diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/client.cpp | 213 | ||||
-rw-r--r-- | src/client.h | 132 | ||||
-rw-r--r-- | src/connection.cpp | 67 | ||||
-rw-r--r-- | src/connection.h | 53 | ||||
-rw-r--r-- | src/game.cpp | 456 | ||||
-rw-r--r-- | src/game.h | 75 | ||||
-rw-r--r-- | src/hand.cpp | 252 | ||||
-rw-r--r-- | src/hand.h | 43 | ||||
-rw-r--r-- | src/lobby.cpp | 81 | ||||
-rw-r--r-- | src/lobby.h | 33 | ||||
-rw-r--r-- | src/main.cpp | 13 | ||||
-rw-r--r-- | src/player.cpp | 595 | ||||
-rw-r--r-- | src/player.h | 118 | ||||
-rw-r--r-- | src/score.cpp | 65 | ||||
-rw-r--r-- | src/score.h | 40 | ||||
-rw-r--r-- | src/tcpserver.cpp | 32 | ||||
-rw-r--r-- | src/tcpserver.h | 27 | ||||
-rw-r--r-- | src/wall.cpp | 42 | ||||
-rw-r--r-- | src/wall.h | 30 |
19 files changed, 2367 insertions, 0 deletions
diff --git a/src/client.cpp b/src/client.cpp new file mode 100644 index 0000000..afec605 --- /dev/null +++ b/src/client.cpp @@ -0,0 +1,213 @@ +#include "client.h" + +#include <boost/bind.hpp> + +std::map<uint64_t, boost::weak_ptr<Client> > Client::client_list; + +Client::p Client::create(Connection::p c, std::string n) { + Client::p p(new Client(c, n)); + p->start(); + return p; +} + +Client::p Client::exists(Message::Login::p login_msg) { + if(client_list.count(login_msg->cookie)) { + // Obtain shared pointer to existing client. + Client::p client = client_list[login_msg->cookie].lock(); + + // TODO: Check if game still is ongoing? + // A client should only be reconnected to if still participating in an active game. + // It may however be proven that a client is always destructed if the game has ended, so this test might not be neccessary. + + return client; + + } else { + // No or invalid existing client found. + return Client::p(); + } +} + +Client::Client(Connection::p c, std::string n) : connection(c), timer(c->socket.get_io_service()), nick_(n) { + +} + +Client::~Client() { + client_list.erase(cookie); +} + +void Client::reconnect(Connection::p c) { + connection = c; + // TODO: Resync client. +} + +void Client::start() { + // Create a unique cookie for this client. + cookie = uint64_t(this); // TODO: Use a better cookie source. + + // Store a weak pointer to this client. + client_list[cookie] = shared_from_this(); + + // Logged in to lobby. + connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Lobby)); +} + +void Client::handle_login(Message::p msg, boost::function<void (Client::p)> login_callback) { + if(msg->type != Message::Types::Login) { + return; + } + + Message::Login::p login_msg = dynamic_pointer_cast<Message::Login>(msg); + + // Check if nick is invalid. + if(login_msg->nick.size() == 0) { + connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Invalid)); + connection->recv(boost::bind(&Client::handle_login, shared_from_this(), _1, login_callback)); + return; + } + + connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Lobby)); + + nick_ = login_msg->nick; + + login_callback(shared_from_this()); +} + +void Client::handle_lobby(Message::p msg, boost::function<void (int)> lobby_callback) { + if(msg->type != Message::Types::LobbyAction) { + return; + } + + Message::LobbyAction::p lobby_msg = dynamic_pointer_cast<Message::LobbyAction>(msg); + + lobby_callback(lobby_msg->index); +} + +void Client::handle_ready(Message::p msg, boost::function<void ()> ready_callback) { + if(msg->type != Message::Types::Ready) { + // Wait for another message. + connection->recv(boost::bind(&Client::handle_ready, shared_from_this(), _1, ready_callback)); + return; + } + + ready_callback(); +} + +void Client::handle_action(Message::p msg, boost::function<void (Action)> action_callback, Actions possible_actions) { + if(msg->type != Message::Types::RoundAction) { + return; + } + + Message::RoundAction::p action_msg = dynamic_pointer_cast<Message::RoundAction>(msg); + + // Check if the action is valid. + if(possible_actions.contains(action_msg->action)) { + action_callback(action_msg->action); + } else { + action_callback(possible_actions.back()); + } +} + +void