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/****************************************************************
**
** Attal : Lords of Doom
**
** game.cpp
** Manages the whole game
**
** Version : $Id: game.cpp,v 1.63 2004/12/24 18:28:18 lusum Exp $
**
** Author(s) : Pascal Audoux - Sardi Carlo
**
** Date : 17/08/2000
**
** Licence :
** 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; either version 2, or (at your option)
** any later version.
**
** 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.
**
****************************************************************/
#include "game.h"
// generic include files
#include <assert.h>
// include files for QT
#include <qinputdialog.h>
#include <qlabel.h>
#include <qlayout.h>
#include <qmessagebox.h>
#include <qtabwidget.h>
#include <qhostaddress.h>
// application specific includes
#include "conf.h"
#include "libCommon/artefactManager.h"
#include "libCommon/attalSocket.h"
#include "libCommon/calendar.h"
#include "libCommon/dataTheme.h"
#include "libCommon/genericEvent.h"
#include "libCommon/genericInsideBuilding.h"
#include "libCommon/pathFinder.h"
#include "libCommon/technic.h"
#include "libCommon/unit.h"
#include "libCommon/priceMarket.h"
#include "libFight/fightUnit.h"
#include "libClient/askChest.h"
#include "libClient/askDialog.h"
#include "libClient/bonus.h"
#include "libClient/building.h"
#include "libClient/chatWidget.h"
#include "libClient/chest.h"
#include "libClient/displayLord.h"
#include "libClient/displayBase.h"
#include "libClient/event.h"
#include "libClient/gainLevel.h"
#include "libClient/gameInfo.h"
#include "libClient/graphicalArtefact.h"
#include "libClient/gui.h"
#include "libClient/imageTheme.h"
#include "libClient/lord.h"
#include "libClient/lordExchange.h"
#include "libClient/mapCreature.h"
#include "libClient/mapView.h"
#include "libClient/ressourceBar.h"
extern QString DATA_PATH;
extern QString IMAGE_PATH;
extern TechnicList techList;
extern DataTheme DataTheme;
extern ImageTheme ImageTheme;
/** add comments here */
Game::Game( QWidget * parent , const char * name )
: QWidget( parent, name, Qt::WStyle_Customize | Qt::WStyle_DialogBorder ),
GameDescription()
{
_map = new Map( this );
_isPlaying = false;
_socket = 0;
_dispLord = 0;
_lordExchange = 0;
_currentCell = 0;
initWidgets();
_player = new Player( this, (GenericMap *)_map );
_resourceBar->setPlayer( _player );
_control->setPlayer( _player );
_scrLord->setPlayer(_player);
_scrBase->setPlayer(_player);
_scrLord->reinit();
_scrBase->reinit();
initLords();
_control->disableGame();
_scrLord->setEnabled( false );
_scrBase->setEnabled( false );
_control->reinit();
connect( _chat, SIGNAL( sig_message( QString ) ), SLOT( slot_message( QString ) ) );
connect( _scrLord, SIGNAL( sig_lord() ), SLOT( slot_displayLord() ) );
connect( _scrBase, SIGNAL( sig_base() ), SLOT( slot_displayBase() ) );
connect( _scrLord, SIGNAL( sig_lordSelected() ), SLOT( slot_lordSelected() ) );
connect( _scrBase, SIGNAL( sig_baseSelected() ), SLOT( slot_baseSelected() ) );
connect( _control, SIGNAL( sig_endTurn() ), SLOT( slot_endTurn() ) );
//connect( _control, SIGNAL( sig_lord() ), SLOT( slot_displayLord() ) );
//connect( _control, SIGNAL( sig_base() ), SLOT( slot_displayBase() ) );
connect( _view , SIGNAL( sig_mouseMoved ( Cell * ) ), SLOT( slot_mouseMoved ( Cell * ) ) );
connect( _view , SIGNAL( sig_mouseLeftPressed( Cell * ) ), SLOT( slot_mouseLeftPressed( Cell * ) ) );
connect( _view , SIGNAL( sig_mouseRightPressed( Cell * ) ), SLOT( slot_mouseRightPressed( Cell * ) ) );
connect( _miniMap , SIGNAL( sig_mouseReleasedMinimap( GenericCell * ) ), SLOT( slot_centerMinimap( GenericCell * ) ) );
}
Game::~Game()
{
delete _control;
delete _miniMap;
delete _gameInfo;
delete _chat;
delete _view;
delete _player;
delete _map;
}
void Game::initWidgets()
{
_map->resize( 4000, 3000 );
_view = new MapView( _map, this );
_control = new GameControl( this );
QHBoxLayout * layH1 = new QHBoxLayout();
layH1->addWidget( _view , 1 );
layH1->addWidget( _control );
_chat = new ChatWidget( this );
_gameInfo = new GameInfo( _calendar, this );
_scrLord = new ScrollLord(this);
_scrBase = new ScrollBase(this);
_tab = new QTabWidget( this );
_tab->insertTab( _gameInfo, tr( "Game Info" ) );
_tab->insertTab( _scrLord, tr( "Lords" ) );
_tab->insertTab( _scrBase, tr( "Bases" ) );
_miniMap = new MiniMap( _map, this );
QHBoxLayout * layH2 = new QHBoxLayout();
layH2->addWidget( _chat, 1 );
layH2->addWidget( _tab, 1 );
layH2->addWidget( _miniMap );
_resourceBar = new RessourceBar( this );
QVBoxLayout * layout = new QVBoxLayout( this );
layout->addLayout( layH1, 1 );
layout->addLayout( layH2 );
layout->addWidget( _resourceBar );
