	// Nothing special to do
 }
@@ -237,8 +237,8 @@
 void BulldozeConfirm::think()
 {
 	const Widelands::EditorGameBase & egbase = iaplayer().egbase();
-	upcast(Widelands::Building, building, m_object .get(egbase));
-	upcast(Widelands::PlayerImmovable, todestroy, m_todestroy.get(egbase));
+	upcast(Widelands::Building, building, object_ .get(egbase));
+	upcast(Widelands::PlayerImmovable, todestroy, todestroy_.get(egbase));
 
 	if
 		(!todestroy ||
@@ -256,8 +256,8 @@
 void BulldozeConfirm::ok()
 {
 	Widelands::Game & game = iaplayer().game();
-	upcast(Widelands::Building, building, m_object.get(game));
-	upcast(Widelands::PlayerImmovable, todestroy, m_todestroy.get(game));
+	upcast(Widelands::Building, building, object_.get(game));
+	upcast(Widelands::PlayerImmovable, todestroy, todestroy_.get(game));
 
 	if
 		(todestroy &&
@@ -300,7 +300,7 @@
 void DismantleConfirm::think()
 {
 	const Widelands::EditorGameBase & egbase = iaplayer().egbase();
-	upcast(Widelands::Building, building, m_object.get(egbase));
+	upcast(Widelands::Building, building, object_.get(egbase));
 
 	if
 		(!building ||
@@ -317,8 +317,8 @@
 void DismantleConfirm::ok()
 {
 	Widelands::Game & game = iaplayer().game();
-	upcast(Widelands::Building, building, m_object.get(game));
-	upcast(Widelands::PlayerImmovable, todismantle, m_object.get(game));
+	upcast(Widelands::Building, building, object_.get(game));
+	upcast(Widelands::PlayerImmovable, todismantle, object_.get(game));
 
 	if
 		(building &&
@@ -347,7 +347,7 @@
 		 _("Enhance building?"),
 		 _("Do you really want to enhance this %s?"),
 		 building),
-	m_id(id)
+	id_(id)
 {
 	// Nothing special to do
 }
@@ -361,7 +361,7 @@
 void EnhanceConfirm::think()
 {
 	const Widelands::EditorGameBase & egbase = iaplayer().egbase();
-	upcast(Widelands::Building, building, m_object.get(egbase));
+	upcast(Widelands::Building, building, object_.get(egbase));
 
 	if
 		(!building ||
@@ -378,14 +378,14 @@
 void EnhanceConfirm::ok()
 {
 	Widelands::Game & game = iaplayer().game();
-	upcast(Widelands::Building, building, m_object.get(game));
+	upcast(Widelands::Building, building, object_.get(game));
 
 	if
 		(building &&
 		 iaplayer().can_act(building->owner().player_number()) &&
 		 (building->get_playercaps() & Widelands::Building::PCap_Enhancable))
 	{
-		game.send_player_enhance_building(*building, m_id);
+		game.send_player_enhance_building(*building, id_);
 	}
 
 	die();
@@ -408,7 +408,7 @@
 void ShipSinkConfirm::think()
 {
 	const Widelands::EditorGameBase & egbase = iaplayer().egbase();
-	upcast(Widelands::Ship, ship, m_object.get(egbase));
+	upcast(Widelands::Ship, ship, object_.get(egbase));
 
 	if (!ship || !iaplayer().can_act(ship->get_owner()->player_number()))
 		die();
@@ -421,7 +421,7 @@
 void ShipSinkConfirm::ok()
 {
 	Widelands::Game & game = iaplayer().game();
-	upcast(Widelands::Ship, ship, m_object.get(game));
+	upcast(Widelands::Ship, ship, object_.get(game));
 
 	if (ship && iaplayer().can_act(ship->get_owner()->player_number())) {
 		game.send_player_sink_ship(*ship);
@@ -447,7 +447,7 @@
  */
 void ShipCancelExpeditionConfirm::think() {
 	const Widelands::EditorGameBase& egbase = iaplayer().egbase();
-	upcast(Widelands::Ship, ship, m_object.get(egbase));
+	upcast(Widelands::Ship, ship, object_.get(egbase));
 
 	if (!ship || !iaplayer().can_act(ship->get_owner()->player_number()) ||
 	    !ship->state_is_expedition()) {
@@ -461,7 +461,7 @@
 void ShipCancelExpeditionConfirm::ok()
 {
 	Widelands::Game & game = iaplayer().game();
-	upcast(Widelands::Ship, ship, m_object.get(game));
+	upcast(Widelands::Ship, ship, object_.get(game));
 
 	if
 		(ship

=== modified file 'src/wui/constructionsitewindow.cc'
--- src/wui/constructionsitewindow.cc	2016-01-29 08:37:22 +0000
+++ src/wui/constructionsitewindow.cc	2016-03-19 10:27:47 +0000
@@ -41,7 +41,7 @@
 	void think() override;
 
 private:
-	UI::ProgressBar * m_progress;
+	UI::ProgressBar * progress_;
 };
 
 
@@ -54,14 +54,14 @@
 	UI::Box & box = *new UI::Box(get_tabs(), 0, 0, UI::Box::Vertical);
 
 	// Add the progress bar
-	m_progress =
+	progress_ =
 		new UI::ProgressBar
 			(&box,
 			 0, 0,
 			 UI::ProgressBar::DefaultWidth, UI::ProgressBar::DefaultHeight,
 			 UI::ProgressBar::Horizontal);
-	m_progress->set_total(1 << 16);
-	box.add(m_progress, UI::Align::kHCenter);
+	progress_->set_total(1 << 16);
+	box.add(progress_, UI::Align::kHCenter);
 
 	box.add_space(8);
 
@@ -88,7 +88,7 @@
 	const Widelands::ConstructionSite & cs =
 		dynamic_cast<Widelands::ConstructionSite&>(building());
 
-	m_progress->set_state(cs.get_built_per64k());
+	progress_->set_state(cs.get_built_per64k());
 }
 
 

=== modified file 'src/wui/dismantlesitewindow.cc'
--- src/wui/dismantlesitewindow.cc	2016-01-29 08:37:22 +0000
+++ src/wui/dismantlesitewindow.cc	2016-03-19 10:27:47 +0000
@@ -38,7 +38,7 @@
 	void think() override;
 
 private:
-	UI::ProgressBar * m_progress;
+	UI::ProgressBar * progress_;
 };
 
 
@@ -51,14 +51,14 @@
 	UI::Box & box = *new UI::Box(get_tabs(), 0, 0, UI::Box::Vertical);
 
 	// Add the progress bar
-	m_progress =
+	progress_ =
 		new UI::ProgressBar
 			(&box,
 			 0, 0,
 			 UI::ProgressBar::DefaultWidth, UI::ProgressBar::DefaultHeight,
 			 UI::ProgressBar::Horizontal);
-	m_progress->set_total(1 << 16);
-	box.add(m_progress, UI::Align::kHCenter);
+	progress_->set_total(1 << 16);
+	box.add(progress_, UI::Align::kHCenter);
 
 	box.add_space(8);
 
@@ -82,7 +82,7 @@
 	const Widelands::DismantleSite & ds =
 		dynamic_cast<Widelands::DismantleSite&>(building());
 
-	m_progress->set_state(ds.get_built_per64k());
+	progress_->set_state(ds.get_built_per64k());
 }
 
 

=== modified file 'src/wui/fieldaction.cc'
--- src/wui/fieldaction.cc	2016-03-18 08:22:55 +0000
+++ src/wui/fieldaction.cc	2016-03-19 10:27:47 +0000
@@ -212,19 +212,19 @@
 		 bool repeating = false);
 	void okdialog();
 
-	Widelands::Player * m_plr;
-	Widelands::Map    * m_map;
-	FieldOverlayManager & m_field_overlay_manager;
-
-	Widelands::FCoords  m_node;
-
-	UI::TabPanel      m_tabpanel;
-	bool m_fastclick; // if true, put the mouse over first button in first tab
-	uint32_t m_best_tab;
-	FieldOverlayManager::OverlayId m_workarea_preview_overlay_id;
+	Widelands::Player* player_;
+	Widelands::Map* map_;
+	FieldOverlayManager& field_overlay_manager_;
+
+	Widelands::FCoords node_;
+
+	UI::TabPanel tabpanel_;
+	bool fastclick_; // if true, put the mouse over first button in first tab
+	uint32_t best_tab_;
+	FieldOverlayManager::OverlayId workarea_preview_overlay_id_;
 
 	/// Variables to use with attack dialog.
-	AttackBox * m_attack_box;
+	AttackBox * attack_box_;
 };
 
 static const char * const pic_tab_buildroad  = "images/wui/fieldaction/menu_tab_buildroad.png";
@@ -272,36 +272,36 @@
 	 UI::UniqueWindow::Registry * const registry)
 :
 	UI::UniqueWindow(ib, "field_action", registry, 68, 34, _("Action")),
-	m_plr(plr),
-	m_map(&ib->egbase().map()),
-	m_field_overlay_manager(*ib->mutable_field_overlay_manager()),
-	m_node(ib->get_sel_pos().node, &(*m_map)[ib->get_sel_pos().node]),
-	m_tabpanel(this, 0, 0, g_gr->images().get("images/ui_basic/but1.png")),
-	m_fastclick(true),
-	m_best_tab(0),
-	m_workarea_preview_overlay_id(0),
-	m_attack_box(nullptr)
+	player_(plr),
+	map_(&ib->egbase().map()),
+	field_overlay_manager_(*ib->mutable_field_overlay_manager()),
+	node_(ib->get_sel_pos().node, &(*map_)[ib->get_sel_pos().node]),
+	tabpanel_(this, 0, 0, g_gr->images().get("images/ui_basic/but1.png")),
+	fastclick_(true),
+	best_tab_(0),
+	workarea_preview_overlay_id_(0),
+	attack_box_(nullptr)
 {
 	ib->set_sel_freeze(true);
 
