#include "server_player.h" #include "server_card.h" #include "server_counter.h" #include "server_arrow.h" #include "server_cardzone.h" #include "server_game.h" #include "server_protocolhandler.h" #include "protocol.h" #include "protocol_items.h" #include "decklist.h" Server_Player::Server_Player(Server_Game *_game, int _playerId, const QString &_playerName, bool _spectator, Server_ProtocolHandler *_handler) : game(_game), handler(_handler), deck(0), playerId(_playerId), playerName(_playerName), spectator(_spectator), nextCardId(0), PlayerStatus(StatusNormal) { } int Server_Player::newCardId() { return nextCardId++; } int Server_Player::newCounterId() const { int id = 0; QMapIterator i(counters); while (i.hasNext()) { Server_Counter *c = i.next().value(); if (c->getId() > id) id = c->getId(); } return id + 1; } int Server_Player::newArrowId() const { int id = 0; QMapIterator i(arrows); while (i.hasNext()) { Server_Arrow *a = i.next().value(); if (a->getId() > id) id = a->getId(); } return id + 1; } void Server_Player::setupZones() { // Delete existing zones and counters clearZones(); // This may need to be customized according to the game rules. // ------------------------------------------------------------------ // Create zones Server_CardZone *deckZone = new Server_CardZone(this, "deck", false, Server_CardZone::HiddenZone); addZone(deckZone); Server_CardZone *sbZone = new Server_CardZone(this, "sb", false, Server_CardZone::HiddenZone); addZone(sbZone); addZone(new Server_CardZone(this, "table", true, Server_CardZone::PublicZone)); addZone(new Server_CardZone(this, "hand", false, Server_CardZone::PrivateZone)); addZone(new Server_CardZone(this, "grave", false, Server_CardZone::PublicZone)); addZone(new Server_CardZone(this, "rfg", false, Server_CardZone::PublicZone)); // ------------------------------------------------------------------ // Assign card ids and create deck from decklist InnerDecklistNode *listRoot = deck->getRoot(); nextCardId = 0; for (int i = 0; i < listRoot->size(); ++i) { InnerDecklistNode *currentZone = dynamic_cast(listRoot->at(i)); Server_CardZone *z; if (currentZone->getName() == "main") z = deckZone; else if (currentZone->getName() == "side") z = sbZone; else continue; for (int j = 0; j < currentZone->size(); ++j) { DecklistCardNode *currentCard = dynamic_cast(currentZone->at(j)); if (!currentCard) continue; for (int k = 0; k < currentCard->getNumber(); ++k) z->cards.append(new Server_Card(currentCard->getName(), nextCardId++, 0, 0)); } } deckZone->shuffle(); PlayerStatus = StatusPlaying; game->sendGameEvent(new Event_SetupZones(-1, playerId, deckZone->cards.size(), sbZone->cards.size())); } void Server_Player::clearZones() { QMapIterator zoneIterator(zones); while (zoneIterator.hasNext()) delete zoneIterator.next().value(); zones.clear(); QMapIterator counterIterator(counters); while (counterIterator.hasNext()) delete counterIterator.next().value(); counters.clear(); QMapIterator arrowIterator(arrows); while (arrowIterator.hasNext()) delete arrowIterator.next().value(); arrows.clear(); } void Server_Player::setDeck(DeckList *_deck) { delete deck; deck = _deck; } void Server_Player::addZone(Server_CardZone *zone) { zones.insert(zone->getName(), zone); } void Server_Player::addArrow(Server_Arrow *arrow) { arrows.insert(arrow->getId(), arrow); } bool Server_Player::deleteArrow(int arrowId) { Server_Arrow *arrow = arrows.value(arrowId, 0); if (!arrow) return false; arrows.remove(arrowId); delete arrow; return true; } void Server_Player::addCounter(Server_Counter *counter) { counters.insert(counter->getId(), counter); } bool Server_Player::deleteCounter(int counterId) { Server_Counter *counter = counters.value(counterId, 0); if (!counter) return false; counters.remove(counterId); delete counter; return true; } void Server_Player::sendProtocolItem(ProtocolItem *item, bool deleteItem) { if (handler) handler->sendProtocolItem(item, deleteItem); }