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.
934 lines
31 KiB
934 lines
31 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.
|
|
*/
|
|
/*
|
|
$Id$
|
|
*/
|
|
#ifndef __KGAME_H_
|
|
#define __KGAME_H_
|
|
|
|
#include <tqstring.h>
|
|
#include <tqptrlist.h>
|
|
#include <tqvaluelist.h>
|
|
|
|
#include "kgamenetwork.h"
|
|
#include <kdemacros.h>
|
|
class KRandomSequence;
|
|
|
|
class KPlayer;
|
|
class KGamePropertyBase;
|
|
class KGamePropertyHandler;
|
|
class KGameSequence;
|
|
|
|
class KGamePrivate;
|
|
|
|
/**
|
|
* @short The main KDE game object
|
|
*
|
|
* The KGame class is the central game object. A game basically
|
|
* consists of following features:
|
|
* - Player handling (add, remove,...)
|
|
* - Game status (end,start,pause,...)
|
|
* - load/save
|
|
* - Move (and message) handling
|
|
* - nextPlayer and gameOver()
|
|
* - Network connection (for KGameNetwork)
|
|
*
|
|
* Example:
|
|
* \code
|
|
* KGame *game=new KGame;
|
|
* \endcode
|
|
*
|
|
*
|
|
* @author Martin Heni <martin@heni-online.de>
|
|
*
|
|
*/
|
|
class TDE_EXPORT KGame : public KGameNetwork
|
|
{
|
|
TQ_OBJECT
|
|
|
|
|
|
public:
|
|
typedef TQPtrList<KPlayer> KGamePlayerList;
|
|
|
|
/**
|
|
* The policy of the property. This can be PolicyClean (setVale uses
|
|
* send), PolicyDirty (setValue uses changeValue) or
|
|
* PolicyLocal (setValue uses setLocal).
|
|
*
|
|
* A "clean" policy means that the property is always the same on every
|
|
* client. This is achieved by calling send which actually changes
|
|
* the value only when the message from the MessageServer is received.
|
|
*
|
|
* A "dirty" policy means that as soon as setValue is called the
|
|
* property is changed immediately. And additionally sent over network.
|
|
* This can sometimes lead to bugs as the other clients do not
|
|
* immediately have the same value. For more information see
|
|
* changeValue.
|
|
*
|
|
* PolicyLocal means that a KGameProperty behaves like ever
|
|
* "normal" variable. Whenever setValue is called (e.g. using "=")
|
|
* the value of the property is changes immediately without sending it
|
|
* over network. You might want to use this if you are sure that all
|
|
* clients set the property at the same time.
|
|
**/
|
|
enum GamePolicy
|
|
{
|
|
PolicyUndefined = 0,
|
|
PolicyClean = 1,
|
|
PolicyDirty = 2,
|
|
PolicyLocal = 3
|
|
};
|
|
|
|
/**
|
|
* Create a KGame object. The cookie is used to identify your
|
|
* game in load/save and network operations. Change this between
|
|
* games.
|
|
*/
|
|
KGame(int cookie=42,TQObject* parent=0);
|
|
|
|
/**
|
|
* Destructs the game
|
|
*/
|
|
virtual ~KGame();
|
|
|
|
/**
|
|
* Gives debug output of the game status
|
|
*/
|
|
virtual void Debug();
|
|
|
|
/**
|
|
* Game status - Use this to Control the game flow.
|
|
* The KGame e.g. sets the status to Pause when you have
|
|
* less player than the minimum amount
|
|
*/
|
|
enum GameStatus
|
|
{
|
|
Init = 0,
|
|
Run = 1,
|
|
Pause = 2,
|
|
End = 3,
|
|
Abort = 4,
|
|
SystemPause = 5,
|
|
Intro = 6,
|
|
UserStatus = 7
|
|
};
|
|
|
|
// Properties
|
|
/**
|
|
* Returns a list of all active players
|
|
*
|
|
* @return the list of players
|
|
*/
|
|
KGamePlayerList *playerList();
|
|
|
|
/**
|
|
* The same as @ref playerList but returns a const pointer.
|
|
**/
|
|
const KGamePlayerList *playerList() const;
|
|
|
|
/**
|
|
* Returns a list of all inactive players
|
|
* @return the list of players
|
|
*/
|
|
KGamePlayerList *inactivePlayerList();
|
|
|
|
/**
|
|
* The same as @ref inactivePlayerList but returns a const pointer.