 
-	set_center_panel(&m_tabpanel);
+	set_center_panel(&tabpanel_);
 }
 
 
 FieldActionWindow::~FieldActionWindow()
 {
-	if (m_workarea_preview_overlay_id)
-		m_field_overlay_manager.remove_overlay(m_workarea_preview_overlay_id);
+	if (workarea_preview_overlay_id_)
+		field_overlay_manager_.remove_overlay(workarea_preview_overlay_id_);
 	ibase().set_sel_freeze(false);
-	delete m_attack_box;
+	delete attack_box_;
 }
 
 
 void FieldActionWindow::think() {
 	if
-		(m_plr && m_plr->vision(m_node.field - &ibase().egbase().map()[0]) <= 1
-		 && !m_plr->see_all())
+		(player_ && player_->vision(node_.field - &ibase().egbase().map()[0]) <= 1
+		 && !player_->see_all())
 		die();
 }
 
@@ -319,7 +319,7 @@
 
 	// Now force the mouse onto the first button
 	set_mouse_pos
-		(Point(17 + kBuildGridCellSize * m_best_tab, m_fastclick ? 51 : 17));
+		(Point(17 + kBuildGridCellSize * best_tab_, fastclick_ ? 51 : 17));
 
 	// Will only do something if we explicitly set another fast click panel
 	// than the first button
@@ -335,19 +335,19 @@
 void FieldActionWindow::add_buttons_auto()
 {
 	UI::Box * buildbox = nullptr;
-	UI::Box & watchbox = *new UI::Box(&m_tabpanel, 0, 0, UI::Box::Horizontal);
+	UI::Box & watchbox = *new UI::Box(&tabpanel_, 0, 0, UI::Box::Horizontal);
 
 	// Add road-building actions
 	upcast(InteractiveGameBase, igbase, &ibase());
 
-	const Widelands::PlayerNumber owner = m_node.field->get_owned_by();
+	const Widelands::PlayerNumber owner = node_.field->get_owned_by();
 
 	if (!igbase || igbase->can_see(owner)) {
-		Widelands::BaseImmovable * const imm = m_map->get_immovable(m_node);
+		Widelands::BaseImmovable * const imm = map_->get_immovable(node_);
 		const bool can_act = igbase ? igbase->can_act(owner) : true;
 
 		// The box with road-building buttons
-		buildbox = new UI::Box(&m_tabpanel, 0, 0, UI::Box::Horizontal);
+		buildbox = new UI::Box(&tabpanel_, 0, 0, UI::Box::Horizontal);
 
 		if (upcast(Widelands::Flag, flag, imm)) {
 			// Add flag actions
@@ -385,7 +385,7 @@
 						 _("Send geologist to explore site"));
 			}
 		} else {
-			const int32_t buildcaps = m_plr ? m_plr->get_buildcaps(m_node) : 0;
+			const int32_t buildcaps = player_ ? player_->get_buildcaps(node_) : 0;
 
 			// Add house building
 			if ((buildcaps & Widelands::BUILDCAPS_SIZEMASK) ||
@@ -395,7 +395,7 @@
 			}
 
 			// Add build actions
-			if ((m_fastclick = buildcaps & Widelands::BUILDCAPS_FLAG))
+			if ((fastclick_ = buildcaps & Widelands::BUILDCAPS_FLAG))
 				add_button
 					(buildbox, "build_flag",
 					 pic_buildflag,
@@ -410,12 +410,12 @@
 					 _("Destroy a road"));
 		}
 	} else if
-		(m_plr &&
+		(player_ &&
 		 1
 		 <
-		 m_plr->vision
+		 player_->vision
 		 	(Widelands::Map::get_index
-		 	 	(m_node, ibase().egbase().map().get_width())))
+				(node_, ibase().egbase().map().get_width())))
 		add_buttons_attack ();
 
 	//  Watch actions, only when game (no use in editor) same for statistics.
@@ -455,18 +455,18 @@
 
 void FieldActionWindow::add_buttons_attack ()
 {
-	UI::Box & a_box = *new UI::Box(&m_tabpanel, 0, 0, UI::Box::Horizontal);
+	UI::Box & a_box = *new UI::Box(&tabpanel_, 0, 0, UI::Box::Horizontal);
 
 	if
 		(upcast
-		 	(Widelands::Attackable, attackable, m_map->get_immovable(m_node)))
+			(Widelands::Attackable, attackable, map_->get_immovable(node_)))
 	{
 		if
-			(m_plr && m_plr->is_hostile(attackable->owner()) &&
+			(player_ && player_->is_hostile(attackable->owner()) &&
 			 attackable->can_attack())
 		{
-			m_attack_box = new AttackBox(&a_box, m_plr, &m_node, 0, 0);
-			a_box.add(m_attack_box, UI::Align::kTop);
+			attack_box_ = new AttackBox(&a_box, player_, &node_, 0, 0);
+			a_box.add(attack_box_, UI::Align::kTop);
 
 			set_fastclick_panel
 				(&add_button
@@ -489,14 +489,14 @@
 */
 void FieldActionWindow::add_buttons_build(int32_t buildcaps)
 {
-	if (!m_plr)
+	if (!player_)
 		return;
 	BuildGrid * bbg_house[4] = {nullptr, nullptr, nullptr, nullptr};
 	BuildGrid * bbg_mine = nullptr;
 
-	const Widelands::TribeDescr & tribe = m_plr->tribe();
+	const Widelands::TribeDescr & tribe = player_->tribe();
 
-	m_fastclick = false;
+	fastclick_ = false;
 
 	for (const Widelands::DescriptionIndex& building_index : tribe.buildings()) {
 		const Widelands::BuildingDescr* building_descr = tribe.get_building_descr(building_index);
@@ -505,7 +505,7 @@
 		//  Some building types cannot be built (i.e. construction site) and not
 		//  allowed buildings.
 		if (dynamic_cast<const Game *>(&ibase().egbase())) {
-			if (!building_descr->is_buildable() || !m_plr->is_building_type_allowed(building_index))
+			if (!building_descr->is_buildable() || !player_->is_building_type_allowed(building_index))
 				continue;
 			if (building_descr->needs_seafaring() && ibase().egbase().map().get_port_spaces().size() < 2)
 				continue;
@@ -534,7 +534,7 @@
 
 		// Allocate the tab's grid if necessary
 		if (!*ppgrid) {
-			*ppgrid = new BuildGrid(&m_tabpanel, m_plr, 0, 0, 5);
+			*ppgrid = new BuildGrid(&tabpanel_, player_, 0, 0, 5);
 			(*ppgrid)->buildclicked.connect(boost::bind(&FieldActionWindow::act_build, this, _1));
 			(*ppgrid)->buildmouseout.connect
 				(boost::bind(&FieldActionWindow::building_icon_mouse_out, this, _1));
@@ -550,15 +550,15 @@
 	// Add all necessary tabs
 	for (int32_t i = 0; i < 4; ++i)
 		if (bbg_house[i])
-			m_tabpanel.activate
-				(m_best_tab = add_tab
+			tabpanel_.activate
+				(best_tab_ = add_tab
 				 	(name_tab_build[i], pic_tab_buildhouse[i],
 				 	 bbg_house[i],
 				 	 i18n::translate(tooltip_tab_build[i])));
 
 	if (bbg_mine)
-		m_tabpanel.activate
-			(m_best_tab = add_tab
+		tabpanel_.activate
+			(best_tab_ = add_tab
 			 	("mines", pic_tab_buildmine, bbg_mine, _("Build mines")));
 }
 
@@ -570,7 +570,7 @@
 */
 void FieldActionWindow::add_buttons_road(bool flag)
 {
-	UI::Box & buildbox = *new UI::Box(&m_tabpanel, 0, 0, UI::Box::Horizontal);
+	UI::Box & buildbox = *new UI::Box(&tabpanel_, 0, 0, UI::Box::Horizontal);
 
 	if (flag)
 		add_button
@@ -596,7 +596,7 @@
 	 UI::Panel * panel, const std::string & tooltip_text)
 {
 	return
-		m_tabpanel.add
+		tabpanel_.add
 			(name, g_gr->images().get(picname), panel, tooltip_text);
 }
 
@@ -632,7 +632,7 @@
 */
 void FieldActionWindow::okdialog()
 {
-	ibase().warp_mouse_to_node(m_node);
+	ibase().warp_mouse_to_node(node_);
 	die();
 }
 
@@ -644,7 +644,7 @@
 void FieldActionWindow::act_watch()
 {
 	upcast(InteractiveGameBase, igbase, &ibase());
-	show_watch_window(*igbase, m_node);
+	show_watch_window(*igbase, node_);
 	okdialog();
 }
 
@@ -678,7 +678,7 @@
 */
 void FieldActionWindow::act_debug()
 {
-	show_field_debug(ibase(), m_node);
+	show_field_debug(ibase(), node_);
 }
 
 
@@ -691,15 +691,15 @@
 {
 	upcast(Game, game, &ibase().egbase());
 	if (game)
-		game->send_player_build_flag(m_plr->player_number(), m_node);
+		game->send_player_build_flag(player_->player_number(), node_);
 	else
-		m_plr->build_flag(m_node);
+		player_->build_flag(node_);
 
 	if (ibase().is_building_road())
 		ibase().finish_build_road();
 	else if (game) {
 		upcast(InteractivePlayer, iaplayer, &ibase());
-		iaplayer->set_flag_to_connect(m_node);
+		iaplayer->set_flag_to_connect(node_);
 	}
 
 	okdialog();
@@ -708,7 +708,7 @@
 
 void FieldActionWindow::act_configure_economy()
 {
-	if (upcast(const Widelands::Flag, flag, m_node.field->get_immovable()))
+	if (upcast(const Widelands::Flag, flag, node_.field->get_immovable()))
 		flag->get_economy()->show_options_window();
 }
 
