#include "TeamManager.h" using namespace GameLogic; TeamManager::TeamManager(void) : teams(10) , maxNrOfTeams(10) { for (int i = 0; i < 10; i++) { teams[i] = 0; } } TeamManager::TeamManager(int maxNrOfTeams) : teams(maxNrOfTeams) , maxNrOfTeams(maxNrOfTeams) { for (int i = 0; i < this->maxNrOfTeams; i++) { teams[i] = 0; } } TeamManager::~TeamManager(void) { for (int i = 0; i < this->maxNrOfTeams; i++) { delete this->teams[i]; this->teams[i] = 0; } } void TeamManager::RespawnPlayerRandom(Player *player) { // Whats going on here? int teamID = player->GetTeamID(); // ? // ? Player *respawnOnThis = this->teams[teamID]->GetPlayer(0); // ? // ? player->Respawn(respawnOnThis->GetPosition()); // ? // player->Respawn(player->GetPosition()); ? } void TeamManager::CreateTeam(int teamSize) { //if (this->nrOfTeams < this->maxNrOfTeams) //{ // this->teams[this->nrOfTeams] = new Team(teamSize); // this->nrOfTeams++; //} } void TeamManager::RemoveTeam(int teamID) { } bool TeamManager::AddPlayerToTeam(Player *player,int teamID) { //if (IsValidTeam(teamID)) //{ // return this->teams[teamID]->AddPlayer(player); //} return false; } bool TeamManager::AddPlayerToTeam(Player *player) { return false; } bool TeamManager::IsValidTeam(int teamID) { //if (teamID < this->nrOfTeams && teamID > 0 && this->teams[teamID] != NULL) //{ // return true; //} return false; }