layout->activate();
}
void Game::setPlayerName( QString name ) {
_player->setName( name );
}
void Game::slot_mouseMoved( Cell *cell )
{
QString msg;
if( cell != _currentCell ) {
if( cell->getLord() ) {
msg = tr( "Lord " ) + cell->getLord()->getName();
emit sig_statusMsg( msg );
setCursor( waitCursor );
} else if( cell->getBase() ) {
msg = tr( "Base " ) + cell->getBase()->getName() + QString(tr(" - population: %1 ")).arg(cell->getBase()->getPopulation());
emit sig_statusMsg( msg );
setCursor( waitCursor );
} else if( cell->getBuilding() ) {
msg = cell->getBuilding()->getName();
emit sig_statusMsg( msg );
setCursor( waitCursor );
} else if( cell->getEvent() ) {
setCursor( waitCursor );
} else if( cell->getCreature() ) {
msg = cell->getCreature()->getCreature()->getName();
emit sig_statusMsg( msg );
setCursor( waitCursor );
} else {
setCursor( arrowCursor );
emit sig_statusMsg( "" );
}
}
}
void Game::slot_mouseLeftPressed( Cell * cell )
{
if( !_player ) {
return;
}
switch( _state ) {
case MS_NOTHING:
handleClickNothing( cell );
break;
case MS_LORD:
handleClickLord( cell );
break;
case MS_BASE:
handleClickBase( cell );
break;
case MS_TECHNIC:
handleClickTechnic( cell );
break;
}
}
void Game::setState( MapState state )
{
_state = state;
}
void Game::handleClickNothing( Cell * cell )
{
GenericLord * lord = cell->getLord();
if( lord ) {
if( _player->hasLord( lord ) ) {
_scrLord->reinit();
_scrBase->reinit();
_player->setSelectedLord( lord );
_view->goToPosition((Cell *) cell);
}
return;
}
GenericBase * base = cell->getBase();
if( base ) {
if( _player->hasBase( base ) ) {
_player->setSelectedBase( base );
_scrLord->reinit();
_scrBase->reinit();
_view->goToPosition((Cell *) cell);
}
return;
}
}
void Game::handleClickLord( Cell * cell )
{
GenericLord * selectedLord = _player->getSelectedLord();
if( selectedLord && ( cell->getCoeff() >= 0 ) ) {
if(cell->getLord()){
_view->goToPosition((Cell *) cell);
}
if( ((Lord*)selectedLord)->getDestination() != (GenericCell*)cell ) {
((Lord*)selectedLord)->computePath( (GenericCell*)cell );
} else {
if( selectedLord->getCell()->getBuilding() ) {
selectedLord->getCell()->getBuilding()->out( selectedLord );
}
((Lord*)selectedLord)->followPath( _socket );
}
}
}
void Game::handleClickBase( Cell * cell )
{
GenericBase * base = cell->getBase();
if( base ) {
if( _player->hasBase( base ) ) {
if( base == _player->getSelectedBase() ) {
emit sig_base( base );
return;
} else {
_player->setSelectedBase( base );
_scrLord->reinit();
_scrBase->reinit();
return;
}
} else {
return;
}
}
handleClickNothing( cell );
}
void Game::handleClickTechnic( Cell * /*cell*/ )
{
/// XXX: TODO
logEE( "not yet implemented" );
}
void Game::slot_mouseRightPressed( Cell * cell )
{
if( !_player ) {
return;
}
GenericLord * lord = cell->getLord();
if( lord ) {
}
}
void Game::slot_centerMinimap( GenericCell * cell )
{
_view->goToPosition((Cell *) cell);
}
void Game::enter( GenericLord * /*lord*/, GenericBuilding * /*building*/ )
{
/// XXX: TODO
logEE( "not yet implemented" );
}
void Game::enter( GenericLord * lord, GenericBase * base )
{
base->enter( lord );
emit sig_base( base );
}
void Game::beginTurn()
{
_isPlaying = true;
_calendar->newDay();
_gameInfo->nothing();
//_gameInfo->IsPlay();
_gameInfo->setStatePlayer( true );
if( _calendar->getDay() == 1 ) {
_player->newWeek();
}
_player->newTurn();
_state = MS_NOTHING;
}
void Game::playerActive( char num )
{
_gameInfo->waitPlayer( num );
}
void Game::endTurn()
{
assert( _socket );
if( _isPlaying ) {
if( _player->shouldEnd() ) {
_socket->sendTurnEnd();
_isPlaying = false;
_gameInfo->setStatePlayer( _isPlaying );
} else {
QMessageBox msb( "Are you sure ?", "One or more heroes may still move. Are you sure you want to end your turn ?", QMessageBox::Warning, QMessageBox::Yes | QMessageBox::Default, QMessageBox::No | QMessageBox::Escape, 0, this );
if ( msb.exec() == QMessageBox::Yes ) {
_socket->sendTurnEnd();
_isPlaying = false;
_gameInfo->setStatePlayer( _isPlaying );
}
}
}
}
void Game::beginGame( int nb )
{
setPlayerNumber( nb );
_control->enableGame();
_scrLord->enableGame();
_scrBase->enableGame();
ImageTheme.playMusicMap();
}
void Game::endGame()
{
uint i, j;
emit sig_endGame();
_control->disableGame();
_scrLord->setEnabled( false );
_scrBase->setEnabled( false );
_scrLord->deselect();
_scrBase->deselect();
for( i = 0; i < (uint) _map->getHeight(); i++ ) {
for( j = 0; j < (uint) _map->getWidth(); j++ ) {
if( _map->at( i, j )->getLord() ) {
Lord * lord = (Lord*)_map->at( i, j )->getLord();
lord->cleanPath();
delete lord;
}
if( _map->at(i, j)->getBuilding() ) {
Building * building = (Building*)_map->at( i, j )->getBuilding();
delete building;
}
if( _map->at(i, j)->getBase() ) {
