Added network tweaks to client; project builds cleanly
This commit is contained in:
+12
-63
@@ -159,7 +159,7 @@ void InWorld::Update() {
|
||||
//process the collisions
|
||||
if (localCharacter->ProcessCollisionGrid(boxList)) {
|
||||
localCharacter->CorrectSprite();
|
||||
SendLocalCharacterMotion();
|
||||
SendLocalCharacterMovement();
|
||||
}
|
||||
|
||||
//update the camera
|
||||
@@ -267,7 +267,7 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
|
||||
//set the info
|
||||
localCharacter->SetMotion(motion);
|
||||
localCharacter->CorrectSprite();
|
||||
SendLocalCharacterMotion();
|
||||
SendLocalCharacterMovement();
|
||||
}
|
||||
|
||||
void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
|
||||
@@ -313,7 +313,7 @@ void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
|
||||
//set the info
|
||||
localCharacter->SetMotion(motion);
|
||||
localCharacter->CorrectSprite();
|
||||
SendLocalCharacterMotion();
|
||||
SendLocalCharacterMovement();
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
@@ -358,14 +358,11 @@ void InWorld::HandlePacket(SerialPacket* const argPacket) {
|
||||
break;
|
||||
|
||||
//character movement
|
||||
case SerialPacketType::CHARACTER_SET_ROOM:
|
||||
HandleCharacterSetRoom(static_cast<CharacterPacket*>(argPacket));
|
||||
case SerialPacketType::CHARACTER_MOVEMENT:
|
||||
HandleCharacterMovement(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_SET_ORIGIN:
|
||||
HandleCharacterSetOrigin(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_SET_MOTION:
|
||||
HandleCharacterSetMotion(static_cast<CharacterPacket*>(argPacket));
|
||||
case SerialPacketType::CHARACTER_ATTACK:
|
||||
HandleCharacterAttack(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//rejection messages
|
||||
@@ -638,43 +635,7 @@ void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) {
|
||||
std::cout << "Query, total: " << characterMap.size() << std::endl;
|
||||
}
|
||||
|
||||
void InWorld::HandleCharacterSetRoom(CharacterPacket* const argPacket) {
|
||||
//someone else's character
|
||||
if (argPacket->characterIndex != characterIndex) {
|
||||
characterMap.erase(argPacket->characterIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
//this character is moving between rooms
|
||||
roomIndex = argPacket->roomIndex;
|
||||
|
||||
//set the character's info
|
||||
localCharacter->SetOrigin(argPacket->origin);
|
||||
localCharacter->SetMotion(argPacket->motion);
|
||||
localCharacter->CorrectSprite();
|
||||
|
||||
//clear the old room's data
|
||||
regionPager.UnloadAll();
|
||||
monsterMap.clear();
|
||||
|
||||
//use the jenky pattern for std::map to skip this player's character
|
||||
for (std::map<int, BaseCharacter>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
|
||||
if (it->first != characterIndex) {
|
||||
it = characterMap.erase(it);
|
||||
}
|
||||
else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
//request the info on characters in this room
|
||||
CharacterPacket newPacket;
|
||||
newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
|
||||
newPacket.roomIndex = roomIndex;
|
||||
network.SendTo(Channels::SERVER, &newPacket);
|
||||
}
|
||||
|
||||
void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
|
||||
void InWorld::HandleCharacterMovement(CharacterPacket* const argPacket) {
|
||||
//TODO: Authentication
|
||||
if (argPacket->characterIndex == characterIndex) {
|
||||
return;
|
||||
@@ -690,20 +651,8 @@ void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
|
||||
}
|
||||
}
|
||||
|
||||
void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
|
||||
//TODO: Authentication
|
||||
if (argPacket->characterIndex == characterIndex) {
|
||||
return;
|
||||
}
|
||||
|
||||
//check that this character exists
|
||||
std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
|
||||
if (characterIt != characterMap.end()) {
|
||||
//set the origin and motion
|
||||
characterIt->second.SetOrigin(argPacket->origin);
|
||||
characterIt->second.SetMotion(argPacket->motion);
|
||||
characterIt->second.CorrectSprite();
|
||||
}
|
||||
void InWorld::HandleCharacterAttack(CharacterPacket* const argPacket) {
|
||||
//TODO: attack animation
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
@@ -711,9 +660,9 @@ void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
|
||||
//-------------------------
|
||||
|
||||
//TODO: add a "movement" packet type
|
||||
void InWorld::SendLocalCharacterMotion() {
|
||||
void InWorld::SendLocalCharacterMovement() {
|
||||
CharacterPacket newPacket;
|
||||
newPacket.type = SerialPacketType::CHARACTER_SET_MOTION;
|
||||
newPacket.type = SerialPacketType::CHARACTER_MOVEMENT;
|
||||
|
||||
newPacket.accountIndex = accountIndex;
|
||||
newPacket.characterIndex = characterIndex;
|
||||
|
||||
Reference in New Issue
Block a user