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-rw-r--r--server/game.cpp36
-rw-r--r--server/player.cpp12
-rw-r--r--server/player.h5
3 files changed, 51 insertions, 2 deletions
diff --git a/server/game.cpp b/server/game.cpp
index 3548e13..49cfb0b 100644
--- a/server/game.cpp
+++ b/server/game.cpp
@@ -4,6 +4,7 @@
#include <iostream>
#include <algorithm>
+#include <ctime>
bool MyDataSortPredicate(const Tile& d1, const Tile& d2)
{
@@ -63,6 +64,13 @@ void Game::round_start() {
game_state.players[player_num].hand.push_back(wall.take_one());
}
+ std::sort(game_state.players[0].hand.begin(),game_state.players[0].hand.end(), MyDataSortPredicate);
+ std::sort(game_state.players[1].hand.begin(),game_state.players[1].hand.end(), MyDataSortPredicate);
+ std::sort(game_state.players[2].hand.begin(),game_state.players[2].hand.end(), MyDataSortPredicate);
+ std::sort(game_state.players[3].hand.begin(),game_state.players[3].hand.end(), MyDataSortPredicate);
+
+
+
current_player = 3;
num_player_actions = 0;
draw_phase = true;
@@ -74,12 +82,24 @@ void Game::round_update() {
// We're in the draw_phase whenever a player draws a tile from the wall
if(draw_phase) {
+ // If the wall is empty (Contains only 14 tiles) when we enter draw phase the round is over.
+ if(wall.is_done()) {
+ round_end();
+ }
+
// Since we've entered the draw-phase it's the next players turn
if (current_player == 3) {
current_player = 0;
} else {
current_player++;
}
+
+ #ifdef DEBUG
+
+ time_t current_time = std::time(0);
+ std::cout << std::ctime(&current_time) << " - Waiting for action from player: " << current_player << std::endl;
+
+ #endif
// Let's take a tile
Tile from_wall = wall.take_one();
@@ -126,9 +146,12 @@ void Game::round_update() {
void Game::handle_action(Action action) {
+ players[action.player]->kill_action();
+
#ifdef DEBUG
- std::cout << "Player: " << action.player << " Did action: " << action.type << " On target: " << action.target << std::endl;
+ time_t current_time = std::time(0);
+ std::cout << std::ctime(&current_time) << " Player: " << action.player << " Did action: " << action.type << " On target: " << action.target << std::endl;
#endif
@@ -234,6 +257,17 @@ void Game::handle_action(Action action) {
void Game::round_end() {
// Flere runder? round_start()
// Ferdig? game_end()
+ players[0]->round_end();
+ players[1]->round_end();
+ players[2]->round_end();
+ players[3]->round_end();
+
+ #ifdef DEBUG
+
+ time_t current_time = std::time(0);
+ std::cout << std::ctime(&current_time) << " Round is over..." << std::endl;
+
+ #endif
}
void Game::start() {
diff --git a/server/player.cpp b/server/player.cpp
index 6e1a7d3..ce6a116 100644
--- a/server/player.cpp
+++ b/server/player.cpp
@@ -57,7 +57,9 @@ void Player::handle_action(Message::p msg) {
Message::RoundAction::p action_msg = dynamic_pointer_cast<Message::RoundAction>(msg);
action_msg->action.player = id;
- action_callback(action_msg->action);
+ if(action_callback != 0) {
+ action_callback(action_msg->action);
+ }
}
std::string Player::nick() {
@@ -87,8 +89,16 @@ void Player::round_state(State state) {
connection->send(make_shared<Message::RoundState>(state));
}
+void Player::round_end() {
+ connection->send(make_shared<Message::RoundEnd>());
+}
+
void Player::get_action(boost::function<void (Action)> callback) {
action_callback = callback;
connection->recv(boost::bind(&Player::handle_action, shared_from_this(), _1));
}
+
+void Player::kill_action() {
+ action_callback = 0;
+}
diff --git a/server/player.h b/server/player.h
index af27721..f558711 100644
--- a/server/player.h
+++ b/server/player.h
@@ -56,8 +56,13 @@ class Player : public boost::enable_shared_from_this<Player> {
//! Send round state.
void round_state(State state);
+ //! Send round end.
+ void round_end();
+
//! Get action.
void get_action(boost::function<void (Action)> callback);
+
+ void kill_action();
};
#endif