|
|
|
/*
|
|
|
|
This file is part of the TDE games library
|
|
|
|
Copyright (C) 2001 Martin Heni (martin@heni-online.de)
|
|
|
|
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
|
|
|
|
|
|
|
|
This library is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU Library General Public
|
|
|
|
License version 2 as published by the Free Software Foundation.
|
|
|
|
|
|
|
|
This library 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
|
|
|
|
Library General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU Library General Public License
|
|
|
|
along with this library; see the file COPYING.LIB. If not, write to
|
|
|
|
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
|
|
|
|
Boston, MA 02110-1301, USA.
|
|
|
|
*/
|
|
|
|
/*
|
|
|
|
$Id$
|
|
|
|
*/
|
|
|
|
#ifndef __KGAMEPROCESS_H_
|
|
|
|
#define __KGAMEPROCESS_H_
|
|
|
|
|
|
|
|
#include <tqstring.h>
|
|
|
|
#include <tqobject.h>
|
|
|
|
#include <tqfile.h>
|
|
|
|
|
|
|
|
#include "kgameproperty.h"
|
|
|
|
#include <krandomsequence.h>
|
|
|
|
#include <kdemacros.h>
|
|
|
|
class KPlayer;
|
|
|
|
class KMessageFilePipe;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This is the process class used on the computer player
|
|
|
|
* side to communicate with its counterpart TDEProcessIO class.
|
|
|
|
* Using these two classes will give fully transparent communication
|
|
|
|
* via TQDataStreams.
|
|
|
|
*/
|
|
|
|
class KDE_EXPORT KGameProcess: public TQObject
|
|
|
|
{
|
|
|
|
TQ_OBJECT
|
|
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
/**
|
|
|
|
* Creates a KGameProcess class. Done only in the computer
|
|
|
|
* player. To activate the communication you have to call
|
|
|
|
* the exec function of this class which will listen
|
|
|
|
* to the communication and emit signals to notify you of
|
|
|
|
* any incoming messages.
|
|
|
|
* Note: This function will only return after you set
|
|
|
|
* setTerminate(true) in one of the received signals.
|
|
|
|
* So you can not do any computer calculation after the exec function.
|
|
|
|
* Instead you react on the signals which are emitted after a
|
|
|
|
* message is received and perform the calculations there!
|
|
|
|
* Example:
|
|
|
|
* \code
|
|
|
|
* int main(int argc ,char * argv[])
|
|
|
|
* {
|
|
|
|
* KGameProcess proc;
|
|
|
|
* connect(&proc,TQT_SIGNAL(signalCommand(TQDataStream &,int ,int ,int )),
|
|
|
|
* this,TQT_SLOT(slotCommand(TQDataStream & ,int ,int ,int )));
|
|
|
|
* connect(&proc,TQT_SIGNAL(signalInit(TQDataStream &,int)),
|
|
|
|
* this,TQT_SLOT(slotInit(TQDataStream & ,int )));
|
|
|
|
* connect(&proc,TQT_SIGNAL(signalTurn(TQDataStream &,bool )),
|
|
|
|
* this,TQT_SLOT(slotTurn(TQDataStream & ,bool )));
|
|
|
|
* return proc.exec(argc,argv);
|
|
|
|
* }
|
|
|
|
* \endcode
|
|
|
|
*/
|
|
|
|
KGameProcess();
|
|
|
|
/**
|
|
|
|
* Destruct the process
|
|
|
|
*/
|
|
|
|
~KGameProcess();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Enters the event loop of the computer process. Does only
|
|
|
|
* return on setTerminate(true)!
|
|
|
|
*/
|
|
|
|
bool exec(int argc, char *argv[]);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Should the computer process leave its exec function?
|
|
|
|
* Activated if you setTerminate(true);
|
|
|
|
*
|
|
|
|
* @return true/false
|
|
|
|
*/
|
|
|
|
bool terminate() const {return mTerminate;}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set this to true if the computer process should end, ie
|
|
|
|
* leave its exec function.
|
|
|
|
*
|
|
|
|
* @param b true for exit the exec function
|
|
|
|
*/
|
|
|
|
void setTerminate(bool b) {mTerminate=b;}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sends a message to the corresponding KGameIO
|
|
|
|
* device. Works like the sendSystemMessage but
|
|
|
|
* for user id's
|
|
|
|
*
|
|
|
|
* @param stream the TQDataStream containing the message
|
|
|
|
* @param msgid the message id for the message
|
|
|
|
* @param receiver unused
|
|
|
|
*/
|
|
|
|
void sendMessage(TQDataStream &stream,int msgid,TQ_UINT32 receiver=0);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sends a system message to the corresonding KGameIO device.
|
|
|
|
* This will normally be either a performed move or a query
|
|
|
|
* (IdProcessQuery). The query option is a way to communicate
|
|
|
|
* with the KGameIO at the other side and e.g. retrieve some
|
|
|
|
* game relevant data from here.