|
|
**/
|
|
const KGamePlayerList *inactivePlayerList() const;
|
|
|
|
/**
|
|
* Returns a pointer to the game's KRandomSequence. This sequence is
|
|
* identical for all network players!
|
|
* @return KRandomSequence pointer
|
|
*/
|
|
KRandomSequence *random() const;
|
|
|
|
/**
|
|
* @return The KGameSequence object that is currently in use.
|
|
* @see setGameSequence
|
|
**/
|
|
KGameSequence *gameSequence() const;
|
|
|
|
/**
|
|
* Is the game running
|
|
* @return true/false
|
|
*/
|
|
bool isRunning() const;
|
|
|
|
// Player handling
|
|
/**
|
|
* Returns the player object for a given player id
|
|
* @param id Player id
|
|
* @return player object
|
|
*/
|
|
KPlayer *findPlayer(TQ_UINT32 id) const;
|
|
|
|
/**
|
|
* Set a new @ref KGameSequence to control player management. By default
|
|
* KGame uses a normal @ref KGameSequence object. You might want to subclass
|
|
* that and provide your own object.
|
|
*
|
|
* The previous sequence will get deleted.
|
|
* @param sequence The new game sequence object. KGame takes ownership and
|
|
* will delete it on destruction!
|
|
**/
|
|
void setGameSequence(KGameSequence* sequence);
|
|
|
|
/**
|
|
* Note that KPlayer::save must be implemented properly, as well as
|
|
* KPlayer::rtti
|
|
* This will only send a message to all clients. The player is _not_ added
|
|
* directly!
|
|
* See also playerInput which will be called as soon as the
|
|
* player really has been added.
|
|
*
|
|
* Note that an added player will first get into a "queue" and won't be in
|
|
* the game. It will be added to the game as soon as systemAddPlayer is
|
|
* called what will happen as soon as IdAddPlayer is received.
|
|
*
|
|
* Note: you probably want to connect to signalPlayerJoinedGame for
|
|
* further initialization!
|
|
* @param newplayer The player you want to add. KGame will send a message to
|
|
* all clients and add the player using systemAddPlayer
|
|
**/
|
|
void addPlayer(KPlayer* newplayer);
|
|
|
|
/**
|
|
* Sends a message over the network, msgid=IdRemovePlayer.
|
|
*
|
|
* As soon as this message is received by networkTransmission
|
|
* systemRemovePlayer is called and the player is removed.
|
|
**/
|
|
//AB: TODO: make sendMessage to return if the message will be able to be
|
|
//sent, eg if a socket is connected, etc. If sendMessage returns false
|
|
//remove the player directly using systemRemovePlayer
|
|
bool removePlayer(KPlayer * player) { return removePlayer(player, 0); }
|
|
|
|
/**
|
|
* Called by the destructor of KPlayer to remove itself from the game
|
|
*
|
|
**/
|
|
void playerDeleted(KPlayer * player);
|
|
|
|
/**
|
|
* sends activate player: internal use only?
|
|
*/
|
|
bool activatePlayer(KPlayer *player);
|
|
|
|
/**
|
|
* sends inactivate player: internal use only?
|
|
*/
|
|
bool inactivatePlayer(KPlayer *player);
|
|
|
|
/**
|
|
* Set the maximal number of players. After this is
|
|
* reached no more players can be added. You must be ADMIN to call this (@see
|
|
* isAdmin).
|
|
* @param maxnumber maximal number of players
|
|
*/
|
|
void setMaxPlayers(uint maxnumber);
|
|
|
|
/**
|
|
* What is the maximal number of players?
|
|
* @return maximal number of players
|
|
*/
|
|
int maxPlayers() const;
|
|
|
|
/**
|
|
* Set the minimal number of players. A game can not be started
|
|
* with less player resp. is paused when already running. You must be ADMIN
|
|
* to call this (see @ref isAdmin)!
|
|
* @param minnumber minimal number of players
|
|
*/
|
|
void setMinPlayers(uint minnumber);
|
|
|
|
/**
|
|
* What is the minimal number of players?
