servatrice/cockatrice/src/tab_game.cpp
2010-03-06 23:37:49 +01:00

496 lines
15 KiB
C++

#include <QtGui>
#include "tab_game.h"
#include "cardinfowidget.h"
#include "playerlistwidget.h"
#include "messagelogwidget.h"
#include "phasestoolbar.h"
#include "gameview.h"
#include "gamescene.h"
#include "player.h"
#include "zoneviewzone.h"
#include "zoneviewwidget.h"
#include "deckview.h"
#include "decklist.h"
#include "deck_picturecacher.h"
#include "protocol_items.h"
#include "dlg_load_remote_deck.h"
#include "client.h"
#include "carditem.h"
#include "arrowitem.h"
#include "main.h"
TabGame::TabGame(Client *_client, int _gameId, const QString &_gameDescription, int _localPlayerId, bool _spectator, bool _resuming)
: Tab(), client(_client), gameId(_gameId), gameDescription(_gameDescription), localPlayerId(_localPlayerId), spectator(_spectator), started(false), resuming(_resuming), currentPhase(-1)
{
scene = new GameScene(this);
gameView = new GameView(scene);
gameView->hide();
loadLocalButton = new QPushButton;
loadRemoteButton = new QPushButton;
readyStartButton = new QPushButton;
readyStartButton->setEnabled(false);
QHBoxLayout *buttonHBox = new QHBoxLayout;
buttonHBox->addWidget(loadLocalButton);
buttonHBox->addWidget(loadRemoteButton);
buttonHBox->addWidget(readyStartButton);
buttonHBox->addStretch();
deckView = new DeckView;
connect(deckView, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));
connect(deckView, SIGNAL(sideboardPlanChanged()), this, SLOT(sideboardPlanChanged()));
QVBoxLayout *deckViewLayout = new QVBoxLayout;
deckViewLayout->addLayout(buttonHBox);
deckViewLayout->addWidget(deckView);
deckViewContainer = new QWidget;
deckViewContainer->setLayout(deckViewLayout);
cardInfo = new CardInfoWidget;
playerListWidget = new PlayerListWidget;
playerListWidget->setFocusPolicy(Qt::NoFocus);
messageLog = new MessageLogWidget;
sayLabel = new QLabel;
sayEdit = new QLineEdit;
sayLabel->setBuddy(sayEdit);
QHBoxLayout *hLayout = new QHBoxLayout;
hLayout->addWidget(sayLabel);
hLayout->addWidget(sayEdit);
phasesToolbar = new PhasesToolbar;
phasesToolbar->hide();
connect(phasesToolbar, SIGNAL(sendGameCommand(GameCommand *)), this, SLOT(sendGameCommand(GameCommand *)));
QVBoxLayout *verticalLayout = new QVBoxLayout;
verticalLayout->addWidget(cardInfo);
verticalLayout->addWidget(playerListWidget, 1);
verticalLayout->addWidget(messageLog, 3);
verticalLayout->addLayout(hLayout);
QHBoxLayout *mainLayout = new QHBoxLayout;
mainLayout->addWidget(phasesToolbar);
mainLayout->addWidget(gameView, 10);
mainLayout->addWidget(deckViewContainer, 10);
mainLayout->addLayout(verticalLayout);
if (spectator) {
sayLabel->hide();
sayEdit->hide();
loadLocalButton->hide();
loadRemoteButton->hide();
readyStartButton->hide();
}
aCloseMostRecentZoneView = new QAction(this);
addAction(aCloseMostRecentZoneView);
connect(loadLocalButton, SIGNAL(clicked()), this, SLOT(loadLocalDeck()));
connect(loadRemoteButton, SIGNAL(clicked()), this, SLOT(loadRemoteDeck()));
connect(readyStartButton, SIGNAL(clicked()), this, SLOT(readyStart()));
connect(sayEdit, SIGNAL(returnPressed()), this, SLOT(actSay()));
// Menu actions
aNextPhase = new QAction(this);
connect(aNextPhase, SIGNAL(triggered()), this, SLOT(actNextPhase()));
aNextTurn = new QAction(this);
connect(aNextTurn, SIGNAL(triggered()), this, SLOT(actNextTurn()));
aRemoveLocalArrows = new QAction(this);
connect(aRemoveLocalArrows, SIGNAL(triggered()), this, SLOT(actRemoveLocalArrows()));
aConcede = new QAction(this);
connect(aConcede, SIGNAL(triggered()), this, SLOT(actConcede()));
aLeaveGame = new QAction(this);
connect(aLeaveGame, SIGNAL(triggered()), this, SLOT(actLeaveGame()));
tabMenu = new QMenu(this);
playersSeparator = tabMenu->addSeparator();
