#include "teams.h" CTeams::CTeams(CGameContext* gameContext) : m_GameServer(gameContext) { for(int i = 0; i < MAX_CLIENTS; ++i) { m_Team[i] = 0; m_TeamState[i] = EMPTY; m_TeeFinished[i] = false; } } void CTeams::OnCharacterStart(int id) { if(m_TeamState[m_Team[id]] <= CLOSED) { ChangeTeamState(m_Team[id], STARTED); int Tick = Server()->Tick(); for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Team[i] == m_Team[id]) { CCharacter* Char = getCharacter(i); Char->m_RaceState = RACE_STARTED; Char->m_StartTime = Tick; Char->m_RefreshTime = Tick; } } } } void CTeams::OnCharacterFinish(int id) { if(m_Team[id] == 0) { //TODO: as simple DDRace results } else { m_TeeFinished[id] = true; if(TeamFinished(m_Team[id])) { //TODO: as simple DDRace results } } } bool CTeams::SetCharacterTeam(int id, int Team) { //TODO: Send error message if(id < 0 || id >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS) { return false; } if(m_TeamState[Team] >= CLOSED) { return false; } if(getCharacter(id)->m_RaceState != RACE_NONE) { return false; } m_Team[id] = Team; if(m_TeamState[Team] == EMPTY) { ChangeTeamState(Team, OPEN); } return true; } void CTeams::ChangeTeamState(int Team, int State) { m_TeamState[Team] = State; } bool CTeams::TeamFinished(int Team) { for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Team[i] == Team && !m_TeeFinished[i]) { return false; } } return true; }