Base * base = (Base*)_map->at( i, j )->getBase();
delete base;
}
if( _map->at(i, j)->getEvent() ) {
GenericEvent * event = _map->at( i, j )->getEvent();
delete event;
//Artefact * artef = (Artefact*)_map->at( i, j )->getArtefact();
//delete artef;
}
if( _map->at(i, j)->getCreature() ) {
MapCreature * crea =(MapCreature*)_map->at( i, j )->getCreature();
delete crea;
}
}
}
_map->cleanData();
_player->cleanData();
_miniMap->redrawMap( _map );
_calendar->reinit();
_resourceBar->reinit();
reInitLords();
_state = MS_NOTHING;
if( _dispLord ) {
delete _dispLord;
_dispLord = 0;
}
}
void Game::handleSocket()
{
switch( _socket->getCla1() ) {
case SO_MSG:
socketMsg();
break;
case SO_GAME:
socketGame();
break;
case SO_TURN:
socketTurn();
break;
case SO_MODIF:
socketModif();
break;
case SO_QR:
socketQR();
break;
case SO_MVT:
socketMvt();
break;
case SO_TECHNIC:
break;
case SO_EXCH:
socketExchange();
break;
case SO_CONNECT:
socketConnect();
break;
case SO_FIGHT:
socketFight();
break;
default:
logEE( "Unknown socket_class" );
}
}
void Game::socketMsg()
{
QString msg;
uchar len = _socket->readChar();
for( uint i = 0; i < len; i++ ) {
msg.ref(i) = _socket->readChar(); /// WINDOWS (was msg[i])
}
_chat->newMessage( msg );
}
void Game::slot_message( QString msg )
{
if( _socket ) {
_socket->sendMessage( _player->getName() + " : " + msg );
} else {
_chat->newMessage( "(Not connected) : " + msg );
}
}
void Game::socketGame()
{
switch( _socket->getCla2() ) {
case C_GAME_BEGIN:
beginGame( _socket->readChar() );
/// XXX: clear old stuff if necessary
break;
case C_GAME_LOST:
socketGameLost();
break;
case C_GAME_WIN:
socketGameWin();
break;
case C_GAME_END:
endGame();
break;
case C_GAME_INFO:
socketGameInfo();
break;
default:
logEE( "case not handled" );
break;
}
}
void Game::socketGameLost()
{
int nb = _socket->readChar();
if( nb == _player->getNum() ) {
endGame();
} else {
QString text;
text = "Player " + QString::number( nb ) + " has lost.";
GameMessage msg;
msg.setCaption( "A player has lost." );
msg.addText( text );
msg.addPixmap( ImageTheme.getFlag( nb ) );
msg.exec();
}
}
void Game::socketGameWin()
{
int nb = _socket->readChar();
if( nb == _player->getNum() ) {
GameMessage msg;
msg.addText( "You win !!" );
msg.exec();
//endGame();
} else {
GameMessage msg;
msg.addText( "A player has win. You lose" );
msg.exec();
//endGame();
}
}
void Game::socketGameInfo()
{
switch( _socket->getCla3() ) {
case C_INFOPLAYER_TEAM: {
uchar player = _socket->readChar();
uchar teamId = _socket->readChar();
if( getPlayer( player ) ) {
getPlayer( player )->setTeam( teamId );
}
} break;
case C_INFOPLAYER_NAME:
break;
}
}
void Game::socketTurn()
{
switch( _socket->getCla2() ) {
case C_TURN_PLAY: {
uint num = _socket->readChar();
if( num == _player->getNum() ) {
beginTurn();
} else {
playerActive( num );
}
} break;
case C_TURN_LORD:
logEE( "Should not happen (Client : SO_TURN/C_TURN_LORD)" );
break;
case C_TURN_PLORD:
logEE( "Should not happen (Client : SO_TURN/C_TURN_PLORD)" );
break;
case C_TURN_END:
logEE( "Should not happen (Client : SO_TURN/C_TURN_END)" );
break;
}
}
void Game::socketMvt()
{
// XXX: not finished at all
if( _socket->getCla2() == C_MVT_ONE ) {
uchar lord = _socket->readChar();
int row = _socket->readInt();
int col = _socket->readInt();
Lord * theLord = _realLords[ lord ];
if( theLord ) {
if( theLord->getOwner() == _player ) {
int cost = theLord->computeCostMvt( _map->at( row, col ) );
if( cost >= 0 ) {
theLord->decreaseBaseCharac( MOVE, cost );
}
}
theLord->moveTo( _map->at( row, col ) );
if(_map->at( row, col )->getType() != 0){
_view->goToPosition((Cell *) _map->at( row, col ));
}
if( _map->computeMinimalNextCost( theLord ) > theLord->getBaseCharac( MOVE ) ) {
theLord->setBaseCharac( MOVE, 0 );
}
if( _map->at( row, col )->getBuilding() != 0 ) {
if( _realLords[ lord ]->getOwner() == _player ) {
enter( _player->getSelectedLord(), _map->at( row, col )->getBuilding() );
}
} else if( _map->at( row, col )->getBase() != 0 ) {
if( theLord->getOwner() == _player ) {
enter( _player->getSelectedLord(), _map->at( row, col )->getBase() );
}
}
} else {
logEE( "Try to move a non-existent lord %d to cell (%d, %d)", lord, row, col );
}
} else {
logEE( "Should not happen" );
}
}
void Game::socketExchange()
{
switch( _socket->getCla2() ) {
case C_EXCH_START: {
uchar idLord1 = _socket->readChar();
uchar idLord2 = _socket->readChar();
GenericLord * lord1 = _realLords[ idLord1 ];
GenericLord * lord2 = _realLords[ idLord2 ];
LordExchange dial;
if( ! _lordExchange ) {
_lordExchange = new LordExchange( this );
}
_lordExchange->initSocket( _socket );
_lordExchange->initLords( lord1, lord2 );
_lordExchange->exec();
/// XXX: why deleting and not only clearing ??
