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473 lines
15 KiB
473 lines
15 KiB
/*
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This file is part of the TDE 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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#ifndef __KPLAYER_H_
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#define __KPLAYER_H_
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#include <tqstring.h>
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#include <tqobject.h>
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#include <tqptrlist.h>
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#include "kgameproperty.h"
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#include <tdemacros.h>
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class KGame;
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class KGameIO;
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class KGamePropertyBase;
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class KGamePropertyHandler;
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class KPlayerPrivate;
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/**
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* @short Base class for a game player
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*
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* The KPlayer class is the central player object. It holds
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* information about the player and is responsible for any
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* input the player does. For this arbitrary many KGameIO
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* modules can be plugged into it. Main features are:
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* - Handling of IO devices
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* - load/save (mostly handled by KGamePropertyHandler)
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* - Turn handling (turn based, asynchronous)
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*
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* A KPlayer depends on a KGame object. Call KGame::addPlayer() to plug
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* a KPlayer into a KGame object. Note that you cannot do much with a
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* KPlayer object before it has been plugged into a KGame. This is because
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* most properties of KPlayer are KGameProperty which need to send messages
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* through a KGame object to be changed.
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*
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* A KGameIO represents the input methods of a player and you should make all
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* player inputs through it. So call something like playerInput->move(4);
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* instead which should call KGameIO::sendInput() to actually move. This way
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* you gain a *very* big advantage: you can exchange a KGameIO whenever you
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* want! You can e.g. remove the KGameIO of a local (human) player and just
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* replace it by a computerIO on the fly! So from that point on all playerInputs
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* are done by the computerIO instead of the human player. You also can replace
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* all network players by computer players when the network connection is broken
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* or a player wants to quit.
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* So remember: use KGameIO whenever possible! A KPlayer should just
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* contain all data of the player (KGameIO must not!) and several common
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* functions which are shared by all of your KGameIOs.
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*
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*/
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class TDE_EXPORT KPlayer : public TQObject
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{
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TQ_OBJECT
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public:
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typedef TQPtrList<KGameIO> KGameIOList;
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// KPlayer(KGame *,KGameIO * input=0);
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/**
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* Create a new player object. It will be automatically
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* deleted if the game it belongs to is deleted.
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*/
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KPlayer();
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/**
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* Create a new player object. It will be automatically
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* deleted if the game it belongs to is deleted. This constructor
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* automatically adds the player to the game using KGame::addPlayer()
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*/
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KPlayer(KGame* game);
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virtual ~KPlayer();
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/**
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* The idendification of the player. Overwrite this in
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* classes inherting KPlayer to run time identify them.
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*
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* @return 0 for default KPlayer.
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*/
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virtual int rtti() const {return 0;}
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/**
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* Gives debug output of the game status
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*/
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void Debug();
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// properties
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/**
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* Returns a list of input devices
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*
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* @return list of devices
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*/
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KGameIOList *ioList() {return &mInputList;}
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/**
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* sets the game the player belongs to. This
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* is usually automatically done when adding a
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* player
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*
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* @param game the game
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*/
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void setGame(KGame *game) {mGame=game;}
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/**
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* Query to which game the player belongs to
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*
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* @return the game
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*/
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KGame *game() const {return mGame;}
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/**
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* Set whether this player can make turns/input
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* all the time (true) or only when it is its
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* turn (false) as it is used in turn based games
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*
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* @param a async=true turn based=false
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*/
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void setAsyncInput(bool a) {mAsyncInput = a;}
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/**
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* Query whether this player does asynchronous
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* input
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*
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* @return true/false
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*/
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bool asyncInput() const {return mAsyncInput.value();}
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/**
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* Is this player a virtual player, ie is it
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* created by mirroring a real player from another
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* network game. This mirroring is done autmatically
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* as soon as a network connection is build and it affects
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* all players regardless what type
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*
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* @return true/false
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*/
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bool isVirtual() const;
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/**
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* @internal
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* Sets whether this player is virtual. This is internally
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* called
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*
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* @param v virtual true/false
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*/
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void setVirtual(bool v);
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/**
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* Is this player an active player. An player is usually
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* inactivated if it is replaced by a network connection.
