QTfrontend/game.h
author nemo
Thu, 01 Jul 2010 23:41:10 -0400
changeset 3608 c509bbc779e7
parent 3236 4ab3917d7d44
child 3760 d30f1ba768d7
permissions -rw-r--r--
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.

/*
 * 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
};


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);

 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
    };
    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 ParseMessage(const QByteArray & msg);
    void SetGameState(GameState state);
};

#endif