Implemented SharedParameters system in the client (read more)

Here are more tweaks:
* InWorld's quit event now exits to the main menu, bypassing a relayed disconnect message
* InWorld's disconnect hander no longer throws exceptions (dropped creation packet bugfix)
* CombatData's internals now point to std::pair objects
* Enemies are stored in a global list
This commit is contained in:
Kayne Ruse
2014-05-26 17:11:26 +10:00
parent a47e76845f
commit 0a71f43ef3
13 changed files with 119 additions and 58 deletions
+3 -4
View File
@@ -45,6 +45,7 @@
//client
#include "base_scene.hpp"
#include "player_character.hpp"
#include "shared_parameters.hpp"
//STL
#include <map>
@@ -52,7 +53,7 @@
class InWorld : public BaseScene {
public:
//Public access members
InWorld(ConfigUtility* const, UDPNetworkUtility* const, int* const, int* const, int* const);
InWorld(ConfigUtility* const, UDPNetworkUtility* const, SharedParameters* const);
~InWorld();
protected:
@@ -91,9 +92,7 @@ protected:
//shared parameters
ConfigUtility& config;
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
int& characterIndex;
SharedParameters& params;
//graphics
Image buttonImage;