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This file is part of the KDE games library
Copyright (C) 2001 Martin Heni (kde at 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 __KGAME_H_
#define __KGAME_H_
#include <QtCore/QDataStream>
#include <QtCore/QString>
#include <QtCore/QList>
#include "kgamenetwork.h"
#include "../libkdegamesprivate_export.h"
class KRandomSequence;
class KPlayer;
class KGamePropertyBase;
class KGamePropertyHandler;
class KGameSequence;
class KGamePrivate;
/**
* \class KGame kgame.h <KGame/KGame>
*
* @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
*
*
*/
class KDEGAMESPRIVATE_EXPORT KGame : public KGameNetwork
{
Q_OBJECT
public:
typedef QList<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.
*/
explicit KGame(int cookie=42,QObject* 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(quint32 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
**/
bool 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(QDataStream &msg,KPlayer *player,quint32 sender=0);
/**
* Called when a player input arrives from KMessageServer.
*
* Calls prepareNext (using QTimer::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(QDataStream &msg,KPlayer *player,quint32 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(QDataStream &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(const QString& 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(QDataStream &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(const QString& 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, QDataStream& s, quint32 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 QByteArray& msg, int msgid, quint32 sender, const QString& group);
bool sendGroupMessage(const QDataStream &msg, int msgid, quint32 sender, const QString& group);
bool sendGroupMessage(int msg, int msgid, quint32 sender, const QString& group);
bool sendGroupMessage(const QString& msg, int msgid, quint32 sender, const QString& 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(QDataStream &stream, int msgid, quint32 receiver, quint32 sender, quint32 clientID);
/**
* Returns a pointer to the KGame property handler
**/
KGamePropertyHandler* dataHandler() const;
protected Q_SLOTS:
/**
* Called by KGamePropertyHandler only! Internal function!
**/
void sendProperty(int msgid, QDataStream& 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(quint32 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(quint32 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();
Q_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(QDataStream &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(QDataStream &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(QDataStream &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(QDataStream &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(QDataStream &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 QByteArray& buffer, quint32 receiver, quint32 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,quint32 receiver,quint32 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(quint32 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 menus 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(QDataStream &msg,KPlayer *player)
* {
* qint32 move;
* msg >> move;
* kDebug() << " Player" << player->id() << "moved to" << move;
* 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(QDataStream &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,
QList<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(QDataStream &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(QDataStream& 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(QDataStream& 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.
**/
bool 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(quint32 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(QDataStream &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(QDataStream &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, quint32 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, quint32 receiver);
/**
* Helping function - game negotiation
**/
void setupGame(quint32 sender);
/**
* Helping function - game negotiation
**/
void setupGameContinue(QDataStream& msg, quint32 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* const d;
};
#endif
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