#ifndef GAME_SERVER_TEAMS_H #define GAME_SERVER_TEAMS_H #include #include class CGameTeams { int m_TeamState[MAX_CLIENTS]; int m_MembersCount[MAX_CLIENTS]; bool m_TeeFinished[MAX_CLIENTS]; int m_TeamLeader[MAX_CLIENTS]; int m_TeeJoinTick[MAX_CLIENTS]; class CGameContext * m_pGameContext; public: enum TeamState { TEAMSTATE_EMPTY, TEAMSTATE_OPEN, TEAMSTATE_CLOSED, TEAMSTATE_STARTED }; CTeamsCore m_Core; CGameTeams(CGameContext *pGameContext); //helper methods CCharacter* Character(int ClientID) { return GameServer()->GetPlayerChar(ClientID); } class CGameContext *GameServer() { return m_pGameContext; } class IServer *Server() { return m_pGameContext->Server(); } void OnCharacterStart(int ClientID); void OnCharacterFinish(int ClientID); int SetCharacterTeam(int ClientID, int Team); enum TeamErrors { ERROR_WRONG_PARAMS = -5, ERROR_CLOSED, ERROR_ALREADY_THERE, ERROR_NOT_SUPER, ERROR_STARTED }; void ChangeTeamState(int Team, int State) { m_TeamState[Team] = State; }; bool TeamFinished(int Team); int TeamMask(int Team, int ExceptID = -1); int Count(int Team) const; //need to be very careful using this method void SetForceCharacterTeam(int ClientID, int Team); void Reset(); void SendTeamsState(int ClientID); int m_LastChat[MAX_CLIENTS]; bool GetTeamState(int Team) { return m_TeamState[Team]; }; int GetTeamLeader(int Team) { return m_TeamLeader[Team]; }; void SetTeamLeader(int Team, int ClientID); }; #endif