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447 lines
11 KiB
447 lines
11 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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/*
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$Id$
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*/
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#include "kgame.h"
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#include "kgameio.h"
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#include "kplayer.h"
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#include "kgamemessage.h"
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#include "kgamepropertyhandler.h"
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#include <kdebug.h>
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#include <tdelocale.h>
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#include <tqbuffer.h>
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#include <stdio.h>
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#include <assert.h>
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#define KPLAYER_LOAD_COOKIE 7285
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class KPlayerPrivate
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{
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public:
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KPlayerPrivate()
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{
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mNetworkPlayer = 0;
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}
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TQ_UINT32 mId;
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bool mVirtual; // virtual player
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int mPriority; // tag for replacement
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KPlayer* mNetworkPlayer; // replacement player
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KGamePropertyHandler mProperties;
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// Playerdata
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KGamePropertyTQString mName;
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KGamePropertyTQString mGroup;
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};
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KPlayer::KPlayer() : TQObject(0,0)
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{
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init();
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}
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KPlayer::KPlayer(KGame* game) : TQObject(0, 0)
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{
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init();
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game->addPlayer(this);
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}
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void KPlayer::init()
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{
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// note that NO KGame object exists here! so we cannot use KGameProperty::send!
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kdDebug(11001) << k_funcinfo << ": this=" << this << ", sizeof(this)="<<sizeof(KPlayer) << endl;
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kdDebug(11001) << "sizeof(m_Group)="<<sizeof(d->mGroup)<<endl;
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d = new KPlayerPrivate;
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d->mProperties.registerHandler(KGameMessage::IdPlayerProperty,
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this,TQ_SLOT(sendProperty(int, TQDataStream&, bool*)),
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TQ_SLOT(emitSignal(KGamePropertyBase *)));
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d->mVirtual=false;
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mActive=true;
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mGame=0;
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d->mId=0; // "0" is always an invalid ID!
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d->mPriority=0;
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// I guess we cannot translate the group otherwise no
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// international conenctions are possible
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mUserId.registerData(KGamePropertyBase::IdUserId, this, i18n("UserId"));
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mUserId.setLocal(0);
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d->mGroup.registerData(KGamePropertyBase::IdGroup, this, i18n("Group"));
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d->mGroup.setLocal(i18n("default"));
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d->mName.registerData(KGamePropertyBase::IdName, this, i18n("Name"));
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d->mName.setLocal(i18n("default"));
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mAsyncInput.registerData(KGamePropertyBase::IdAsyncInput, this, i18n("AsyncInput"));
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mAsyncInput.setLocal(false);
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mMyTurn.registerData(KGamePropertyBase::IdTurn, this, i18n("myTurn"));
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mMyTurn.setLocal(false);
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mMyTurn.setEmittingSignal(true);
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mMyTurn.setOptimized(false);
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}
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KPlayer::~KPlayer()
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{
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kdDebug(11001) << k_funcinfo << ": this=" << this <<", id=" << this->id() << endl;
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// Delete IODevices
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KGameIO *input;
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while((input=mInputList.first()))
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{
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delete input;
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}
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if (game())
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{
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game()->playerDeleted(this);
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}
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// note: mProperties does not use autoDelete or so - user must delete objects
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// himself
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d->mProperties.clear();
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delete d;
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// kdDebug(11001) << k_funcinfo << " done" << endl;
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}
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bool KPlayer::forwardMessage(TQDataStream &msg,int msgid,TQ_UINT32 receiver,TQ_UINT32 sender)
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{
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if (!isActive())
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{
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return false;
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}
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if (!game())
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{
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return false;
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}
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kdDebug(11001) << k_funcinfo << ": to game sender="<<sender<<"" << "recv="<<receiver <<"msgid="<<msgid << endl;
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return game()->sendSystemMessage(msg,msgid,receiver,sender);
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}
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bool KPlayer::forwardInput(TQDataStream &msg,bool transmit,TQ_UINT32 sender)
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{
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if (!isActive())
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{
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return false;
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}
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if (!game())
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{
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return false;
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}
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kdDebug(11001) << k_funcinfo << ": to game playerInput(sender="<<sender<<")" << endl;
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if (!asyncInput() && !myTurn())
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{
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kdDebug(11001) << k_funcinfo << ": rejected cause it is not our turn" << endl;
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return false;
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}
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// AB: I hope I remember the usage correctly:
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// this function is called twice (on sender side) - once with transmit = true
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// where it sends the input to the comserver and once with transmit = false
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// where it really looks at the input
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if (transmit)
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{