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* But this could also be called manually
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*
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* @return true/false
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*/
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bool isActive() const {return mActive;}
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/**
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* Set an player as active (true) or inactive (false)
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*
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* @param v true=active, false=inactive
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*/
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void setActive(bool v) {mActive=v;}
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/**
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* Returns the id of the player
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*
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* @return the player id
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*/
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TQ_UINT32 id() const;
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/* Set the players id. This is done automatically by
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* the game object when adding a new player!
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*
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* @param i the player id
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*/
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void setId(TQ_UINT32 i);
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/**
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* Returns the user defined id of the player
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* This value can be used arbitrary by you to
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* have some user idendification for your player,
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* e.g. 0 for a white chess player, 1 for a black
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* one. This value is more reliable than the player
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* id whcih can even change when you make a network
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* connection.
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*
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* @return the user defined player id
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*/
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int userId() const {return mUserId.value();}
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/* Set the user defined players id.
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*
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* @param i the user defined player id
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*/
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void setUserId(int i) {mUserId = i;}
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/**
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* Returns whether this player can be replaced by a network
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* connection player. The name of this function can be
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* improved ;-) If you do not overwrite the function to
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* select what players shall play in a network the KGame
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* does an automatic selection based on the networkPriority
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* This is not a terrible important function at the moment.
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*
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* @return true/false
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*/
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int networkPriority() const;
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/**
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* Set whether this player can be replaced by a network
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* player. There are to possible games. The first type
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* of game has arbitrary many players. As soon as a network
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* players connects the game runs with more players (not tagged
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* situation). The other type is e.g. games like chess which
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* require a constant player number. In a network game situation
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* you would tag one or both players of all participants. As
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* soon as the connect the tagged player will then be replaced
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* by the network partner and it is then controlled over the network.
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* On connection loss the old situation is automatically restored.
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*
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* The name of this function can be improved;-)
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*
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* @param b should this player be tagged
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*/
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void setNetworkPriority(int b);
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/**
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* Returns the player which got inactivated to allow
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* this player to be set up via network. Mostly internal
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* function
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*/
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KPlayer *networkPlayer() const;
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/**
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* Sets this network player replacement. Internal stuff
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*/
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void setNetworkPlayer(KPlayer *p);
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// A name and group the player belongs to
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/**
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* A group the player belongs to. This
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* Can be set arbitrary by you.
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*/
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void setGroup(const TQString& group);
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/**
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* Query the group the player belongs to.
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*/
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virtual const TQString& group() const;
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/**
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* Sets the name of the player.
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* This can be chosen arbitrary.
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* @param name The player's name
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*/
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void setName(const TQString& name);
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/**
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* @return The name of the player.
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*/
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virtual const TQString& name() const;
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// set devices
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/**
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* Adds an IO device for the player. Possible KGameIO devices
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* can either be taken from the existing ones or be self written.
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* Existing are e.g. Keyboard, Mouse, Computerplayer
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*
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* @param input the inut device
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* @return true if ok
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*/
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bool addGameIO(KGameIO *input);
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/**
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* remove (and delete) a game IO device
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*
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* The remove IO(s) is/are deleted by default. If
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* you do not want this set the parameter deleteit to false
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*
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* @param input the device to be removed or 0 for all devices
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* @param deleteit true (default) to delete the device otherwisse just remove it
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* @return true on ok
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*/
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bool removeGameIO(KGameIO *input=0,bool deleteit=true);
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/**
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* Finds the KGameIO devies with the given rtti code.
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* E.g. find the mouse or network device
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*
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* @param rtti the rtti code to be searched for
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* @return the KGameIO device
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*/
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KGameIO *findRttiIO(int rtti) const;
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/**
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* Checks whether this player has a IO device of the
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* given rtti type
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*
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* @param rtti the rtti typed to be checked for
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* @return true if it exists
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*/
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bool hasRtti(int rtti) const {return findRttiIO(rtti)!=0;}
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// Message exchange
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/**
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* Forwards input to the game object..internal use only
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*
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* This method is used by KGameIO::sendInput(). Use that function
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* instead to send player inputs!
