Cockatrice/servatrice/src/servergame.cpp
2009-09-24 20:12:44 +02:00

176 lines
5.7 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. *
***************************************************************************/
#include "server.h"
#include "servergame.h"
#include "serversocket.h"
#include <QSqlQuery>
ServerGame::ServerGame(ServerSocket *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, QObject *parent)
: QObject(parent), creator(_creator), gameStarted(false), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers), spectatorsAllowed(_spectatorsAllowed)
{
}
ServerGame::~ServerGame()
{
broadcastEvent("game_closed", 0);
for (int i = 0; i < players.size(); ++i)
players[i]->leaveGame();
players.clear();
for (int i = 0; i < spectators.size(); ++i)
spectators[i]->leaveGame();
spectators.clear();
emit gameClosing();
qDebug("ServerGame destructor");
}
QString ServerGame::getGameListLine() const
{
if (players.isEmpty())
return QString("list_games|%1|||0|%2||0").arg(gameId).arg(maxPlayers);
else {
QString creatorName = creator ? creator->getPlayerName() : QString();
return QString("list_games|%1|%2|%3|%4|%5|%6|%7|%8").arg(gameId)
.arg(description)
.arg(password.isEmpty() ? 0 : 1)
.arg(players.size())
.arg(maxPlayers)
.arg(creatorName)
.arg(spectatorsAllowed ? 1 : 0)
.arg(spectators.size());
}
}
ServerSocket *ServerGame::getPlayer(int playerId)
{
QListIterator<ServerSocket *> i(players);
while (i.hasNext()) {
ServerSocket *tmp = i.next();
if (tmp->getPlayerId() == playerId)
return tmp;
}
return NULL;
}
void ServerGame::broadcastEvent(const QString &eventStr, ServerSocket *player)
{
QList<ServerSocket *> allClients = QList<ServerSocket *>() << players << spectators;
for (int i = 0; i < allClients.size(); ++i)
allClients[i]->publicEvent(eventStr, player);
}
void ServerGame::startGameIfReady()
{
if (players.size() < maxPlayers)
return;
for (int i = 0; i < players.size(); i++)
if (players.at(i)->getStatus() != StatusReadyStart)
return;
QSqlQuery query;
query.prepare("insert into games (id, descr, password, time_started) values(:id, :descr, :password, now())");
query.bindValue(":id", gameId);
query.bindValue(":descr", description);
query.bindValue(":password", !password.isEmpty());
query.exec();
for (int i = 0; i < players.size(); i++) {
query.prepare("insert into games_players (id_game, player) values(:id, :player)");
query.bindValue(":id", gameId);
query.bindValue(":player", players.at(i)->getPlayerName());
query.exec();
}
for (int i = 0; i < players.size(); i++)
players.at(i)->setupZones();
gameStarted = true;
broadcastEvent("game_start", NULL);
setActivePlayer(0);
}
ReturnMessage::ReturnCode ServerGame::checkJoin(const QString &_password, bool spectator)
{
if (_password != password)
return ReturnMessage::ReturnPasswordWrong;
if (spectator) {
if (!spectatorsAllowed)
return ReturnMessage::ReturnSpectatorsNotAllowed;
} else if (gameStarted || (getPlayerCount() >= getMaxPlayers()))
return ReturnMessage::ReturnContextError;
return ReturnMessage::ReturnOk;
}
void ServerGame::addPlayer(ServerSocket *player, bool spectator)
{
if (!spectator) {
int max = -1;
QListIterator<ServerSocket *> i(players);
while (i.hasNext()) {
int tmp = i.next()->getPlayerId();
if (tmp > max)
max = tmp;
}
player->setPlayerId(max + 1);
} else
player->setPlayerId(-1);
player->setGame(this);
broadcastEvent(QString("join|%1").arg(spectator ? 1 : 0), player);
if (spectator)
spectators << player;
else
players << player;
connect(player, SIGNAL(broadcastEvent(const QString &, ServerSocket *)), this, SLOT(broadcastEvent(const QString &, ServerSocket *)));
qobject_cast<Server *>(parent())->broadcastGameListUpdate(this);
}
void ServerGame::removePlayer(ServerSocket *player)
{
if (player->getSpectator())
spectators.removeAt(spectators.indexOf(player));
else
players.removeAt(players.indexOf(player));
broadcastEvent("leave", player);
disconnect(player, 0, this, 0);
if (!players.size())
deleteLater();
if (!gameStarted)
qobject_cast<Server *>(parent())->broadcastGameListUpdate(this);
}
void ServerGame::setActivePlayer(int _activePlayer)
{
activePlayer = _activePlayer;
broadcastEvent(QString("set_active_player|%1").arg(_activePlayer), NULL);
setActivePhase(0);
}
void ServerGame::setActivePhase(int _activePhase)
{
activePhase = _activePhase;
broadcastEvent(QString("set_active_phase|%1").arg(_activePhase), NULL);
}