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/*
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Copyright (C) 1999-2001 Jens Hoefkens
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jens@hoefkens.com
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program 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
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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$Id$
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*/
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#include "kbgng.moc"
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#include "kbgng.h"
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#include <tdeapplication.h>
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#include <tdemessagebox.h>
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#include <stdlib.h>
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#include <time.h>
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#include <unistd.h>
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#include <tqlayout.h>
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#include <kiconloader.h>
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#include <kstdaction.h>
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#include <tqbuttongroup.h>
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#include <tqcheckbox.h>
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#include <tdeconfig.h>
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#include <tdelocale.h>
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#include <tdemainwindow.h>
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#include <klineeditdlg.h>
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#include <krandomsequence.h>
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#include <tqstringlist.h>
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#include <tqcstring.h>
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#include <tqtextstream.h>
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#include <version.h>
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#include <iostream>
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/*
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* Constructor
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*/
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KBgEngineNg::KBgEngineNg(TQWidget *parent, TQString *name, TQPopupMenu *pmenu)
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: KBgEngine(parent, name, pmenu)
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{
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// get a new game
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initGame();
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// create actions and menus
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TQString label[MaxTypes];
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label[Local ] = i18n("Local Games");
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label[NetServer] = i18n("Offer Network Games");
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label[NetClient] = i18n("Join Network Games");
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TQStringList list;
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for (int i = 0; i < MaxTypes; i++)
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list.append(label[i]);
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_gameSelect = new TDESelectAction(i18n("&Types"), 0, this, TQT_SLOT(setGame()), this);
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_gameSelect->setItems(list);
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_gameSelect->plug(menu);
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menu->insertSeparator();
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_connectAction = new TDEAction(i18n("&Names..."), 0, this, TQT_SLOT(changeName()), this);
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_connectAction->plug(menu);
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// Restore last settings
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readConfig();
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// initialize to local games
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_player[0] = _player[1] = 0;
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_currGame = None;
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_gameSelect->setCurrentItem(Local);
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setGame();
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}
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/*
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* Switch the local game type. This is called by the menu...
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*
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* TODO: lots of work and testing needed...
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*/
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void KBgEngineNg::setGame()
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{
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// shutdown old game
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switch (_currGame) {
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case Local:
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// nothing to do...
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break;
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case NetServer:
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_game->stopServerConnection();
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break;
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case NetClient:
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_game->disconnect();
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break;
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default:
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// ignore
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break;
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}
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// reset the game and delete the players
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delete _game;
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initGame();
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emit infoText("<br/>");
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// initialize a new game
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bool ret = false;
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TQString label, port_s, host_s;
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TQ_UINT16 port;
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switch (_currGame = _gameSelect->currentItem()) {
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case Local:
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_game->addPlayer(createPlayer(0, _name[0]));
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_game->addPlayer(createPlayer(1, _name[1]));
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break;
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case NetServer:
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label = i18n("Type the port number on which you want to listen to "
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"connections.\nThe number should be between 1024 and "
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"65535.");
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port_s.setNum(_port);
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do {
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port_s = KLineEditDlg::getText(label, port_s, &ret, (TQWidget *)parent());
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if (!ret)
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return;
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port = port_s.toUShort(&ret);
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} while (port_s.isEmpty() && !ret);
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if (_game->offerConnections(port))
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emit infoText(i18n("Now waiting for incoming connections on port %1.").
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arg(_port = port));
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else
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emit infoText(i18n("Failed to offer connections on port %1.").arg(port));
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_game->addPlayer(createPlayer(0, _name[0]));
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break;
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case NetClient:
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label = i18n("Type the name of the server you want to connect to:");
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host_s = _host;
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do {
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host_s = KLineEditDlg::getText(label, host_s, &ret, (TQWidget *)parent());
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if (!ret)
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return;
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} while (host_s.isEmpty());
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label = i18n("Type the port number on %1 you want to connect to.\nThe "
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"number should be between 1024 and 65535.").arg(host_s);
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port_s.setNum(_port);
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do {
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port_s = KLineEditDlg::getText(label, port_s, &ret, (TQWidget *)parent());
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if (!ret)
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return;
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port = port_s.toUShort(&ret);
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} while (port_s.isEmpty() && !ret);
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/*
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* Hi Martin: another thing you night want to try is to move this to the
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* place marked by <HERE> (about 10 lines further down. If you do that, the
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* players are created properly on the server, but a total of three players
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* is created on the client.
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*/
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_game->addPlayer(createPlayer(0, _name[0]));
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if (_game->connectToServer(host_s, port))
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emit infoText(i18n("Now connected to %1:%2.").arg(_host = host_s).
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arg(_port = port));
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else
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emit infoText(i18n("Failed to connect to %1:%2.").arg(_host = host_s).
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arg(_port = port));
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// <HERE>
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break;
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default:
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kdDebug(true, PROG_COOKIE) << "setGame parameter invalid: "
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<< _currGame << endl;
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_currGame = None;
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return;
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}
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// we are still having problems with player creation...
