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tdegames/kbackgammon/engines/fibs/kbgfibs.h

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/* Yo Emacs, this -*- C++ -*-
Copyright (C) 1999-2001 Jens Hoefkens
jens@hoefkens.com
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
$Id$
*/
#ifndef __KBGFIBS_H
#define __KBGFIBS_H
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <generic/kbgengine.h>
#include "kplayerlist.h"
#include "kbgfibschat.h"
#include "kbginvite.h" // TODO
#include <tqstring.h>
#include <tqstringlist.h>
#include <tqregexp.h>
#include <tdelocale.h>
class TQTimer;
class TQSocket;
class TQPopupMenu;
class TQCheckBox;
class TDEAction;
class TDEToggleAction;
/**
*
* Special backgammon engine for games on the First Internet Backgammon Server
*
* @short The FIBS backgammon engine
* @author Jens Hoefkens <jens@hoefkens.com>
*
*/
class KBgEngineFIBS : public KBgEngine
{
Q_OBJECT
public:
/**
* Constructor
*/
KBgEngineFIBS(TQWidget *parent = 0, TQString *name = 0, TQPopupMenu *pmenu = 0);
/**
* Destructor
*/
virtual ~KBgEngineFIBS();
/**
* Fills the engine-specific page into the notebook
*/
virtual void getSetupPages(KDialogBase *nb);
virtual void setupOk();
virtual void setupDefault();
virtual void setupCancel();
/*
* Check with the engine if we can quit. This may require user
* interaction.
*/
virtual bool queryClose();
/**
* About to be closed. Let the engine exit properly.
*/
virtual bool queryExit();
virtual void start();
public slots:
/**
* Read and save user settings to the config file
*/
virtual void readConfig();
virtual void saveConfig();
/**
* Roll dice for the player w
*/
virtual void rollDice(const int w);
/**
* Double the cube of player w
*/
virtual void doubleCube(const int w);
/**
* A move has been made on the board - see the board class
* for the format of the string s
*/
virtual void handleMove(TQString *s);
/**
* Undo the last move
*/
virtual void undo();
/**
* Redo the last move
*/
virtual void redo();
/**
* Commit a move
*/
virtual void done();
// ###########################################################################
//
//
//
// TODO TODO TODO TODO TODO TODO TODO
//
//
//
// ###########################################################################
/*
* Process the string cmd
*/
void handleCommand(const TQString &cmd);
void fibsRequestInvitation(const TQString &player);
void personalMessage(const TQString &msg);
/*
* Local configuration handling
*/
void keepAlive();
signals:
void serverString(const TQString &s);
void fibsWhoInfo(const TQString &line);
void fibsWhoEnd();
void fibsLogout(const TQString &p);
void fibsLogin(const TQString &p);
void fibsConnectionClosed();
void changePlayerStatus(const TQString &, int, bool);
void chatMessage(const TQString &msg);
void fibsStartNewGame(const TQString &msg);
void gameOver();
protected slots:
void invitationDone();
void inviteDialog();
void showList();
void showChat();
void endGame();
private:
TQTimer *keepaliveTimer;
TQString pname[2];
TQString currBoard, caption;
//KBgStatus *currBoard
//KBgFIBSBoard *boardHandler;
TQStringList invitations;
/*
* special menu entries
*/
int respMenuID, cmdMenuID, joinMenuID, optsMenuID;
TQPopupMenu *respMenu, *cmdMenu, *joinMenu, *optsMenu;
/*
* child windows
*/
KFibsPlayerList *playerlist;
KBgChat *chatWindow;
KBgInvite *invitationDlg;
/*
* Other stuff
*/
TQString lastMove;
int toMove;
TQString lastAway;
bool playing;
bool redoPossible;
int undoCounter;
TDEAction *conAction, *disAction, *newAction, *invAction;
TDEAction *actAccept, *actReject, *actConti, *actLeave, *actAway, *actBack;
TDEToggleAction *chatAct, *listAct;
// ###########################################################################
//
//
//
// DONE DONE DONE DONE DONE DONE DONE
//
//
//
// ###########################################################################
private:
/**
* Actions for responding to invitations. numJoin is he current
* number of active actions. The max. number of pending invitations
* is eight and this is hardcoded in a lot of places (not the least
* of which are the slots join_N().
*/
TDEAction *actJoin[8];
int numJoin;
protected slots:
/**
* Handle rawwho information for the purposes of the invitation
* submenu and the join entries
*/
void changeJoin(const TQString &info);
/**
* A player will be removed from the menu of pending invitations
* if necessary.
*/
void cancelJoin(const TQString &info);
/**
* We have up to 8 names in the join menu. They are the
* players that invited us to play games. Each action
* has its own slot and all slots call the common backend
* join().
*/
void join(const TQString &msg);
void join_0();
void join_1();
void join_2();
void join_3();
void join_4();
void join_5();
void join_6();
void join_7();
/**
* Simple slots that toggle FIBS server-side settings. The
* names of the functions reflect the name of the toggle on
* FIBS.