|
|
|
|
* Exmaple for a query:
|
|
|
|
* \code
|
|
|
|
* TQByteArray buffer;
|
|
|
|
* TQDataStream out(buffer,IO_WriteOnly);
|
|
|
|
* int msgid=KGameMessage::IdProcessQuery;
|
|
|
|
* out << (int)1;
|
|
|
|
* proc.sendSystemMessage(out,msgid,0);
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* @param stream the TQDataStream containing the message
|
|
|
|
* @param msgid the message id for the message
|
|
|
|
* @param receiver unused
|
|
|
|
*/
|
|
|
|
void sendSystemMessage(TQDataStream &stream,int msgid,TQ_UINT32 receiver=0);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns a pointer to a KRandomSequence. You can generate
|
|
|
|
* random numbers via e.g.
|
|
|
|
* \code
|
|
|
|
* random()->getLong(100);
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* @return KRandomSequence pointer
|
|
|
|
*/
|
|
|
|
KRandomSequence *random() {return mRandom;}
|
|
|
|
|
|
|
|
protected:
|
|
|
|
/**
|
|
|
|
* processes the command line argumens to set up the computer player
|
|
|
|
* Pass the argumens exactely as given by main()
|
|
|
|
*/
|
|
|
|
void processArgs(int argc, char *argv[]);
|
|
|
|
|
|
|
|
protected slots:
|
|
|
|
/**
|
|
|
|
* A message is received via the interprocess connection. The
|
|
|
|
* appropriate signals are called.
|
|
|
|
*/
|
|
|
|
void receivedMessage(const TQByteArray& receiveBuffer);
|
|
|
|
|
|
|
|
signals:
|
|
|
|
/**
|
|
|
|
* The generic communication signal. You have to connect to this
|
|
|
|
* signal to generate a valid computer response onto arbitrary messages.
|
|
|
|
* All signals but IdIOAdded and IdTurn end up here!
|
|
|
|
* Example:
|
|
|
|
* \code
|
|
|
|
* void Computer::slotCommand(int &msgid,TQDataStream &in,TQDataStream &out)
|
|
|
|
* {
|
|
|
|
* TQ_INT32 data,move;
|
|
|
|
* in >> data;
|
|
|
|
* // compute move ...
|
|
|
|
* move=data*2;
|
|
|
|
* out << move;
|
|
|
|
* }
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* @param inputStream the incoming data stream
|
|
|
|
* @param msgid the message id of the message which got transmitted to the computer
|
|
|
|
* @param receiver the id of the receiver
|
|
|
|
* @param sender the id of the sender
|
|
|
|
*/
|
|
|
|
void signalCommand(TQDataStream &inputStream,int msgid,int receiver,int sender);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This signal is emmited if the computer player should perform a turn.
|
|
|
|
* Calculations can be made here and the move can then be send back with
|
|
|
|
* sendSystemMessage with the message id KGameMessage::IdPlayerInput.
|
|
|
|
* These must provide a move which complies to your other move syntax as
|
|
|
|
* e.g. produces by keyboard or mouse input.
|
|
|
|
* Additonal data which have been written into the stream from the
|
|
|
|
* ProcessIO's signal signalPrepareTurn can be retrieved from the
|
|
|
|
* stream here.
|
|
|
|
* Example:
|
|
|
|
* \code
|
|
|
|
* void slotTurn(TQDataStream &in,bool turn)
|
|
|
|
* {
|
|
|
|
* int id;
|
|
|
|
* int recv;
|
|
|
|
* TQByteArray buffer;
|
|
|
|
* TQDataStream out(buffer,IO_WriteOnly);
|
|
|
|
* if (turn)
|
|
|
|
* {
|
|
|
|
* // Create a move - the format is yours to decide
|
|
|
|
* // It arrives exactly as this in the kgame inputMove function!!
|
|
|
|
* TQ_INT8 x1,y1,pl;
|
|
|
|
* pl=-1;
|
|
|
|
* x1=proc.random()->getLong(8);
|
|
|
|
* y1=proc.random()->getLong(8);
|
|
|
|
* // Stream it
|
|
|
|
* out << pl << x1 << y1;
|
|
|
|
* id=KGameMessage::IdPlayerInput;
|
|
|
|
* proc.sendSystemMessage(out,id,0);
|
|
|
|
* }
|
|
|
|
* }
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* @param stream The datastream which contains user data
|
|
|
|
* @param turn True or false whether the turn is activated or deactivated
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
void signalTurn(TQDataStream &stream,bool turn);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This signal is emmited when the process is initialized, i.e. added
|
|
|
|
* to a KPlayer. Initial initialisation can be performed here be reacting
|
|
|
|
* to the TDEProcessIO signal signalIOAdded and retrieving the data here
|
|
|
|
* from the stream.
|
|
|
|
* It works just as the signalTurn() but is only send when the player is
|
|
|
|
* added to the game, i.e. it needs some initialization data
|
|
|
|
*
|
|
|
|
* @param stream The datastream which contains user data
|
|
|
|
* @param userid The userId of the player. (Careful to rely on it yet)
|
|
|
|
*/
|
|
|
|
void signalInit(TQDataStream &stream,int userid);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
bool mTerminate;
|
|
|
|
KMessageFilePipe *mMessageIO;
|
|
|
|
private:
|
|
|
|
TQFile rFile;
|
|
|
|
TQFile wFile;
|
|
|
|
KRandomSequence* mRandom;
|
|
|
|
};
|
|
|
|
#endif
|