delete _lordExchange;
_lordExchange = 0;
} break;
case C_EXCH_UNIT:
exchangeUnits();
break;
case C_EXCH_ARTEFACT:
exchangeArtefact();
break;
case C_EXCH_BASEUNITCL:
exchangeBaseUnits();
break;
default:
break;
}
}
void Game::exchangeUnits()
{
uchar idLord1 = _socket->readChar();
uchar idUnit1 = _socket->readChar();
uchar idLord2 = _socket->readChar();
uchar idUnit2 = _socket->readChar();
GenericLord * lord1 = 0;
GenericLord * lord2 = 0;
if( idLord1 ) {
lord1 = (GenericLord * )_realLords[ idLord1 ];
}
if( idLord2 ) {
lord2 = (GenericLord * )_realLords[ idLord2 ];
}
/// XXX: check player of lord ?
if( lord1 && lord2 ) {
GenericFightUnit * unit1 = lord1->getUnit( idUnit1 );
GenericFightUnit * unit2 = lord2->getUnit( idUnit2 );
if( unit1 ) {
if( unit2 ) {
if( ( unit1->getRace() == unit2->getRace() ) &&
unit1->getLevel() == unit2->getLevel() ) {
unit2->addNumber( unit1->getNumber() );
lord1->setUnit( idUnit1, 0 );
delete unit1;
} else {
lord1->setUnit( idUnit1, unit2 );
lord2->setUnit( idUnit2, unit1 );
}
} else {
lord2->setUnit( idUnit2, unit1 );
lord1->setUnit( idUnit1, 0 );
}
}
if(lord1->getOwner() == _player)
{
_player->setSelectedLord(lord1);
}
if( _dispLord ) {
_dispLord->reinit();
}
if( _lordExchange ) {
_lordExchange->reinit();
}
}
emit sig_exchange();
}
void Game::exchangeArtefact()
{
uchar idLord1 = _socket->readChar();
int item = _socket->readInt();
uchar idLord2 = _socket->readChar();
GenericLord * lord1 = 0;
GenericLord * lord2 = 0;
if( idLord1 ) {
lord1 = (GenericLord * )_realLords[ idLord1 ];
}
if( idLord2 ) {
lord2 = (GenericLord * )_realLords[ idLord2 ];
}
if( lord1 && lord2 ) {
ArtefactManager * manag1 = lord1->getArtefactManager();
ArtefactManager * manag2 = lord2->getArtefactManager();
GenericLordArtefact * artefact = manag1->getArtefact( item );
manag1->removeArtefact( item );
manag2->addArtefact( artefact );
if( _lordExchange ) {
_lordExchange->reinit();
}
if( _dispLord ) {
_dispLord->reinit();
}
}
}
void Game::exchangeBaseUnits()
{
int row = _socket->readInt();
int col = _socket->readInt();
uchar idUnit1 = _socket->readChar();
uchar idLord = _socket->readChar();
uchar idUnit2 = _socket->readChar();
GenericBase * base = 0;
GenericLord * lord = 0;
GenericFightUnit * uni1 = 0;
GenericFightUnit * uni2 = 0;
base = (GenericBase *) _map->at( row, col )->getBase();
if( idLord && idLord<255) {
lord = (GenericLord * )_realLords[ idLord ];
}
if( base ) {
if( idUnit1 <= MAX_UNIT ) {
uni1 = base->getUnit( idUnit1);
}
if( lord ) {
if( idUnit2 <= MAX_UNIT ) {
uni2 = lord->getUnit( idUnit2 );
}
if( uni1 && uni2 ) {
if( uni1->getCreature() != uni2->getCreature() ) {
lord->setUnit( idUnit2, uni1 );
base->setUnit( idUnit1, uni2 );
} else {
uni2->addNumber( uni1->getNumber() );
base->setUnit( idUnit1, 0 );
delete uni1;
}
} else if (!uni1) {
lord->setUnit( idUnit2, 0 );
base->setUnit( idUnit1, uni2 );
} else if (!uni2) {
lord->setUnit( idUnit2, uni1 );
base->setUnit( idUnit1, 0 );
}
} else {
if(idUnit2<=MAX_UNIT) {
uni2 = base->getUnit( idUnit2);
}
if( uni1 && uni2 ) {
if( uni1->getCreature() != uni2->getCreature() ) {
base->setUnit( idUnit2, uni1 );
base->setUnit( idUnit1, uni2 );
} else {
uni1->addNumber( uni2->getNumber() );
base->setUnit( idUnit2, 0 );
delete uni2;
}
} else {
base->setUnit( idUnit2, uni1 );
base->setUnit( idUnit1, 0 );
}
}
}
emit sig_exchange();
}
void Game::socketModif()
{
/// XXX: check number of args below... (?)
