everything compiles again; enough for today

This commit is contained in:
Max-Wilhelm Bruker 2009-11-12 00:09:24 +01:00
parent dd5ae4d74d
commit cb0e4d07e4
29 changed files with 340 additions and 766 deletions

View file

@ -13,6 +13,7 @@
#include "gamescene.h"
#include "player.h"
#include "arrowitem.h"
#include "protocol_datastructures.h"
Game::Game(CardDatabase *_db, Client *_client, GameScene *_scene, QMenuBar *menuBar, QObject *parent)
: QObject(parent), db(_db), client(_client), scene(_scene), started(false), currentPhase(-1)
@ -151,7 +152,7 @@ Player *Game::addPlayer(int playerId, const QString &playerName, bool local)
return newPlayer;
}
/*
void Game::cardListReceived(QList<ServerZoneCard> list)
{
for (int i = 0; i < list.size(); ++i) {
@ -250,7 +251,7 @@ void Game::playerListReceived(QList<ServerPlayer> playerList)
emit logPlayerListReceived(nameList);
restartGameDialog();
}
*/
void Game::readyStart()
{
client->readyStart();
@ -260,7 +261,7 @@ void Game::restartGameDialog()
{
dlgStartGame->show();
}
/*
void Game::gameEvent(const ServerEventData &msg)
{
qDebug(QString("game::gameEvent: public=%1, player=%2, name=%3, type=%4, data=%5").arg(msg.getPublic()).arg(msg.getPlayerId()).arg(msg.getPlayerName()).arg(msg.getEventType()).arg(msg.getEventData().join("/")).toLatin1());
@ -410,7 +411,7 @@ void Game::gameEvent(const ServerEventData &msg)
}
}
}
*/
void Game::actNextPhase()
{
int phase = currentPhase;
@ -537,13 +538,13 @@ void Game::hoverCardEvent(CardItem *card)
void Game::queryGameState()
{
PendingCommand_DumpAll *pc = client->dumpAll();
/* PendingCommand_DumpAll *pc = client->dumpAll();
connect(pc, SIGNAL(playerListReceived(QList<ServerPlayer>)), this, SLOT(playerListReceived(QList<ServerPlayer>)));
connect(pc, SIGNAL(zoneListReceived(QList<ServerZone>)), this, SLOT(zoneListReceived(QList<ServerZone>)));
connect(pc, SIGNAL(cardListReceived(QList<ServerZoneCard>)), this, SLOT(cardListReceived(QList<ServerZoneCard>)));
connect(pc, SIGNAL(counterListReceived(QList<ServerCounter>)), this, SLOT(counterListReceived(QList<ServerCounter>)));
connect(pc, SIGNAL(arrowListReceived(QList<ServerArrow>)), this, SLOT(arrowListReceived(QList<ServerArrow>)));
}
*/}
void Game::activePlayerDrawCard()
{