Removed ESC key exit, and tweaked some comments

This commit is contained in:
Kayne Ruse
2014-06-15 22:24:50 +10:00
parent 61848db65b
commit 5c74ecdd72
18 changed files with 33 additions and 103 deletions
+1
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@@ -8,6 +8,7 @@ This game is inspired by classic 2D RPGs, as well as more modern sandbox MMOs. T
Tortuga's full documentation can be found in a separate branch, see [Tortuga/docs](https://github.com/Ratstail91/Tortuga/tree/docs). Tortuga's full documentation can be found in a separate branch, see [Tortuga/docs](https://github.com/Ratstail91/Tortuga/tree/docs).
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). 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).
For a list of known bugs, see the [GitHub bug tracker](https://github.com/Ratstail91/Tortuga/issues).
## External Dependencies ## External Dependencies
+3 -10
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@@ -123,7 +123,7 @@ void InCombat::Render(SDL_Surface* const screen) {
void InCombat::QuitEvent() { void InCombat::QuitEvent() {
//exit the game AND the server //exit the game AND the server
RequestDisconnect(); RequestDisconnect();
SetNextScene(SceneList::MAINMENU); SetNextScene(SceneList::QUIT);
} }
void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) { void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
@@ -139,11 +139,7 @@ void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
} }
void InCombat::KeyDown(SDL_KeyboardEvent const& key) { void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) { //
case SDLK_ESCAPE:
QuitEvent();
break;
}
} }
void InCombat::KeyUp(SDL_KeyboardEvent const& key) { void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
@@ -201,10 +197,7 @@ void InCombat::SendPlayerUpdate() {
// newPacket.motion = localCharacter->motion; // newPacket.motion = localCharacter->motion;
// newPacket.stats = localCharacter->stats; // newPacket.stats = localCharacter->stats;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
network.SendTo(Channels::SERVER, &newPacket); network.SendTo(Channels::SERVER, &newPacket);
} }
+3 -11
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@@ -135,7 +135,7 @@ void InWorld::Render(SDL_Surface* const screen) {
//draw characters //draw characters
for (auto& it : characterMap) { for (auto& it : characterMap) {
//TODO: drawing order according to Y origin //BUG: #29 drawing order according to Y origin
it.second.DrawTo(screen, camera.x, camera.y); it.second.DrawTo(screen, camera.x, camera.y);
} }
@@ -152,7 +152,7 @@ void InWorld::Render(SDL_Surface* const screen) {
void InWorld::QuitEvent() { void InWorld::QuitEvent() {
//exit the game AND the server //exit the game AND the server
RequestDisconnect(); RequestDisconnect();
SetNextScene(SceneList::MAINMENU); SetNextScene(SceneList::QUIT);
} }
void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) { void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
@@ -176,11 +176,6 @@ void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
void InWorld::KeyDown(SDL_KeyboardEvent const& key) { void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) { switch(key.keysym.sym) {
case SDLK_ESCAPE: {
QuitEvent();
}
break;
//player movement //player movement
case SDLK_LEFT: case SDLK_LEFT:
if (localCharacter) { if (localCharacter) {
@@ -386,10 +381,7 @@ void InWorld::SendPlayerUpdate() {
newPacket.motion = localCharacter->motion; newPacket.motion = localCharacter->motion;
newPacket.stats = localCharacter->stats; newPacket.stats = localCharacter->stats;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
network.SendTo(Channels::SERVER, &newPacket); network.SendTo(Channels::SERVER, &newPacket);
} }
+4 -5
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@@ -69,6 +69,9 @@ LobbyMenu::LobbyMenu(
//set the server list's position //set the server list's position
listBox = {300, 50, 200, font.GetCharH()}; listBox = {300, 50, 200, font.GetCharH()};
//BUGFIX: Eat incoming packets
while(network.Receive());
} }
LobbyMenu::~LobbyMenu() { LobbyMenu::~LobbyMenu() {
@@ -187,11 +190,7 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
} }
void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) { void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) { //
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
} }
void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) { void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
+1 -5
