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933 lines
31 KiB
933 lines
31 KiB
/*
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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 __KGAME_H_
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#define __KGAME_H_
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#include <tqstring.h>
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#include <tqptrlist.h>
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#include <tqvaluelist.h>
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#include "kgamenetwork.h"
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#include <kdemacros.h>
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class KRandomSequence;
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class KPlayer;
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class KGamePropertyBase;
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class KGamePropertyHandler;
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class KGameSequence;
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class KGamePrivate;
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/**
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* @short The main KDE game object
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*
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* The KGame class is the central game object. A game basically
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* consists of following features:
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* - Player handling (add, remove,...)
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* - Game status (end,start,pause,...)
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* - load/save
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* - Move (and message) handling
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* - nextPlayer and gameOver()
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* - Network connection (for KGameNetwork)
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*
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* Example:
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* \code
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* KGame *game=new KGame;
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* \endcode
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*
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*
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* @author Martin Heni <martin@heni-online.de>
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*
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*/
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class KDE_EXPORT KGame : public KGameNetwork
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{
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Q_OBJECT
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public:
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typedef TQPtrList<KPlayer> KGamePlayerList;
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/**
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* The policy of the property. This can be PolicyClean (setVale uses
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* send), PolicyDirty (setValue uses changeValue) or
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* PolicyLocal (setValue uses setLocal).
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*
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* A "clean" policy means that the property is always the same on every
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* client. This is achieved by calling send which actually changes
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* the value only when the message from the MessageServer is received.
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*
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* A "dirty" policy means that as soon as setValue is called the
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* property is changed immediately. And additionally sent over network.
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* This can sometimes lead to bugs as the other clients do not
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* immediately have the same value. For more information see
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* changeValue.
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*
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* PolicyLocal means that a KGameProperty behaves like ever
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* "normal" variable. Whenever setValue is called (e.g. using "=")
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* the value of the property is changes immediately without sending it
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* over network. You might want to use this if you are sure that all
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* clients set the property at the same time.
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**/
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enum GamePolicy
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{
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PolicyUndefined = 0,
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PolicyClean = 1,
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PolicyDirty = 2,
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PolicyLocal = 3
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};
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/**
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* Create a KGame object. The cookie is used to identify your
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* game in load/save and network operations. Change this between
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* games.
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*/
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KGame(int cookie=42,TQObject* parent=0);
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/**
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* Destructs the game
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*/
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virtual ~KGame();
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/**
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* Gives debug output of the game status
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*/
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virtual void Debug();
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/**
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* Game status - Use this to Control the game flow.
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* The KGame e.g. sets the status to Pause when you have
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* less player than the minimum amount
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*/
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enum GameStatus
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{
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Init = 0,
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Run = 1,
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Pause = 2,
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End = 3,
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Abort = 4,
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SystemPause = 5,
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Intro = 6,
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UserStatus = 7
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};
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// Properties
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/**
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* Returns a list of all active players
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*
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* @return the list of players
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*/
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KGamePlayerList *playerList();
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/**
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* The same as @ref playerList but returns a const pointer.
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**/
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const KGamePlayerList *playerList() const;
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/**
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* Returns a list of all inactive players
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* @return the list of players
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*/
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KGamePlayerList *inactivePlayerList();
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/**
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* The same as @ref inactivePlayerList but returns a const pointer.
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**/
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const KGamePlayerList *inactivePlayerList() const;
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/**
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* Returns a pointer to the game's KRandomSequence. This sequence is
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* identical for all network players!
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* @return KRandomSequence pointer
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*/
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KRandomSequence *random() const;
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/**
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* @return The KGameSequence object that is currently in use.
