//////////////////////////////////////////////////////////////////////////////// // 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_ServerNewGameStateh_INCLUDE__) #define __INCLUDE_ServerNewGameStateh_INCLUDE__ #include // Sends out the new game message class RandomGenerator; class Tank; class ScorchedContext; class LandscapeDefnType; class ServerNewGameState : public GameStateI { public: ServerNewGameState(); virtual ~ServerNewGameState(); virtual void enterState(const unsigned state); static int addTanksToGame(const unsigned state, bool addState = false); static void checkTeams(); static void checkBots(bool removeBots); static void removeTargets(); static void calculateStartPosition( ScorchedContext &contex); static Vector placeTank(unsigned int playerId, int team, ScorchedContext &context, RandomGenerator &generator); protected: static void checkTeamsAuto(); static void checkTeamsBotsVs(); }; #endif