#ifndef GAME_H #define GAME_H #include #include #include #include #include #include "client.h" class GameScene; class Player; class CardDatabase; class DlgStartGame; class CardItem; class QMenuBar; class CardZone; class Game : public QObject { Q_OBJECT private: static const int phaseCount = 11; typedef void (Game::*CardMenuHandler)(CardItem *card); QHash cardMenuHandlers; QMenu *gameMenu, *cardMenu, *moveMenu; QAction *aTap, *aUntap, *aDoesntUntap, *aFlip, *aAddCounter, *aRemoveCounter, *aSetCounters, *aMoveToTopLibrary, *aMoveToBottomLibrary, *aMoveToGraveyard, *aMoveToExile, *aNextPhase, *aNextTurn, *aRemoveLocalArrows; DlgStartGame *dlgStartGame; Client *client; GameScene *scene; QStringList spectatorList; QMap players; bool started; int currentPhase; Player *getActiveLocalPlayer() const; public slots: void activePlayerDrawCard(); void activePlayerUntapAll(); void actNextPhase(); void actNextTurn(); void actRemoveLocalArrows(); private slots: void cardMenuAction(); void showCardMenu(QPoint p); void actTap(CardItem *card); void actUntap(CardItem *card); void actDoesntUntap(CardItem *card); void actFlip(CardItem *card); void actAddCounter(CardItem *card); void actRemoveCounter(CardItem *card); void actSetCounters(); void actMoveToTopLibrary(CardItem *card); void actMoveToBottomLibrary(CardItem *card); void actMoveToGraveyard(CardItem *card); void actMoveToExile(CardItem *card); /* void gameEvent(const ServerEventData &msg); void playerListReceived(QList playerList); void cardListReceived(QList list); void zoneListReceived(QList list); void counterListReceived(QList list); void arrowListReceived(QList list); */ void readyStart(); signals: void submitDecklist(); void hoverCard(QString name); void playerAdded(Player *player); void playerRemoved(Player *player); // Log events void logPlayerListReceived(QStringList players); void logJoin(Player *player); void logLeave(Player *player); void logGameClosed(); void logJoinSpectator(QString playerName); void logLeaveSpectator(QString playerName); void logReadyStart(Player *player); void logGameStart(); void logSay(Player *player, QString text); void logShuffle(Player *player); void logRollDie(Player *player, int sides, int roll); void logDraw(Player *player, int number); void logMoveCard(Player *player, QString cardName, CardZone *startZone, int oldX, CardZone *targetZone, int newX); void logCreateToken(Player *player, QString cardName); void logCreateArrow(Player *player, Player *startPlayer, QString startCard, Player *targetPlayer, QString targetCard); void logSetCardCounters(Player *player, QString cardName, int value, int oldValue); void logSetTapped(Player *player, QString cardName, bool tapped); void logSetCounter(Player *player, QString counterName, int value, int oldValue); void logSetDoesntUntap(Player *player, QString cardName, bool doesntUntap); void logDumpZone(Player *player, CardZone *zone, int numberCards); void logStopDumpZone(Player *player, CardZone *zone); void logSetActivePlayer(Player *player); void setActivePhase(int phase); public: Game(Client *_client, GameScene *_scene, QMenuBar *menuBar, QObject *parent = 0); ~Game(); void retranslateUi(); void restartGameDialog(); void hoverCardEvent(CardItem *card); Player *addPlayer(int playerId, const QString &playerName, bool local); const QMap &getPlayers() const { return players; } void queryGameState(); }; #endif