Tweaked some TODO comments

This commit is contained in:
Kayne Ruse
2014-09-03 04:36:02 +10:00
parent 246a5ee541
commit f581c3238f
8 changed files with 11 additions and 10 deletions
+1 -1
View File
@@ -75,7 +75,7 @@ private:
//base statistics
Statistics stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
//metadata
int owner;
-1
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@@ -366,7 +366,6 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
localCharacter = &newCharacter;
//setup the camera
//TODO: move this?
camera.width = GetScreen()->w;
camera.height = GetScreen()->h;
+2 -1
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@@ -113,7 +113,8 @@ protected:
//UI
Button disconnectButton;
Button shutDownButton;
//TODO: Review the camera
//the camera structure
struct {
int x = 0, y = 0;
int width = 0, height = 0;
@@ -46,7 +46,7 @@ void serializeCharacter(void* buffer, CharacterPacket* packet) {
//stats structure
serializeStatistics(&buffer, &packet->stats);
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
}
void deserializeCharacter(void* buffer, CharacterPacket* packet) {
@@ -70,5 +70,5 @@ void deserializeCharacter(void* buffer, CharacterPacket* packet) {
//stats structure
deserializeStatistics(&buffer, &packet->stats);
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
}
@@ -44,7 +44,7 @@ struct CharacterPacket : SerialPacketBase {
//gameplay
Statistics stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
};
void serializeCharacter(void* buffer, CharacterPacket* packet);
-1
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@@ -88,7 +88,6 @@ ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
is.close();
//load in any subordinate config files
//TODO: Possibility of nesting config levels?
if (retTable.find("config.next") != retTable.end()) {
table_t subTable = Read(retTable["config.next"]);
retTable.insert(subTable.begin(), subTable.end());
+2 -2
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@@ -157,7 +157,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
newChar.baseStats.evasion = sqlite3_column_double(statement, 20);
newChar.baseStats.luck = sqlite3_column_double(statement, 21);
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
//finish the routine
sqlite3_finalize(statement);
@@ -214,7 +214,7 @@ int CharacterManager::SaveCharacter(int uid) {
ret |= sqlite3_bind_double(statement, 17, character.baseStats.evasion) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 18, character.baseStats.luck) != SQLITE_OK;
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
//check for binding errors
if (ret) {
+3 -1
View File
@@ -1,9 +1,11 @@
TODO: Rejection messages
TODO: The error handling is terrible
TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
TODO: Get the rooms working, even if only via hotkeys
TODO: Fix shoddy movement
TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
TODO: Remove the big "Shut Down" button
TODO: Make a way for the server owner to control the server directly
TODO: Move the map system into it's own namespace?
TODO: The TileSheet class should implement the surface itself
TODO: make the whole thing more fault tolerant