ClientGameStateHandler.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <client/ClientGameStateHandler.h>
00022 #include <client/ScorchedClient.h>
00023 #include <tank/TankContainer.h>
00024 #include <engine/ActionController.h>
00025 #include <landscapemap/LandscapeMaps.h>
00026 #include <landscape/Landscape.h>
00027 #include <coms/ComsGameStateMessage.h>
00028 
00029 ClientGameStateHandler *ClientGameStateHandler::instance_ = 0;
00030 
00031 ClientGameStateHandler *ClientGameStateHandler::instance()
00032 {
00033         if (!instance_)
00034         {
00035           instance_ = new ClientGameStateHandler();
00036         }
00037 
00038         return instance_;
00039 }
00040 
00041 ClientGameStateHandler::ClientGameStateHandler()
00042 {
00043         ScorchedClient::instance()->getComsMessageHandler().addHandler(
00044                 "ComsGameStateMessage",
00045                 this);
00046 }
00047 
00048 ClientGameStateHandler::~ClientGameStateHandler()
00049 {
00050 
00051 }
00052 
00053 bool ClientGameStateHandler::processMessage(
00054         NetMessage &netMessage,
00055         const char *messageType,
00056         NetBufferReader &reader)
00057 {
00058         ComsGameStateMessage message;
00059         if (!message.readMessage(reader)) return false;
00060 
00061         return true;
00062 }

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