378 lines
13 KiB
C++
378 lines
13 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, "stack", false, PublicZone));
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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", Color(255, 255, 255), 25, 20));
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addCounter(new Server_Counter(1, "w", Color(255, 255, 150), 20, 0));
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addCounter(new Server_Counter(2, "u", Color(150, 150, 255), 20, 0));
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addCounter(new Server_Counter(3, "b", Color(150, 150, 150), 20, 0));
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addCounter(new Server_Counter(4, "r", Color(250, 150, 150), 20, 0));
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addCounter(new Server_Counter(5, "g", Color(150, 255, 150), 20, 0));
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addCounter(new Server_Counter(6, "x", Color(255, 255, 255), 20, 0));
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addCounter(new Server_Counter(7, "storm", Color(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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ResponseCode Server_Player::moveCard(CommandContainer *cont, const QString &_startZone, int _cardId, int targetPlayerId, const QString &_targetZone, int x, int y, bool faceDown, bool tapped)
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{
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Server_CardZone *startzone = getZones().value(_startZone);
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Server_Player *targetPlayer = game->getPlayers().value(targetPlayerId);
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if (!targetPlayer)
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return RespNameNotFound;
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Server_CardZone *targetzone = targetPlayer->getZones().value(_targetZone);
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if ((!startzone) || (!targetzone))
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return RespNameNotFound;
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return moveCard(cont, startzone, _cardId, targetzone, x, y, faceDown, tapped);
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}
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ResponseCode Server_Player::moveCard(CommandContainer *cont, Server_CardZone *startzone, int _cardId, Server_CardZone *targetzone, int x, int y, bool faceDown, bool tapped)
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{
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// Disallow controller change between different zones.
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if ((startzone->getName() != targetzone->getName()) && (startzone->getPlayer() != targetzone->getPlayer()))
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return RespContextError;
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int position = -1;
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Server_Card *card = startzone->getCard(_cardId, false, &position);
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if (!card)
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return RespNameNotFound;
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if (!card->getAttachedCards().isEmpty() && !targetzone->isColumnEmpty(x, y))
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return RespContextError;
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startzone->getCard(_cardId, true);
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int oldX = card->getX(), oldY = card->getY();
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// Attachment relationships can be retained when moving a card onto the opponent's table
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if (startzone->getName() != targetzone->getName()) {
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// Delete all attachment relationships
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if (card->getParentCard())
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card->setParentCard(0);
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// Make a copy of the list because the original one gets modified during the loop
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QList<Server_Card *> attachedCards = card->getAttachedCards();
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for (int i = 0; i < attachedCards.size(); ++i)
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attachedCards[i]->getZone()->getPlayer()->unattachCard(cont, attachedCards[i]);
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}
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if (startzone != targetzone) {
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// Delete all arrows from and to the card
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const QList<Server_Player *> &players = game->getPlayers().values();
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for (int i = 0; i < players.size(); ++i) {
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QList<int> arrowsToDelete;
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QMapIterator<int, Server_Arrow *> arrowIterator(players[i]->getArrows());
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while (arrowIterator.hasNext()) {
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Server_Arrow *arrow = arrowIterator.next().value();
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if ((arrow->getStartCard() == card) || (arrow->getTargetItem() == card))
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arrowsToDelete.append(arrow->getId());
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}
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for (int j = 0; j < arrowsToDelete.size(); ++j)
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players[i]->deleteArrow(arrowsToDelete[j]);
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}
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}
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if (card->getDestroyOnZoneChange() && (startzone != targetzone)) {
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cont->enqueueGameEventPrivate(new Event_DestroyCard(getPlayerId(), startzone->getName(), card->getId()), game->getGameId());
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cont->enqueueGameEventPublic(new Event_DestroyCard(getPlayerId(), startzone->getName(), card->getId()), game->getGameId());
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if (startzone->hasCoords())
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startzone->fixFreeSpaces(cont, oldX, oldY);
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card->deleteLater();
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return RespOk;
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}
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if (!targetzone->hasCoords()) {
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y = 0;
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if (x == -1)
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x = targetzone->cards.size();
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card->resetState();
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} else
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x = targetzone->getFreeGridColumn(x, y, card->getName());
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targetzone->insertCard(card, x, y);
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bool targetBeingLookedAt = (targetzone->getType() != HiddenZone) || (targetzone->getCardsBeingLookedAt() > x) || (targetzone->getCardsBeingLookedAt() == -1);
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bool sourceBeingLookedAt = (startzone->getType() != HiddenZone) || (startzone->getCardsBeingLookedAt() > position) || (startzone->getCardsBeingLookedAt() == -1);
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bool targetHiddenToPlayer = faceDown || !targetBeingLookedAt;
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bool targetHiddenToOthers = faceDown || (targetzone->getType() != PublicZone);
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bool sourceHiddenToPlayer = card->getFaceDown() || !sourceBeingLookedAt;
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bool sourceHiddenToOthers = card->getFaceDown() || (startzone->getType() != PublicZone);
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QString privateCardName, publicCardName;
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if (!(sourceHiddenToPlayer && targetHiddenToPlayer))
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privateCardName = card->getName();
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if (!(sourceHiddenToOthers && targetHiddenToOthers))
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publicCardName = card->getName();
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int oldCardId = card->getId();
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if (faceDown)
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card->setId(newCardId());
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card->setFaceDown(faceDown);
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// The player does not get to see which card he moved if it moves between two parts of hidden zones which
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// are not being looked at.
