QTfrontend/game.h
author Wuzzy <Wuzzy2@mail.ru>
Mon, 17 Sep 2018 22:37:47 +0200
changeset 13819 4ed202f0428e
parent 11968 1de4d6b35748
child 13846 d012948b1eda
permissions -rw-r--r--
Easier back jumps in Basic Movement Training (fixes bug #692) The explanation of Back Jumping (2/2) has been simplified and the "hard" part has been made easier by lowering the girders. The original idea was that I wanted to force players to learn how to jump higher by delaying the 2nd backspace keypress. But this turned out that this section was too unfair and we have lost at least one player due to rage-quitting, according to feedback.
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 */
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#ifndef GAME_H
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#define GAME_H
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#include <QString>
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#include "team.h"
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#include "namegen.h"
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#include "tcpBase.h"
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class GameUIConfig;
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class GameCFGWidget;
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class TeamSelWidget;
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enum GameType
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{
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    gtNone     = 0,
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    gtLocal    = 1,
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    gtQLocal   = 2,
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    gtDemo     = 3,
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    gtNet      = 4,
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    gtTraining = 5,
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    gtCampaign = 6,
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    gtSave     = 7,
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};
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enum GameState
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{
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    gsNotStarted = 0,
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    gsStarted  = 1,
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    gsInterrupted = 2,
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    gsFinished = 3,
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    gsStopped = 4,
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    gsDestroyed = 5,
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    gsHalted = 6
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};
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enum RecordType
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{
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    rtDemo,
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    rtSave,
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    rtNeither,
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};
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bool checkForDir(const QString & dir);
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// last game info
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extern QList<QVariant> lastGameStartArgs;
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extern GameType lastGameType;
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extern QString lastTrainingSubFolder;
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extern GameCFGWidget * lastGameCfg;
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extern QString lastGameAmmo;
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extern TeamSelWidget * lastGameTeamSel;
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class HWGame : public TCPBase
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{
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        Q_OBJECT
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    public:
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        HWGame(GameUIConfig * config, GameCFGWidget * gamecfg, QString ammo, TeamSelWidget* pTeamSelWidget = 0);
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        virtual ~HWGame();
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        void AddTeam(const QString & team);
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        void PlayDemo(const QString & demofilename, bool isSave);
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        void StartLocal();
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        void StartQuick();
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        void StartNet();
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        void StartTraining(const QString & file, const QString & subFolder);
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        void StartCampaign(const QString & camp, const QString & campScript, const QString & campTeam);
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        void abort();
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        GameState gameState;
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        bool netSuspend;
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    protected:
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        virtual QStringList getArguments();
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        virtual void onClientRead();
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        virtual void onClientDisconnect();
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    signals:
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        void SendNet(const QByteArray & msg);
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        void SendChat(const QString & msg);
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        void SendTeamMessage(const QString & msg);
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        void GameStateChanged(GameState gameState);
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        void GameStats(char type, const QString & info);
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        void HaveRecord(RecordType type, const QByteArray & record);
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        void ErrorMessage(const QString &);
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        void CampStateChanged(int);
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        void SendConsoleCommand(const QString & command);
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    public slots:
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        void FromNet(const QByteArray & msg);
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        void FromNetChat(const QString & msg);
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    private:
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        char msgbuf[MAXMSGCHARS];
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        QString ammostr;
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        GameUIConfig * config;
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        GameCFGWidget * gamecfg;
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        TeamSelWidget* m_pTeamSelWidget;
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        GameType gameType;
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        QByteArray m_netSendBuffer;
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        void commonConfig();
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        void SendConfig();
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        void SendQuickConfig();
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        void SendNetConfig();
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        void SendTrainingConfig();
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        void SendCampaignConfig();
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        void ParseMessage(const QByteArray & msg);
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        void SetGameState(GameState state);
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        void sendCampaignVar(const QByteArray & varToSend);
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        void writeCampaignVar(const QByteArray &varVal);
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        void flushNetBuffer();
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};
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#endif