switch( _socket->getCla2() ) {
case C_MOD_MAP:{
int h = _socket->readInt();
int w = _socket->readInt();
//logDD("h/w %d/%d", h, w );
_map->newUnknownMap( h, w );
} break;
case C_MOD_CELL:
socketModifCell();
break;
case C_MOD_LORD:
socketModifLord();
break;
case C_MOD_PLAYER:
socketModifPlayer();
break;
case C_MOD_BASE:
socketModifBase();
break;
case C_MOD_BUILD:
socketModifBuilding();
break;
case C_MOD_ARTEFACT:
socketModifArtefact();
break;
case C_MOD_CREATURE:
socketModifCreature();
break;
case C_MOD_EVENT:
socketModifEvent();
break;
}
}
void Game::socketModifCell()
{
int row = _socket->readInt();
int col = _socket->readInt();
int type = _socket->readInt();
uchar diversification = _socket->readChar();
int a4 = _socket->readInt();
int a5 = _socket->readInt();
int a6 = _socket->readInt();
int a7 = _socket->readInt();
//logDD("modif deco %d %d", a6, a7 );
GenericCell * cell = _map->at( row, col );
_map->changeCell( row, col, type, a4, a5, a6, a7 );
cell->setDiversification( diversification );
_miniMap->redrawCell( cell );
}
void Game::socketModifLord()
{
switch( _socket->getCla3() ) {
case C_LORD_VISIT:
socketModifLordVisit();
break;
case C_LORD_NEW:
socketModifLordNew();
break;
case C_LORD_MOVE:
{
char lord = _socket->readChar();
int nb = _socket->readInt();
_realLords[ lord ]->setBaseCharac( MOVE, nb );
break;
}
case C_LORD_MAXMOVE:
{
char lord = _socket->readChar();
int nb = _socket->readInt();
_realLords[ lord ]->setBaseCharac( MAXMOVE, nb );
break;
}
case C_LORD_SP:
{
char lord = _socket->readChar();
int nb = _socket->readInt();
_realLords[ lord ]->setBaseCharac( TECHNICPOINT, nb );
break;
}
case C_LORD_MAXSP:
{
char lord = _socket->readChar();
int nb = _socket->readInt();
_realLords[ lord ]->setBaseCharac( MAXTECHNICPOINT, nb );
break;
}
case C_LORD_MORALE:
{
char lord = _socket->readChar();
char nb = _socket->readChar();
_realLords[ lord ]->setBaseCharac( MORALE, nb );
break;
}
case C_LORD_LUCK:
{
char lord = _socket->readChar();
char nb = _socket->readChar();
_realLords[ lord ]->setBaseCharac( LUCK, nb );
break;
}
case C_LORD_EXP:
{
char lord = _socket->readChar();
int nb = _socket->readInt();
_realLords[ lord ]->setBaseCharac( EXPERIENCE, nb );
break;
}
case C_LORD_ATT:
{
char lord = _socket->readChar();
char nb = _socket->readChar();
_realLords[ lord ]->setBaseCharac( ATTACK, nb );
break;
}
case C_LORD_DEF:
{
char lord = _socket->readChar();
char nb = _socket->readChar();
_realLords[ lord ]->setBaseCharac( DEFENSE, nb );
break;
}
case C_LORD_POW:
{
char lord = _socket->readChar();
char nb = _socket->readChar();
_realLords[ lord ]->setBaseCharac( POWER, nb );
break;
}
case C_LORD_KNOW:
{
char lord = _socket->readChar();
char nb = _socket->readChar();
_realLords[ lord ]->setBaseCharac( KNOWLEDGE, nb );
}
break;
case C_LORD_UNIT:
socketModifLordUnit();
break;
case C_LORD_REMOVE:
socketModifLordRemove();
break;
case C_LORD_GARRISON:
socketModifLordGarrison();
break;
case C_LORD_MACHINE:
socketModifLordMachine();
break;
}
}
void Game::socketModifLordVisit()
{
/// XXX: not finished, we should use 'num' for the player color
uchar num = _socket->readChar();
int row = _socket->readInt();
int col = _socket->readInt();
uchar id = _socket->readChar();
uchar present = _socket->readChar();
Lord * lord;
if( present == 1 ) {
if( _realLords[ id ] == 0 ) {
lord = new Lord( _map );
lord->setId( id );
_realLords[ id ] = lord;
} else {
lord = _realLords[id];
}
lord->setAnimated( true );
lord->setEnabled( true );
lord->setSelected( true );
lord->setActive( true );
/// XXX: change
lord->setOwner( getPlayer( num ) );
lord->moveTo( _map->at( row, col ) );
} else {
lord = _realLords[ id ];
lord->getCell()->setLord(NULL);
if( lord ) {
delete lord;
_realLords[ id ] = 0;
}
}
}
void Game::socketModifLordNew()
{
int row = _socket->readInt();
int col = _socket->readInt();
uchar id = _socket->readChar();
Lord * lord;
if( _realLords[ id ] == 0 ) {
lord = new Lord( _map );
lord->setId( id );
_realLords[ id ] = lord;
} else {
lord = _realLords[id];
}
lord->setAnimated( true );
lord->setEnabled( true );
lord->setSelected( true );
lord->setActive( true );
lord->moveTo( _map->at( row, col ) );
lord->setOwner( _player );
_player->addLord( lord );
_scrLord->reinit();
_scrBase->reinit();
}
void Game::socketModifLordUnit()
{
uchar id = _socket->readChar();
uchar num = _socket->readChar();
uchar race = _socket->readChar();
uchar level = _socket->readChar();
int nb = _socket->readInt();
uchar move = _socket->readChar();
int health = _socket->readInt();
GenericFightUnit * uni = 0;
uni =_realLords[ id ]->getUnit( num );
if(!uni){
uni = new GenericFightUnit();
uni->setCreature( race, level );
uni->setMove( move );
uni->setHealth( health );
}
if( nb == 0 ){
if( _realLords[ id ]->countUnits() > 1){
uni->setNumber( nb );
delete uni;
uni = 0;
}
} else {
uni->setNumber( nb );
}
_realLords[ id ]->setUnit( num, uni );
if(_dispLord){
_dispLord->reupdate();
}
}
void Game::socketModifLordRemove()
{
int idLord = _socket->readChar();
Lord * lord = _realLords[ idLord ];
lord->getCell()->setLord( 0 );
/// XXX: in fact, _realLords may be different ?
