Tweaked some TODO comments
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@@ -75,7 +75,7 @@ private:
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//base statistics
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//base statistics
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Statistics stats;
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Statistics stats;
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//gameplay components: equipment, items, buffs, debuffs...
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//metadata
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//metadata
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int owner;
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int owner;
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@@ -366,7 +366,6 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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localCharacter = &newCharacter;
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localCharacter = &newCharacter;
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//setup the camera
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//setup the camera
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//TODO: move this?
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camera.width = GetScreen()->w;
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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camera.height = GetScreen()->h;
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@@ -113,7 +113,8 @@ protected:
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//UI
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//UI
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Button disconnectButton;
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Button disconnectButton;
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Button shutDownButton;
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Button shutDownButton;
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//TODO: Review the camera
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//the camera structure
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struct {
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struct {
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int x = 0, y = 0;
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int x = 0, y = 0;
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int width = 0, height = 0;
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int width = 0, height = 0;
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@@ -46,7 +46,7 @@ void serializeCharacter(void* buffer, CharacterPacket* packet) {
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//stats structure
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//stats structure
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serializeStatistics(&buffer, &packet->stats);
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serializeStatistics(&buffer, &packet->stats);
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//gameplay components: equipment, items, buffs, debuffs...
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}
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}
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void deserializeCharacter(void* buffer, CharacterPacket* packet) {
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void deserializeCharacter(void* buffer, CharacterPacket* packet) {
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@@ -70,5 +70,5 @@ void deserializeCharacter(void* buffer, CharacterPacket* packet) {
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//stats structure
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//stats structure
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deserializeStatistics(&buffer, &packet->stats);
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deserializeStatistics(&buffer, &packet->stats);
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//gameplay components: equipment, items, buffs, debuffs...
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}
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}
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@@ -44,7 +44,7 @@ struct CharacterPacket : SerialPacketBase {
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//gameplay
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//gameplay
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Statistics stats;
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Statistics stats;
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//gameplay components: equipment, items, buffs, debuffs...
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};
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};
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void serializeCharacter(void* buffer, CharacterPacket* packet);
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void serializeCharacter(void* buffer, CharacterPacket* packet);
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@@ -88,7 +88,6 @@ ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
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is.close();
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is.close();
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//load in any subordinate config files
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//load in any subordinate config files
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//TODO: Possibility of nesting config levels?
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if (retTable.find("config.next") != retTable.end()) {
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if (retTable.find("config.next") != retTable.end()) {
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table_t subTable = Read(retTable["config.next"]);
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table_t subTable = Read(retTable["config.next"]);
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retTable.insert(subTable.begin(), subTable.end());
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retTable.insert(subTable.begin(), subTable.end());
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@@ -157,7 +157,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
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newChar.baseStats.evasion = sqlite3_column_double(statement, 20);
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newChar.baseStats.evasion = sqlite3_column_double(statement, 20);
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newChar.baseStats.luck = sqlite3_column_double(statement, 21);
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newChar.baseStats.luck = sqlite3_column_double(statement, 21);
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//gameplay components: equipment, items, buffs, debuffs...
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//finish the routine
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//finish the routine
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sqlite3_finalize(statement);
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sqlite3_finalize(statement);
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@@ -214,7 +214,7 @@ int CharacterManager::SaveCharacter(int uid) {
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ret |= sqlite3_bind_double(statement, 17, character.baseStats.evasion) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 17, character.baseStats.evasion) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 18, character.baseStats.luck) != SQLITE_OK;
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ret |= sqlite3_bind_double(statement, 18, character.baseStats.luck) != SQLITE_OK;
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//TODO: gameplay components: equipment, items, buffs, debuffs
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//gameplay components: equipment, items, buffs, debuffs...
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//check for binding errors
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//check for binding errors
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if (ret) {
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if (ret) {
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@@ -1,9 +1,11 @@
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TODO: Rejection messages
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TODO: Rejection messages
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TODO: The error handling is terrible
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TODO: The error handling is terrible
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TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
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TODO: Get the rooms working, even if only via hotkeys
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TODO: Get the rooms working, even if only via hotkeys
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TODO: Fix shoddy movement
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TODO: Fix shoddy movement
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TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
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TODO: Remove the big "Shut Down" button
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TODO: Make a way for the server owner to control the server directly
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TODO: Move the map system into it's own namespace?
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TODO: Move the map system into it's own namespace?
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TODO: The TileSheet class should implement the surface itself
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TODO: The TileSheet class should implement the surface itself
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TODO: make the whole thing more fault tolerant
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TODO: make the whole thing more fault tolerant
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