//////////////////////////////////////////////////////////////////////////////// // 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 ServerStartingState::ServerStartingState() : GameStateI("ServerStartingState") { } ServerStartingState::~ServerStartingState() { } void ServerStartingState::enterState(const unsigned state) { timeLeft_ = (float) ScorchedServer::instance()->getOptionsGame().getStartTime(); } bool ServerStartingState::acceptStateChange(const unsigned state, const unsigned nextState, float frameTime) { float startTime = timeLeft_; timeLeft_ -= frameTime; if (frameTime > 0.0f && int(timeLeft_) != int(startTime)) { if (int(startTime) % 5 == 0) { ServerCommon::sendString(0, formatString("Game starting in %.0f seconds...", timeLeft_)); } } // Check if we need to add any new bots ServerNewGameState::checkBots(true); return (timeLeft_ < 0.0f); }