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/*
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This file is part of the KDE games library
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Copyright (C) 2001 Martin Heni (martin@heni-online.de)
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Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library 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 GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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/*
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$Id$
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*/
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#ifndef __KGAMEMSG_H_
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#define __KGAMEMSG_H_
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#include <tqdatastream.h>
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#include <kdemacros.h>
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class KDE_EXPORT KGameMessage
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{
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public:
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/**
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* Creates a fully qualified player ID which contains the original
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* player id in the lower bits and the game number in the higher bits.
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* Do not rely on the exact bit positions as they are internal.
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*
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* See also @ref rawPlayerId and @ref rawGameId which are the inverse
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* operations
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*
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* @param playerid the player id - can include a gameid (will get removed)
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* @param gameid The game id (<64). 0 For broadcast.
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* @return the new player id
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*/
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static TQ_UINT32 createPlayerId(int player, TQ_UINT32 game);
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/**
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* Returns the raw playerid, that is, a id which does not
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* contain the game number encoded in it. See also @ref createPlayerId which
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* is the inverse operation.
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*
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* @param the player id
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* @return the raw player id
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**/
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static int rawPlayerId(TQ_UINT32 playerid);
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/**
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* Returns the raw game id, that is, the game id the player
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* belongs to. Se also @ref createPlayerId which is the inverse operation.
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*
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* @param the player id
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* @return the raw game id
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**/
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static TQ_UINT32 rawGameId(TQ_UINT32 playerid);
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/**
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* Checks whether a message receiver/sender is a player
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*
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* @param id The ID of the sender/receiver
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* @return true/false
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*/
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static bool isPlayer(TQ_UINT32 id);
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/**
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* Checks whether the sender/receiver of a message is a game
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*
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* @param id The ID of the sender/receiver
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* @return true/false
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*/
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static bool isGame(TQ_UINT32 id);
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/**
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* Creates a message header given cookie,sender,receiver,...
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*
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* Also puts "hidden" header into the stream which are used by KGameClient
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* (message length and magic cookie). If you don't need them remove them
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* with @ref dropExternalHeader
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*/
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static void createHeader(TQDataStream &msg, TQ_UINT32 sender, TQ_UINT32 receiver, int msgid);
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/**
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* Retrieves the information like cookie,sender,receiver,... from a message header
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*
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* Note that it could be necessary to call @ref dropExternalHeader first
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*/
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static void extractHeader(TQDataStream &msg,TQ_UINT32 &sender, TQ_UINT32 &receiver, int &msgid);
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/**
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* Creates a property header given the property id
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*/
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static void createPropertyHeader(TQDataStream &msg, int id);
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/**
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* Retrieves the property id from a property message header
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*/
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static void extractPropertyHeader(TQDataStream &msg, int &id);
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/**
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* Creates a property header given the property id
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*/
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static void createPropertyCommand(TQDataStream &msg, int cmdid, int pid, int cmd);
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/**
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* Retrieves the property id from a property message header
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*/
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static void extractPropertyCommand(TQDataStream &msg, int &pid, int &cmd);
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/**
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* @return Version of the network library
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*/
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static int version();
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/**
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* This function takes a @ref GameMessageIds as argument and returns a
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* suitable string for it. This string can't be used to identify a message
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* (as it is i18n'ed) but it can make debugging more easy. See also @ref
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* KGameDebugDialog.
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* @return Either a i18n'ed string (the name of the id) or TQString() if
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* the msgid is unknown
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**/
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static TQString messageId2Text(int msgid);
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/**
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* Message Ids used inside @ref KGame.
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*
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* You can use your own custom message Id by adding @p IdUser to it.
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**/
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// please document every new id with a short comment
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enum GameMessageIds {
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// game init, game load, disconnect, ...
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IdSetupGame=1, // sent to a newly connected player
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IdSetupGameContinue=2, // continue the setup
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IdGameLoad=3, // load/save the game to the client
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IdGameConnected=4, // Client successfully connected to master
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IdSyncRandom=5, // new random seed set - sync games
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IdDisconnect=6, // KGame object disconnects from game
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IdGameSetupDone=7, // New game client is now operational
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// properties
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IdPlayerProperty=20, // a player property changed
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IdGameProperty=21, // a game property changed
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// player management
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IdAddPlayer=30, // add a player
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IdRemovePlayer=31, // the player will be removed
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IdActivatePlayer=32, // Activate a player
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IdInactivatePlayer=33, // Inactivate a player
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IdTurn=34, // Turn to be prepared
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// to-be-categorized
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IdError=100, // an error occurred
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IdPlayerInput=101, // a player input occurred
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IdIOAdded=102, // KGameIO got added to a player...init this IO
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// special ids for computer player
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IdProcessQuery=220, // Process queries data (process only)
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IdPlayerId=221, // PlayerId got changed (process only)
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IdUser=256 // a user specified message
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};
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};
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#endif
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