*/
void toggle_greedy();
void toggle_ready();
void toggle_double();
void toggle_ratings();
private:
/**
* Toggle actions for the FIBS server-side settings
*/
enum FIBSOpt {OptReady, OptGreedy, OptDouble,
OptAllowPip, OptAutoMove, OptCrawford, OptSilent, OptRatings, OptMoves, NumFIBSOpt};
TDEToggleAction *fibsOpt[NumFIBSOpt];
public slots:
/*
* Connection handling
* -------------------
*/
// initiate asynchronous connection establishment
void connectFIBS();
// take the connection down
void disconnectFIBS();
// create a new account and connect
void newAccount();
// called when the connection is down
void connectionClosed();
// the hostname has been resolved
void hostFound();
// a connection error occurred
void connError(int f);
// connection has been established
void connected();
// data can be read from the socket
void readData();
// send the string s to the server
void sendData(const TQString &s);
protected:
// get the connection parameters
bool queryConnection(const bool newlogin);
private:
// actual connection object
TQSocket *connection;
// flag if we have login information or new account
bool login;
protected slots:
/*
* FIBS command slots
* ------------------
*/
// go away and leave a message
void away();
// come back after being away
void back();
// roll dice
virtual void roll();
// double the cube
virtual void cube();
// reload the board to the last known sane state
virtual void load();
// accept an offer
void accept();
// reject an offer
void reject();
// continue a multi game match
void match_conti();
// leave a multi game match
void match_leave();
protected slots:
/*
* All strings received from the server are given to handleServerData() for
* identification and processing. It implements a limited state machine to
* handle the incoming data correctly. The whole function could probably be
* made more efficient, but it is not time critical (and it appears to be
* easier to understand this way).
*/
void handleServerData(TQString &line);
protected:
enum RxStatus {RxIgnore, RxConnect, RxWhois, RxMotd, RxRating,
RxNewLogin, RxGoodbye, RxNormal};
int rxStatus, rxCount;
TQString rxCollect;
/*
* The following functions handle the individual states
* of the handleServerData() state machine,
*/
void handleMessageWhois(const TQString &line);
void handleMessageRating(const TQString &line);
void handleMessageMotd(const TQString &line);
void handleMessageNewLogin(const TQString &line);
void handleMessageConnect(const TQString &line, const TQString &rawline);
void handleMessageNormal(TQString &line, TQString &rawline);
/*
* The next enumeration and the array of regular expressions is needed for the
* message identification in handleServerData().
*/
enum Pattern {Welcome, OwnInfo, NoLogin, BegRate, EndRate, HTML_lt, HTML_gt,
BoardSY, BoardSN, WhoisBG, WhoisE1, WhoisE2, WhoEnde, WhoInfo,
MotdBeg, MotdEnd, MsgPers, MsgDeli, MsgSave, ChatSay, ChatSht,
ChatWis, ChatKib, SelfSay, SelfSlf, SelfSht, SelfWis, SelfKib,
UserLin, UserLot, Goodbye, GameSav, RawBord, YouTurn, PlsMove,
BegWtch, EndWtch, BegBlnd, EndBlnd, BegGame, OneWave, TwoWave,
YouWave, Reload1, Reload2, GameBG1, GameBG2, GameRE1, GameRE2,
GameEnd, EndLose, EndVict, MatchB1, MatchB2, MatchB3, MatchB4,
RejAcpt, YouAway, YouAcpt, HelpTxt, Invite0, Invite1, Invite2,
Invite3, ConLeav, TabChar, PlsChar, OneName, TypJoin, YouBack,
YouMove, YouRoll, TwoStar, BoxHori, BoxVer1, BoxVer2, OthrNam,
YourNam, GivePwd, RetypeP, GreedyY, GreedyN, RejCont, AcptWin,
YouGive, DoubleY, DoubleN, KeepAlv, RatingY, RatingN,
NumPattern};
TQRegExp pat[NumPattern];
/*
* This function is simply filling the pat[] array with the proper values.
*/
void initPattern();
private:
/*
* Local setup and config variables
* ================================
*/
/*
* Various options
*/
bool showMsg, whoisInvite;
TQCheckBox *cbp, *cbi;
TQCheckBox *cbk;
bool keepalive;
/*
* Connection setup
*/
enum FIBSInfo {FIBSHost, FIBSPort, FIBSUser, FIBSPswd, NumFIBS};
TQString infoFIBS[NumFIBS];
TQLineEdit *lec[NumFIBS];
/*
* Auto messages
*/
enum AutoMessages {MsgBeg, MsgLos, MsgWin, NumMsg};
TQLineEdit *lem[NumMsg];
TQCheckBox *cbm[NumMsg];
bool useAutoMsg[NumMsg];
TQString autoMsg[NumMsg];
};
#endif // __KBGFIBS_H