servatrice/common/server_cardzone.h
Rob Blanckaert d932581f4a Move to bottom of library in random order. (#3549)
* - Allow shuffling a subset of a zone
- When moving cards to the bottom of library, shuffle them after
- Process events in the correct order serverside

* Zach fixes

Signed-off-by: Zach Halpern <ZaHalpern+github@gmail.com>

* Comments + additional guard
2019-02-07 14:08:44 -05:00

112 lines
4 KiB
C++

/***************************************************************************
* Copyright (C) 2008 by Max-Wilhelm Bruker *
* brukie@laptop *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#ifndef SERVER_CARDZONE_H
#define SERVER_CARDZONE_H
#include "pb/serverinfo_zone.pb.h"
#include <QList>
#include <QMap>
#include <QSet>
#include <QString>
class Server_Card;
class Server_Player;
class Server_Game;
class GameEventStorage;
class Server_CardZone
{
private:
Server_Player *player;
QString name;
bool has_coords;
ServerInfo_Zone::ZoneType type;
int cardsBeingLookedAt;
QSet<int> playersWithWritePermission;
bool alwaysRevealTopCard;
QList<Server_Card *> cards;
QMap<int, QMap<int, Server_Card *>> coordinateMap; // y -> (x -> card)
QMap<int, QMultiMap<QString, int>> freePilesMap; // y -> (cardName -> x)
QMap<int, int> freeSpaceMap; // y -> x
void removeCardFromCoordMap(Server_Card *card, int oldX, int oldY);
void insertCardIntoCoordMap(Server_Card *card, int x, int y);
public:
Server_CardZone(Server_Player *_player, const QString &_name, bool _has_coords, ServerInfo_Zone::ZoneType _type);
~Server_CardZone();
const QList<Server_Card *> &getCards() const
{
return cards;
}
int removeCard(Server_Card *card);
Server_Card *getCard(int id, int *position = nullptr, bool remove = false);
int getCardsBeingLookedAt() const
{
return cardsBeingLookedAt;
}
void setCardsBeingLookedAt(int _cardsBeingLookedAt)
{
cardsBeingLookedAt = _cardsBeingLookedAt;
}
bool hasCoords() const
{
return has_coords;
}
ServerInfo_Zone::ZoneType getType() const
{
return type;
}
QString getName() const
{
return name;
}
Server_Player *getPlayer() const
{
return player;
}
void getInfo(ServerInfo_Zone *info, Server_Player *playerWhosAsking, bool omniscient);
int getFreeGridColumn(int x, int y, const QString &cardName, bool dontStackSameName) const;
bool isColumnEmpty(int x, int y) const;
bool isColumnStacked(int x, int y) const;
void fixFreeSpaces(GameEventStorage &ges);
void moveCardInRow(GameEventStorage &ges, Server_Card *card, int x, int y);
void insertCard(Server_Card *card, int x, int y);
void updateCardCoordinates(Server_Card *card, int oldX, int oldY);
void shuffle(int start = 0, int end = -1);
void clear();
void addWritePermission(int playerId);
const QSet<int> &getPlayersWithWritePermission() const
{
return playersWithWritePermission;
}
bool getAlwaysRevealTopCard() const
{
return alwaysRevealTopCard;
}
void setAlwaysRevealTopCard(bool _alwaysRevealTopCard)
{
alwaysRevealTopCard = _alwaysRevealTopCard;
}
};
#endif