Client::lobby_status(const std::vector<std::string>& game_modes, boost::function<void (int)> callback) { + Message::LobbyStatus::p msg = make_shared<Message::LobbyStatus>(); + + msg->game_modes = game_modes; + + connection->send(msg); + + connection->recv(boost::bind(&Client::handle_lobby, shared_from_this(), _1, callback)); +} + +std::string Client::nick() { + return nick_; +} + +void Client::game_start(boost::function<void ()> callback, std::vector<std::string> players) { + if(connection) { + Message::GameStart::p msg = make_shared<Message::GameStart>(); + + msg->players = players; + + connection->send(msg); + + connection->recv(boost::bind(&Client::handle_ready, shared_from_this(), _1, callback)); + } else { + callback(); + } +} + +void Client::round_start() { + if(connection) { + connection->send(make_shared<Message::RoundStart>()); + } +} + +void Client::round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a) { + if(connection) { + connection->send(make_shared<Message::RoundState>(pl_d, pl_r, pl_u, pl_l, g, a)); + } +} + +void Client::round_end(Message::RoundEnd::p msg, boost::function<void ()> callback) { + if(connection) { + connection->send(msg); + + // Check if we're waiting for ready. + if(callback) { + connection->recv(boost::bind(&Client::handle_ready, shared_from_this(), _1, callback)); + } + } else { + if(callback){callback();} + } +} + +void Client::get_action(boost::function<void (Action)> callback, Actions expected_actions) { + if(connection) { + connection->recv(boost::bind(&Client::handle_action, shared_from_this(), _1, callback, expected_actions)); + } else { + callback(expected_actions.back()); + } +} + +void Client::game_end(Message::GameEnd::p msg, boost::function<void ()> callback) { + if(connection) { + connection->send(msg); + + if(callback) { + connection->recv(boost::bind(&Client::handle_ready, shared_from_this(), _1, callback)); + } + } else { + callback(); + } +} + +unsigned int ClientDumb::id() { + return 0; +} + +std::string ClientDumb::nick() { + return "CPU"; +} + +void ClientDumb::game_start(boost::function<void ()> callback, std::vector<std::string> players) { + callback(); +} + +void ClientDumb::round_start() { + +} + +void ClientDumb::round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a) { + +} + +void ClientDumb::round_end(Message::RoundEnd::p msg, boost::function<void ()> callback) { + if(callback) callback(); +} + +void ClientDumb::get_action(boost::function<void (Action)> callback, Actions expected_actions) { + callback(expected_actions.back()); +} + +void ClientDumb::game_end(Message::GameEnd::p msg, boost::function<void ()> callback) { + callback(); +} diff --git a/src/client.h b/src/client.h new file mode 100644 index 0000000..e6cfcc7 --- /dev/null +++ b/src/client.h @@ -0,0 +1,132 @@ +#ifndef CLIENT_H +#define CLIENT_H + +#include <string> +#include <map> +#include <boost/shared_ptr.hpp> +#include <boost/enable_shared_from_this.hpp> +#include <boost/function.hpp> +#include <boost/asio.hpp> + +#include "connection.h" + +//! Abstract client base class. +class ClientBase { + public: + typedef boost::shared_ptr<ClientBase> p; + + virtual ~ClientBase() {} + + //! Return client's nick. + virtual std::string nick() = 0; + + //! Notify client of a game start. + virtual void game_start(boost::function<void ()> callback, std::vector<std::string> players) = 0; + + //! Notify client of a round start. + virtual void round_start() = 0; + + //! Send round state. + virtual void round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a) = 0; + + //! Send round end. + virtual void round_end(Message::RoundEnd::p msg, boost::function<void ()> callback) = 0; + + //! Get action. Upon connection error, last element of expected_actions will be provided. + virtual void get_action(boost::function<void (Action)> callback, Actions expected_actions) = 0; + + virtual void game_end(Message::GameEnd::p msg, boost::function<void ()> callback) = 0; + +}; + +//! Class implementing ClientBase for real clients. +class