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// FIXME - which status _game->setGameStatus(KGame::End);
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}
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void KBgEngineNg::slotPlayerJoinedGame(KPlayer *p)
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{
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emit infoText(i18n("Player %1 (%2) has joined the game.").arg(p->name()).arg(p->id()));
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cerr << i18n("Player %1 (%2) has joined the game.").arg(p->name()).arg(p->id()).latin1() << endl;
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}
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void KBgEngineNg::slotCreatePlayer(KPlayer *&p, int rtti, int io, bool v, KGame *g)
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{
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Q_UNUSED(rtti)
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Q_UNUSED(g)
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Q_UNUSED(io)
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emit infoText(i18n("creating player. virtual=%1").arg(v));
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p = createPlayer(1);
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}
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void KBgEngineNg::slotClientConnected(TQ_UINT32)
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{
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cerr << "client has joint the game..." << endl;
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}
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void KBgEngineNg::slotClientDisconnected(TQ_UINT32, bool)
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{
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cerr << "KBgEngineNg::slotClientDisconnected" << endl;
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}
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// == start and init games =====================================================
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/*
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* Start a new game. ...
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*/
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void KBgEngineNg::newGame()
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{
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// TODO
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cerr << "games are not yet working..." << endl;
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}
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/*
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* Finish the last move - called by the timer and directly by the used
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*/
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void KBgEngineNg::done()
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{
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// empty
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}
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/*
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* Undo the last move
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*/
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void KBgEngineNg::undo()
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{
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// TODO
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}
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/*
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* Redo the last move
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*/
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void KBgEngineNg::redo()
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{
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// TODO
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}
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/*
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* Take the move string and make the changes on the working copy
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* of the state.
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*/
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void KBgEngineNg::handleMove(TQString *s)
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{
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Q_UNUSED(s)
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// TODO
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}
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/*
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* Roll random dice for the player whose turn it is
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*/
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void KBgEngineNg::roll()
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{
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// empty
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}
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/*
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* If possible, roll random dice for player w
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*/
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void KBgEngineNg::rollDice(const int w)
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{
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Q_UNUSED(w)
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// empty
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}
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/*
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* Double the cube for the player that can double - asks player
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*/
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void KBgEngineNg::cube()
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{
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// TODO
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}
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/*
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* Double the cube for player w
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*/
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void KBgEngineNg::doubleCube(const int)
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{
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cube();
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}
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/*
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* Put the engine specific details in the setup dialog
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*/
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void KBgEngineNg::getSetupPages(KDialogBase *)
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{
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// FIXME: do nothing...
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}
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/*
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* Called when the setup dialog is positively closed
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*/
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void KBgEngineNg::setupOk()
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{
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// FIXME: do nothing...
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}
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void KBgEngineNg::setupDefault()
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{
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// FIXME: do nothing...
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}
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void KBgEngineNg::setupCancel()
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{
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// FIXME: do nothing...
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}
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// == various slots & functions ================================================
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/*
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* Check with the user if we should really quit in the middle of a
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* game.
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*/
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bool KBgEngineNg::queryClose()
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{
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return true;
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}
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/*
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* Quitting is fine at any time
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*/
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bool KBgEngineNg::queryExit()
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{
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return true;
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}
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/*
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* Load the last known sane state of the board
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*/
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void KBgEngineNg::load()
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{
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// TODO
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}
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/*
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* Store if cmd is allowed or not
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*/
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void KBgEngineNg::setAllowed(int cmd, bool f)
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{
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switch (cmd) {
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case Roll:
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rollingAllowed = f;
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return;
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case Undo:
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undoPossible = f;
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return;
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case Cube:
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doublePossible = f;
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return;
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case Done:
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donePossible = f;
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return;
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}
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}
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// ********************************************************************************
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// ********************************************************************************
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// DONE
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// ********************************************************************************
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// ********************************************************************************
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/*
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* Destructor.
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*/
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KBgEngineNg::~KBgEngineNg()
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{
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saveConfig();
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delete _game;
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}
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/*
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* Restore settings
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*/
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void KBgEngineNg::readConfig()
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{
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TDEConfig* config = kapp->config();
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config->setGroup("next generation engine");
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_port = config->readNumEntry("port", PROG_COOKIE);
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_host = config->readEntry("host", "localhost");
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_name[0] = config->readEntry("name_0", i18n("one"));
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_name[1] = config->readEntry("name_1", i18n("two"));
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}
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/*
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* Save the engine specific settings
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*/
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void KBgEngineNg::saveConfig()
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{
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TDEConfig* config = kapp->config();
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config->setGroup("next generation engine");
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config->writeEntry("port", _port);
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config->writeEntry("host", _host);
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config->writeEntry("name_0", _name[0]);
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config->writeEntry("name_1", _name[1]);
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}
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/*
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* Read the users input from the command line and send it to all
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* players. Although the message gets the Cmd ID, it is currently
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* handled as a regular text message.
