servatrice/common/server_player.h
Max-Wilhelm Bruker c4ba33dfeb server mutex fix
2011-04-21 02:04:15 +02:00

94 lines
3.4 KiB
C++

#ifndef PLAYER_H
#define PLAYER_H
#include "server_arrowtarget.h"
#include <QString>
#include <QList>
#include <QMap>
#include <QMutex>
#include "protocol_datastructures.h"
class DeckList;
class Server_Game;
class Server_CardZone;
class Server_Counter;
class Server_Arrow;
class Server_Card;
class Server_ProtocolHandler;
class ProtocolItem;
class ServerInfo_User;
class ServerInfo_PlayerProperties;
class CommandContainer;
class Server_Player : public Server_ArrowTarget {
Q_OBJECT
private:
mutable QMutex playerMutex;
class MoveCardCompareFunctor;
Server_Game *game;
Server_ProtocolHandler *handler;
ServerInfo_User *userInfo;
DeckList *deck;
QMap<QString, Server_CardZone *> zones;
QMap<int, Server_Counter *> counters;
QMap<int, Server_Arrow *> arrows;
QList<int> lastDrawList;
int playerId;
bool spectator;
int initialCards;
int nextCardId;
bool readyStart;
bool conceded;
int deckId;
public:
Server_Player(Server_Game *_game, int _playerId, ServerInfo_User *_userInfo, bool _spectator, Server_ProtocolHandler *_handler);
~Server_Player();
void prepareDestroy();
void moveToThread(QThread *thread);
Server_ProtocolHandler *getProtocolHandler() const { return handler; }
void setProtocolHandler(Server_ProtocolHandler *_handler) { playerMutex.lock(); handler = _handler; playerMutex.unlock(); }
void setPlayerId(int _id) { playerId = _id; }
int getInitialCards() const { return initialCards; }
void setInitialCards(int _initialCards) { initialCards = _initialCards; }
bool getReadyStart() const { return readyStart; }
void setReadyStart(bool _readyStart) { readyStart = _readyStart; }
int getPlayerId() const { return playerId; }
bool getSpectator() const { return spectator; }
bool getConceded() const { return conceded; }
void setConceded(bool _conceded) { conceded = _conceded; }
int getDeckId() const { return deckId; }
ServerInfo_User *getUserInfo() const { return userInfo; }
void setDeck(DeckList *_deck, int _deckId);
DeckList *getDeck() const { return deck; }
Server_Game *getGame() const { return game; }
const QMap<QString, Server_CardZone *> &getZones() const { return zones; }
const QMap<int, Server_Counter *> &getCounters() const { return counters; }
const QMap<int, Server_Arrow *> &getArrows() const { return arrows; }
ServerInfo_PlayerProperties *getProperties();
int newCardId();
int newCounterId() const;
int newArrowId() const;
void addZone(Server_CardZone *zone);
void addArrow(Server_Arrow *arrow);
bool deleteArrow(int arrowId);
void addCounter(Server_Counter *counter);
bool deleteCounter(int counterId);
void clearZones();
void setupZones();
ResponseCode drawCards(CommandContainer *cont, int number);
ResponseCode undoDraw(CommandContainer *cont);
ResponseCode moveCard(CommandContainer *cont, const QString &_startZone, const QList<CardToMove *> &_cards, int _targetPlayer, const QString &_targetZone, int _x, int _y, bool _faceDown);
ResponseCode moveCard(CommandContainer *cont, Server_CardZone *startzone, const QList<CardToMove *> &_cards, Server_CardZone *targetzone, int x, int y, bool faceDown, bool fixFreeSpaces = true, bool undoingDraw = false);
void unattachCard(CommandContainer *cont, Server_Card *card);
ResponseCode setCardAttrHelper(CommandContainer *cont, const QString &zone, int cardId, const QString &attrName, const QString &attrValue);
void sendProtocolItem(ProtocolItem *item, bool deleteItem = true);
};
#endif