tabMenu->addAction(aNextPhase);
tabMenu->addAction(aNextTurn);
tabMenu->addSeparator();
tabMenu->addAction(aRemoveLocalArrows);
tabMenu->addSeparator();
tabMenu->addAction(aConcede);
tabMenu->addAction(aLeaveGame);
retranslateUi();
setLayout(mainLayout);
messageLog->logGameJoined(gameId);
}
TabGame::~TabGame()
{
QMapIterator<int, Player *> i(players);
while (i.hasNext())
delete i.next().value();
players.clear();
emit gameClosing(this);
}
void TabGame::retranslateUi()
{
tabMenu->setTitle(tr("&Game"));
aNextPhase->setText(tr("Next &phase"));
aNextPhase->setShortcut(tr("Ctrl+Space"));
aNextTurn->setText(tr("Next &turn"));
aNextTurn->setShortcuts(QList<QKeySequence>() << QKeySequence(tr("Ctrl+Return")) << QKeySequence(tr("Ctrl+Enter")));
aRemoveLocalArrows->setText(tr("&Remove all local arrows"));
aRemoveLocalArrows->setShortcut(tr("Ctrl+R"));
aConcede->setText(tr("&Concede"));
aConcede->setShortcut(tr("F2"));
aLeaveGame->setText(tr("&Leave game"));
loadLocalButton->setText(tr("Load &local deck"));
loadRemoteButton->setText(tr("Load d&eck from server"));
readyStartButton->setText(tr("S&tart game"));
sayLabel->setText(tr("&Say:"));
cardInfo->retranslateUi();
aCloseMostRecentZoneView->setText(tr("Close most recent zone view"));
aCloseMostRecentZoneView->setShortcut(tr("Esc"));
QMapIterator<int, Player *> i(players);
while (i.hasNext())
i.next().value()->retranslateUi();
scene->retranslateUi();
}
void TabGame::actConcede()
{
if (QMessageBox::question(this, tr("Concede"), tr("Are you sure you want to concede this game?"), QMessageBox::Yes | QMessageBox::No, QMessageBox::No) != QMessageBox::Yes)
return;
sendGameCommand(new Command_Concede);
}
void TabGame::actLeaveGame()
{
if (QMessageBox::question(this, tr("Leave game"), tr("Are you sure you want to leave this game?"), QMessageBox::Yes | QMessageBox::No, QMessageBox::No) != QMessageBox::Yes)
return;
sendGameCommand(new Command_LeaveGame);
deleteLater();
}
void TabGame::actSay()
{
if (!sayEdit->text().isEmpty()) {
sendGameCommand(new Command_Say(-1, sayEdit->text()));
sayEdit->clear();
}
}
void TabGame::actNextPhase()
{
int phase = currentPhase;
if (++phase >= phasesToolbar->phaseCount())
phase = 0;
sendGameCommand(new Command_SetActivePhase(-1, phase));
}
void TabGame::actNextTurn()
{
sendGameCommand(new Command_NextTurn);
}
void TabGame::actRemoveLocalArrows()
{
QMapIterator<int, Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Player *player = playerIterator.next().value();
if (!player->getLocal())
continue;
QMapIterator<int, ArrowItem *> arrowIterator(player->getArrows());
while (arrowIterator.hasNext()) {
ArrowItem *a = arrowIterator.next().value();
sendGameCommand(new Command_DeleteArrow(-1, a->getId()));
}
}
}
Player *TabGame::addPlayer(int playerId, const QString &playerName)
{
Player *newPlayer = new Player(playerName, playerId, playerId == localPlayerId, client, this);
scene->addPlayer(newPlayer);
connect(newPlayer, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));
messageLog->connectToPlayer(newPlayer);
tabMenu->insertMenu(playersSeparator, newPlayer->getPlayerMenu());
players.insert(playerId, newPlayer);
return newPlayer;
}
void TabGame::processGameEventContainer(GameEventContainer *cont)
{
const QList<GameEvent *> &eventList = cont->getEventList();
GameEventContext *context = cont->getContext();
for (int i = 0; i < eventList.size(); ++i) {
GameEvent *event = eventList[i];
switch (event->getItemId()) {
case ItemId_Event_GameStateChanged: eventGameStateChanged(qobject_cast<Event_GameStateChanged *>(event), context); break;
case ItemId_Event_PlayerPropertiesChanged: eventPlayerPropertiesChanged(qobject_cast<Event_PlayerPropertiesChanged *>(event), context); break;