|
|
* @return minimal number of players
|
|
*/
|
|
uint minPlayers() const;
|
|
|
|
/**
|
|
* Returns how many players are plugged into the game
|
|
* @return number of players
|
|
*/
|
|
uint playerCount() const;
|
|
|
|
/**
|
|
* @deprecated
|
|
* Use @ref KGameSequence::nextPlayer instead
|
|
**/
|
|
virtual KPlayer * nextPlayer(KPlayer *last,bool exclusive=true);
|
|
|
|
// Input events
|
|
/**
|
|
* Called by KPlayer to send a player input to the
|
|
* KMessageServer.
|
|
**/
|
|
virtual bool sendPlayerInput(TQDataStream &msg,KPlayer *player,TQ_UINT32 sender=0);
|
|
|
|
/**
|
|
* Called when a player input arrives from KMessageServer.
|
|
*
|
|
* Calls prepareNext (using TQTimer::singleShot) if gameOver()
|
|
* returns 0. This function should normally not be used outside KGame.
|
|
* It could be made non-virtual,protected in a later version. At the
|
|
* moment it is a virtual function to give you more control over KGame.
|
|
*
|
|
* For documentation see playerInput.
|
|
**/
|
|
virtual bool systemPlayerInput(TQDataStream &msg,KPlayer *player,TQ_UINT32 sender=0);
|
|
|
|
/**
|
|
* This virtual function is called if the KGame needs to create a new player.
|
|
* This happens only over a network and with load/save. Doing nothing
|
|
* will create a default KPlayer. If you want to have your own player
|
|
* you have to create one with the given rtti here.
|
|
* Note: If your game uses a player class derived from KPlayer you MUST
|
|
* override this function and create your player here. Otherwise the
|
|
* game will crash.
|
|
* Example:
|
|
* \code
|
|
* KPlayer *MyGame::createPlayer(int rtti,int io,bool isvirtual)
|
|
* {
|
|
* KPlayer *player=new MyPlayer;
|
|
* if (!isvirtual) // network player ?
|
|
* {
|
|
* // Define something like this to add the IO modules
|
|
* createIO(player,(KGameIO::IOMode)io);
|
|
* }
|
|
* return player;
|
|
* }
|
|
* \endcode
|
|
*
|
|
* @param rtti is the type of the player (0 means default KPlayer)
|
|
* @param io is the 'or'ed rtti of the KGameIO's
|
|
* @param isvirtual true if player is virtual
|
|
*/
|
|
virtual KPlayer *createPlayer(int rtti,int io,bool isvirtual);
|
|
|
|
// load/save
|
|
/**
|
|
* Load a saved game, from file OR network. This function has
|
|
* to be overwritten or you need to connect to the load signal
|
|
* if you have game data other than KGameProperty.
|
|
* For file load you should reset() the game before any load attempt
|
|
* to make sure you load into an clear state.
|
|
*
|
|
* @param stream a data stream where you can stream the game from
|
|
* @param reset - shall the game be reset before loading
|
|
*
|
|
* @return true?
|
|
*/
|
|
virtual bool load(TQDataStream &stream,bool reset=true);
|
|
|
|
/**
|
|
* Same as above function but with different parameters
|
|
*
|
|
* @param filename - the filename of the file to be opened
|
|
* @param reset - shall the game be reset before loading
|
|
*
|
|
* @return true?
|
|
**/
|
|
virtual bool load(TQString filename,bool reset=true);
|
|
|
|
/**
|
|
* Save a game to a file OR to network. Otherwise the same as
|
|
* the load function
|
|
*
|
|
* @param stream a data stream to load the game from
|
|
* @param saveplayers If true then all players wil be saved too
|
|
*
|
|
* @return true?
|
|
*/
|
|
virtual bool save(TQDataStream &stream,bool saveplayers=true);
|
|
|
|
/**
|
|
* Same as above function but with different parameters
|
|
*
|
|
* @param filename the filename of the file to be saved
|
|
* @param saveplayers If true then all players wil be saved too
|
|
*
|
|
* @return true?
|
|
**/
|
|
virtual bool save(TQString filename,bool saveplayers=true);
|
|
|
|
/**
|
|
* Resets the game, i.e. puts it into a state where everything
|
|
* can be started from, e.g. a load game
|
|
* Right now it does only need to delete all players
|
|
*
|
|
* @return true on success
|
|
*/
|
|
virtual bool reset();
|
|
|
|
|
|
// Game sequence
|
|
/**
|
|
* returns the game status, ie running,pause,ended,...
