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/*
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Copyright (C) 1999-2001 Jens Hoefkens
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jens@hoefkens.com
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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$Id$
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*/
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#ifndef __KBGNG_H
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#define __KBGNG_H
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include <tqtimer.h>
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#include <tqspinbox.h>
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#include <tdeaction.h>
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#include <tqdatastream.h>
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#include <kgame/kgameproperty.h>
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#include <generic/kbgengine.h>
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#include "kbgboard.h"
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#include "kbgstatus.h"
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#include "kbgplayer.h"
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#include "kbggame.h"
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/**
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*
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* The interface of the next generation backgammon engine.
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*
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*/
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class KBgEngineNg : public KBgEngine
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{
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TQ_OBJECT
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public:
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/*
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* Constructor and destructor
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*/
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KBgEngineNg( TQWidget *parent = 0, TQString *name = 0, TQPopupMenu *pmenu = 0);
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virtual ~KBgEngineNg();
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/**
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* Fills the engine-specific page into the notebook
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*/
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virtual void getSetupPages(KDialogBase *nb);
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virtual void setupOk();
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virtual void setupDefault();
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virtual void setupCancel();
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/*
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* Check with the engine if we can quit. This may require user
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* interaction.
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*/
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virtual bool queryClose();
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/**
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* About to be closed. Let the engine exit properly.
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*/
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virtual bool queryExit();
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public slots:
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/**
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* Read user settings from the config file
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*/
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virtual void readConfig();
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/**
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* Save user settings to the config file
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*/
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virtual void saveConfig();
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/**
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* Roll dice for the player w
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*/
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virtual void rollDice(const int w);
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/**
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* Double the cube of player w
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*/
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virtual void doubleCube(const int w);
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/**
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* A move has been made on the board - see the board class
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* for the format of the string s
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*/
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virtual void handleMove(TQString *s);
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/**
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* Undo the last move
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*/
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virtual void undo();
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/**
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* Redo the last move
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*/
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virtual void redo();
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/**
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* Roll dice for whoevers turn it is
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*/
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virtual void roll();
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/**
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* Double the cube for whoevers can double right now
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*/
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virtual void cube();
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/**
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* Reload the board to the last known sane state
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*/
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virtual void load();
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/**
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* Commit a move
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*/
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virtual void done();
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/**
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* Process the string text
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*/
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virtual void handleCommand(const TQString& text);
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/**
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* Start a new game.
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*/
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virtual void newGame();
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virtual bool haveNewGame() {return true;}
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void slotPlayerJoinedGame(KPlayer *p);
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void slotNetworkData(int msgid, const TQByteArray &msg, TQ_UINT32 receiver, TQ_UINT32 sender);
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void slotCreatePlayer(KPlayer *&, int, int, bool, KGame *);
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void slotClientDisconnected(TQ_UINT32, bool);
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void slotClientConnected(TQ_UINT32);
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void slotPropertyChanged(KGamePropertyBase *p, KGame *me);
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void slotPropertyChanged(KGamePropertyBase *p, KPlayer *me);
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protected slots:
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void initGame();
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void setGame();
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void changeName();
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protected:
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void setAllowed(int cmd, bool f);
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private:
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/**
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* Who did the last roll
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*/
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int lastRoll;
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/**
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* How many checkers to move
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*/
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int toMove;
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/**
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* Various flags, representing the current status of the game
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*/
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bool rollingAllowed, undoPossible, donePossible;
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bool gameRunning, redoPossible, doublePossible;
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/**
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* Count the number of available undos
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*/
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int dummy, undoCounter;
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enum GameTypes {None = -1, Local, NetServer, NetClient, MaxTypes};
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TDESelectAction * _gameSelect;
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TDEAction* _connectAction;
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TDEAction* _nameAction;
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int _currGame;
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int _nLocalPlayers;
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int _nplayers;
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TQString _host;
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TQ_UINT16 _port;
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// ************************************************************
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// ************************************************************
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// DONE
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// ************************************************************
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// ************************************************************
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protected:
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/**
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* Return a random integer between 1 and 6. The random numer
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* is based on the @ref KRandomSequence of @ref KGame. Thus,
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* the numbers should be synchronized across the network.
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*/
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int getRandom();
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private:
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/**
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* Create the i-th player. Legal values for i are 0 and 1. The
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* name of the player is taken from @ref _name and the parent of
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* the player is @ref _player. That means that the players are
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* automatically deleted.
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*/
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KBgPlayer * createPlayer(int i, TQString name = TQString());
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private:
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KBgGame* _game;
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TQString _name[2];
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KBgPlayer* _player[2];
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};
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#endif // __KBGNG_H
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