Only allow player to shoot if player does not have any projectiles pending

This commit is contained in:
xethm55 committed 2012-10-06 10:57:05 -04:00
1 parent 3e22ad70e1
commit cf3f64fed9
4 files changed
+58 -24

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+23 -2
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@@ -125,11 +125,20 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
case sf::Event::MouseButtonPressed:
if((event.mouseButton.button == sf::Mouse::Left) &&
(m_shot_fired == false) && // Don't allow shots ontop of each other
// The server needs to allow player to shoot, so that
// multiple shots cannot be fired at the same time
(m_players[m_current_player]->m_shot_allowed) &&
(m_client_has_focus))
{
m_left_button_pressed = true;
}
break;
case sf::Event::MouseButtonReleased:
if((event.mouseButton.button == sf::Mouse::Left) &&
// Prevents a shot from being fired upon release
// while another shot is currently being fired.
(m_players[m_current_player]->m_shot_allowed) &&
(m_left_button_pressed) &&
(m_client_has_focus))
{
m_drawing_shot = false;
@@ -253,12 +262,24 @@ void Client::update(double elapsed_time)
{
float x;
float y;
sf::Uint8 pindex;
client_packet >> x;
client_packet >> y;
client_packet >> pindex;
// Damage the tile if it exists
if((!m_map.get_tile_at(x, y).isNull()))
{
m_map.get_tile_at(x, y)->shot();
}
// Allow player to shoot again
if(m_players.end() != m_players.find(pindex))
{
m_players[pindex]->m_shot_allowed = true;
if(pindex == m_current_player)
{
m_shot_fired = false;
}
}
break;
}
@@ -360,9 +381,9 @@ void Client::update(double elapsed_time)
client_packet << packet_type;
client_packet << m_current_player;
client_packet << (float)(m_drawing_shot_distance + SHOT_RING_WIDTH / 2.0);
m_net_client->sendData(client_packet, true);
m_shot_fired = false;
m_net_client->sendData(client_packet, true);
m_drawing_shot_distance = 0;
m_players[m_current_player]->m_shot_allowed = false;
}
}
else if(!registered_player)