|
|
*
|
|
* @return game status
|
|
*/
|
|
int gameStatus() const;
|
|
|
|
/**
|
|
* sets the game status
|
|
*
|
|
* @param status the new status
|
|
*/
|
|
void setGameStatus(int status);
|
|
|
|
/**
|
|
* docu: see KPlayer
|
|
**/
|
|
bool addProperty(KGamePropertyBase* data);
|
|
|
|
/**
|
|
* This is called by KPlayer::sendProperty only! Internal function!
|
|
**/
|
|
bool sendPlayerProperty(int msgid, TQDataStream& s, TQ_UINT32 playerId);
|
|
|
|
/**
|
|
* This function allows to find the pointer to a player
|
|
* property when you know it's id
|
|
*/
|
|
KGamePropertyBase* findProperty(int id) const;
|
|
|
|
/**
|
|
* Changes the consistency policy of a property. The
|
|
* GamePolicy is one of PolicyClean (default), PolicyDirty or PolicyLocal.
|
|
*
|
|
* It is up to you to decide how you want to work.
|
|
**/
|
|
void setPolicy(GamePolicy p,bool recursive=true);
|
|
|
|
/**
|
|
* @return The default policy of the property
|
|
**/
|
|
GamePolicy policy() const;
|
|
|
|
/**
|
|
* See KGameNetwork::sendMessage
|
|
*
|
|
* Send a network message msg with a given message ID msgid to all players of
|
|
* a given group (see KPlayer::group)
|
|
* @param msg the message which will be send. See messages.txt for contents
|
|
* @param msgid an id for this message
|
|
* @param sender the id of the sender
|
|
* @param group the group of the receivers
|
|
* @return true if worked
|
|
*/
|
|
bool sendGroupMessage(const TQByteArray& msg, int msgid, TQ_UINT32 sender, const TQString& group);
|
|
bool sendGroupMessage(const TQDataStream &msg, int msgid, TQ_UINT32 sender, const TQString& group);
|
|
bool sendGroupMessage(int msg, int msgid, TQ_UINT32 sender, const TQString& group);
|
|
bool sendGroupMessage(const TQString& msg, int msgid, TQ_UINT32 sender, const TQString& group);
|
|
|
|
/**
|
|
* This will either forward an incoming message to a specified player
|
|
* (see KPlayer::networkTransmission) or
|
|
* handle the message directly (e.g. if msgif==IdRemovePlayer it will remove
|
|
* the (in the stream) specified player). If both is not possible (i.e. the
|
|
* message is user specified data) the signal signalNetworkData is
|
|
* emitted.
|
|
*
|
|
* This emits signalMessageUpdate <em>before</em> doing anything with
|
|
* the message. You can use this signal when you want to be notified about
|
|
* an update/change.
|
|
* @param msgid Specifies the kind of the message. See messages.txt for
|
|
* further information
|
|
* @param stream The message that is being sent
|
|
* @param receiver The is of the player this message is for. 0 For broadcast.
|
|
* @param sender
|
|
* @param clientID the client from which we received the transmission - hardly used
|
|
**/
|
|
virtual void networkTransmission(TQDataStream &stream, int msgid, TQ_UINT32 receiver, TQ_UINT32 sender, TQ_UINT32 clientID);
|
|
|
|
/**
|
|
* Returns a pointer to the KGame property handler
|
|
**/
|
|
KGamePropertyHandler* dataHandler() const;
|
|
|
|
protected slots:
|
|
/**
|
|
* Called by KGamePropertyHandler only! Internal function!
|
|
**/
|
|
void sendProperty(int msgid, TQDataStream& stream, bool* sent);
|
|
|
|
/**
|
|
* Called by KGamePropertyHandler only! Internal function!
|
|
**/
|
|
void emitSignal(KGamePropertyBase *me);
|
|
|
|
/**
|
|
* @deprecated
|
|
* Use KGameSequence::prepareNext() instead
|
|
**/
|
|
virtual void prepareNext();
|
|
|
|
|
|
/**
|
|
* Calls negotiateNetworkGame()
|
|
* See KGameNetwork::signalClientConnected
|
|
**/
|
|
void slotClientConnected(TQ_UINT32 clientId);
|
|
|
|
/**
|
|
* This slot is called whenever the connection to a client is lost (ie the
|
|
* signal KGameNetwork::signalClientDisconnected is emitted) and will remove
|
|
* the players from that client.
