Show ComsPlayedMoveMessage.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// 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
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_ComsPlayedMoveMessageh_INCLUDE__)
#define __INCLUDE_ComsPlayedMoveMessageh_INCLUDE__
#include <coms/ComsMessage.h>
class ComsPlayedMoveMessage : public ComsMessage
{
public:
enum MoveType
{
eNone,
eShot,
eResign,
eSkip,
eFinishedBuy
};
ComsPlayedMoveMessage(unsigned int playerId = 0,
MoveType type = eNone);
virtual ~ComsPlayedMoveMessage();
void setShot(unsigned int weaponId,
float rotationXY,
float rotationYZ,
float power,
int positionX,
int positionY);
unsigned int getPlayerId() { return playerId_; }
unsigned int getWeaponId() { return weaponId_; }
float getRotationXY() { return rotationXY_; }
float getRotationYZ() { return rotationYZ_; }
int getSelectPositionX() { return selectPositionX_; }
int getSelectPositionY() { return selectPositionY_; }
float getPower() { return power_; }
MoveType getType() { return moveType_; }
// Inherited from ComsMessage
virtual bool writeMessage(NetBuffer &buffer);
virtual bool readMessage(NetBufferReader &reader);
protected:
unsigned int playerId_;
unsigned int weaponId_;
MoveType moveType_;
float rotationXY_;
float rotationYZ_;
float power_;
int selectPositionX_;
int selectPositionY_;
private:
ComsPlayedMoveMessage(const ComsPlayedMoveMessage &);
const ComsPlayedMoveMessage & operator=(const ComsPlayedMoveMessage &);
};
#endif
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