You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
tdegames/libtdegames/kgame/kplayer.h

473 lines
15 KiB

/*
This file is part of the TDE games library
Copyright (C) 2001 Martin Heni (martin@heni-online.de)
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License version 2 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef __KPLAYER_H_
#define __KPLAYER_H_
#include <tqstring.h>
#include <tqobject.h>
#include <tqptrlist.h>
#include "kgameproperty.h"
#include <tdemacros.h>
class KGame;
class KGameIO;
class KGamePropertyBase;
class KGamePropertyHandler;
class KPlayerPrivate;
/**
* @short Base class for a game player
*
* The KPlayer class is the central player object. It holds
* information about the player and is responsible for any
* input the player does. For this arbitrary many KGameIO
* modules can be plugged into it. Main features are:
* - Handling of IO devices
* - load/save (mostly handled by KGamePropertyHandler)
* - Turn handling (turn based, asynchronous)
*
* A KPlayer depends on a KGame object. Call KGame::addPlayer() to plug
* a KPlayer into a KGame object. Note that you cannot do much with a
* KPlayer object before it has been plugged into a KGame. This is because
* most properties of KPlayer are KGameProperty which need to send messages
* through a KGame object to be changed.
*
* A KGameIO represents the input methods of a player and you should make all
* player inputs through it. So call something like playerInput->move(4);
* instead which should call KGameIO::sendInput() to actually move. This way
* you gain a *very* big advantage: you can exchange a KGameIO whenever you
* want! You can e.g. remove the KGameIO of a local (human) player and just
* replace it by a computerIO on the fly! So from that point on all playerInputs
* are done by the computerIO instead of the human player. You also can replace
* all network players by computer players when the network connection is broken
* or a player wants to quit.
* So remember: use KGameIO whenever possible! A KPlayer should just
* contain all data of the player (KGameIO must not!) and several common
* functions which are shared by all of your KGameIOs.
*
*/
class TDE_EXPORT KPlayer : public TQObject
{
TQ_OBJECT
public:
typedef TQPtrList<KGameIO> KGameIOList;
// KPlayer(KGame *,KGameIO * input=0);
/**
* Create a new player object. It will be automatically
* deleted if the game it belongs to is deleted.
*/
KPlayer();
/**
* Create a new player object. It will be automatically
* deleted if the game it belongs to is deleted. This constructor
* automatically adds the player to the game using KGame::addPlayer()
*/
KPlayer(KGame* game);
virtual ~KPlayer();
/**
* The idendification of the player. Overwrite this in
* classes inherting KPlayer to run time identify them.
*
* @return 0 for default KPlayer.
*/
virtual int rtti() const {return 0;}
/**
* Gives debug output of the game status
*/
void Debug();
// properties
/**
* Returns a list of input devices
*
* @return list of devices
*/
KGameIOList *ioList() {return &mInputList;}
/**
* sets the game the player belongs to. This
* is usually automatically done when adding a
* player
*
* @param game the game
*/
void setGame(KGame *game) {mGame=game;}
/**
* Query to which game the player belongs to
*
* @return the game
*/
KGame *game() const {return mGame;}
/**
* Set whether this player can make turns/input
* all the time (true) or only when it is its
* turn (false) as it is used in turn based games
*
* @param a async=true turn based=false
*/
void setAsyncInput(bool a) {mAsyncInput = a;}
/**
* Query whether this player does asynchronous
* input
*
* @return true/false
*/
bool asyncInput() const {return mAsyncInput.value();}
/**
* Is this player a virtual player, ie is it
* created by mirroring a real player from another
* network game. This mirroring is done autmatically
* as soon as a network connection is build and it affects
* all players regardless what type
*
* @return true/false
*/
bool isVirtual() const;
/**
* @internal
* Sets whether this player is virtual. This is internally
* called
*
* @param v virtual true/false
*/
void setVirtual(bool v);
/**
* Is this player an active player. An player is usually
* inactivated if it is replaced by a network connection.
* But this could also be called manually
*
* @return true/false
*/
bool isActive() const {return mActive;}
/**
* Set an player as active (true) or inactive (false)
*
* @param v true=active, false=inactive
*/
void setActive(bool v) {mActive=v;}
/**
* Returns the id of the player
*
* @return the player id
*/
TQ_UINT32 id() const;
/* Set the players id. This is done automatically by
* the game object when adding a new player!
*
* @param i the player id
*/
void setId(TQ_UINT32 i);
/**
* Returns the user defined id of the player
* This value can be used arbitrary by you to
* have some user idendification for your player,
* e.g. 0 for a white chess player, 1 for a black
* one. This value is more reliable than the player
* id whcih can even change when you make a network
* connection.
*
* @return the user defined player id
*/
int userId() const {return mUserId.value();}
/* Set the user defined players id.
*
* @param i the user defined player id
*/
void setUserId(int i) {mUserId = i;}
/**
* Returns whether this player can be replaced by a network
* connection player. The name of this function can be
* improved ;-) If you do not overwrite the function to
* select what players shall play in a network the KGame
* does an automatic selection based on the networkPriority
* This is not a terrible important function at the moment.
*
* @return true/false
*/
int networkPriority() const;
/**
* Set whether this player can be replaced by a network
* player. There are to possible games. The first type
* of game has arbitrary many players. As soon as a network
* players connects the game runs with more players (not tagged
* situation). The other type is e.g. games like chess which
* require a constant player number. In a network game situation
* you would tag one or both players of all participants. As
* soon as the connect the tagged player will then be replaced
* by the network partner and it is then controlled over the network.
* On connection loss the old situation is automatically restored.
