void Server_Game::setActivePhase(int _activePhase)
{
	QMutexLocker locker(&gameMutex);
	
	QMapIterator<int, Server_Player *> playerIterator(players);
	while (playerIterator.hasNext()) {
		Server_Player *player = playerIterator.next().value();
		QList<Server_Arrow *> toDelete = player->getArrows().values();
		for (int i = 0; i < toDelete.size(); ++i) {
			Server_Arrow *a = toDelete[i];
			
			Event_DeleteArrow event;
			event.set_arrow_id(a->getId());
			sendGameEventContainer(prepareGameEvent(event, player->getPlayerId()));
			
			player->deleteArrow(a->getId());
		}
	}
	
	activePhase = _activePhase;
	
	Event_SetActivePhase event;
	event.set_phase(activePhase);
	sendGameEventContainer(prepareGameEvent(event, -1));
}
Beispiel #2
0
int Server_Player::newArrowId() const
{
	int id = 0;
	QMapIterator<int, Server_Arrow *> i(arrows);
	while (i.hasNext()) {
		Server_Arrow *a = i.next().value();
		if (a->getId() > id)
			id = a->getId();
	}
	return id + 1;
}
ResponseCode Server_ProtocolHandler::cmdCreateArrow(Command_CreateArrow *cmd, CommandContainer *cont, Server_Game *game, Server_Player *player)
{
	if (player->getSpectator())
		return RespFunctionNotAllowed;
	
	if (!game->getGameStarted())
		return RespGameNotStarted;
		
	Server_Player *startPlayer = game->getPlayer(cmd->getStartPlayerId());
	Server_Player *targetPlayer = game->getPlayer(cmd->getTargetPlayerId());
	if (!startPlayer || !targetPlayer)
		return RespNameNotFound;
	Server_CardZone *startZone = startPlayer->getZones().value(cmd->getStartZone());
	bool playerTarget = cmd->getTargetZone().isEmpty();
	Server_CardZone *targetZone = 0;
	if (!playerTarget)
		targetZone = targetPlayer->getZones().value(cmd->getTargetZone());
	if (!startZone || (!targetZone && !playerTarget))
		return RespNameNotFound;
	if (startZone->getType() != PublicZone)
		return RespContextError;
	Server_Card *startCard = startZone->getCard(cmd->getStartCardId(), false);
	if (!startCard)
		return RespNameNotFound;
	Server_Card *targetCard = 0;
	if (!playerTarget) {
		if (targetZone->getType() != PublicZone)
			return RespContextError;
		targetCard = targetZone->getCard(cmd->getTargetCardId(), false);
	}
	
	Server_ArrowTarget *targetItem;
	if (playerTarget)
		targetItem = targetPlayer;
	else
		targetItem = targetCard;
	if (!targetItem)
		return RespNameNotFound;

	QMapIterator<int, Server_Arrow *> arrowIterator(player->getArrows());
	while (arrowIterator.hasNext()) {
		Server_Arrow *temp = arrowIterator.next().value();
		if ((temp->getStartCard() == startCard) && (temp->getTargetItem() == targetItem))
			return RespContextError;
	}
	
	Server_Arrow *arrow = new Server_Arrow(player->newArrowId(), startCard, targetItem, cmd->getColor());
	player->addArrow(arrow);
	game->sendGameEvent(new Event_CreateArrows(player->getPlayerId(), QList<ServerInfo_Arrow *>() << new ServerInfo_Arrow(
		arrow->getId(),
		startPlayer->getPlayerId(),
		startZone->getName(),
		startCard->getId(),
		targetPlayer->getPlayerId(),
		cmd->getTargetZone(),
		cmd->getTargetCardId(),
		cmd->getColor()
	)));
	return RespOk;
}
Beispiel #4
0
ResponseCode Server_Player::moveCard(CommandContainer *cont, Server_CardZone *startzone, const QList<int> &_cardIds, Server_CardZone *targetzone, int x, int y, bool faceDown, bool tapped)
{
	// Disallow controller change to other zones than the table.
	if (((targetzone->getType() != PublicZone) || !targetzone->hasCoords()) && (startzone->getPlayer() != targetzone->getPlayer()))
		return RespContextError;
	
	if (!targetzone->hasCoords() && (x == -1))
		x = targetzone->cards.size();
	
	QList<QPair<Server_Card *, int> > cardsToMove;
	for (int i = 0; i < _cardIds.size(); ++i) {
		int position;
		Server_Card *card = startzone->getCard(_cardIds[i], false, &position);
		if (!card)
			return RespNameNotFound;
		if (!card->getAttachedCards().isEmpty() && !targetzone->isColumnEmpty(x, y))
			return RespContextError;
		cardsToMove.append(QPair<Server_Card *, int>(card, position));
	}
	
	MoveCardCompareFunctor cmp(startzone == targetzone ? -1 : x);
	qSort(cardsToMove.begin(), cardsToMove.end(), cmp);
	
	bool secondHalf = false;
	int xIndex = -1;
	for (int cardIndex = 0; cardIndex < cardsToMove.size(); ++cardIndex) {
		Server_Card *card = cardsToMove[cardIndex].first;
		int originalPosition = cardsToMove[cardIndex].second;
		int position = startzone->removeCard(card);
		if ((startzone == targetzone) && !startzone->hasCoords()) {
			if (!secondHalf && (originalPosition < x)) {
				xIndex = -1;
				secondHalf = true;
			} else if (secondHalf)
				--xIndex;
			else
				++xIndex;
		} else
			++xIndex;
		int newX = x + xIndex;
		
