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#include "mp_simple_interface.h"
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#include "mp_simple_interface.moc"
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#include <tdemessagebox.h>
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#include <tqtimer.h>
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#include <tdelocale.h>
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#include <tdeaction.h>
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#include <tdemainwindow.h>
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#define PAUSE_ACTION \
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((TDEToggleAction *)((TDEMainWindow *)topLevelWidget())->action("game_pause"))
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MPSimpleInterface::MPSimpleInterface(const MPGameInfo &gi,
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uint nbActions, const ActionData *data,
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TQWidget *parent, const char *name)
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: MPInterface(gi, nbActions, data, parent, name), state(SS_Standby)
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{}
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void MPSimpleInterface::init()
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{
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if ( server() ) {
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state = SS_Standby;
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first_init = TRUE;
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}
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_init();
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}
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void MPSimpleInterface::start()
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{
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// WARNING : multiple calls can happen here (because button
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// hiding is delayed)
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state = SS_Init;
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}
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void MPSimpleInterface::stop()
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{
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state = SS_Standby;
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SC_Flag f1(SC_Flag::Stop);
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if ( server() ) dataToClientsStream() << f1;
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IO_Flag f2(IO_Flag::Stop);
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for (uint i=0; i<nbPlayers(); i++) writingStream(i) << f2;
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immediateWrite();
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}
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void MPSimpleInterface::addKeys(KKeyDialog &d)
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{
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if ( !isPaused() ) pause();
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MPInterface::addKeys(d);
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}
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void MPSimpleInterface::pause()
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{
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// WARNING : multiple calls can happen here (because button
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// hiding is delayed)
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switch (state) {
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case SS_Play:
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state = SS_PauseAsked;
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break;
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case SS_Pause:
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state = SS_UnpauseAsked;
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break;
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default: break;
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}
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}
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void MPSimpleInterface::dataFromServer(TQDataStream &s)
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{
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if ( s.atEnd() ) return; // no data
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SC_Flag scf;
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s >> scf;
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switch (scf.value()) {
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case SC_Flag::Stop:
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KMessageBox::information(this, i18n("Server has left game!"));
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TQTimer::singleShot(0, this, TQT_SLOT(singleHuman()));
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return;
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case SC_Flag::GameOver:
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_readGameOverData(s);
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_showGameOverData();
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return;
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}
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}
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void MPSimpleInterface::treatData()
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{
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switch (state) {
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case SS_Init: treatInit(); break;
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case SS_Play: treatPlay(); break;
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case SS_Pause: break;
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case SS_Stop: treatStop(); break;
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case SS_Standby: break;
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case SS_PauseAsked: treatPause(TRUE); break;
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case SS_UnpauseAsked: treatPause(FALSE); break;
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}
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}
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void MPSimpleInterface::treatInit()
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{
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state = SS_Play;
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if (first_init) {
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_firstInit();
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first_init = FALSE;
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}
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IO_Flag f(IO_Flag::Init);
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for (uint i=0; i<nbPlayers(); i++) writingStream(i) << f;
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_treatInit();
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}
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void MPSimpleInterface::treatPlay()
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{
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PAUSE_ACTION->setEnabled(true);
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PAUSE_ACTION->setChecked(false);
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bool end = _readPlayData();
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if (end) {
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state = SS_Stop;
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IO_Flag f(IO_Flag::GameOver);
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for (uint i=0; i<nbPlayers(); i++) writingStream(i) << f;
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return;
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}
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if ( nbPlayers()==1 ) return; // no need to send data for singleplayer game
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IO_Flag f(IO_Flag::Play);
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for(uint i=0; i<nbPlayers(); i++) writingStream(i) << f;
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_sendPlayData();
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}
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void MPSimpleInterface::treatPause(bool pause)
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{
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state = (pause ? SS_Pause : SS_Play);
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IO_Flag f(IO_Flag::Pause);
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for (uint i=0; i<nbPlayers(); i++) writingStream(i) << f;
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PAUSE_ACTION->setChecked(pause);
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}
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void MPSimpleInterface::treatStop()
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{
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state = SS_Standby;
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// read game over data + send them to all clients
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TQDataStream &s = dataToClientsStream();
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SC_Flag f(SC_Flag::GameOver);
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s << f;
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_sendGameOverData(s);
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_showGameOverData();
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PAUSE_ACTION->setEnabled(false);
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PAUSE_ACTION->setChecked(false);
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}
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