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* @see setGameSequence
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**/
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KGameSequence *gameSequence() const;
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/**
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* Is the game running
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* @return true/false
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*/
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bool isRunning() const;
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// Player handling
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/**
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* Returns the player object for a given player id
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* @param id Player id
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* @return player object
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*/
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KPlayer *findPlayer(Q_UINT32 id) const;
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/**
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* Set a new @ref KGameSequence to control player management. By default
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* KGame uses a normal @ref KGameSequence object. You might want to subclass
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* that and provide your own object.
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*
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* The previous sequence will get deleted.
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* @param sequence The new game sequence object. KGame takes ownership and
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* will delete it on destruction!
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**/
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void setGameSequence(KGameSequence* sequence);
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/**
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* Note that KPlayer::save must be implemented properly, as well as
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* KPlayer::rtti
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* This will only send a message to all clients. The player is _not_ added
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* directly!
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* See also playerInput which will be called as soon as the
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* player really has been added.
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*
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* Note that an added player will first get into a "queue" and won't be in
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* the game. It will be added to the game as soon as systemAddPlayer is
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* called what will happen as soon as IdAddPlayer is received.
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*
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* Note: you probably want to connect to signalPlayerJoinedGame for
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* further initialization!
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* @param newplayer The player you want to add. KGame will send a message to
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* all clients and add the player using systemAddPlayer
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**/
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void addPlayer(KPlayer* newplayer);
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/**
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* Sends a message over the network, msgid=IdRemovePlayer.
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*
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* As soon as this message is received by networkTransmission
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* systemRemovePlayer is called and the player is removed.
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**/
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//AB: TODO: make sendMessage to return if the message will be able to be
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//sent, eg if a socket is connected, etc. If sendMessage returns false
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//remove the player directly using systemRemovePlayer
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bool removePlayer(KPlayer * player) { return removePlayer(player, 0); }
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/**
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* Called by the destructor of KPlayer to remove itself from the game
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*
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**/
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void playerDeleted(KPlayer * player);
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/**
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* sends activate player: internal use only?
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*/
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bool activatePlayer(KPlayer *player);
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/**
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* sends inactivate player: internal use only?
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*/
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bool inactivatePlayer(KPlayer *player);
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/**
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* Set the maximal number of players. After this is
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* reached no more players can be added. You must be ADMIN to call this (@see
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* isAdmin).
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* @param maxnumber maximal number of players
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*/
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void setMaxPlayers(uint maxnumber);
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/**
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* What is the maximal number of players?
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* @return maximal number of players
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*/
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int maxPlayers() const;
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/**
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* Set the minimal number of players. A game can not be started
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* with less player resp. is paused when already running. You must be ADMIN
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* to call this (see @ref isAdmin)!
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* @param minnumber minimal number of players
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*/
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void setMinPlayers(uint minnumber);
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/**
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* What is the minimal number of players?
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* @return minimal number of players
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*/
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uint minPlayers() const;
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/**
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* Returns how many players are plugged into the game
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* @return number of players
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*/
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uint playerCount() const;
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/**
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* @deprecated
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* Use @ref KGameSequence::nextPlayer instead
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**/
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virtual KPlayer * nextPlayer(KPlayer *last,bool exclusive=true);
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// Input events
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/**
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* Called by KPlayer to send a player input to the
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* KMessageServer.
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**/
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virtual bool sendPlayerInput(TQDataStream &msg,KPlayer *player,Q_UINT32 sender=0);
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/**
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* Called when a player input arrives from KMessageServer.
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*
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* Calls prepareNext (using TQTimer::singleShot) if gameOver()
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* returns 0. This function should normally not be used outside KGame.
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* It could be made non-virtual,protected in a later version. At the
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* moment it is a virtual function to give you more control over KGame.
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*
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* For documentation see playerInput.
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**/
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virtual bool systemPlayerInput(TQDataStream &msg,KPlayer *player,Q_UINT32 sender=0);
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/**
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* This virtual function is called if the KGame needs to create a new player.
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* This happens only over a network and with load/save. Doing nothing
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* will create a default KPlayer. If you want to have your own player
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* you have to create one with the given rtti here.
