ClientStartGameHandler.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/ClientStartGameHandler.h>
00022 #include <client/ClientState.h>
00023 #include <client/ClientNewGameHandler.h>
00024 #include <client/ScorchedClient.h>
00025 #include <landscape/Landscape.h>
00026 #include <landscapemap/LandscapeMaps.h>
00027 #include <engine/ActionController.h>
00028 #include <tank/TankContainer.h>
00029 #include <tank/TankAccessories.h>
00030 #include <tank/TankCamera.h>
00031 #include <graph/MainCamera.h>
00032 #include <graph/OptionsDisplay.h>
00033 #include <common/OptionsTransient.h>
00034 #include <common/OptionsScorched.h>
00035 #include <common/Defines.h>
00036 #include <sound/SoundUtils.h>
00037 #include <coms/ComsStartGameMessage.h>
00038 #include <weapons/Accessory.h>
00039 
00040 ClientStartGameHandler *ClientStartGameHandler::instance_ = 0;
00041 
00042 ClientStartGameHandler *ClientStartGameHandler::instance()
00043 {
00044         if (!instance_)
00045         {
00046           instance_ = new ClientStartGameHandler();
00047         }
00048 
00049         return instance_;
00050 }
00051 
00052 ClientStartGameHandler::ClientStartGameHandler()
00053 {
00054         ScorchedClient::instance()->getComsMessageHandler().addHandler(
00055                 "ComsStartGameMessage",
00056                 this);
00057 }
00058 
00059 ClientStartGameHandler::~ClientStartGameHandler()
00060 {
00061 
00062 }
00063 
00064 bool ClientStartGameHandler::processMessage(
00065         NetMessage &netMessage,
00066         const char *messageType,
00067         NetBufferReader &reader)
00068 {
00069         ComsStartGameMessage message;
00070         if (!message.readMessage(reader)) return false;
00071 
00072         ScorchedClient::instance()->getTankContainer().setCurrentPlayerId(
00073                 message.getCurrentPlayerId());
00074         Tank *current = ScorchedClient::instance()->getTankContainer().getCurrentTank();
00075 
00076         // Set the camera back to this players camera position
00077         if (OptionsDisplay::instance()->getStorePlayerCamera())
00078         {
00079                 if (current)
00080                 {
00081                         MainCamera::instance()->getTarget().getCamera().setLookAt(current->getCamera().getCameraLookAt());
00082                         Vector rotation = current->getCamera().getCameraRotation();
00083                         MainCamera::instance()->getTarget().getCamera().movePosition(rotation[0], rotation[1], rotation[2]);
00084                         MainCamera::instance()->getTarget().setCameraType((TargetCamera::CamType) current->getCamera().getCameraType());
00085                 }
00086         }
00087 
00088         // Ensure that the landscape is set to the "proper" texture
00089         Landscape::instance()->restoreLandscapeTexture();
00090 
00091         // make sound to tell client a new game is commencing
00092         if (current->getDestinationId() == 
00093                 ScorchedClient::instance()->getTankContainer().getCurrentDestinationId())
00094         {
00095                 CACHE_SOUND(playSound, S3D::getDataFile("data/wav/misc/play.wav"));
00096                 SoundUtils::playRelativeSound(VirtualSoundPriority::eText, playSound);
00097         }
00098 
00099         // Stimulate into the new game state
00100         ScorchedClient::instance()->getGameState().stimulate(ClientState::StimWait);
00101         ScorchedClient::instance()->getGameState().checkStimulate();
00102         if (message.getBuyWeapons())
00103         {
00104                 ScorchedClient::instance()->getGameState().stimulate(
00105                         ClientState::StimBuyWeapons);
00106         }
00107         else
00108         {
00109                 ScorchedClient::instance()->getGameState().stimulate(
00110                         ClientState::StimPlaying);
00111 
00112                 // Set the current weapon, so any graphics are updated
00113                 Tank *currentTank = 
00114                         ScorchedClient::instance()->getTankContainer().getCurrentTank();
00115                 if (currentTank)
00116                 {
00117                         Accessory *currentWeapon = currentTank->getAccessories().getWeapons().getCurrent();
00118                         if (currentWeapon && 
00119                                 currentWeapon->getPositionSelect() != Accessory::ePositionSelectNone)
00120                         {
00121                                 std::list<Accessory *> &entries =
00122                                         currentTank->getAccessories().getAllAccessoriesByGroup("weapon");
00123                                 if (!entries.empty()) currentWeapon = entries.front();
00124                         }
00125                         currentTank->getAccessories().getWeapons().setWeapon(currentWeapon);
00126                 }
00127         }
00128         return true;
00129 }

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