Moving client and player data into manager classes
Remember: anything with "manager" in its name organizes a number of other objects, as far as I'm concerned. I'll eventually have a database connection in the PlayerManager class; this'll make it easier to manage the database.
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "player_manager.hpp"
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int PlayerManager::HandlePlayerCreation(std::string name, std::string avatar) {
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//
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}
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int PlayerManager::HandlePlayerDeletion(int uniqueID) {
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//
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}
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int PlayerManager::HandlePlayerLoad(int uniqueID, int clientIndex) {
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//
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}
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int PlayerManager::HandlePlayerUnload(int uniqueID) {
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//
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}
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PlayerEntry* PlayerManager::GetPlayer(int uniqueID) {
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for (auto& it : playerMap) {
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if (it.first == uniqueID) {
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return &it.second;
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}
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}
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return nullptr;
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}
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void PlayerManager::Update(double delta) {
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for (auto& it : playerMap) {
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it.second.position += it.second.motion * delta;
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}
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}
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