real droplet fix - default density is fine - also add back in the underwater bullet trails
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
* 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 _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;
class RoomsListModel;
class PlayersListModel;
class QSortFilterProxyModel;
class QAbstractItemModel;
extern char delimiter;
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();
RoomsListModel * roomsListModel();
QAbstractItemModel * lobbyPlayersModel();
QAbstractItemModel * roomPlayersModel();
bool allPlayersReady();
bool m_private_game;
private:
bool isChief;
QString mynick;
QString myroom;
QString myhost;
QTcpSocket NetSocket;
QString seed;
bool m_game_connected;
bool m_nick_registered;
RoomsListModel * m_roomsListModel;
PlayersListModel * m_playersModel;
QSortFilterProxyModel * m_lobbyPlayersModel;
QSortFilterProxyModel * m_roomPlayersModel;
QString m_lastRoom;
QString m_passwordHash;
QString m_serverSalt;
QString m_clientSalt;
QString m_serverHash;
QStringList cmdbuf;
int ByteLength(const QString & str);
void RawSendNet(const QString & buf);
void RawSendNet(const QByteArray & buf);
void ParseCmd(const QStringList & lst);
void handleNotice(int n);
void maybeSendPassword();
ClientState netClientState;
signals:
void AskForRunGame();
void connected();
void disconnected(const QString & reason);
void Error(const QString & errmsg);
void Warning(const QString & wrnmsg);
void NickRegistered(const QString & nick);
void NickNotRegistered(const QString & nick);
void NickTaken(const QString & nick);
void AuthFailed();
void EnteredGame();
void LeftRoom(const QString & reason);
void FromNet(const QByteArray & buf);
void adminAccess(bool);
void roomMaster(bool);
void roomNameUpdated(const QString & name);
void askForRoomPassword();
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 playerInfo(
const QString & nick,
const QString & ip,
const QString & version,
const QString & roomInfo);
void lobbyChatMessage(const QString & nick, const QString & message);
void lobbyChatAction(const QString & nick, const QString & action);
void roomChatMessage(const QString & nick, const QString & message);
void roomChatAction(const QString & nick, const QString & action);
void chatStringFromNet(const QString&);
void roomsList(const QStringList&);
void serverMessage(const QString &);
void serverMessageNew(const QString &);
void serverMessageOld(const QString &);
void latestProtocolVar(int);
void bansList(const QStringList &);
void setMyReadyStatus(bool isReady);
void messageProcessed();
public slots:
void ToggleReady();
void chatLineToNet(const QString& str);
void chatLineToNetWithEcho(const QString&);
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, const QString & password);
void CreateRoom(const QString & room, const QString &password);
void updateRoomName(const QString &);
void askRoomsList();
void gameFinished(bool correcly);
void banPlayer(const QString &);
void kickPlayer(const QString &);
void delegateToPlayer(const QString &);
void infoPlayer(const QString &);
void followPlayer(const QString &);
void consoleCommand(const QString &);
void startGame();
void toggleRestrictJoins();
void toggleRestrictTeamAdds();
void toggleRegisteredOnly();
void partRoom();
void clearAccountsCache();
void getBanList();
void removeBan(const QString &);
void banIP(const QString & ip, const QString & reason, int seconds);
void banNick(const QString & nick, const QString & reason, int seconds);
void roomPasswordEntered(const QString & password);
private slots:
void ClientRead();
void OnConnect();
void OnDisconnect();
void displayError(QAbstractSocket::SocketError socketError);
};
#endif // _NEW_NETCLIENT_INCLUDED