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/****************************************************************
**
** Attal : Lords of Doom
**
** engine.h
** the game engine !
**
** Version : $Id: engine.h,v 1.35 2008/03/03 22:50:11 lusum Exp $
**
** Author(s) : Pascal Audoux - Sardi Carlo
**
** Date : 03/10/2000
**
** 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.
**
****************************************************************/
#ifndef ENGINE_H
#define ENGINE_H
// generic include files
// include files for QT
#include <QObject>
#include <QList>
#include <QQueue>
#include <QThread>
// application specific includes
#include "libCommon/fightResultStatus.h"
#include "libCommon/gameData.h"
#include "libCommon/genericBase.h"
#include "libCommon/genericMap.h"
#include "libCommon/genericLord.h"
#include "libCommon/genericPlayer.h"
#include "libServer/attalServer.h"
#include "libServer/fightEngine.h"
class Campaign;
class GenericBonus;
class GenericMapCreature;
class QuestionManager;
class ScenarioParser;
class TavernManager;
/* ------------------------------
* Engine
* ------------------------------ */
class Engine : public QThread, public GameData
{
Q_OBJECT
public:
/** Constructor */
Engine( AttalServer * serv );
~Engine();
void run();
/** Start game (scenario) */
void startGame();
/** Start game (scenario) */
void startCampaign();
void deleteCampaign();
/** Load a game (scenario) */
bool loadGame( const QString & filename , bool silent);
/** Load a game (scenario) */
bool loadCampaign( const QString & filename );
/** Save the game */
bool saveGame( const QString & filename );
/** End the game */
void endGame();
/** Start a fight */
void startFight();
void startFight( int lordAttack, GenericLord *lordDefense );
void startFight( int lordAttack, GenericMapCreature * creature );
/** End the fight */
void endFight();
/** Reinit game engine */
void reinit();
int getNumFillPlayers() { return _tmpPlay > 0 ? _tmpPlay : 0 ; }
bool checkGamePlayers( const QString & filename );
Campaign * getCampaign() { return _campaign; }
enum State {
NOT_PLAYING,
IN_GAME,
IN_QUESTION,
IN_FIGHT
};
State getState() { return _state; }
void setGameId( int id ) { _gameId = id; }
int getGameId() { return _gameId; }
void appendPlayersList( QList<AttalPlayerSocket *> sockets );
void addPlayer( AttalPlayerSocket * socket );
void addPlayer( GenericPlayer * player );
void removePlayer( GenericPlayer * player );
void removePlayer( AttalPlayerSocket * socket );
public slots:
/** Slot who reads socket */
//void slot_readSocket( int );
void slot_readData( int, AttalSocketData );
/** Slot for managing new players */
void slot_newPlayer( AttalPlayerSocket * player );
/** Slot for removing a player disconnected */
void slot_endConnection( QString name );
/** Slot catching end of fight */
void slot_endFight( FightResultStatus result );
signals:
void sig_result( int, bool);
void sig_endGame( int );
private:
enum CreatureAction {
CreatureJoin,
CreatureMercenary,
CreatureFlee,
CreatureFight
};
CreatureAction computeCreatureAction( GenericMapCreature * creature, double ratio );
void nextCurrentPlayer();
/** Activate the next player */
void nextPlayer();
bool checkMainQuest();
void updatePlayers();
void checkPlayerShouldPlay();
void manageSocketState( int num );
void stateNotPlaying( int num );
void stateInGame( int num );
void stateInQuestion( uint num );
void stateInFight( int num );
void handleMessage( int num );
void handleCommand( int num , const QString & cmd );
void handleAnswer();
void handleInGameMvt( int num );
void handleInGameExchange();
void handleInGameModif();
void handleInGameModifBase();
void handleInGameModifBaseBuilding();
void handleInGameModifBaseUnit();
void handleInGameModifBaseMarket();
void handleInGameModifLord();
void handleInGameModifLordGarrison();
void handleInGameModifLordUnit();
void handleInGameModifLordBuy();
void handleInGameTurn();
void handleGameTavern();
void handleGameTavernInfo();
void handleGameTavernLord();
void newDay();
void updateCreatures();
void removeCreature( GenericMapCreature * creature );
void updateProduction();
void checkNewWeek();
void handleAnswerCreatureJoin();
void handleAnswerCreatureMercenary();
void handleAnswerCreatureFlee();
// enter into building (if return == true)
bool handleBuildingEnter( GenericBuilding * building, GenericLord * lord );
void handleAction( Action * action, GenericLord * lord );
void handleAction( Action * action, GenericPlayer * player, GenericResourceList * rlist = NULL );
void handleActionListDate( QList<Action *> list, GenericPlayer * player, GenericResourceList * rlist = NULL );
void handleCreatTurn( GenericPlayer * player, GenericLord * lord );
void handleBaseTurn( GenericPlayer * player, GenericBase * base );
void handleBuildingTurn( GenericPlayer * player, GenericBuilding * building );
//void handlePopulation( GenericPlayer * player );
bool handleOneMove( GenericLord * movingLord, GenericCell * destCell, int num );
void movingOnLord( GenericLord * movingLord, GenericCell * destCell );
void movingOnEvent( GenericLord * movingLord, GenericCell * destCell );
void movingOnArtefact( GenericLord * movingLord, GenericCell * destCell );
void movingOnBonus( GenericLord * movingLord, GenericCell * destCell );
void movingOnBonusResource( GenericBonus * bonus );
void movingOnBonusPrimSkill( GenericLord * movingLord, GenericBonus * bonus );
void movingOnChest( GenericLord * movingLord, GenericCell * destCell );
void movingOnBuilding( GenericLord * movingLord, GenericCell * destCell );
void movingOnBase( GenericLord * movingLord, GenericCell * destCell );
void movingOnCreature( GenericLord * movingLord, GenericCell * destCell );
void movingOnFreeCell( GenericLord * movingLord, GenericCell * destCell );
void exchangeUnits();
void exchangeArtefact();
void exchangeBaseUnits();
void exchangeUnitSplit();
uint getAlivePlayersNumber();
bool enoughPlayers();
void checkResult();
void updatePlayerPrices( GenericPlayer * player);
void updateMapVision( QList<GenericCell *> & removed, QList<GenericCell *> & added );
void updateCellVision( GenericCell * cell );
void manageIncreaseExperience( GenericLord * lord, uint experience );
void decreaseMove( GenericLord * movingLord, GenericCell * cell );
void moveLord( GenericLord * movingLord, GenericCell * cell );
/** Save a campaing **/
bool saveCampaign( const QString & filename );
int readInt();
unsigned char readChar();
uchar getCla1();
uchar getCla2();
uchar getCla3();
bool _isCreature;
bool _isProcessing;
int _tmpPlay;
int _num;
int _gameId;
AttalServer * _server;
FightEngine * _fight;
State _state;
GenericPlayer * _currentPlayer;
Campaign * _campaign;
QuestionManager * _question;
TavernManager * _tavern;
QQueue<AttalSocketData> _dataQueue;
AttalSocketData _currentData;
};
#endif //ENGINE_H
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