*
* The name of this function can be improved;-)
*
* @param b should this player be tagged
*/
void setNetworkPriority(int b);
/**
* Returns the player which got inactivated to allow
* this player to be set up via network. Mostly internal
* function
*/
KPlayer *networkPlayer() const;
/**
* Sets this network player replacement. Internal stuff
*/
void setNetworkPlayer(KPlayer *p);
// A name and group the player belongs to
/**
* A group the player belongs to. This
* Can be set arbitrary by you.
*/
void setGroup(const TQString& group);
/**
* Query the group the player belongs to.
*/
virtual const TQString& group() const;
/**
* Sets the name of the player.
* This can be chosen arbitrary.
* @param name The player's name
*/
void setName(const TQString& name);
/**
* @return The name of the player.
*/
virtual const TQString& name() const;
// set devices
/**
* Adds an IO device for the player. Possible KGameIO devices
* can either be taken from the existing ones or be self written.
* Existing are e.g. Keyboard, Mouse, Computerplayer
*
* @param input the inut device
* @return true if ok
*/
bool addGameIO(KGameIO *input);
/**
* remove (and delete) a game IO device
*
* The remove IO(s) is/are deleted by default. If
* you do not want this set the parameter deleteit to false
*
* @param input the device to be removed or 0 for all devices
* @param deleteit true (default) to delete the device otherwisse just remove it
* @return true on ok
*/
bool removeGameIO(KGameIO *input=0,bool deleteit=true);
/**
* Finds the KGameIO devies with the given rtti code.
* E.g. find the mouse or network device
*
* @param rtti the rtti code to be searched for
* @return the KGameIO device
*/
KGameIO *findRttiIO(int rtti) const;
/**
* Checks whether this player has a IO device of the
* given rtti type
*
* @param rtti the rtti typed to be checked for
* @return true if it exists
*/
bool hasRtti(int rtti) const {return findRttiIO(rtti)!=0;}
// Message exchange
/**
* Forwards input to the game object..internal use only
*
* This method is used by KGameIO::sendInput(). Use that function
* instead to send player inputs!
*
* This function forwards a player input (see KGameIO classes) to the
* game object, see KGame, either to KGame::sendPlayerInput() (if
* transmit=true, ie the message has just been created) or to
* KGame::playerInput() (if player=false, ie the message *was* sent through
* KGame::sendPlayerInput).
*/
virtual bool forwardInput(TQDataStream &msg,bool transmit=true, TQ_UINT32 sender=0);
/**
* Forwards Message to the game object..internal use only
*/
virtual bool forwardMessage(TQDataStream &msg,int msgid,TQ_UINT32 receiver=0,TQ_UINT32 sender=0);
// Game logic
/**
* is it my turn to go
*
* @return true/false
*/
bool myTurn() const {return mMyTurn.value();}
/**
* Sets whether this player is the next to turn.
* If exclusive is given all other players are set
* to setTurn(false) and only this player can move
*
* @param b true/false
* @param exclusive true (default)/ false
* @return should be void
*/
bool setTurn(bool b,bool exclusive=true);
// load/save
/**
* Load a saved player, from file OR network. By default all
* KGameProperty objects in the dataHandler of this player are loaded
* and saved when using load or save. If you need to save/load more
* you have to replace this function (and save). You will probably
* still want to call the default implementation additionally!
*
* @param stream a data stream where you can stream the player from
*
* @return true?
*/
virtual bool load(TQDataStream &stream);
/**
* Save a player to a file OR to network. See also load
*
* @param stream a data stream to load the player from
*
* @return true?
*/
virtual bool save(TQDataStream &stream);
/**
* Receives a message
* @param msgid The kind of the message. See messages.txt for further
* information
* @param stream The message itself
* @param sender
**/
void networkTransmission(TQDataStream &stream,int msgid,TQ_UINT32 sender);
/**
* Searches for a property of the player given its id.
* @param id The id of the property
* @return The property with the specified id
**/
KGamePropertyBase* findProperty(int id) const;
/**
* Adds a property to a player. You would add all
* your player specific game data as KGameProperty and
* they are automatically saved and exchanged over network.
*
* @param data The property to be added. Must have an unique id!
* @return false if the given id is not valid (ie another property owns
* the id) or true if the property could be added successfully
**/
bool addProperty(KGamePropertyBase* data);
/**
* Calculates a checksum over the IO devices. Can be used to
* restore the IO handlers. The value returned is the 'or'ed
* value of the KGameIO rtti's.
* this is itnernally used for saving and restorign a player.
*/
int calcIOValue();
/**
* @return the property handler
*/
KGamePropertyHandler* dataHandler();
signals:
/**
* The player object got a message which was targeted
* at it but has no default method to process it. This
* means probably a user message. Connecting to this signal
* allowed to process it.
*/
void signalNetworkData(int msgid, const TQByteArray& buffer, TQ_UINT32 sender, KPlayer *me);
/**
* This signal is emmited if a player property changes its value and
* the property is set to notify this change. This is an
* important signal as you should base the actions on a reaction
* to this property changes.
*/
void signalPropertyChanged(KGamePropertyBase *property,KPlayer *me);
protected slots:
/**
* Called by KGameProperty only! Internal function!
**/
void sendProperty(int msgid, TQDataStream& stream, bool* sent);
/**
* Called by KGameProperty only! Internal function!
**/
void emitSignal(KGamePropertyBase *me);
private:
void init();
private:
KGame *mGame;
bool mActive; // active player
KGameIOList mInputList;
// GameProperty // AB: I think we can't move them to KPlayerPrivate - inline
// makes sense here
KGamePropertyBool mAsyncInput; // async input allowed
KGamePropertyBool mMyTurn; // Is it my turn to play (only useful if not async)?
KGamePropertyInt mUserId; // a user defined id
KPlayerPrivate* d;
};
#endif