Only allow player to shoot if player does not have any projectiles pending
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3e22ad70e1
commit
cf3f64fed9
@ -125,11 +125,20 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
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case sf::Event::MouseButtonPressed:
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if((event.mouseButton.button == sf::Mouse::Left) &&
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(m_shot_fired == false) && // Don't allow shots ontop of each other
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// The server needs to allow player to shoot, so that
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// multiple shots cannot be fired at the same time
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(m_players[m_current_player]->m_shot_allowed) &&
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(m_client_has_focus))
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{
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m_left_button_pressed = true;
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}
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break;
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case sf::Event::MouseButtonReleased:
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if((event.mouseButton.button == sf::Mouse::Left) &&
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// Prevents a shot from being fired upon release
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// while another shot is currently being fired.
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(m_players[m_current_player]->m_shot_allowed) &&
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(m_left_button_pressed) &&
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(m_client_has_focus))
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{
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m_drawing_shot = false;
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@ -253,12 +262,24 @@ void Client::update(double elapsed_time)
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{
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float x;
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float y;
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sf::Uint8 pindex;
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client_packet >> x;
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client_packet >> y;
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client_packet >> pindex;
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// Damage the tile if it exists
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if((!m_map.get_tile_at(x, y).isNull()))
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{
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m_map.get_tile_at(x, y)->shot();
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}
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// Allow player to shoot again
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if(m_players.end() != m_players.find(pindex))
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{
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m_players[pindex]->m_shot_allowed = true;
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if(pindex == m_current_player)
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{
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m_shot_fired = false;
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}
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}
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break;
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}
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@ -360,9 +381,9 @@ void Client::update(double elapsed_time)
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client_packet << packet_type;
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client_packet << m_current_player;
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client_packet << (float)(m_drawing_shot_distance + SHOT_RING_WIDTH / 2.0);
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m_net_client->sendData(client_packet, true);
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m_shot_fired = false;
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m_net_client->sendData(client_packet, true);
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m_drawing_shot_distance = 0;
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m_players[m_current_player]->m_shot_allowed = false;
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}
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}
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else if(!registered_player)
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@ -20,5 +20,6 @@ Player::Player()
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m_shot_start_x = 0.0;
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m_shot_start_y = 0.0;
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m_shot_direction = 0.0;
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m_shot_allowed = true;
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}
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@ -26,7 +26,7 @@ class Player
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double m_shot_start_y;
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double m_shot_direction;
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double m_shot_start_time;
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bool m_shot_allowed;
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Player();
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};
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@ -156,14 +156,20 @@ void Server::update( double elapsed_time )
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float shot_distance;
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server_packet >> pindex;
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server_packet >> shot_distance;
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m_players[pindex]->m_shot_distance = shot_distance;
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m_players[pindex]->m_shot_start_time = Timer::GetTimeDouble();
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// Need to store off the current player location so that the
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// correct tile can be calculated later.
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m_players[pindex]->m_shot_start_x = m_players[pindex]->x;
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m_players[pindex]->m_shot_start_y = m_players[pindex]->y;
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m_players[pindex]->m_shot_direction = m_players[pindex]->direction;
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// start the shot process if a player is allowed to shoot and exits
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if((m_players.end() != m_players.find(pindex)) &&
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(m_players[pindex]->m_shot_allowed))
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{
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m_players[pindex]->m_shot_distance = shot_distance;
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m_players[pindex]->m_shot_start_time = Timer::GetTimeDouble();
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m_players[pindex]->m_shot_allowed = false;
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// Need to store off the current player location so that the
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// correct tile can be calculated later.
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m_players[pindex]->m_shot_start_x = m_players[pindex]->x;
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m_players[pindex]->m_shot_start_y = m_players[pindex]->y;
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m_players[pindex]->m_shot_direction = m_players[pindex]->direction;
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}
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break;
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}
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@ -209,21 +215,27 @@ void Server::update( double elapsed_time )
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float tile_x = m_players[pindex]->m_shot_start_x + (player_dir_x * m_players[pindex]->m_shot_distance);
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float tile_y = m_players[pindex]->m_shot_start_y + (player_dir_y * m_players[pindex]->m_shot_distance);
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refptr<HexTile> p_tile = m_map.get_tile_at(tile_x, tile_y);
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if((!p_tile.isNull()) &&
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(p_tile->get_damage_state() < HexTile::DESTROYED))
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{
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// Send a message to all clients letting them know a tile was damaged
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sf::Uint8 ptype = TILE_DAMAGED;
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server_packet.clear();
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server_packet << ptype;
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server_packet << p_tile->get_x();
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server_packet << p_tile->get_y();
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m_net_server->sendData(server_packet, true);
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m_map.get_tile_at(tile_x, tile_y)->shot();
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}
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// Send a message to all clients letting them know a tile was damaged
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// always send message since it will reenable the player shot ability.
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sf::Uint8 ptype = TILE_DAMAGED;
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server_packet.clear();
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server_packet << ptype;
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server_packet << tile_x;
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server_packet << tile_y;
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server_packet << pindex; // Needed to alert the client that the player can now shoot again.
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m_net_server->sendData(server_packet, true);
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// Reset the shot logic
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m_players[pindex]->m_shot_allowed = true;
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m_players[pindex]->m_shot_distance = 0.0;
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m_players[pindex]->m_shot_start_time = 0.0;
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// If tile exists, damage the tile.
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if((!p_tile.isNull()) &&
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(p_tile->get_damage_state() < HexTile::DESTROYED))
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{
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p_tile->shot();
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}
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}
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}
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