Removed ESC key exit, and tweaked some comments
This commit is contained in:
@@ -8,6 +8,7 @@ This game is inspired by classic 2D RPGs, as well as more modern sandbox MMOs. T
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Tortuga's full documentation can be found in a separate branch, see [Tortuga/docs](https://github.com/Ratstail91/Tortuga/tree/docs).
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For Tortuga's primary documentation, please read the [Tortuga Game Design Document](https://github.com/Ratstail91/Tortuga/blob/docs/Tortuga%20Game%20Design%20Document.docx?raw=true).
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For a list of known bugs, see the [GitHub bug tracker](https://github.com/Ratstail91/Tortuga/issues).
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## External Dependencies
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+3
-10
@@ -123,7 +123,7 @@ void InCombat::Render(SDL_Surface* const screen) {
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void InCombat::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::QUIT);
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}
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void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
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@@ -139,11 +139,7 @@ void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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//
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}
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void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
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@@ -201,10 +197,7 @@ void InCombat::SendPlayerUpdate() {
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// newPacket.motion = localCharacter->motion;
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// newPacket.stats = localCharacter->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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+3
-11
@@ -135,7 +135,7 @@ void InWorld::Render(SDL_Surface* const screen) {
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//draw characters
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for (auto& it : characterMap) {
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//TODO: drawing order according to Y origin
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//BUG: #29 drawing order according to Y origin
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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@@ -152,7 +152,7 @@ void InWorld::Render(SDL_Surface* const screen) {
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void InWorld::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::QUIT);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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@@ -176,11 +176,6 @@ void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE: {
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QuitEvent();
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}
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break;
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//player movement
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case SDLK_LEFT:
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if (localCharacter) {
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@@ -386,10 +381,7 @@ void InWorld::SendPlayerUpdate() {
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newPacket.motion = localCharacter->motion;
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newPacket.stats = localCharacter->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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@@ -69,6 +69,9 @@ LobbyMenu::LobbyMenu(
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//set the server list's position
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listBox = {300, 50, 200, font.GetCharH()};
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//BUGFIX: Eat incoming packets
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while(network.Receive());
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}
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LobbyMenu::~LobbyMenu() {
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@@ -187,11 +190,7 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetNextScene(SceneList::MAINMENU);
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break;
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}
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//
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}
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void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
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@@ -113,11 +113,7 @@ void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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//
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}
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void MainMenu::KeyUp(SDL_KeyboardEvent const& key) {
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@@ -90,11 +90,7 @@ void OptionsMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void OptionsMenu::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetNextScene(SceneList::MAINMENU);
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break;
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}
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//
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}
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void OptionsMenu::KeyUp(SDL_KeyboardEvent const& key) {
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+5
-10
@@ -90,9 +90,8 @@ void Restart::Update(double delta) {
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QuitEvent();
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}
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while(network.Receive()) {
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//EAT INCOMING PACKETS
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}
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//BUGFIX: Eat incoming packets
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while(network.Receive());
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}
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void Restart::RenderFrame() {
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@@ -112,7 +111,7 @@ void Restart::Render(SDL_Surface* const screen) {
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//-------------------------
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void Restart::QuitEvent() {
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::QUIT);
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}
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void Restart::MouseMotion(SDL_MouseMotionEvent const& motion) {
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@@ -125,16 +124,12 @@ void Restart::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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void Restart::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
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QuitEvent();
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SetNextScene(SceneList::MAINMENU);
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}
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}
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void Restart::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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//
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}
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void Restart::KeyUp(SDL_KeyboardEvent const& key) {
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@@ -53,10 +53,7 @@ struct CharacterData {
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//base statistics
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//methods
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void Update(double delta);
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@@ -41,12 +41,7 @@ struct EnemyData {
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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//active gameplay members
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//NOTE: these are lost when unloaded
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@@ -44,10 +44,7 @@ struct CharacterPacket : SerialPacketBase {
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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};
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#endif
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@@ -40,7 +40,7 @@ struct CombatPacket : SerialPacketBase {
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int mapIndex;
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Vector2 origin;
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//TODO: rewards
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//TODO: gameplay components: rewards
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};
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#endif
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@@ -33,12 +33,7 @@ struct EnemyPacket : SerialPacketBase {
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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};
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#endif
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@@ -45,10 +45,7 @@ void serializeCharacter(CharacterPacket* packet, void* buffer) {
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serializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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}
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void deserializeCharacter(CharacterPacket* packet, void* buffer) {
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@@ -73,8 +70,5 @@ void deserializeCharacter(CharacterPacket* packet, void* buffer) {
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deserializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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}
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@@ -40,7 +40,7 @@ void serializeCombat(CombatPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->origin.x, sizeof(double));
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SERIALIZE(buffer, &packet->origin.y, sizeof(double));
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//TODO: rewards
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//TODO: gameplay components: rewards
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}
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void deserializeCombat(CombatPacket* packet, void* buffer) {
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@@ -60,5 +60,5 @@ void deserializeCombat(CombatPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->origin.x, sizeof(double));
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DESERIALIZE(buffer, &packet->origin.y, sizeof(double));
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//TODO: rewards
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//TODO: gameplay components: rewards
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}
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@@ -37,12 +37,7 @@ void serializeEnemy(EnemyPacket* packet, void* buffer) {
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serializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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}
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void deserializeEnemy(EnemyPacket* packet, void* buffer) {
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@@ -57,10 +52,5 @@ void deserializeEnemy(EnemyPacket* packet, void* buffer) {
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deserializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//TODO: gameplay components: equipment, items, buffs, debuffs, rewards
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}
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@@ -157,10 +157,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
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newChar.stats.evasion = sqlite3_column_double(statement, 20);
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newChar.stats.luck = sqlite3_column_double(statement, 21);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//finish the routine
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sqlite3_finalize(statement);
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@@ -217,10 +214,7 @@ int CharacterManager::SaveCharacter(int uid) {
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ret |= sqlite3_bind_double(statement, 17, character.stats.evasion) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 18, character.stats.luck) != SQLITE_OK;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//check for binding errors
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if (ret) {
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@@ -338,6 +338,7 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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//-------------------------
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void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
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//BUG: #27 Characters can be created with an invalid account index
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//NOTE: misnomer, try to load the character first
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int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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@@ -413,10 +414,7 @@ void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket)
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character->stats = argPacket->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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PumpPacket(argPacket);
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}
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@@ -2,11 +2,9 @@ TODO: rename restart scene to cleanup scene
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TODO: encapsulate the data structures
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TODO: Get the rooms working
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TODO: Rejection packets
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TODO: Authentication
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TODO: server is slaved to the client
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TODO: I need to keep the documentation up to date. Namely, the GDD is getting out of date.
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TODO: I completely forgot about status ailments
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TODO: Time delay for requesting region packets
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TODO: command line parameters overriding config.cfg settings
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