|
|
* @param clientId The client the connection has been lost to
|
|
* @param broken (ignore this - not used)
|
|
**/
|
|
void slotClientDisconnected(TQ_UINT32 clientId,bool broken);
|
|
|
|
/**
|
|
* This slot is called whenever the connection to the server is lost (ie the
|
|
* signal KGameNetwork::signalConnectionBroken is emitted) and will
|
|
* switch to local game mode
|
|
**/
|
|
void slotServerDisconnected();
|
|
|
|
signals:
|
|
/**
|
|
* When a client disconnects from the game usually all players from that
|
|
* client are removed. But if you use completely the KGame structure you
|
|
* probably don't want this. You just want to replace the KGameIO of the
|
|
* (human) player by a computer KGameIO. So this player continues game but
|
|
* is from this point on controlled by the computer.
|
|
*
|
|
* You achieve this by connecting to this signal. It is emitted as soon as a
|
|
* client disconnects on <em>all</em> other clients. Make sure to add a new
|
|
* KGameIO only once! you might want to use @ref isAdmin for this. If you
|
|
* added a new KGameIO set *remove=false otherwise the player is completely
|
|
* removed.
|
|
* @param player The player that is about to be removed. Add your new
|
|
* KGameIO here - but only on <em>one</em> client!
|
|
* @param remove Set this to FALSE if you don't want this player to be
|
|
* removed completely.
|
|
**/
|
|
void signalReplacePlayerIO(KPlayer* player, bool* remove);
|
|
|
|
/**
|
|
* The game will be loaded from the given stream. Load from here
|
|
* the data which is NOT a game or player property.
|
|
* It is not necessary to use this signal for a full property game.
|
|
*
|
|
* This signal is emitted <em>before</em> the players are loaded by
|
|
* KGame. See also signalLoad
|
|
*
|
|
* You must load <em>exactly</em> the same data from the stream that you have saved
|
|
* in signalSavePrePlayers. Otherwise player loading will not work
|
|
* anymore.
|
|
*
|
|
* @param stream the load stream
|
|
*/
|
|
void signalLoadPrePlayers(TQDataStream &stream);
|
|
|
|
/**
|
|
* The game will be loaded from the given stream. Load from here
|
|
* the data which is NOT a game or player property.
|
|
* It is not necessary to use this signal for a full property game.
|
|
*
|
|
* @param stream the load stream
|
|
*/
|
|
void signalLoad(TQDataStream &stream);
|
|
|
|
/**
|
|
* The game will be saved to the given stream. Fill this with data
|
|
* which is NOT a game or player property.
|
|
* It is not necessary to use this signal for a full property game.
|
|
*
|
|
* This signal is emitted <em>before</em> the players are saved by
|
|
* KGame. See also signalSave
|
|
*
|
|
* If you can choose between signalSavePrePlayers and signalSave then
|
|
* better use signalSave
|
|
*
|
|
* @param stream the save stream
|
|
**/
|
|
void signalSavePrePlayers(TQDataStream &stream);
|
|
|
|
/**
|
|
* The game will be saved to the given stream. Fill this with data
|
|
* which is NOT a game or player property.
|
|
* It is not necessary to use this signal for a full property game.
|
|
*
|
|
* @param stream the save stream
|
|
*/
|
|
void signalSave(TQDataStream &stream);
|
|
|
|
/**
|
|
* Is emmited if a game with a different version cookie is loaded.
|
|
* Normally this should result in an error. But maybe you do support
|
|
* loading of older game versions. Here would be a good place to do a
|
|
* conversion.
|
|
*
|
|
* @param stream - the load stream
|
|
* @param network - true if this is a network connect. False for load game
|
|
* @param cookie - the saved cookie. It differs from KGame::cookie()
|
|
* @param result - set this to true if you managed to load the game
|
|
*/
|
|
void signalLoadError(TQDataStream &stream,bool network,int cookie, bool &result);
|
|
|
|
/**
|
|
* We got an user defined update message. This is usually done
|
|
* by a sendData in a inherited KGame Object which defines its
|
|
* own methods and has to syncronise them over the network.
|
|
* Reaction to this is usually a call to a KGame function.
|
|
*/
|
|
void signalNetworkData(int msgid,const TQByteArray& buffer, TQ_UINT32 receiver, TQ_UINT32 sender);
|
|
|
|
/**
|
|
* We got an network message. this can be used to notify us that something
|
|
* changed. What changed can be seen in the message id. Whether this is
|
|
* the best possible method to do this is unclear...
