Removed the shared parameters structure (read more)

I've also stopped using a separate branch for sharing the CharacterData
structre. This commit won't build, mostly because I need to refactor
InWorld to handle the loss of the PlayerCharacter class.

I should probably rename SQL's tables too.
This commit is contained in:
Kayne Ruse
2014-05-27 22:24:30 +10:00
parent ac4a264f12
commit 5893342ad8
11 changed files with 149 additions and 95 deletions
+13 -5
View File
@@ -30,10 +30,18 @@
//Public access members
//-------------------------
LobbyMenu::LobbyMenu(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, SharedParameters* const argParams):
LobbyMenu::LobbyMenu(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex
):
config(*argConfig),
network(*argNetwork),
params(*argParams)
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex)
{
//setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
@@ -220,9 +228,9 @@ void LobbyMenu::HandlePacket(SerialPacket packet) {
}
break;
case SerialPacket::Type::JOIN_RESPONSE:
params.clientIndex = packet.clientInfo.clientIndex;
params.accountIndex = packet.clientInfo.accountIndex;
params.characterIndex = packet.clientInfo.characterIndex;
clientIndex = packet.clientInfo.clientIndex;
accountIndex = packet.clientInfo.accountIndex;
characterIndex = packet.clientInfo.characterIndex;
network.Bind(&packet.meta.srcAddress, Channels::SERVER);
SetNextScene(SceneList::INWORLD);
break;