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// Copyright (c) 2002-2003 Rob Kaper <[email protected]>
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License version 2.1 as published by the Free Software Foundation.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this library; see the file COPYING.LIB. If not, write to
// the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
// Boston, MA 02110-1301, USA.
#ifndef LIBATLANTIK_NETWORK_H
#define LIBATLANTIK_NETWORK_H
#include <qmap.h>
#include <kextsock.h>
#include "libatlantic_export.h"
class QDomNode;
class QTextStream;
class AtlanticCore;
class Player;
class Estate;
class EstateGroup;
class Trade;
class Auction;
class LIBATLANTIC_EXPORT AtlantikNetwork : public KExtendedSocket
{
Q_OBJECT
public:
AtlantikNetwork(AtlanticCore *atlanticCore);
virtual ~AtlantikNetwork(void);
void setName(QString name);
void cmdChat(QString msg);
private slots:
void writeData(QString msg);
void rollDice();
void endTurn();
void newGame(const QString &gameType);
void reconnect(const QString &cookie);
void startGame();
void buyEstate();
void auctionEstate();
void estateToggleMortgage(Estate *estate);
void estateHouseBuy(Estate *estate);
void estateHouseSell(Estate *estate);
void jailCard();
void jailPay();
void jailRoll();
void newTrade(Player *player);
void kickPlayer(Player *player);
void tokenConfirmation(Estate *);
void tradeUpdateEstate(Trade *trade, Estate *estate, Player *player);
void tradeUpdateMoney(Trade *trade, unsigned int money, Player *pFrom, Player *pTo);
void tradeReject(Trade *trade);
void tradeAccept(Trade *trade);
void auctionBid(Auction *auction, int amount);
void changeOption(int, const QString &value);
void slotLookupFinished(int count);
void slotConnectionSuccess();
void slotConnectionFailed(int error);
public slots:
void serverConnect(const QString host, int port);
void joinGame(int gameId);
void leaveGame();
void slotRead();
void setImage(const QString &name);
signals:
/**
* A new estate was created. This signal might be replaced with one in
* the AtlanticCore class in the future, but it is here now because we
* do not want GUI implementations to create a view until the
* estateupdate message has been fully parsed.
*
* @param estate Created Estate object.
*/
void newEstate(Estate *estate);
/**
* A new estate group was created. This signal might be replaced with
* one in the AtlanticCore class in the future, but it is here now
* because we do not want GUI implementations to create a view until the
* estategroupupdate message has been fully parsed.
*
* @param estateGroup Created EstateGroup object.
*/
void newEstateGroup(EstateGroup *estateGroup);
void msgInfo(QString);
void msgError(QString);
void msgChat(QString, QString);
void msgStatus(const QString &data, const QString &icon = QString::null);
void networkEvent(const QString &data, const QString &icon);
void displayDetails(QString text, bool clearText, bool clearButtons, Estate *estate = 0);
void addCommandButton(QString command, QString caption, bool enabled);
void addCloseButton();
void gameOption(QString title, QString type, QString value, QString edit, QString command);
void endConfigUpdate();
void gameConfig();
void gameInit();
void gameRun();
void gameEnd();
/**
* The trade has been completed. Emitted after all necessary estate and
* player updates are processed.
*
* @param trade Trade
*/
void msgTradeUpdateAccepted(Trade *trade);
/**
* One of the players rejected the trade and the trade object has been
* deleted from the server.
*
* @param trade Trade
* @param playerId Unique player identifier of rejecting player
*/
void msgTradeUpdateRejected(Trade *trade, int playerId);
void newAuction(Auction *auction);
void auctionCompleted(Auction *auction);
void receivedHandshake();
void clientCookie(QString cookie);
private:
void processMsg(const QString &msg);
void processNode(QDomNode);
AtlanticCore *m_atlanticCore;
QTextStream *m_textStream;
int m_playerId;
QString m_serverVersion;
QMap<Player *, int> m_playerLocationMap;
QMap<int, Auction *> m_auctions;
};
#endif
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