refactor: use of unique_ptr instead of new

This commit is contained in:
2021-11-06 13:02:53 +01:00
parent 26290d8332
commit 6825a6327f
19 changed files with 136 additions and 134 deletions

View File

@@ -36,14 +36,14 @@ void ClientGame::tick(std::uint64_t delta) {
}
}
void ClientGame::HandlePacket(protocol::PlayerJoinPacket* packet) {
void ClientGame::HandlePacket(const protocol::PlayerJoinPacket* packet) {
game::Player player(packet->getPlayerID());
player.setName(packet->getPlayerName());
m_Players.insert({ player.getID(), player });
}
void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet) {
void ClientGame::HandlePacket(const protocol::PlayerLeavePacket* packet) {
game::Player* player = &m_Players[packet->getPlayerID()];
if (player->getTeamColor() != game::TeamColor::None) {
m_Teams[(std::size_t)player->getTeamColor()].removePlayer(player);
@@ -51,7 +51,7 @@ void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet) {
m_Players.erase(player->getID());
}
void ClientGame::HandlePacket(protocol::PlayerListPacket* packet) {
void ClientGame::HandlePacket(const protocol::PlayerListPacket* packet) {
for (auto pair : packet->getPlayers()) {
std::uint8_t playerID = pair.first;
protocol::PlayerInfo playerInfo = pair.second;
@@ -66,7 +66,7 @@ void ClientGame::HandlePacket(protocol::PlayerListPacket* packet) {
m_Player = &m_Players[m_ConnexionID];
}
void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet) {
void ClientGame::HandlePacket(const protocol::UpdatePlayerTeamPacket* packet) {
game::Player* player = &m_Players[packet->getPlayerID()];
if (player->getTeamColor() == game::TeamColor::None) { //join a team
getTeam(packet->getSelectedTeam()).addPlayer(player);
@@ -79,27 +79,27 @@ void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet) {
player->setTeamColor(packet->getSelectedTeam());
}
void ClientGame::HandlePacket(protocol::UpdateGameStatePacket* packet) {
void ClientGame::HandlePacket(const protocol::UpdateGameStatePacket* packet) {
setGameState(packet->getGameState());
}
void ClientGame::HandlePacket(protocol::ConnexionInfoPacket* packet) {
void ClientGame::HandlePacket(const protocol::ConnexionInfoPacket* packet) {
m_ConnexionID = packet->getConnectionID();
}
void ClientGame::HandlePacket(protocol::UpdateLobbyTimePacket* packet) {
void ClientGame::HandlePacket(const protocol::UpdateLobbyTimePacket* packet) {
m_LobbyTime = packet->getRemainingTime();
}
void ClientGame::HandlePacket(protocol::UpdateMoneyPacket* packet) {
void ClientGame::HandlePacket(const protocol::UpdateMoneyPacket* packet) {
m_Player->setGold(packet->getGold());
}
void ClientGame::HandlePacket(protocol::DisconnectPacket* packet) {
void ClientGame::HandlePacket(const protocol::DisconnectPacket* packet) {
m_GameState = game::GameState::Disconnected;
}
void ClientGame::HandlePacket(protocol::WorldDataPacket* packet) {
void ClientGame::HandlePacket(const protocol::WorldDataPacket* packet) {
m_WorldRenderer.loadModels();
// set cam pos to player spawn
const game::Spawn& spawn = m_World->getTeam(m_Player->getTeamColor()).getSpawn();
@@ -117,7 +117,7 @@ void ClientGame::PlaceTower(game::TowerType type, const glm::vec2& position) {
m_Client->getConnexion().sendPacket(&packet);
}
void ClientGame::HandlePacket(protocol::WorldAddTowerPacket* packet) {
void ClientGame::HandlePacket(const protocol::WorldAddTowerPacket* packet) {
m_WorldRenderer.addTower(m_WorldClient.placeTowerAt(packet->getTowerID(), packet->getTowerType(), packet->getTowerX(), packet->getTowerY(), packet->getBuilder()));
}