コード例 #1
0
View::View(QWidget *parent):
    QGraphicsView(parent)
{
    setGeometry(300,300,GS_WIDTH,GS_HEIGHT);
    menu_scene = new GraphicMenu(-width()/2,-height()/2,width(),height(),this);
    board_scene = new GraphicBoard(-width()/2,-height()/2,width(),height(),this);

    QIcon icon(QPixmap(":/Graphic_source/icon.png"));
    setWindowIcon(icon);

    setWindowTitle("Pentago");
    setFixedSize(this->size());//TODO:equally resize
    setViewportUpdateMode(QGraphicsView::BoundingRectViewportUpdate);
    setCacheMode(QGraphicsView::CacheBackground);
    setRenderHints(QPainter::Antialiasing | QPainter::SmoothPixmapTransform);

    connect(menu_scene, SIGNAL(New_game_selected(int)), this, SIGNAL(New_game(int)));
    connect(menu_scene, SIGNAL(Join_game_selected(std::string)), this, SIGNAL(Join_game(std::string)));
    connect(menu_scene, SIGNAL(Host_game_selected(std::string)), this, SIGNAL(Host_game(std::string)));
    connect(menu_scene, SIGNAL(Exit_game_pressed()), this, SLOT(close()));
    connect(menu_scene, SIGNAL(Load_game_selected(std::string)),this,SIGNAL(Load_game(std::string)));

    connect(board_scene, SIGNAL(quadrant_rotated(IView::quadrant,IView::turn)), this, SIGNAL(Rotate(IView::quadrant,IView::turn)));
    connect(board_scene, SIGNAL(Stone_clicked(int, int)), this, SIGNAL(Put_stone(int,int)));
    connect(board_scene, SIGNAL(leave_game()),this,SLOT(on_leave_game()));
    connect(board_scene, SIGNAL(save_game(QString)),this,SLOT(on_save_game(QString)));

    connect(board_scene, SIGNAL(message_sended(QString)), this, SLOT(on_msg_sended(QString)));

    connect(menu_scene, SIGNAL(game_go_to_start()),board_scene, SLOT(clean_board()));
    connect(menu_scene, SIGNAL(game_go_to_start()),board_scene, SLOT(clean_log()));
    Set_control_settings(View::MENU);//it must be called in presenter after view constructing
}
コード例 #2
0
ファイル: game.cpp プロジェクト: zemen/labyrinth
bool turn(Labyrinth &map) {
	take_objects_from_cell(map, map.player[map.current_player]);
	if (DEBUG)
		print_debug(map);
	user_message(map.player[map.current_player].name + ", it's your turn");
	string message = map.player[map.current_player].name + ", enter what you want (go, bomb, shoot, knife, suicide, stay, leave";
	if (SERVER)
		message += ")";
	else
		message += ", save)";
	user_message(message);
	
	if (SERVER)
		server.clear_user_messages(map.current_player);
	string s = read_user_command(map.current_player);
	
	if (s == "leave")
		return leave_game(map, map.player[map.current_player]);
	if (s == "suicide")
		return suicide(map, map.player[map.current_player]);
	if (s == "knife")
		return use_knife(map, map.player[map.current_player]);
	if (s == "bomb")
		return bomb(map, map.player[map.current_player]);
	if (s == "go")
		return go(map, map.player[map.current_player]);
	if (s == "shoot")
		return shoot(map, map.player[map.current_player]);
	if (s == "stay")
		return stay(map.player[map.current_player]);
	if (s == "save" && !SERVER) {
		save_game(map);
		return false;
	}
	if (s == "winthemall") {
		if (is_developer(map.player[map.current_player])) {
			user_message("Okay, master");
			finish_game(map);
			return true;
		}
	}
	
	user_message(map.player[map.current_player].name + ", you entered incorrect command! Try again, if you can!");
	return false;
}
コード例 #3
0
/**
 * void process_dgram(char *dgram, struct sockaddr_in *addr)
 * 
 * Processes accepted datagram. Checks if sequential ID is correct, if it's lower,
 * we resend the ACK packet and dont bother with that datagram anymore, because
 * it was already processed before.
 */
void process_dgram(char *dgram, struct sockaddr_in *addr) {
    /* Protocol token */
    char *token;
    /* Token length */
    int token_len;
    /* Command */
    char *type;
    /* Generic char buffer */
    char *generic_chbuff;
    /* Sequential ID of received packet */
    int packet_seq_id;
    /* Client which we receive from */
    client_t *client;
    /* Generic unsigned int var */
    unsigned int generic_uint;
    /* String representation of address */
    char addr_str[INET_ADDRSTRLEN];

    inet_ntop(AF_INET, &addr->sin_addr, addr_str, INET_ADDRSTRLEN);
    
