//===== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #ifndef _GAME_H_ #define _GAME_H_ #include "mm_framework.h" #include "matchmaking/igame.h" #include "utlvector.h" //In an idea world game is manageing all of the aspects of the game session, however in our case //it will serve as an interface into the engine and matchmaking to get the information we need. class CMatchGame : public IMatchGame { public: CMatchGame(); ~CMatchGame(); //IMatchGame virtual void Reset(); virtual XNKID GetXNKID(); virtual int GetNumPlayers(); virtual IPlayer * GetPlayer(int index); virtual void AddPlayer( XUID xuid, int pExperience[ MATCH_MAX_DIFFICULTIES ] = NULL, int pSkills[ MATCH_MAX_DIFFICULTIES ][ MATCH_MAX_SKILL_FIELDS ] = NULL ); virtual void RemovePlayer( XUID xuid ); virtual void RemoveAllPlayers( ); virtual int GetAggregateExperience( ); virtual int GetAggregateSkill( int iSkillType ); private: typedef CUtlVector< IPlayer * > IPlayerList_t; IPlayerList_t m_PlayerList; }; #endif