fix a couple of loose ends: sdl_mixer is informed of that OGG is provided by Tremor with its own macro, there is no more a segfault on Tremor cleanup, added new event type and timestamp entry for SDL, removed spurious characters from the japanese translation, uSound errors now are output with SDLTry, uSound doesn't need sound preloading any more
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2011 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 GAME_H
#define GAME_H
#include <QString>
#include "team.h"
#include "namegen.h"
#include "tcpBase.h"
class GameUIConfig;
class GameCFGWidget;
class TeamSelWidget;
enum GameState {
gsNotStarted = 0,
gsStarted = 1,
gsInterrupted = 2,
gsFinished = 3,
gsStopped = 4,
gsDestroyed = 5,
gsHalted = 6
};
bool checkForDir(const QString & dir);
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);
void StartCampaign(const QString & file);
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(bool isDemo, const QByteArray & record);
void ErrorMessage(const QString &);
public slots:
void FromNet(const QByteArray & msg);
void FromNetChat(const QString & msg);
private:
enum GameType {
gtLocal = 1,
gtQLocal = 2,
gtDemo = 3,
gtNet = 4,
gtTraining = 5,
gtCampaign = 6,
gtSave = 7,
};
char msgbuf[MAXMSGCHARS];
QString ammostr;
GameUIConfig * config;
GameCFGWidget * gamecfg;
TeamSelWidget* m_pTeamSelWidget;
GameType gameType;
void commonConfig();
void SendConfig();
void SendQuickConfig();
void SendNetConfig();
void SendTrainingConfig();
void SendCampaignConfig();
void ParseMessage(const QByteArray & msg);
void SetGameState(GameState state);
};
#endif