QTfrontend/net/newnetclient.h
author nemo
Wed, 22 May 2013 22:46:49 -0400
changeset 9046 f8ea1b929b72
parent 8891 bf67b4d7d7b4
child 9080 9b42757d7e71
permissions -rw-r--r--
So when I first upsized these, I neglected to remove the pixelated version when generating. Corrected that to avoid sharp edges. Also aggressively optimised for smoothing. Also took advantage of SVG to drag dino bones to water level for mikade.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
 * Copyright (c) 2004-2012 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;
class RoomsListModel;
class PlayersListModel;
class QSortFilterProxyModel;
class QAbstractItemModel;

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();
        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;

        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 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 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);
        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 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);

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

#endif // _NEW_NETCLIENT_INCLUDED