@@ -725,7 +725,7 @@
 	upcast(Game, game, &egbase);
 	upcast(InteractivePlayer, iaplayer, &ibase());
 
-	if (upcast(Widelands::Flag, flag, m_node.field->get_immovable())) {
+	if (upcast(Widelands::Flag, flag, node_.field->get_immovable())) {
 		if (Building * const building = flag->get_building()) {
 			if (building->get_playercaps() & Building::PCap_Bulldoze) {
 				if (get_key_state(SDL_SCANCODE_LCTRL) || get_key_state(SDL_SCANCODE_RCTRL)) {
@@ -753,7 +753,7 @@
 {
 	// If we area already building a road just ignore this
 	if (!ibase().is_building_road()) {
-		ibase().start_build_road(m_node, m_plr->player_number());
+		ibase().start_build_road(node_, player_->player_number());
 		okdialog();
 	}
 }
@@ -780,7 +780,7 @@
 void FieldActionWindow::act_removeroad()
 {
 	Widelands::EditorGameBase & egbase = ibase().egbase();
-	if (upcast(Widelands::Road, road, egbase.map().get_immovable(m_node))) {
+	if (upcast(Widelands::Road, road, egbase.map().get_immovable(node_))) {
 		upcast(Game, game, &ibase().egbase());
 		game->send_player_bulldoze
 			(*road, get_key_state(SDL_SCANCODE_LCTRL) || get_key_state(SDL_SCANCODE_RCTRL));
@@ -799,9 +799,9 @@
 	upcast(Game, game, &ibase().egbase());
 	upcast(InteractivePlayer, iaplayer, &ibase());
 
-	game->send_player_build(iaplayer->player_number(), m_node, Widelands::DescriptionIndex(idx));
-	ibase().reference_player_tribe(m_plr->player_number(), &m_plr->tribe());
-	iaplayer->set_flag_to_connect(game->map().br_n(m_node));
+	game->send_player_build(iaplayer->player_number(), node_, Widelands::DescriptionIndex(idx));
+	ibase().reference_player_tribe(player_->player_number(), &player_->tribe());
+	iaplayer->set_flag_to_connect(game->map().br_n(node_));
 	okdialog();
 }
 
@@ -809,9 +809,9 @@
 void FieldActionWindow::building_icon_mouse_out
 	(Widelands::DescriptionIndex)
 {
-	if (m_workarea_preview_overlay_id) {
-		m_field_overlay_manager.remove_overlay(m_workarea_preview_overlay_id);
-		m_workarea_preview_overlay_id = 0;
+	if (workarea_preview_overlay_id_) {
+		field_overlay_manager_.remove_overlay(workarea_preview_overlay_id_);
+		workarea_preview_overlay_id_ = 0;
 	}
 }
 
@@ -819,10 +819,10 @@
 void FieldActionWindow::building_icon_mouse_in
 	(const Widelands::DescriptionIndex idx)
 {
-	if (ibase().show_workarea_preview_ && !m_workarea_preview_overlay_id) {
+	if (ibase().show_workarea_preview_ && !workarea_preview_overlay_id_) {
 		const WorkareaInfo& 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);
+			player_->tribe().get_building_descr(Widelands::DescriptionIndex(idx))->workarea_info_;
+		workarea_preview_overlay_id_ = ibase().show_work_area(workarea_info, node_);
 	}
 }
 
@@ -835,7 +835,7 @@
 void FieldActionWindow::act_geologist()
 {
 	upcast(Game, game, &ibase().egbase());
-	if (upcast(Widelands::Flag, flag, game->map().get_immovable(m_node))) {
+	if (upcast(Widelands::Flag, flag, game->map().get_immovable(node_))) {
 		game->send_player_flagaction (*flag);
 	}
 	okdialog();
@@ -849,15 +849,15 @@
  */
 void FieldActionWindow::act_attack ()
 {
-	assert(m_attack_box);
+	assert(attack_box_);
 	upcast(Game, game, &ibase().egbase());
-	if (upcast(Building, building, game->map().get_immovable(m_node)))
-		if (m_attack_box->soldiers() > 0) {
+	if (upcast(Building, building, game->map().get_immovable(node_)))
+		if (attack_box_->soldiers() > 0) {
 			upcast(InteractivePlayer const, iaplayer, &ibase());
 			game->send_player_enemyflagaction(
 			   building->base_flag(),
 				iaplayer->player_number(),
-			   m_attack_box->soldiers() /*  number of soldiers */);
+				attack_box_->soldiers() /*  number of soldiers */);
 		}
 	okdialog();
 }

=== modified file 'src/wui/game_debug_ui.cc'
--- src/wui/game_debug_ui.cc	2016-03-17 07:09:14 +0000
+++ src/wui/game_debug_ui.cc	2016-03-19 10:27:47 +0000
@@ -55,10 +55,10 @@
 	void log(std::string str) override;
 
 private:
-	const Widelands::EditorGameBase & m_egbase;
-	Widelands::ObjectPointer         m_object;
+	const Widelands::EditorGameBase& egbase_;
+	Widelands::ObjectPointer object_;
 
-	UI::MultilineTextarea        m_log;
+	UI::MultilineTextarea log_;
 };
 
 
@@ -68,9 +68,9 @@
 	 Widelands::MapObject       & obj)
 :
 UI::Panel(&parent, 0, 0, 350, 200),
-m_egbase (egbase),
-m_object (&obj),
-m_log    (this, 0, 0, 350, 200, "", UI::Align::kLeft, UI::MultilineTextarea::ScrollMode::kScrollLog)
+egbase_ (egbase),
+object_ (&obj),
+log_    (this, 0, 0, 350, 200, "", UI::Align::kLeft, UI::MultilineTextarea::ScrollMode::kScrollLog)
 {
 	obj.set_logsink(this);
 }
@@ -78,7 +78,7 @@
 
 MapObjectDebugPanel::~MapObjectDebugPanel()
 {
-	if (Widelands::MapObject * const obj = m_object.get(m_egbase))
+	if (Widelands::MapObject * const obj = object_.get(egbase_))
 		if (obj->get_logsink() == this)
 			obj->set_logsink(nullptr);
 }
@@ -91,7 +91,7 @@
 */
 void MapObjectDebugPanel::log(std::string str)
 {
-	m_log.set_text((m_log.get_text() + str).c_str());
+	log_.set_text((log_.get_text() + str).c_str());
 }
 
 
@@ -138,10 +138,10 @@
 	void think() override;
 
 private:
-	bool                  m_log_general_info;
-	Widelands::ObjectPointer m_object;
-	uint32_t              m_serial;
-	UI::TabPanel         m_tabs;
+	bool log_general_info_;
+	Widelands::ObjectPointer object_;
+	uint32_t serial_;
+	UI::TabPanel tabs_;
 };
 
 
@@ -149,18 +149,18 @@
 	(InteractiveBase & parent, Widelands::MapObject & obj)
 	:
 	UI::Window        (&parent, "map_object_debug", 0, 0, 100, 100, ""),
-	m_log_general_info(true),
-	m_object          (&obj),
-	m_tabs
+	log_general_info_(true),
+	object_          (&obj),
+	tabs_
 		(this, 0, 0,
 		 g_gr->images().get("images/ui_basic/but4.png"))
 {
-	m_serial = obj.serial();
-	set_title(std::to_string(m_serial));
-
-	obj.create_debug_panels(parent.egbase(), m_tabs);
-
-	set_center_panel(&m_tabs);
+	serial_ = obj.serial();
+	set_title(std::to_string(serial_));
+
+	obj.create_debug_panels(parent.egbase(), tabs_);
+
+	set_center_panel(&tabs_);
 }
 
 
@@ -172,14 +172,14 @@
 void MapObjectDebugWindow::think()
 {
 	Widelands::EditorGameBase & egbase = ibase().egbase();
-	if (Widelands::MapObject * const obj = m_object.get(egbase)) {
-		if (m_log_general_info)  {
+	if (Widelands::MapObject * const obj = object_.get(egbase)) {
+		if (log_general_info_)  {
 			obj->log_general_info(egbase);
-			m_log_general_info = false;
+			log_general_info_ = false;
 		}
 		UI::Window::think();
 	} else {
-		set_title((boost::format("DEAD: %u") % m_serial).str());
+		set_title((boost::format("DEAD: %u") % serial_).str());
 	}
 
 }
@@ -220,12 +220,12 @@
 	void open_bob(uint32_t);
 
 private:
-	Widelands::Map             & m_map;
-	Widelands::FCoords const     m_coords;
+	Widelands::Map& map_;
+	Widelands::FCoords const coords_;
 
-	UI::MultilineTextarea       m_ui_field;
-	UI::Button m_ui_immovable;
-	UI::Listselect<intptr_t>    m_ui_bobs;
+	UI::MultilineTextarea ui_field_;
+	UI::Button ui_immovable_;
+	UI::Listselect<intptr_t> ui_bobs_;
 };
 
 
@@ -233,29 +233,29 @@
 	(InteractiveBase & parent, Widelands::Coords const coords)
 :
 	UI::Window(&parent, "field_debug", 0, 60, 300, 400, _("Debug Field")),
-	m_map     (parent.egbase().map()),
-	m_coords  (m_map.get_fcoords(coords)),
+	map_     (parent.egbase().map()),
+	coords_  (map_.get_fcoords(coords)),
 
 	//  setup child panels
-	m_ui_field(this, 0, 0, 300, 280, ""),
+	ui_field_(this, 0, 0, 300, 280, ""),
 
-	m_ui_immovable
+	ui_immovable_
 		(this, "immovable",
 		 0, 280, 300, 24,
 		 g_gr->images().get("images/ui_basic/but4.png"),
 		 ""),
 
-	m_ui_bobs(this, 0, 304, 300, 96)
+	ui_bobs_(this, 0, 304, 300, 96)
 {
-	m_ui_immovable.sigclicked.connect(boost::bind(&FieldDebugWindow::open_immovable, this));
+	ui_immovable_.sigclicked.connect(boost::bind(&FieldDebugWindow::open_immovable, this));
 
