fix Network Projectile::onHitPlayer
authorterom
Mon, 08 Dec 2008 23:42:40 +0000
changeset 330 dcc47278e5ab
parent 329 42ad4965424f
child 331 65e104a2db8f
fix Network Projectile::onHitPlayer
src/Network/Client.cc
src/Network/Client.hh
src/Network/Protocol.hh
src/Network/Server.cc
src/Network/Server.hh
src/Player.cc
--- a/src/Network/Client.cc	Mon Dec 08 23:24:40 2008 +0000
+++ b/src/Network/Client.cc	Mon Dec 08 23:42:40 2008 +0000
@@ -346,9 +346,8 @@
     // ignore :>
 }
         
-void NetworkClientProjectile::onHitPlayer (Player *player, Health damage) {
+void NetworkClientProjectile::onHitPlayer (Player *player) {
     (void) player;
-    (void) damage;
 
     // ignore :>
 }
@@ -366,7 +365,6 @@
 void NetworkClientProjectile::on_hit_player (NetworkPacketInput &pkt) {
     // read packet
     NetworkObject *player_obj = controller.read_object(pkt);
-    Health damage = pkt.read_uint16();
 
     NetworkClientPlayerBase *player;
 
@@ -376,7 +374,7 @@
         return;
     }
     
-    Engine::log(INFO, "client_projectile.hit_player") << this << ": player=" << player << ", damage=" << damage;
+    Engine::log(INFO, "client_projectile.hit_player") << this << ": player=" << player;
     
     // pass on to super
     Projectile::onHitPlayer(player);
--- a/src/Network/Client.hh	Mon Dec 08 23:24:40 2008 +0000
+++ b/src/Network/Client.hh	Mon Dec 08 23:42:40 2008 +0000
@@ -262,7 +262,7 @@
          * Overrides Projectile::onHitPlayer to ignore this, as we must wait for the server to tell us if it really did
          * happen.
          */
-        virtual void onHitPlayer (Player *player, Health damage);
+        virtual void onHitPlayer (Player *player);
 
     private:
         /**
--- a/src/Network/Protocol.hh	Mon Dec 08 23:24:40 2008 +0000
+++ b/src/Network/Protocol.hh	Mon Dec 08 23:42:40 2008 +0000
@@ -150,7 +150,6 @@
      * Projectile has hit a player
      *
      * Object   player
-     * uint16_t damage
      */
     NETMSG_PROJECTILE_HIT_PLAYER    = 0x0421,
 
--- a/src/Network/Server.cc	Mon Dec 08 23:24:40 2008 +0000
+++ b/src/Network/Server.cc	Mon Dec 08 23:42:40 2008 +0000
@@ -304,18 +304,17 @@
     Projectile::onDestroy(position, removeGround);
 }
 
-void NetworkServerProjectile::onHitPlayer (Player *player_ptr, Health damage) {
+void NetworkServerProjectile::onHitPlayer (Player *player_ptr) {
     NetworkPacket pkt;
     NetworkServerPlayer *player = dynamic_cast<NetworkServerPlayer*>(player_ptr);
 
     if (player == NULL) 
         throw Error("NetworkServerProjectile::onHitPlayer called with non-NetworkServerPlayer player");
     
-    Engine::log(INFO, "server_projectile.hit_player") << this << ": player=" << player << ", damage=" << damage;
+    Engine::log(INFO, "server_projectile.hit_player") << this << ": player=" << player;
     
     // write packet
     controller.write_object(pkt, player);
-    pkt.write_uint16(damage);
 
     // send
     send_all(NETMSG_PROJECTILE_HIT_PLAYER, pkt, true);
--- a/src/Network/Server.hh	Mon Dec 08 23:24:40 2008 +0000
+++ b/src/Network/Server.hh	Mon Dec 08 23:42:40 2008 +0000
@@ -171,12 +171,11 @@
         virtual void onDestroy (Vector position, bool removeGround);
         
         /**
-         * Overriden from Projectile to send a NETMSG_PROJECTILE_HIT_PLAYER with the given player and damage
+         * Overriden from Projectile to send a NETMSG_PROJECTILE_HIT_PLAYER with the given player
          *
          * @param player the NetworkServerPlayer that got hit
-         * @param damage the amount of damage inflicted
          */
-        virtual void onHitPlayer (Player *player_ptr, Health damage);
+        virtual void onHitPlayer (Player *player_ptr);
 };
 
 #endif
--- a/src/Player.cc	Mon Dec 08 23:24:40 2008 +0000
+++ b/src/Player.cc	Mon Dec 08 23:42:40 2008 +0000
@@ -68,6 +68,11 @@
     // update position
     setPosition(position);
 
+    // reset health
+    health = PLAYER_HEALTH;
+
+    // XXX: reload weapons
+
     // enable
     enable();
 }
@@ -94,11 +99,6 @@
 void Player::respawn (TimeMS dt) {
     (void) dt;
 
-    // reset health
-    health = PLAYER_HEALTH;
-
-    // XXX: reload weapons
-
     // XXX: ...
     spawn(Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y));
 }