|
|
*/
|
|
void signalMessageUpdate(int msgid,TQ_UINT32 receiver,TQ_UINT32 sender);
|
|
|
|
/**
|
|
* a player left the game because of a broken connection or so!
|
|
*
|
|
* Note that when this signal is emitted the player is not part of @ref
|
|
* playerList anymore but the pointer is still valid. You should do some
|
|
* final cleanups here since the player is usually deleted after the signal
|
|
* is emitted.
|
|
*
|
|
* @param player the player who left the game
|
|
*/
|
|
void signalPlayerLeftGame(KPlayer *player);
|
|
|
|
/**
|
|
* a player joined the game
|
|
*
|
|
* @param player the player who joined the game
|
|
*/
|
|
void signalPlayerJoinedGame(KPlayer *player);
|
|
|
|
|
|
/**
|
|
* This signal is emmited if a player property changes its value and
|
|
* the property is set to notify this change
|
|
*/
|
|
void signalPropertyChanged(KGamePropertyBase *property, KGame *me);
|
|
|
|
/**
|
|
* Is emitted after a call to gameOver() returns a non zero
|
|
* return code. This code is forwarded to this signal as 'status'.
|
|
*
|
|
* @param status the return code of gameOver()
|
|
* @param current the player who did the last move
|
|
* @param me a pointer to the KGame object
|
|
*/
|
|
void signalGameOver(int status, KPlayer *current, KGame *me);
|
|
|
|
/**
|
|
* Is emmited after a client is successfully connected to the game.
|
|
* The client id is the id of the new game client. An easy way to
|
|
* check whether that's us is
|
|
* \code
|
|
* if (clientid==gameid()) .. // we joined
|
|
* else ... // someone joined the game
|
|
* \endcode
|
|
* @param clientid - The id of the new client
|
|
* @param me - our game pointer
|
|
*/
|
|
void signalClientJoinedGame(TQ_UINT32 clientid,KGame *me);
|
|
|
|
/**
|
|
* This signal is emitted after a network partner left the
|
|
* game (either by a broken connection or voluntarily).
|
|
* All changes to the network players have already be done.
|
|
* If there are not enough players left, the game might have
|
|
* been paused. To check this you get the old gamestatus
|
|
* before the disconnection as argument here. The id of the
|
|
* client who left the game allows to distinguish who left the
|
|
* game. If it is 0, the server disconnected and you were a client
|
|
* which has been switched back to local play.
|
|
* You can use this signal to, e.g. set some menues back to local
|
|
* player when they were network before.
|
|
*
|
|
* @param clientID - 0:server left, otherwise the client who left
|
|
* @param oldgamestatus - the gamestatus before the loss
|
|
* @param me - our game pointer
|
|
**/
|
|
void signalClientLeftGame(int clientID,int oldgamestatus,KGame *me);
|
|
|
|
|
|
protected:
|
|
/**
|
|
* A player input occurred. This is the most important function
|
|
* as the given message will contain the current move made by
|
|
* the given player.
|
|
* Note that you HAVE to overwrite this function. Otherwise your
|
|
* game makes no sense at all.
|
|
* Generally you have to return TRUE in this function. Only then
|
|
* the game sequence is proceeded by calling @ref playerInputFinished
|
|
* which in turn will check for game over or the next player
|
|
* However, if you have a delayed move, because you e.g. move a
|
|
* card or a piece you want to return FALSE to pause the game sequence
|
|
* and then manually call @ref playerInputFinished to resume it.
|
|
* Example:
|
|
* \code
|
|
* bool MyClass::playerInput(TQDataStream &msg,KPlayer *player)
|
|
* {
|
|
* TQ_INT32 move;
|
|
* msg >> move;
|
|
* kdDebug() << " Player " << player->id() << " moved to " << move <<
|
|
* endl;
|
|
* return true;
|
|
* }
|
|
* \endcode
|
|
*
|
|
* @param msg the move message
|
|
* @param player the player who did the move
|
|
* @return true - input ready, false: input manual
|
|
*/
|
|
virtual bool playerInput(TQDataStream &msg,KPlayer *player)=0;
|
|
|
|
|
|
/**
|
|
* Called after the player input is processed by the game. Here the
|
|
* checks for game over and nextPlayer (in the case of turn base games)
|
|
* are processed.
|
|
* Call this manually if you have a delayed move, i.e. your playerInput
|
|
* function returns FALSE. If it returns true you need not do anything
|
|
* here.
