nextTurn cleanup -> fixed the bug that the game would begin with active player 0 even if there is no player 0

This commit is contained in:
Max-Wilhelm Bruker 2010-08-11 01:17:45 +02:00
parent cbfbc542e7
commit ad40194f25
3 changed files with 19 additions and 13 deletions

View file

@ -138,7 +138,8 @@ void Server_Game::startGameIfReady()
query.exec(); query.exec();
} }
*/ */
setActivePlayer(0); activePlayer = -1;
nextTurn();
} }
void Server_Game::stopGameIfFinished() void Server_Game::stopGameIfFinished()
@ -254,6 +255,21 @@ void Server_Game::setActivePhase(int _activePhase)
sendGameEvent(new Event_SetActivePhase(-1, activePhase)); sendGameEvent(new Event_SetActivePhase(-1, activePhase));
} }
void Server_Game::nextTurn()
{
const QList<int> keys = players.keys();
int listPos = -1;
if (activePlayer != -1)
listPos = keys.indexOf(activePlayer);
do {
++listPos;
if (listPos == keys.size())
listPos = 0;
} while (players.value(keys[listPos])->getSpectator());
setActivePlayer(keys[listPos]);
}
QList<ServerInfo_Player *> Server_Game::getGameState(Server_Player *playerWhosAsking) const QList<ServerInfo_Player *> Server_Game::getGameState(Server_Player *playerWhosAsking) const
{ {
QList<ServerInfo_Player *> result; QList<ServerInfo_Player *> result;

View file

@ -76,6 +76,7 @@ public:
int getActivePhase() const { return activePhase; } int getActivePhase() const { return activePhase; }
void setActivePlayer(int _activePlayer); void setActivePlayer(int _activePlayer);
void setActivePhase(int _activePhase); void setActivePhase(int _activePhase);
void nextTurn();
QList<ServerInfo_Player *> getGameState(Server_Player *playerWhosAsking) const; QList<ServerInfo_Player *> getGameState(Server_Player *playerWhosAsking) const;
void sendGameEvent(GameEvent *event, GameEventContext *context = 0, Server_Player *exclude = 0); void sendGameEvent(GameEvent *event, GameEventContext *context = 0, Server_Player *exclude = 0);

View file

@ -952,18 +952,7 @@ ResponseCode Server_ProtocolHandler::cmdNextTurn(Command_NextTurn * /*cmd*/, Com
if (!game->getGameStarted()) if (!game->getGameStarted())
return RespGameNotStarted; return RespGameNotStarted;
const QMap<int, Server_Player *> &players = game->getPlayers(); game->nextTurn();
const QList<int> keys = players.keys();
int activePlayer = game->getActivePlayer();
int listPos = keys.indexOf(activePlayer);
do {
++listPos;
if (listPos == keys.size())
listPos = 0;
} while (players.value(keys[listPos])->getSpectator());
game->setActivePlayer(keys[listPos]);
return RespOk; return RespOk;
} }