204 lines
5.5 KiB
C++
204 lines
5.5 KiB
C++
#include "server_player.h"
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#include "server_card.h"
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#include "server_counter.h"
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#include "server_arrow.h"
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#include "server_cardzone.h"
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#include "server_game.h"
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#include "server_protocolhandler.h"
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#include "protocol.h"
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#include "protocol_items.h"
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#include "decklist.h"
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Server_Player::Server_Player(Server_Game *_game, int _playerId, ServerInfo_User *_userInfo, bool _spectator, Server_ProtocolHandler *_handler)
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: game(_game), handler(_handler), userInfo(new ServerInfo_User(_userInfo)), deck(0), playerId(_playerId), spectator(_spectator), nextCardId(0), readyStart(false), conceded(false), deckId(-2)
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{
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}
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Server_Player::~Server_Player()
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{
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delete deck;
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if (handler)
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handler->playerRemovedFromGame(game);
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delete userInfo;
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}
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int Server_Player::newCardId()
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{
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return nextCardId++;
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}
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int Server_Player::newCounterId() const
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{
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int id = 0;
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QMapIterator<int, Server_Counter *> i(counters);
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while (i.hasNext()) {
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Server_Counter *c = i.next().value();
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if (c->getId() > id)
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id = c->getId();
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}
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return id + 1;
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}
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int Server_Player::newArrowId() const
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{
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int id = 0;
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QMapIterator<int, Server_Arrow *> i(arrows);
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while (i.hasNext()) {
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Server_Arrow *a = i.next().value();
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if (a->getId() > id)
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id = a->getId();
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}
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return id + 1;
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}
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void Server_Player::setupZones()
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{
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// This may need to be customized according to the game rules.
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// ------------------------------------------------------------------
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// Create zones
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Server_CardZone *deckZone = new Server_CardZone(this, "deck", false, HiddenZone);
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addZone(deckZone);
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Server_CardZone *sbZone = new Server_CardZone(this, "sb", false, HiddenZone);
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addZone(sbZone);
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addZone(new Server_CardZone(this, "table", true, PublicZone));
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addZone(new Server_CardZone(this, "hand", false, PrivateZone));
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addZone(new Server_CardZone(this, "grave", false, PublicZone));
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addZone(new Server_CardZone(this, "rfg", false, PublicZone));
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addCounter(new Server_Counter(0, "life", Qt::white, 25, 20));
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addCounter(new Server_Counter(1, "w", QColor(255, 255, 150), 20, 0));
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addCounter(new Server_Counter(2, "u", QColor(150, 150, 255), 20, 0));
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addCounter(new Server_Counter(3, "b", QColor(150, 150, 150), 20, 0));
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addCounter(new Server_Counter(4, "r", QColor(250, 150, 150), 20, 0));
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addCounter(new Server_Counter(5, "g", QColor(150, 255, 150), 20, 0));
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addCounter(new Server_Counter(6, "x", QColor(255, 255, 255), 20, 0));
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addCounter(new Server_Counter(7, "storm", QColor(255, 255, 255), 20, 0));
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initialCards = 7;
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// ------------------------------------------------------------------
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// Assign card ids and create deck from decklist
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InnerDecklistNode *listRoot = deck->getRoot();
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nextCardId = 0;
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for (int i = 0; i < listRoot->size(); ++i) {
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InnerDecklistNode *currentZone = dynamic_cast<InnerDecklistNode *>(listRoot->at(i));
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Server_CardZone *z;
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if (currentZone->getName() == "main")
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z = deckZone;
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else if (currentZone->getName() == "side")
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z = sbZone;
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else
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continue;
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for (int j = 0; j < currentZone->size(); ++j) {
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DecklistCardNode *currentCard = dynamic_cast<DecklistCardNode *>(currentZone->at(j));
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if (!currentCard)
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continue;
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for (int k = 0; k < currentCard->getNumber(); ++k)
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z->cards.append(new Server_Card(currentCard->getName(), nextCardId++, 0, 0));
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}
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}
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const QList<MoveCardToZone *> &sideboardPlan = deck->getCurrentSideboardPlan();
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for (int i = 0; i < sideboardPlan.size(); ++i) {
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MoveCardToZone *m = sideboardPlan[i];
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Server_CardZone *start, *target;
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if (m->getStartZone() == "main")
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start = deckZone;
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else if (m->getStartZone() == "side")
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start = sbZone;
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else
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continue;
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if (m->getTargetZone() == "main")
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target = deckZone;
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else if (m->getTargetZone() == "side")
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target = sbZone;
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else
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continue;
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for (int j = 0; j < start->cards.size(); ++j)
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if (start->cards[j]->getName() == m->getCardName()) {
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Server_Card *card = start->cards[j];
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start->cards.removeAt(j);
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target->cards.append(card);
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break;
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}
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}
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deckZone->shuffle();
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}
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void Server_Player::clearZones()
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{
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QMapIterator<QString, Server_CardZone *> zoneIterator(zones);
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while (zoneIterator.hasNext())
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delete zoneIterator.next().value();
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zones.clear();
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QMapIterator<int, Server_Counter *> counterIterator(counters);
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while (counterIterator.hasNext())
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delete counterIterator.next().value();
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counters.clear();
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QMapIterator<int, Server_Arrow *> arrowIterator(arrows);
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while (arrowIterator.hasNext())
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delete arrowIterator.next().value();
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arrows.clear();
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}
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ServerInfo_PlayerProperties *Server_Player::getProperties()
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{
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return new ServerInfo_PlayerProperties(playerId, new ServerInfo_User(userInfo), spectator, conceded, readyStart, deckId);
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}
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void Server_Player::setDeck(DeckList *_deck, int _deckId)
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{
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delete deck;
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deck = _deck;
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deckId = _deckId;
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}
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void Server_Player::addZone(Server_CardZone *zone)
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{
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zones.insert(zone->getName(), zone);
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}
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void Server_Player::addArrow(Server_Arrow *arrow)
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{
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arrows.insert(arrow->getId(), arrow);
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}
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bool Server_Player::deleteArrow(int arrowId)
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{
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Server_Arrow *arrow = arrows.value(arrowId, 0);
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if (!arrow)
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return false;
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arrows.remove(arrowId);
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delete arrow;
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return true;
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}
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void Server_Player::addCounter(Server_Counter *counter)
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{
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counters.insert(counter->getId(), counter);
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}
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bool Server_Player::deleteCounter(int counterId)
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{
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Server_Counter *counter = counters.value(counterId, 0);
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if (!counter)
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return false;
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counters.remove(counterId);
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delete counter;
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return true;
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}
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void Server_Player::sendProtocolItem(ProtocolItem *item, bool deleteItem)
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{
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if (handler)
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handler->sendProtocolItem(item, deleteItem);
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}
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