Implemented DisconnectedScreen, and removed CharacterMap
Project also builds, since I went through and adjusted it. It's hacky right now, but I just want to make sure it worked. I'll give it another pass before merging into develop.
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@@ -34,16 +34,9 @@
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//Public access members
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//-------------------------
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InWorld::InWorld(
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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CharacterMap* argCharacterMap
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):
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InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex),
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characterMap(*argCharacterMap)
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accountIndex(*argAccountIndex)
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{
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ConfigUtility& config = ConfigUtility::GetSingleton();
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@@ -153,7 +146,7 @@ void InWorld::Update() {
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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RequestDisconnect();
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SetNextScene(SceneList::CLEANUP);
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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@@ -342,7 +335,7 @@ void InWorld::HandlePong(ServerPacket* const argPacket) {
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void InWorld::HandleDisconnect(ClientPacket* const argPacket) {
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//TODO: More needed in the disconnection
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SetNextScene(SceneList::CLEANUP);
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been disconnected";
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}
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@@ -352,7 +345,7 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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}
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//create the character object
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Character& newCharacter = characterMap[argPacket->characterIndex];
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BaseCharacter& newCharacter = characterMap[argPacket->characterIndex];
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//fill out the character's members
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newCharacter.SetHandle(argPacket->handle);
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@@ -369,7 +362,7 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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CHARACTER_BOUNDS_HEIGHT
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});
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(*newCharacter.GetStats()) = argPacket->stats;
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// (*newCharacter.GetBaseStats()) = argPacket->stats;
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//bookkeeping code
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newCharacter.CorrectSprite();
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@@ -407,7 +400,7 @@ void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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return;
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}
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Character& character = characterMap[argPacket->characterIndex];
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BaseCharacter& character = characterMap[argPacket->characterIndex];
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//other characters moving
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if (argPacket->characterIndex != characterIndex) {
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@@ -419,7 +412,7 @@ void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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void InWorld::HandleCharacterRejection(TextPacket* const argPacket) {
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RequestDisconnect();
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SetNextScene(SceneList::CLEANUP);
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility& config = ConfigUtility::GetSingleton();
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config["client.disconnectMessage"] = "Error: ";
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config["client.disconnectMessage"] += argPacket->text;
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@@ -464,7 +457,7 @@ void InWorld::SendPlayerUpdate() {
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newPacket.roomIndex = 0; //TODO: room index
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newPacket.origin = localCharacter->GetOrigin();
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newPacket.motion = localCharacter->GetMotion();
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newPacket.stats = *localCharacter->GetStats();
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// newPacket.stats = *localCharacter->GetBaseStats();
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//TODO: gameplay components: equipment, items, buffs, debuffs
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