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kdDebug(11001) << "indirect playerInput" << endl;
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return game()->sendPlayerInput(msg,this,sender);
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}
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else
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{
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kdDebug(11001) << "direct playerInput" << endl;
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return game()->systemPlayerInput(msg,this,sender);
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}
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}
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void KPlayer::setId(TQ_UINT32 newid)
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{
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// Needs to be after the sendProcess
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d->mId=newid;
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}
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void KPlayer::setGroup(const TQString& group)
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{ d->mGroup = group; }
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const TQString& KPlayer::group() const
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{ return d->mGroup.value(); }
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void KPlayer::setName(const TQString& name)
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{ d->mName = name; }
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const TQString& KPlayer::name() const
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{ return d->mName.value(); }
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TQ_UINT32 KPlayer::id() const
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{ return d->mId; }
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KGamePropertyHandler * KPlayer::dataHandler()
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{ return &d->mProperties; }
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void KPlayer::setVirtual(bool v)
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{ d->mVirtual = v; }
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bool KPlayer::isVirtual() const
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{ return d->mVirtual;}
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void KPlayer::setNetworkPlayer(KPlayer* p)
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{ d->mNetworkPlayer = p; }
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KPlayer* KPlayer::networkPlayer() const
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{ return d->mNetworkPlayer; }
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int KPlayer::networkPriority() const
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{ return d->mPriority; }
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void KPlayer::setNetworkPriority(int p)
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{ d->mPriority = p; }
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bool KPlayer::addGameIO(KGameIO *input)
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{
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if (!input)
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{
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return false;
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}
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mInputList.append(input);
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input->initIO(this); // set player and init device
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return true;
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}
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// input=0, remove all
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bool KPlayer::removeGameIO(KGameIO *targetinput,bool deleteit)
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{
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kdDebug(11001) << k_funcinfo << ": " << targetinput << " delete=" << deleteit<< endl;
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bool result=true;
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if (!targetinput) // delete all
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{
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KGameIO *input;
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while((input=mInputList.first()))
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{
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if (input) removeGameIO(input,deleteit);
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}
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}
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else
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{
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// kdDebug(11001) << "remove IO " << targetinput << endl;
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if (deleteit)
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{
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delete targetinput;
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}
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else
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{
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targetinput->setPlayer(0);
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result=mInputList.remove(targetinput);
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}
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}
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return result;
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}
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KGameIO * KPlayer::findRttiIO(int rtti) const
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{
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TQPtrListIterator<KGameIO> it(mInputList);
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while (it.current())
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{
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if (it.current()->rtti() == rtti)
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{
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return it.current();
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}
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++it;
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}
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return 0;
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}
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int KPlayer::calcIOValue()
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{
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int value=0;
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TQPtrListIterator<KGameIO> it(mInputList);
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while (it.current())
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{
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value|=it.current()->rtti();
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++it;
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}
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return value;
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}
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bool KPlayer::setTurn(bool b, bool exclusive)
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{
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kdDebug(11001) << k_funcinfo << ": " << id() << " (" << this << ") to " << b << endl;
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if (!isActive())
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{
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return false;
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}
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// if we get to do an exclusive turn all other players are disallowed
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if (exclusive && b && game())
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{
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KPlayer *player;
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KGame::KGamePlayerList *list=game()->playerList();
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for ( player=list->first(); player != 0; player=list->next() )
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{
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if (player==this)
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{
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continue;
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}
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player->setTurn(false,false);
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}
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}
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// Return if nothing changed
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mMyTurn = b;
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return true;
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}
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bool KPlayer::load(TQDataStream &stream)
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{
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TQ_INT32 id,priority;
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stream >> id >> priority;
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setId(id);
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setNetworkPriority(priority);
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// Load Player Data
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//FIXME: maybe set all properties setEmitSignal(false) before?