Client : public ClientBase, public boost::enable_shared_from_this<Client> { + public: + typedef boost::shared_ptr<Client> p; + + //! Construct and return a new Client instance. + static p create(Connection::p c, std::string n); + + //! Check if a Client instance of the user already exists and return it. + static p exists(Message::Login::p login_msg); + + ~Client(); + + private: + uint64_t cookie; + + static std::map<uint64_t, boost::weak_ptr<Client> > client_list; + + Connection::p connection; + + boost::asio::deadline_timer timer; + + std::string nick_; + + Client(Connection::p c, std::string n); + + //! Start communicating. + void start(); + + //! Handle Login-message. + void handle_login(Message::p msg, boost::function<void (Client::p)> login_callback); + + //! Handle LobbyAction-message. + void handle_lobby(Message::p msg, boost::function<void (int)> lobby_callback); + + //! Handle Ready-message. + void handle_ready(Message::p msg, boost::function<void ()> ready_callback); + + //! Handle Action-message. + void handle_action(Message::p msg, boost::function<void (Action)> action_callback, Actions expected_actions); + + public: + //! Inform client of lobby status (available game modes). + void lobby_status(const std::vector<std::string>& game_modes, boost::function<void (int)> callback); + + //! Return client's nick. + virtual std::string nick(); + + //! Notify client of a game start. + virtual void game_start(boost::function<void ()> callback, std::vector<std::string> players); + + //! Notify client of a round start. + virtual void round_start(); + + //! Send round state. + virtual void round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a); + + //! Send round end. + virtual void round_end(Message::RoundEnd::p msg, boost::function<void ()> callback); + + //! Get action. Upon connection error, last element of expected_actions will be provided. + virtual void get_action(boost::function<void (Action)> callback, Actions expected_actions); + + //! Reconnect a player. + virtual void reconnect(Connection::p c); + + virtual void game_end(Message::GameEnd::p msg, boost::function<void ()> callback); +}; + +typedef std::vector<Client> Clients; + +class ClientDumb : public ClientBase { + public: + virtual unsigned int id(); + + virtual std::string nick(); + + virtual void game_start(boost::function<void ()> callback, std::vector<std::string> players); + + virtual void round_start(); + + virtual void round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a); + + virtual void round_end(Message::RoundEnd::p msg, boost::function<void ()> callback); + + virtual void get_action(boost::function<void (Action)> callback, Actions expected_actions); + + virtual void game_end(Message::GameEnd::p msg, boost::function<void ()> callback); +}; + +#endif diff --git a/src/connection.cpp b/src/connection.cpp new file mode 100644 index 0000000..1e38f7b --- /dev/null +++ b/src/connection.cpp @@ -0,0 +1,67 @@ +#include "connection.h" + +#include <boost/bind.hpp> + +Connection::Connection(boost::asio::io_service& io_service) : socket(io_service) { + +} + +void Connection::handle_read(uint8_t* data, std::size_t bytes, const boost::system::error_code& error_code) { + if(error_code) { + error("Read error."); + return; + } + + got_data(data, bytes); + + delete[] data; +} + +void Connection::handle_write() { + +} + +void Connection::request_data(std::size_t bytes) { + uint8_t* buf = new uint8_t[bytes]; + + boost::asio::async_read(socket, boost::asio::buffer(buf, bytes), + boost::bind(&Connection::handle_read, shared_from_this(), buf, bytes, boost::asio::placeholders::error)); +} + +void Connection::got_message(const Message::p& msg) { + // TODO: Implement message queueing. For now, unexpected messages will cause an error. + + boost::function<void (Message::p)> f = recv_callback; + recv_callback.clear(); + error_callback.clear(); + + f(msg); +} + +void Connection::error(const std::string& msg) { + if(error_callback) { + boost::function<void (const std::string&)> f = error_callback; + recv_callback.clear(); + error_callback.clear(); + + f(msg); + } else { + recv_callback.clear(); + } +} + +void Connection::write_data(uint8_t* data, std::size_t bytes) { + boost::asio::async_write(socket, boost::asio::buffer(data, bytes), + boost::bind(&Connection::handle_write, shared_from_this())); +} + +Connection::p Connection::create(boost::asio::io_service& io_service) { + return Connection::p(new Connection(io_service)); +} + +void Connection::recv(boost::function<void (Message::p)> callback, boost::function<void (const std::string&)> error) { + recv_callback = callback; + error_callback = error; + + start_recv(); +}
\ No newline at end of file diff --git a/src/connection.h b/src/connection.h new file mode 100644 index 0000000..b51a67f --- /dev/null +++ b/src/connection.h @@ -0,0 +1,53 @@ +#ifndef CONNECTION_H +#define CONNECTION_H + +#include <boost/asio.hpp> +#include <boost/enable_shared_from_this.hpp> +#include <boost/function.hpp> + +#include "../common/connectionbase.h" + +class Connection : public ConnectionBase, public boost::enable_shared_from_this<Connection> { + private: + friend class TCPServer; + friend class Client; + + boost::asio::ip::tcp::socket socket; + + boost::function<void (Message::p)> recv_callback; + boost::function<void (const std::string&)> error_callback; + + Connection(boost::asio::io_service& io_service); + + //! Callback for when data is read. + void handle_read(uint8_t* data, std::size_t bytes, const boost::system::error_code& error_code); + + //! Callback for when data is written. + void handle_write(); + + protected: + //! Implements request_data(). + virtual void request_data(std::size_t bytes); + + //! Implements write_data(). + virtual void write_data(uint8_t* data, std::size_t bytes); + + //! Implements got_message(). + virtual void got_message(const Message::p& msg); + + //! Implements error(). + virtual void error(const std::string& msg); + + public: + typedef boost::shared_ptr<Connection> p; + + //! Constructs a new instance and returns a shared pointer. + static p create(boost::asio::io_service& io_service); + + //! Initiates an asynchronous message receive. + //! \param callback Callback for received message. + //! \param error Callback for error. + void recv(boost::function<void (Message::p)> callback, boost::function<void (const std::string&)> error = 0); +}; + +#endif diff --git a/src/game.cpp b/src/game.cpp new file mode 100644 index 0000000..e791379 --- /dev/null +++ b/src/game.cpp @@ -0,0 +1,456 @@ +#include "game.h" + +#include <boost/bind.hpp> + +#include <iostream> +#include <algorithm> +#include <map> + +#ifdef DEBUG +#include <ctime> +#endif + +Game::p Game::create(ClientBase::p player_1, ClientBase::p player_2, ClientBase::p player_3, ClientBase::p player_4) { + Game::p p(new Game(player_1, player_2, player_3, player_4)); + p->start(); + return p; +} + +Game::~Game() { + std::cout << "Game destroyed." << std::endl; +} + +Game::Game(ClientBase::p player_1, ClientBase::p player_2, ClientBase::p player_3, ClientBase::p player_4) { + players[0].client = player_1; + players[1].client = player_2; + players[2].client = player_3; + players[3].client = player_4; +} + +void Game::handle_ready() { + if(--awaiting_players) { + return; + } + + std::cout << "All ready!" << std::endl; + + round_start(); +} + +void Game::start() { + std::cout << "Started a game with " + << players[0].client->nick() << ", " + << players[1].client->nick() << ", " + << players[2].client->nick() << " and " + << players[3].client->nick() << "." << std::endl; + + round_wind = 0; + round_num = 0; + + awaiting_players = 4; + + std::vector<std::string> pl; + + pl.push_back(players[0].client->nick()); + pl.push_back(players[1].client->nick()); + pl.push_back(players[2].client->nick()); + pl.push_back(players[3].client->nick()); + + players[0].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl); + + pl.erase(pl.begin()); + pl.push_back(players[0].client->nick()); + players[1].