monopd-0.10.4/0000775000175000017500000000000014620737223006641 5monopd-0.10.4/aclocal.m40000664000175000017500000015341214620737214010427 # generated automatically by aclocal 1.16.5 -*- Autoconf -*- # Copyright (C) 1996-2021 Free Software Foundation, Inc. # This file is free software; the Free Software Foundation # gives unlimited permission to copy and/or distribute it, # with or without modifications, as long as this notice is preserved. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY, to the extent permitted by law; without # even the implied warranty of MERCHANTABILITY or FITNESS FOR A # PARTICULAR PURPOSE. m4_ifndef([AC_CONFIG_MACRO_DIRS], [m4_defun([_AM_CONFIG_MACRO_DIRS], [])m4_defun([AC_CONFIG_MACRO_DIRS], [_AM_CONFIG_MACRO_DIRS($@)])]) m4_ifndef([AC_AUTOCONF_VERSION], [m4_copy([m4_PACKAGE_VERSION], [AC_AUTOCONF_VERSION])])dnl m4_if(m4_defn([AC_AUTOCONF_VERSION]), [2.71],, [m4_warning([this file was generated for autoconf 2.71. 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See the GNU dnl General Public License for more details. dnl dnl You should have received a copy of the GNU General Public License dnl along with this program; if not, write to the Free Software dnl Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA dnl 02111-1307, USA. dnl dnl As a special exception to the GNU General Public License, if you dnl distribute this file as part of a program that contains a dnl configuration script generated by Autoconf, you may include it under dnl the same distribution terms that you use for the rest of that dnl program. dnl PKG_PREREQ(MIN-VERSION) dnl ----------------------- dnl Since: 0.29 dnl dnl Verify that the version of the pkg-config macros are at least dnl MIN-VERSION. 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"./$cache_file";; esac fi else { printf "%s\n" "$as_me:${as_lineno-$LINENO}: creating cache $cache_file" >&5 printf "%s\n" "$as_me: creating cache $cache_file" >&6;} >$cache_file fi # Test code for whether the C++ compiler supports C++98 (global declarations) ac_cxx_conftest_cxx98_globals=' // Does the compiler advertise C++98 conformance? #if !defined __cplusplus || __cplusplus < 199711L # error "Compiler does not advertise C++98 conformance" #endif // These inclusions are to reject old compilers that // lack the unsuffixed header files. #include #include // and are *not* freestanding headers in C++98. extern void assert (int); namespace std { extern int strcmp (const char *, const char *); } // Namespaces, exceptions, and templates were all added after "C++ 2.0". using std::exception; using std::strcmp; namespace { void test_exception_syntax() { try { throw "test"; } catch (const char *s) { // Extra parentheses suppress a warning when building autoconf itself, // due to lint rules shared with more typical C programs. assert (!(strcmp) (s, "test")); } } template struct test_template { T const val; explicit test_template(T t) : val(t) {} template T add(U u) { return static_cast(u) + val; } }; } // anonymous namespace ' # Test code for whether the C++ compiler supports C++98 (body of main) ac_cxx_conftest_cxx98_main=' assert (argc); assert (! argv[0]); { test_exception_syntax (); test_template tt (2.0); assert (tt.add (4) == 6.0); assert (true && !false); } ' # Test code for whether the C++ compiler supports C++11 (global declarations) ac_cxx_conftest_cxx11_globals=' // Does the compiler advertise C++ 2011 conformance? #if !defined __cplusplus || __cplusplus < 201103L # error "Compiler does not advertise C++11 conformance" #endif namespace cxx11test { constexpr int get_val() { return 20; } struct testinit { int i; double d; }; class delegate { public: delegate(int n) : n(n) {} delegate(): delegate(2354) {} virtual int getval() { return this->n; }; protected: int n; }; class overridden : public delegate { public: overridden(int n): delegate(n) {} virtual int getval() override final { return this->n * 2; } }; class nocopy { public: nocopy(int i): i(i) {} nocopy() = default; nocopy(const nocopy&) = delete; nocopy & operator=(const nocopy&) = delete; private: int i; }; // for testing lambda expressions template Ret eval(Fn f, Ret v) { return f(v); } // for testing variadic templates and trailing return types template auto sum(V first) -> V { return first; } template auto sum(V first, Args... rest) -> V { return first + sum(rest...); } } ' # Test code for whether the C++ compiler supports C++11 (body of main) ac_cxx_conftest_cxx11_main=' { // Test auto and decltype auto a1 = 6538; auto a2 = 48573953.4; auto a3 = "String literal"; int total = 0; for (auto i = a3; *i; ++i) { total += *i; } decltype(a2) a4 = 34895.034; } { // Test constexpr short sa[cxx11test::get_val()] = { 0 }; } { // Test initializer lists cxx11test::testinit il = { 4323, 435234.23544 }; } { // Test range-based for int array[] = {9, 7, 13, 15, 4, 18, 12, 10, 5, 3, 14, 19, 17, 8, 6, 20, 16, 2, 11, 1}; for (auto &x : array) { x += 23; } } { // Test lambda expressions using cxx11test::eval; assert (eval ([](int x) { return x*2; }, 21) == 42); double d = 2.0; assert (eval ([&](double x) { return d += x; }, 3.0) == 5.0); assert (d == 5.0); assert (eval ([=](double x) mutable { return d += x; }, 4.0) == 9.0); assert (d == 5.0); } { // Test use of variadic templates using cxx11test::sum; auto a = sum(1); auto b = sum(1, 2); auto c = sum(1.0, 2.0, 3.0); } { // Test constructor delegation cxx11test::delegate d1; cxx11test::delegate d2(); cxx11test::delegate d3(45); } { // Test override and final cxx11test::overridden o1(55464); } { // Test nullptr char *c = nullptr; } { // Test template brackets test_template<::test_template> v(test_template(12)); } { // Unicode literals char const *utf8 = u8"UTF-8 string \u2500"; char16_t const *utf16 = u"UTF-8 string \u2500"; char32_t const *utf32 = U"UTF-32 string \u2500"; } ' # Test code for whether the C compiler supports C++11 (complete). ac_cxx_conftest_cxx11_program="${ac_cxx_conftest_cxx98_globals} ${ac_cxx_conftest_cxx11_globals} int main (int argc, char **argv) { int ok = 0; ${ac_cxx_conftest_cxx98_main} ${ac_cxx_conftest_cxx11_main} return ok; } " # Test code for whether the C compiler supports C++98 (complete). ac_cxx_conftest_cxx98_program="${ac_cxx_conftest_cxx98_globals} int main (int argc, char **argv) { int ok = 0; ${ac_cxx_conftest_cxx98_main} return ok; } " # Test code for whether the C compiler supports C89 (global declarations) ac_c_conftest_c89_globals=' /* Does the compiler advertise C89 conformance? Do not test the value of __STDC__, because some compilers set it to 0 while being otherwise adequately conformant. */ #if !defined __STDC__ # error "Compiler does not advertise C89 conformance" #endif #include #include struct stat; /* Most of the following tests are stolen from RCS 5.7 src/conf.sh. */ struct buf { int x; }; struct buf * (*rcsopen) (struct buf *, struct stat *, int); static char *e (p, i) char **p; int i; { return p[i]; } static char *f (char * (*g) (char **, int), char **p, ...) { char *s; va_list v; va_start (v,p); s = g (p, va_arg (v,int)); va_end (v); return s; } /* OSF 4.0 Compaq cc is some sort of almost-ANSI by default. It has function prototypes and stuff, but not \xHH hex character constants. These do not provoke an error unfortunately, instead are silently treated as an "x". The following induces an error, until -std is added to get proper ANSI mode. Curiously \x00 != x always comes out true, for an array size at least. It is necessary to write \x00 == 0 to get something that is true only with -std. */ int osf4_cc_array ['\''\x00'\'' == 0 ? 1 : -1]; /* IBM C 6 for AIX is almost-ANSI by default, but it replaces macro parameters inside strings and character constants. */ #define FOO(x) '\''x'\'' int xlc6_cc_array[FOO(a) == '\''x'\'' ? 1 : -1]; int test (int i, double x); struct s1 {int (*f) (int a);}; struct s2 {int (*f) (double a);}; int pairnames (int, char **, int *(*)(struct buf *, struct stat *, int), int, int);' # Test code for whether the C compiler supports C89 (body of main). ac_c_conftest_c89_main=' ok |= (argc == 0 || f (e, argv, 0) != argv[0] || f (e, argv, 1) != argv[1]); ' # Test code for whether the C compiler supports C99 (global declarations) ac_c_conftest_c99_globals=' // Does the compiler advertise C99 conformance? #if !defined __STDC_VERSION__ || __STDC_VERSION__ < 199901L # error "Compiler does not advertise C99 conformance" #endif #include extern int puts (const char *); extern int printf (const char *, ...); extern int dprintf (int, const char *, ...); extern void *malloc (size_t); // Check varargs macros. These examples are taken from C99 6.10.3.5. // dprintf is used instead of fprintf to avoid needing to declare // FILE and stderr. #define debug(...) dprintf (2, __VA_ARGS__) #define showlist(...) puts (#__VA_ARGS__) #define report(test,...) ((test) ? puts (#test) : printf (__VA_ARGS__)) static void test_varargs_macros (void) { int x = 1234; int y = 5678; debug ("Flag"); debug ("X = %d\n", x); showlist (The first, second, and third items.); report (x>y, "x is %d but y is %d", x, y); } // Check long long types. #define BIG64 18446744073709551615ull #define BIG32 4294967295ul #define BIG_OK (BIG64 / BIG32 == 4294967297ull && BIG64 % BIG32 == 0) #if !BIG_OK #error "your preprocessor is broken" #endif #if BIG_OK #else #error "your preprocessor is broken" #endif static long long int bignum = -9223372036854775807LL; static unsigned long long int ubignum = BIG64; struct incomplete_array { int datasize; double data[]; }; struct named_init { int number; const wchar_t *name; double average; }; typedef const char *ccp; static inline int test_restrict (ccp restrict text) { // See if C++-style comments work. // Iterate through items via the restricted pointer. // Also check for declarations in for loops. for (unsigned int i = 0; *(text+i) != '\''\0'\''; ++i) continue; return 0; } // Check varargs and va_copy. static bool test_varargs (const char *format, ...) { va_list args; va_start (args, format); va_list args_copy; va_copy (args_copy, args); const char *str = ""; int number = 0; float fnumber = 0; while (*format) { switch (*format++) { case '\''s'\'': // string str = va_arg (args_copy, const char *); break; case '\''d'\'': // int number = va_arg (args_copy, int); break; case '\''f'\'': // float fnumber = va_arg (args_copy, double); break; default: break; } } va_end (args_copy); va_end (args); return *str && number && fnumber; } ' # Test code for whether the C compiler supports C99 (body of main). ac_c_conftest_c99_main=' // Check bool. _Bool success = false; success |= (argc != 0); // Check restrict. if (test_restrict ("String literal") == 0) success = true; char *restrict newvar = "Another string"; // Check varargs. success &= test_varargs ("s, d'\'' f .", "string", 65, 34.234); test_varargs_macros (); // Check flexible array members. struct incomplete_array *ia = malloc (sizeof (struct incomplete_array) + (sizeof (double) * 10)); ia->datasize = 10; for (int i = 0; i < ia->datasize; ++i) ia->data[i] = i * 1.234; // Check named initializers. struct named_init ni = { .number = 34, .name = L"Test wide string", .average = 543.34343, }; ni.number = 58; int dynamic_array[ni.number]; dynamic_array[0] = argv[0][0]; dynamic_array[ni.number - 1] = 543; // work around unused variable warnings ok |= (!success || bignum == 0LL || ubignum == 0uLL || newvar[0] == '\''x'\'' || dynamic_array[ni.number - 1] != 543); ' # Test code for whether the C compiler supports C11 (global declarations) ac_c_conftest_c11_globals=' // Does the compiler advertise C11 conformance? #if !defined __STDC_VERSION__ || __STDC_VERSION__ < 201112L # error "Compiler does not advertise C11 conformance" #endif // Check _Alignas. char _Alignas (double) aligned_as_double; char _Alignas (0) no_special_alignment; extern char aligned_as_int; char _Alignas (0) _Alignas (int) aligned_as_int; // Check _Alignof. enum { int_alignment = _Alignof (int), int_array_alignment = _Alignof (int[100]), char_alignment = _Alignof (char) }; _Static_assert (0 < -_Alignof (int), "_Alignof is signed"); // Check _Noreturn. int _Noreturn does_not_return (void) { for (;;) continue; } // Check _Static_assert. struct test_static_assert { int x; _Static_assert (sizeof (int) <= sizeof (long int), "_Static_assert does not work in struct"); long int y; }; // Check UTF-8 literals. #define u8 syntax error! char const utf8_literal[] = u8"happens to be ASCII" "another string"; // Check duplicate typedefs. typedef long *long_ptr; typedef long int *long_ptr; typedef long_ptr long_ptr; // Anonymous structures and unions -- taken from C11 6.7.2.1 Example 1. struct anonymous { union { struct { int i; int j; }; struct { int k; long int l; } w; }; int m; } v1; ' # Test code for whether the C compiler supports C11 (body of main). ac_c_conftest_c11_main=' _Static_assert ((offsetof (struct anonymous, i) == offsetof (struct anonymous, w.k)), "Anonymous union alignment botch"); v1.i = 2; v1.w.k = 5; ok |= v1.i != 5; ' # Test code for whether the C compiler supports C11 (complete). ac_c_conftest_c11_program="${ac_c_conftest_c89_globals} ${ac_c_conftest_c99_globals} ${ac_c_conftest_c11_globals} int main (int argc, char **argv) { int ok = 0; ${ac_c_conftest_c89_main} ${ac_c_conftest_c99_main} ${ac_c_conftest_c11_main} return ok; } " # Test code for whether the C compiler supports C99 (complete). ac_c_conftest_c99_program="${ac_c_conftest_c89_globals} ${ac_c_conftest_c99_globals} int main (int argc, char **argv) { int ok = 0; ${ac_c_conftest_c89_main} ${ac_c_conftest_c99_main} return ok; } " # Test code for whether the C compiler supports C89 (complete). ac_c_conftest_c89_program="${ac_c_conftest_c89_globals} int main (int argc, char **argv) { int ok = 0; ${ac_c_conftest_c89_main} return ok; } " as_fn_append ac_header_cxx_list " stdio.h stdio_h HAVE_STDIO_H" as_fn_append ac_header_cxx_list " stdlib.h stdlib_h HAVE_STDLIB_H" as_fn_append ac_header_cxx_list " string.h string_h HAVE_STRING_H" as_fn_append ac_header_cxx_list " inttypes.h inttypes_h HAVE_INTTYPES_H" as_fn_append ac_header_cxx_list " stdint.h stdint_h HAVE_STDINT_H" as_fn_append ac_header_cxx_list " strings.h strings_h HAVE_STRINGS_H" as_fn_append ac_header_cxx_list " sys/stat.h sys_stat_h HAVE_SYS_STAT_H" as_fn_append ac_header_cxx_list " sys/types.h sys_types_h HAVE_SYS_TYPES_H" as_fn_append ac_header_cxx_list " unistd.h unistd_h HAVE_UNISTD_H" # Auxiliary files required by this configure script. ac_aux_files="compile missing install-sh" # Locations in which to look for auxiliary files. ac_aux_dir_candidates="${srcdir}${PATH_SEPARATOR}${srcdir}/..