-	assert(0 <= m_coords.x);
-	assert(m_coords.x < m_map.get_width());
-	assert(0 <= m_coords.y);
-	assert(m_coords.y < m_map.get_height());
-	assert(&m_map[0] <= m_coords.field);
-	assert             (m_coords.field < &m_map[0] + m_map.max_index());
-	m_ui_bobs.selected.connect(boost::bind(&FieldDebugWindow::open_bob, this, _1));
+	assert(0 <= coords_.x);
+	assert(coords_.x < map_.get_width());
+	assert(0 <= coords_.y);
+	assert(coords_.y < map_.get_height());
+	assert(&map_[0] <= coords_.field);
+	assert             (coords_.field < &map_[0] + map_.max_index());
+	ui_bobs_.selected.connect(boost::bind(&FieldDebugWindow::open_bob, this, _1));
 }
 
 
@@ -276,15 +276,15 @@
 		dynamic_cast<const InteractiveBase&>(*get_parent())
 		.egbase();
 	{
-		Widelands::PlayerNumber const owner = m_coords.field->get_owned_by();
+		Widelands::PlayerNumber const owner = coords_.field->get_owned_by();
 		str += (boost::format("(%i, %i)\nheight: %u\nowner: %u\n")
-				  % m_coords.x % m_coords.y
-				  % static_cast<unsigned int>(m_coords.field->get_height())
+				  % coords_.x % coords_.y
+				  % static_cast<unsigned int>(coords_.field->get_height())
 				  % static_cast<unsigned int>(owner)).str();
 
 		if (owner) {
 			Widelands::NodeCaps const buildcaps =
-				egbase.player(owner).get_buildcaps(m_coords);
+				egbase.player(owner).get_buildcaps(coords_);
 			if      (buildcaps & Widelands::BUILDCAPS_BIG)
 				str += "  can build big building\n";
 			else if (buildcaps & Widelands::BUILDCAPS_MEDIUM)
@@ -299,12 +299,12 @@
 				str += "  can build port\n";
 		}
 	}
-	if (m_coords.field->nodecaps() & Widelands::MOVECAPS_WALK)
+	if (coords_.field->nodecaps() & Widelands::MOVECAPS_WALK)
 		str += "is walkable\n";
-	if (m_coords.field->nodecaps() & Widelands::MOVECAPS_SWIM)
+	if (coords_.field->nodecaps() & Widelands::MOVECAPS_SWIM)
 		str += "is swimable\n";
-	Widelands::MapIndex const i = m_coords.field - &m_map[0];
-	Widelands::PlayerNumber const nr_players = m_map.get_nrplayers();
+	Widelands::MapIndex const i = coords_.field - &map_[0];
+	Widelands::PlayerNumber const nr_players = map_.get_nrplayers();
 	iterate_players_existing_const(plnum, nr_players, egbase, player) {
 		const Widelands::Player::Field & player_field = player->fields()[i];
 		str += (boost::format("Player %u:\n") % static_cast<unsigned int>(plnum)).str();
@@ -357,13 +357,13 @@
 		}
 	}
 	{
-		const Widelands::DescriptionIndex ridx = m_coords.field->get_resources();
+		const Widelands::DescriptionIndex ridx = coords_.field->get_resources();
 
 		if (ridx == Widelands::kNoResource) {
 			str += "Resource: None\n";
 		} else {
-			const int ramount = m_coords.field->get_resources_amount();
-			const int initial_amount = m_coords.field->get_initial_res_amount();
+			const int ramount = coords_.field->get_resources_amount();
+			const int initial_amount = coords_.field->get_initial_res_amount();
 
 			str += (boost::format("Resource: %s\n")
 					  % ibase().egbase().world().get_resource(ridx)->name().c_str()).str();
@@ -372,28 +372,28 @@
 		}
 	}
 
-	m_ui_field.set_text(str.c_str());
+	ui_field_.set_text(str.c_str());
 
 	// Immovable information
-	if (Widelands::BaseImmovable * const imm = m_coords.field->get_immovable())
+	if (Widelands::BaseImmovable * const imm = coords_.field->get_immovable())
 	{
-		m_ui_immovable.set_title((boost::format("%s (%u)")
+		ui_immovable_.set_title((boost::format("%s (%u)")
 										  % imm->descr().name().c_str()
 										  % imm->serial()).str());
-		m_ui_immovable.set_enabled(true);
+		ui_immovable_.set_enabled(true);
 	} else {
-		m_ui_immovable.set_title("no immovable");
-		m_ui_immovable.set_enabled(false);
+		ui_immovable_.set_title("no immovable");
+		ui_immovable_.set_enabled(false);
 	}
 
 	// Bobs information
 	std::vector<Widelands::Bob *> bobs;
-	m_map.find_bobs(Widelands::Area<Widelands::FCoords>(m_coords, 0), &bobs);
+	map_.find_bobs(Widelands::Area<Widelands::FCoords>(coords_, 0), &bobs);
 
 	// Do not clear the list. Instead parse all bobs and sync lists
-	for (uint32_t idx = 0; idx < m_ui_bobs.size(); idx++) {
+	for (uint32_t idx = 0; idx < ui_bobs_.size(); idx++) {
 		Widelands::MapObject* mo =
-			ibase().egbase().objects().get_object(m_ui_bobs[idx]);
+			ibase().egbase().objects().get_object(ui_bobs_[idx]);
 		bool toremove = false;
 		std::vector<Widelands::Bob *>::iterator removeIt;
 		// Nested loop :(
@@ -416,12 +416,12 @@
 		}
 		// Remove from our list if its not in the bobs
 		// list, or if it doesn't seem to exist anymore
-		m_ui_bobs.remove(idx);
+		ui_bobs_.remove(idx);
 		idx--; // reiter the same index
 	}
 	// Add remaining
 	for (const Widelands::Bob * temp_bob : bobs) {
-		m_ui_bobs.add(
+		ui_bobs_.add(
 			(boost::format("%s (%u)")
 				% temp_bob->descr().name()
 				% temp_bob->serial()).str(),
@@ -437,7 +437,7 @@
 */
 void FieldDebugWindow::open_immovable()
 {
-	if (Widelands::BaseImmovable * const imm = m_coords.field->get_immovable())
+	if (Widelands::BaseImmovable * const imm = coords_.field->get_immovable())
 		show_mapobject_debug(ibase(), *imm);
 }
 
@@ -451,7 +451,7 @@
 	if (index != UI::Listselect<intptr_t>::no_selection_index())
 		if
 			(Widelands::MapObject * const object =
-			 	ibase().egbase().objects().get_object(m_ui_bobs.get_selected()))
+				ibase().egbase().objects().get_object(ui_bobs_.get_selected()))
 			show_mapobject_debug(ibase(), *object);
 }
 

=== modified file 'src/wui/portdockwaresdisplay.cc'
--- src/wui/portdockwaresdisplay.cc	2016-01-28 21:27:04 +0000
+++ src/wui/portdockwaresdisplay.cc	2016-03-19 10:27:47 +0000
@@ -42,20 +42,20 @@
 	std::string info_for_ware(Widelands::DescriptionIndex ware) override;
 
 private:
-	PortDock & m_portdock;
+	PortDock & portdock_;
 };
 
 PortDockWaresDisplay::PortDockWaresDisplay
 	(Panel * parent, uint32_t width, PortDock & pd, Widelands::WareWorker type) :
 	AbstractWaresDisplay(parent, 0, 0, pd.owner().tribe(), type, false),
-	m_portdock(pd)
+	portdock_(pd)
 {
 	set_inner_size(width, 0);
 }
 
 std::string PortDockWaresDisplay::info_for_ware(Widelands::DescriptionIndex ware)
 {
-	uint32_t count = m_portdock.count_waiting(get_type(), ware);
+	uint32_t count = portdock_.count_waiting(get_type(), ware);
 	return boost::lexical_cast<std::string>(count);
 }
 

=== modified file 'src/wui/shipwindow.cc'
--- src/wui/shipwindow.cc	2016-03-15 20:56:49 +0000
+++ src/wui/shipwindow.cc	2016-03-19 10:27:47 +0000
@@ -76,38 +76,38 @@
 	void act_explore_island(IslandExploreDirection);
 
 private:
-	InteractiveGameBase & m_igbase;
-	Ship & m_ship;
+	InteractiveGameBase & igbase_;
+	Ship & ship_;
 
-	UI::Button * m_btn_goto;
-	UI::Button * m_btn_destination;
-	UI::Button * m_btn_sink;
-	UI::Button * m_btn_debug;
-	UI::Button * m_btn_cancel_expedition;
-	UI::Button * m_btn_explore_island_cw;
-	UI::Button * m_btn_explore_island_ccw;
-	UI::Button * m_btn_scout[LAST_DIRECTION]; // format: DIRECTION - 1, as 0 is normally the current location.
-	UI::Button * m_btn_construct_port;
-	ItemWaresDisplay * m_display;
+	UI::Button * btn_goto_;
+	UI::Button * btn_destination_;
+	UI::Button * btn_sink_;
+	UI::Button * btn_debug_;
+	UI::Button * btn_cancel_expedition_;
+	UI::Button * btn_explore_island_cw_;
+	UI::Button * btn_explore_island_ccw_;
+	UI::Button * btn_scout_[LAST_DIRECTION]; // format: DIRECTION - 1, as 0 is normally the current location.
+	UI::Button * btn_construct_port_;
+	ItemWaresDisplay * display_;
 };
 
 ShipWindow::ShipWindow(InteractiveGameBase & igb, Ship & ship, const std::string & title) :
 	Window(&igb, "shipwindow", 0, 0, 0, 0, title),
-	m_igbase(igb),
-	m_ship(ship)
+	igbase_(igb),
+	ship_(ship)
 {
-	assert(!m_ship.window_);
-	assert(m_ship.get_owner());
-	m_ship.window_ = this;
+	assert(!ship_.window_);
+	assert(ship_.get_owner());
+	ship_.window_ = this;
 