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*
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* This function forwards a player input (see KGameIO classes) to the
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* game object, see KGame, either to KGame::sendPlayerInput() (if
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* transmit=true, ie the message has just been created) or to
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* KGame::playerInput() (if player=false, ie the message *was* sent through
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* KGame::sendPlayerInput).
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*/
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virtual bool forwardInput(TQDataStream &msg,bool transmit=true, TQ_UINT32 sender=0);
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/**
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* Forwards Message to the game object..internal use only
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*/
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virtual bool forwardMessage(TQDataStream &msg,int msgid,TQ_UINT32 receiver=0,TQ_UINT32 sender=0);
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// Game logic
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/**
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* is it my turn to go
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*
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* @return true/false
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*/
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bool myTurn() const {return mMyTurn.value();}
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/**
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* Sets whether this player is the next to turn.
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* If exclusive is given all other players are set
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* to setTurn(false) and only this player can move
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*
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* @param b true/false
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* @param exclusive true (default)/ false
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* @return should be void
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*/
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bool setTurn(bool b,bool exclusive=true);
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// load/save
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/**
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* Load a saved player, from file OR network. By default all
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* KGameProperty objects in the dataHandler of this player are loaded
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* and saved when using load or save. If you need to save/load more
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* you have to replace this function (and save). You will probably
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* still want to call the default implementation additionally!
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*
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* @param stream a data stream where you can stream the player from
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*
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* @return true?
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*/
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virtual bool load(TQDataStream &stream);
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/**
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* Save a player to a file OR to network. See also load
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*
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* @param stream a data stream to load the player from
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*
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* @return true?
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*/
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virtual bool save(TQDataStream &stream);
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/**
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* Receives a message
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* @param msgid The kind of the message. See messages.txt for further
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* information
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* @param stream The message itself
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* @param sender
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**/
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void networkTransmission(TQDataStream &stream,int msgid,TQ_UINT32 sender);
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/**
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* Searches for a property of the player given its id.
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* @param id The id of the property
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* @return The property with the specified id
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**/
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KGamePropertyBase* findProperty(int id) const;
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/**
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* Adds a property to a player. You would add all
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* your player specific game data as KGameProperty and
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* they are automatically saved and exchanged over network.
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*
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* @param data The property to be added. Must have an unique id!
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* @return false if the given id is not valid (ie another property owns
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* the id) or true if the property could be added successfully
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**/
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bool addProperty(KGamePropertyBase* data);
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/**
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* Calculates a checksum over the IO devices. Can be used to
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* restore the IO handlers. The value returned is the 'or'ed
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* value of the KGameIO rtti's.
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* this is itnernally used for saving and restorign a player.
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*/
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int calcIOValue();
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/**
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* @return the property handler
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*/
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KGamePropertyHandler* dataHandler();
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signals:
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/**
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* The player object got a message which was targeted
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* at it but has no default method to process it. This
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* means probably a user message. Connecting to this signal
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* allowed to process it.
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*/
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void signalNetworkData(int msgid, const TQByteArray& buffer, TQ_UINT32 sender, KPlayer *me);
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/**
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* This signal is emmited if a player property changes its value and
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* the property is set to notify this change. This is an
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* important signal as you should base the actions on a reaction
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* to this property changes.
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*/
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void signalPropertyChanged(KGamePropertyBase *property,KPlayer *me);
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protected slots:
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/**
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* Called by KGameProperty 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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* Called by KGameProperty only! Internal function!
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**/
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void emitSignal(KGamePropertyBase *me);
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private:
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void init();
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private:
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KGame *mGame;
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bool mActive; // active player
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KGameIOList mInputList;
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// GameProperty // AB: I think we can't move them to KPlayerPrivate - inline
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// makes sense here
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KGamePropertyBool mAsyncInput; // async input allowed
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KGamePropertyBool mMyTurn; // Is it my turn to play (only useful if not async)?
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KGamePropertyInt mUserId; // a user defined id
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KPlayerPrivate* d;
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};
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#endif
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