${PATH_SEPARATOR}${srcdir}/../.." # Search for a directory containing all of the required auxiliary files, # $ac_aux_files, from the $PATH-style list $ac_aux_dir_candidates. # If we don't find one directory that contains all the files we need, # we report the set of missing files from the *first* directory in # $ac_aux_dir_candidates and give up. ac_missing_aux_files="" ac_first_candidate=: printf "%s\n" "$as_me:${as_lineno-$LINENO}: looking for aux files: $ac_aux_files" >&5 as_save_IFS=$IFS; IFS=$PATH_SEPARATOR as_found=false for as_dir in $ac_aux_dir_candidates do IFS=$as_save_IFS case $as_dir in #((( '') as_dir=./ ;; */) ;; *) as_dir=$as_dir/ ;; esac as_found=: printf "%s\n" "$as_me:${as_lineno-$LINENO}: trying $as_dir" >&5 ac_aux_dir_found=yes ac_install_sh= for ac_aux in $ac_aux_files do # As a special case, if "install-sh" is required, that requirement # can be satisfied by any of "install-sh", "install.sh", or "shtool", # and $ac_install_sh is set appropriately for whichever one is found. if test x"$ac_aux" = x"install-sh" then if test -f "${as_dir}install-sh"; then printf "%s\n" "$as_me:${as_lineno-$LINENO}: ${as_dir}install-sh found" >&5 ac_install_sh="${as_dir}install-sh -c" elif test -f "${as_dir}install.sh"; then printf "%s\n" "$as_me:${as_lineno-$LINENO}: ${as_dir}install.sh found" >&5 ac_install_sh="${as_dir}install.sh -c" elif test -f "${as_dir}shtool"; then printf "%s\n" "$as_me:${as_lineno-$LINENO}: ${as_dir}shtool found" >&5 ac_install_sh="${as_dir}shtool install -c" else ac_aux_dir_found=no if $ac_first_candidate; then ac_missing_aux_files="${ac_missing_aux_files} install-sh" else break fi fi else if test -f "${as_dir}${ac_aux}"; then printf "%s\n" "$as_me:${as_lineno-$LINENO}: ${as_dir}${ac_aux} found" >&5 else ac_aux_dir_found=no if $ac_first_candidate; then ac_missing_aux_files="${ac_missing_aux_files} ${ac_aux}" else break fi fi fi done if test "$ac_aux_dir_found" = yes; then ac_aux_dir="$as_dir" break fi ac_first_candidate=false as_found=false done IFS=$as_save_IFS if $as_found then : else $as_nop as_fn_error $? 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See the # GNU General Public License for more details. # You should have received a copy of the GNU General Public License # along with this program. If not, see . # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. # Originally written by Alexandre Oliva . case $1 in '') echo "$0: No command. Try '$0 --help' for more information." 1>&2 exit 1; ;; -h | --h*) cat <<\EOF Usage: depcomp [--help] [--version] PROGRAM [ARGS] Run PROGRAMS ARGS to compile a file, generating dependencies as side-effects. Environment variables: depmode Dependency tracking mode. source Source file read by 'PROGRAMS ARGS'. object Object file output by 'PROGRAMS ARGS'. DEPDIR directory where to store dependencies. depfile Dependency file to output. tmpdepfile Temporary file to use when outputting dependencies. libtool Whether libtool is used (yes/no). Report bugs to . EOF exit $? ;; -v | --v*) echo "depcomp $scriptversion" exit $? ;; esac # Get the directory component of the given path, and save it in the # global variables '$dir'. Note that this directory component will # be either empty or ending with a '/' character. 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On the theory ## that the space means something, we add a space to the output as ## well. hp depmode also adds that space, but also prefixes the VPATH ## to the object. Take care to not repeat it in the output. ## Some versions of the HPUX 10.20 sed can't process this invocation ## correctly. Breaking it into two sed invocations is a workaround. tr ' ' "$nl" < "$tmpdepfile" \ | sed -e 's/^\\$//' -e '/^$/d' -e "s|.*$object$||" -e '/:$/d' \ | sed -e 's/$/ :/' >> "$depfile" rm -f "$tmpdepfile" ;; hp) # This case exists only to let depend.m4 do its work. It works by # looking at the text of this script. This case will never be run, # since it is checked for above. exit 1 ;; sgi) if test "$libtool" = yes; then "$@" "-Wp,-MDupdate,$tmpdepfile" else "$@" -MDupdate "$tmpdepfile" fi stat=$? if test $stat -ne 0; then rm -f "$tmpdepfile" exit $stat fi rm -f "$depfile" if test -f "$tmpdepfile"; then # yes, the sourcefile depend on other files echo "$object : \\" > "$depfile" # Clip off the initial element (the dependent). Don't try to be # clever and replace this with sed code, as IRIX sed won't handle # lines with more than a fixed number of characters (4096 in # IRIX 6.2 sed, 8192 in IRIX 6.5). We also remove comment lines; # the IRIX cc adds comments like '#:fec' to the end of the # dependency line. tr ' ' "$nl" < "$tmpdepfile" \ | sed -e 's/^.*\.o://' -e 's/#.*$//' -e '/^$/ d' \ | tr "$nl" ' ' >> "$depfile" echo >> "$depfile" # The second pass generates a dummy entry for each header file. tr ' ' "$nl" < "$tmpdepfile" \ | sed -e 's/^.*\.o://' -e 's/#.*$//' -e '/^$/ d' -e 's/$/:/' \ >> "$depfile" else make_dummy_depfile fi rm -f "$tmpdepfile" ;; xlc) # This case exists only to let depend.m4 do its work. It works by # looking at the text of this script. This case will never be run, # since it is checked for above. exit 1 ;; aix) # The C for AIX Compiler uses -M and outputs the dependencies # in a .u file. In older versions, this file always lives in the # current directory. Also, the AIX compiler puts '$object:' at the # start of each line; $object doesn't have directory information. # Version 6 uses the directory in both cases. set_dir_from "$object" set_base_from "$object" if test "$libtool" = yes; then tmpdepfile1=$dir$base.u tmpdepfile2=$base.u tmpdepfile3=$dir.libs/$base.u "$@" -Wc,-M else tmpdepfile1=$dir$base.u tmpdepfile2=$dir$base.u tmpdepfile3=$dir$base.u "$@" -M fi stat=$? if test $stat -ne 0; then rm -f "$tmpdepfile1" "$tmpdepfile2" "$tmpdepfile3" exit $stat fi for tmpdepfile in "$tmpdepfile1" "$tmpdepfile2" "$tmpdepfile3" do test -f "$tmpdepfile" && break done aix_post_process_depfile ;; tcc) # tcc (Tiny C Compiler) understand '-MD -MF file' since version 0.9.26 # FIXME: That version still under development at the moment of writing. # Make that this statement remains true also for stable, released # versions. # It will wrap lines (doesn't matter whether long or short) with a # trailing '\', as in: # # foo.o : \ # foo.c \ # foo.h \ # # It will put a trailing '\' even on the last line, and will use leading # spaces rather than leading tabs (at least since its commit 0394caf7 # "Emit spaces for -MD"). "$@" -MD -MF "$tmpdepfile" stat=$? if test $stat -ne 0; then rm -f "$tmpdepfile" exit $stat fi rm -f "$depfile" # Each non-empty line is of the form 'foo.o : \' or ' dep.h \'. # We have to change lines of the first kind to '$object: \'. sed -e "s|.*:|$object :|" < "$tmpdepfile" > "$depfile" # And for each line of the second kind, we have to emit a 'dep.h:' # dummy dependency, to avoid the deleted-header problem. sed -n -e 's|^ *\(.*\) *\\$|\1:|p' < "$tmpdepfile" >> "$depfile" rm -f "$tmpdepfile" ;; ## The order of this option in the case statement is important, since the ## shell code in configure will try each of these formats in the order ## listed in this file. A plain '-MD' option would be understood by many ## compilers, so we must ensure this comes after the gcc and icc options. pgcc) # Portland's C compiler understands '-MD'. # Will always output deps to 'file.d' where file is the root name of the # source file under compilation, even if file resides in a subdirectory. # The object file name does not affect the name of the '.d' file. # pgcc 10.2 will output # foo.o: sub/foo.c sub/foo.h # and will wrap long lines using '\' : # foo.o: sub/foo.c ... \ # sub/foo.h ... \ # ... set_dir_from "$object" # Use the source, not the object, to determine the base name, since # that's sadly what pgcc will do too. set_base_from "$source" tmpdepfile=$base.d # For projects that build the same source file twice into different object # files, the pgcc approach of using the *source* file root name can cause # problems in parallel builds. Use a locking strategy to avoid stomping on # the same $tmpdepfile. lockdir=$base.d-lock trap " echo '$0: caught signal, cleaning up...' >&2 rmdir '$lockdir' exit 1 " 1 2 13 15 numtries=100 i=$numtries while test $i -gt 0; do # mkdir is a portable test-and-set. if mkdir "$lockdir" 2>/dev/null; then # This process acquired the lock. "$@" -MD stat=$? # Release the lock. rmdir "$lockdir" break else # If the lock is being held by a different process, wait # until the winning process is done or we timeout. while test -d "$lockdir" && test $i -gt 0; do sleep 1 i=`expr $i - 1` done fi i=`expr $i - 1` done trap - 1 2 13 15 if test $i -le 0; then echo "$0: failed to acquire lock after $numtries attempts" >&2 echo "$0: check lockdir '$lockdir'" >&2 exit 1 fi if test $stat -ne 0; then rm -f "$tmpdepfile" exit $stat fi rm -f "$depfile" # Each line is of the form `foo.o: dependent.h', # or `foo.o: dep1.h dep2.h \', or ` dep3.h dep4.h \'. # Do two passes, one to just change these to # `$object: dependent.h' and one to simply `dependent.h:'. sed "s,^[^:]*:,$object :," < "$tmpdepfile" > "$depfile" # Some versions of the HPUX 10.20 sed can't process this invocation # correctly. 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See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef MONOP_EVENT_H #define MONOP_EVENT_H #include #include #include "gameobject.h" class Game; class Event : public GameObject { public: enum EventType { Metaserver=0, TokenMovementTimeout, UserDecision, AuctionTimeout, PlayerTimeout, SocketTimeout }; Event(int id, EventType type, Game *game = 0); void setLaunchTime(int ms); void setFrequency(int ms) { m_frequency = ms; } void setType(unsigned int type) { m_type = type; } void setObject(GameObject *object) { m_object = object; } struct timeval *launchTime() { return &m_launchTime; } int frequency() { return m_frequency; } unsigned int type() { return m_type; } GameObject *object() { return m_object; } private: struct timeval m_launchTime; int m_frequency; unsigned int m_type; GameObject *m_object; }; #endif // MONOP_EVENT_H monopd-0.10.4/src/estate.h0000644000175000017500000000434312541574125011010 // Copyright © 2001-2003 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef MONOP_ESTATE_H #define MONOP_ESTATE_H #include #include #include "gameobject.h" class CardGroup; class Estate; class EstateGroup; class Game; class Player; class Estate : public GameObject { public: Estate(int id, std::vector *); void setEstateGroup(EstateGroup *group) { m_group = group; } void setOwner(Player *_p) { m_owner = _p; } void setIcon(const std::string &icon); std::string icon() const; void setRent(int _houses, int _m) { m_rent[_houses] = _m; } void addMoney(int money); void setPayAmount(int amount); int payAmount(); void setPayTarget(Estate *estate) { m_payTarget = estate; } void setTakeCardGroup(CardGroup *cardGroup); CardGroup *takeCardGroup(); EstateGroup *group() { return m_group; } Player *owner() { return m_owner; } const std::string color(); const std::string bgColor(); int price(); int housePrice(); int rentByHouses(int _h) { return m_rent[_h]; } int rent(Player *player, const std::string &rentMath); Estate *payTarget() { return m_payTarget; } bool canBeOwned(); bool canToggleMortgage(Player *owner); bool canBuyHouses(Player *); bool canSellHouses(Player *); int groupSize(Player *); int minHouses(); int maxHouses(); bool groupHasBuildings(); bool groupHasMortgages(); bool estateGroupIsMonopoly(); private: Estate *m_payTarget; EstateGroup *m_group; Player *m_owner; CardGroup *m_takeCardGroup; std::vector *m_estates; int m_rent[6]; }; #endif // MONOP_ESTATE_H monopd-0.10.4/src/gameobject.h0000644000175000017500000000467612541574050011631 // Copyright © 2001-2003 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef MONOP_GAMEOBJECT_H #define MONOP_GAMEOBJECT_H #include #include class GameIntProperty; class GameStringProperty; class GameBoolProperty; class Game; class GameObject; class GameObject { public: // We can abuse a Money object with its id as amount in trades. enum Type { Unknown = 0, GGame, GCard, GEstate, GEstateGroup, GPlayer, Money, ConfigOption }; GameObject(int id, Type type = Unknown, Game *game = 0); ~GameObject(); void setId(int id) { m_id = id; } int id(); std::string name(); enum Type type(); Game *game(); void setProperty(const std::string &key, const std::string &value, GameObject *scope = 0); void setProperty(const std::string &key, int value, GameObject *scope = 0); void setBoolProperty(const std::string &key, const bool &value, GameObject *scope = 0); std::string getStringProperty(const std::string &key); bool hasIntProperty(const std::string &key); int getIntProperty(const std::string &key); bool getBoolProperty(const std::string &key); void removeProperty(const std::string &key); void unsetPropertiesChanged(); bool propertiesChanged() const; void addToScope(GameObject *object); bool hasInScope(GameObject *object); void removeFromScope(GameObject *object); bool propertiesChanged(GameObject *target); std::string oldXMLUpdate(GameObject *target, const bool &fullUpdate = false); std::string xmlUpdate(GameObject *target, const bool &fullUpdate = false); protected: int m_id; Type m_type; Game *m_game; private: std::vector m_stringProperties; std::vector m_intProperties; std::vector m_boolProperties; std::vector m_scope; }; #endif monopd-0.10.4/src/card.cpp0000644000175000017500000000226412561375255010774 // Copyright © 2001-2003 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include #include "cardgroup.h" #include "card.h" Card::Card(CardGroup *group, int id) : GameObject(id, GameObject::GCard) { m_group = group; m_canBeOwned = m_outOfJail = false; m_owner = 0; m_rentMath = ""; setPay(0); setPayHouse(0); setPayHotel(0); setPayEach(0); setAdvance(0); setAdvanceTo(-1); // Because 0 would be valid here setToJail(false); m_advanceToNextOf = 0; } monopd-0.10.4/src/tradecomponent.h0000644000175000017500000000262612541573715012553 // Copyright © 2002 Rob Kaper // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef MONOP_TRADECOMPONENT_H #define MONOP_TRADECOMPONENT_H #include class GameObject; class Player; class TradeComponent { public: TradeComponent(Player *from, Player *to, GameObject *gameObject); TradeComponent(Player *from, Player *to, unsigned int money); void updateTargetPlayer(Player *to); void updateMoney(unsigned int); void setObject(GameObject *object) { m_object = object; } GameObject *object() { return m_object; } Player *from() { return m_playerFrom; } Player *targetPlayer() { return m_playerTo; } unsigned int money() { return m_money; } private: Player *m_playerFrom, *m_playerTo; unsigned int m_money; GameObject *m_object; }; #endif // MONOP_TRADECOMPONENT_H monopd-0.10.4/src/gameproperty.cpp0000644000175000017500000000425212561375326012577 // Copyright © 2003 Rob Kaper // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include "gameobject.h" #include "gameproperty.h" GameProperty::GameProperty(const std::string &key, GameObject *scope) { m_key = key; m_scope = scope; m_changed = true; } std::string GameProperty::key() const { return m_key; } GameObject *GameProperty::scope() { return m_scope; } void GameProperty::setChanged(const bool &changed) { m_changed = changed; } bool GameProperty::changed() const { return m_changed; } GameIntProperty::GameIntProperty(const std::string &key, int value, GameObject *scope) : GameProperty(key, scope) { m_value = value; } bool GameIntProperty::setValue(int value) { if (m_value != value) { m_value = value; m_changed = true; } return m_changed; } int GameIntProperty::value() { return m_value; } GameStringProperty::GameStringProperty(const std::string &key, const std::string &value, GameObject *scope) : GameProperty(key, scope) { m_value = value; } bool GameStringProperty::setValue(const std::string &value) { if (m_value != value) { m_value = value; 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you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include #include #include #include #include #include #include #include #include #include "listenport.h" #define MAXLINE 1024 #ifdef USE_INET_ATON #define inet_pton(a, b, c) inet_aton(b, c) #endif ListenPort::ListenPort(sa_family_t family, const std::string ip, const int port) { int reuse; m_ipAddr = ip; m_port = port; m_fd = socket(family, SOCK_STREAM, 0); if(m_fd < 0) { goto fail_socket; } struct sockaddr_storage servaddr; memset(&servaddr, 0, sizeof(servaddr)); servaddr.ss_family = family; socklen_t addrlen; if(family == AF_INET) { struct sockaddr_in *servaddr_in = (struct sockaddr_in *)&servaddr; inet_pton(AF_INET, m_ipAddr.c_str(), &(servaddr_in->sin_addr)); servaddr_in->sin_port = htons(m_port); addrlen = sizeof(*servaddr_in); } else if (family == AF_INET6) { struct sockaddr_in6 *servaddr_in6 = (struct sockaddr_in6 *)&servaddr; inet_pton(AF_INET6, m_ipAddr.c_str(), &(servaddr_in6->sin6_addr)); servaddr_in6->sin6_port = htons(m_port); addrlen = sizeof(*servaddr_in6); // bind on IPv6 only if possible int v6only = 1; setsockopt(m_fd, IPPROTO_IPV6, IPV6_V6ONLY, &v6only, sizeof(v6only)); } else { goto fail_bind; } // release the socket after program crash, avoid TIME_WAIT reuse = 1; if(setsockopt(m_fd, SOL_SOCKET, SO_REUSEADDR, &reuse, sizeof(reuse)) == -1) { goto fail_bind; } if( (bind(m_fd, (struct sockaddr *) &servaddr, addrlen)) == -1) { goto fail_bind; } if(listen(m_fd, LISTENQ) == -1) { goto fail_bind; } // get current socket flags int flags; if ((flags=fcntl(m_fd, F_GETFL)) == -1) { goto fail_bind; } // set socket to non-blocking flags |= O_NDELAY; if (fcntl(m_fd, F_SETFL, flags) == -1) { goto fail_bind; } return; fail_bind: close(m_fd); fail_socket: m_error = errno ? errno : 255; } ListenPort::ListenPort(int fd) { m_ipAddr = ""; m_port = 0; m_fd = fd; // get current socket flags int flags; if ((flags=fcntl(m_fd, F_GETFL)) == -1) goto fail; // set socket to non-blocking flags |= O_NDELAY; if (fcntl(m_fd, F_SETFL, flags) == -1) goto fail; return; fail: m_error = errno ? errno : 255; } monopd-0.10.4/src/gameobject.cpp0000644000175000017500000002740012561375322012155 // Copyright © 2001-2003 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include #include "gameobject.h" #include "gameproperty.h" #include "io.h" #include "game.h" GameObject::GameObject(int id, Type type, Game *game) { m_id = id; m_type = type; m_game = game; } GameObject::~GameObject() { while (!m_stringProperties.empty()) { delete *m_stringProperties.begin(); m_stringProperties.erase(m_stringProperties.begin()); } while (!m_intProperties.empty()) { delete *m_intProperties.begin(); m_intProperties.erase(m_intProperties.begin()); } while (!m_boolProperties.empty()) { delete *m_boolProperties.begin(); m_boolProperties.erase(m_boolProperties.begin()); } } int GameObject::id() { return m_id; } std::string GameObject::name() { return escapeXML(getStringProperty("name")); } enum GameObject::Type GameObject::type() { return m_type; } Game *GameObject::game() { return m_game; } void GameObject::setProperty(const std::string &key, const std::string &value, GameObject *scope) { GameStringProperty *stringProperty = 0; for(std::vector::iterator it = m_stringProperties.begin() ; it != m_stringProperties.end() && (stringProperty = *it) ; ++it) if (stringProperty->key() == key) { stringProperty->setValue(value); return; } stringProperty = new GameStringProperty(key, value, scope ? scope : this); m_stringProperties.push_back(stringProperty); } void GameObject::setProperty(const std::string &key, int value, GameObject *scope) { GameIntProperty *intProperty = 0; for(std::vector::iterator it = m_intProperties.begin() ; it != m_intProperties.end() && (intProperty = *it) ; ++it) { if (intProperty->key() == key) { intProperty->setValue(value); return; } } intProperty = new GameIntProperty(key, value, scope ? scope : this); m_intProperties.push_back(intProperty); } void GameObject::setBoolProperty(const std::string &key, const bool &value, GameObject *scope) { GameBoolProperty *boolProperty = 0; for(std::vector::iterator it = m_boolProperties.begin() ; it != m_boolProperties.end() && (boolProperty = *it) ; ++it) { if (boolProperty->key() == key) { boolProperty->setValue(value); return; } } boolProperty = new GameBoolProperty(key, value, scope ? scope : this); m_boolProperties.push_back(boolProperty); } std::string GameObject::getStringProperty(const std::string &key) { GameStringProperty *stringProperty = 0; for(std::vector::iterator it = m_stringProperties.begin() ; it != m_stringProperties.end() && (stringProperty = *it) ; ++it) if (stringProperty->key() == key) return stringProperty->value(); return std::string(); } bool GameObject::hasIntProperty(const std::string &key) { GameIntProperty *intProperty = 0; for(std::vector::iterator it = m_intProperties.begin() ; it != m_intProperties.end() && (intProperty = *it) ; ++it) if (intProperty->key() == key) return true; return false; } int GameObject::getIntProperty(const std::string &key) { GameIntProperty *intProperty = 0; for(std::vector::iterator it = m_intProperties.begin() ; it != m_intProperties.end() && (intProperty = *it) ; ++it) if (intProperty->key() == key) return intProperty->value(); return 0; } bool GameObject::getBoolProperty(const std::string &key) { GameBoolProperty *boolProperty = 0; for(std::vector::iterator it = m_boolProperties.begin() ; it != m_boolProperties.end() && (boolProperty = *it) ; ++it) if (boolProperty->key() == key) return boolProperty->value(); return 0; } void GameObject::removeProperty(const std::string &key) { GameStringProperty *stringProperty = 0; for(std::vector::iterator it = m_stringProperties.begin() ; it != m_stringProperties.end() && (stringProperty = *it) ; ++it) if (stringProperty->key() == key) { m_stringProperties.erase(it); delete stringProperty; // FIXME: send xml update to erase stringProperty return; } GameIntProperty *intProperty = 0; for(std::vector::iterator it = m_intProperties.begin() ; it != m_intProperties.end() && (intProperty = *it) ; ++it) if (intProperty->key() == key) { m_intProperties.erase(it); delete intProperty; // FIXME: send xml update to erase intProperty return; } GameBoolProperty *boolProperty = 0; for(std::vector::iterator it = m_boolProperties.begin() ; it != m_boolProperties.end() && (boolProperty = *it) ; ++it) if (boolProperty->key() == key) { m_boolProperties.erase(it); delete boolProperty; // FIXME: send xml update to erase boolProperty return; } } std::string GameObject::xmlUpdate(GameObject *target, const bool &fullUpdate) { std::string xmlString; bool emptyUpdate = true; GameStringProperty *stringProperty = 0; for(std::vector::iterator it = m_stringProperties.begin() ; it != m_stringProperties.end() && (stringProperty = *it) ; ++it) if ( (fullUpdate || stringProperty->changed()) && (stringProperty->scope()->hasInScope(target)) ) { if (emptyUpdate) { xmlString = ""; emptyUpdate = false; } xmlString += "key() + "\" value=\"" + escapeXML(stringProperty->value()) + "\"/>"; } GameIntProperty *intProperty = 0; for(std::vector::iterator it = m_intProperties.begin() ; it != m_intProperties.end() && (intProperty = *it) ; ++it) if ( (fullUpdate || intProperty->changed()) && (intProperty->scope()->hasInScope(target)) ) { if (emptyUpdate) { xmlString = ""; emptyUpdate = false; } xmlString += "key() + "\" value=\"" + itoa(intProperty->value()) + "\"/>"; } GameBoolProperty *boolProperty = 0; for(std::vector::iterator it = m_boolProperties.begin() ; it != m_boolProperties.end() && (boolProperty = *it) ; ++it) if ( (fullUpdate || boolProperty->changed()) && (boolProperty->scope()->hasInScope(target)) ) { if (emptyUpdate) { xmlString = ""; emptyUpdate = false; } xmlString += "key() + "\" value=\"" + itoa(boolProperty->value()) + "\"/>"; } if (!emptyUpdate) xmlString += ""; return xmlString; } std::string GameObject::oldXMLUpdate(GameObject *target, const bool &fullUpdate) { std::string xmlString; bool emptyUpdate = true; GameStringProperty *stringProperty = 0; for(std::vector::iterator it = m_stringProperties.begin() ; it != m_stringProperties.end() && (stringProperty = *it) ; ++it) if ( (fullUpdate || stringProperty->changed()) && (stringProperty->scope()->hasInScope(target)) ) { if (emptyUpdate) { if (m_type == GPlayer) xmlString = "m_id) + "\""; else assert(0); // don't use use this on non-supported objects yet! :-p~ emptyUpdate = false; } xmlString += std::string(" ") + stringProperty->key() + "=\"" + escapeXML(stringProperty->value()) + "\""; } GameIntProperty *intProperty = 0; for(std::vector::iterator it = m_intProperties.begin() ; it != m_intProperties.end() && (intProperty = *it) ; ++it) if ( (fullUpdate || intProperty->changed()) && (intProperty->scope()->hasInScope(target)) ) { if (emptyUpdate) { if (m_type == GPlayer) xmlString = "m_id) + "\""; else assert(0); // don't use use this on non-supported objects yet! :-p~ emptyUpdate = false; } xmlString += std::string(" ") + intProperty->key() + "=\"" + itoa(intProperty->value()) + "\""; } GameBoolProperty *boolProperty = 0; for(std::vector::iterator it = m_boolProperties.begin() ; it != m_boolProperties.end() && (boolProperty = *it) ; ++it) if ( (fullUpdate || boolProperty->changed()) && (boolProperty->scope()->hasInScope(target)) ) { if (emptyUpdate) { if (m_type == GPlayer) xmlString = "m_id) + "\""; else assert(0); // don't use use this on non-supported objects yet! :-p~ emptyUpdate = false; } xmlString += std::string(" ") + boolProperty->key() + "=\"" + itoa(boolProperty->value()) + "\""; } if (!emptyUpdate) xmlString += "/>"; return xmlString; } void GameObject::unsetPropertiesChanged() { GameStringProperty *stringProperty = 0; for(std::vector::iterator it = m_stringProperties.begin() ; it != m_stringProperties.end() && (stringProperty = *it) ; ++it) if (stringProperty->changed()) stringProperty->setChanged(false); GameIntProperty *intProperty = 0; for(std::vector::iterator it = m_intProperties.begin() ; it != m_intProperties.end() && (intProperty = *it) ; ++it) if (intProperty->changed()) intProperty->setChanged(false); GameBoolProperty *boolProperty = 0; for(std::vector::iterator it = m_boolProperties.begin() ; it != m_boolProperties.end() && (boolProperty = *it) ; ++it) if (boolProperty->changed()) boolProperty->setChanged(false); } void GameObject::addToScope(GameObject *object) { m_scope.push_back(object); } bool GameObject::hasInScope(GameObject *object) { if (object == this) return true; for(std::vector::iterator it = m_scope.begin() ; it != m_scope.end() && (*it) ; ++it) { if ((*it) == object || (*it)->hasInScope(object)) return true; } return false; } void GameObject::removeFromScope(GameObject *object) { GameObject *oTmp = 0; for(std::vector::iterator it = m_scope.begin() ; it != m_scope.end() && (oTmp = *it) ; ++it) if (oTmp == object) { m_scope.erase(it); return; } } monopd-0.10.4/src/game.cpp0000644000175000017500000017702414577676733011021 // Copyright © 2001-2004 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #define __USE_XOPEN #include #include #include #include #include #include #include // libstdc++ from the gcc 2.95 has no #include yet :( #include #include #include #include #include #include "auction.h" #include "card.h" #include "cardgroup.h" #include "debt.h" #include "estate.h" #include "estategroup.h" #include "game.h" #include "io.h" #include "player.h" #include "trade.h" #include "display.h" Game::Game(int id) : GameObject(id, GGame), m_randomEngine(time(NULL)) { m_status = Config; m_startMoney = 0; m_houses = 0; m_hotels = 0; m_master = m_pTurn = 0; m_goEstate = 0; m_gameType = m_bgColor = ""; m_isValid = m_pausedForDialog = false; m_auction = 0; m_auctionDebt = 0; dice[0]=0; dice[1]=0; // addConfigOption( "test", "A test config option", "teststring" ); // addConfigOption( "test2", "An int test config option", 23 ); // addBoolConfigOption( "test3", "A bool test config option", true ); m_nextCardGroupId = m_nextEstateId = m_nextEstateGroupId = m_nextTradeId = m_nextAuctionId = 0; addBoolConfigOption( "collectfines", "Free Parking collects fines", false, true ); addBoolConfigOption( "alwaysshuffle", "Always shuffle decks before taking a card", false, true ); addBoolConfigOption( "auctionsenabled", "Enable auctions", true, true ); addBoolConfigOption( "doublepassmoney", "Double pass money on exact landings", false, true ); addBoolConfigOption( "unlimitedhouses", "Bank provides unlimited amount of houses/hotels", false, true ); addBoolConfigOption( "norentinjail", "Players in Jail get no rent", false, true ); addBoolConfigOption( "allowestatesales", "Allow estates to be sold back to Bank", false, true ); addBoolConfigOption( "automatetax", "Automate tax decisions", false, true ); addBoolConfigOption( "allowspectators", "Allow spectators", true, true ); } Game::~Game() { // We are responsible for the objects allocated while (!m_cardGroups.empty()) { delete *m_cardGroups.begin(); m_cardGroups.erase(m_cardGroups.begin()); } while (!m_debts.empty()) { delete *m_debts.begin(); m_debts.erase(m_debts.begin()); } while (!m_estates.empty()) { delete *m_estates.begin(); m_estates.erase(m_estates.begin()); } while (!m_estateGroups.empty()) { delete *m_estateGroups.begin(); m_estateGroups.erase(m_estateGroups.begin()); } while (!m_trades.empty()) { delete *m_trades.begin(); m_trades.erase(m_trades.begin()); } while (!m_configOptions.empty()) { delete *m_configOptions.begin(); m_configOptions.erase(m_configOptions.begin()); } if (m_auction) delete m_auction; } void Game::ioWrite(const char *fmt, ...) { int n, size = 256; char *buf = new char[size]; static std::string ioStr; va_list arg; buf[0] = 0; while (1) { va_start(arg, fmt); n = vsnprintf(buf, size, fmt, arg); va_end(arg); if (n > -1 && n < size) { ioStr = buf; delete[] buf; ioWrite(ioStr); return; } if (n > -1) size = n+1; else size *= 2; delete[] buf; buf = new char[size]; } } void Game::ioWrite(const std::string data) { Player *pTmp = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (pTmp = *it) ; ++it) pTmp->ioWrite(data); } void Game::ioInfo(const char *data, ...) { va_list arg; char buf[2048]; va_start(arg, data); vsnprintf(buf, sizeof(buf)-1, data, arg); va_end(arg); buf[sizeof(buf)-1] = 0; ioWrite("\n", buf); } void Game::ioInfo(const std::string data) { ioWrite("\n"); } void Game::ioError(const std::string data) { ioWrite("\n"); } void Game::loadGameType(const std::string &gameType) { if (m_gameType != gameType) { m_gameType = gameType; loadConfig(); // Reset estates.. so that the first player joining won't get estateupdates until init for (std::vector::iterator it = m_estates.begin(); it != m_estates.end() && (*it) ; ++it) { (*it)->unsetPropertiesChanged(); } } } void Game::loadConfig() { enum ConfigGroup { Board, EstateGroups, Estates, CardGroups, Cards, Other }; ConfigGroup configGroup = Other; std::map payTargets; EstateGroup *group = 0; Estate *eTmp = 0; CardGroup *cardGroup = 0; Card *card = 0; unsigned int goEstate = 0, nextCardId = 0; int pos = 0; std::string line, key, value; std::string filename = std::string(MONOPD_DATADIR "/games/") + m_gameType + ".conf"; std::ifstream infile( filename.c_str() ); if ( infile.bad() ) return; while (getline( infile, line, '\n')) { if (!line.size() || line[0] == '#') { continue; } if (!utf8::is_valid(line.begin(), line.end())) { infile.close(); return; } if (line[0] == '<') { value = line.substr( 1, line.size()-2 ); if ( value == "Board" ) configGroup = Board; else if ( value == "EstateGroups" ) configGroup = EstateGroups; else if ( value == "Estates" ) configGroup = Estates; else if ( value == "Cards" ) configGroup = CardGroups; else configGroup = Other; continue; } if (line[0] == '[') { value = line.substr( 1, line.size()-2 ); if (configGroup == EstateGroups) group = newGroup( value ); else if (configGroup == Estates) eTmp = newEstate( value ); else if (configGroup == Cards && cardGroup) card = cardGroup->newCard( nextCardId++, value ); continue; } pos = line.find( "=" ); if (pos == (int)std::string::npos) { continue; } key = line.substr( 0, pos ); value = line.substr( pos+1 ); if (configGroup == Board) { if ( key == "go" ) { goEstate = atoi( value.c_str() ); } else if ( key == "bgcolor" ) { m_bgColor = value; } } else if (configGroup == EstateGroups) { parseConfigEntry( group, key, value ); } else if (configGroup == Estates) { if ( key == "paytarget" ) { payTargets[eTmp] = atoi( value.c_str() ); } else { parseConfigEntry( eTmp, key, value ); } } else if (configGroup == CardGroups) { if ( key == "groupname" ) { cardGroup = newCardGroup( value ); configGroup = Cards; } } else if (configGroup == Cards) { if ( key == "groupname" ) { cardGroup = newCardGroup( value ); } else { parseConfigEntry( card, key, value ); } } else if ( key == "name" || key == "description") { setProperty( key, value ); } else if ( key == "minplayers" || key == "maxplayers" ) { setProperty( key, atoi( value.c_str() ) ); } else if ( key == "houses" ) { m_houses = atoi( value.c_str() ); } else if ( key == "hotels" ) { m_hotels = atoi( value.c_str() ); } else if ( key == "startmoney" ) { m_startMoney = atoi( value.c_str() ); } } infile.close(); // Make sure defaults are within reasonable limits if (getIntProperty("minplayers") < 2) setProperty("minplayers", 2); if (getIntProperty("maxplayers") < getIntProperty("minplayers")) setProperty("maxplayers", getIntProperty("minplayers")); else if (getIntProperty("maxplayers") > 32) setProperty("maxplayers", 32); // Go estate is required, defaults to first specified if (!(m_goEstate = findEstate(goEstate))) m_goEstate = findEstate(0); if (!m_goEstate) return; // Fix defaults for estates for (std::map::iterator it = payTargets.begin() ; it != payTargets.end() && (eTmp = (*it).first) ; it++) eTmp->setPayTarget(findEstate((*it).second)); payTargets.clear(); eTmp = 0; for (std::vector::iterator eIt = m_estates.begin() ; eIt != m_estates.end() && (eTmp = *eIt) ; eIt++) { if (!eTmp->hasIntProperty("mortgageprice")) eTmp->setProperty("mortgageprice", (int)(eTmp->price()/2), this); if (!eTmp->hasIntProperty("unmortgageprice")) eTmp->setProperty("unmortgageprice", (int)((eTmp->price()/2)*1.1), this); if (!eTmp->hasIntProperty("sellhouseprice")) eTmp->setProperty("sellhouseprice", (int)(eTmp->housePrice()/2), this); } m_isValid = true; } void Game::parseConfigEntry(Estate *es, const std::string &key, const std::string &value) { if (!es) return; if ( key == "group" ) es->setEstateGroup( findGroup( value ) ); else if ( key == "color" || key == "bgcolor" || key == "icon" ) es->setProperty( key, value, this ); else if ( key == "price" || key == "mortgageprice" || key == "unmortgageprice" || key == "houseprice" || key == "sellhouseprice" || key == "payamount" || key == "passmoney" || key == "tax" || key == "taxpercentage" ) es->setProperty( key, atoi( value.c_str() ), this ); else if ( key == "rent0" ) es->setRent(0, atoi( value.c_str() ) ); else if ( key == "rent1" ) es->setRent(1, atoi( value.c_str() ) ); else if ( key == "rent2" ) es->setRent(2, atoi( value.c_str() ) ); else if ( key == "rent3" ) es->setRent(3, atoi( value.c_str() ) ); else if ( key == "rent4" ) es->setRent(4, atoi( value.c_str() ) ); else if ( key == "rent5" ) es->setRent(5, atoi( value.c_str() ) ); else if ( key == "tojail" || key == "jail" ) es->setBoolProperty( key, atoi( value.c_str() ), this ); else if ( key == "takecard" ) es->setTakeCardGroup( findCardGroup( value ) ); } void Game::parseConfigEntry(Card *card, const std::string &key, const std::string &value) { if (!card) return; if ( key == "canbeowned" ) card->setCanBeOwned( atoi( value.c_str() ) ); else if ( key == "pay" ) card->setPay( atoi( value.c_str() ) ); else if ( key == "payhouse" ) card->setPayHouse( atoi( value.c_str() ) ); else if ( key == "payhotel" ) card->setPayHotel( atoi( value.c_str() ) ); else if ( key == "payeach" ) card->setPayEach( atoi( value.c_str() ) ); else if ( key == "tojail" ) card->setToJail( atoi( value.c_str() ) ); else if ( key == "outofjail" ) card->setOutOfJail( atoi( value.c_str() ) ); else if ( key == "advance" ) card->setAdvance( atoi( value.c_str() ) ); else if ( key == "advanceto" ) card->setAdvanceTo( atoi( value.c_str() ) ); else if ( key == "advancetonextof" ) card->setAdvanceToNextOf( findGroup( value ) ); else if ( key == "rentmath" ) card->setRentMath( value ); } void Game::parseConfigEntry(EstateGroup *group, const std::string &key, const std::string &value) { if (!group) return; if ( key == "price" ) group->setPrice( atoi( value.c_str() ) ); else if ( key == "houseprice" ) group->setHousePrice( atoi( value.c_str() ) ); else if ( key == "color" || key == "bgcolor" ) group->setProperty( key, value, this ); else if ( key == "rentmath" ) group->setRentMath( value ); else if ( key == "rentvar" ) group->setRentVar( value ); } void Game::editConfiguration(Player *pInput, char *data) { if (pInput != m_master) { pInput->ioError("Only the master can edit the game configuration."); return; } if (m_status != Config) { pInput->ioError("This game has already been started."); return; } if (!strstr(data, ":")) { pInput->ioError("Invalid input for .gc, no separator after configId"); return; } int configId = atoi(strsep(&data, ":")); GameObject *configOption = findConfigOption(configId); if (!configOption) { pInput->ioError("No such configId: %d.", configId); return; } std::string newValue = data; if ( configOption->getStringProperty("type") == "string" ) configOption->setProperty( "value", newValue ); else if ( configOption->getStringProperty("type") == "int" ) configOption->setProperty( "value", atoi(newValue.c_str()) ); else if ( configOption->getStringProperty("type") == "bool" ) configOption->setBoolProperty( "value", atoi(newValue.c_str()) ); } GameObject *Game::newConfigOption(const std::string &name, const std::string &description, bool editable) { GameObject *config = new GameObject( m_configOptions.size()+1 , ConfigOption, this); m_configOptions.push_back(config); config->setProperty("name", name, this); config->setProperty("description", description, this); config->setBoolProperty("edit", editable, this); return config; } void Game::addConfigOption(const std::string &name, const std::string &description, const std::string &defaultValue, bool editable) { GameObject *config = newConfigOption(name, description, editable); config->setProperty("type", "string", this); config->setProperty("value", defaultValue, this); } void Game::addConfigOption(const std::string &name, const std::string &description, int defaultValue, bool editable) { GameObject *config = newConfigOption(name, description, editable); config->setProperty("type", "int", this); config->setProperty("value", defaultValue, this); } void Game::addBoolConfigOption(const std::string &name, const std::string &description, bool defaultValue, bool editable) { GameObject *config = newConfigOption(name, description, editable); config->setProperty("type", "bool", this); config->setBoolProperty("value", defaultValue, this); } GameObject *Game::findConfigOption(int configId) { for(std::vector::iterator it = m_configOptions.begin(); it != m_configOptions.end() && (*it) ; ++it) if ( (*it)->id() == configId ) return (*it); return 0; } GameObject *Game::findConfigOption(const std::string &name) { for(std::vector::iterator it = m_configOptions.begin(); it != m_configOptions.end() && (*it) ; ++it) if ( (*it)->getStringProperty("name") == name ) return (*it); return 0; } bool Game::getBoolConfigOption(const std::string &name) { GameObject *config = findConfigOption(name); return (config && config->getBoolProperty("value")); } void Game::start(Player *pInput) { if (pInput != m_master) { pInput->ioError("Only the master can start a game."); return; } if (m_status != Config) { pInput->ioError("This game has already been started."); return; } int minPlayers = getIntProperty("minplayers"); if (players() < minPlayers) { pInput->ioError("This game requires at least %d players to be started.", minPlayers); return; } // Update status. sendStatus(Init); // Add notification of game start. m_status = Run; setProperty("status", "run"); // Update whether players can join/watch. setBoolProperty("canbejoined", false); GameObject *config = findConfigOption("allowspectators"); if (config && config->getBoolProperty("value")) { setBoolProperty("canbewatched", true); } // Shuffle players std::shuffle(m_players.begin(), m_players.end(), m_randomEngine); // Shuffle card decks. CardGroup *cardGroup = 0; for (std::vector::iterator it = m_cardGroups.begin() ; it != m_cardGroups.end() && (cardGroup = *it) ; ++it) cardGroup->shuffleCards(); // Set all players at Go, give them money Player *pTmp = 0; int turnorder = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (pTmp = *it) ; ++it) { pTmp->reset(false); pTmp->setProperty("turnorder", ++turnorder, this); pTmp->setEstate(m_goEstate); pTmp->addMoney(m_startMoney); } // First turn setProperty("turn", 1); for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (pTmp = *it) ; ++it) sendFullUpdate(pTmp); Display display; display.resetText(); display.resetEstate(); display.setText("Game started!"); sendDisplayMsg(&display); // Turn goes to first player m_pTurn = *m_players.begin(); m_pTurn->setTurn(true); } void Game::setTokenLocation(Player *pInput, unsigned int estateId) { if (!clientsMoving()) return; Estate *estateLoc = findEstate(estateId); if ( !estateLoc || !pInput->tokenLocation() || !m_pTurn->destination() || (pInput->tokenLocation() == estateLoc) ) return; // printf("Game::setTokenLocation, P:%d PTL:%d EID:%d\n", pInput->id(), pInput->tokenLocation()->id(), estateId); std::vector::iterator it; // find current player estate for (it = m_estates.begin(); it != m_estates.end(); it++) { if (*it == pInput->tokenLocation()) { // printf("Game::setTokenLocation, %d==PTL\n", (*it)->id()); it++; break; } } unsigned int money = 0; while (1) { if (it == m_estates.end()) { // printf("Game::setTokenLocation, reloop\n"); it = m_estates.begin(); } Estate *estate = *it; if (estate->getIntProperty("passmoney")) { // printf("Game::setTokenLocation, pass:%d\n", estate->id()); Display display; display.setText("%s passes %s and gets %d.", m_pTurn->getStringProperty("name").c_str(), estate->getStringProperty("name").c_str(), estate->getIntProperty("passmoney")); pInput->sendDisplayMsg(&display); money += estate->getIntProperty("passmoney"); pInput->ioWrite("\n", m_pTurn->id(), m_pTurn->getIntProperty("money") + money); } if (estate == m_pTurn->destination()) { // printf("Game::setTokenLocation, setPTL:0\n"); pInput->setTokenLocation(0); // Player is done moving break; } if (estate == estateLoc) { // printf("Game::setTokenLocation, setPTL:%d\n", estateId); pInput->setTokenLocation(estate); // Player is not done moving break; } it++; } // Find out if there are still clients busy with movement. if (clientsMoving()) return; // Land player! landPlayer(m_pTurn, false); // game might be ended if a player is bankrupt after landing (eg. could not pay rent), thus m_pTurn can be NULL here if (m_pTurn) m_pTurn->endTurn(); } void Game::tokenMovementTimeout() { // game might be ended if a player left while moving, thus m_pTurn can be NULL here if (!m_pTurn) { return; } if (!m_pTurn->destination()) { return; } // Mark all clients as non moving. for(std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { if ((*it)->tokenLocation()) { setTokenLocation(*it, m_pTurn->destination()->id()); } } } unsigned int Game::auctionTimeout() { // game might be ended while an auction was in progress (eg. a player left), thus m_auction can be NULL here if (!m_auction) return 0; printf("Game::auctionTimeout %d %d\n", m_id, m_auction->status()); m_auction->setStatus(m_auction->status() +1); ioWrite("\n", m_auction->id(), m_auction->status()); if (m_auction->status() == Auction::Sold) { printf("Game::auctionTimeout sold %d %d\n", m_id, m_auction->status()); Player *pBid = m_auction->highBidder(); int bid = m_auction->getIntProperty("highbid"); if (!pBid->payMoney(bid)) { Display display; display.setText("%s has to pay %d. Game paused, %s