Files
Cockatrice/servatrice/src/servergame.cpp
2009-04-26 00:03:11 +02:00

160 lines
4.7 KiB
C++

/***************************************************************************
* Copyright (C) 2008 by Max-Wilhelm Bruker *
* brukie@laptop *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "servergame.h"
#include "random.h"
#include "serversocket.h"
#include <QSqlQuery>
ServerGame::ServerGame(ServerSocket *_creator, int _gameId, QString _description, QString _password, int _maxPlayers, QObject *parent)
: QObject(parent), gameStarted(false), rnd(0), creator(_creator), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers)
{
}
ServerGame::~ServerGame()
{
emit gameClosing();
delete rnd;
qDebug("ServerGame destructor");
}
bool ServerGame::getGameStarted()
{
return gameStarted;
}
int ServerGame::getPlayerCount()
{
return players.size();
}
QStringList ServerGame::getPlayerNames()
{
QStringList result;
QListIterator<ServerSocket *> i(players);
while (i.hasNext()) {
ServerSocket *tmp = i.next();
result << QString("%1|%2").arg(tmp->getPlayerId()).arg(tmp->PlayerName);
}
return result;
}
ServerSocket *ServerGame::getPlayer(int player_id)
{
QListIterator<ServerSocket *> i(players);
while (i.hasNext()) {
ServerSocket *tmp = i.next();
if (tmp->getPlayerId() == player_id)
return tmp;
}
return NULL;
}
void ServerGame::msg(const QString &s)
{
QListIterator<ServerSocket *> i(players);
while (i.hasNext())
i.next()->msg(s);
}
void ServerGame::broadcastEvent(const QString &cmd, ServerSocket *player)
{
if (player)
msg(QString("public|%1|%2|%3").arg(player->getPlayerId()).arg(player->PlayerName).arg(cmd));
else
msg(QString("public|||%1").arg(cmd));
}
void ServerGame::startGameIfReady()
{
if (players.size() < maxPlayers)
return;
for (int i = 0; i < players.size(); i++)
if (players.at(i)->getStatus() != StatusReadyStart)
return;
QSqlQuery query;
query.prepare("insert into games (id, descr, password, time_started) values(:id, :descr, :password, now())");
query.bindValue(":id", gameId);
query.bindValue(":descr", description);
query.bindValue(":password", !password.isEmpty());
query.exec();
for (int i = 0; i < players.size(); i++) {
query.prepare("insert into games_players (id_game, player) values(:id, :player)");
query.bindValue(":id", gameId);
query.bindValue(":player", players.at(i)->PlayerName);
query.exec();
}
if (!rnd) {
rnd = new Random(this);
rnd->init();
}
for (int i = 0; i < players.size(); i++)
players.at(i)->setupZones();
activePlayer = 0;
activePhase = 0;
gameStarted = true;
broadcastEvent("game_start", NULL);
}
void ServerGame::addPlayer(ServerSocket *player)
{
int max = -1;
QListIterator<ServerSocket *> i(players);
while (i.hasNext()) {
int tmp = i.next()->getPlayerId();
if (tmp > max)
max = tmp;
}
player->setPlayerId(max + 1);
player->setGame(this);
player->msg(QString("private|||player_id|%1|%2").arg(max + 1).arg(player->PlayerName));
broadcastEvent("join", player);
players << player;
connect(player, SIGNAL(broadcastEvent(const QString &, ServerSocket *)), this, SLOT(broadcastEvent(const QString &, ServerSocket *)));
}
void ServerGame::removePlayer(ServerSocket *player)
{
players.removeAt(players.indexOf(player));
broadcastEvent("leave", player);
if (!players.size())
deleteLater();
}
void ServerGame::setActivePlayer(int _activePlayer)
{
activePlayer = _activePlayer;
broadcastEvent(QString("set_active_player|%1").arg(_activePlayer), NULL);
setActivePhase(0);
}
void ServerGame::setActivePhase(int _activePhase)
{
activePhase = _activePhase;
broadcastEvent(QString("set_active_phase|%1").arg(_activePhase), NULL);
}