- Bots activate extra time if needed
- Refactor work with forecast of time needed to perform planned actions (ticks variable)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* 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; version 2 of the License
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef GAME_H
#define GAME_H
#include <QString>
#include "team.h"
#include "namegen.h"
#include "tcpBase.h"
class GameUIConfig;
class GameCFGWidget;
class TeamSelWidget;
enum GameType
{
gtNone = 0,
gtLocal = 1,
gtQLocal = 2,
gtDemo = 3,
gtNet = 4,
gtTraining = 5,
gtCampaign = 6,
gtSave = 7,
};
enum GameState
{
gsNotStarted = 0,
gsStarted = 1,
gsInterrupted = 2,
gsFinished = 3,
gsStopped = 4,
gsDestroyed = 5,
gsHalted = 6
};
enum RecordType
{
rtDemo,
rtSave,
rtNeither,
};
bool checkForDir(const QString & dir);
// last game info
extern QList<QVariant> lastGameStartArgs;
extern GameType lastGameType;
extern GameCFGWidget * lastGameCfg;
extern QString lastGameAmmo;
extern TeamSelWidget * lastGameTeamSel;
class HWGame : public TCPBase
{
Q_OBJECT
public:
HWGame(GameUIConfig * config, GameCFGWidget * gamecfg, QString ammo, TeamSelWidget* pTeamSelWidget = 0);
virtual ~HWGame();
void AddTeam(const QString & team);
void PlayDemo(const QString & demofilename, bool isSave);
void StartLocal();
void StartQuick();
void StartNet();
void StartTraining(const QString & file, const QString & subFolder, const QString & trainTeam);
void StartCampaign(const QString & camp, const QString & campScript, const QString & campTeam);
void abort();
GameState gameState;
bool netSuspend;
protected:
virtual QStringList getArguments();
virtual void onClientRead();
virtual void onClientDisconnect();
signals:
void SendNet(const QByteArray & msg);
void SendChat(const QString & msg);
void SendTeamMessage(const QString & msg);
void GameStateChanged(GameState gameState);
void GameStats(char type, const QString & info);
void HaveRecord(RecordType type, const QByteArray & record);
void ErrorMessage(const QString &);
void CampStateChanged(int);
void TrainingStateChanged(int);
void SendConsoleCommand(const QString & command);
public slots:
void FromNet(const QByteArray & msg);
void FromNetChat(const QString & msg);
void FromNetWarning(const QString & msg);
void FromNetError(const QString & msg);
private:
char msgbuf[MAXMSGCHARS];
QString ammostr;
GameUIConfig * config;
GameCFGWidget * gamecfg;
TeamSelWidget* m_pTeamSelWidget;
GameType gameType;
QByteArray m_netSendBuffer;
void commonConfig();
void SendConfig();
void SendQuickConfig();
void SendNetConfig();
void SendTrainingConfig();
void SendCampaignConfig();
void ParseMessage(const QByteArray & msg);
void SetGameState(GameState state);
void sendCampaignVar(const QByteArray & varToSend);
void writeCampaignVar(const QByteArray &varVal);
void sendMissionVar(const QByteArray & varToSend);
void writeMissionVar(const QByteArray &varVal);
void flushNetBuffer();
};
#endif