|
|
*
|
|
* @return the current player
|
|
*
|
|
**/
|
|
KPlayer *playerInputFinished(KPlayer *player);
|
|
|
|
|
|
/**
|
|
* This virtual function can be overwritten for your own player management.
|
|
* It is called when a new game connects to an existing network game or
|
|
* to the network master. In case you do not want all players of both games
|
|
* to be present in the new network game, you can deactivate players here.
|
|
* This is of particular importance if you have a game with fixed number of
|
|
* player like e.g. chess. A network connect needs to disable one player of
|
|
* each game to make sense.
|
|
*
|
|
* Not overwriting this function will activate a default behaviour which
|
|
* will deactivate players until the @ref maxPlayers() numebr is reached
|
|
* according to the KPlayer::networkPriority() value. Players with a low
|
|
* value will be kicked out first. With equal priority players of the new
|
|
* client will leave first. This means, not setting this value and not
|
|
* overwriting this function will never allow a chess game to add client
|
|
* players!!!
|
|
* On the other hand setting one player of each game to a networkPriorty of
|
|
* say 10, already does most of the work for you.
|
|
*
|
|
* The parameters of this function are the playerlist of the network game,
|
|
* which is @ref playerList(). The second argument is the player list of
|
|
* the new client who wants to join and the third argument serves as return
|
|
* parameter. All <em>player ID's</em> which are written into this list
|
|
* will be <em>removed</em> from the created game. You do this by an
|
|
* \code
|
|
* inactivate.append(player->id());
|
|
* \endcode
|
|
*
|
|
* @param oldplayer - the list of the network players
|
|
* @param newplayer - the list of the client players
|
|
* @param inactivate - the value list of ids to be deactivated
|
|
*
|
|
**/
|
|
virtual void newPlayersJoin(KGamePlayerList *oldplayer,
|
|
KGamePlayerList *newplayer,
|
|
TQValueList<int> &inactivate) {
|
|
Q_UNUSED( oldplayer );
|
|
Q_UNUSED( newplayer );
|
|
Q_UNUSED( inactivate );
|
|
}
|
|
|
|
/**
|
|
* Save the player list to a stream. Used for network game and load/save.
|
|
* Can be overwritten if you know what you are doing
|
|
*
|
|
* @param stream is the stream to save the player ot
|
|
* @param list the optional list is the player list to be saved, default is playerList()
|
|
*
|
|
**/
|
|
void savePlayers(TQDataStream &stream,KGamePlayerList *list=0);
|
|
|
|
/**
|
|
* Prepare a player for being added. Put all data about a player into the
|
|
* stream so that it can be sent to the KGameCommunicationServer using
|
|
* addPlayer (e.g.)
|
|
*
|
|
* This function ensures that the code for adding a player is the same in
|
|
* addPlayer as well as in negotiateNetworkGame
|
|
* @param stream is the stream to add the player
|
|
* @param player The player to add
|
|
**/
|
|
void savePlayer(TQDataStream& stream,KPlayer* player);
|
|
|
|
/**
|
|
* Load the player list from a stream. Used for network game and load/save.
|
|
* Can be overwritten if you know what you are doing
|
|
*
|
|
* @param stream is the stream to save the player to
|
|
* @param isvirtual will set the virtual flag true/false
|
|
*
|
|
**/
|
|
KPlayer *loadPlayer(TQDataStream& stream,bool isvirtual=false);
|
|
|
|
|
|
/**
|
|
* inactivates player. Use @ref inactivatePlayer instead!
|
|
*/
|
|
bool systemInactivatePlayer(KPlayer *player);
|
|
|
|
/**
|
|
* activates player. Use @ref activatePlayer instead!
|
|
*/
|
|
bool systemActivatePlayer(KPlayer *player);
|
|
|
|
/**
|
|
* Adds a player to the game
|
|
*
|
|
* Use @ref addPlayer to send @ref KGameMessage::IdAddPlayer. As soon as
|
|
* this Id is received this function is called, where the player (see @ref
|
|
* KPlayer::rtti) is added as well as its properties (see @ref KPlayer::save
|
|
* and @ref KPlayer::load)
|
|
*
|
|
* This method calls the overloaded @ref systemAddPlayer with the created
|
|
* player as argument. That method will really add the player.
|
|
* If you need to do some changes to your newly added player just connect to
|
|
* @ref signalPlayerJoinedGame
|
|
*/
|
|
|
|
/**
|
|
* Finally adds a player to the game and therefore to the list.
