mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 GameType
{
gtNone = 0,
gtLocal = 1,
gtQLocal = 2,
gtDemo = 3,
gtNet = 4,
gtTraining = 5,
gtCampaign = 6,
gtSave = 7,
};
enum GameState
{
gsNotStarted = 0,
gsStarted = 1,
gsInterrupted = 2,
gsFinished = 3,
gsStopped = 4,
gsDestroyed = 5,
gsHalted = 6
};
enum RecordType
{
rtDemo,
rtSave,
rtNeither,
};
bool checkForDir(const QString & dir);
// last game info
extern QList<QVariant> lastGameStartArgs;
extern GameType lastGameType;
extern QString lastTrainingSubFolder;
extern GameCFGWidget * lastGameCfg;
extern QString lastGameAmmo;
extern TeamSelWidget * lastGameTeamSel;
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, bool isSave);
void StartLocal();
void StartQuick();
void StartNet();
void StartTraining(const QString & file, const QString & subFolder);
void StartCampaign(const QString & camp, const QString & campScript, const QString & campTeam);
void abort();
GameState gameState;
bool netSuspend;
protected:
virtual QStringList getArguments();
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(RecordType type, const QByteArray & record);
void ErrorMessage(const QString &);
void CampStateChanged(int);
void SendConsoleCommand(const QString & command);
public slots:
void FromNet(const QByteArray & msg);
void FromNetChat(const QString & msg);
private:
char msgbuf[MAXMSGCHARS];
QString ammostr;
GameUIConfig * config;
GameCFGWidget * gamecfg;
TeamSelWidget* m_pTeamSelWidget;
GameType gameType;
QByteArray m_netSendBuffer;
void commonConfig();
void SendConfig();
void SendQuickConfig();
void SendNetConfig();
void SendTrainingConfig();
void SendCampaignConfig();
void ParseMessage(const QByteArray & msg);
void SetGameState(GameState state);
void sendCampaignVar(const QByteArray & varToSend);
void writeCampaignVar(const QByteArray &varVal);
void flushNetBuffer();
};
#endif