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* Note: If your game uses a player class derived from KPlayer you MUST
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* override this function and create your player here. Otherwise the
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* game will crash.
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* Example:
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* \code
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* KPlayer *MyGame::createPlayer(int rtti,int io,bool isvirtual)
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* {
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* KPlayer *player=new MyPlayer;
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* if (!isvirtual) // network player ?
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* {
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* // Define something like this to add the IO modules
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* createIO(player,(KGameIO::IOMode)io);
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* }
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* return player;
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* }
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* \endcode
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*
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* @param rtti is the type of the player (0 means default KPlayer)
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* @param io is the 'or'ed rtti of the KGameIO's
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* @param isvirtual true if player is virtual
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*/
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virtual KPlayer *createPlayer(int rtti,int io,bool isvirtual);
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// load/save
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/**
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* Load a saved game, from file OR network. This function has
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* to be overwritten or you need to connect to the load signal
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* if you have game data other than KGameProperty.
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* For file load you should reset() the game before any load attempt
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* to make sure you load into an clear state.
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*
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* @param stream a data stream where you can stream the game from
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* @param reset - shall the game be reset before loading
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*
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* @return true?
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*/
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virtual bool load(TQDataStream &stream,bool reset=true);
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/**
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* Same as above function but with different parameters
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*
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* @param filename - the filename of the file to be opened
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* @param reset - shall the game be reset before loading
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*
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* @return true?
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**/
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virtual bool load(TQString filename,bool reset=true);
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/**
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* Save a game to a file OR to network. Otherwise the same as
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* the load function
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*
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* @param stream a data stream to load the game from
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* @param saveplayers If true then all players wil be saved too
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*
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* @return true?
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*/
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virtual bool save(TQDataStream &stream,bool saveplayers=true);
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/**
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* Same as above function but with different parameters
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*
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* @param filename the filename of the file to be saved
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* @param saveplayers If true then all players wil be saved too
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*
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* @return true?
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**/
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virtual bool save(TQString filename,bool saveplayers=true);
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/**
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* Resets the game, i.e. puts it into a state where everything
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* can be started from, e.g. a load game
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* Right now it does only need to delete all players
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*
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* @return true on success
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*/
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virtual bool reset();
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// Game sequence
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/**
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* returns the game status, ie running,pause,ended,...
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*
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* @return game status
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*/
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int gameStatus() const;
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/**
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* sets the game status
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*
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* @param status the new status
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*/
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void setGameStatus(int status);
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/**
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* docu: see KPlayer
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**/
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bool addProperty(KGamePropertyBase* data);
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/**
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* This is called by KPlayer::sendProperty only! Internal function!
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**/
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bool sendPlayerProperty(int msgid, TQDataStream& s, Q_UINT32 playerId);
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/**
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* This function allows to find the pointer to a player
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* property when you know it's id
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*/
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KGamePropertyBase* findProperty(int id) const;
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/**
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* Changes the consistency policy of a property. The
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* GamePolicy is one of PolicyClean (default), PolicyDirty or PolicyLocal.
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*
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* It is up to you to decide how you want to work.
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**/
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void setPolicy(GamePolicy p,bool recursive=true);
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/**
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* @return The default policy of the property
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**/
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GamePolicy policy() const;
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/**
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* See KGameNetwork::sendMessage
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*
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* Send a network message msg with a given message ID msgid to all players of
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* a given group (see KPlayer::group)
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* @param msg the message which will be send. See messages.txt for contents
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* @param msgid an id for this message
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* @param sender the id of the sender
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* @param group the group of the receivers
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* @return true if worked
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*/
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bool sendGroupMessage(const TQByteArray& msg, int msgid, Q_UINT32 sender, const TQString& group);
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bool sendGroupMessage(const TQDataStream &msg, int msgid, Q_UINT32 sender, const TQString& group);
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bool sendGroupMessage(int msg, int msgid, Q_UINT32 sender, const TQString& group);
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bool sendGroupMessage(const TQString& msg, int msgid, Q_UINT32 sender, const TQString& group);
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/**
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* This will either forward an incoming message to a specified player
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* (see KPlayer::networkTransmission) or
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* handle the message directly (e.g. if msgif==IdRemovePlayer it will remove
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* the (in the stream) specified player). If both is not possible (i.e. the
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* message is user specified data) the signal signalNetworkData is
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* emitted.