is not solvent. Player needs to raise %d in cash first.", pBid->getStringProperty("name").c_str(), bid, pBid->getStringProperty("name").c_str(), (bid - pBid->getIntProperty("money"))); sendDisplayMsg(&display); m_auctionDebt = newDebt(pBid, 0, 0, bid); return 0; } completeAuction(); m_pTurn->endTurn(); return 0; } return 4000; } void Game::newDebtToAll(Player *from, int amount) { Player *pTmp = 0; for(std::vector::iterator it = m_players.begin() ; it != m_players.end() && (pTmp = *it) ; ++it) if (pTmp != from) newDebt(from, pTmp, 0, amount); } Debt *Game::newDebt(Player *from, Player *toPlayer, Estate *toEstate, int amount) { if (from && (from->getBoolProperty("bankrupt") || from->getBoolProperty("spectator"))) return 0; if (toPlayer && (toPlayer->getBoolProperty("bankrupt") || toPlayer->getBoolProperty("spectator"))) return 0; Debt *d = new Debt(from, toPlayer, toEstate, amount); m_debts.push_back(d); if (amount > from->assets()) { from->setBoolProperty("hasdebt", true); Display display; display.setText("%s is bankrupt!", from->getStringProperty("name").c_str()); sendDisplayMsg(&display, from); display.resetButtons(); /* Player is bankrupt, removed declare bankruptcy button */ from->sendDisplayMsg(&display); bankruptPlayer(from); return 0; } if (!from->getBoolProperty("hasdebt")) { from->setBoolProperty("hasdebt", true); Display display; display.addButton(".D", "Declare bankruptcy", true); from->sendDisplayMsg(&display); } return d; } Debt *Game::findDebt(Player *p) { Debt *dTmp = 0; for(std::vector::iterator it = m_debts.begin(); it != m_debts.end() && (dTmp = *it) ; ++it) if (p == dTmp->from()) return dTmp; return 0; } Debt *Game::findDebtByCreditor(Player *p) { Debt *dTmp = 0; for(std::vector::iterator it = m_debts.begin(); it != m_debts.end() && (dTmp = *it) ; ++it) if (p == dTmp->toPlayer()) return dTmp; return 0; } void Game::delDebt(Debt *debt) { for(std::vector::iterator it = m_debts.begin(); it != m_debts.end(); ++it) if (*it == debt) { m_debts.erase(it); break; } if (debt == m_auctionDebt) { m_auctionDebt = 0; } Player *pFrom = debt->from(); if ( !findDebt(pFrom) ) pFrom->setBoolProperty("hasdebt", false); delete debt; } void Game::solveDebts(Player *pInput, const bool &verbose) { Debt *debt = findDebt(pInput); if (!debt) { if (verbose) ioError("You don't have any debts to pay off!"); return; } while ( (debt = findDebt(pInput)) ) { if ( !solveDebt(debt) ) break; } if (unsigned int debts = m_debts.size()) { Display display; display.setText("There are still %d debts, game still paused.", debts); sendDisplayMsg(&display); } else { Display display; display.setText("All debts are settled, game continues."); sendDisplayMsg(&display, pInput); display.resetButtons(); /* Remove declare bankruptcy button */ pInput->sendDisplayMsg(&display); m_pTurn->endTurn(); } } bool Game::solveDebt( Debt *debt ) { Player *pFrom = debt->from(); int payAmount = debt->amount(); if ( !(pFrom->payMoney(payAmount)) ) return false; Player *pCreditor = 0; Estate *eCreditor = 0; if ((pCreditor = debt->toPlayer())) pCreditor->addMoney(payAmount); else if ( ( eCreditor = debt->toEstate() ) && getBoolConfigOption("collectfines") ) eCreditor->addMoney(payAmount); Display display; display.setText("%s pays off a %d debt to %s.", pFrom->getStringProperty("name").c_str(), debt->amount(), (pCreditor ? pCreditor->getStringProperty("name").c_str() : "Bank")); sendDisplayMsg(&display); delDebt(debt); completeAuction(); return true; } void Game::enforceDebt(Player *pBroke, Debt *debt) { // Find creditors Estate *eCreditor = debt ? debt->toEstate() : 0; Player *pCreditor = debt ? debt->toPlayer() : 0; // Give all cards to creditor or card stack while (Card *card = pBroke->findFirstCard()) transferCard(card, pCreditor); // Sell all houses on property Estate *eTmp = 0; for(std::vector::iterator it = m_estates.begin() ; it != m_estates.end() && (eTmp = *it) ; ++it) { if (pBroke == eTmp->owner()) { // Sell houses int eTmpHouses = eTmp->getIntProperty("houses"); if (eTmpHouses) { // Get money int returnValue = eTmpHouses * eTmp->housePrice() / 2; pBroke->addMoney(returnValue); if (!getBoolConfigOption("unlimitedhouses")) { // Make houses available again if ( eTmpHouses == 5 ) m_hotels++; else m_houses += eTmpHouses; } eTmp->setProperty("houses", 0); } // Transfer ownership to creditor if (pCreditor) transferEstate(eTmp, pCreditor); else { eTmp->setBoolProperty("mortgaged", false); // TODO: auction all estate when there is no pCreditor transferEstate(eTmp, pCreditor); } // TODO: send estateupdate? } } // Give all money to creditor int payAmount = pBroke->getIntProperty("money"); pBroke->payMoney(payAmount); if (pCreditor) pCreditor->addMoney(payAmount); else if (eCreditor && getBoolConfigOption("collectfines")) eCreditor->addMoney(payAmount); if (debt) delDebt(debt); } void Game::newAuction(Player *pInput) { if (!getBoolConfigOption("auctionsenabled") || !totalAssets()) { pInput->ioError("Auctions are not enabled."); return; } if (!(pInput->getBoolProperty("canauction"))) { pInput->ioError("You cannot auction anything at the moment."); return; } Estate *estate = pInput->estate(); m_auction = new Auction(); m_auction->setEstate(estate); m_auction->addToScope(this); pInput->setBoolProperty("can_buyestate", false); pInput->setBoolProperty("canauction", false); Display display; display.setText("%s chooses to auction %s.", pInput->getStringProperty("name").c_str(), estate->getStringProperty("name").c_str()); sendDisplayMsg(&display, pInput); display.resetButtons(); /* Remove buy estate buttons: Buy, Auction, End Turn */ pInput->sendDisplayMsg(&display); ioWrite("\n", m_auction->id(), pInput->id(), estate->id()); } Auction *Game::auction() { return m_auction; } // Returns 0 on successful bid, 1 on error. int Game::bidInAuction(Player *pInput, char *data) { if (!strstr(data, ":")) { pInput->ioError("Invalid input for .ab, no separator after auctionId"); return 1; } int auctionId = atoi(strsep(&data, ":")); int bid = atoi(data); if ( !m_auction || m_auction->id() != auctionId ) { pInput->ioError("No such auctionId: %d.", auctionId); return 1; } if (m_auction->status() == Auction::Sold) { pInput->ioError( "You can no longer bid in auction %d.", auctionId ); return 1; } if (bid > pInput->assets()) { pInput->ioError("You don't have %d.", bid); return 1; } int highestBid = m_auction->getIntProperty("highbid"); if (bid <= highestBid) { pInput->ioError("Minimum bid is %d.", highestBid+1); return 1; } m_auction->setHighBid(pInput, bid); ioWrite("\n", m_auction->id(), bid, pInput->id(), m_auction->status()); return 0; } void Game::newTrade(Player *pInput, unsigned int playerId) { Player *player = findPlayer(playerId); if (!player) { pInput->ioError("No such playerId: %d.", playerId); return; } if (player == pInput) { pInput->ioError("Trading with yourself?"); return; } if (player->getBoolProperty("bankrupt")) { pInput->ioError("You cannot trade with bankrupt players."); return; } if (player->getBoolProperty("spectator")) { pInput->ioError("You cannot trade with spectators."); return; } // Create a new trade between us and player Trade *t = new Trade(pInput, player, m_nextTradeId++); m_trades.push_back(t); } Trade *Game::findTrade(Player *_p) { Trade *tTmp = 0; for(std::vector::iterator it = m_trades.begin(); it != m_trades.end() && (tTmp = *it) ; ++it) if (tTmp->hasPlayer(_p)) return tTmp; return 0; } Trade *Game::findTrade(int tradeId) { Trade *tTmp = 0; for(std::vector::iterator it = m_trades.begin(); it != m_trades.end() && (tTmp = *it) ; ++it) if (tradeId == tTmp->id()) return tTmp; return 0; } void Game::delTrade(Trade *trade) { for(std::vector::iterator it = m_trades.begin(); it != m_trades.end(); ++it) if (*it == trade) { delete trade; m_trades.erase(it); break; } } void Game::acceptTrade(Player *pInput, char *data) { int tradeId = 0, revision = 0; if (!strstr(data, ":")) { ioError("Invalid input for .Ta, no separator after tradeId"); return; } tradeId = atoi(strsep(&data, ":")); revision = atoi(data); Trade *trade = findTrade(tradeId); if (!trade) { pInput->ioError("No such tradeId: %d.", tradeId); return; } if ( !(trade->hasPlayer(pInput)) ) { pInput->ioError("You are not part of trade %d.", tradeId); return; } if (revision != trade->getIntProperty("revision")) { pInput->ioError("Ignored accept for trade %d because it was changed.", tradeId); return; } trade->setPlayerAccept(pInput, true); if (trade->allAccept()) { completeTrade(trade); } } void Game::rejectTrade(Player *pInput, unsigned int tradeId, const bool verbose) { Trade *trade = findTrade(tradeId); if (!trade) { if (verbose) { pInput->ioError("No such tradeId: %d.", tradeId); } return; } if ( !(trade->hasPlayer(pInput)) ) { if (verbose) { pInput->ioError("You are not part of trade %d.", tradeId); } return; } ioWrite("\n", trade->id(), pInput->id()); delTrade(trade); } void Game::completeTrade(Trade *trade) { ioWrite("\n", trade->id()); Player *pFrom, *pTo; GameObject *object; while((pTo = trade->firstTarget())) { Display display1, display2; pFrom = trade->firstFrom(); object = trade->takeFirstObject(); switch(object->type()) { case GameObject::Money: unsigned int money; money = object->id(); delete object; // was temporarily created to serve as trade object if (!pFrom->payMoney(money)) { display2.setText("Game paused, %s owes %d to %s but is not solvent. Player needs to raise %d in cash first.", pFrom->getStringProperty("name").c_str(), money, pTo->getStringProperty("name").c_str(), (money - pFrom->getIntProperty("money"))); sendDisplayMsg(&display2); newDebt(pFrom, pTo, 0, money); } else pTo->addMoney(money); display1.setText("%s gets %d from %s.", pTo->getStringProperty("name").c_str(), money, pFrom->getStringProperty("name").c_str()); sendDisplayMsg(&display1); break; default: transferObject(object->type(), object->id(), pTo, true); } } // Write "completed" to all players ioWrite("\n", trade->id()); // Solve debts for trade players Player *player = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (player = *it) ; ++it) if (trade->hasPlayer(player)) solveDebts(player); delTrade(trade); } void Game::abortAuction() { if (!m_auction) return; printf("Game::abortAuction()\n"); if (m_auction->status() != Auction::Sold) { ioWrite("\n", m_auction->id(), Auction::Sold); } delete m_auction; m_auction = NULL; } void Game::completeAuction() { if (!m_auction || m_auction->status() != Auction::Sold || m_auctionDebt) return; printf("Game::completeAuction()\n"); Player *pBid = m_auction->highBidder(); Estate *estate = m_auction->estate(); transferEstate(estate, pBid); Display display; display.setText("Purchased by %s in an auction for %d.", pBid->getStringProperty("name").c_str(), m_auction->getIntProperty("highbid")); sendDisplayMsg(&display); delete m_auction; m_auction = NULL; } void Game::sendDisplayMsg(Display *display, Player *except) { for (std::vector::iterator pit = m_players.begin(); pit != m_players.end(); ++pit) { if (*pit != except) { (*pit)->sendDisplayMsg(display); } } } void Game::sendMsgEstateUpdate(Estate *e) { Estate *eTmp = 0; Player *pTmp = 0; for (std::vector::iterator pit = m_players.begin(); pit != m_players.end() && (pTmp = *pit) ; ++pit) { for(std::vector::iterator eit = m_estates.begin(); eit != m_estates.end() && (eTmp = *eit) ; ++eit) { if(eTmp->group() == e->group()) pTmp->ioWrite("\n", eTmp->id(), (eTmp->owner() ? eTmp->owner()->id() : -1), eTmp->canToggleMortgage(pTmp), eTmp->canBuyHouses(pTmp), eTmp->canSellHouses(pTmp)); } } } EstateGroup *Game::newGroup(const std::string &name) { EstateGroup *group = new EstateGroup(m_nextEstateGroupId++, this, name); m_estateGroups.push_back(group); return group; } EstateGroup *Game::findGroup(const std::string &name) { EstateGroup *group = 0; for(std::vector::iterator it = m_estateGroups.begin(); it != m_estateGroups.end() && (group = *it) ; ++it) if (group->name() == name) return group; return 0; } unsigned int Game::estateGroupSize(EstateGroup *estateGroup) { unsigned int size = 0; Estate *eTmp = 0; for(std::vector::iterator it = m_estates.begin(); it != m_estates.end() && (eTmp = *it) ; ++it) if (estateGroup == eTmp->group()) size++; return size; } Estate *Game::newEstate(const std::string &name) { Estate *es = new Estate(m_nextEstateId++, &m_estates); m_estates.push_back(es); // Set properties with game-wide scope es->setProperty("name", name, this); es->setProperty("houses", 0, this); es->setProperty("money", 0, this); es->setBoolProperty("mortgaged", false, this); return es; } Estate *Game::findEstate(int id) { if (id >= 0 && id < (int)m_estates.size()) return m_estates[id]; else return NULL; } Estate *Game::findNextEstate(EstateGroup *group, Estate *startEstate) { std::vector::iterator it = m_estates.begin(); if (startEstate) { for (; it != m_estates.end(); it++) { if (startEstate == *it) { break; } } } for (; it != m_estates.end(); it++) { if ((*it)->group() == group) { return *it; } } // reloop if (startEstate) { for (it = m_estates.begin(); it != m_estates.end(); it++) { if ((*it)->group() == group) { return *it; } } } return NULL; } Estate *Game::findNextJailEstate(Estate *startEstate) { std::vector::iterator it = m_estates.begin(); if (startEstate) { for (; it != m_estates.end(); it++) { if (startEstate == *it) { break; } } } for (; it != m_estates.end(); it++) { if ((*it)->getBoolProperty("jail")) { return *it; } } // reloop if (startEstate) { for (it = m_estates.begin(); it != m_estates.end(); it++) { if ((*it)->getBoolProperty("jail")) { return *it; } } } return NULL; } void Game::transferEstate(Estate *estate, Player *player, const bool verbose) { if (estate->owner()) { Trade *trade = 0; for(std::vector::iterator it = m_trades.begin(); it != m_trades.end() && (trade = *it) ; ++it) trade->delComponent(estate->type(), estate->id()); } estate->setOwner(player); sendMsgEstateUpdate(estate); if (player && verbose) { Display display; display.setText("%s is now the owner of estate %s.", player->getStringProperty("name").c_str(), estate->getStringProperty("name").c_str()); sendDisplayMsg(&display); } } void Game::transferObject(const enum GameObject::Type type, unsigned int id, Player *player, const bool verbose) { switch(type) { case GameObject::GCard: transferCard(findCard(id), player, verbose); break; case GameObject::GEstate: transferEstate(findEstate(id), player, verbose); break; default:; } } void Game::setPausedForDialog(const bool paused) { m_pausedForDialog = paused; } bool Game::pausedForDialog() { return m_pausedForDialog; } void Game::transferCard(Card *card, Player *player, const bool verbose) { Player *owner = card->owner(); if (owner) { owner->takeCard(card); card->setOwner(0); Trade *trade = 0; for(std::vector::iterator it = m_trades.begin(); it != m_trades.end() && (trade = *it) ; ++it) trade->delComponent(card->type(), card->id()); } else card->group()->popCard(); if (player) { player->addCard(card); card->setOwner(player); } else card->group()->pushCard(card); ioWrite("\n", card->id(), card->name().c_str(), card->owner() ? card->owner()->id() : -1); if (verbose) { Display display; display.setText("%s is now the owner of card %d.", player->getStringProperty("name").c_str(), card->id()); sendDisplayMsg(&display); } } CardGroup *Game::newCardGroup(const std::string name) { CardGroup *cardGroup = new CardGroup(m_nextCardGroupId++, this, name); m_cardGroups.push_back(cardGroup); return cardGroup; } CardGroup *Game::findCardGroup(const std::string name) { CardGroup *cardGroup = 0; for(std::vector::iterator it = m_cardGroups.begin(); it != m_cardGroups.end(); ++it) if ((cardGroup = *it) && cardGroup->name() == name) return cardGroup; return 0; } Card *Game::findCard(unsigned int id) { Card *card = 0; CardGroup *cardGroup = 0; for(std::vector::iterator it = m_cardGroups.begin(); it != m_cardGroups.end() && (cardGroup = *it) ; ++it) { card = cardGroup->findCard(id); if (card) return card; } Player *player = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (player = *it) ; ++it) { card = player->findCard(id); if (card) return card; } return 0; } Player *Game::addPlayer(Player *p, const bool &isSpectator, const bool &isFirst) { m_players.push_back(p); p->setGame(this); addToScope(p); // Properties with game as scope p->setProperty("money", 0, this); p->setBoolProperty("bankrupt", false, this); p->setBoolProperty("jailed", false, this); p->setBoolProperty("hasturn", 0, this); p->setBoolProperty("spectator", isSpectator, this); setProperty("players", players()); if (players() == getBoolProperty("maxplayers")) { setBoolProperty("canbejoined", false); } if (isFirst) { m_master = p; setProperty("master", p->id()); } // Properties with player as scope p->setProperty("doublecount", 0); p->setProperty("jailcount", 0); p->setBoolProperty("can_roll", false); p->setBoolProperty("canrollagain", false); p->setBoolProperty("can_buyestate", false); p->setBoolProperty("canauction", false); p->setBoolProperty("hasdebt", false); p->setBoolProperty("canusecard", false); if (!isFirst) { if (m_status == Run) { sendStatus(Init, p); sendFullUpdate(p); sendStatus(Run, p); } else { sendFullUpdate(p); } } return p; } Player *Game::findPlayer(int playerId) { Player *pTmp = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (pTmp = *it) ; ++it) if (playerId == pTmp->id()) return pTmp; return 0; } void Game::removePlayer(Player *p) { // note: m_pTurn is NULL when a game is finished if (p == m_pTurn) { // cancel any tax dialog m_pausedForDialog = false; // player left game during its turn, cancel any token movement setAllClientsMoving(0); // and update turn -before- removing player from players vector updateTurn(); } // Find player and erase from std::vector for(std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) if (*it == p) { m_players.erase(it); break; } // Do everything after player is removed from list, player doesn't need the resulting messages setProperty("players", players()); // If in Config, canbejoined might become true again if (m_status == Config) { if (players() < getBoolProperty("maxplayers")) setBoolProperty("canbejoined", true); } else if (m_status != End) { bankruptPlayer(p); } p->setGame(0); removeFromScope(p); if (p == m_master && m_players.size() > 0) { m_master = m_players[0]; setProperty( "master", m_master->id() ); if (m_status == Config) sendConfiguration(m_master); } } Player *Game::kickPlayer(Player *pInput, int playerId) { if ( pInput != m_master ) { pInput->ioError("Only the master can kick players."); return 0; } if ( m_status != Config ) { pInput->ioError("You can only kick players during game configuration."); return 0; } Player *player = findPlayer(playerId); if (!player) { pInput->ioError("No such playerId: %d.", playerId); return 0; } return player; } void Game::upgradePlayer(Player *pInput, int playerId) { if ( pInput != m_master ) { pInput->ioError("Only the master can upgrade spectators."); return; } if ( m_status != Run ) { pInput->ioError("You can only upgrade spectators during a game in progress."); return; } int maxPlayers = getIntProperty("maxplayers"); if (players() >= maxPlayers) { pInput->ioError("This game already has the maximum of %d players.", maxPlayers); return; } Player *player = findPlayer(playerId); if (!player) { pInput->ioError("No such playerId: %d.", playerId); return; } if ( !player->getBoolProperty("spectator") ) { pInput->ioError( "%s is not a spectator in this game.", player->name().c_str() ); return; } // Reset player and remove spectator property. player->reset(false); int turnorder = 0; for (std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { int to = (*it)->getIntProperty("turnorder"); if (to > turnorder) { turnorder = to; } } player->setProperty("turnorder", turnorder+1, this); // Find player and erase from std::vector for(std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { if (*it == player) { m_players.erase(it); break; } } // Reinsert player to std::vector for(std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { if ((*it)->getIntProperty("turnorder") == turnorder) { m_players.insert(it+1, player); break; } } player->setEstate(m_goEstate); player->addMoney(m_startMoney); player->setBoolProperty("spectator", 0, this); setProperty("players", players()); ioInfo( "%s upgrades %s to a participating player.", pInput->name().c_str(), player->name().c_str() ); } unsigned int Game::playerAssets(Player *player) { unsigned int assets = player->getIntProperty("money"); Estate *estate = 0; for(std::vector::iterator it = m_estates.begin(); it != m_estates.end() && (estate = *it) ; ++it) { if ( player == estate->owner() ) { if (!estate->getBoolProperty("mortgaged")) { assets += estate->getIntProperty("mortgageprice"); assets += ( estate->getIntProperty("houses") * estate->getIntProperty("sellhouseprice")); } } } return assets; } void Game::updateTurn() { // Disable turn, roll and buy. m_pTurn->setTurn(false); std::vector::iterator it; // find current player for(it = m_players.begin(); it != m_players.end(); it++) { if (*it == m_pTurn) { it++; break; } } // find next player while (1) { if (it == m_players.end()) { it = m_players.begin(); setProperty("turn", getIntProperty("turn") +1); } Player *player = *it; if (!player->getBoolProperty("bankrupt") && !player->getBoolProperty("spectator")) { m_pTurn = player; break; } it++; } // Set turn. Display display; display.setText("Turn goes to %s.", m_pTurn->getStringProperty("name").c_str()); sendDisplayMsg(&display); m_pTurn->setTurn(true); } void Game::landPlayer(Player *pTurn, const bool directMove, const std::string &rentMath) { Estate *destination = pTurn->destination(); if (destination) { std::vector::iterator it; // find current player estate for (it = m_estates.begin(); it != m_estates.end(); it++) { if (*it == pTurn->estate()) { it++; break; } } unsigned int money = 0; while (1) { if (it == m_estates.end()) { it = m_estates.begin(); } Estate *estate = *it; if (estate->getIntProperty("passmoney")) { money += estate->getIntProperty("passmoney"); // Write incremental message for direct moves, token // confirmation or timeout didn't do it yet. if (directMove) { Display display; display.setText("%s passes %s and gets %d.", pTurn->getStringProperty("name").c_str(), estate->getStringProperty("name").c_str(), estate->getIntProperty("passmoney")); sendDisplayMsg(&display); } } if (estate == destination) { break; } it++; } pTurn->setEstate(destination); pTurn->setDestination(0); // Store and write final data. pTurn->addMoney(money); } // Hm, we wait for all tokens to have landed, this is exactly what we // were trying to avoid with async updates! So some of this stuff can be // sent earlier. // What properties does the estate we are landing on have? Player *pOwner = 0; Estate *es = pTurn->estate(); if (getBoolConfigOption("doublepassmoney") && es->getIntProperty("passmoney")) { Display display; display.setText("%s lands on %s and gets %d.", pTurn->getStringProperty("name").c_str(), es->getStringProperty("name").c_str(), es->getIntProperty("passmoney")); display.setEstate(es); sendDisplayMsg(&display); pTurn->addMoney(es->getIntProperty("passmoney")); } else { Display display; display.setText("%s lands on %s.", pTurn->getStringProperty("name").c_str(), es->getStringProperty("name").c_str()); display.setEstate(es); sendDisplayMsg(&display); } // toJail is really serious: if an estate has this property, all other // properties are ignored when landing it. TODO: Don't ignore and allow // weird combinations? if (es->getBoolProperty("tojail")) { if ( Estate *eTmp = findNextJailEstate(es) ) pTurn->toJail(eTmp); else ioError("This gameboard does not have a jail estate."); updateTurn(); return; } // Any estate can have a pot of gold. This is handled before all other // properties except toJail and works in combination with any of those // properties. if ( int estateMoney = es->getIntProperty("money") ) { if ( estateMoney > 0) { // Good for you! pTurn->addMoney(estateMoney); es->setProperty("money", 0); Display display; display.setText("%s gets %d from the fine pot.", pTurn->getStringProperty("name").c_str(), estateMoney); sendDisplayMsg(&display); } else { // Pay up! Estate * const ePayTarget = es->payTarget(); if (!pTurn->payMoney(estateMoney)) { // TODO: If we go into debt here, we'll never enter rent // calculation. But we'll need negative getIntProperty("money") piles for // Estates because that's basically what tax estates are. Display display; display.setText("%s has to pay %d but is not solvent. Game paused, %s is not solvent. Player needs to raise %d in cash first.", pTurn->getStringProperty("name").c_str(), estateMoney, pTurn->getStringProperty("name").c_str(), (estateMoney - pTurn->getIntProperty("money"))); sendDisplayMsg(&display); newDebt(pTurn, 0, ePayTarget, estateMoney); return; } else if (ePayTarget && getBoolConfigOption("collectfines")) ePayTarget->addMoney(estateMoney); Display display; display.setText("%s pays %d.", pTurn->getStringProperty("name").c_str(), estateMoney); sendDisplayMsg(&display); } } // Any estate can have taxes on them. This is handled before rent and purchase opportunities. // TODO: Merge with getIntProperty("money") stuff to avoid duplication? int tax = es->getIntProperty("tax"), taxPercentage = es->getIntProperty("taxpercentage"); if (tax || taxPercentage) { int payAmount = 0; if ( tax && taxPercentage ) { GameObject *config = findConfigOption("automatetax"); if (config && config->getBoolProperty("value") ) { payAmount = tax; tax = (taxPercentage * pTurn->assets() / 100); if (tax < payAmount) payAmount = tax; } else { Display display1, display2; display1.setText("%s must pay either %d or %d percent of his/her assets.", pTurn->getStringProperty("name").c_str(), tax, taxPercentage); sendDisplayMsg(&display1, pTurn); display2.setText("Pay either %d or %d percent of your assets.", tax, taxPercentage); display2.addButton(".T$", std::string("Pay ") + itoa(tax), 1);\ display2.addButton(".T%", std::string("Pay ") + itoa(taxPercentage) + " Percent", 1); pTurn->sendDisplayMsg(&display2); // TODO: port this into a blocking bool in Display which we can check, will be more generic m_pausedForDialog = true; return; } } else payAmount = ( tax ? tax : (int)(taxPercentage * pTurn->assets() / 100 ) ); Estate * const ePayTarget = es->payTarget(); if (!pTurn->payMoney(payAmount)) { // TODO: If we go into debt here, we'll never enter rent // calculation. So, estates with tax shouldn't be ownable // ever. Display display; display.setText("Game paused, %s owes %d but is not solvent. Player needs to raise %d in cash first.", pTurn->getStringProperty("name").c_str(), payAmount, (payAmount - pTurn->getIntProperty("money"))); sendDisplayMsg(&display); newDebt(pTurn, 0, ePayTarget, payAmount); return; } else if (ePayTarget && getBoolConfigOption("collectfines")) ePayTarget->addMoney(payAmount); Display display; display.setText("%s pays %d.", pTurn->getStringProperty("name").c_str(), payAmount); sendDisplayMsg(&display); } // Some estates have cards. Handle them before we do rent and purchasing. if ( CardGroup *cardGroup = es->takeCardGroup() ) { if (getBoolConfigOption("alwaysshuffle")) cardGroup->shuffleCards(); giveCard(pTurn, cardGroup->nextCard()); } // Calculate rent for owned estates or offer them for sale. if ( es->canBeOwned() ) { if ((pOwner = es->owner())) { // Owned. if (pOwner == pTurn) { Display display; display.setText("%s already owns it.", pTurn->getStringProperty("name").c_str()); sendDisplayMsg(&display); } else if (es->getBoolProperty("mortgaged")) { Display display; display.setText("%s pays no rent because it's mortgaged.", pTurn->getStringProperty("name").c_str()); sendDisplayMsg(&display); } else if (getBoolConfigOption("norentinjail") && pOwner->getBoolProperty("jailed")) { Display display; display.setText("%s pays no rent because owner %s is in jail.", pTurn->getStringProperty("name").c_str(), pOwner->getStringProperty("name").c_str()); sendDisplayMsg(&display); } else { // Pay payAmount owed. int payAmount = es->rent(pTurn, rentMath); if (!pTurn->payMoney(payAmount)) { Display display; display.setText("Game paused, %s owes %d to %s but is not solvent. Player needs to raise %d in cash first.", pTurn->getStringProperty("name").c_str(), payAmount, pOwner->getStringProperty("name").c_str(), (payAmount - pTurn->getIntProperty("money"))); sendDisplayMsg(&display); newDebt(pTurn, pOwner, 0, payAmount); return; } Display display; display.setText("%s pays %d rent to %s.", pTurn->getStringProperty("name").c_str(), payAmount, pOwner->getStringProperty("name").c_str()); sendDisplayMsg(&display); pOwner->addMoney(payAmount); } } else { // Unowned, thus for sale. pTurn->setBoolProperty("can_roll", false); pTurn->setBoolProperty("can_buyestate", true); pTurn->setBoolProperty("canauction", (getBoolConfigOption("auctionsenabled") && totalAssets())); Display display; display.setText("For sale."); sendDisplayMsg(&display, pTurn); display.addButton(".eb", "Buy", 1); display.addButton(".ea", "Auction", (getBoolConfigOption("auctionsenabled") && totalAssets())); display.addButton(".E", "End Turn", !getBoolConfigOption("auctionsenabled")); pTurn->sendDisplayMsg(&display); return; } } } void Game::giveCard(Player *pTurn, Card *card) { if (!card) { ioError(pTurn->name() + " should get a card, but there don't seem to be any available!"); return; } Display