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl); + + pl.erase(pl.begin()); + pl.push_back(players[1].client->nick()); + players[2].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl); + + pl.erase(pl.begin()); + pl.push_back(players[2].client->nick()); + players[3].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl); +} + +void Game::round_start() { + std::cout << "Starting a new round." << std::endl; + + // Build a new wall. + wall.build(); + + // Clear previous dora and draw a new. + dora.clear(); + dora.push_back(wall.take_one()); + + kan_dora_pending = false; + + // Notify players of round start. + // TODO: Tell them where wall is broken. + players[0].round_start(-round_num); + players[1].round_start(-round_num + 1); + players[2].round_start(-round_num + 2); + players[3].round_start(-round_num + 3); + + // Draw hands. + for(int i = 0; i < 13; i++) { + players[0].draw(wall.take_one()); + players[1].draw(wall.take_one()); + players[2].draw(wall.take_one()); + players[3].draw(wall.take_one()); + } + + // Sort hands. + players[0].hand.sort(); + players[1].hand.sort(); + players[2].hand.sort(); + players[3].hand.sort(); + + // Give east an extra tile. + players[0].draw(wall.take_one()); + + current_player = 0; + + round_update_draw(); +} + +void Game::round_update_draw() { + // Get possible actions for current player. + Actions possible_actions = players[current_player].get_actions_draw(); + + // Construct and send state to each client. + PlayerNum player = 0; + do { + PlayerState state[4]; + + state[0] = players[player].get_state(); + state[1] = players[player + 1].get_state_filtered(); + state[2] = players[player + 2].get_state_filtered(); + state[3] = players[player + 3].get_state_filtered(); + + Actions a; + if(player == current_player) { + a = possible_actions; + } + + GameState gstate = {dora, current_player - player, round_wind, round_num, 0, 0}; + + players[player].client->round_state(state[0], state[1], state[2], state[3], gstate, a); + } while(++player); + + // Await action from client. + players[current_player].client->get_action(boost::bind(&Game::handle_action_draw, shared_from_this(), _1), possible_actions); +} + +void Game::round_update_discard() { + Tile discarded_tile = players[current_player].last_discard(); + + std::map<int, Actions> possible_actions; + + // Construct and send state to each client. + PlayerNum player = 0; + do { + PlayerState state[4]; + + state[0] = players[player].get_state(); + state[1] = players[player + 1].get_state_filtered(); + state[2] = players[player + 2].get_state_filtered(); + state[3] = players[player + 3].get_state_filtered(); + + Actions a; + if(player != current_player) { + if(a = players[player].get_actions_discard(discarded_tile, current_player - player)) { + possible_actions[player] = a; + } + } + + GameState gstate = {dora, current_player - player, round_wind, round_num, 0, 0}; + + players[player].client->round_state(state[0], state[1], state[2], state[3], gstate, a); + } while(++player); + + preceding_action = Action::Pass; + if(possible_actions.empty()) { + awaiting_players = 1; + handle_action_discard(Action::Pass, 0); + } else { + awaiting_players = possible_actions.size(); + for(std::map<int, Actions>::iterator it = possible_actions.begin(); it != possible_actions.end(); it++) { + players[it->first].client->get_action(boost::bind(&Game::handle_action_discard, shared_from_this(), _1, it->first), it->second); + } + } +} + +void Game::handle_action_draw(Action action) { + switch(action.type) { + case Action::Discard: { + players[current_player].discard(action.target_offset); + if(kan_dora_pending) { + kan_dora_pending = false; + dora.push_back(wall.take_one()); + } + round_update_discard(); + } break; + + case Action::Tsumo: { + players[current_player].declare_tsumo(); + round_end(Tsumo); + } break; + + case Action::Riichi: { + players[current_player].declare_riichi(); + round_update_draw(); + } break; + + case Action::Kan: { + if(action.target_type == Action::Index) { + players[current_player].make_kan(action.target_offset - 2); + dora.push_back(wall.take_one()); + } else { + players[current_player].make_kan_extend(action.target_offset); + kan_dora_pending = true; + } + players[current_player].draw(wall.take_one()); + round_update_draw(); + } break; + + case Action::Draw: + // Not implemented yet. + + // Will never occur on draw: + case Action::Pass: + case Action::Chi: + case Action::Pon: + case Action::Ron: + break; + } +} + +void Game::handle_action_discard(Action action, int player) { + switch(preceding_action.type) { + case Action::Pass: + + case Action::Chi: + if(action.type == Action::Chi) { + preceding_action = action; + preceding_action_owner = player; + break; + } + + case Action::Kan: + if(action.type == Action::Kan) { + preceding_action = action; + preceding_action_owner = player; + break; + } + + case Action::Pon: + if(action.type == Action::Pon) { + preceding_action = action; + preceding_action_owner = player; + break; + } + + // First ron. + if(action.type == Action::Ron) { + preceding_action = action; + preceding_action_owner = player; + break; + } + + // Multiple ron. + case Action::Ron: + if(action.type == Action::Ron && current_player - player > current_player - preceding_action_owner) { + preceding_action = action; + preceding_action_owner = player; + break; + } + break; + + // Will never occur on discard: + case Action::Discard: + case Action::Riichi: + case Action::Tsumo: + case Action::Draw: + break; + } + + if(--awaiting_players) { + return; + } + + switch(preceding_action.type) { + case Action::Pass: { + // Tile not claimed, next player draws. + + // Check if the wall has run out. + if(wall.remaining() <= 14) { + round_end(Draw); + break; + } + + players[++current_player].draw(wall.take_one()); + round_update_draw(); + } break; + + case Action::Chi: { + players[preceding_action_owner].make_chi(players[current_player].claim(), preceding_action.target_offset); + current_player = preceding_action_owner; + round_update_draw(); + } break; + + case Action::Pon: { + players[preceding_action_owner].make_pon(players[current_player].claim(), preceding_action.target_offset - 1, current_player - preceding_action_owner); + current_player = preceding_action_owner; + round_update_draw(); + } break; + + case Action::Kan: { + players[preceding_action_owner].make_kan(players[current_player].claim(), preceding_action.target_offset - 2, current_player - preceding_action_owner); + current_player = preceding_action_owner; + kan_dora_pending = true; + players[current_player].draw(wall.take_one()); + round_update_draw(); + } break; + + case Action::Ron: { + players[preceding_action_owner].declare_ron(players[current_player].claim()); + round_end(Ron); + } break; + + // Will never occur on discard: + case Action::Discard: + case Action::Riichi: + case Action::Tsumo: + case Action::Draw: + break; + } +} + +Tiles merge_hand_open(const Tiles& hand, const Sets& open) { + Tiles tiles = hand; + for(Sets::const_iterator it = open.begin(); it != open.end(); it++) { + tiles.insert(tiles.end(), it->tiles.begin(), it->tiles.end()); + } + return tiles; +} + +void Game::round_end(Endcondition end) { + + Message::RoundEnd::p msg[4] = make_shared<Message::RoundEnd>(); + + for(CyclicInt<4> count_player = 0; count_player < 4; count_player++) { + msg[count_player]->total_han = msg[count_player]->total_fu = msg[count_player]->won = msg[count_player]->score[count_player].won = 0; + for(int i = 0; i < 4; i++) { + msg[count_player]->score[count_player + i].score = players[count_player + i].get_state().score; + msg[count_player]->score[count_player + i].won = 0; + } + + switch(end) { + case Draw: + //msg->total_han = msg->total_fu = msg->won = 0; + break; + + case Tsumo: { + Player& player = players[current_player]; + + msg[count_player]->hand = merge_hand_open(player.hand, player.open); + + msg[count_player]->yakus = player.won_han; + + msg[count_player]->total_han = player.won_value.han(); + msg[count_player]->total_fu = player.won_value.fu_rounded(); + + if(current_player == round_num) { + msg[count_player]->won = 3 * player.won_value.tsumo_east(); + + for(int y = 0; y < 4; y++) { + msg[count_player]->score[current_player + y].won = -(msg[count_player]->won / 3); + } + msg[count_player]->score[count_player + current_player ].won = msg[count_player]->won; + + } else { + msg[count_player]->won = player.won_value.tsumo_east() + 2 * player.won_value.tsumo(); + + for(int y = 0; y < 4; y++) { + if(count_player + y == current_player) { + msg[count_player]->score[y].won = msg[count_player]->won; + } else if (count_player + y == round_num){ + msg[count_player]->score[y].won = -(player.won_value.tsumo_east()); + } else { + msg[count_player]->score[y].won = -(player.won_value.tsumo()); + } + } + } + + } break; + + case Ron: + for(int i = 0; i < 4; i++) { + if(players[current_player + i].won) { + Player& player = players[current_player + i]; + + msg[count_player]->hand = merge_hand_open(player.hand, player.open); + + msg[count_player]->yakus = player.won_han; + + msg[count_player]->total_han = player.won_value.han(); + msg[count_player]->total_fu = player.won_value.fu_rounded(); + + if(current_player + i == round_num) { + msg[count_player]->won = player.won_value.ron_east(); + msg[count_player]->score[current_player + i].won = player.won_value.ron_east(); + msg[count_player]->score[current_player].won = -(player.won_value.ron_east()); + + } else { + msg[count_player]->won = player.won_value.ron(); + msg[count_player]->score[current_player + i].won = player.won_value.ron(); + msg[count_player]->score[current_player].won = -(player.won_value.ron()); + } + + // TODO: Support multiple wins. + break; + } + } + break; + } + + //Send med score + msg[count_player]->game_end = false; + if(count_player == 3) break; + } + + round_num++; + + if(!round_num) { + round_wind++; + //Do a 4-round game for now + for(int i = 0; i < 4; ++i) { + msg[i]->game_end = true; + players[i].client->round_end(msg[i], 0); + } + game_end(); + } else { + awaiting_players = 4; + players[0].client->round_end(msg[0], boost::bind(&Game::handle_ready, shared_from_this())); + players[1].client->round_end(msg[1], boost::bind(&Game::handle_ready, shared_from_this())); + players[2].client->round_end(msg[2], boost::bind(&Game::handle_ready, shared_from_this())); + players[3].client->round_end(msg[3], boost::bind(&Game::handle_ready, shared_from_this())); + } + + // Ferdig? game_end() +} + +void Game::game_end() { + Message::GameEnd::p msg = make_shared<Message::GameEnd>(); + for(int i = 0; i < 4; i++) { + msg->scores[i].score = players[i].score; + msg->scores[i].won = players[i].score - 25000; + } + + awaiting_players = 4; + players[0].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this())); + players[1].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this())); + players[2].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this())); + players[3].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this())); + + +} diff --git a/src/game.h b/src/game.h new file mode 100644 index 0000000..874a525 --- /dev/null +++ b/src/game.h @@ -0,0 +1,75 @@ +#ifndef GAME_H +#define GAME_H + +#include <boost/shared_ptr.hpp> +#include <boost/enable_shared_from_this.hpp> + +#include <vector> + +#include "wall.h" +#include "player.h" + +class Game : public boost::enable_shared_from_this<Game> { + public: + typedef boost::shared_ptr<Game> p; + + static p create(ClientBase::p player_1, ClientBase::p player_2, ClientBase::p player_3, ClientBase::p player_4); + + ~Game(); + + private: + Player players[4]; + + Wall wall; + + Tiles dora; + + bool kan_dora_pending; + + PlayerNum current_player; + + PlayerNum round_wind; + PlayerNum round_num; + + int awaiting_players; + + Action preceding_action; + int preceding_action_owner; + + Game(ClientBase::p player_1, ClientBase::p player_2, ClientBase::p player_3, ClientBase::p player_4); + + //! Handle Ready message from player. + void handle_ready(); + + //! Start the game. + void start(); + + //! Start a new round. + void round_start(); + + //! Send update after |