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#ifndef SERVER_H
#define SERVER_H

#include "sceneholder.h"
#include "actor.h"
#include "pacman.pb.h"
#include <QtGui>
#include <QHostAddress>

class QTcpSocket;

class Server
  : public SceneHolder
{
  Q_OBJECT
public:
  Server(QWidget *parent = 0);
  bool parseCommandline();
  bool run();

protected slots:
  void tick();

  /* receive updates of client */
  void keyPressUpdate();

protected:
  /* block until we have connections from all clients */
  bool waitForClientConnections();

  /* calculate updates of current tick for sending to client */
  Transmission::map_t calculateUpdates();

  /* update client maps */
  void sendUpdate(Transmission::map_t map, bool firstPacket = false);

  QPoint addRandomPoint(Transmission::map_t map, Transmission::field_t type = Transmission::bonuspoint);
  void colorizeBlocks(Transmission::map_t map);
  void botCalculate(Actor *actor);

protected:
  QMap<Color::Color, QTcpSocket *> m_clientConnections;
  QList<Color::Color> m_bots;

  /* current movements. required to make pacmans continue their movement */
  QMap<Color::Color, Actor::Movement> m_actorMovements;

  /* allocate as member variable as this packet is large and used often */
  ProtoBuf::MapUpdate m_updatepacket;

  /* list of blocks */
  QList<QPoint> m_blocks;
  /* currently colored blocks + tickcount before they will turn to non-colored back */
  QMap<QPoint, unsigned int> m_coloredBlocks;

  QHostAddress m_bindaddress;
  unsigned int m_port;
  unsigned int m_maxplayers;
  unsigned int m_numbots;
};

#endif // SERVER_H