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@@ -113,11 +113,7 @@ void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
} }
void MainMenu::KeyDown(SDL_KeyboardEvent const& key) { void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) { //
case SDLK_ESCAPE:
QuitEvent();
break;
}
} }
void MainMenu::KeyUp(SDL_KeyboardEvent const& key) { void MainMenu::KeyUp(SDL_KeyboardEvent const& key) {
+1 -5
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@@ -90,11 +90,7 @@ void OptionsMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
} }
void OptionsMenu::KeyDown(SDL_KeyboardEvent const& key) { void OptionsMenu::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) { //
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
} }
void OptionsMenu::KeyUp(SDL_KeyboardEvent const& key) { void OptionsMenu::KeyUp(SDL_KeyboardEvent const& key) {
+5 -10
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@@ -90,9 +90,8 @@ void Restart::Update(double delta) {
QuitEvent(); QuitEvent();
} }
while(network.Receive()) { //BUGFIX: Eat incoming packets
//EAT INCOMING PACKETS while(network.Receive());
}
} }
void Restart::RenderFrame() { void Restart::RenderFrame() {
@@ -112,7 +111,7 @@ void Restart::Render(SDL_Surface* const screen) {
//------------------------- //-------------------------
void Restart::QuitEvent() { void Restart::QuitEvent() {
SetNextScene(SceneList::MAINMENU); SetNextScene(SceneList::QUIT);
} }
void Restart::MouseMotion(SDL_MouseMotionEvent const& motion) { void Restart::MouseMotion(SDL_MouseMotionEvent const& motion) {
@@ -125,16 +124,12 @@ void Restart::MouseButtonDown(SDL_MouseButtonEvent const& button) {
void Restart::MouseButtonUp(SDL_MouseButtonEvent const& button) { void Restart::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (backButton.MouseButtonUp(button) == Button::State::HOVER) { if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
QuitEvent(); SetNextScene(SceneList::MAINMENU);
} }
} }
void Restart::KeyDown(SDL_KeyboardEvent const& key) { void Restart::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) { //
case SDLK_ESCAPE:
QuitEvent();
break;
}
} }
void Restart::KeyUp(SDL_KeyboardEvent const& key) { void Restart::KeyUp(SDL_KeyboardEvent const& key) {
+1 -4
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@@ -53,10 +53,7 @@ struct CharacterData {
//base statistics //base statistics
Statistics stats; Statistics stats;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
//methods //methods
void Update(double delta); void Update(double delta);
+1 -6
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@@ -41,12 +41,7 @@ struct EnemyData {
//gameplay //gameplay
Statistics stats; Statistics stats;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs, rewards
//TODO: items
//TODO: buffs
//TODO: debuffs
//TODO: rewards
//active gameplay members //active gameplay members
//NOTE: these are lost when unloaded //NOTE: these are lost when unloaded
+1 -4
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@@ -44,10 +44,7 @@ struct CharacterPacket : SerialPacketBase {
//gameplay //gameplay
Statistics stats; Statistics stats;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
}; };
#endif #endif
+1 -1
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@@ -40,7 +40,7 @@ struct CombatPacket : SerialPacketBase {
int mapIndex; int mapIndex;
Vector2 origin; Vector2 origin;
//TODO: rewards //TODO: gameplay components: rewards
}; };
#endif #endif
+1 -6
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@@ -33,12 +33,7 @@ struct EnemyPacket : SerialPacketBase {
//gameplay //gameplay
Statistics stats; Statistics stats;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs, rewards
//TODO: items
//TODO: buffs
//TODO: debuffs
//TODO: rewards
}; };
#endif #endif
+2 -8
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@@ -45,10 +45,7 @@ void serializeCharacter(CharacterPacket* packet, void* buffer) {
serializeStatistics(&packet->stats, buffer); serializeStatistics(&packet->stats, buffer);
buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics); buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
} }
void deserializeCharacter(CharacterPacket* packet, void* buffer) { void deserializeCharacter(CharacterPacket* packet, void* buffer) {
@@ -73,8 +70,5 @@ void deserializeCharacter(CharacterPacket* packet, void* buffer) {
deserializeStatistics(&packet->stats, buffer); deserializeStatistics(&packet->stats, buffer);
buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics); buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
} }
+2 -2
