QTfrontend/newnetclient.h
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Server erases teams list after round finish, so everything should be okay now
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Ulyanov Igor <iulyanov@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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#ifndef _NEW_NETCLIENT_INCLUDED
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#define _NEW_NETCLIENT_INCLUDED
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#include <QObject>
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#include <QString>
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#include <QTcpSocket>
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#include <QMap>
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#include "team.h"
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#include "game.h" // for GameState
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class GameUIConfig;
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class GameCFGWidget;
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class TeamSelWidget;
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extern char delimeter;
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class HWNewNet : public QObject
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{
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  Q_OBJECT
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 public:
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  HWNewNet(GameUIConfig * config, GameCFGWidget* pGameCFGWidget, TeamSelWidget* pTeamSelWidget);
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  void Connect(const QString & hostName, quint16 port, const QString & nick);
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  void Disconnect();
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  void Ready();
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  bool isRoomChief();
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 private:
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  GameUIConfig* config;
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  GameCFGWidget* m_pGameCFGWidget;
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  TeamSelWidget* m_pTeamSelWidget;
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  bool isChief;
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  QString mynick;
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  QTcpSocket NetSocket;
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  QString seed;
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  bool m_game_connected;
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  void ConfigAsked();
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  void RunGame();
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  template <typename T>
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  void SendCfgStrNet(T a) {
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    QByteArray strmsg;
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    strmsg.append(a);
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    quint8 sz = strmsg.size();
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    QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
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    QString _msg = delimeter + QString(enginemsg.toBase64());
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    RawSendNet(_msg);
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  }
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  template <typename T>
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  void SendCfgStrLoc(T a) {
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    QByteArray strmsg;
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    strmsg.append(QString(a).toUtf8());
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    quint8 sz = strmsg.size();
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    QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
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    emit FromNet(enginemsg);
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  }
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  QStringList cmdbuf;
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  void RawSendNet(const QString & buf);
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  void RawSendNet(const QByteArray & buf);
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  void ParseCmd(const QStringList & lst);
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  int loginStep;
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  int netClientState;
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  void AskForRunGame();
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  void Connected();
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  void Disconnected();
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  void EnteredGame();
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  void nickAdded(const QString& nick);
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  void nickRemoved(const QString& nick);
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  void FromNet(const QByteArray & buf);
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  void AddNetTeam(const HWTeam&);
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  void seedChanged(const QString & seed);
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  void mapChanged(const QString & map);
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  void themeChanged(const QString & theme);
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  void initHealthChanged(quint32 health);
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  void turnTimeChanged(quint32 time);
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  void fortsModeChanged(bool value);
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  void hhnumChanged(const HWTeam&);
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  void teamColorChanged(const HWTeam&);
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  void chatStringFromNet(const QStringList&);
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  void ammoChanged(const QString& name, const QString& ammo);
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  void roomsList(const QStringList&);
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 public slots:
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  void chatLineToNet(const QString& str);
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  void SendNet(const QByteArray & buf);
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  void AddTeam(const HWTeam & team);
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  void RemoveTeam(const HWTeam& team);
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  void onSeedChanged(const QString & seed);
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  void onMapChanged(const QString & map);
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  void onThemeChanged(const QString & theme);
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  void onInitHealthChanged(quint32 health);
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  void onTurnTimeChanged(quint32 time);
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  void onFortsModeChanged(bool value);
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  void onHedgehogsNumChanged(const HWTeam& team);
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  void onTeamColorChanged(const HWTeam& team);
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  void onWeaponsNameChanged(const QString& name, const QString& ammo);
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  void JoinRoom(const QString & room);
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  void CreateRoom(const QString & room);
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  void askRoomsList();
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  void gameFinished();
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 private slots:
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  void ClientRead();
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  void OnConnect();
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  void OnDisconnect();
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  void displayError(QAbstractSocket::SocketError socketError);
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};
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#endif // _NEW_NETCLIENT_INCLUDED