Minor comment tweaks

This commit is contained in:
Kayne Ruse
2015-02-27 05:43:20 +11:00
parent a00ddb3142
commit cb63c9b07c
8 changed files with 9 additions and 10 deletions
+1 -1
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@@ -69,7 +69,7 @@ void World::hCharacterCreate(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: (1) send the bounds from the server
character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); //TODO: (2) send the bounds from the server
character->SetHandle(argPacket->handle);
character->SetAvatar(argPacket->avatar);
character->SetOwner(argPacket->accountIndex);
+2 -2
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@@ -60,7 +60,7 @@ World::World(int* const argClientIndex, int* const argAccountIndex):
shutDownButton.SetText("Shut Down");
//load the tilesheet
//TODO: (1) Tile size and tile sheet should be loaded elsewhere
//TODO: (2) Tile size and tile sheet should be loaded elsewhere
tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
//Send the character data
@@ -221,7 +221,7 @@ void World::KeyDown(SDL_KeyboardEvent const& key) {
//hotkeys
switch(key.keysym.sym) {
case SDLK_ESCAPE:
//TODO: (1) the escape key should actually control menus and stuff
//TODO: (3) the escape key should actually control menus and stuff
SendLogoutRequest();
return;
}
+2 -2
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@@ -107,8 +107,8 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
join.DrawTo(screen);
back.DrawTo(screen);
//TODO: (1) draw headers for the server list
//TODO: (1) ping/delay displayed in the server list
//TODO: (3) draw headers for the server list
//TODO: (3) ping/delay displayed in the server list
for (int i = 0; i < serverInfo.size(); i++) {
//draw the selected server's highlight
if (selection == &serverInfo[i]) {
+1 -1
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@@ -75,7 +75,7 @@ static int getLoadedCount(lua_State* L) {
}
static int forEach(lua_State* L) {
//TODO: (1) find a way to update the clients when a script alters a character's data
//TODO: (9) forEach()
}
static const luaL_Reg characterManagerLib[] = {
+1 -1
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@@ -205,7 +205,7 @@ void ServerApplication::hCharacterMovement(CharacterPacket* const argPacket) {
//check if allowed
if (characterData->GetOwner() != argPacket->accountIndex && !accountData->GetModerator() && !accountData->GetAdministrator()) {
//TODO: (2) send to the client?
//TODO: (3) send to the client?
std::cerr << "Failed to set character motion due to lack of permissions targeting uid(" << argPacket->characterIndex << ")" << std::endl;
return;
}
+1 -1
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@@ -85,5 +85,5 @@ void ServerApplication::hAdminShutdownRequest(ClientPacket* const argPacket) {
}
void ServerApplication::SaveServerState() {
//TODO: (2) Periodic mass server saves
//TODO: (3) Periodic mass server saves
}
-1
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@@ -32,7 +32,6 @@
#include <map>
#include <string>
//TODO: (1) rename this system to the "trigger" system
class TriggerManager {
public:
TriggerManager();
+1 -1
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@@ -23,7 +23,7 @@
#include "trigger_manager.hpp"
//TODO: figure out a way to iterate through elements of managers from lua
//TODO: (1) figure out a way to iterate through elements of managers from lua
static int create(lua_State* L) {
TriggerManager* mgr = static_cast<TriggerManager*>(lua_touserdata(L, 1));