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