case ItemId_Event_Join: eventJoin(qobject_cast<Event_Join *>(event), context); break;
case ItemId_Event_Leave: eventLeave(qobject_cast<Event_Leave *>(event), context); break;
case ItemId_Event_GameClosed: eventGameClosed(qobject_cast<Event_GameClosed *>(event), context); break;
case ItemId_Event_SetActivePlayer: eventSetActivePlayer(qobject_cast<Event_SetActivePlayer *>(event), context); break;
case ItemId_Event_SetActivePhase: eventSetActivePhase(qobject_cast<Event_SetActivePhase *>(event), context); break;
case ItemId_Event_Ping: eventPing(qobject_cast<Event_Ping *>(event), context); break;
default: {
Player *player = players.value(event->getPlayerId(), 0);
if (!player) {
qDebug() << "unhandled game event: invalid player id";
break;
}
player->processGameEvent(event, context);
emit userEvent();
}
}
}
}
void TabGame::sendGameCommand(GameCommand *command)
{
command->setGameId(gameId);
client->sendCommand(command);
}
void TabGame::sendCommandContainer(CommandContainer *cont)
{
const QList<Command *> &cmdList = cont->getCommandList();
for (int i = 0; i < cmdList.size(); ++i) {
GameCommand *cmd = qobject_cast<GameCommand *>(cmdList[i]);
if (cmd)
cmd->setGameId(gameId);
}
client->sendCommandContainer(cont);
}
void TabGame::startGame()
{
currentPhase = -1;
playerListWidget->setGameStarted(true);
started = true;
deckViewContainer->hide();
gameView->show();
phasesToolbar->show();
}
void TabGame::stopGame()
{
currentPhase = -1;
playerListWidget->setActivePlayer(-1);
playerListWidget->setGameStarted(false);
started = false;
gameView->hide();
phasesToolbar->hide();
deckViewContainer->show();
}
void TabGame::eventGameStateChanged(Event_GameStateChanged *event, GameEventContext * /*context*/)
{
const QList<ServerInfo_Player *> &plList = event->getPlayerList();
for (int i = 0; i < plList.size(); ++i) {
ServerInfo_Player *pl = plList[i];
ServerInfo_PlayerProperties *prop = pl->getProperties();
if (prop->getSpectator()) {
if (!spectators.contains(prop->getPlayerId())) {
spectators.insert(prop->getPlayerId(), prop->getName());
playerListWidget->addPlayer(prop);
}
} else {
Player *player = players.value(prop->getPlayerId(), 0);
if (!player) {
player = addPlayer(prop->getPlayerId(), prop->getName());
playerListWidget->addPlayer(prop);
}
player->processPlayerInfo(pl);
if (player->getLocal() && pl->getDeck()) {
Deck_PictureCacher::cachePictures(pl->getDeck(), this);
deckView->setDeck(new DeckList(pl->getDeck()));
readyStartButton->setEnabled(true);
}
}
}
if (event->getGameStarted() && !started) {
startGame();
if (!resuming)
messageLog->logGameStart();
setActivePlayer(event->getActivePlayer());
setActivePhase(event->getActivePhase());
} else if (!event->getGameStarted() && started) {
stopGame();
scene->clearViews();
}
emit userEvent();
}
void TabGame::eventPlayerPropertiesChanged(Event_PlayerPropertiesChanged *event, GameEventContext *context)
{
Player *player = players.value(event->getProperties()->getPlayerId(), 0);
if (!player)
return;
playerListWidget->updatePlayerProperties(event->getProperties());
if (context) switch (context->getItemId()) {
case ItemId_Context_ReadyStart: messageLog->logReadyStart(player); break;
case ItemId_Context_Concede: messageLog->logConcede(player); break;
case ItemId_Context_DeckSelect: messageLog->logDeckSelect(player, static_cast<Context_DeckSelect *>(context)->getDeckId()); break;
default: ;
}
}
void TabGame::eventJoin(Event_Join *event, GameEventContext * /*context*/)
{
ServerInfo_PlayerProperties *playerInfo = event->getPlayer();
if (playerInfo->getSpectator()) {
spectators.insert(playerInfo->getPlayerId(), playerInfo->getName());
messageLog->logJoinSpectator(playerInfo->getName());
playerListWidget->addPlayer(playerInfo);
} else {
