19 #ifndef __GROUPMANAGER_H__ 20 #define __GROUPMANAGER_H__ 25 #include <csutil/ref.h> 26 #include <csutil/refarr.h> 27 #include <csutil/array.h> 49 class PendingGroupInvite;
50 class PendingGroupChallenge;
void Yield(psGroupCmdMessage &msg, Client *Yielder)
Handles /groupyield and yields to all the group in duel with the one requesting it after checking all...
csRefArray< PlayerGroup > groups
void HandleChallengeGroup(PendingGroupChallenge *invite)
Handles the answer to the request of challenge.
bool AddGroupChallenge(PlayerGroup *ChallengerGroup, PlayerGroup *ChallengedGroup)
Makes two group be in challenge each other.
void Invite(psGroupCmdMessage &msg, Client *client)
void Leave(psGroupCmdMessage &msg, gemActor *client)
void Disband(psGroupCmdMessage &msg, gemActor *client)
csPtr< PlayerGroup > NewGroup(gemActor *leader)
The structure of 1 queue entry (pointer to a message)
void Remove(PlayerGroup *group)
void HandleGroupCommand(MsgEntry *pMsg, Client *client)
Main PlayerGroup Manager that holds all the groups.
void Leader(psGroupCmdMessage &msg, gemActor *client)
void SendGroup(gemActor *client)
void Challenge(psGroupCmdMessage &msg, Client *Challenger)
Handles /groupchallenge and challenges another group after checking all requirements are in order...
void RemovePlayerFromGroup(psGroupCmdMessage &msg, gemActor *client)
GroupManager(ClientConnectionSet *pCCS, ChatManager *chat)
bool AddPlayerToGroup(PlayerGroup *group, gemActor *client)
Any semi-autonomous object, either a player or an NPC.
void SendLeave(gemActor *client)
csRef< EventManager > eventmanager
This class collects data of a netclient.
void ListMembers(psGroupCmdMessage &msg, gemActor *client)
This class is a list of several CLient objects, it's designed for finding clients very fast based on ...
ClientConnectionSet * clients
PlayerGroup * FindGroup(int id)
void HandleJoinGroup(PendingGroupInvite *invite)
void GroupChat(gemActor *client, const char *fmt,...)
Provides a manager to facilitate subscriptions.