 	UI::Box * vbox = new UI::Box(this, 0, 0, UI::Box::Vertical);
 
-	m_display = new ItemWaresDisplay(vbox, *ship.get_owner());
-	m_display->set_capacity(ship.descr().get_capacity());
-	vbox->add(m_display, UI::Align::kHCenter, false);
+	display_ = new ItemWaresDisplay(vbox, *ship.get_owner());
+	display_->set_capacity(ship.descr().get_capacity());
+	vbox->add(display_, UI::Align::kHCenter, false);
 
 	// Expedition buttons
-	if (m_ship.state_is_expedition()) {
+	if (ship_.state_is_expedition()) {
 		UI::Box * exp_top = new UI::Box(vbox, 0, 0, UI::Box::Horizontal);
 		vbox->add(exp_top, UI::Align::kHCenter, false);
 		UI::Box * exp_mid = new UI::Box(vbox, 0, 0, UI::Box::Horizontal);
@@ -115,59 +115,59 @@
 		UI::Box * exp_bot = new UI::Box(vbox, 0, 0, UI::Box::Horizontal);
 		vbox->add(exp_bot, UI::Align::kHCenter, false);
 
-		m_btn_scout[WALK_NW - 1] =
+		btn_scout_[WALK_NW - 1] =
 			make_button
 				(exp_top, "scnw", _("Scout towards the north west"), pic_scout_nw,
 				 boost::bind(&ShipWindow::act_scout_towards, this, WALK_NW));
-		exp_top->add(m_btn_scout[WALK_NW - 1], UI::Align::kLeft, false);
+		exp_top->add(btn_scout_[WALK_NW - 1], UI::Align::kLeft, false);
 
-		m_btn_explore_island_cw =
+		btn_explore_island_cw_ =
 			make_button
 				(exp_top, "expcw", _("Explore the island’s coast clockwise"), pic_explore_cw,
 				 boost::bind(&ShipWindow::act_explore_island, this, IslandExploreDirection::kClockwise));
-		exp_top->add(m_btn_explore_island_cw, UI::Align::kLeft, false);
+		exp_top->add(btn_explore_island_cw_, UI::Align::kLeft, false);
 
-		m_btn_scout[WALK_NE - 1] =
+		btn_scout_[WALK_NE - 1] =
 			make_button
 				(exp_top, "scne", _("Scout towards the north east"), pic_scout_ne,
 				 boost::bind(&ShipWindow::act_scout_towards, this, WALK_NE));
-		exp_top->add(m_btn_scout[WALK_NE - 1], UI::Align::kLeft, false);
+		exp_top->add(btn_scout_[WALK_NE - 1], UI::Align::kLeft, false);
 
-		m_btn_scout[WALK_W - 1] =
+		btn_scout_[WALK_W - 1] =
 			make_button
 				(exp_mid, "scw", _("Scout towards the west"), pic_scout_w,
 				 boost::bind(&ShipWindow::act_scout_towards, this, WALK_W));
-		exp_mid->add(m_btn_scout[WALK_W - 1], UI::Align::kLeft, false);
+		exp_mid->add(btn_scout_[WALK_W - 1], UI::Align::kLeft, false);
 
-		m_btn_construct_port =
+		btn_construct_port_ =
 			make_button
 				(exp_mid, "buildport", _("Construct a port at the current location"), pic_construct_port,
 				 boost::bind(&ShipWindow::act_construct_port, this));
-		exp_mid->add(m_btn_construct_port, UI::Align::kLeft, false);
+		exp_mid->add(btn_construct_port_, UI::Align::kLeft, false);
 
-		m_btn_scout[WALK_E - 1] =
+		btn_scout_[WALK_E - 1] =
 			make_button
 				(exp_mid, "sce", _("Scout towards the east"), pic_scout_e,
 				 boost::bind(&ShipWindow::act_scout_towards, this, WALK_E));
-		exp_mid->add(m_btn_scout[WALK_E - 1], UI::Align::kLeft, false);
+		exp_mid->add(btn_scout_[WALK_E - 1], UI::Align::kLeft, false);
 
-		m_btn_scout[WALK_SW - 1] =
+		btn_scout_[WALK_SW - 1] =
 			make_button
 				(exp_bot, "scsw", _("Scout towards the south west"), pic_scout_sw,
 				 boost::bind(&ShipWindow::act_scout_towards, this, WALK_SW));
-		exp_bot->add(m_btn_scout[WALK_SW - 1], UI::Align::kLeft, false);
+		exp_bot->add(btn_scout_[WALK_SW - 1], UI::Align::kLeft, false);
 
-		m_btn_explore_island_ccw =
+		btn_explore_island_ccw_ =
 			make_button
 				(exp_bot, "expccw", _("Explore the island’s coast counter clockwise"), pic_explore_ccw,
 				 boost::bind(&ShipWindow::act_explore_island, this, IslandExploreDirection::kCounterClockwise));
-		exp_bot->add(m_btn_explore_island_ccw, UI::Align::kLeft, false);
+		exp_bot->add(btn_explore_island_ccw_, UI::Align::kLeft, false);
 
-		m_btn_scout[WALK_SE - 1] =
+		btn_scout_[WALK_SE - 1] =
 			make_button
 				(exp_bot, "scse", _("Scout towards the south east"), pic_scout_se,
 				 boost::bind(&ShipWindow::act_scout_towards, this, WALK_SE));
-		exp_bot->add(m_btn_scout[WALK_SE - 1], UI::Align::kLeft, false);
+		exp_bot->add(btn_scout_[WALK_SE - 1], UI::Align::kLeft, false);
 
 	}
 
@@ -175,83 +175,83 @@
 	UI::Box * buttons = new UI::Box(vbox, 0, 0, UI::Box::Horizontal);
 	vbox->add(buttons, UI::Align::kLeft, false);
 
-	m_btn_goto =
+	btn_goto_ =
 		make_button
 			(buttons, "goto", _("Go to ship"), pic_goto,
 			 boost::bind(&ShipWindow::act_goto, this));
-	buttons->add(m_btn_goto, UI::Align::kLeft, false);
-	m_btn_destination =
+	buttons->add(btn_goto_, UI::Align::kLeft, false);
+	btn_destination_ =
 		make_button
 			(buttons, "destination", _("Go to destination"), pic_destination,
 			 boost::bind(&ShipWindow::act_destination, this));
-	m_btn_destination->set_enabled(false);
-	buttons->add(m_btn_destination, UI::Align::kLeft, false);
+	btn_destination_->set_enabled(false);
+	buttons->add(btn_destination_, UI::Align::kLeft, false);
 
-	m_btn_sink =
+	btn_sink_ =
 		make_button
 			(buttons, "sink", _("Sink the ship"), pic_sink, boost::bind(&ShipWindow::act_sink, this));
-	buttons->add(m_btn_sink, UI::Align::kLeft, false);
+	buttons->add(btn_sink_, UI::Align::kLeft, false);
 
-	if (m_ship.state_is_expedition()) {
-		m_btn_cancel_expedition =
+	if (ship_.state_is_expedition()) {
+		btn_cancel_expedition_ =
 			make_button
 				(buttons, "cancel_expedition", _("Cancel the Expedition"), pic_cancel_expedition,
 				boost::bind(&ShipWindow::act_cancel_expedition, this));
-		buttons->add(m_btn_cancel_expedition, UI::Align::kLeft, false);
+		buttons->add(btn_cancel_expedition_, UI::Align::kLeft, false);
 	}
 
-	if (m_igbase.get_display_flag(InteractiveBase::dfDebug)) {
-		m_btn_debug =
+	if (igbase_.get_display_flag(InteractiveBase::dfDebug)) {
+		btn_debug_ =
 			make_button
 				(buttons, "debug", _("Show Debug Window"), pic_debug,
 				boost::bind(&ShipWindow::act_debug, this));
-		m_btn_debug->set_enabled(true);
+		btn_debug_->set_enabled(true);
 		buttons->add
-			(m_btn_debug, UI::Align::kLeft, false);
+			(btn_debug_, UI::Align::kLeft, false);
 	}
 	set_center_panel(vbox);
 	set_thinks(true);
 
 	center_to_parent();
 	move_out_of_the_way();
-	set_fastclick_panel(m_btn_goto);
+	set_fastclick_panel(btn_goto_);
 }
 
 ShipWindow::~ShipWindow()
 {
-	assert(m_ship.window_ == this);
-	m_ship.window_ = nullptr;
+	assert(ship_.window_ == this);
+	ship_.window_ = nullptr;
 }
 
 void ShipWindow::think()
 {
 	UI::Window::think();
-	InteractiveBase * ib = m_ship.get_owner()->egbase().get_ibase();
+	InteractiveBase * ib = ship_.get_owner()->egbase().get_ibase();
 	bool can_act = false;
 	if (upcast(InteractiveGameBase, igb, ib))
-		can_act = igb->can_act(m_ship.get_owner()->player_number());
-
-	m_btn_destination->set_enabled(m_ship.get_destination(m_igbase.egbase()));
-	m_btn_sink->set_enabled(can_act);
-
-	m_display->clear();
-	for (uint32_t idx = 0; idx < m_ship.get_nritems(); ++idx) {
-		Widelands::ShippingItem item = m_ship.get_item(idx);
+		can_act = igb->can_act(ship_.get_owner()->player_number());
+
+	btn_destination_->set_enabled(ship_.get_destination(igbase_.egbase()));
+	btn_sink_->set_enabled(can_act);
+
+	display_->clear();
+	for (uint32_t idx = 0; idx < ship_.get_nritems(); ++idx) {
+		Widelands::ShippingItem item = ship_.get_item(idx);
 		Widelands::WareInstance * ware;
 		Widelands::Worker * worker;
-		item.get(m_igbase.egbase(), &ware, &worker);
+		item.get(igbase_.egbase(), &ware, &worker);
 
 		if (ware) {
-			m_display->add(false, ware->descr_index());
+			display_->add(false, ware->descr_index());
 		}
 		if (worker) {
-			m_display->add(true, worker->descr().worker_index());
+			display_->add(true, worker->descr().worker_index());
 		}
 	}
 