display; display.setText("%s", card->getStringProperty("name").c_str()); sendDisplayMsg(&display); // If canBeOwned, remove from stack and give to player. Card can still // have actions afterwards. if (card->canBeOwned()) transferCard(card, pTurn); // Actions if (card->toJail()) { if ( Estate *eTmp = findNextJailEstate(pTurn->estate()) ) pTurn->toJail(eTmp); else ioError("This gameboard does not have a jail estate."); updateTurn(); } else if (card->pay()) { int payAmount = card->pay(); Estate * const ePayTarget = pTurn->estate()->payTarget(); if (payAmount > 0) { if (!pTurn->payMoney(payAmount)) { Display display; display.setText("Game paused, %s owes %d but is not solvent. Player needs to raise %d in cash first.", pTurn->getStringProperty("name").c_str(), payAmount, (payAmount - pTurn->getIntProperty("money"))); sendDisplayMsg(&display); newDebt(pTurn, 0, ePayTarget, payAmount); } else if (ePayTarget && getBoolConfigOption("collectfines")) ePayTarget->addMoney(payAmount); } else if (payAmount < 0) pTurn->addMoney(-payAmount); } else if (card->payEach()) { Player *pTmp = 0; int payAmount = 0; for (std::vector::iterator it = m_players.begin() ; it != m_players.end() && (pTmp = *it) ; ++it) if (pTmp != pTurn && !pTmp->getBoolProperty("bankrupt") && !pTmp->getBoolProperty("spectator")) payAmount += card->payEach(); if (payAmount > 0) { if (!pTurn->payMoney(payAmount)) { Display display; display.setText("Game paused, %s owes %d but is not solvent. Player needs to raise %d in cash first.", pTurn->getStringProperty("name").c_str(), payAmount, (payAmount - pTurn->getIntProperty("money"))); sendDisplayMsg(&display); newDebtToAll(pTurn, card->payEach()); } else { for (std::vector::iterator it = m_players.begin() ; it != m_players.end() && (pTmp = *it) ; ++it) if (pTmp != pTurn && !pTmp->getBoolProperty("bankrupt") && !pTmp->getBoolProperty("spectator")) pTmp->addMoney(card->payEach()); } } else { payAmount = -(card->payEach()); for (std::vector::iterator it = m_players.begin() ; it != m_players.end() && (pTmp = *it) ; ++it) if (pTurn != pTmp && !pTmp->getBoolProperty("bankrupt") && !pTmp->getBoolProperty("spectator")) { if (!pTmp->payMoney(payAmount)) { Display display; display.setText("Game paused, %s owes %d but is not solvent. Player needs to raise %d in cash first.", pTmp->getStringProperty("name").c_str(), payAmount, (payAmount - pTmp->getIntProperty("money"))); sendDisplayMsg(&display); newDebt(pTmp, pTurn, 0, payAmount); } else pTurn->addMoney(payAmount); } } } else if (card->payHouse() && card->payHotel()) { int payAmount = 0; Estate *eTmp = 0; for (std::vector::iterator eIt = m_estates.begin() ; eIt != m_estates.end() && (eTmp = *eIt) ; eIt++) { if (pTurn == eTmp->owner()) { if (eTmp->getIntProperty("houses") == 5) payAmount += card->payHotel(); else if (eTmp->getIntProperty("houses")) payAmount += (eTmp->getIntProperty("houses") * card->payHouse()); } } if (payAmount > 0) { Estate * const ePayTarget = pTurn->estate()->payTarget(); if (!pTurn->payMoney(payAmount)) { Display display; display.setText("Game paused, %s owes %d but is not solvent. Player needs to raise %d in cash first.", pTurn->getStringProperty("name").c_str(), payAmount, (payAmount - pTurn->getIntProperty("money"))); sendDisplayMsg(&display); newDebt(pTurn, 0, ePayTarget, payAmount); } else if (ePayTarget && getBoolConfigOption("collectfines")) ePayTarget->addMoney(payAmount); } else if (payAmount < 0) pTurn->addMoney(-payAmount); } else if (card->advance() || card->advanceTo()!=-1 || card->advanceToNextOf()) { // Duplicated from cmd_roll. :-( if (card->advance()) pTurn->advance(card->advance(), true); else if (card->advanceTo()!=-1) pTurn->advanceTo(card->advanceTo(), true); else if (EstateGroup *group = card->advanceToNextOf()) { if (Estate *eTmp = findNextEstate(group, pTurn->estate())) pTurn->advanceTo(eTmp->id(), true); else ioError("Could not find next estate on gameboard."); } landPlayer(pTurn, true, card->rentMath()); } } void Game::declareBankrupt(Player *pInput) { Display display; display.setText("%s declares bankruptcy!", pInput->getStringProperty("name").c_str()); sendDisplayMsg(&display, pInput); display.resetButtons(); /* Player declared bankruptcy, removed declare bankruptcy button */ pInput->sendDisplayMsg(&display); bankruptPlayer(pInput); } void Game::bankruptPlayer(Player *pBroke) { if (pBroke->getBoolProperty("bankrupt") || pBroke->getBoolProperty("spectator")) return; // abort any trade where this player is participating for (std::vector::iterator it = m_trades.begin(); it != m_trades.end() && (*it);) { unsigned int prevsize = m_trades.size(); rejectTrade(pBroke, (*it)->id(), false); if (prevsize != m_trades.size()) { it = m_trades.begin(); continue; } ++it; } // highest bidder declared bankruptcy (or left) if (m_auction && m_auction->highBidder() == pBroke) { abortAuction(); } // Set bankrupt flag pBroke->setBoolProperty("bankrupt", true); Debt *debt = 0; bool debtsWereSolved = false; // Find debts we are creditor in and remove them while ((debt = findDebtByCreditor(pBroke))) { delDebt(debt); debtsWereSolved = true; } // Find debts we are debitor in and pay them off while ((debt = findDebt(pBroke))) { enforceDebt(pBroke, debt); debtsWereSolved = true; } // Player might still have assets, when he goes bankrupt without debts // (disconnection timeout), so we'll enforce giving assets to the Bank. enforceDebt(pBroke); // Count active (non-bankrupt) players int activePlayers = 0; Player *pTmp = 0; Player *pWinner = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (pTmp = *it) ; ++it) if (pTmp && !pTmp->getBoolProperty("bankrupt") && !pTmp->getBoolProperty("spectator")) { activePlayers++; pWinner = pTmp; } if (activePlayers == 1) { // a user who disconnect might end the game while an auction was running abortAuction(); // game might be ended if a player left while a player was moving setAllClientsMoving(0); m_status = End; setProperty("status", "end"); syslog(LOG_INFO, "game %d ended: %s wins with a fortune of %d.", m_id, pWinner->name().c_str(), pWinner->assets()); setBoolProperty("canbewatched", false); Display display; display.resetButtons(); /* Reset any button, game might end if a player left while we were asked to buy an estate for example */ display.setText("The game has ended! %s wins with a fortune of %d!", pWinner->getStringProperty("name").c_str(), pWinner->assets()); display.addButton(".gx", "New Game", true); sendDisplayMsg(&display); m_pTurn->setTurn(false); m_pTurn = NULL; return; } if (m_debts.size()) { return; } if (debtsWereSolved) { Display display; display.setText("All debts are settled, game continues."); sendDisplayMsg(&display); } if (pBroke == m_pTurn) { updateTurn(); return; } // necessary when an auction bidder cannot pay and then declared bankruptcy m_pTurn->endTurn(); } int Game::totalAssets() { int assets = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end() && (*it) ; ++it) assets += (*it)->assets(); return assets; } void Game::rollDice() { // TODO: decent dice display dice[0] = 1 + (int) (6.0 * rand()/(RAND_MAX + 1.0 )); dice[1] = 1 + (int) (6.0 * rand()/(RAND_MAX + 1.0 )); } int Game::players(bool includeSpectators) { if (includeSpectators == true) { return (int)m_players.size(); } int count = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { if (!(*it)->getBoolProperty("spectator")) { count++; } } return count; } int Game::debts() { return m_debts.size(); } unsigned int Game::clientsMoving() { unsigned int moving = 0; for(std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { if ((*it)->tokenLocation()) { moving++; } } return moving; } void Game::setAllClientsMoving(Estate *estate) { for(std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { if ((*it)->socket()) { (*it)->setTokenLocation(estate); } } } void Game::sendStatus(Status status, Player *p) { const char *s = "unknown"; switch(status) { case Config: s = "config"; break; case Init: s = "init"; break; case Run: s = "run"; break; case End: s = "end"; break; } if (p) { p->ioWrite("\n", m_id, s); } else { ioWrite("\n", m_id, s); } } void Game::sendEstateList(Player *p) { Estate *eTmp = 0; for(std::vector::iterator eIt = m_estates.begin(); eIt != m_estates.end() && (eTmp = *eIt) ; eIt++) { std::string bgColor = eTmp->getStringProperty("bgcolor"); if (!bgColor.size()) { EstateGroup *estateGroup = eTmp->group(); if (estateGroup) bgColor = estateGroup->getStringProperty("bgcolor"); if (!bgColor.size()) bgColor = m_bgColor; } std::string color = eTmp->getStringProperty("color"); if (!color.size()) { EstateGroup *estateGroup = eTmp->group(); if (estateGroup) color = estateGroup->getStringProperty("color"); } p->ioWrite("", eTmp->id(), color.c_str(), bgColor.c_str(), (eTmp->owner() ? eTmp->owner()->id() : -1), eTmp->housePrice(), eTmp->group() ? eTmp->group()->id() : -1, eTmp->canBeOwned(), eTmp->canToggleMortgage(p), eTmp->canBuyHouses(p), eTmp->canSellHouses(p), eTmp->price(), eTmp->rentByHouses(0), eTmp->rentByHouses(1), eTmp->rentByHouses(2), eTmp->rentByHouses(3), eTmp->rentByHouses(4), eTmp->rentByHouses(5)); p->ioWrite(eTmp->oldXMLUpdate(p, true)); } } void Game::sendEstateGroupList(Player *p) { EstateGroup *egTmp = 0; for(std::vector::iterator it = m_estateGroups.begin(); it != m_estateGroups.end() && (egTmp = *it) ; ++it) p->ioWrite("", egTmp->id(), egTmp->name().c_str()); } void Game::sendPlayerList(Player *pOut) { Player *pTmp = 0; for(std::vector::iterator it = m_players.begin() ; it != m_players.end() && (pTmp = *it) ; ++it) { pOut->ioWrite("", pTmp->id(), pTmp->name().c_str(), pTmp->getIntProperty("location"), pTmp->getBoolProperty("jailed"), 1, pTmp->getBoolProperty("hasturn"), pTmp->getBoolProperty("can_roll"), pTmp->getIntProperty("turnorder")); pOut->ioWrite(pTmp->oldXMLUpdate(pOut, true)); } } void Game::sendCardList(Player *pOut) { for(std::vector::iterator it = m_players.begin() ; it != m_players.end() && (*it) ; ++it) { (*it)->sendCardList(pOut); } } void Game::sendFullUpdate(Player *p) { if (m_status == Config) { sendConfiguration(p); return; } p->ioWrite(""); sendPlayerList(p); sendEstateGroupList(p); sendEstateList(p); sendCardList(p); p->ioWrite("\n"); } void Game::sendConfiguration(Player *p) { p->ioWrite(""); for(std::vector::iterator it = m_configOptions.begin(); it != m_configOptions.end() && (*it) ; ++it) p->ioWrite( (*it)->oldXMLUpdate(p, true) ); p->ioWrite("\n"); } bool Game::sendChildXMLUpdate(Player *pOutput, bool updateEmpty) { // Send updates about all config options GameObject *configOption = 0; for(std::vector::iterator it = m_configOptions.begin() ; it != m_configOptions.end() && (configOption = *it) ; ++it) { // .. but only when changed (and in property scope) std::string updateXML = configOption->oldXMLUpdate(pOutput); if (updateXML.size()) { if (updateEmpty) { pOutput->ioWrite(""); updateEmpty = false; } pOutput->ioWrite("%s", updateXML.c_str()); } } // Send updates *about* all estates .. Estate *eUpdate = 0; for(std::vector::iterator uit = m_estates.begin(); uit != m_estates.end() && (eUpdate = *uit) ; ++uit) { // .. but only when changed (and in property scope) std::string updateXML = eUpdate->oldXMLUpdate(pOutput); if (updateXML.size()) { if (updateEmpty) { pOutput->ioWrite(""); updateEmpty = false; } pOutput->ioWrite("%s", updateXML.c_str()); } } return updateEmpty; } void Game::unsetChildProperties() { // Reset config options .. for(std::vector::iterator it = m_configOptions.begin(); it != m_configOptions.end() && (*it) ; ++it) (*it)->unsetPropertiesChanged(); // Reset estates .. for(std::vector::iterator it = m_estates.begin(); it != m_estates.end() && (*it) ; ++it) (*it)->unsetPropertiesChanged(); } monopd-0.10.4/src/game.h0000644000175000017500000001552114577676665010463 // Copyright © 2001-2004 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef MONOP_GAME_H #define MONOP_GAME_H #include #include #include #include "gameobject.h" #include "display.h" class Auction; class Card; class CardGroup; class Debt; class Estate; class EstateGroup; class Player; class Trade; class Game : public GameObject { public: Game(int id); virtual ~Game(); enum Status { Config, Init, Run, End }; std::default_random_engine m_randomEngine; void ioWrite(const char *data, ...); void ioWrite(const std::string data); void ioInfo(const char *data, ...); void ioInfo(const std::string data); void ioError(const std::string data); void loadGameType(const std::string &gameType); GameObject *findConfigOption(const std::string &name); bool getBoolConfigOption(const std::string &name); void editConfiguration(Player *pInput, char *data); void start(Player *pInput); void setTokenLocation(Player *pInput, unsigned int estateId); void tokenMovementTimeout(); unsigned int auctionTimeout(); unsigned int clientsMoving(); void setAllClientsMoving(Estate *estate); // Member management void setDescription(const std::string data); void setHouses(int _h) { m_houses = _h; } void setHotels(int _h) { m_hotels = _h; } Status status() { return m_status; } Player *master() { return m_master; } Estate *goEstate() { return m_goEstate; } const std::string gameType() { return m_gameType; } const std::string bgColor() { return m_bgColor; } int houses() { return m_houses; } int hotels() { return m_hotels; } bool isValid() { return m_isValid; } bool sendChildXMLUpdate(Player *pOutput, bool emptyUpdate); void unsetChildProperties(); int players(bool includeSpectators = false); Player *addPlayer(Player *, const bool &isSpectator = false, const bool &isFirst = false); Player *findPlayer(int playerId); Player *kickPlayer(Player *player, int playerId); void upgradePlayer(Player *player, int playerId); unsigned int playerAssets(Player *player); void updateTurn(); void landPlayer(Player *pTurn, const bool directMove, const std::string &rentmath = ""); void giveCard(Player *player, Card *card); void declareBankrupt(Player *player); void bankruptPlayer(Player *player); void sendDisplayMsg(Display *display, Player *except = NULL); void sendMsgEstateUpdate(Estate *); void sendStatus(Status status, Player *player = NULL); void sendEstateList(Player *player); void sendEstateGroupList(Player *player); void sendPlayerList(Player *player); void sendCardList(Player *pOut); void sendFullUpdate(Player *player); int debts(); void newDebtToAll(Player *from, int amount); Debt *newDebt(Player *from, Player *toPlayer, Estate *toEstate, int amount); Debt *findDebt(Player *player); Debt *findDebtByCreditor(Player *player); void delDebt(Debt *); void solveDebts(Player *player, const bool &verbose = false); void enforceDebt(Player *pBroke, Debt *debt = 0); void newAuction(Player *pInput); Auction *auction(); // Returns 0 on successful bid, 1 on error. int bidInAuction(Player *pInput, char *data); void newTrade(Player *pInput, unsigned int playerId); Trade *findTrade(Player *player); Trade *findTrade(int tradeId); void delTrade(Trade *trade); void acceptTrade(Player *pInput, char *); void rejectTrade(Player *pInput, unsigned int tradeId, const bool verbose = true); void completeTrade(Trade *trade); void abortAuction(); void completeAuction(); EstateGroup *newGroup(const std::string &name); EstateGroup *findGroup(const std::string &name); unsigned int estateGroupSize(EstateGroup *estateGroup); Estate *newEstate(const std::string &name); Estate *findEstate(int estateId); Estate *findNextEstate(EstateGroup *group, Estate *startEstate = NULL); Estate *findNextJailEstate(Estate *startEstate = NULL); unsigned int estates() const { return m_estates.size(); } void setPausedForDialog(const bool paused); bool pausedForDialog(); void transferEstate(Estate *estate, Player *player, const bool verbose = false); CardGroup *newCardGroup(const std::string name); CardGroup *findCardGroup(const std::string name); Card *newCard(CardGroup *cardGroup, const std::string name); Card *findCard(unsigned int id); void transferCard(Card *card, Player *player, const bool verbose = false); void transferObject(const enum GameObject::Type, unsigned int id, Player *player, const bool verbose = false); void removePlayer(Player *); int totalAssets(); void rollDice(); int dice[2]; private: void loadConfig(); void parseConfigEntry(Estate *es, const std::string &key, const std::string &value); void parseConfigEntry(Card *card, const std::string &key, const std::string &value); void parseConfigEntry(EstateGroup *group, const std::string &key, const std::string &value); void addConfigOption(const std::string &name, const std::string &description, const std::string &defaultValue, bool editable = false); void addConfigOption(const std::string &name, const std::string &description, int defaultValue, bool editable = false); void addBoolConfigOption(const std::string &name, const std::string &description, bool defaultValue, bool editable = false); GameObject *findConfigOption(int configId); void sendConfiguration(Player *player); /* * Consider this method to be not just private, but to be very internal. * It should only be called from the various addConfigOption * implementations. */ GameObject *newConfigOption(const std::string &name, const std::string &description, bool editable); bool solveDebt(Debt *debt); Status m_status; unsigned int m_nextCardGroupId, m_nextEstateId, m_nextEstateGroupId, m_nextTradeId, m_nextAuctionId; Player *m_master, *m_pTurn; Estate *m_goEstate; int m_houses, m_hotels, m_startMoney; bool m_isValid, m_pausedForDialog; Auction *m_auction; Debt *m_auctionDebt; std::vector m_cardGroups; std::vector m_debts; std::vector m_estateGroups; std::vector m_estates; std::vector m_players; std::vector m_trades; std::vector m_configOptions; std::string m_gameType, m_bgColor; }; #endif // MONOP_GAME_H monopd-0.10.4/src/auction.h0000644000175000017500000000256712541574170011173 // Copyright © 2001-2003 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef MONOP_AUCTION_H #define MONOP_AUCTION_H #include "gameobject.h" class Estate; class Player; class Auction : public GameObject { public: enum Status { Bidding = 0, GoingOnce = 1, GoingTwice = 2, Sold = 3 }; Auction(); void setEstate(Estate *estate) { m_estate = estate; } void setHighBid(Player *player, unsigned int bid); void setStatus(unsigned int status) { m_status = status; } unsigned int status() { return m_status; } Player *highBidder() { return m_highBidder; } Estate *estate() { return m_estate; } private: Player *m_highBidder; Estate *m_estate; unsigned int m_status; }; #endif monopd-0.10.4/src/listenport.h0000644000175000017500000000241614600016375011721 // Copyright © 2002 Rob Kaper . // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef NETWORK_LISTENPORT_H #define NETWORK_LISTENPORT_H #include #define LISTENQ 1024 class ListenPort { public: ListenPort(sa_family_t family, const std::string host, const int port); // for a traditional bind socket ListenPort(int fd); // for an already bound socket (e.g. using systemd socket activation) const std::string ipAddr() { return m_ipAddr; } int port() { return m_port; } int fd() { return m_fd; } int error() { return m_error; }; private: std::string m_ipAddr; int m_fd, m_port; int m_error = 0; }; #endif // NETWORK_LISTENPORT_H monopd-0.10.4/src/estate.cpp0000644000175000017500000001104412561375272011343 // Copyright © 2001-2003 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include #include "estate.h" #include "estategroup.h" Estate::Estate(int id, std::vector *ev) : GameObject(id, GameObject::GEstate) { m_estates = ev; m_group = 0; m_payTarget = 0; m_owner = 0; m_takeCardGroup = 0; m_rent[0] = m_rent[1] = m_rent[2] = m_rent[3] = m_rent[4] = m_rent[5] = 0; } int Estate::rent(Player *pLand, const std::string &rentMath) { if (getBoolProperty("mortgaged")) return 0; // Don't use m_housePrice, housePrice() also checks within estate group if (housePrice() > 0) { // Rent for estates that can have houses int houses = getIntProperty("houses"); if (!houses && estateGroupIsMonopoly()) return 2 * m_rent[houses]; else return m_rent[houses]; } // No custom rent rules, check group rules if (m_group) return m_group->rent(pLand, rentMath); return 0; } int Estate::groupSize(Player *owner) { (void)owner; int grouped = 0; Estate *eTmp = 0; for(std::vector::iterator it = m_estates->begin(); it != m_estates->end() && (eTmp = *it) ; ++it) if (m_group == eTmp->group() && m_owner == eTmp->owner()) grouped++; return grouped; } int Estate::minHouses() { int m_minHouses = 0; Estate *eTmp = 0; for(std::vector::iterator it = m_estates->begin(); it != m_estates->end() && (eTmp = *it) ; ++it) { if ((eTmp->group() == m_group) && (eTmp->getIntProperty("houses") > m_minHouses)) m_minHouses = eTmp->getIntProperty("houses") - 1; } return m_minHouses; } int Estate::maxHouses() { int m_maxHouses = 5; Estate *eTmp = 0; for(std::vector::iterator it = m_estates->begin(); it != m_estates->end() && (eTmp = *it) ; ++it) { if ((eTmp->group() == m_group) && (eTmp->getIntProperty("houses") < m_maxHouses)) m_maxHouses = eTmp->getIntProperty("houses") + 1; } return m_maxHouses; } bool Estate::canBuyHouses(Player *p) { // Don't use m_housePrice, housePrice() also checks within estate group if ( (p == m_owner) && housePrice() && estateGroupIsMonopoly() && !groupHasMortgages() && (getIntProperty("houses") < maxHouses()) ) return true; else return false; } bool Estate::canSellHouses(Player *p) { if ( (p == m_owner) && estateGroupIsMonopoly() && (getIntProperty("houses") > minHouses()) ) return true; else return false; } int Estate::price() { int price = getIntProperty("price"); return (!price && m_group) ? m_group->price() : price; } int Estate::housePrice() { int housePrice = getIntProperty("houseprice"); return (!housePrice && m_group) ? m_group->housePrice() : housePrice; } bool Estate::canBeOwned() { return price(); } bool Estate::canToggleMortgage(Player *p) { return (p == m_owner && !groupHasBuildings()) ? true : false; } bool Estate::groupHasBuildings() { Estate *eTmp = 0; for(std::vector::iterator it = m_estates->begin(); it != m_estates->end() && (eTmp = *it) ; ++it) { if((eTmp->group() == m_group) && eTmp->getIntProperty("houses")) return true; } return false; } bool Estate::groupHasMortgages() { Estate *eTmp = 0; for(std::vector::iterator it = m_estates->begin(); it != m_estates->end() && (eTmp = *it) ; ++it) { if((eTmp->group() == m_group) && eTmp->getBoolProperty("mortgaged")) return true; } return false; } bool Estate::estateGroupIsMonopoly() { unsigned int size = 0, sameOwner = 0; Estate *eTmp = 0; for(std::vector::iterator it = m_estates->begin(); it != m_estates->end() && (eTmp = *it) ; ++it) if (eTmp->group() == m_group) { size++; if (eTmp->owner() == m_owner) sameOwner++; } return (sameOwner == size); } void Estate::addMoney(int money) { setProperty("money", getIntProperty("money") + money); } void Estate::setTakeCardGroup(CardGroup *takeCardGroup) { m_takeCardGroup = takeCardGroup; } CardGroup *Estate::takeCardGroup() { return m_takeCardGroup; } monopd-0.10.4/src/tradecomponent.cpp0000644000175000017500000000240012561375366013100 // Copyright © 2002 Rob Kaper // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include #include "player.h" #include "tradecomponent.h" TradeComponent::TradeComponent(Player *from, Player *to, GameObject *gameObject) { m_playerFrom = from; m_playerTo = to; m_object = gameObject; m_money = 0; } TradeComponent::TradeComponent(Player *from, Player *to, unsigned int money) { m_object = 0; m_playerFrom = from; m_playerTo = to; m_money = money; } void TradeComponent::updateTargetPlayer(Player *to) { m_playerTo = to; } void TradeComponent::updateMoney(unsigned int money) { m_money = money; } monopd-0.10.4/src/gameproperty.h0000644000175000017500000000342312541574042012235 // Copyright © 2003 Rob Kaper // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef ATLANTIC_GAMEPROPERTY_H #define ATLANTIC_GAMEPROPERTY_H #include class GameObject; class GameProperty { public: GameProperty(const std::string &key, GameObject *m_scope); std::string key() const; // void setScope(GameObject *scope); GameObject *scope(); void setChanged(const bool &changed); bool changed() const; protected: std::string m_key; GameObject *m_scope; bool m_changed; }; class GameIntProperty : public GameProperty { public: GameIntProperty(const std::string &key, int value, GameObject *scope); bool setValue(int value); int value(); private: int m_value; }; class GameStringProperty : public GameProperty { public: GameStringProperty(const std::string &key, const std::string &value, GameObject *scope); bool setValue(const std::string &value); std::string value() const; private: std::string m_value; }; class GameBoolProperty : public GameProperty { public: GameBoolProperty(const std::string &key, const bool &value, GameObject *scope); bool setValue(const bool &value); bool value() const; private: bool m_value; }; #endif monopd-0.10.4/src/gameconfig.h0000644000175000017500000000217112541574056011622 // Copyright © 2002 Rob Kaper // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #ifndef MONOP_GAMECONFIG_H #define MONOP_GAMECONFIG_H #include class GameConfig { public: GameConfig(const std::string &id, const std::string &name, const std::string &description); const std::string id() { return m_id; } const std::string name() { return m_name; } const std::string description() { return m_description; } private: std::string m_id, m_name, m_description; }; #endif // MONOP_GAMECONFIG_H monopd-0.10.4/src/gameconfig.cpp0000644000175000017500000000164312561375315012157 // Copyright © 2002 Rob Kaper // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include "gameconfig.h" GameConfig::GameConfig(const std::string &id, const std::string &name, const std::string &description) { m_id = id; m_name = name; m_description = description; } monopd-0.10.4/src/player.cpp0000644000175000017500000006774512561375347011400 // Copyright © 2001-2004 Rob Kaper , // 2001 Erik Bourget // 2010-2015 Sylvain Rochet // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // This program 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 // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; see the file COPYING. If not, see // . #include "config.h" #include #include #include #include #include #include "socket.h" #include "card.h" #include "display.h" #include "estate.h" #include "io.h" #include "game.h" #include "player.h" #include "trade.h" // move trade commands to game/engine Player::Player(Socket *socket) : GameObject(-1, GameObject::GPlayer) { m_socket = socket; m_game = 0; m_estate = 0; m_destination = 0; m_tokenLocation = 0; m_identified = false; } Player::~Player() { while (!m_cards.empty()) { delete *m_cards.begin(); m_cards.erase(m_cards.begin()); } while (!m_display.empty()) { delete *m_display.begin(); m_display.erase(m_display.begin()); } } void Player::reset(bool removeProperties) { while (!m_cards.empty()) { delete *m_cards.begin(); m_cards.erase(m_cards.begin()); } while (!m_display.empty()) { delete *m_display.begin(); m_display.erase(m_display.begin()); } m_estate = m_destination = m_tokenLocation = 0; if (removeProperties) { removeProperty("money"); removeProperty("doublecount"); removeProperty("jailcount"); removeProperty("jailed"); removeProperty("bankrupt"); removeProperty("hasturn"); removeProperty("spectator"); removeProperty("can_roll"); removeProperty("canrollagain"); removeProperty("can_buyestate"); removeProperty("canauction"); removeProperty("location"); removeProperty("directmove"); removeProperty("turnorder"); } } void Player::identify(int id) { m_id = id; setProperty("cookie", std::string(itoa(m_id)) + "/" + itoa(rand()), this); m_identified = true; } void Player::ioWrite(const char *fmt, ...) { int n, size = 256; char *buf = new char[size]; static std::string ioStr; va_list arg; buf[0] = 0; while (1) { va_start(arg, fmt); n = vsnprintf(buf, size, fmt, arg); va_end(arg); if (n > -1 && n < size) { ioStr = buf; delete[] buf; ioWrite(ioStr); return; } if (n > -1) size = n+1; else size *= 2; delete[] buf; buf = new char[size]; } } void Player::ioWrite(std::string data) { if (m_socket) m_socket->ioWrite(data); } void Player::ioInfo(const char *data, ...) { va_list arg; char buf[2048]; va_start(arg, data); vsnprintf(buf, sizeof(buf)-1, data, arg); va_end(arg); buf[sizeof(buf)-1] = 0; ioWrite("\n", buf); } void Player::ioInfo(const std::string data) { ioWrite("\n"); } void Player::ioError(const char *data, ...) { va_list arg; char buf[2048]; va_start(arg, data); vsnprintf(buf, sizeof(buf)-1, data, arg); va_end(arg); buf[sizeof(buf)-1] = 0; ioWrite("\n", buf); } void Player::ioError(const std::string data) { ioWrite("\n"); } void Player::ioNoSuchCmd(const std::string data) { if (data.size()) ioError("Command is unavailable at current game status: " + data); else ioError("No such command."); } void Player::sendDisplay(Display *display) { std::string text, estate; if (display->text().size()) { text = "text=\"" + display->text() + "\" "; } if (display->clearEstate()) { estate = "estateid=\"-1\" "; } else if (display->estate()) { estate = "estateid=\"" + itoa(display->estate()->id()) + "\" "; } ioWrite("clearText(), display->clearButtons()); std::vector buttons = display->buttons(); if (buttons.size() > 0) { ioWrite(">"); DisplayButton *button; for (std::vector::iterator it = buttons.begin() ; it != buttons.end() && (button = *it) ; ++it) ioWrite("