ClientShotState Class Reference

#include <ClientShotState.h>

Inheritance diagram for ClientShotState:

GameStateStimulusI GameStateI ComsMessageHandlerI

List of all members.

Public Member Functions

virtual bool processMessage (NetMessage &message, const char *messageType, NetBufferReader &reader)
virtual void enterState (const unsigned state)
virtual bool acceptStateChange (const unsigned state, const unsigned nextState, float frameTime)

Static Public Member Functions

static ClientShotStateinstance ()

Protected Attributes

PlayShots playShots_
ShotState shotState_

Static Protected Attributes

static ClientShotStateinstance_ = 0

Private Member Functions

 ClientShotState ()
virtual ~ClientShotState ()


Detailed Description

Definition at line 31 of file ClientShotState.h.


Constructor & Destructor Documentation

ClientShotState::ClientShotState (  )  [private]

Definition at line 43 of file ClientShotState.cpp.

References ComsMessageHandler::addHandler(), ScorchedContext::getComsMessageHandler(), and ScorchedClient::instance().

ClientShotState::~ClientShotState (  )  [private, virtual]

Definition at line 53 of file ClientShotState.cpp.


Member Function Documentation

ClientShotState * ClientShotState::instance (  )  [static]

Definition at line 34 of file ClientShotState.cpp.

References instance_.

Referenced by ClientState::setupGameState().

bool ClientShotState::processMessage ( NetMessage message,
const char *  messageType,
NetBufferReader reader 
) [virtual]

Implements ComsMessageHandlerI.

Definition at line 57 of file ClientShotState.cpp.

References GameState::checkStimulate(), ScorchedContext::getActionController(), ScorchedClient::getContext(), ScorchedContext::getGameState(), ComsPlayMovesMessage::getSeed(), ScorchedContext::getViewPoints(), ScorchedClient::instance(), Landscape::instance(), playShots_, PlayShots::readMessage(), ComsPlayMovesMessage::readMessage(), ViewPoints::reset(), Landscape::restoreLandscapeTexture(), ShotState::setup(), shotState_, ClientState::StimShot, GameState::stimulate(), and ClientState::StimWait.

void ClientShotState::enterState ( const unsigned  state  )  [virtual]

Reimplemented from GameStateI.

Definition at line 85 of file ClientShotState.cpp.

bool ClientShotState::acceptStateChange ( const unsigned  state,
const unsigned  nextState,
float  frameTime 
) [virtual]

Implements GameStateStimulusI.

Definition at line 90 of file ClientShotState.cpp.

References ClientWaitState::instance(), ShotState::run(), ClientWaitState::sendClientReady(), and shotState_.


Member Data Documentation

ClientShotState * ClientShotState::instance_ = 0 [static, protected]

Definition at line 50 of file ClientShotState.h.

Referenced by instance().

PlayShots ClientShotState::playShots_ [protected]

Definition at line 51 of file ClientShotState.h.

Referenced by processMessage().

ShotState ClientShotState::shotState_ [protected]

Definition at line 52 of file ClientShotState.h.

Referenced by acceptStateChange(), and processMessage().


The documentation for this class was generated from the following files:
Generated on Mon Feb 16 15:15:00 2009 for Scorched3D by  doxygen 1.5.3