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*
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* This emits signalMessageUpdate <em>before</em> doing anything with
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* the message. You can use this signal when you want to be notified about
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* an update/change.
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* @param msgid Specifies the kind of the message. See messages.txt for
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* further information
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* @param stream The message that is being sent
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* @param receiver The is of the player this message is for. 0 For broadcast.
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* @param sender
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* @param clientID the client from which we received the transmission - hardly used
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**/
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virtual void networkTransmission(TQDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, Q_UINT32 clientID);
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/**
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* Returns a pointer to the KGame property handler
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**/
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KGamePropertyHandler* dataHandler() const;
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protected slots:
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/**
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* Called by KGamePropertyHandler only! Internal function!
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**/
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void sendProperty(int msgid, TQDataStream& stream, bool* sent);
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|
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/**
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* Called by KGamePropertyHandler only! Internal function!
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**/
|
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void emitSignal(KGamePropertyBase *me);
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|
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/**
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* @deprecated
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|
* Use KGameSequence::prepareNext() instead
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**/
|
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virtual void prepareNext();
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|
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/**
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* Calls negotiateNetworkGame()
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* See KGameNetwork::signalClientConnected
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**/
|
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void slotClientConnected(Q_UINT32 clientId);
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|
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/**
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* This slot is called whenever the connection to a client is lost (ie the
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* signal KGameNetwork::signalClientDisconnected is emitted) and will remove
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* the players from that client.
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* @param clientId The client the connection has been lost to
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* @param broken (ignore this - not used)
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**/
|
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void slotClientDisconnected(Q_UINT32 clientId,bool broken);
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|
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/**
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* This slot is called whenever the connection to the server is lost (ie the
|
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* signal KGameNetwork::signalConnectionBroken is emitted) and will
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* switch to local game mode
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**/
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void slotServerDisconnected();
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signals:
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|
/**
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|
* When a client disconnects from the game usually all players from that
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* client are removed. But if you use completely the KGame structure you
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* probably don't want this. You just want to replace the KGameIO of the
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* (human) player by a computer KGameIO. So this player continues game but
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* is from this point on controlled by the computer.
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*
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* You achieve this by connecting to this signal. It is emitted as soon as a
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* client disconnects on <em>all</em> other clients. Make sure to add a new
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* KGameIO only once! you might want to use @ref isAdmin for this. If you
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* added a new KGameIO set *remove=false otherwise the player is completely
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* removed.
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* @param player The player that is about to be removed. Add your new
|
|
* KGameIO here - but only on <em>one</em> client!
|
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* @param remove Set this to FALSE if you don't want this player to be
|
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* removed completely.
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|
**/
|
|
void signalReplacePlayerIO(KPlayer* player, bool* remove);
|
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|
|
/**
|
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* The game will be loaded from the given stream. Load from here
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* the data which is NOT a game or player property.
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* It is not necessary to use this signal for a full property game.
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|
*
|
|
* This signal is emitted <em>before</em> the players are loaded by
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* KGame. See also signalLoad
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|
*
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|
* You must load <em>exactly</em> the same data from the stream that you have saved
|
|
* in signalSavePrePlayers. Otherwise player loading will not work
|
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* anymore.