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@@ -40,7 +40,7 @@ void serializeCombat(CombatPacket* packet, void* buffer) {
SERIALIZE(buffer, &packet->origin.x, sizeof(double)); SERIALIZE(buffer, &packet->origin.x, sizeof(double));
SERIALIZE(buffer, &packet->origin.y, sizeof(double)); SERIALIZE(buffer, &packet->origin.y, sizeof(double));
//TODO: rewards //TODO: gameplay components: rewards
} }
void deserializeCombat(CombatPacket* packet, void* buffer) { void deserializeCombat(CombatPacket* packet, void* buffer) {
@@ -60,5 +60,5 @@ void deserializeCombat(CombatPacket* packet, void* buffer) {
DESERIALIZE(buffer, &packet->origin.x, sizeof(double)); DESERIALIZE(buffer, &packet->origin.x, sizeof(double));
DESERIALIZE(buffer, &packet->origin.y, sizeof(double)); DESERIALIZE(buffer, &packet->origin.y, sizeof(double));
//TODO: rewards //TODO: gameplay components: rewards
} }
+2 -12
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@@ -37,12 +37,7 @@ void serializeEnemy(EnemyPacket* packet, void* buffer) {
serializeStatistics(&packet->stats, buffer); serializeStatistics(&packet->stats, buffer);
buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics); buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs, rewards
//TODO: items
//TODO: buffs
//TODO: debuffs
//TODO: rewards
} }
void deserializeEnemy(EnemyPacket* packet, void* buffer) { void deserializeEnemy(EnemyPacket* packet, void* buffer) {
@@ -57,10 +52,5 @@ void deserializeEnemy(EnemyPacket* packet, void* buffer) {
deserializeStatistics(&packet->stats, buffer); deserializeStatistics(&packet->stats, buffer);
buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics); buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs, rewards
//TODO: items
//TODO: buffs
//TODO: debuffs
//TODO: rewards
} }
+2 -8
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@@ -157,10 +157,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
newChar.stats.evasion = sqlite3_column_double(statement, 20); newChar.stats.evasion = sqlite3_column_double(statement, 20);
newChar.stats.luck = sqlite3_column_double(statement, 21); newChar.stats.luck = sqlite3_column_double(statement, 21);
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
//finish the routine //finish the routine
sqlite3_finalize(statement); sqlite3_finalize(statement);
@@ -217,10 +214,7 @@ int CharacterManager::SaveCharacter(int uid) {
ret |= sqlite3_bind_double(statement, 17, character.stats.evasion) != SQLITE_OK; ret |= sqlite3_bind_double(statement, 17, character.stats.evasion) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 18, character.stats.luck) != SQLITE_OK; ret |= sqlite3_bind_double(statement, 18, character.stats.luck) != SQLITE_OK;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
//check for binding errors //check for binding errors
if (ret) { if (ret) {
+2 -4
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@@ -338,6 +338,7 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
//------------------------- //-------------------------
void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) { void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
//BUG: #27 Characters can be created with an invalid account index
//NOTE: misnomer, try to load the character first //NOTE: misnomer, try to load the character first
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar); int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
@@ -413,10 +414,7 @@ void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket)
character->stats = argPacket->stats; character->stats = argPacket->stats;
//TODO: equipment //TODO: gameplay components: equipment, items, buffs, debuffs
//TODO: items
//TODO: buffs
//TODO: debuffs
PumpPacket(argPacket); PumpPacket(argPacket);
} }
-2
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@@ -2,11 +2,9 @@ TODO: rename restart scene to cleanup scene
TODO: encapsulate the data structures TODO: encapsulate the data structures
TODO: Get the rooms working TODO: Get the rooms working
TODO: Rejection packets
TODO: Authentication TODO: Authentication
TODO: server is slaved to the client TODO: server is slaved to the client
TODO: I need to keep the documentation up to date. Namely, the GDD is getting out of date.
TODO: I completely forgot about status ailments TODO: I completely forgot about status ailments
TODO: Time delay for requesting region packets TODO: Time delay for requesting region packets
TODO: command line parameters overriding config.cfg settings TODO: command line parameters overriding config.cfg settings