Expanded network protocol, read more
Not really doing much, just busywork with the server's handlers. I've tweaked the TODO tags as well.
This commit is contained in:
@@ -127,7 +127,7 @@ void BaseScene::HandleEvents() {
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break;
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#ifdef USE_EVENT_JOYSTICK
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//TODO: joystick/gamepad support
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//EMPTY
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#endif
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#ifdef USE_EVENT_UNKNOWN
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@@ -59,7 +59,7 @@ protected:
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virtual void KeyUp(SDL_KeyboardEvent const&) {}
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#ifdef USE_EVENT_JOYSTICK
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//TODO: joystick/gamepad support
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//EMPTY
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#endif
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#ifdef USE_EVENT_UNKNOWN
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@@ -83,7 +83,6 @@ void ClientApplication::Init(int argc, char* argv[]) {
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//debug output
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//-------------------------
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//TODO: enable/disable these with a switch
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#define DEBUG_OUTPUT_VAR(x) std::cout << "\t" << #x << ": " << x << std::endl;
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std::cout << "Internal sizes:" << std::endl;
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@@ -24,7 +24,7 @@
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#include "config_utility.hpp"
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void BaseMonster::CorrectSprite() {
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//TODO: CorrectSprite
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//TODO: (1) CorrectSprite
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}
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std::string BaseMonster::SetHandle(std::string s) {
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@@ -142,7 +142,7 @@ protected:
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LocalCharacter* localCharacter = nullptr;
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//heartbeat
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//TODO: Heartbeat needs it's own utility
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//TODO: (9) Heartbeat needs it's own utility
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typedef std::chrono::steady_clock Clock;
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Clock::time_point lastBeat = Clock::now();
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int attemptedBeats = 0;
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@@ -51,7 +51,7 @@ void InWorld::HandleCharacterCreate(CharacterPacket* const argPacket) {
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//fill the character's info
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); //TODO: send the bounds from the server
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character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); //TODO: (1) send the bounds from the server
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character->SetHandle(argPacket->handle);
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character->SetAvatar(argPacket->avatar);
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character->SetOwner(argPacket->accountIndex);
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@@ -128,7 +128,7 @@ void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) {
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}
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void InWorld::HandleCharacterMovement(CharacterPacket* const argPacket) {
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//TODO: Authentication
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//TODO: (1) Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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@@ -144,7 +144,7 @@ void InWorld::HandleCharacterMovement(CharacterPacket* const argPacket) {
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}
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void InWorld::HandleCharacterAttack(CharacterPacket* const argPacket) {
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//TODO: attack animation
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//TODO: (1) attack animation
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}
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//-------------------------
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@@ -110,5 +110,5 @@ void InWorld::HandleMonsterMovement(MonsterPacket* const argPacket) {
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}
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void InWorld::HandleMonsterAttack(MonsterPacket* const argPacket) {
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//TODO: HandleMonsterAttack
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//TODO: (1) HandleMonsterAttack
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}
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@@ -60,12 +60,10 @@ InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
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shutDownButton.SetText("Shut Down");
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//load the tilesheet
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//TODO: add the tilesheet to the map system
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//TODO: Tile size and tile sheet should be loaded elsewhere
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//TODO: (9) Tile size and tile sheet should be loaded elsewhere
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tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
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//Send the character data
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//TODO: login scene, prompt, etc.
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_LOAD;
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strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
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@@ -175,11 +173,10 @@ void InWorld::Render(SDL_Surface* const screen) {
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//draw the entities
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for (auto& it : characterMap) {
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//TODO: depth ordering
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//TODO: (1) depth ordering
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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for (auto& it : monsterMap) {
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//TODO: depth ordering
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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@@ -224,7 +221,7 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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//hotkeys
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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//TODO: the escape key should actually control menus and stuff
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//TODO: (9) the escape key should actually control menus and stuff
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SendLogoutRequest();
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return;
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}
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@@ -100,14 +100,14 @@ void LobbyMenu::FrameEnd() {
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}
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void LobbyMenu::Render(SDL_Surface* const screen) {
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//TODO: I need a proper UI system for the entire client and the editor
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//TODO: (9) I need a proper UI system for the entire client and the editor
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//UI
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search.DrawTo(screen);
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join.DrawTo(screen);
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back.DrawTo(screen);
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//TODO: draw headers for the server list
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//TODO: (9) draw headers for the server list
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for (int i = 0; i < serverInfo.size(); i++) {
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//draw the selected server's highlight
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if (selection == &serverInfo[i]) {
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@@ -131,8 +131,6 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
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if (!serverInfo[i].compatible) {
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font.DrawStringTo("?", screen, listBox.x - font.GetCharW(), listBox.y + i*listBox.h);
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}
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//TODO: ping/delay?
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}
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}
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@@ -254,11 +252,11 @@ void LobbyMenu::HandleLoginResponse(ClientPacket* const argPacket) {
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}
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void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
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//TODO: Better output for join rejection
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//TODO: (9) Better output for join rejection
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}
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void LobbyMenu::HandleLoginRejection(TextPacket* const argPacket) {
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//TODO: Better output for login rejection
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//TODO: (9) Better output for login rejection
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}
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//-------------------------
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@@ -88,8 +88,7 @@ void MainMenu::Render(SDL_Surface* const screen) {
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//text
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font.DrawStringTo("Thanks for playing!", screen, 50, screen->h - 50 - image.GetClipH() * 2);
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font.DrawStringTo("You can get the latest version at: ", screen, 50, screen->h - 50 - image.GetClipH() * 1);
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font.DrawStringTo("https://github.com/Ratstail91/Tortuga", screen, 50, screen->h - 50 - image.GetClipH() * 0);
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//TODO: replace this with a website address
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font.DrawStringTo("krgamestudios.com", screen, 50, screen->h - 50 - image.GetClipH() * 0);
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}
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//-------------------------
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@@ -109,7 +108,7 @@ void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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}
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void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//TODO: Buttons should only register as "selected" when the left button is used
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//TODO: (9) Buttons should only register as "selected" when the left button is used
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if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::LOBBYMENU);
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}
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@@ -28,7 +28,7 @@
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#include "raster_font.hpp"
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#include "button.hpp"
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//TODO: The options screen needs to be USED
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//NOTE: The options screen needs to be USED
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class OptionsMenu : public BaseScene {
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public:
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//Public access members
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