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*
|
|
* @param stream the load stream
|
|
*/
|
|
void signalLoadPrePlayers(TQDataStream &stream);
|
|
|
|
/**
|
|
* The game will be loaded from the given stream. Load from here
|
|
* the data which is NOT a game or player property.
|
|
* It is not necessary to use this signal for a full property game.
|
|
*
|
|
* @param stream the load stream
|
|
*/
|
|
void signalLoad(TQDataStream &stream);
|
|
|
|
/**
|
|
* The game will be saved to the given stream. Fill this with data
|
|
* which is NOT a game or player property.
|
|
* It is not necessary to use this signal for a full property game.
|
|
*
|
|
* This signal is emitted <em>before</em> the players are saved by
|
|
* KGame. See also signalSave
|
|
*
|
|
* If you can choose between signalSavePrePlayers and signalSave then
|
|
* better use signalSave
|
|
*
|
|
* @param stream the save stream
|
|
**/
|
|
void signalSavePrePlayers(TQDataStream &stream);
|
|
|
|
/**
|
|
* The game will be saved to the given stream. Fill this with data
|
|
* which is NOT a game or player property.
|
|
* It is not necessary to use this signal for a full property game.
|
|
*
|
|
* @param stream the save stream
|
|
*/
|
|
void signalSave(TQDataStream &stream);
|
|
|
|
/**
|
|
* Is emmited if a game with a different version cookie is loaded.
|
|
* Normally this should result in an error. But maybe you do support
|
|
* loading of older game versions. Here would be a good place to do a
|
|
* conversion.
|
|
*
|
|
* @param stream - the load stream
|
|
* @param network - true if this is a network connect. False for load game
|
|
* @param cookie - the saved cookie. It differs from KGame::cookie()
|
|
* @param result - set this to true if you managed to load the game
|
|
*/
|
|
void signalLoadError(TQDataStream &stream,bool network,int cookie, bool &result);
|
|
|
|
/**
|
|
* We got an user defined update message. This is usually done
|
|
* by a sendData in a inherited KGame Object which defines its
|
|
* own methods and has to syncronise them over the network.
|
|
* Reaction to this is usually a call to a KGame function.
|
|
*/
|
|
void signalNetworkData(int msgid,const TQByteArray& buffer, Q_UINT32 receiver, Q_UINT32 sender);
|
|
|
|
/**
|
|
* We got an network message. this can be used to notify us that something
|
|
* changed. What changed can be seen in the message id. Whether this is
|
|
* the best possible method to do this is unclear...
|
|
*/
|
|
void signalMessageUpdate(int msgid,Q_UINT32 receiver,Q_UINT32 sender);
|
|
|
|
/**
|
|
* a player left the game because of a broken connection or so!
|
|
*
|
|
* Note that when this signal is emitted the player is not part of @ref
|
|
* playerList anymore but the pointer is still valid. You should do some
|
|
* final cleanups here since the player is usually deleted after the signal
|
|
* is emitted.
|
|
*
|
|
* @param player the player who left the game
|
|
*/
|
|
void signalPlayerLeftGame(KPlayer *player);
|
|
|
|
/**
|
|
* a player joined the game
|
|
*
|
|
* @param player the player who joined the game
|
|
*/
|
|
void signalPlayerJoinedGame(KPlayer *player);
|
|
|
|
|
|
/**
|
|
* This signal is emmited if a player property changes its value and
|
|
* the property is set to notify this change
|
|
*/
|
|
void signalPropertyChanged(KGamePropertyBase *property, KGame *me);
|
|
|
|
/**
|
|
* Is emitted after a call to gameOver() returns a non zero
|
|
* return code. This code is forwarded to this signal as 'status'.
|
|
*
|
|
* @param status the return code of gameOver()
|
|
* @param current the player who did the last move
|
|
* @param me a pointer to the KGame object
|
|
*/
|
|
void signalGameOver(int status, KPlayer *current, KGame *me);
|
|
|
|
/**
|
|
* Is emmited after a client is successfully connected to the game.
