////////////////////////////////////////////////////////////////////////////////
//    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
////////////////////////////////////////////////////////////////////////////////

#ifndef _comsNewGameMessage_h
#define _comsNewGameMessage_h

#include <coms/ComsMessage.h>
#include <coms/ComsLevelMessage.h>

class ComsNewGameMessage : public ComsMessage
{
public:
	ComsNewGameMessage();
	virtual ~ComsNewGameMessage();

	ComsLevelMessage &getLevelMessage() { return levelMessage_; }
	void addGameState();

	// Inherited from ComsMessage
	virtual bool writeMessage(NetBuffer &buffer, unsigned int destinationId);
	virtual bool readMessage(NetBufferReader &reader);

protected:
	ComsLevelMessage levelMessage_;
	bool gameStateEnclosed_;

private:
	ComsNewGameMessage(const ComsNewGameMessage &);
	const ComsNewGameMessage & operator=(const ComsNewGameMessage &);

};

#endif // _comsNewGameMessage_h
