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gamedirector.cpp
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197 lines (152 loc) · 4.11 KB
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#include "gamedirector.h"
GameDirector::GameDirector(QObject *parent) : QObject(parent) {
this->g = new GameEngine(this);
this->gameTimer = new QTimer(this);
this->gameTimer->setSingleShot(true);
connect(this->gameTimer, SIGNAL(timeout()), this, SLOT(stopGame()));
this->pauseTimer = new QTimer(this);
this->pauseTimer->setSingleShot(true);
connect(this->pauseTimer, SIGNAL(timeout()), this, SLOT(newGame()));
this->gameType = 3;
}
void GameDirector::startFun(){
newGame();
}
GameEngine & GameDirector::getGameEngine(){
return *(this->g);
}
void GameDirector::newGame(){
reset();
if(this->gameType == 3){
this->gameType = 1;
setDM();
} else if(this->gameType == 1){
this->gameType = 2;
setTDM();
} else if(this->gameType == 2){
this->gameType = 3;
setCTF();
}
this->g->getField().regenerateMap();
foreach(Player * p, Server::getServer()->getPlayers()){
p->reset();
}
this->gameTimer->start(GAME_TIME * 1000);
this->startedTime.start();
this->g->init();
Server::getServer()->sendInitToAllPlayers();
Logger::log("New Game !! (" + QString::number(GAME_TIME) + " sec)", Logger::GAME_INFO_2);
}
void GameDirector::stopGame(){
this->pauseTimer->start(PAUSE_TIME * 1000);
this->startedTime.start();
this->g->stop();
Logger::log("Stop Game !! (" + QString::number(PAUSE_TIME) + " sec)", Logger::GAME_INFO_2);
}
float GameDirector::getRemainingGameTime(){
if(this->gameTimer->isActive()){
return GAME_TIME - (this->startedTime.elapsed() / 1000.0);
} else {
return 0;
}
}
float GameDirector::getRemainingPauseTime(){
if(this->pauseTimer->isActive()){
return PAUSE_TIME - (this->startedTime.elapsed() / 1000.0);
} else {
return PAUSE_TIME;
}
}
int GameDirector::getGameType(){
return this->gameType;
}
QString GameDirector::getGameTypeName(){
QString res = "UNKNOWN";
switch(this->gameType){
case 1 :
res = "DM";
break;
case 2:
res = "TDM";
break;
case 3:
res = "CTF";
break;
}
return res;
}
QList<Team*> & GameDirector::getTeams(){
return this->teams;
}
QList<Flag*> GameDirector::getFlags(){
return this->flags;
}
void GameDirector::addPlayerToGame(Player * p){
if(this->gameType == 2 || this->gameType == 3) { //TDM ou CTF
if(this->teams[0]->getPlayers().size() > this->teams[1]->getPlayers().size()){
p->setTeam(this->teams[1]);
} else if(this->teams[1]->getPlayers().size() > this->teams[0]->getPlayers().size()){
p->setTeam(this->teams[0]);
} else {
p->setTeam(this->teams[rand()%2]);
}
} else {
p->setTeam(NULL);
}
p->reset();
}
void GameDirector::reset(){
foreach(Player * p, Server::getServer()->getPlayers()){
p->setTeam(NULL);
p->setFlag(NULL);
foreach(Projectile *pr, p->projectiles){
Server::getServer()->addObjectToClear(pr->id);
delete pr;
}
p->projectiles.clear();
}
foreach(Team * t, this->teams){
delete t;
}
this->teams.clear();
foreach(Flag * f, this->flags){
Server::getServer()->addObjectToClear(f->id);
delete f;
}
this->flags.clear();
}
void GameDirector::setTeams(){
Team * t1 = new Team("RED TEAM", 1, 255, 0, 0, 1, this);
Team * t2 = new Team("BLUE TEAM", 2, 0, 0, 255, 5, this);
this->teams << t1;
this->teams << t2;
QList<Player*> players = Server::getServer()->getPlayers();
bool red = rand() % 2 == 1 ? true : false; //Savoir quelle des deux equipes aura le plus de joueurs si impaire..
int r;
while(players.size() > 0){
r = rand() % players.size();
if(red){
players.at(r)->setTeam(t1);
players.removeAt(r);
red = false;
} else {
players.at(r)->setTeam(t2);
players.removeAt(r);
red = true;
}
}
}
void GameDirector::setDM(){
//Rien a faire, youpi =D
}
void GameDirector::setTDM(){
setTeams();
}
void GameDirector::setCTF(){
setTeams();
Field & f = Server::getServer()->getGameEngine().getField();
Flag * f1 = new Flag(f.maxX / 2, 25, f.maxZ / 2, 1, this->teams[0], this);
Flag * f2 = new Flag(f.maxX / 2, f.maxY - 25, f.maxZ / 2, 5, this->teams[1], this);
this->flags << f1;
this->flags << f2;
}