Multiplayer framework in place (can now connect multiple clients and view them in game)

Fixed some bugs with multiplayer
Changed from refptr<map<U8, Player> > to map<U8, refptr<player> >
This commit is contained in:
Chris Peterson authored and Josh Holtrop committed 2012-09-25 20:36:11 -04:00
1 parent 7df681082a
commit ba0bc9b77d
15 files changed
+329 -144

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-1
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@@ -1,4 +1,3 @@
#include <math.h>
#include "HexTile.h"
-1
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@@ -1,4 +1,3 @@
#ifndef HEXTILE_H
#define HEXTILE_H
-1
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@@ -1,4 +1,3 @@
#include "Map.h"
#include "HexTile.h"
-1
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@@ -1,4 +1,3 @@
#ifndef MAP_H
#define MAP_H
+9 -2
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@@ -1,10 +1,17 @@
#include "Player.h"
#include <math.h>
Player::Player()
{
x = 0.0;
y = 0.0;
direction = 0.0;
direction = M_PI_2;
hover = 1.0;
name = "";
w_pressed = KEY_NOT_PRESSED;
a_pressed = KEY_NOT_PRESSED;
s_pressed = KEY_NOT_PRESSED;
d_pressed = KEY_NOT_PRESSED;
rel_mouse_movement = 0;
updated = false;
}
+8 -1
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@@ -1,8 +1,9 @@
#ifndef PLAYER_H
#define PLAYER_H
#include <string>
#include "Types.h"
#include "SFML/Config.hpp"
class Player
{
@@ -12,6 +13,12 @@ class Player
double y;
double direction; /* 0 = East, M_PI_2 = North, M_PI = West, ... */
double hover;
sf::Uint8 w_pressed;
sf::Uint8 a_pressed;
sf::Uint8 s_pressed;
sf::Uint8 d_pressed;
sf::Int32 rel_mouse_movement;
bool updated;
Player();
};
-1
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@@ -23,7 +23,6 @@ void Timer::Update(void)
{
// Record the time step
stepTime = ((myClock.getElapsedTime().asSeconds() / 1000.0f) * gameSpeed);
//stepTime = ((((sf::Window*)screen)->GetFrameTime() / 1000.0f) * gameSpeed);
myClock.restart();
// Add the time to the total time
+4 -1
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@@ -4,6 +4,9 @@
#define KEY_PRESSED 0xA5u
#define KEY_NOT_PRESSED 0x5Au
#define PLAYER_CONNECT 0x1Au
#define PLAYER_DISCONNECT 0x2Bu
#define PLAYER_DEATH 0x3Cu
#define PLAYER_UPDATE 0x4Du
#endif
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@@ -1,4 +1,3 @@
#ifndef REFPTR_H
#define REFPTR_H REFPTR_H