#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, ServerInfo_User *_userInfo, bool _spectator, Server_ProtocolHandler *_handler) : game(_game), handler(_handler), userInfo(new ServerInfo_User(_userInfo)), deck(0), playerId(_playerId), spectator(_spectator), nextCardId(0), readyStart(false), conceded(false), deckId(-2) { } Server_Player::~Server_Player() { delete deck; if (handler) handler->playerRemovedFromGame(game); delete userInfo; } 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() { // This may need to be customized according to the game rules. // ------------------------------------------------------------------ // Create zones Server_CardZone *deckZone = new Server_CardZone(this, "deck", false, HiddenZone); addZone(deckZone); Server_CardZone *sbZone = new Server_CardZone(this, "sb", false, HiddenZone); addZone(sbZone); addZone(new Server_CardZone(this, "table", true, PublicZone)); addZone(new Server_CardZone(this, "hand", false, PrivateZone)); addZone(new Server_CardZone(this, "stack", false, PublicZone)); addZone(new Server_CardZone(this, "grave", false, PublicZone)); addZone(new Server_CardZone(this, "rfg", false, PublicZone)); addCounter(new Server_Counter(0, "life", Color(255, 255, 255), 25, 20)); addCounter(new Server_Counter(1, "w", Color(255, 255, 150), 20, 0)); addCounter(new Server_Counter(2, "u", Color(150, 150, 255), 20, 0)); addCounter(new Server_Counter(3, "b", Color(150, 150, 150), 20, 0)); addCounter(new Server_Counter(4, "r", Color(250, 150, 150), 20, 0)); addCounter(new Server_Counter(5, "g", Color(150, 255, 150), 20, 0)); addCounter(new Server_Counter(6, "x", Color(255, 255, 255), 20, 0)); addCounter(new Server_Counter(7, "storm", Color(255, 255, 255), 20, 0)); initialCards = 7; // ------------------------------------------------------------------ // 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)); } } const QList &sideboardPlan = deck->getCurrentSideboardPlan(); for (int i = 0; i < sideboardPlan.size(); ++i) { MoveCardToZone *m = sideboardPlan[i]; Server_CardZone *start, *target; if (m->getStartZone() == "main") start = deckZone; else if (m->getStartZone() == "side") start = sbZone; else continue; if (m->getTargetZone() == "main") target = deckZone; else if (m->getTargetZone() == "side") target = sbZone; else continue; for (int j = 0; j < start->cards.size(); ++j) if (start->cards[j]->getName() == m->getCardName()) { Server_Card *card = start->cards[j]; start->cards.removeAt(j); target->cards.append(card); break; } } deckZone->shuffle(); } 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(); } ServerInfo_PlayerProperties *Server_Player::getProperties() { return new ServerInfo_PlayerProperties(playerId, new ServerInfo_User(userInfo), spectator, conceded, readyStart, deckId); } void Server_Player::setDeck(DeckList *_deck, int _deckId) { delete deck; deck = _deck; deckId = _deckId; } 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; } ResponseCode Server_Player::moveCard(CommandContainer *cont, const QString &_startZone, int _cardId, const QString &_targetZone, int x, int y, bool faceDown, bool tapped) { Server_CardZone *startzone = getZones().value(_startZone); Server_CardZone *targetzone = getZones().value(_targetZone); if ((!startzone) || (!targetzone)) return RespNameNotFound; return moveCard(cont, startzone, _cardId, targetzone, x, y, faceDown, tapped); } ResponseCode Server_Player::moveCard(CommandContainer *cont, Server_CardZone *startzone, int _cardId, Server_CardZone *targetzone, int x, int y, bool faceDown, bool tapped) { // Collision detection /* if (targetzone->hasCoords()) for (int i = 0; i < targetzone->cards.size(); ++i) if ((targetzone->cards[i]->getX() == x) && (targetzone->cards[i]->getY() == y) && (x != -1)) return RespContextError; */ int position = -1; Server_Card *card = startzone->getCard(_cardId, true, &position); if (!card) return RespNameNotFound; int oldX = card->getX(), oldY = card->getY(); if (startzone != targetzone) { // Delete all attachment relationships if (card->getParentCard()) card->setParentCard(0); const QList &attachedCards = card->getAttachedCards(); for (int i = 0; i < attachedCards.size(); ++i) attachedCards[i]->getZone()->getPlayer()->unattachCard(cont, attachedCards[i]); // Delete all arrows from and to the card const QList &players = game->getPlayers().values(); for (int i = 0; i < players.size(); ++i) { QList arrowsToDelete; QMapIterator arrowIterator(players[i]->getArrows()); while (arrowIterator.hasNext()) { Server_Arrow *arrow = arrowIterator.next().value(); if ((arrow->getStartCard() == card) || (arrow->getTargetItem() == card)) arrowsToDelete.append(arrow->getId()); } for (int j = 0; j < arrowsToDelete.size(); ++j) players[i]->deleteArrow(arrowsToDelete[j]); } } if (startzone->hasCoords()) { } if (card->getDestroyOnZoneChange() && (startzone != targetzone)) { cont->enqueueGameEventPrivate(new Event_DestroyCard(getPlayerId(), startzone->getName(), card->getId()), game->getGameId()); cont->enqueueGameEventPublic(new Event_DestroyCard(getPlayerId(), startzone->getName(), card->getId()), game->getGameId()); if (startzone->hasCoords()) startzone->fixFreeSpaces(cont, oldX, oldY); card->deleteLater(); return RespOk; } if (!targetzone->hasCoords()) { y = 0; if (x == -1) x = targetzone->cards.size(); card->resetState(); } else // if (x == -1) x = targetzone->getFreeGridColumn(x, y, card->getName()); targetzone->insertCard(card, x, y); bool targetBeingLookedAt = (targetzone->getType() != HiddenZone) || (targetzone->getCardsBeingLookedAt() > x) || (targetzone->getCardsBeingLookedAt() == -1); bool sourceBeingLookedAt = (startzone->getType() != HiddenZone) || (startzone->getCardsBeingLookedAt() > position) || (startzone->getCardsBeingLookedAt() == -1); bool targetHiddenToPlayer = faceDown || !targetBeingLookedAt; bool targetHiddenToOthers = faceDown || (targetzone->getType() != PublicZone); bool sourceHiddenToPlayer = card->getFaceDown() || !sourceBeingLookedAt; bool sourceHiddenToOthers = card->getFaceDown() || (startzone->getType() != PublicZone); QString privateCardName, publicCardName; if (!(sourceHiddenToPlayer && targetHiddenToPlayer)) privateCardName = card->getName(); if (!(sourceHiddenToOthers && targetHiddenToOthers)) publicCardName = card->getName(); int oldCardId = card->getId(); if (faceDown) card->setId(newCardId()); card->setFaceDown(faceDown); // The player does not get to see which card he moved if it moves between two parts of hidden zones which // are not being looked at. int privateNewCardId = card->getId(); int privateOldCardId = oldCardId; if (!targetBeingLookedAt && !sourceBeingLookedAt) { privateOldCardId = -1; privateNewCardId = -1; privateCardName = QString(); } int privatePosition = -1; if (startzone->getType() == HiddenZone) privatePosition = position; cont->enqueueGameEventPrivate(new Event_MoveCard(getPlayerId(), privateOldCardId, privateCardName, startzone->getName(), privatePosition, targetzone->getName(), x, y, privateNewCardId, faceDown), game->getGameId()); cont->enqueueGameEventOmniscient(new Event_MoveCard(getPlayerId(), privateOldCardId, privateCardName, startzone->getName(), privatePosition, targetzone->getName(), x, y, privateNewCardId, faceDown), game->getGameId()); // Other players do not get to see the start and/or target position of the card if the respective // part of the zone is being looked at. The information is not needed anyway because in hidden zones, // all cards are equal. if ( ((startzone->getType() == HiddenZone) && ((startzone->getCardsBeingLookedAt() > position) || (startzone->getCardsBeingLookedAt() == -1))) || (startzone->getType() == PublicZone) ) position = -1; if ((targetzone->getType() == HiddenZone) && ((targetzone->getCardsBeingLookedAt() > x) || (targetzone->getCardsBeingLookedAt() == -1))) x = -1; if ((startzone->getType() == PublicZone) || (targetzone->getType() == PublicZone)) cont->enqueueGameEventPublic(new Event_MoveCard(getPlayerId(), oldCardId, publicCardName, startzone->getName(), position, targetzone->getName(), x, y, card->getId(), faceDown), game->getGameId()); else cont->enqueueGameEventPublic(new Event_MoveCard(getPlayerId(), -1, QString(), startzone->getName(), position, targetzone->getName(), x, y, -1, false), game->getGameId()); if (tapped) setCardAttrHelper(cont, targetzone->getName(), card->getId(), "tapped", "1"); if (startzone->hasCoords()) startzone->fixFreeSpaces(cont, oldX, oldY); return RespOk; } void Server_Player::unattachCard(CommandContainer *cont, Server_Card *card) { Server_CardZone *zone = card->getZone(); card->setParentCard(0); cont->enqueueGameEventPrivate(new Event_AttachCard(getPlayerId(), zone->getName(), card->getId(), -1, QString(), -1), game->getGameId()); cont->enqueueGameEventPublic(new Event_AttachCard(getPlayerId(), zone->getName(), card->getId(), -1, QString(), -1), game->getGameId()); moveCard(cont, zone->getName(), card->getId(), zone->getName(), -1, card->getY(), card->getFaceDown(), card->getTapped()); } ResponseCode Server_Player::setCardAttrHelper(CommandContainer *cont, const QString &zoneName, int cardId, const QString &attrName, const QString &attrValue) { Server_CardZone *zone = getZones().value(zoneName); if (!zone) return RespNameNotFound; if (!zone->hasCoords()) return RespContextError; if (cardId == -1) { QListIterator CardIterator(zone->cards); while (CardIterator.hasNext()) if (!CardIterator.next()->setAttribute(attrName, attrValue, true)) return RespInvalidCommand; } else { Server_Card *card = zone->getCard(cardId, false); if (!card) return RespNameNotFound; if (!card->setAttribute(attrName, attrValue, false)) return RespInvalidCommand; } cont->enqueueGameEventPrivate(new Event_SetCardAttr(getPlayerId(), zone->getName(), cardId, attrName, attrValue), game->getGameId()); cont->enqueueGameEventPublic(new Event_SetCardAttr(getPlayerId(), zone->getName(), cardId, attrName, attrValue), game->getGameId()); cont->enqueueGameEventOmniscient(new Event_SetCardAttr(getPlayerId(), zone->getName(), cardId, attrName, attrValue), game->getGameId()); return RespOk; } void Server_Player::sendProtocolItem(ProtocolItem *item, bool deleteItem) { if (handler) handler->sendProtocolItem(item, deleteItem); }