_realLords[ idLord ] = 0;//(Lord *)DataTheme.lords.at( idLord );
GenericPlayer * player = lord->getOwner();
if( player ) {
player->removeLord( (GenericLord *)lord );
}
_scrLord->reinit();
_scrBase->reinit();
//XXX: Remove lord from map
lord->cleanPath();
delete lord;
//if( lord ) lord->getOwner()->removeLord( lord );
}
void Game::socketModifLordGarrison()
{
uchar lord = _socket->readChar();
uchar state = _socket->readChar();
_realLords[ lord ]->setVisible( state != 1 );
_scrLord->reinit();
_scrBase->reinit();
}
void Game::socketModifLordMachine()
{
uchar lord = _socket->readChar();
uchar id = _socket->readChar();
_realLords[ lord ]->addMachine( id );
}
void Game::socketModifPlayer()
{
switch( _socket->getCla3() ) {
case C_PLAY_RESS: {
uchar ress = _socket->readChar();
_player->setResource( ress, _socket->readInt() );
_resourceBar->reinit();}
break;
case C_PLAY_PRICE: {
uchar ress = _socket->readChar();
uint price = _socket->readInt();
_player->getPriceMarket()->setResourcePrice( ress, price);
}
break;
}
}
void Game::socketModifBase()
{
switch( _socket->getCla3() ) {
case C_BASE_NEW:
socketModifBaseNew();
break;
case C_BASE_OWNER:
socketModifBaseOwner();
break;
case C_BASE_NAME:
socketModifBaseName();
break;
case C_BASE_BUILDING:
socketModifBaseBuilding();
break;
case C_BASE_UNIT:
socketModifBaseUnit();
break;
case C_BASE_POPUL:
socketModifBasePopulation();
break;
}
}
void Game::socketModifBaseNew()
{
uchar race = _socket->readChar();
int row = _socket->readInt();
int col = _socket->readInt();
int population = _socket->readInt();
uchar id = _socket->readChar();
int nb = _socket->readChar();
Base * base = (Base*)_map->at( row, col )->getBase();
if( ! base ) {
base = new Base( _map );
base->setRace( race );
base->setPosition( (GenericCell *)_map->at( row, col ));
base->setPopulation( population );
_map->computeStoppable( (GenericBase *)base );
base->setId( id );/// XXX: to inv ??
for( int i = 0; i < nb; i++ ) {
base->addForbiddenBuilding( _socket->readChar() );
}
base->show();
}
/// XXX: update base if already created...
}
void Game::socketModifBaseOwner()
{
int row = _socket->readInt();
int col = _socket->readInt();
uchar playerNum = _socket->readChar();
Base * base = (Base*)_map->at( row, col )->getBase();
//logDD("own base row %d, col %d, num %d", row,col,playerNum);
if( playerNum == _player->getNum() ) {
_player->addBase( base );
base->setOwner( _player );
} else {
/// XXX: improve management of base of other player
if( base->getOwner() == _player ) {
_player->removeBase( (GenericBase*)base );
}
base->setOwner( getPlayer( playerNum ) );
}
_scrLord->reinit();
_scrBase->reinit();
}
void Game::socketModifBaseName()
{
int row = _socket->readInt();
int col = _socket->readInt();
uint length = _socket->readInt();
QString name;
for( uint i = 0; i < length; i++ ) {
name.ref(i) = _socket->readChar();
}
Base * base = (Base*)_map->at( row, col )->getBase();
base->setName( name );
}
void Game::socketModifBaseBuilding()
{
int row = _socket->readInt();
int col = _socket->readInt();
uchar level = _socket->readChar();
bool create = (bool)_socket->readChar();
if( _map->at( row, col )->getBase() ) {
if( create ) {
GenericInsideBuilding * building = new GenericInsideBuilding();
building->setRace( _map->at( row, col )->getBase()->getRace() );
building->setLevel( level );
_map->at( row, col )->getBase()->addBuilding( building );
} else {
GenericInsideBuilding * building = _map->at( row, col )->getBase()->getBuildingByType( level );
_map->at( row, col )->getBase()->removeBuilding( building );
}
} else {
logEE( "Base not found" );
}
}
void Game::socketModifBaseUnit()
{
int row = _socket->readInt();
int col = _socket->readInt();
if( _map->at( row, col )->getBase() ) {
Base * base = (Base *)_map->at( row, col )->getBase();
uchar race = _socket->readChar();
uchar level = _socket->readChar();
int number = _socket->readInt();
Creature * creature = DataTheme.creatures.at( race, level );
base->addGarrison( creature, number );
}
}
void Game::socketModifBasePopulation()
{
int row = _socket->readInt();
int col = _socket->readInt();
uint popul = _socket->readInt();
Base * base = (Base*)_map->at( row, col )->getBase();
if(base){
base->setPopulation(popul);
}
}
void Game::socketModifBuilding()
{
switch( _socket->getCla3() ) {
case C_BUILD_NEW: {
int row = _socket->readInt();
int col = _socket->readInt();
uchar type = _socket->readChar();
if( _map->at( row, col )->getBuilding() == 0 ) {
Building * building = new Building( _map );
building->setType( type );
building->setPosition( _map->at( row, col ) );
_map->computeStoppable( (GenericBuilding *)building );
building->show();
} // XXX: update building if already created ?
