//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // 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 TargetParachute::TargetParachute(ScorchedContext &context) : context_(context), currentParachute_(0) { } TargetParachute::~TargetParachute() { } void TargetParachute::newGame() { setCurrentParachute(0); } void TargetParachute::setCurrentParachute(Accessory *para) { currentParachute_ = para; } bool TargetParachute::writeMessage(NetBuffer &buffer, bool writeAccessories) { buffer.addToBuffer((unsigned int)(currentParachute_?currentParachute_->getAccessoryId():0)); return true; } bool TargetParachute::readMessage(NetBufferReader &reader) { unsigned int paraId; if (!reader.getFromBuffer(paraId)) return false; if (paraId == 0) setCurrentParachute(0); else setCurrentParachute(context_.accessoryStore->findByAccessoryId(paraId)); return true; }