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int privateNewCardId = card->getId();
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int privateOldCardId = oldCardId;
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if (!targetBeingLookedAt && !sourceBeingLookedAt) {
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privateOldCardId = -1;
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privateNewCardId = -1;
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privateCardName = QString();
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}
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int privatePosition = -1;
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if (startzone->getType() == HiddenZone)
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privatePosition = position;
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cont->enqueueGameEventPrivate(new Event_MoveCard(getPlayerId(), privateOldCardId, privateCardName, startzone->getName(), privatePosition, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), x, y, privateNewCardId, faceDown), game->getGameId());
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cont->enqueueGameEventOmniscient(new Event_MoveCard(getPlayerId(), privateOldCardId, privateCardName, startzone->getName(), privatePosition, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), x, y, privateNewCardId, faceDown), game->getGameId());
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// Other players do not get to see the start and/or target position of the card if the respective
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// part of the zone is being looked at. The information is not needed anyway because in hidden zones,
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// all cards are equal.
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if (
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((startzone->getType() == HiddenZone) && ((startzone->getCardsBeingLookedAt() > position) || (startzone->getCardsBeingLookedAt() == -1)))
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|| (startzone->getType() == PublicZone)
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)
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position = -1;
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if ((targetzone->getType() == HiddenZone) && ((targetzone->getCardsBeingLookedAt() > x) || (targetzone->getCardsBeingLookedAt() == -1)))
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x = -1;
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if ((startzone->getType() == PublicZone) || (targetzone->getType() == PublicZone))
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cont->enqueueGameEventPublic(new Event_MoveCard(getPlayerId(), oldCardId, publicCardName, startzone->getName(), position, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), x, y, card->getId(), faceDown), game->getGameId());
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else
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cont->enqueueGameEventPublic(new Event_MoveCard(getPlayerId(), -1, QString(), startzone->getName(), position, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), x, y, -1, false), game->getGameId());
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if (tapped)
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setCardAttrHelper(cont, targetzone->getName(), card->getId(), "tapped", "1");
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if (startzone->hasCoords())
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startzone->fixFreeSpaces(cont, oldX, oldY);
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return RespOk;
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}
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void Server_Player::unattachCard(CommandContainer *cont, Server_Card *card)
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{
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Server_CardZone *zone = card->getZone();
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card->setParentCard(0);
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cont->enqueueGameEventPrivate(new Event_AttachCard(getPlayerId(), zone->getName(), card->getId(), -1, QString(), -1), game->getGameId());
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cont->enqueueGameEventPublic(new Event_AttachCard(getPlayerId(), zone->getName(), card->getId(), -1, QString(), -1), game->getGameId());
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moveCard(cont, zone, card->getId(), zone, -1, card->getY(), card->getFaceDown(), card->getTapped());
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}
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ResponseCode Server_Player::setCardAttrHelper(CommandContainer *cont, const QString &zoneName, int cardId, const QString &attrName, const QString &attrValue)
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{
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Server_CardZone *zone = getZones().value(zoneName);
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if (!zone)
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return RespNameNotFound;
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if (!zone->hasCoords())
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return RespContextError;
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if (cardId == -1) {
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QListIterator<Server_Card *> CardIterator(zone->cards);
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while (CardIterator.hasNext())
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if (!CardIterator.next()->setAttribute(attrName, attrValue, true))
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return RespInvalidCommand;
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} else {
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Server_Card *card = zone->getCard(cardId, false);
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if (!card)
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return RespNameNotFound;
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if (!card->setAttribute(attrName, attrValue, false))
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return RespInvalidCommand;
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}
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cont->enqueueGameEventPrivate(new Event_SetCardAttr(getPlayerId(), zone->getName(), cardId, attrName, attrValue), game->getGameId());
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cont->enqueueGameEventPublic(new Event_SetCardAttr(getPlayerId(), zone->getName(), cardId, attrName, attrValue), game->getGameId());
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cont->enqueueGameEventOmniscient(new Event_SetCardAttr(getPlayerId(), zone->getName(), cardId, attrName, attrValue), game->getGameId());
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return RespOk;
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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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