}
break;
case C_BUILD_OWNER: {
int row = _socket->readInt();
int col = _socket->readInt();
char playNum = _socket->readChar();
//logDD("own build row %d, col %d, num %d", row,col,playNum);
Building * build = (Building*)_map->at( row, col )->getBuilding();
if( playNum == _player->getNum() ) {
if( build ) {
_player->addBuilding( (GenericBuilding *) build );
build->setOwner( _player );
}
} else {
if( build ) {
if(build->getOwner() == _player){
_player->removeBuilding( (GenericBuilding *) build );
}
build->setOwner( getPlayer(playNum) );
}
}
}
}
}
void Game::socketModifArtefact()
{
switch( _socket->getCla3() ) {
case C_ART_DELLORD: {
uint type = _socket->readInt();
char lord = _socket->readChar();
getLord( lord )->getArtefactManager()->removeArtefactByType( type );
}
break;
case C_ART_ADDLORD: {
ImageTheme.playSound( AttalSound::SND_GOOD );
uint type = _socket->readInt();
char lord = _socket->readChar();
if( ! getLord( lord )->getArtefactManager()->hasArtefactType( type ) ) {
getLord( lord )->getArtefactManager()->addArtefact( type );
}
}
break;
}
}
void Game::socketModifCreature()
{
switch( _socket->getCla3() ) {
case C_CRE_NEW: {
int row = _socket->readInt();
int col = _socket->readInt();
uchar race = _socket->readChar();
uchar level = _socket->readChar();
int nb = _socket->readInt();
bool looking = (bool) _socket->readChar();
MapCreature * creature = new MapCreature( _map );
creature->setCreature( race, level );
creature->setCategoryNumber( nb );
creature->setCell( _map->at( row, col ) );
creature->setLookingRight( looking );
_map->at( row, col )->setCreature( creature );
}
break;
case C_CRE_UPDATE: {
int row = _socket->readInt();
int col = _socket->readInt();
int nb = _socket->readInt();
MapCreature * creature = (MapCreature * ) _map->at( row, col )->getCreature();
if( creature ) {
creature->setCategoryNumber( nb );
}
}
break;
case C_CRE_DEL: {
int row = _socket->readInt();
int col = _socket->readInt();
GenericMapCreature * crea = _map->at( row, col )->getCreature();
if( crea ) {
delete crea;
_map->at( row, col )->setCreature( 0 );
}
}
break;
}
}
void Game::socketModifEvent()
{
switch( _socket->getCla3() ) {
case C_EVENT_NEW:
socketNewEvent();
break;
case C_EVENT_DEL: {
int row = _socket->readInt();
int col = _socket->readInt();
GenericEvent * event = _map->at( row, col )->getEvent();
if( event ) {
delete event;
_map->at( row, col )->setEvent( 0 );
}
}
break;
}
}
void Game::socketNewEvent()
{
uint i;
int row = _socket->readInt();
int col = _socket->readInt();
GenericEvent::EventType type = (GenericEvent::EventType) _socket->readChar();
Event * event = new Event();
if( type == GenericEvent::EventArtefact ) {
int id = _socket->readInt();
uchar typeArtefact = _socket->readChar();
Artefact * artefact = new Artefact( _map );
event->setArtefact( (GenericArtefact *)artefact );
artefact->setId( id );
artefact->setType( typeArtefact );
} else if( type == GenericEvent::EventBonus ) {
uchar typeBonus = _socket->readChar();
uchar nbParam = _socket->readChar();
Bonus * bonus = new Bonus( _map );
event->setBonus( (GenericBonus *)bonus );
bonus->setType( (GenericBonus::BonusType) typeBonus );
for( i = 0; i < nbParam; i++ ) {
bonus->addParam( _socket->readInt() );
}
bonus->setupBonus();
} else if( type == GenericEvent::EventChest ) {
uchar nbParam = _socket->readChar();
Chest * chest = new Chest( _map );
event->setChest( (GenericChest *)chest );
for( i = 0; i < nbParam; i++ ) {
chest->addParam( _socket->readInt() );
}
chest->setupChest();
}
event->setCell( _map->at( row, col ) );
_map->at( row, col )->setEvent( (GenericEvent*)event );
}
void Game::socketConnect()
{
uchar tmp;
switch( _socket->getCla2() ) {
case C_CONN_OK:
_socket->sendConnectionName( _player->getName() );
_chat->newMessage( QString( "Connection established, %1" ).arg( _player->getName() ) );
_chat->newMessage( QString( "Host address %1" ).arg( _socket->peerAddress().toString()));
_chat->newMessage( QString( "Host port %1," ).arg( _socket->peerPort())+ QString( " Our port %1" ).arg( _socket->port()));
break;
case C_CONN_ID:
{
tmp=_socket->readChar();
_player->setNum( tmp );
_chat->newMessage( QString( "Connection ID, %1" ).arg( _player->getNum() ) );
}
break;
case C_CONN_NAME:
{
QString res;
uint len = _socket->readChar();
for( uint i = 0; i < len; i++) {
res.append( _socket->readChar() );
}
_player->setName(res);
_chat->newMessage( QString( "Name of player: %1" ).arg( res ) );
}
break;
case C_CONN_PLAYER:
break;
}
}
/*!
