ServerReadyState.h

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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 #if !defined(__INCLUDE_ServerReadyStateh_INCLUDE__)
00022 #define __INCLUDE_ServerReadyStateh_INCLUDE__
00023 
00024 #include <engine/GameStateI.h>
00025 #include <engine/GameStateStimulusI.h>
00026 
00027 // waits until all players have started the game
00028 // or a maximum time limit 
00029 // and then starts the game
00030 class ServerReadyState : 
00031         public GameStateI,
00032         public GameStateStimulusI
00033 {
00034 public:
00035         ServerReadyState();
00036         virtual ~ServerReadyState();
00037 
00038         virtual void enterState(const unsigned state);
00039         virtual bool acceptStateChange(const unsigned state, 
00040                 const unsigned nextState,
00041                 float frameTime);
00042 
00043 protected:
00044         float time_;
00045         float idleTime_;
00046 
00047         void finished();
00048 };
00049 
00050 #endif

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