|
|
* The client id is the id of the new game client. An easy way to
|
|
* check whether that's us is
|
|
* \code
|
|
* if (clientid==gameid()) .. // we joined
|
|
* else ... // someone joined the game
|
|
* \endcode
|
|
* @param clientid - The id of the new client
|
|
* @param me - our game pointer
|
|
*/
|
|
void signalClientJoinedGame(Q_UINT32 clientid,KGame *me);
|
|
|
|
/**
|
|
* This signal is emitted after a network partner left the
|
|
* game (either by a broken connection or voluntarily).
|
|
* All changes to the network players have already be done.
|
|
* If there are not enough players left, the game might have
|
|
* been paused. To check this you get the old gamestatus
|
|
* before the disconnection as argument here. The id of the
|
|
* client who left the game allows to distinguish who left the
|
|
* game. If it is 0, the server disconnected and you were a client
|
|
* which has been switched back to local play.
|
|
* You can use this signal to, e.g. set some menues back to local
|
|
* player when they were network before.
|
|
*
|
|
* @param clientID - 0:server left, otherwise the client who left
|
|
* @param oldgamestatus - the gamestatus before the loss
|
|
* @param me - our game pointer
|
|
**/
|
|
void signalClientLeftGame(int clientID,int oldgamestatus,KGame *me);
|
|
|
|
|
|
protected:
|
|
/**
|
|
* A player input occurred. This is the most important function
|
|
* as the given message will contain the current move made by
|
|
* the given player.
|
|
* Note that you HAVE to overwrite this function. Otherwise your
|
|
* game makes no sense at all.
|
|
* Generally you have to return TRUE in this function. Only then
|
|
* the game sequence is proceeded by calling @ref playerInputFinished
|
|
* which in turn will check for game over or the next player
|
|
* However, if you have a delayed move, because you e.g. move a
|
|
* card or a piece you want to return FALSE to pause the game sequence
|
|
* and then manually call @ref playerInputFinished to resume it.
|
|
* Example:
|
|
* \code
|
|
* bool MyClass::playerInput(TQDataStream &msg,KPlayer *player)
|
|
* {
|
|
* Q_INT32 move;
|
|
* msg >> move;
|
|
* kdDebug() << " Player " << player->id() << " moved to " << move <<
|
|
* endl;
|
|
* return true;
|
|
* }
|
|
* \endcode
|
|
*
|
|
* @param msg the move message
|
|
* @param player the player who did the move
|
|
* @return true - input ready, false: input manual
|
|
*/
|
|
virtual bool playerInput(TQDataStream &msg,KPlayer *player)=0;
|
|
|
|
|
|
/**
|
|
* Called after the player input is processed by the game. Here the
|
|
* checks for game over and nextPlayer (in the case of turn base games)
|
|
* are processed.
|
|
* Call this manually if you have a delayed move, i.e. your playerInput
|
|
* function returns FALSE. If it returns true you need not do anything
|
|
* here.
|
|
*
|
|
* @return the current player
|
|
*
|
|
**/
|
|
KPlayer *playerInputFinished(KPlayer *player);
|
|
|
|
|
|
/**
|
|
* This virtual function can be overwritten for your own player management.
|
|
* It is called when a new game connects to an existing network game or
|
|
* to the network master. In case you do not want all players of both games
|
|
* to be present in the new network game, you can deactivate players here.
|
|
* This is of particular importance if you have a game with fixed number of
|
|
* player like e.g. chess. A network connect needs to disable one player of
|
|
* each game to make sense.
|
|
*
|
|
* Not overwriting this function will activate a default behaviour which
|
|
* will deactivate players until the @ref maxPlayers() numebr is reached
|
|
* according to the KPlayer::networkPriority() value. Players with a low
|
|
* value will be kicked out first. With equal priority players of the new
|
|
* client will leave first. This means, not setting this value and not
|
|
* overwriting this function will never allow a chess game to add client
|
|
* players!!!