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d->mProperties.load(stream);
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TQ_INT16 cookie;
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stream >> cookie;
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if (cookie==KPLAYER_LOAD_COOKIE)
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{
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kdDebug(11001) << " Player loaded propertly"<<endl;
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}
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else
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{
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kdError(11001) << " Player loading error. probably format error"<<endl;
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}
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// emit signalLoad(stream);
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return true;
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}
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bool KPlayer::save(TQDataStream &stream)
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{
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stream << (TQ_INT32)id() << (TQ_INT32)networkPriority();
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d->mProperties.save(stream);
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stream << (TQ_INT16)KPLAYER_LOAD_COOKIE;
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//emit signalSave(stream);
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return true;
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}
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void KPlayer::networkTransmission(TQDataStream &stream,int msgid,TQ_UINT32 sender)
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{
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//kdDebug(11001) << k_funcinfo ": msgid=" << msgid << " sender=" << sender << " we are=" << id() << endl;
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// PlayerProperties processed
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bool issender;
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if (game())
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{
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issender=sender==game()->gameId();
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}
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else
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{
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issender=true;
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}
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if (d->mProperties.processMessage(stream,msgid,issender))
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{
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return ;
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}
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switch(msgid)
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{
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case KGameMessage::IdPlayerInput:
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{
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kdDebug(11001) << k_funcinfo << ": Got player move "
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<< "KPlayer (virtual) forwards it to the game object" << endl;
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forwardInput(stream,false);
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}
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break;
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default:
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emit signalNetworkData(msgid - KGameMessage::IdUser,
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((TQBuffer*)stream.device())->readAll(),sender,this);
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kdDebug(11001) << k_funcinfo << ": "
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<< "User data msgid " << msgid << endl;
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break;
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}
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}
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KGamePropertyBase* KPlayer::findProperty(int id) const
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{
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return d->mProperties.find(id);
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}
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bool KPlayer::addProperty(KGamePropertyBase* data)
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{
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return d->mProperties.addProperty(data);
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}
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void KPlayer::sendProperty(int msgid, TQDataStream& stream, bool* sent)
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{
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if (game())
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{
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bool s = game()->sendPlayerProperty(msgid, stream, id());
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if (s)
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{
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*sent = true;
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}
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}
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}
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void KPlayer::emitSignal(KGamePropertyBase *me)
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{
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// Notify KGameIO (Process) for a new turn
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if (me->id()==KGamePropertyBase::IdTurn)
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{
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//kdDebug(11001) << k_funcinfo << ": for KGamePropertyBase::IdTurn " << endl;
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TQPtrListIterator<KGameIO> it(mInputList);
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while (it.current())
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{
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it.current()->notifyTurn(mMyTurn.value());
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++it;
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}
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}
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emit signalPropertyChanged(me,this);
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}
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// --------------------- DEBUG --------------------
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void KPlayer::Debug()
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{
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kdDebug(11001) << "------------------- KPLAYER -----------------------" << endl;
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kdDebug(11001) << "this: " << this << endl;
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kdDebug(11001) << "rtti: " << rtti() << endl;
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kdDebug(11001) << "id : " << id() << endl;
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kdDebug(11001) << "Name : " << name() << endl;
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kdDebug(11001) << "Group: " << group() << endl;
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kdDebug(11001) << "Async: " << asyncInput() << endl;
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kdDebug(11001) << "myTurn: " << myTurn() << endl;
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kdDebug(11001) << "Virtual: " << isVirtual() << endl;
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kdDebug(11001) << "Active: " << isActive() << endl;
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kdDebug(11001) << "Priority:" << networkPriority() << endl;
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kdDebug(11001) << "Game : " << game() << endl;
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kdDebug(11001) << "#IOs: " << mInputList.count() << endl;
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kdDebug(11001) << "---------------------------------------------------" << endl;
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}
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#include "kplayer.moc"
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