QTfrontend/game.h
author nemo
Fri, 05 Nov 2010 18:56:12 -0400
changeset 4140 1563b216f243
parent 4084 0d0bf0533eee
child 4428 2bc3d3475edf
permissions -rw-r--r--
revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy. probably best to allow any weapon to be targetted, and store the target in the gear and draw it there instead of uworld, but I'm leaving this alone

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005-2010 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
};

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);
    void StartLocal();
    void StartQuick();
    void StartNet();
    void StartTraining(const QString & file);
    void StartCampaign(const QString & file);

 protected:
    virtual QStringList setArguments();
    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,
    };
    char msgbuf[MAXMSGCHARS];
    QString teams[5];
    QString ammostr;
    int TeamCount;
    GameUIConfig * config;
    GameCFGWidget * gamecfg;
    TeamSelWidget* m_pTeamSelWidget;
    GameType gameType;
    GameState gameState;

    void commonConfig();
    void SendConfig();
    void SendQuickConfig();
    void SendNetConfig();
    void SendTrainingConfig();
    void SendCampaignConfig();
    void ParseMessage(const QByteArray & msg);
    void SetGameState(GameState state);
};

#endif