		// Attachment relationships can be retained when moving a card onto the opponent's table
		if (startzone->getName() != targetzone->getName()) {
			// Delete all attachment relationships
			if (card->getParentCard())
				card->setParentCard(0);
			
			// Make a copy of the list because the original one gets modified during the loop
			QList<Server_Card *> attachedCards = card->getAttachedCards();
			for (int i = 0; i < attachedCards.size(); ++i)
				attachedCards[i]->getZone()->getPlayer()->unattachCard(cont, attachedCards[i]);
		}
		
		if (startzone != targetzone) {
			// Delete all arrows from and to the card
			const QList<Server_Player *> &players = game->getPlayers().values();
			for (int i = 0; i < players.size(); ++i) {
				QList<int> arrowsToDelete;
				QMapIterator<int, Server_Arrow *> arrowIterator(players[i]->getArrows());
				while (arrowIterator.hasNext()) {
					Server_Arrow *arrow = arrowIterator.next().value();
					if ((arrow->getStartCard() == card) || (arrow->getTargetItem() == card))
						arrowsToDelete.append(arrow->getId());
				}
				for (int j = 0; j < arrowsToDelete.size(); ++j)
					players[i]->deleteArrow(arrowsToDelete[j]);
			}
		}
		
		if (card->getDestroyOnZoneChange() && (startzone != targetzone)) {
			cont->enqueueGameEventPrivate(new Event_DestroyCard(getPlayerId(), startzone->getName(), card->getId()), game->getGameId());
			cont->enqueueGameEventPublic(new Event_DestroyCard(getPlayerId(), startzone->getName(), card->getId()), game->getGameId());
			card->deleteLater();
		} else {
			if (!targetzone->hasCoords()) {
				y = 0;
				card->resetState();
			} else
				newX = targetzone->getFreeGridColumn(newX, y, card->getName());
		
			targetzone->insertCard(card, newX, y);
		
			bool targetBeingLookedAt = (targetzone->getType() != HiddenZone) || (targetzone->getCardsBeingLookedAt() > newX) || (targetzone->getCardsBeingLookedAt() == -1);
			bool sourceBeingLookedAt = (startzone->getType() != HiddenZone) || (startzone->getCardsBeingLookedAt() > position) || (startzone->getCardsBeingLookedAt() == -1);
		
			bool targetHiddenToPlayer = faceDown || !targetBeingLookedAt;
			bool targetHiddenToOthers = faceDown || (targetzone->getType() != PublicZone);
			bool sourceHiddenToPlayer = card->getFaceDown() || !sourceBeingLookedAt;
			bool sourceHiddenToOthers = card->getFaceDown() || (startzone->getType() != PublicZone);
		
			QString privateCardName, publicCardName;
			if (!(sourceHiddenToPlayer && targetHiddenToPlayer))
				privateCardName = card->getName();
			if (!(sourceHiddenToOthers && targetHiddenToOthers))
				publicCardName = card->getName();
		
			int oldCardId = card->getId();
			if (faceDown)
				card->setId(newCardId());
			card->setFaceDown(faceDown);
		
			// The player does not get to see which card he moved if it moves between two parts of hidden zones which
			// are not being looked at.
			int privateNewCardId = card->getId();
			int privateOldCardId = oldCardId;
			if (!targetBeingLookedAt && !sourceBeingLookedAt) {
				privateOldCardId = -1;
				privateNewCardId = -1;
				privateCardName = QString();
			}
			int privatePosition = -1;
			if (startzone->getType() == HiddenZone)
				privatePosition = position;
			cont->enqueueGameEventPrivate(new Event_MoveCard(getPlayerId(), privateOldCardId, privateCardName, startzone->getName(), privatePosition, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), newX, y, privateNewCardId, faceDown), game->getGameId());
			cont->enqueueGameEventOmniscient(new Event_MoveCard(getPlayerId(), privateOldCardId, privateCardName, startzone->getName(), privatePosition, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), newX, y, privateNewCardId, faceDown), game->getGameId());
			
			// Other players do not get to see the start and/or target position of the card if the respective
			// part of the zone is being looked at. The information is not needed anyway because in hidden zones,
			// all cards are equal.
			if (
				((startzone->getType() == HiddenZone) && ((startzone->getCardsBeingLookedAt() > position) || (startzone->getCardsBeingLookedAt() == -1)))
				|| (startzone->getType() == PublicZone)
			)
				position = -1;
			if ((targetzone->getType() == HiddenZone) && ((targetzone->getCardsBeingLookedAt() > newX) || (targetzone->getCardsBeingLookedAt() == -1)))
				newX = -1;
		
			if ((startzone->getType() == PublicZone) || (targetzone->getType() == PublicZone))
				cont->enqueueGameEventPublic(new Event_MoveCard(getPlayerId(), oldCardId, publicCardName, startzone->getName(), position, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), newX, y, card->getId(), faceDown), game->getGameId());
			else
				cont->enqueueGameEventPublic(new Event_MoveCard(getPlayerId(), -1, QString(), startzone->getName(), position, targetzone->getPlayer()->getPlayerId(), targetzone->getName(), newX, y, -1, false), game->getGameId());
			
			if (tapped)
				setCardAttrHelper(cont, targetzone->getName(), card->getId(), "tapped", "1");
		}
	}
	if (startzone->hasCoords())
		startzone->fixFreeSpaces(cont);
	
	return RespOk;
}