|
|
* On the other hand setting one player of each game to a networkPriorty of
|
|
* say 10, already does most of the work for you.
|
|
*
|
|
* The parameters of this function are the playerlist of the network game,
|
|
* which is @ref playerList(). The second argument is the player list of
|
|
* the new client who wants to join and the third argument serves as return
|
|
* parameter. All <em>player ID's</em> which are written into this list
|
|
* will be <em>removed</em> from the created game. You do this by an
|
|
* \code
|
|
* inactivate.append(player->id());
|
|
* \endcode
|
|
*
|
|
* @param oldplayer - the list of the network players
|
|
* @param newplayer - the list of the client players
|
|
* @param inactivate - the value list of ids to be deactivated
|
|
*
|
|
**/
|
|
virtual void newPlayersJoin(KGamePlayerList *oldplayer,
|
|
KGamePlayerList *newplayer,
|
|
TQValueList<int> &inactivate) {
|
|
Q_UNUSED( oldplayer );
|
|
Q_UNUSED( newplayer );
|
|
Q_UNUSED( inactivate );
|
|
}
|
|
|
|
/**
|
|
* Save the player list to a stream. Used for network game and load/save.
|
|
* Can be overwritten if you know what you are doing
|
|
*
|
|
* @param stream is the stream to save the player ot
|
|
* @param list the optional list is the player list to be saved, default is playerList()
|
|
*
|
|
**/
|
|
void savePlayers(TQDataStream &stream,KGamePlayerList *list=0);
|
|
|
|
/**
|
|
* Prepare a player for being added. Put all data about a player into the
|
|
* stream so that it can be sent to the KGameCommunicationServer using
|
|
* addPlayer (e.g.)
|
|
*
|
|
* This function ensures that the code for adding a player is the same in
|
|
* addPlayer as well as in negotiateNetworkGame
|
|
* @param stream is the stream to add the player
|
|
* @param player The player to add
|
|
**/
|
|
void savePlayer(TQDataStream& stream,KPlayer* player);
|
|
|
|
/**
|
|
* Load the player list from a stream. Used for network game and load/save.
|
|
* Can be overwritten if you know what you are doing
|
|
*
|
|
* @param stream is the stream to save the player to
|
|
* @param isvirtual will set the virtual flag true/false
|
|
*
|
|
**/
|
|
KPlayer *loadPlayer(TQDataStream& stream,bool isvirtual=false);
|
|
|
|
|
|
/**
|
|
* inactivates player. Use @ref inactivatePlayer instead!
|
|
*/
|
|
bool systemInactivatePlayer(KPlayer *player);
|
|
|
|
/**
|
|
* activates player. Use @ref activatePlayer instead!
|
|
*/
|
|
bool systemActivatePlayer(KPlayer *player);
|
|
|
|
/**
|
|
* Adds a player to the game
|
|
*
|
|
* Use @ref addPlayer to send @ref KGameMessage::IdAddPlayer. As soon as
|
|
* this Id is received this function is called, where the player (see @ref
|
|
* KPlayer::rtti) is added as well as its properties (see @ref KPlayer::save
|
|
* and @ref KPlayer::load)
|
|
*
|
|
* This method calls the overloaded @ref systemAddPlayer with the created
|
|
* player as argument. That method will really add the player.
|
|
* If you need to do some changes to your newly added player just connect to
|
|
* @ref signalPlayerJoinedGame
|
|
*/
|
|
|
|
/**
|
|
* Finally adds a player to the game and therefore to the list.
|
|
**/
|
|
void systemAddPlayer(KPlayer* newplayer);
|
|
|
|
/**
|
|
* Removes a player from the game
|
|
*
|
|
* Use removePlayer to send KGameMessage::IdRemovePlayer. As soon
|
|
* as this Id is received systemRemovePlayer is called and the player is
|
|
* removed directly.
