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tdegames/libtdegames/kgame/kgamesequence.h

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2.6 KiB

/*
This file is part of the KDE games library
Copyright (C) 2003 Andreas Beckermann (b_mann@gmx.de)
Copyright (C) 2003 Martin Heni (martin@heni-online.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 __KGAMESEQUENCE_H_
#define __KGAMESEQUENCE_H_
#include <tqobject.h>
class KPlayer;
class KGame;
/**
* This class takes care of round or move management as well of the gameover
* condition. It is especially used for round based games. For these games @ref
* nextPlayer and @ref checkGameOver are the most important methods.
*
* You can subclass KGameSequence and use @ref KGame::setGameSequence to use
* your own rules. Note that @ref KGame will take ownership and therefore will
* delete the object on destruction.
* @short Round/move management class
* @author Andreas Beckermann <b_mann@gmx.de>
**/
class KGameSequence : public TQObject
{
Q_OBJECT
TQ_OBJECT
public:
KGameSequence();
virtual ~KGameSequence();
/**
* Select the next player in a turn based game. In an asynchronous game this
* function has no meaning. Overwrite this function for your own game sequence.
* Per default it selects the next player in the playerList
*/
virtual KPlayer* nextPlayer(KPlayer *last, bool exclusive = true);
virtual void setCurrentPlayer(KPlayer* p);
/**
* @return The @ref KGame object this sequence is for, or NULL if none.
**/
KGame* game() const { return mGame; }
KPlayer* currentPlayer() const { return mCurrentPlayer; }
/**
* Set the @ref KGame object for this sequence. This is called
* automatically by @ref KGame::setGameSequence and you should not call
* it.
**/
void setGame(KGame* game);
/**
* Check whether the game is over. The default implementation always
* returns 0.
*
* @param player the player who made the last move
* @return anything else but 0 is considered as game over
**/
virtual int checkGameOver(KPlayer *player);
private:
KGame* mGame;
KPlayer* mCurrentPlayer;
};
#endif