--===============5003869362699831118== Content-Type: multipart/alternative; boundary="===============4463570486889422992==" --===============4463570486889422992== Content-Type: text/plain; charset="utf-8" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit ----------------------------------------------------------- This is an automatically generated e-mail. To reply, visit: https://git.reviewboard.kde.org/r/114620/ ----------------------------------------------------------- (Updated Jan. 2, 2014, 9:30 a.m.) Status ------ This change has been marked as submitted. Review request for KDE Games and Roney Gomes. Bugs: 168657 http://bugs.kde.org/show_bug.cgi?id=168657 Repository: knavalbattle Description ------- This patch includes the work done by Roney in the show-ships branch (my work is only the two phase end of game and the network part). How does it accomplishes its purpose? * The end game has now two phases, first send/receive the ships in the GameOverMessage, then the end game part. * All the entities include a reference to the SeaView to be able to show the ships (included in the parent class Entity) * The shoots are drawn over the ships * Instead of a parameter, the flag of adjacent ships is now a member (grabbed from the multiple ships patch, to be released soon). * The ships have now the coordinates where they are. * The GameOverMessage was already ready to send/receive ships (with a little bug fixed). * Grid now has a copy constructor * Changed the name of a variable from a confusing name m_sea to a more clear m_seaview * There are now two lists of ships (for both entities to be able to interchange the ships) * It does not include configuration for this functionality, I think everybody expects this behavior from this kind of game. Diffs ----- src/ai/dummyai.cpp 2cae8d5 src/ai/smartai.cpp 121d2de src/aientity.h d8d3ade src/aientity.cpp a7f9bca src/battlefield.h 83d8f5f src/battlefield.cpp 690bf93 src/battlefieldview.h aaec342 src/battlefieldview.cpp 233f1e4 src/controller.h e87ba48 src/controller.cpp 23b8153 src/coord.h 32dd8c0 src/entity.h 4955a81 src/entity.cpp 067e384 src/networkentity.h ae97522 src/networkentity.cpp 9f252ca src/playerentity.cpp 9c32b25 src/playfield.h 6a24657 src/playfield.cpp f1d774b src/protocol.cpp 152c9cd src/sea.h e9e7333 src/sea.cpp 51f4f0c src/seaview.h df22a21 src/seaview.cpp 92d6e4e src/ship.h f52fa95 src/ship.cpp cf78535 src/simplemenu.cpp cf5684d src/uientity.h fa92a90 src/uientity.cpp bca8ac9 Diff: https://git.reviewboard.kde.org/r/114620/diff/ Testing ------- It works with the several ships patch (in every possible combination) and as it is, tested several times in local and remote games. Thanks, Jaime Torres Amate --===============4463570486889422992== Content-Type: text/html; charset="utf-8" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit
This is an automatically generated e-mail. To reply, visit: https://git.reviewboard.kde.org/r/114620/

This change has been marked as submitted.


Review request for KDE Games and Roney Gomes.
By Jaime Torres Amate.

Updated Jan. 2, 2014, 9:30 a.m.

Bugs: 168657
Repository: knavalbattle

Description

This patch includes the work done by Roney in the show-ships branch (my work is only the two phase end of game and the network part).

How does it accomplishes its purpose?
* The end game has now two phases, first send/receive the ships in the GameOverMessage, then the end game part.
* All the entities include a reference to the SeaView to be able to show the ships (included in the parent class Entity)
* The shoots are drawn over the ships
* Instead of a parameter, the flag of adjacent ships is now a member (grabbed from the multiple ships patch, to be released soon).
* The ships have now the coordinates where they are.
* The GameOverMessage was already ready to send/receive ships (with a little bug fixed).
* Grid now has a copy constructor
* Changed the name of a variable from a confusing name m_sea to a more clear m_seaview
* There are now two lists of ships (for both entities to be able to interchange the ships)

* It does not include configuration for this functionality, I think everybody expects this behavior from this kind of game. 

Testing

It works with the several ships patch (in every possible combination) and as it is, tested several times in local and remote games.

Diffs

  • src/ai/dummyai.cpp (2cae8d5)
  • src/ai/smartai.cpp (121d2de)
  • src/aientity.h (d8d3ade)
  • src/aientity.cpp (a7f9bca)
  • src/battlefield.h (83d8f5f)
  • src/battlefield.cpp (690bf93)
  • src/battlefieldview.h (aaec342)
  • src/battlefieldview.cpp (233f1e4)
  • src/controller.h (e87ba48)
  • src/controller.cpp (23b8153)
  • src/coord.h (32dd8c0)
  • src/entity.h (4955a81)
  • src/entity.cpp (067e384)
  • src/networkentity.h (ae97522)
  • src/networkentity.cpp (9f252ca)
  • src/playerentity.cpp (9c32b25)
  • src/playfield.h (6a24657)
  • src/playfield.cpp (f1d774b)
  • src/protocol.cpp (152c9cd)
  • src/sea.h (e9e7333)
  • src/sea.cpp (51f4f0c)
  • src/seaview.h (df22a21)
  • src/seaview.cpp (92d6e4e)
  • src/ship.h (f52fa95)
  • src/ship.cpp (cf78535)
  • src/simplemenu.cpp (cf5684d)
  • src/uientity.h (fa92a90)
  • src/uientity.cpp (bca8ac9)

View Diff

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