Tweaked some TODO comments
This commit is contained in:
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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());
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user