*/
void Game::slot_lordSelected()
{
_view->goToPosition((Cell *) _player->getSelectedLord()->getCell());
_scrBase->deselect();
}
void Game::slot_baseSelected()
{
_view->goToPosition((Cell *) _player->getSelectedBase()->getCell());
_scrLord->deselect();
}
void Game::slot_displayLord()
{
_view->goToPosition((Cell *) _player->getSelectedLord()->getCell());
if( _player->numLord() > 0 ) {
if( _dispLord == 0 ) {
_dispLord = new DisplayLord( _player, this );
_dispLord->initSocket(_socket);
}
_dispLord->show();
}
}
void Game::slot_displayBase()
{
if(_player->getSelectedBase()){
_view->goToPosition((Cell *) _player->getSelectedBase()->getCell());
emit sig_base( _player->getSelectedBase() );
}
}
void Game::socketQR()
{
switch( _socket->getCla2() ) {
case C_QR_MSG_NEXT: {
uchar len = _socket->readChar();
for( uint i = 0; i < len; i++ ) {
_msg.append( _socket->readChar() );
}
} break;
case C_QR_MSG_END: {
//QMessageBox::information( this, "Information", QString( buf+(3*sizeof(char)) ), 0 );
uchar len = _socket->readChar();
for( uint i = 0; i < len; i++ ) {
_msg.append( _socket->readChar() );
}
QMessageBox::information( this, "Information", _msg );
_msg = "";
} break;
case C_QR_LEVEL: {
GainLevel * level = new GainLevel( this );
level->reinit();
level->exec();
_socket->sendAnswer( level->getChoice() );
delete level;
} break;
case C_QR_CHEST: {
AskChest * chest = new AskChest();
chest->exec();
_socket->sendAnswerEnum( chest->getResult() );
delete chest;
} break;
case C_QR_CREATURE_FLEE: {
AskDialog dialog;
/// XXX: to improve with name/category of creature
dialog.setText( "The creatures are fleeing. Do you want to fight them ?" );
dialog.setYesNo();
if( dialog.exec() ) {
_socket->sendAnswerYesNo( false );
} else {
_socket->sendAnswerYesNo( true );
}
} break;
case C_QR_CREATURE_MERCENARY: {
AskDialog dialog;
/// XXX: to improve with name/category of creature
dialog.setText( "You can buy these creatures. Do you want to buy them ?" );
dialog.setYesNo();
if( dialog.exec() ) {
_socket->sendAnswerYesNo( true );
} else {
_socket->sendAnswerYesNo( false );
}
} break;
case C_QR_CREATURE_JOIN: {
AskDialog dialog;
/// XXX: to improve with name/category of creature
dialog.setText( "The creatures want to join. Do you accept them ?" );
dialog.setYesNo();
if( dialog.exec() ) {
_socket->sendAnswerYesNo( true );
} else {
_socket->sendAnswerYesNo( false );
}
} break;
case C_QR_ANSWER:
logEE( "Should not happen" );
break;
}
}
void Game::socketFight()
{
switch( _socket->getCla2() ) {
case C_FIGHT_INIT: {
uchar cla = _socket->readChar();
uchar lord = _socket->readChar();
emit sig_fight( getLord( lord ), (CLASS_FIGHTER)cla );
}
break;
case C_FIGHT_LORD:
logEE( "Should not happen (FIGHT_LORD)" );
break;
case C_FIGHT_UNIT:
logEE( "Should not happen (FIGHT_UNIT)" );
break;
case C_FIGHT_END:
logEE( "Should not happen (FIGHT_END)" );
break;
default:
logEE( "Should not happen (FIGHT)" );
break;
}
}
void Game::displayMiniMap( bool state )
{
if( _miniMap ) {
if( state ) {
_miniMap->show();
_miniMap->redrawMap( _map );
} else {
_miniMap->hide();
}
}
}
void Game::displayTab( bool state )
{
if( _tab ) {
if( state ) {
_tab->show();
_tab->setMaximumWidth( _view->width());
} else {
_tab->hide();
}
}
}
void Game::displayFullScreen( bool state )
{
if( _tab && _chat && _miniMap) {
if( state ) {
_tab->show();
_chat->show();
_miniMap->show();
_tab->setMaximumWidth( _view->width());
} else {
_tab->hide();
_chat->hide();
_miniMap->hide();
}
}
}
//
// ----- GameMessage -----
//
GameMessage::GameMessage( QWidget * parent, const char * name )
:QDialog( parent, name, true )
{
_layout = new QVBoxLayout( this );
_layout->addStretch( 1 );
_layout->activate();
}
void GameMessage::addText( QString text )
{
QLabel * label = new QLabel( this );
label->setText( text );
FIXEDSIZE( label );
_layout->addWidget( label );
_layout->addStretch( 1 );
}
void GameMessage::addPixmap( QPixmap * pixmap )
{
QLabel * label = new QLabel( this );
label->setPixmap( * pixmap );
FIXEDSIZE( label );
_layout->addWidget( label );
_layout->addStretch( 1 );
}
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