servatrice/common/server_player.cpp
Max-Wilhelm Bruker 1c2aa15b22 boom
2009-10-29 17:13:37 +01:00

148 lines
3.9 KiB
C++

#include "server_player.h"
#include "server_card.h"
#include "server_counter.h"
#include "server_arrow.h"
#include "server_cardzone.h"
#include "server_game.h"
Server_Player::Server_Player(Server_Game *_game, int _playerId, const QString &_playerName, bool _spectator)
: game(_game), socket(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<int, Server_Counter *> 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<int, Server_Arrow *> 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 *deck = new Server_CardZone(this, "deck", false, Server_CardZone::HiddenZone);
addZone(deck);
Server_CardZone *sb = new Server_CardZone(this, "sb", false, Server_CardZone::HiddenZone);
addZone(sb);
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
QListIterator<QString> DeckIterator(DeckList);
int i = 0;
while (DeckIterator.hasNext())
deck->cards.append(new Server_Card(DeckIterator.next(), i++, 0, 0));
deck->shuffle();
QListIterator<QString> SBIterator(SideboardList);
while (SBIterator.hasNext())
sb->cards.append(new Server_Card(SBIterator.next(), i++, 0, 0));
nextCardId = i;
PlayerStatus = StatusPlaying;
game->broadcastEvent(QString("setup_zones|%1|%2").arg(deck->cards.size())
.arg(sb->cards.size()), this);
}
void Server_Player::clearZones()
{
QMapIterator<QString, Server_CardZone *> zoneIterator(zones);
while (zoneIterator.hasNext())
delete zoneIterator.next().value();
zones.clear();
QMapIterator<int, Server_Counter *> counterIterator(counters);
while (counterIterator.hasNext())
delete counterIterator.next().value();
counters.clear();
QMapIterator<int, Server_Arrow *> arrowIterator(arrows);
while (arrowIterator.hasNext())
delete arrowIterator.next().value();
arrows.clear();
}
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::privateEvent(const QString &line)
{
/* if (!socket)
return;
socket->msg(QString("private|%1|%2|%3").arg(playerId).arg(playerName).arg(line));
*/}
void Server_Player::publicEvent(const QString &line, Server_Player *player)
{
/* if (!socket)
return;
if (player)
socket->msg(QString("public|%1|%2|%3").arg(player->getPlayerId()).arg(player->getPlayerName()).arg(line));
else
socket->msg(QString("public|||%1").arg(line));
*/}