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author | Timothy Pearson <[email protected]> | 2011-11-06 15:56:37 -0600 |
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committer | Timothy Pearson <[email protected]> | 2011-11-06 15:56:37 -0600 |
commit | 14c49c4f56792a934bcdc4efceebbd429d858571 (patch) | |
tree | 2f302410d5a5d678bf3ff10edead70d348be6644 /libkdegames/kgame/kgamesequence.h | |
parent | ab0981b9689e4d3ad88e9572bfa4b4a5e36c51ae (diff) | |
download | tdegames-14c49c4f56792a934bcdc4efceebbd429d858571.tar.gz tdegames-14c49c4f56792a934bcdc4efceebbd429d858571.zip |
Actually move the kde files that were renamed in the last commit
Diffstat (limited to 'libkdegames/kgame/kgamesequence.h')
-rw-r--r-- | libkdegames/kgame/kgamesequence.h | 88 |
1 files changed, 0 insertions, 88 deletions
diff --git a/libkdegames/kgame/kgamesequence.h b/libkdegames/kgame/kgamesequence.h deleted file mode 100644 index 8047c642..00000000 --- a/libkdegames/kgame/kgamesequence.h +++ /dev/null @@ -1,88 +0,0 @@ -/* - This file is part of the KDE games library - Copyright (C) 2003 Andreas Beckermann ([email protected]) - Copyright (C) 2003 Martin Heni ([email protected]) - - 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 __KGAMESEQUENCE_H_ -#define __KGAMESEQUENCE_H_ - -#include <tqobject.h> - -class KPlayer; -class KGame; - -/** - * This class takes care of round or move management as well of the gameover - * condition. It is especially used for round based games. For these games @ref - * nextPlayer and @ref checkGameOver are the most important methods. - * - * You can subclass KGameSequence and use @ref KGame::setGameSequence to use - * your own rules. Note that @ref KGame will take ownership and therefore will - * delete the object on destruction. - * @short Round/move management class - * @author Andreas Beckermann <[email protected]> - **/ -class KGameSequence : public TQObject -{ - Q_OBJECT - TQ_OBJECT -public: - KGameSequence(); - virtual ~KGameSequence(); - - /** - * Select the next player in a turn based game. In an asynchronous game this - * function has no meaning. Overwrite this function for your own game sequence. - * Per default it selects the next player in the playerList - */ - virtual KPlayer* nextPlayer(KPlayer *last, bool exclusive = true); - - virtual void setCurrentPlayer(KPlayer* p); - - /** - * @return The @ref KGame object this sequence is for, or NULL if none. - **/ - KGame* game() const { return mGame; } - - KPlayer* currentPlayer() const { return mCurrentPlayer; } - - /** - * Set the @ref KGame object for this sequence. This is called - * automatically by @ref KGame::setGameSequence and you should not call - * it. - **/ - void setGame(KGame* game); - - /** - * Check whether the game is over. The default implementation always - * returns 0. - * - * @param player the player who made the last move - * @return anything else but 0 is considered as game over - **/ - virtual int checkGameOver(KPlayer *player); - -private: - KGame* mGame; - KPlayer* mCurrentPlayer; -}; - -#endif - |