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89 lines
2.6 KiB
89 lines
2.6 KiB
/*
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This file is part of the TDE games library
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Copyright (C) 2003 Andreas Beckermann (b_mann@gmx.de)
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Copyright (C) 2003 Martin Heni (martin@heni-online.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 __KGAMESEQUENCE_H_
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#define __KGAMESEQUENCE_H_
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#include <tqobject.h>
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class KPlayer;
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class KGame;
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/**
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* This class takes care of round or move management as well of the gameover
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* condition. It is especially used for round based games. For these games @ref
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* nextPlayer and @ref checkGameOver are the most important methods.
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*
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* You can subclass KGameSequence and use @ref KGame::setGameSequence to use
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* your own rules. Note that @ref KGame will take ownership and therefore will
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* delete the object on destruction.
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* @short Round/move management class
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KGameSequence : public TQObject
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{
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TQ_OBJECT
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public:
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KGameSequence();
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virtual ~KGameSequence();
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/**
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* Select the next player in a turn based game. In an asynchronous game this
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* function has no meaning. Overwrite this function for your own game sequence.
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* Per default it selects the next player in the playerList
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*/
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virtual KPlayer* nextPlayer(KPlayer *last, bool exclusive = true);
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virtual void setCurrentPlayer(KPlayer* p);
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/**
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* @return The @ref KGame object this sequence is for, or NULL if none.
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**/
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KGame* game() const { return mGame; }
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KPlayer* currentPlayer() const { return mCurrentPlayer; }
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/**
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* Set the @ref KGame object for this sequence. This is called
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* automatically by @ref KGame::setGameSequence and you should not call
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* it.
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**/
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void setGame(KGame* game);
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/**
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* Check whether the game is over. The default implementation always
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* returns 0.
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*
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* @param player the player who made the last move
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* @return anything else but 0 is considered as game over
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**/
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virtual int checkGameOver(KPlayer *player);
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private:
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KGame* mGame;
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KPlayer* mCurrentPlayer;
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};
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#endif
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