Threaded barriers into the client, not yet queried

I've also refactored the rooms slightly.
This commit is contained in:
2016-04-04 01:05:32 +10:00
parent 7b9c016082
commit 7205d6692c
12 changed files with 280 additions and 58 deletions
+8
View File
@@ -40,6 +40,7 @@
//client
#include "base_scene.hpp"
#include "base_barrier.hpp"
#include "base_creature.hpp"
#include "local_character.hpp"
@@ -113,6 +114,12 @@ private:
void hQueryCreatureExists(CreaturePacket* const);
void hCreatureMovement(CreaturePacket* const);
//barrier management
void hBarrierUpdate(BarrierPacket* const);
void hBarrierCreate(BarrierPacket* const);
void hBarrierUnload(BarrierPacket* const);
void hQueryBarrierExists(BarrierPacket* const);
//chat
//TODO: ui chat engine
void hTextBroadcast(TextPacket* const);
@@ -151,6 +158,7 @@ private:
} camera;
//entities
std::map<int, BaseBarrier> barrierMap;
std::map<int, BaseCharacter> characterMap;
std::map<int, BaseCreature> creatureMap;
LocalCharacter* localCharacter = nullptr;