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