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:
Kayne Ruse
2015-02-13 02:05:10 +11:00
parent bad6cc2fab
commit ca2d4c9217
32 changed files with 196 additions and 184 deletions
+1 -1
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@@ -127,7 +127,7 @@ void BaseScene::HandleEvents() {
break;
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
//EMPTY
#endif
#ifdef USE_EVENT_UNKNOWN
+1 -1
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@@ -59,7 +59,7 @@ protected:
virtual void KeyUp(SDL_KeyboardEvent const&) {}
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
//EMPTY
#endif
#ifdef USE_EVENT_UNKNOWN
-1
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@@ -83,7 +83,6 @@ void ClientApplication::Init(int argc, char* argv[]) {
//debug output
//-------------------------
//TODO: enable/disable these with a switch
#define DEBUG_OUTPUT_VAR(x) std::cout << "\t" << #x << ": " << x << std::endl;
std::cout << "Internal sizes:" << std::endl;
+1 -1
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@@ -24,7 +24,7 @@
#include "config_utility.hpp"
void BaseMonster::CorrectSprite() {
//TODO: CorrectSprite
//TODO: (1) CorrectSprite
}
std::string BaseMonster::SetHandle(std::string s) {
+1 -1
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@@ -142,7 +142,7 @@ protected:
LocalCharacter* localCharacter = nullptr;
//heartbeat
//TODO: Heartbeat needs it's own utility
//TODO: (9) Heartbeat needs it's own utility
typedef std::chrono::steady_clock Clock;
Clock::time_point lastBeat = Clock::now();
int attemptedBeats = 0;
@@ -51,7 +51,7 @@ void InWorld::HandleCharacterCreate(CharacterPacket* const argPacket) {
//fill the character's info
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); //TODO: send the bounds from the server
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); //TODO: (1) send the bounds from the server
character->SetHandle(argPacket->handle);
character->SetAvatar(argPacket->avatar);
character->SetOwner(argPacket->accountIndex);
@@ -128,7 +128,7 @@ void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) {
}
void InWorld::HandleCharacterMovement(CharacterPacket* const argPacket) {
//TODO: Authentication
//TODO: (1) Authentication
if (argPacket->characterIndex == characterIndex) {
return;
}
@@ -144,7 +144,7 @@ void InWorld::HandleCharacterMovement(CharacterPacket* const argPacket) {
}
void InWorld::HandleCharacterAttack(CharacterPacket* const argPacket) {
//TODO: attack animation
//TODO: (1) attack animation
}
//-------------------------
+1 -1
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@@ -110,5 +110,5 @@ void InWorld::HandleMonsterMovement(MonsterPacket* const argPacket) {
}
void InWorld::HandleMonsterAttack(MonsterPacket* const argPacket) {
//TODO: HandleMonsterAttack
//TODO: (1) HandleMonsterAttack
}
+3 -6
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@@ -60,12 +60,10 @@ InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
shutDownButton.SetText("Shut Down");
//load the tilesheet
//TODO: add the tilesheet to the map system
//TODO: Tile size and tile sheet should be loaded elsewhere
//TODO: (9) Tile size and tile sheet should be loaded elsewhere
tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
//Send the character data
//TODO: login scene, prompt, etc.
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_LOAD;
strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
@@ -175,11 +173,10 @@ void InWorld::Render(SDL_Surface* const screen) {
//draw the entities
for (auto& it : characterMap) {
//TODO: depth ordering
//TODO: (1) depth ordering
it.second.DrawTo(screen, camera.x, camera.y);
}
for (auto& it : monsterMap) {
//TODO: depth ordering
it.second.DrawTo(screen, camera.x, camera.y);
}
@@ -224,7 +221,7 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
//hotkeys
switch(key.keysym.sym) {
case SDLK_ESCAPE:
//TODO: the escape key should actually control menus and stuff
//TODO: (9) the escape key should actually control menus and stuff
SendLogoutRequest();
return;
}
+4 -6
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@@ -100,14 +100,14 @@ void LobbyMenu::FrameEnd() {
}
void LobbyMenu::Render(SDL_Surface* const screen) {
//TODO: I need a proper UI system for the entire client and the editor
//TODO: (9) I need a proper UI system for the entire client and the editor
//UI
search.DrawTo(screen);
join.DrawTo(screen);
back.DrawTo(screen);
//TODO: draw headers for the server list
//TODO: (9) draw headers for the server list
for (int i = 0; i < serverInfo.size(); i++) {
//draw the selected server's highlight
if (selection == &serverInfo[i]) {
@@ -131,8 +131,6 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
if (!serverInfo[i].compatible) {
font.DrawStringTo("?", screen, listBox.x - font.GetCharW(), listBox.y + i*listBox.h);
}
//TODO: ping/delay?
}
}
@@ -254,11 +252,11 @@ void LobbyMenu::HandleLoginResponse(ClientPacket* const argPacket) {
}
void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
//TODO: Better output for join rejection
//TODO: (9) Better output for join rejection
}
void LobbyMenu::HandleLoginRejection(TextPacket* const argPacket) {
//TODO: Better output for login rejection
//TODO: (9) Better output for login rejection
}
//-------------------------
+2 -3
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@@ -88,8 +88,7 @@ void MainMenu::Render(SDL_Surface* const screen) {
//text
font.DrawStringTo("Thanks for playing!", screen, 50, screen->h - 50 - image.GetClipH() * 2);
font.DrawStringTo("You can get the latest version at: ", screen, 50, screen->h - 50 - image.GetClipH() * 1);
font.DrawStringTo("https://github.com/Ratstail91/Tortuga", screen, 50, screen->h - 50 - image.GetClipH() * 0);
//TODO: replace this with a website address
font.DrawStringTo("krgamestudios.com", screen, 50, screen->h - 50 - image.GetClipH() * 0);
}
//-------------------------
@@ -109,7 +108,7 @@ void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
}
void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//TODO: Buttons should only register as "selected" when the left button is used
//TODO: (9) Buttons should only register as "selected" when the left button is used
if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::LOBBYMENU);
}
+1 -1
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@@ -28,7 +28,7 @@
#include "raster_font.hpp"
#include "button.hpp"
//TODO: The options screen needs to be USED
//NOTE: The options screen needs to be USED
class OptionsMenu : public BaseScene {
public:
//Public access members