|
|
**/
|
|
void systemAddPlayer(KPlayer* newplayer);
|
|
|
|
/**
|
|
* Removes a player from the game
|
|
*
|
|
* Use removePlayer to send KGameMessage::IdRemovePlayer. As soon
|
|
* as this Id is received systemRemovePlayer is called and the player is
|
|
* removed directly.
|
|
**/
|
|
void systemRemovePlayer(KPlayer* player,bool deleteit);
|
|
|
|
/**
|
|
* This member function will transmit e.g. all players to that client, as well as
|
|
* all properties of these players (at least if they have been added by
|
|
* @ref KPlayer::addProperty) so that the client will finally have the same
|
|
* status as the master. You want to overwrite this function if you expand
|
|
* KGame by any properties which have to be known by all clients.
|
|
*
|
|
* Only the ADMIN is allowed to call this.
|
|
* @param clientID The ID of the message client which has connected
|
|
**/
|
|
virtual void negotiateNetworkGame(TQ_UINT32 clientID);
|
|
|
|
/**
|
|
* syncronise the random numbers with all network clients
|
|
* not used by KGame - if it should be kept then as public method
|
|
*/
|
|
void syncRandom();
|
|
|
|
void deletePlayers();
|
|
void deleteInactivePlayers();
|
|
|
|
/**
|
|
* @deprecated
|
|
* Use @ref KGameSequence instead.
|
|
*
|
|
* @param player the player who made the last move
|
|
* @return anything else but 0 is considered as game over
|
|
*/
|
|
virtual int checkGameOver(KPlayer *player);
|
|
|
|
/**
|
|
* Load a saved game, from file OR network. Internal.
|
|
* Warning: loadgame must not rely that all players all already
|
|
* activated. Actually the network will activate a player AFTER
|
|
* the loadgame only. This is not true anymore. But be careful
|
|
* anyway.
|
|
*
|
|
* @param stream a data stream where you can stream the game from
|
|
* @param network is it a network call -> make players virtual
|
|
* @param reset shall the game be reset before loading
|
|
*
|
|
* @return true?
|
|
*/
|
|
virtual bool loadgame(TQDataStream &stream, bool network, bool reset);
|
|
|
|
/**
|
|
* Save a game, to file OR network. Internal.
|
|
*
|
|
* @param stream a data stream where you can stream the game from
|
|
* @param network is it a call from the network or from a file (unused but informative)
|
|
* @param saveplayers shall the players be saved too (should be TRUE)
|
|
*
|
|
* @return true?
|
|
*/
|
|
virtual bool savegame(TQDataStream &stream, bool network,bool saveplayers);
|
|
|
|
private:
|
|
//AB: this is to hide the "receiver" parameter from the user. It shouldn't be
|
|
//used if possible (except for init).
|
|
/**
|
|
* This is an overloaded function. Id differs from the public one only in
|
|
* its parameters:
|
|
*
|
|
* @param receiver The Client that will receive the message. You will hardly
|
|
* ever need this. It it internally used to initialize a newly connected
|
|
* client.
|
|
**/
|
|
//void addPlayer(KPlayer* newplayer, TQ_UINT32 receiver);
|
|
|
|
/**
|
|
* Just the same as the public one except receiver:
|
|
* @param receiver 0 for broadcast, otherwise the receiver. Should only be
|
|
* used in special circumstances and not outside KGame.
|
|
**/
|
|
bool removePlayer(KPlayer * player, TQ_UINT32 receiver);
|
|
|
|
/**
|
|
* Helping function - game negotiation
|
|
**/
|
|
void setupGame(TQ_UINT32 sender);
|
|
|
|
/**
|
|
* Helping function - game negotiation
|
|
**/
|
|
void setupGameContinue(TQDataStream& msg, TQ_UINT32 sender);
|
|
|
|
/**
|
|
* Removes a player from all lists, removes the @ref KGame pointer from the
|
|
* @ref KPlayer and deletes the player. Used by (e.g.) @ref
|
|
* systemRemovePlayer
|
|
* @return True if the player has been removed, false if the current is not
|
|
* found
|
|
**/
|
|
bool systemRemove(KPlayer* player,bool deleteit);
|
|
|
|
|
|
private:
|
|
KGamePrivate* d;
|
|
};
|
|
|
|
#endif
|