//////////////////////////////////////////////////////////////////////////////// // 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 #include #include #include #include #include #include #include REGISTER_ACTION_SOURCE(AddTarget); AddTarget::AddTarget() : addTarget_(0) { } AddTarget::AddTarget(unsigned int playerId, Vector &position, WeaponAddTarget *addTarget) : position_(position), playerId_(playerId), addTarget_(addTarget) { } AddTarget::~AddTarget() { } void AddTarget::init() { } void AddTarget::simulate(float frameTime, bool &remove) { RandomGenerator generator; generator.seed(playerId_); Target *target = addTarget_->getTargetDefinition().createTarget( playerId_, position_, *context_, generator); context_->targetContainer->addTarget(target); // Check if this new target can fall TargetDamageCalc::damageTarget(*context_, target, addTarget_, 0, 0.0f, false, true, false, 0); remove = true; Action::simulate(frameTime, remove); } bool AddTarget::writeAction(NetBuffer &buffer) { buffer.addToBuffer(position_); buffer.addToBuffer(playerId_); context_->accessoryStore->writeWeapon(buffer, addTarget_); return true; } bool AddTarget::readAction(NetBufferReader &reader) { if (!reader.getFromBuffer(position_)) return false; if (!reader.getFromBuffer(playerId_)) return false; addTarget_ = (WeaponAddTarget *) context_->accessoryStore->readWeapon(reader); if (!addTarget_) return false; return true; }