 	// Expedition specific buttons
-	uint8_t state = m_ship.get_ship_state();
-	if (m_ship.state_is_expedition()) {
+	uint8_t state = ship_.get_ship_state();
+	if (ship_.state_is_expedition()) {
 		/* The following rules apply:
 		 * - The "construct port" button is only active, if the ship is waiting for commands and found a port
 		 *   buildspace
@@ -260,18 +260,18 @@
 		 * - The "explore island's coast" buttons are only active, if a coast is in vision range (no matter if
 		 *   in waiting or already expedition/scouting mode)
 		 */
-		m_btn_construct_port->set_enabled(can_act && (state == Ship::EXP_FOUNDPORTSPACE));
+		btn_construct_port_->set_enabled(can_act && (state == Ship::EXP_FOUNDPORTSPACE));
 		bool coast_nearby = false;
 		for (Direction dir = 1; dir <= LAST_DIRECTION; ++dir) {
 			// NOTE buttons are saved in the format DIRECTION - 1
-			m_btn_scout[dir - 1]->set_enabled
-				(can_act && m_ship.exp_dir_swimable(dir) && (state != Ship::EXP_COLONIZING));
-			coast_nearby |= !m_ship.exp_dir_swimable(dir);
+			btn_scout_[dir - 1]->set_enabled
+				(can_act && ship_.exp_dir_swimable(dir) && (state != Ship::EXP_COLONIZING));
+			coast_nearby |= !ship_.exp_dir_swimable(dir);
 		}
-		m_btn_explore_island_cw ->set_enabled(can_act && coast_nearby && (state != Ship::EXP_COLONIZING));
-		m_btn_explore_island_ccw->set_enabled(can_act && coast_nearby && (state != Ship::EXP_COLONIZING));
-		m_btn_sink              ->set_enabled(can_act && (state != Ship::EXP_COLONIZING));
-		m_btn_cancel_expedition ->set_enabled(can_act && (state != Ship::EXP_COLONIZING));
+		btn_explore_island_cw_ ->set_enabled(can_act && coast_nearby && (state != Ship::EXP_COLONIZING));
+		btn_explore_island_ccw_->set_enabled(can_act && coast_nearby && (state != Ship::EXP_COLONIZING));
+		btn_sink_              ->set_enabled(can_act && (state != Ship::EXP_COLONIZING));
+		btn_cancel_expedition_ ->set_enabled(can_act && (state != Ship::EXP_COLONIZING));
 	}
 }
 
@@ -292,14 +292,14 @@
 /// Move the main view towards the current ship location
 void ShipWindow::act_goto()
 {
-	m_igbase.move_view_to(m_ship.get_position());
+	igbase_.move_view_to(ship_.get_position());
 }
 
 /// Move the main view towards the current destination of the ship
 void ShipWindow::act_destination()
 {
-	if (PortDock * destination = m_ship.get_destination(m_igbase.egbase())) {
-		m_igbase.move_view_to(destination->get_warehouse()->get_position());
+	if (PortDock * destination = ship_.get_destination(igbase_.egbase())) {
+		igbase_.move_view_to(destination->get_warehouse()->get_position());
 	}
 }
 
@@ -307,44 +307,44 @@
 void ShipWindow::act_sink()
 {
 	if (get_key_state(SDL_SCANCODE_LCTRL) || get_key_state(SDL_SCANCODE_RCTRL)) {
-		m_igbase.game().send_player_sink_ship(m_ship);
+		igbase_.game().send_player_sink_ship(ship_);
 	}
 	else {
-		show_ship_sink_confirm(dynamic_cast<InteractivePlayer&>(m_igbase), m_ship);
+		show_ship_sink_confirm(dynamic_cast<InteractivePlayer&>(igbase_), ship_);
 	}
 }
 
 /// Show debug info
 void ShipWindow::act_debug()
 {
-	show_mapobject_debug(m_igbase, m_ship);
+	show_mapobject_debug(igbase_, ship_);
 }
 
 /// Cancel expedition if confirmed
 void ShipWindow::act_cancel_expedition()
 {
 	if (get_key_state(SDL_SCANCODE_LCTRL) || get_key_state(SDL_SCANCODE_RCTRL)) {
-		m_igbase.game().send_player_cancel_expedition_ship(m_ship);
+		igbase_.game().send_player_cancel_expedition_ship(ship_);
 	}
 	else {
 		show_ship_cancel_expedition_confirm
-			(dynamic_cast<InteractivePlayer&>(m_igbase), m_ship);
+			(dynamic_cast<InteractivePlayer&>(igbase_), ship_);
 	}
 }
 
 /// Sends a player command to the ship to scout towards a specific direction
 void ShipWindow::act_scout_towards(WalkingDir direction) {
 	// ignore request if the direction is not swimable at all
-	if (!m_ship.exp_dir_swimable(static_cast<Direction>(direction)))
+	if (!ship_.exp_dir_swimable(static_cast<Direction>(direction)))
 		return;
-	m_igbase.game().send_player_ship_scouting_direction(m_ship, direction);
+	igbase_.game().send_player_ship_scouting_direction(ship_, direction);
 }
 
 /// Constructs a port at the port build space in vision range
 void ShipWindow::act_construct_port() {
-	if (m_ship.exp_port_spaces().empty())
+	if (ship_.exp_port_spaces().empty())
 		return;
-	m_igbase.game().send_player_ship_construct_port(m_ship, m_ship.exp_port_spaces().front());
+	igbase_.game().send_player_ship_construct_port(ship_, ship_.exp_port_spaces().front());
 }
 
 /// Explores the island cw or ccw
@@ -352,14 +352,14 @@
 	bool coast_nearby = false;
 	bool moveable = false;
 	for (Direction dir = 1; (dir <= LAST_DIRECTION) && (!coast_nearby || !moveable); ++dir) {
-		if (!m_ship.exp_dir_swimable(dir))
+		if (!ship_.exp_dir_swimable(dir))
 			coast_nearby = true;
 		else
 			moveable = true;
 	}
 	if (!coast_nearby || !moveable)
 		return;
-	m_igbase.game().send_player_ship_explore_island(m_ship, direction);
+	igbase_.game().send_player_ship_explore_island(ship_, direction);
 }
 
 

=== modified file 'src/wui/soldiercapacitycontrol.cc'
--- src/wui/soldiercapacitycontrol.cc	2016-02-13 12:15:29 +0000
+++ src/wui/soldiercapacitycontrol.cc	2016-03-19 10:27:47 +0000
@@ -45,12 +45,12 @@
 	void click_decrease();
 	void click_increase();
 
-	InteractiveGameBase & m_igb;
+	InteractiveGameBase & igbase_;
 	Widelands::Building & building_;
 
-	UI::Button m_decrease;
-	UI::Button m_increase;
-	UI::Textarea m_value;
+	UI::Button decrease_;
+	UI::Button increase_;
+	UI::Textarea value_;
 };
 
 SoldierCapacityControl::SoldierCapacityControl
@@ -58,28 +58,28 @@
 	 Widelands::Building & building)
 :
 Box(parent, 0, 0, Horizontal),
-m_igb(igb),
+igbase_(igb),
 building_(building),
-m_decrease
+decrease_
 	(this, "decrease", 0, 0, 32, 32,
 	 g_gr->images().get("images/ui_basic/but4.png"),
 	 g_gr->images().get("images/wui/buildings/menu_down_train.png"), _("Decrease capacity")),
-m_increase
+increase_
 	(this, "increase", 0, 0, 32, 32,
 	 g_gr->images().get("images/ui_basic/but4.png"),
 	 g_gr->images().get("images/wui/buildings/menu_up_train.png"), _("Increase capacity")),
-m_value(this, "199", UI::Align::kCenter)
+value_(this, "199", UI::Align::kCenter)
 {
-	m_decrease.sigclicked.connect(boost::bind(&SoldierCapacityControl::click_decrease, boost::ref(*this)));
-	m_increase.sigclicked.connect(boost::bind(&SoldierCapacityControl::click_increase, boost::ref(*this)));
+	decrease_.sigclicked.connect(boost::bind(&SoldierCapacityControl::click_decrease, boost::ref(*this)));
+	increase_.sigclicked.connect(boost::bind(&SoldierCapacityControl::click_increase, boost::ref(*this)));
 
 	add(new UI::Textarea(this, _("Capacity")), UI::Align::kHCenter);
-	add(&m_decrease, UI::Align::kHCenter);
-	add(&m_value, UI::Align::kHCenter);
-	add(&m_increase, UI::Align::kHCenter);
+	add(&decrease_, UI::Align::kHCenter);
+	add(&value_, UI::Align::kHCenter);
+	add(&increase_, UI::Align::kHCenter);
 
-	m_decrease.set_repeating(true);
-	m_increase.set_repeating(true);
+	decrease_.set_repeating(true);
+	increase_.set_repeating(true);
 
 	set_thinks(true);
 }
@@ -91,16 +91,16 @@
 	char buffer[sizeof("4294967295")];
 
 	sprintf(buffer, "%2u", capacity);
-	m_value.set_text(buffer);
+	value_.set_text(buffer);
 
-	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);
+	bool const can_act = igbase_.can_act(building_.owner().player_number());
+	decrease_.set_enabled(can_act && soldiers->min_soldier_capacity() < capacity);
+	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(building_, delta);
+	igbase_.game().send_player_change_soldier_capacity(building_, delta);
 }
 
 void SoldierCapacityControl::click_decrease()

