//////////////////////////////////////////////////////////////////////////////// // 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 REGISTER_ACTION_SOURCE(Resurrection); Resurrection::Resurrection() { } Resurrection::Resurrection( unsigned int playerId, Vector &position) : playerId_(playerId), position_(position) { } Resurrection::~Resurrection() { } void Resurrection::init() { } void Resurrection::simulate(float frameTime, bool &remove) { remove = true; Tank *tank = context_->tankContainer->getTankById(playerId_); if (tank) { if (!context_->serverMode) { LoggerInfo info(LoggerInfo::TypeDeath, formatString("\"%s\" was resurrected, %i lives remaining", tank->getName(), tank->getState().getLives())); info.setPlayerId(playerId_); Logger::log(info); } // Rez this tank tank->rezTank(); tank->setTargetPosition(position_); DeformLandscape::flattenArea(*context_, position_, 0); } Action::simulate(frameTime, remove); } bool Resurrection::writeAction(NetBuffer &buffer) { buffer.addToBuffer(position_); buffer.addToBuffer(playerId_); return true; } bool Resurrection::readAction(NetBufferReader &reader) { if (!reader.getFromBuffer(position_)) return false; if (!reader.getFromBuffer(playerId_)) return false; return true; }