ClientWaitState.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/ClientWaitState.h>
00022 #include <client/ScorchedClient.h>
00023 #include <client/ClientState.h>
00024 #include <tank/TankContainer.h>
00025 #include <coms/ComsMessageSender.h>
00026 #include <coms/ComsPlayerReadyMessage.h>
00027 
00028 ClientWaitState *ClientWaitState::instance_ = 0;
00029 
00030 ClientWaitState *ClientWaitState::instance()
00031 {
00032         if (!instance_)
00033         {
00034                 instance_ = new ClientWaitState;
00035         }
00036         return instance_;
00037 }
00038 
00039 ClientWaitState::ClientWaitState() :
00040         GameStateI("ClientWaitState")
00041 {
00042 }
00043 
00044 ClientWaitState::~ClientWaitState()
00045 {
00046 }
00047 
00048 void ClientWaitState::enterState(const unsigned state)
00049 {
00050 
00051 }
00052 
00053 void ClientWaitState::sendClientReady()
00054 {
00055         ScorchedClient::instance()->getGameState().stimulate(ClientState::StimWait);
00056 
00057         // move into player or main state place
00058         // The server will move the client into the main state
00059         // when all clients+server are ready
00060         std::map<unsigned int, Tank *> &playingTanks = 
00061                 ScorchedClient::instance()->getTankContainer().getPlayingTanks();
00062         std::map<unsigned int, Tank *>::iterator itor;
00063         for (itor = playingTanks.begin();
00064                 itor != playingTanks.end();
00065                 itor++)
00066         {
00067                 Tank *current = (*itor).second;
00068 
00069                 if (current->getDestinationId() == 
00070                         ScorchedClient::instance()->getTankContainer().getCurrentDestinationId())
00071                 {
00072                         ComsPlayerReadyMessage readyMessage(current->getPlayerId());
00073                         ComsMessageSender::sendToServer(readyMessage);
00074                 }
00075         }
00076 }

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