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*/
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void KBgEngineNg::handleCommand(const TQString& text)
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{
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TQByteArray msg;
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TQTextStream ts(msg, IO_WriteOnly);
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ts << text;
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if (!_game->sendMessage(msg, KBgGame::Cmd))
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kdDebug(true, PROG_COOKIE) << "couldn't send message: "
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<< text.latin1() << endl;
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}
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/*
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* Return a random integer between 1 and 6. Use the KGame random
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* number generator.
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*/
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int KBgEngineNg::getRandom()
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{
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return 1+_game->random()->getLong(6);
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}
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/*
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* A player propert has changed - check if we care
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*/
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void KBgEngineNg::slotPropertyChanged(KGamePropertyBase *p, KPlayer *me)
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{
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int player = (me->id() == _player[1]->id());
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switch (p->id()) {
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case KGamePropertyBase::IdName:
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emit infoText(i18n("Player %1 has changed the name to %2.")
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.arg(_name[player]).arg(me->name()));
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_name[player] = me->name();
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break;
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default:
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kdDebug(true, PROG_COOKIE) << "KBgPlayer (" << me << ") property change ("
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<< p->id() << ") ignored" << endl;
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break;
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}
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}
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/*
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* A game property has changed
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*/
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void KBgEngineNg::slotPropertyChanged(KGamePropertyBase *p, KGame *me)
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{
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Q_UNUSED(me)
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switch (p->id()) {
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default:
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kdDebug(true, PROG_COOKIE) << "Change in GameProperty " << p->id()
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<< " has been ignored." << endl;
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break;
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}
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}
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/*
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* Change the names of all local players
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*/
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void KBgEngineNg::changeName()
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{
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bool ok = false;
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TQString name;
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for (int i = 0; i < 2; i++) {
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name = TQString();
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while (!_player[i]->isVirtual() && name.isEmpty()) {
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if (i == 0)
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name = KLineEditDlg::getText(i18n("Type the name of the first player:"),
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_name[i], &ok, (TQWidget *)parent());
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else
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name = KLineEditDlg::getText(i18n("Type the name of the second player:"),
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_name[i], &ok, (TQWidget *)parent());
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if (!ok) return;
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_player[i]->setName(name);
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}
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}
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}
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/*
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* Receive data sent via KBgGame::sendMessage(...)
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*/
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void KBgEngineNg::slotNetworkData(int msgid, const TQByteArray &msg, TQ_UINT32 r, TQ_UINT32 s)
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{
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Q_UNUSED(r);
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Q_UNUSED(s);
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switch (msgid) {
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case KBgGame::Cmd:
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emit infoText(msg);
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emit infoText(i18n("Players are %1 and %2").arg(_player[0]->name())
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.arg(_player[1]->name()));
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break;
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default:
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kdDebug(true, PROG_COOKIE) << "Ignored message ID: " << msgid << endl;
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break;
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}
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}
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/*
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* Create the i-th player
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*/
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KBgPlayer * KBgEngineNg::createPlayer(int i, TQString name)
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{
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KBgPlayer *p = new KBgPlayer();
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if (!name.isNull())
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p->setName(name);
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p->findProperty(KGamePropertyBase::IdName)->setEmittingSignal(true);
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connect(p, TQT_SIGNAL(signalPropertyChanged(KGamePropertyBase *, KPlayer *)),
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this, TQT_SLOT(slotPropertyChanged(KGamePropertyBase *, KPlayer *)));
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return (_player[i] = p);
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}
|
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|
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/*
|
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|
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* Create and connect the game object
|
|
|
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*/
|
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|
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void KBgEngineNg::initGame()
|
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|
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{
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|
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_game = new KBgGame(PROG_COOKIE);
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_game->random()->setSeed(getpid()*time(NULL));
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connect(_game, TQT_SIGNAL(signalPlayerJoinedGame(KPlayer *)),
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this, TQT_SLOT(slotPlayerJoinedGame(KPlayer *)));
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connect(_game, TQT_SIGNAL(signalCreatePlayer(KPlayer *&, int, int, bool, KGame *)),
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this, TQT_SLOT(slotCreatePlayer(KPlayer *&, int, int, bool, KGame *)));
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connect(_game, TQT_SIGNAL(signalClientConnected(TQ_UINT32)),
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this, TQT_SLOT(slotClientConnected(TQ_UINT32)));
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connect(_game, TQT_SIGNAL(signalClientDisconnected(TQ_UINT32, bool)),
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this, TQT_SLOT(slotClientDisconnected(TQ_UINT32, bool)));
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connect(_game, TQT_SIGNAL(signalPropertyChanged(KGamePropertyBase *, KGame *)),
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this, TQT_SLOT(slotPropertyChanged(KGamePropertyBase *, KGame *)));
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connect(_game, TQT_SIGNAL(signalNetworkData(int,const TQByteArray &, TQ_UINT32, TQ_UINT32)),
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this, TQT_SLOT(slotNetworkData(int,const TQByteArray &, TQ_UINT32, TQ_UINT32)));
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}
|
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// EOF
|