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#ifndef MP_INTERFACE_H
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#define MP_INTERFACE_H
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#include <tqwidget.h>
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#include <tqvaluelist.h>
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#include <tqptrlist.h>
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#include "mp_board.h"
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#include "mp_option.h"
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class TQHBoxLayout;
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class Local;
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class ConnectionData;
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class RemoteHostData;
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class KeyData;
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class KeyCollection;
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class KKeyDialog;
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class TDEAction;
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struct ActionData {
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const char *label, *name;
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const char *slot, *slotRelease; // if slotRelease!=0
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// : use keyPress/ReleaseEvent mecanism
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};
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/**
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* This structure contains information about the game
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* configuration.
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*/
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typedef struct {
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/** The game version id used for identification (e.g. "4").
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* You should change this id when the game is made incompatible
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* with previous version. (changes in data for example).
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*/
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const char *gameId;
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/** Maximum number of local players. */
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uint maxNbLocalPlayers;
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/** Interval (in msec.) between data exchange. */
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uint interval;
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/** If there are built-in artificial intelligences that can play. */
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bool AIAllowed;
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/** Slot for player/AI additional configuration. These must be SLOTs which
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* take an "int" as parameter. It must open a setting
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* dialog for the corresponding local player/computer and save the
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* new settings in the config file. It should probably create a group
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* with the given number in its name.
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* If such a pointer is set to 0 : it means there is no perticular
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* setting.
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*/
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const char *humanSettingSlot, *AISettingSlot;
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} MPGameInfo;
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/**
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* The MPInterface class is useful for multiplayers game
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* management. Each game is represented by a class you have inherited
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* from the @ref MPBoard class.
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*
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* Multiplayers games can take place with several (humans or eventually
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* AIs) players on the same computer (they use the same keyboard and have
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* each a @ref MPBoard widget on the screen) or/and network players.
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*
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* This class is intended to do all the hard work of sending/receiving data
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* between the players and to send the keyboard events to the right
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* @ref MPBoard. So multiplayers game should be completely transparent
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* from your point of view.
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*
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* Note : The data exchange is done in background with a timer calling at given
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* intervals the read/write methods. Obviously this kind of things can be done
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* easily with threads but I have no experience with thread programming
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* and not all people have thread libraries and a thread-safe system.
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*/
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class MPInterface : public TQWidget
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{
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TQ_OBJECT
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public:
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/** Constructor which takes a MPGameInfo struct as parameter.
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*/
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MPInterface(const MPGameInfo &gameInfo,
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uint nbActions, const ActionData *data,
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TQWidget *parent = 0, const char *name = 0);
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virtual ~MPInterface();
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public slots:
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/** Create a single player game for a human being.
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* Call @ref stop if a game is already created. */
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void singleHuman() { specialLocalGame(1, 0); }
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/** Create a local game opposing two human beings.
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* Call @ref stop if a game is already created. */
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void humanVsHuman() { specialLocalGame(2, 0); }
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/** Create a local game opposing a human with an AI.
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* Call @ref stop if a game is already created. */
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void humanVsComputer() { specialLocalGame(1, 1); }
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/** Open a dialog to create a multiplayer game.
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* Call @ref stop if a game is already created. */
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void dialog();
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public:
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virtual void addKeys(KKeyDialog &);
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void saveKeys();
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/** Called when a new game is created. At this point
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* the number of players is known. */
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virtual void init() {}
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/** Called just before a new game is created (called by
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* singleHuman, humanVsHuman, humanVsComputer and dialog). */
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virtual void stop() {}
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/** Called when the start button of the netmeeting is pressed. */
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virtual void start() {}
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/**
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* Set keys configuration for the given number of human players.
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* The size of the array is the number of defined actions.
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*/
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void setDefaultKeycodes(uint nbHumans, uint human, const int *keycodes);
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/**
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* @return the total number of players.
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* (If called from client : return the number of local boards).
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*/
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uint nbPlayers() const;
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/**
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* @return true if the interface is the server.
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*/
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bool server() const { return _server; }
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/** @return the player name.
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Do not call from client !
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*/
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TQString playerName(uint i) const;
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/**
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* Create a new @ref MPBoard.
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*
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* @param i is the game index that goes from 0 to the number of
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* local players : it can be used to retrieve configuration settings.
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*/
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virtual MPBoard *newBoard(uint i) = 0;
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/**
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* This method must read data from each client with method
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* @ref readingStream, do the needed treatement
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* (for instance which players has lost, which data to be resent, ...) and
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* then write the useful data to each client with method
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* @ref writingStream.
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*
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* NB: this method is also called for single player games but
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* you probably only want to check for game over condition (it depends
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* on game implementation that you really return data to the board).
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*/
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virtual void treatData() = 0;
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/** @return the reading stream for board #i.
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* Do not call from client !
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*/
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TQDataStream &readingStream(uint i) const;
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/** @return the writing stream for board #i.
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*/
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TQDataStream &writingStream(uint i) const;
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/**
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* Read data sent from server to clients "MultiplayersInterface"
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* (this data is not addressed to boards).
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* These are meta data that are not directly used in game.
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* It can be used to display "game over" infos for all
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* local games.
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* NB: the use of this method is optional.
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*/
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virtual void dataFromServer(TQDataStream &) {}
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/** Used by the server to write meta data to clients.
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* NB: the use of this method is optional.
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* Do not call from client !
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*/
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TQDataStream &dataToClientsStream() const;
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/** Write immediately data to clients and local boards.
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* It is unlike the normal exchange which is driven
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* by the timer of the server. Be aware of possible
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* interactions.
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*/
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void immediateWrite();
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/**
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* This method should be overload if an option widget is used in the
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* the "netmeeting" dialog). By default a
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* null pointer is returned and so no option widget is shown.
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* The option widget must be inherited from the @ref MPOptionWidget class.
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*/
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virtual MPOptionWidget *newOptionWidget() const { return 0; }
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/** Called when a network error occurred or when a host gets disconnected.
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* The default implementation displays a message and calls singleHumans()
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* ie it stops the current game. By overloading this method, it is
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* possible to continue the game at this point with the remaining players.
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*/
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virtual void hostDisconnected(uint i, const TQString &msg);
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protected:
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void paintEvent(TQPaintEvent *);
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void keyPressEvent(TQKeyEvent *);
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void keyReleaseEvent(TQKeyEvent *);
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private slots:
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void enableKeys(bool enable);
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void singleHumanSlot();
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public:
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class Data {
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public:
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Data() {}
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MPBoard *ptr;
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int humanIndex;
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TQString name;
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};
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private:
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Local *internal;
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const MPGameInfo gameInfo;
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TQValueList<Data> boards;
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uint nbLocalHumans;
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TQHBoxLayout *hbl;
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bool _server, disconnected;
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KeyData *_keyData;
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TQMemArray<KeyCollection *> _keyCol;
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void createServerGame(const TQPtrList<RemoteHostData> &);
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void createClientGame(const RemoteHostData &);
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void createLocalGame(const ConnectionData &);
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void specialLocalGame(uint nbHumans, uint nbComputers);
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void clear();
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void initKeys(uint nbHumans);
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};
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#endif // MP_INTERFACE_H
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