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
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@@ -30,12 +30,10 @@
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//Public access members
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//-------------------------
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LobbyMenu::LobbyMenu(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex, int* const argAccountIndex, int* const argCharacterIndex):
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LobbyMenu::LobbyMenu(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, SharedParameters* const argParams):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex)
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params(*argParams)
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{
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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@@ -94,6 +92,7 @@ void LobbyMenu::FrameEnd() {
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}
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void LobbyMenu::Render(SDL_Surface* const screen) {
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//TODO: this needs rewriting
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//TODO: I need a proper UI system for the entire client and the editor
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//UI
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search.DrawTo(screen);
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@@ -221,9 +220,9 @@ void LobbyMenu::HandlePacket(SerialPacket packet) {
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}
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break;
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case SerialPacket::Type::JOIN_RESPONSE:
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clientIndex = packet.clientInfo.clientIndex;
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accountIndex = packet.clientInfo.accountIndex;
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characterIndex = packet.clientInfo.characterIndex;
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params.clientIndex = packet.clientInfo.clientIndex;
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params.accountIndex = packet.clientInfo.accountIndex;
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params.characterIndex = packet.clientInfo.characterIndex;
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network.Bind(&packet.meta.srcAddress, Channels::SERVER);
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SetNextScene(SceneList::INWORLD);
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break;
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