//////////////////////////////////////////////////////////////////////////////// // 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_ServerReadyStateh_INCLUDE__) #define __INCLUDE_ServerReadyStateh_INCLUDE__ #include #include #include // waits until all players have started the game // or a maximum time limit // and then starts the game class ServerReadyState : public GameStateI, public GameStateStimulusI { public: ServerReadyState(ServerShotState *shotState); virtual ~ServerReadyState(); virtual void enterState(const unsigned state); virtual bool acceptStateChange(const unsigned state, const unsigned nextState, float frameTime); protected: float time_; float idleTime_; ServerShotState *shotState_; void finished(); }; #endif