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
View File
@@ -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
View File
@@ -110,5 +110,5 @@ void InWorld::HandleMonsterMovement(MonsterPacket* const argPacket) {
}
void InWorld::HandleMonsterAttack(MonsterPacket* const argPacket) {
//TODO: HandleMonsterAttack
//TODO: (1) HandleMonsterAttack
}
+3 -6
View File
@@ -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;
}