Player *newPlayer = addPlayer(playerInfo->getPlayerId(), playerInfo->getName());
messageLog->logJoin(newPlayer);
playerListWidget->addPlayer(playerInfo);
}
emit userEvent();
}
void TabGame::eventLeave(Event_Leave *event, GameEventContext * /*context*/)
{
int playerId = event->getPlayerId();
Player *player = players.value(playerId, 0);
if (player) {
messageLog->logLeave(player);
playerListWidget->removePlayer(playerId);
players.remove(playerId);
delete player;
} else if (spectators.contains(playerId)) {
messageLog->logLeaveSpectator(spectators.value(playerId));
playerListWidget->removePlayer(playerId);
spectators.remove(playerId);
}
emit userEvent();
}
void TabGame::eventGameClosed(Event_GameClosed * /*event*/, GameEventContext * /*context*/)
{
started = false;
messageLog->logGameClosed();
emit userEvent();
}
Player *TabGame::setActivePlayer(int id)
{
Player *player = players.value(id, 0);
if (!player)
return 0;
playerListWidget->setActivePlayer(id);
QMapIterator<int, Player *> i(players);
while (i.hasNext()) {
i.next();
i.value()->setActive(i.value() == player);
}
currentPhase = -1;
emit userEvent();
return player;
}
void TabGame::eventSetActivePlayer(Event_SetActivePlayer *event, GameEventContext * /*context*/)
{
Player *player = setActivePlayer(event->getActivePlayerId());
if (!player)
return;
messageLog->logSetActivePlayer(player);
emit userEvent();
}
void TabGame::setActivePhase(int phase)
{
if (currentPhase != phase) {
currentPhase = phase;
phasesToolbar->setActivePhase(phase);
}
}
void TabGame::eventSetActivePhase(Event_SetActivePhase *event, GameEventContext * /*context*/)
{
int phase = event->getPhase();
if (currentPhase != phase)
messageLog->logSetActivePhase(phase);
setActivePhase(phase);
emit userEvent();
}
void TabGame::eventPing(Event_Ping *event, GameEventContext * /*context*/)
{
const QList<ServerInfo_PlayerPing *> &pingList = event->getPingList();
for (int i = 0; i < pingList.size(); ++i)
playerListWidget->updatePing(pingList[i]->getPlayerId(), pingList[i]->getPingTime());
}
void TabGame::loadLocalDeck()
{
QFileDialog dialog(this, tr("Load deck"));
QSettings settings;
dialog.setDirectory(settings.value("paths/decks").toString());
dialog.setNameFilters(DeckList::fileNameFilters);
if (!dialog.exec())
return;
QString fileName = dialog.selectedFiles().at(0);
DeckList::FileFormat fmt = DeckList::getFormatFromNameFilter(dialog.selectedNameFilter());
DeckList *deck = new DeckList;
if (!deck->loadFromFile(fileName, fmt)) {
delete deck;
// Error message
return;
}
Command_DeckSelect *cmd = new Command_DeckSelect(gameId, deck, -1);
connect(cmd, SIGNAL(finished(ProtocolResponse *)), this, SLOT(deckSelectFinished(ProtocolResponse *)));
client->sendCommand(cmd);
}
void TabGame::loadRemoteDeck()
{
DlgLoadRemoteDeck dlg(client);
if (dlg.exec()) {
Command_DeckSelect *cmd = new Command_DeckSelect(gameId, 0, dlg.getDeckId());
connect(cmd, SIGNAL(finished(ProtocolResponse *)), this, SLOT(deckSelectFinished(ProtocolResponse *)));
client->sendCommand(cmd);
}
}
void TabGame::deckSelectFinished(ProtocolResponse *r)
{
Response_DeckDownload *resp = qobject_cast<Response_DeckDownload *>(r);
if (!resp)
return;
Deck_PictureCacher::cachePictures(resp->getDeck(), this);
deckView->setDeck(new DeckList(resp->getDeck()));
readyStartButton->setEnabled(true);
}
void TabGame::readyStart()
{
client->sendCommand(new Command_ReadyStart(gameId));
}
void TabGame::newCardAdded(AbstractCardItem *card)
{
connect(card, SIGNAL(hovered(AbstractCardItem *)), cardInfo, SLOT(setCard(AbstractCardItem *)));
}
void TabGame::sideboardPlanChanged()
{
QList<MoveCardToZone *> newPlan = deckView->getSideboardPlan();
client->sendCommand(new Command_SetSideboardPlan(gameId, newPlan));
}