=== modified file 'src/wui/soldierlist.cc'
--- src/wui/soldierlist.cc	2016-02-17 22:13:21 +0000
+++ src/wui/soldierlist.cc	2016-03-19 10:27:47 +0000
@@ -40,6 +40,14 @@
 using Widelands::Soldier;
 using Widelands::SoldierControl;
 
+namespace {
+
+constexpr uint32_t kMaxColumns = 6;
+constexpr uint32_t kAnimateSpeed = 300; ///< in pixels per second
+constexpr uint32_t kIconBorder = 2;
+
+} // namespace
+
 /**
  * Iconic representation of soldiers, including their levels and current health.
  */
@@ -48,7 +56,7 @@
 
 	SoldierPanel(UI::Panel & parent, Widelands::EditorGameBase & egbase, Widelands::Building & building);
 
-	Widelands::EditorGameBase & egbase() const {return m_egbase;}
+	Widelands::EditorGameBase & egbase() const {return egbase_;}
 
 	void think() override;
 	void draw(RenderTarget &) override;
@@ -81,25 +89,21 @@
 		/*@}*/
 	};
 
-	Widelands::EditorGameBase & m_egbase;
-	SoldierControl & m_soldiers;
-
-	SoldierFn m_mouseover_fn;
-	SoldierFn m_click_fn;
-
-	std::vector<Icon> m_icons;
-
-	uint32_t m_rows;
-	uint32_t m_cols;
-
-	uint32_t m_icon_width;
-	uint32_t m_icon_height;
-
-	int32_t m_last_animate_time;
-
-	static const uint32_t MaxColumns = 6;
-	static const uint32_t AnimateSpeed = 300; ///< in pixels per second
-	static const uint32_t IconBorder = 2;
+	Widelands::EditorGameBase & egbase_;
+	SoldierControl& soldiers_;
+
+	SoldierFn mouseover_fn_;
+	SoldierFn click_fn_;
+
+	std::vector<Icon> icons_;
+
+	uint32_t rows_;
+	uint32_t cols_;
+
+	uint32_t icon_width_;
+	uint32_t icon_height_;
+
+	int32_t last_animate_time_;
 };
 
 SoldierPanel::SoldierPanel
@@ -108,39 +112,39 @@
 	 Widelands::Building & building)
 :
 Panel(&parent, 0, 0, 0, 0),
-m_egbase(gegbase),
-m_soldiers(*dynamic_cast<SoldierControl *>(&building)),
-m_last_animate_time(0)
+egbase_(gegbase),
+soldiers_(*dynamic_cast<SoldierControl *>(&building)),
+last_animate_time_(0)
 {
-	Soldier::calc_info_icon_size(building.owner().tribe(), m_icon_width, m_icon_height);
-	m_icon_width += 2 * IconBorder;
-	m_icon_height += 2 * IconBorder;
+	Soldier::calc_info_icon_size(building.owner().tribe(), icon_width_, icon_height_);
+	icon_width_ += 2 * kIconBorder;
+	icon_height_ += 2 * kIconBorder;
 
-	uint32_t maxcapacity = m_soldiers.max_soldier_capacity();
-	if (maxcapacity <= MaxColumns) {
-		m_cols = maxcapacity;
-		m_rows = 1;
+	uint32_t maxcapacity = soldiers_.max_soldier_capacity();
+	if (maxcapacity <= kMaxColumns) {
+		cols_ = maxcapacity;
+		rows_ = 1;
 	} else {
-		m_cols = MaxColumns;
-		m_rows = (maxcapacity + m_cols - 1) / m_cols;
+		cols_ = kMaxColumns;
+		rows_ = (maxcapacity + cols_ - 1) / cols_;
 	}
 
-	set_size(m_cols * m_icon_width, m_rows * m_icon_height);
-	set_desired_size(m_cols * m_icon_width, m_rows * m_icon_height);
+	set_size(cols_ * icon_width_, rows_ * icon_height_);
+	set_desired_size(cols_ * icon_width_, rows_ * icon_height_);
 	set_thinks(true);
 
 	// Initialize the icons
 	uint32_t row = 0;
 	uint32_t col = 0;
-	for (Soldier * soldier : m_soldiers.present_soldiers()) {
+	for (Soldier * soldier : soldiers_.present_soldiers()) {
 		Icon icon;
 		icon.soldier = soldier;
 		icon.row = row;
 		icon.col = col;
 		icon.pos = calc_pos(row, col);
-		m_icons.push_back(icon);
+		icons_.push_back(icon);
 
-		if (++col >= m_cols) {
+		if (++col >= cols_) {
 			col = 0;
 			row++;
 		}
@@ -152,7 +156,7 @@
  */
 void SoldierPanel::set_mouseover(const SoldierPanel::SoldierFn & fn)
 {
-	m_mouseover_fn = fn;
+	mouseover_fn_ = fn;
 }
 
 /**
@@ -160,22 +164,22 @@
  */
 void SoldierPanel::set_click(const SoldierPanel::SoldierFn & fn)
 {
-	m_click_fn = fn;
+	click_fn_ = fn;
 }
 
 void SoldierPanel::think()
 {
 	bool changes = false;
-	uint32_t capacity = m_soldiers.soldier_capacity();
+	uint32_t capacity = soldiers_.soldier_capacity();
 
 	// Update soldier list and target row/col:
-	std::vector<Soldier *> soldierlist = m_soldiers.present_soldiers();
+	std::vector<Soldier *> soldierlist = soldiers_.present_soldiers();
 	std::vector<uint32_t> row_occupancy;
-	row_occupancy.resize(m_rows);
+	row_occupancy.resize(rows_);
 
 	// First pass: check whether existing icons are still valid, and compact them
-	for (uint32_t idx = 0; idx < m_icons.size(); ++idx) {
-		Icon & icon = m_icons[idx];
+	for (uint32_t idx = 0; idx < icons_.size(); ++idx) {
+		Icon & icon = icons_[idx];
 		Soldier * soldier = icon.soldier.get(egbase());
 		if (soldier) {
 			std::vector<Soldier *>::iterator it = std::find(soldierlist.begin(), soldierlist.end(), soldier);
@@ -186,7 +190,7 @@
 		}
 
 		if (!soldier) {
-			m_icons.erase(m_icons.begin() + idx);
+			icons_.erase(icons_.begin() + idx);
 			idx--;
 			changes = true;
 			continue;
@@ -194,8 +198,8 @@
 
 		while
 			(icon.row &&
-			 (row_occupancy[icon.row] >= MaxColumns ||
-			  icon.row * MaxColumns + row_occupancy[icon.row] >= capacity))
+			 (row_occupancy[icon.row] >= kMaxColumns ||
+			  icon.row * kMaxColumns + row_occupancy[icon.row] >= capacity))
 			icon.row--;
 
 		icon.col = row_occupancy[icon.row]++;
@@ -207,7 +211,7 @@
 		icon.soldier = soldierlist.back();
 		soldierlist.pop_back();
 		icon.row = 0;
-		while (row_occupancy[icon.row] >= MaxColumns)
+		while (row_occupancy[icon.row] >= kMaxColumns)
 			icon.row++;
 		icon.col = row_occupancy[icon.row]++;
 		icon.pos = calc_pos(icon.row, icon.col);
@@ -215,32 +219,32 @@
 		// Let soldiers slide in from the right border
 		icon.pos.x = get_w();
 
-		std::vector<Icon>::iterator insertpos = m_icons.begin();
+		std::vector<Icon>::iterator insertpos = icons_.begin();
 
-		for (std::vector<Icon>::iterator icon_iter = m_icons.begin();
-			  icon_iter != m_icons.end();
+		for (std::vector<Icon>::iterator icon_iter = icons_.begin();
+			  icon_iter != icons_.end();
 			  ++icon_iter) {
 
 			if (icon_iter->row <= icon.row)
 				insertpos = icon_iter + 1;
 
-			icon.pos.x = std::max<int32_t>(icon.pos.x, icon_iter->pos.x + m_icon_width);
+			icon.pos.x = std::max<int32_t>(icon.pos.x, icon_iter->pos.x + icon_width_);
 		}
 
 		icon.cache_health = 0;
 		icon.cache_level = 0;
 
-		m_icons.insert(insertpos, icon);
+		icons_.insert(insertpos, icon);
 		changes = true;
 	}
 
 	// Third pass: animate icons
 	int32_t curtime = SDL_GetTicks();
-	int32_t dt = std::min(std::max(curtime - m_last_animate_time, 0), 1000);
-	int32_t maxdist = dt * AnimateSpeed / 1000;
-	m_last_animate_time = curtime;
+	int32_t dt = std::min(std::max(curtime - last_animate_time_, 0), 1000);
+	int32_t maxdist = dt * kAnimateSpeed / 1000;
+	last_animate_time_ = curtime;
 
-	for (Icon& icon : m_icons) {
+	for (Icon& icon : icons_) {
 		Point goal = calc_pos(icon.row, icon.col);
 		Point dp = goal - icon.pos;
 
@@ -270,41 +274,41 @@
 
 	if (changes) {
 		Point mousepos = get_mouse_position();
-		m_mouseover_fn(find_soldier(mousepos.x, mousepos.y));
+		mouseover_fn_(find_soldier(mousepos.x, mousepos.y));
 	}
 }
 
 void SoldierPanel::draw(RenderTarget & dst)
 {
 	// Fill a region matching the current site capacity with black
-	uint32_t capacity = m_soldiers.soldier_capacity();
-	uint32_t fullrows = capacity / MaxColumns;
+	uint32_t capacity = soldiers_.soldier_capacity();
+	uint32_t fullrows = capacity / kMaxColumns;
 
 	if (fullrows)
 		dst.fill_rect
-			(Rect(Point(0, 0), get_w(), m_icon_height * fullrows),
+			(Rect(Point(0, 0), get_w(), icon_height_ * fullrows),
 			 RGBAColor(0, 0, 0, 0));
-	if (capacity % MaxColumns)
+	if (capacity % kMaxColumns)
 		dst.fill_rect
 			(Rect
-				(Point(0, m_icon_height * fullrows),
-				 m_icon_width * (capacity % MaxColumns),
-				 m_icon_height),
+				(Point(0, icon_height_ * fullrows),
+				 icon_width_ * (capacity % kMaxColumns),
+				 icon_height_),
 			 RGBAColor(0, 0, 0, 0));
 