|
|
**/
|
|
void systemRemovePlayer(KPlayer* player,bool deleteit);
|
|
|
|
/**
|
|
* This member function will transmit e.g. all players to that client, as well as
|
|
* all properties of these players (at least if they have been added by
|
|
* @ref KPlayer::addProperty) so that the client will finally have the same
|
|
* status as the master. You want to overwrite this function if you expand
|
|
* KGame by any properties which have to be known by all clients.
|
|
*
|
|
* Only the ADMIN is allowed to call this.
|
|
* @param clientID The ID of the message client which has connected
|
|
**/
|
|
virtual void negotiateNetworkGame(Q_UINT32 clientID);
|
|
|
|
/**
|
|
* syncronise the random numbers with all network clients
|
|
* not used by KGame - if it should be kept then as public method
|
|
*/
|
|
void syncRandom();
|
|
|
|
void deletePlayers();
|
|
void deleteInactivePlayers();
|
|
|
|
/**
|
|
* @deprecated
|
|
* Use @ref KGameSequence instead.
|
|
*
|
|
* @param player the player who made the last move
|
|
* @return anything else but 0 is considered as game over
|
|
*/
|
|
virtual int checkGameOver(KPlayer *player);
|
|
|
|
/**
|
|
* Load a saved game, from file OR network. Internal.
|
|
* Warning: loadgame must not rely that all players all already
|
|
* activated. Actually the network will activate a player AFTER
|
|
* the loadgame only. This is not true anymore. But be careful
|
|
* anyway.
|
|
*
|
|
* @param stream a data stream where you can stream the game from
|
|
* @param network is it a network call -> make players virtual
|
|
* @param reset shall the game be reset before loading
|
|
*
|
|
* @return true?
|
|
*/
|
|
virtual bool loadgame(TQDataStream &stream, bool network, bool reset);
|
|
|
|
/**
|
|
* Save a game, to file OR network. Internal.
|
|
*
|
|
* @param stream a data stream where you can stream the game from
|
|
* @param network is it a call from the network or from a file (unused but informative)
|
|
* @param saveplayers shall the players be saved too (should be TRUE)
|
|
*
|
|
* @return true?
|
|
*/
|
|
virtual bool savegame(TQDataStream &stream, bool network,bool saveplayers);
|
|
|
|
private:
|
|
//AB: this is to hide the "receiver" parameter from the user. It shouldn't be
|
|
//used if possible (except for init).
|
|
/**
|
|
* This is an overloaded function. Id differs from the public one only in
|
|
* its parameters:
|
|
*
|
|
* @param receiver The Client that will receive the message. You will hardly
|
|
* ever need this. It it internally used to initialize a newly connected
|
|
* client.
|
|
**/
|
|
//void addPlayer(KPlayer* newplayer, Q_UINT32 receiver);
|
|
|
|
/**
|
|
* Just the same as the public one except receiver:
|
|
* @param receiver 0 for broadcast, otherwise the receiver. Should only be
|
|
* used in special circumstances and not outside KGame.
|
|
**/
|
|
bool removePlayer(KPlayer * player, Q_UINT32 receiver);
|
|
|
|
/**
|
|
* Helping function - game negotiation
|
|
**/
|
|
void setupGame(Q_UINT32 sender);
|
|
|
|
/**
|
|
* Helping function - game negotiation
|
|
**/
|
|
void setupGameContinue(TQDataStream& msg, Q_UINT32 sender);
|
|
|
|
/**
|
|
* Removes a player from all lists, removes the @ref KGame pointer from the
|
|
* @ref KPlayer and deletes the player. Used by (e.g.) @ref
|
|
* systemRemovePlayer
|
|
* @return True if the player has been removed, false if the current is not
|
|
* found
|
|
**/
|
|
bool systemRemove(KPlayer* player,bool deleteit);
|
|
|
|
|
|
private:
|
|
KGamePrivate* d;
|
|
};
|
|
|
|
#endif
|