QTfrontend/game.h
author unC0Rr
Wed, 04 Sep 2024 14:54:34 +0200
branchtransitional_engine
changeset 16031 1b1d5729ff3e
parent 15278 16f389fcd462
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Fix test to match new yaml structure
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 */
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#ifndef GAME_H
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#define GAME_H
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#include <QString>
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#include "team.h"
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#include "namegen.h"
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#include "tcpBase.h"
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class GameUIConfig;
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class GameCFGWidget;
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class TeamSelWidget;
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enum GameType
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{
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    gtNone     = 0,
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    gtLocal    = 1,
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    gtQLocal   = 2,
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    gtDemo     = 3,
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    gtNet      = 4,
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    gtTraining = 5,
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    gtCampaign = 6,
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    gtSave     = 7,
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};
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enum GameState
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{
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    gsNotStarted = 0,
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    gsStarted  = 1,
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    gsInterrupted = 2,
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    gsFinished = 3,
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    gsStopped = 4,
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    gsDestroyed = 5,
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    gsHalted = 6
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};
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enum RecordType
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{
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    rtDemo,
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    rtSave,
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    rtNeither,
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};
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bool checkForDir(const QString & dir);
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// last game info
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extern QList<QVariant> lastGameStartArgs;
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extern GameType lastGameType;
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extern GameCFGWidget * lastGameCfg;
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extern QString lastGameAmmo;
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extern TeamSelWidget * lastGameTeamSel;
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class HWGame : public TCPBase
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{
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        Q_OBJECT
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    public:
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        HWGame(GameUIConfig * config, GameCFGWidget * gamecfg, QString ammo, TeamSelWidget* pTeamSelWidget = 0);
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        virtual ~HWGame();
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        void AddTeam(const QString & team);
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        void PlayDemo(const QString & demofilename, bool isSave);
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        void PlayOfficialServerDemo();
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        void StartLocal();
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        void StartQuick();
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        void StartNet();
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        void StartTraining(const QString & file, const QString & subFolder, const QString & trainTeam);
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        void StartCampaign(const QString & camp, const QString & campScript, const QString & campTeam);
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        void abort();
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        GameState gameState;
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        bool netSuspend;
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    protected:
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        virtual QStringList getArguments();
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        virtual void onClientRead();
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        virtual void onClientDisconnect();
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    signals:
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        void SendNet(const QByteArray & msg);
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        void SendChat(const QString & msg);
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        void SendTeamMessage(const QString & msg);
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        void GameStateChanged(GameState gameState);
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        void DemoPresenceChanged(bool hasDemo);
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        void GameStats(char type, const QString & info);
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        void HaveRecord(RecordType type, const QByteArray & record);
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        void ErrorMessage(const QString &);
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        void CampStateChanged(int);
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        void TrainingStateChanged(int);
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        void SendConsoleCommand(const QString & command);
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    public slots:
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        void FromNet(const QByteArray & msg);
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        void FromNetChat(const QString & msg);
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        void FromNetWarning(const QString & msg);
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        void FromNetError(const QString & msg);
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    private:
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        char msgbuf[MAXMSGCHARS];
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        QString ammostr;
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        GameUIConfig * config;
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        GameCFGWidget * gamecfg;
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        TeamSelWidget* m_pTeamSelWidget;
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        GameType gameType;
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        QByteArray m_netSendBuffer;
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        void commonConfig();
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        void SendConfig();
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        void SendQuickConfig();
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        void SendNetConfig();
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        void SendTrainingConfig();
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        void SendCampaignConfig();
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        void ParseMessage(const QByteArray & msg);
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        void SetGameState(GameState state);
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        void SetDemoPresence(bool hasDemo);
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        void sendCampaignVar(const QByteArray & varToSend);
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        void writeCampaignVar(const QByteArray &varVal);
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        void sendMissionVar(const QByteArray & varToSend);
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        void writeMissionVar(const QByteArray &varVal);
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        void flushNetBuffer();
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};
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#endif