servatrice/common/server_game.h
Max-Wilhelm Bruker 29c4c80ddf server crash fix
2011-03-11 15:35:31 +01:00

95 lines
4.3 KiB
C++

/***************************************************************************
* Copyright (C) 2008 by Max-Wilhelm Bruker *
* brukie@laptop *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#ifndef SERVERGAME_H
#define SERVERGAME_H
#include <QStringList>
#include <QPointer>
#include <QObject>
#include "server_player.h"
#include "protocol.h"
class QTimer;
class Server_Room;
class ServerInfo_User;
class Server_Game : public QObject {
Q_OBJECT
private:
ServerInfo_User *creatorInfo;
QMap<int, Server_Player *> players;
bool gameStarted;
int gameId;
QString description;
QString password;
int maxPlayers;
QList<int> gameTypes;
int activePlayer, activePhase;
bool onlyBuddies, onlyRegistered;
bool spectatorsAllowed;
bool spectatorsNeedPassword;
bool spectatorsCanTalk;
bool spectatorsSeeEverything;
int inactivityCounter;
int secondsElapsed;
QTimer *pingClock;
signals:
void gameClosing();
private slots:
void pingClockTimeout();
public:
Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList<int> &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server_Room *parent);
~Server_Game();
ServerInfo_Game *getInfo() const;
ServerInfo_User *getCreatorInfo() const { return creatorInfo; }
bool getGameStarted() const { return gameStarted; }
int getPlayerCount() const;
int getSpectatorCount() const;
const QMap<int, Server_Player *> &getPlayers() const { return players; }
Server_Player *getPlayer(int playerId) const { return players.value(playerId, 0); }
int getGameId() const { return gameId; }
QString getDescription() const { return description; }
QString getPassword() const { return password; }
int getMaxPlayers() const { return maxPlayers; }
bool getSpectatorsAllowed() const { return spectatorsAllowed; }
bool getSpectatorsNeedPassword() const { return spectatorsNeedPassword; }
bool getSpectatorsCanTalk() const { return spectatorsCanTalk; }
bool getSpectatorsSeeEverything() const { return spectatorsSeeEverything; }
ResponseCode checkJoin(ServerInfo_User *user, const QString &_password, bool spectator);
Server_Player *addPlayer(Server_ProtocolHandler *handler, bool spectator, bool broadcastUpdate = true);
void removePlayer(Server_Player *player);
void removeArrowsToPlayer(Server_Player *player);
bool kickPlayer(int playerId);
void startGameIfReady();
void stopGameIfFinished();
int getActivePlayer() const { return activePlayer; }
int getActivePhase() const { return activePhase; }
void setActivePlayer(int _activePlayer);
void setActivePhase(int _activePhase);
void nextTurn();
QList<ServerInfo_Player *> getGameState(Server_Player *playerWhosAsking) const;
void sendGameEvent(GameEvent *event, GameEventContext *context = 0, Server_Player *exclude = 0);
void sendGameEventContainer(GameEventContainer *cont, Server_Player *exclude = 0, bool excludeOmniscient = false);
void sendGameEventContainerOmniscient(GameEventContainer *cont, Server_Player *exclude = 0);
void sendGameEventToPlayer(Server_Player *player, GameEvent *event);
};
#endif