 	// Draw icons
-	for (const Icon& icon : m_icons) {
+	for (const Icon& icon : icons_) {
 		const Soldier * soldier = icon.soldier.get(egbase());
 		if (!soldier)
 			continue;
 
-		soldier->draw_info_icon(dst, icon.pos + Point(IconBorder, IconBorder), false);
+		soldier->draw_info_icon(dst, icon.pos + Point(kIconBorder, kIconBorder), false);
 	}
 }
 
 Point SoldierPanel::calc_pos(uint32_t row, uint32_t col) const
 {
-	return Point(col * m_icon_width, row * m_icon_height);
+	return Point(col * icon_width_, row * icon_height_);
 }
 
 /**
@@ -312,8 +316,8 @@
  */
 const Soldier * SoldierPanel::find_soldier(int32_t x, int32_t y) const
 {
-	for (const Icon& icon : m_icons) {
-		Rect r(icon.pos, m_icon_width, m_icon_height);
+	for (const Icon& icon : icons_) {
+		Rect r(icon.pos, icon_width_, icon_height_);
 		if (r.contains(Point(x, y))) {
 			return icon.soldier.get(egbase());
 		}
@@ -324,8 +328,8 @@
 
 void SoldierPanel::handle_mousein(bool inside)
 {
-	if (!inside && m_mouseover_fn)
-		m_mouseover_fn(nullptr);
+	if (!inside && mouseover_fn_)
+		mouseover_fn_(nullptr);
 }
 
 bool SoldierPanel::handle_mousemove
@@ -335,17 +339,17 @@
 	 int32_t /* xdiff */,
 	 int32_t /* ydiff */)
 {
-	if (m_mouseover_fn)
-		m_mouseover_fn(find_soldier(x, y));
+	if (mouseover_fn_)
+		mouseover_fn_(find_soldier(x, y));
 	return true;
 }
 
 bool SoldierPanel::handle_mousepress(uint8_t btn, int32_t x, int32_t y)
 {
 	if (btn == SDL_BUTTON_LEFT) {
-		if (m_click_fn) {
+		if (click_fn_) {
 			if (const Soldier * soldier = find_soldier(x, y))
-				m_click_fn(soldier);
+				click_fn_(soldier);
 		}
 		return true;
 	}
@@ -370,11 +374,11 @@
 	void set_soldier_preference(int32_t changed_to);
 	void think() override;
 
-	InteractiveGameBase & m_igb;
-	Widelands::Building & building_;
-	SoldierPanel m_soldierpanel;
-	UI::Radiogroup m_soldier_preference;
-	UI::Textarea m_infotext;
+	InteractiveGameBase& igbase_;
+	Widelands::Building& building_;
+	SoldierPanel soldierpanel_;
+	UI::Radiogroup soldier_preference_;
+	UI::Textarea infotext_;
 };
 
 SoldierList::SoldierList
@@ -384,19 +388,19 @@
 :
 UI::Box(&parent, 0, 0, UI::Box::Vertical),
 
-m_igb(igb),
+igbase_(igb),
 building_(building),
-m_soldierpanel(*this, igb.egbase(), building),
-m_infotext(this, _("Click soldier to send away"))
+soldierpanel_(*this, igb.egbase(), building),
+infotext_(this, _("Click soldier to send away"))
 {
-	add(&m_soldierpanel, UI::Align::kHCenter);
+	add(&soldierpanel_, UI::Align::kHCenter);
 
 	add_space(2);
 
-	add(&m_infotext, UI::Align::kHCenter);
+	add(&infotext_, UI::Align::kHCenter);
 
-	m_soldierpanel.set_mouseover(boost::bind(&SoldierList::mouseover, this, _1));
-	m_soldierpanel.set_click(boost::bind(&SoldierList::eject, this, _1));
+	soldierpanel_.set_mouseover(boost::bind(&SoldierList::mouseover, this, _1));
+	soldierpanel_.set_click(boost::bind(&SoldierList::eject, this, _1));
 
 	// We don't want translators to translate this twice, so it's a bit involved.
 	int w = UI::g_fh1->render(
@@ -413,31 +417,31 @@
 
 	UI::Box * buttons = new UI::Box(this, 0, 0, UI::Box::Horizontal);
 
-	bool can_act = m_igb.can_act(building_.owner().player_number());
+	bool can_act = igbase_.can_act(building_.owner().player_number());
 	if (upcast(Widelands::MilitarySite, ms, &building)) {
-		m_soldier_preference.add_button
+		soldier_preference_.add_button
 			(buttons, Point(0, 0),
 			 g_gr->images().get("images/wui/buildings/prefer_rookies.png"),
 			 _("Prefer Rookies"));
-		m_soldier_preference.add_button
+		soldier_preference_.add_button
 			(buttons, Point(32, 0),
 			 g_gr->images().get("images/wui/buildings/prefer_heroes.png"),
 			 _("Prefer Heroes"));
-		UI::Radiobutton* button = m_soldier_preference.get_first_button();
+		UI::Radiobutton* button = soldier_preference_.get_first_button();
 		while (button) {
 			buttons->add(button, UI::Align::kLeft);
 			button = button->next_button();
 		}
 
-		m_soldier_preference.set_state(0);
+		soldier_preference_.set_state(0);
 		if (ms->get_soldier_preference() == Widelands::MilitarySite::kPrefersHeroes) {
-			m_soldier_preference.set_state(1);
+			soldier_preference_.set_state(1);
 		}
 		if (can_act) {
-			m_soldier_preference.changedto.connect
+			soldier_preference_.changedto.connect
 				(boost::bind(&SoldierList::set_soldier_preference, this, _1));
 		} else {
-			m_soldier_preference.set_enabled(false);
+			soldier_preference_.set_enabled(false);
 		}
 	}
 	buttons->add_inf_space();
@@ -456,19 +460,19 @@
 void SoldierList::think()
 {
 	// Only update the soldiers pref radio if player is spectator
-	if (m_igb.can_act(building_.owner().player_number())) {
+	if (igbase_.can_act(building_.owner().player_number())) {
 		return;
 	}
 	if (upcast(Widelands::MilitarySite, ms, &building_)) {
 		switch (ms->get_soldier_preference()) {
 			case Widelands::MilitarySite::kPrefersRookies:
-				m_soldier_preference.set_state(0);
+				soldier_preference_.set_state(0);
 				break;
 			case Widelands::MilitarySite::kPrefersHeroes:
-				m_soldier_preference.set_state(1);
+				soldier_preference_.set_state(1);
 				break;
 			case Widelands::MilitarySite::kNoPreference:
-				m_soldier_preference.set_state(-1);
+				soldier_preference_.set_state(-1);
 				break;
 		}
 	}
@@ -478,11 +482,11 @@
 void SoldierList::mouseover(const Soldier * soldier)
 {
 	if (!soldier) {
-		m_infotext.set_text(_("Click soldier to send away"));
+		infotext_.set_text(_("Click soldier to send away"));
 		return;
 	}
 
-	m_infotext.set_text(
+	infotext_.set_text(
 		(boost::format(_("HP: %1$u/%2$u  AT: %3$u/%4$u  DE: %5$u/%6$u  EV: %7$u/%8$u"))
 			% soldier->get_health_level() % soldier->descr().get_max_health_level()
 			% soldier->get_attack_level() % soldier->descr().get_max_attack_level()
@@ -495,11 +499,11 @@
 void SoldierList::eject(const Soldier * soldier)
 {
 	uint32_t const capacity_min = soldiers().min_soldier_capacity();
-	bool can_act = m_igb.can_act(building_.owner().player_number());
+	bool can_act = igbase_.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(building_, soldier->serial());
+		igbase_.game().send_player_drop_soldier(building_, soldier->serial());
 }
 
 void SoldierList::set_soldier_preference(int32_t changed_to) {
@@ -507,7 +511,7 @@
 	upcast(Widelands::MilitarySite, ms, &building_);
 	assert(ms);
 #endif
-	m_igb.game().send_player_militarysite_set_soldier_preference
+	igbase_.game().send_player_militarysite_set_soldier_preference
 		(building_, changed_to == 0 ?
 			Widelands::MilitarySite::kPrefersRookies:
 			Widelands::MilitarySite::kPrefersHeroes);

=== modified file 'src/wui/story_message_box.cc'
--- src/wui/story_message_box.cc	2015-10-04 19:26:02 +0000
+++ src/wui/story_message_box.cc	2016-03-19 10:27:47 +0000
@@ -36,7 +36,7 @@
 	 uint32_t const w,     uint32_t const h)
 	: UI::Window(parent, "story_message_box", 0, 0, 600, 400, title.c_str())
 {
-	UI::MultilineTextarea * m_text = nullptr;
+	UI::MultilineTextarea * message_text = nullptr;
 	int32_t const spacing = 5;
 	int32_t       offsy   = 5;
 	int32_t       offsx   = spacing;
@@ -44,15 +44,15 @@
 	int32_t       posy    = offsy;
 
 	set_inner_size(w, h);
-	m_text =
+	message_text =
 		new UI::MultilineTextarea
 			(this,
 			 posx, posy,
 			 get_inner_w() - posx -     spacing,
 			 get_inner_h() - posy - 2 * spacing - 50);
 
-	if (m_text)
-		m_text->set_text(body);
+	if (message_text)
+		message_text->set_text(body);
 
 	int32_t const but_width = 120;
 	int32_t space = get_inner_w() - 2 * spacing;


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