    /* Log */
    sprintf(log_buffer,
            "DATA_IN: %s <--- %s:%d",
            dgram,
	    addr_str,
	    htons(addr->sin_port)
            );
    log_line(log_buffer, LOG_DEBUG);
    
    token = strtok(dgram, ";");
    token_len = strlen(token);
    
    generic_chbuff = strtok(NULL, ";");
    packet_seq_id = (int) strtol(generic_chbuff, NULL, 0);
    
    /* Check if datagram belongs to us */
    if( (token_len == strlen(STRINGIFY(APP_TOKEN))) &&
            strncmp(token, STRINGIFY(APP_TOKEN), strlen(STRINGIFY(APP_TOKEN))) == 0 &&
            packet_seq_id > 0) {
        
        type = strtok(NULL, ";");
        
        /* New client connection */
        if(strncmp(type, "CONNECT", 7) == 0) {
            
            add_client(addr);            
            client = get_client_by_addr(addr);
            
            if(client) {
                send_ack(client, 1, 0);
                send_reconnect_code(client);
                
                /* Release client */
                release_client(client);
            }
            
        }
        /* Reconnect */
        else if(strncmp(type, "RECONNECT", 9) == 0) {            
            client = get_client_by_index(get_client_index_by_rcode(strtok(NULL, ";")));
            
            if(client) {
                /* Sends ACK aswell after resetting clients SEQ_ID */
                reconnect_client(client, addr);
                
                /* Release client */
                release_client(client);
            }
        }
        /* Client should already exist */
        else {
            client = get_client_by_addr(addr);
            
            if(client != NULL) {
                /* Check if expected seq ID matches */
                if(packet_seq_id == client->pkt_recv_seq_id) {
                    
                    /* Get command */
                    if(strncmp(type, "CREATE_GAME", 11) == 0) {
                                                
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                        create_game(client);
                        
                    }
                    /* Receive ACK packet */
                    else if(strncmp(type, "ACK", 3) == 0) {
                        
                        recv_ack(client, 
                                (int) strtoul(strtok(NULL, ";"), NULL, 10));
                        
                        update_client_timestamp(client);
                        
                    }
                    /* Close client connection */
                    else if(strncmp(type, "CLOSE", 5) == 0) {
                        
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                        leave_game(client);
                        remove_client(&client);
                        
                    }
                    /* Keepalive loop */
                    else if(strncmp(type, "KEEPALIVE", 9) == 0) {
                        
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                    }
                    /* Join existing game */
                    else if(strncmp(type, "JOIN_GAME", 9) == 0) {
                        
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                        join_game(client, strtok(NULL, ";"));
                        
                    }
                    /* Leave existing game */
                    else if(strncmp(type, "LEAVE_GAME", 10) == 0) {
                        
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                        leave_game(client);
                    }
                    /* Start game */
                    else if(strncmp(type, "START_GAME", 10) == 0) {
                        
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                        start_game(client);
                    }
                    /* Rolling die */
                    else if(strncmp(type, "DIE_ROLL", 8) == 0) {
                        
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                        roll_die(client);
                    }
                    /* Moving figure */
                    else if(strncmp(type, "FIGURE_MOVE", 11) == 0) {
                        
                        /* ACK client */
                        send_ack(client, packet_seq_id, 0);
                        
                        /* Parse figure id */
                        generic_chbuff = strtok(NULL, ";");
                        generic_uint = (unsigned int) strtoul(generic_chbuff, NULL, 10);

                        move_figure(client, generic_uint);
                    }

		   else if(strncmp(type, "MESSAGE", 7) == 0) {
			
			/* ACK client */
			send_ack(client, packet_seq_id, 0);
			
			broadcast_message(client, strtok(NULL, ";"));
		   }
                                        
                }
                /* Packet was already processed */
                else if(packet_seq_id < client->pkt_recv_seq_id &&
                        strncmp(type, "ACK", 3) != 0) {
                    
                    send_ack(client, packet_seq_id, 1);
                    
                }
                
                /* If client didnt close conection */
                if(client != NULL) {
                    
                    /* Release client */
                    release_client(client);
                }
            }
        }
    }
}