QTfrontend/net/newnetclient.h
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
changeset 6081 537bbd5c1a62
parent 6060 fdfc01419815
child 6616 f77bb02b669f
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
 * Copyright (c) 2008-2011 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 */

#ifndef _NEW_NETCLIENT_INCLUDED
#define _NEW_NETCLIENT_INCLUDED

#include <QObject>
#include <QString>
#include <QTcpSocket>
#include <QMap>

#include "team.h"
#include "game.h" // for GameState

class GameUIConfig;
class GameCFGWidget;
class TeamSelWidget;

extern char delimeter;

class HWNewNet : public QObject
{
  Q_OBJECT

 public:
  enum ClientState { Disconnected, Connecting, Connected, InLobby, InRoom, InGame };

  HWNewNet();
  ~HWNewNet();
  void Connect(const QString & hostName, quint16 port, const QString & nick);
  void Disconnect();
  void SendPasswordHash(const QString & hash);
  void NewNick(const QString & nick);
  bool isRoomChief();
  bool isInRoom();
  ClientState clientState();
  QString getNick();
  QString getRoom();
  QString getHost();

 private:
  bool isChief;
  QString mynick;
  QString myroom;
  QString myhost;
  QTcpSocket NetSocket;
  QString seed;
  bool m_game_connected;

  template <typename T>
  void SendCfgStrNet(T a) {
    QByteArray strmsg;
    strmsg.append(a);
    quint8 sz = strmsg.size();
    QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
    QString _msg = delimeter + QString(enginemsg.toBase64());
    RawSendNet(_msg);
  }

  template <typename T>
  void SendCfgStrLoc(T a) {
    QByteArray strmsg;
    strmsg.append(QString(a).toUtf8());
    quint8 sz = strmsg.size();
    QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
    emit FromNet(enginemsg);
  }

  QStringList cmdbuf;

  void RawSendNet(const QString & buf);
  void RawSendNet(const QByteArray & buf);
  void ParseCmd(const QStringList & lst);
  void handleNotice(int n);

  int loginStep;
  ClientState netClientState;

 signals:
  void AskForRunGame();
  void connected();
  void disconnected(const QString & reason);
  void Error(const QString & errmsg);
  void Warning(const QString & wrnmsg);
  void AskForPassword(const QString & nick);
  void NickTaken(const QString & nick);
  void AuthFailed();
  void EnteredGame();
  void LeftRoom(const QString & reason);
  void nickAdded(const QString& nick, bool notifyNick);
  void nickRemoved(const QString& nick);
  void nickAddedLobby(const QString& nick, bool notifyNick);
  void nickRemovedLobby(const QString& nick);
  void FromNet(const QByteArray & buf);
  void adminAccess(bool);
  void roomMaster(bool);

  void netSchemeConfig(QStringList &);
  void paramChanged(const QString & param, const QStringList & value);
  void configAsked();

  void TeamAccepted(const QString&);
  void AddNetTeam(const HWTeam&);
  void RemoveNetTeam(const HWTeam&);
  void hhnumChanged(const HWTeam&);
  void teamColorChanged(const HWTeam&);
  void chatStringLobby(const QString&);
  void chatStringLobby(const QString&, const QString&);
  void chatStringFromNet(const QString&);
  void chatStringFromMe(const QString&);
  void chatStringFromMeLobby(const QString&);

  void roomsList(const QStringList&);
  void serverMessage(const QString &);
  void serverMessageNew(const QString &);
  void serverMessageOld(const QString &);
  void latestProtocolVar(int);

  void setReadyStatus(const QString & nick, bool isReady);
  void setMyReadyStatus(bool isReady);

 public slots:
  void ToggleReady();
  void chatLineToNet(const QString& str);
  void chatLineToLobby(const QString& str);
  void SendTeamMessage(const QString& str);
  void SendNet(const QByteArray & buf);
  void AddTeam(const HWTeam & team);
  void RemoveTeam(const HWTeam& team);
  void onHedgehogsNumChanged(const HWTeam& team);
  void onTeamColorChanged(const HWTeam& team);
  void onParamChanged(const QString & param, const QStringList & value);

  void setServerMessageNew(const QString &);
  void setServerMessageOld(const QString &);
  void setLatestProtocolVar(int proto);
  void askServerVars();

  void JoinRoom(const QString & room);
  void CreateRoom(const QString & room);
  void updateRoomName(const QString &);
  void askRoomsList();
  void gameFinished(bool correcly);
  void banPlayer(const QString &);
  void kickPlayer(const QString &);
  void infoPlayer(const QString &);
  void followPlayer(const QString &);
  void startGame();
  void toggleRestrictJoins();
  void toggleRestrictTeamAdds();
  void partRoom();
  void clearAccountsCache();

 private slots:
  void ClientRead();
  void OnConnect();
  void OnDisconnect();
  void displayError(QAbstractSocket::SocketError socketError); 
};

#endif // _NEW_NETCLIENT_INCLUDED