#ifndef GAME_SERVER_SCORE_H #define GAME_SERVER_SCORE_H #include "entities/character.h" #include "gamecontext.h" #define NUM_CHECKPOINTS 25 class CPlayerData { public: CPlayerData() { Reset(); } void Reset() { m_BestTime = 0; m_CurrentTime = 0; for(int i = 0; i < NUM_CHECKPOINTS; i++) m_aBestCpTime[i] = 0; } void Set(float Time, float CpTime[NUM_CHECKPOINTS]) { m_BestTime = Time; for(int i = 0; i < NUM_CHECKPOINTS; i++) m_aBestCpTime[i] = CpTime[i]; } float m_BestTime; float m_CurrentTime; float m_aBestCpTime[NUM_CHECKPOINTS]; }; class IScore { CPlayerData m_aPlayerData[MAX_CLIENTS]; public: virtual ~IScore() {} CPlayerData *PlayerData(int ID) { return &m_aPlayerData[ID]; } virtual void MapInfo(int ClientID, const char *pMapName) = 0; virtual void MapVote(int ClientID, const char *pMapName) = 0; virtual void CheckBirthday(int ClientID) = 0; virtual void LoadScore(int ClientID) = 0; virtual void SaveScore(int ClientID, float Time, float aCpTime[NUM_CHECKPOINTS], bool NotEligible) = 0; virtual void SaveTeamScore(int *pClientIDs, unsigned int Size, float Time) = 0; virtual void ShowTop5(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0; virtual void ShowRank(int ClientID, const char *pName, bool Search=false) = 0; virtual void ShowTeamTop5(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0; virtual void ShowTeamRank(int ClientID, const char *pName, bool Search=false) = 0; virtual void ShowTopPoints(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0; virtual void ShowPoints(int ClientID, const char *pName, bool Search=false) = 0; virtual void RandomMap(int ClientID, int Stars) = 0; virtual void RandomUnfinishedMap(int ClientID, int Stars) = 0; virtual void SaveTeam(int Team, const char *pCode, int ClientID, const char *pServer) = 0; virtual void LoadTeam(const char *pCode, int ClientID) = 0; // called when the server is shut down but not on mapchange/reload virtual void OnShutdown() = 0; }; #endif // GAME_SERVER_SCORE_H