ClientPlayMovesHandler.cpp from Scorched 3D at Krugle
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////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <client/ClientPlayMovesHandler.h>
#include <client/ClientState.h>
#include <client/ScorchedClient.h>
#include <engine/ActionController.h>
#include <coms/ComsPlayMovesMessage.h>
ClientPlayMovesHandler *ClientPlayMovesHandler::instance_ = 0;
ClientPlayMovesHandler *ClientPlayMovesHandler::instance()
{
if (!instance_)
{
instance_ = new ClientPlayMovesHandler;
}
return instance_;
}
ClientPlayMovesHandler::ClientPlayMovesHandler()
{
ScorchedClient::instance()->getComsMessageHandler().addHandler(
"ComsPlayMovesMessage",
this);
}
ClientPlayMovesHandler::~ClientPlayMovesHandler()
{
}
bool ClientPlayMovesHandler::processMessage(
NetMessage &message,
const char *messageType,
NetBufferReader &reader)
{
// Read the new shots into the action controller
ComsPlayMovesMessage playMovesMessage;
if (!playMovesMessage.readMessage(reader)) return false;
// Read the moves from the message
readMessage(playMovesMessage);
// Seed
ScorchedClient::instance()->getActionController().getRandom().seed(playMovesMessage.getSeed());
// Ensure and move to the shot state
ScorchedClient::instance()->getGameState().stimulate(ClientState::StimWait);
ScorchedClient::instance()->getGameState().checkStimulate();
ScorchedClient::instance()->getGameState().stimulate(ClientState::StimShot);
return true;
}
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