/* 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 #include #include #include "kgameproperty.h" #include #include 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 { Q_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