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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /libkdegames/kgame/kplayer.cpp | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libkdegames/kgame/kplayer.cpp')
-rw-r--r-- | libkdegames/kgame/kplayer.cpp | 446 |
1 files changed, 446 insertions, 0 deletions
diff --git a/libkdegames/kgame/kplayer.cpp b/libkdegames/kgame/kplayer.cpp new file mode 100644 index 00000000..0f8ea184 --- /dev/null +++ b/libkdegames/kgame/kplayer.cpp @@ -0,0 +1,446 @@ +/* + This file is part of the KDE games library + Copyright (C) 2001 Martin Heni ([email protected]) + Copyright (C) 2001 Andreas Beckermann ([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. +*/ +/* + $Id$ +*/ + + +#include "kgame.h" +#include "kgameio.h" +#include "kplayer.h" +#include "kgamemessage.h" +#include "kgamepropertyhandler.h" + +#include <kdebug.h> +#include <klocale.h> + +#include <qbuffer.h> + +#include <stdio.h> +#include <assert.h> + +#define KPLAYER_LOAD_COOKIE 7285 + +class KPlayerPrivate +{ +public: + KPlayerPrivate() + { + mNetworkPlayer = 0; + } + + Q_UINT32 mId; + bool mVirtual; // virtual player + int mPriority; // tag for replacement + + KPlayer* mNetworkPlayer; // replacement player + + KGamePropertyHandler mProperties; + +// Playerdata + KGamePropertyQString mName; + KGamePropertyQString mGroup; +}; + +KPlayer::KPlayer() : QObject(0,0) +{ + init(); +} + +KPlayer::KPlayer(KGame* game) : QObject(0, 0) +{ + init(); + game->addPlayer(this); +} + +void KPlayer::init() +{ +// note that NO KGame object exists here! so we cannot use KGameProperty::send! + kdDebug(11001) << k_funcinfo << ": this=" << this << ", sizeof(this)="<<sizeof(KPlayer) << endl; + kdDebug(11001) << "sizeof(m_Group)="<<sizeof(d->mGroup)<<endl; + d = new KPlayerPrivate; + + d->mProperties.registerHandler(KGameMessage::IdPlayerProperty, + this,SLOT(sendProperty(int, QDataStream&, bool*)), + SLOT(emitSignal(KGamePropertyBase *))); + d->mVirtual=false; + mActive=true; + mGame=0; + d->mId=0; // "0" is always an invalid ID! + d->mPriority=0; + // I guess we cannot translate the group otherwise no + // international conenctions are possible + + mUserId.registerData(KGamePropertyBase::IdUserId, this, i18n("UserId")); + mUserId.setLocal(0); + d->mGroup.registerData(KGamePropertyBase::IdGroup, this, i18n("Group")); + d->mGroup.setLocal(i18n("default")); + d->mName.registerData(KGamePropertyBase::IdName, this, i18n("Name")); + d->mName.setLocal(i18n("default")); + + mAsyncInput.registerData(KGamePropertyBase::IdAsyncInput, this, i18n("AsyncInput")); + mAsyncInput.setLocal(false); + mMyTurn.registerData(KGamePropertyBase::IdTurn, this, i18n("myTurn")); + mMyTurn.setLocal(false); + mMyTurn.setEmittingSignal(true); + mMyTurn.setOptimized(false); +} + +KPlayer::~KPlayer() +{ + kdDebug(11001) << k_funcinfo << ": this=" << this <<", id=" << this->id() << endl; + + // Delete IODevices + KGameIO *input; + while((input=mInputList.first())) + { + delete input; + } + if (game()) + { + game()->playerDeleted(this); + } + +// note: mProperties does not use autoDelete or so - user must delete objects +// himself + d->mProperties.clear(); + delete d; +// kdDebug(11001) << k_funcinfo << " done" << endl; +} + +bool KPlayer::forwardMessage(QDataStream &msg,int msgid,Q_UINT32 receiver,Q_UINT32 sender) +{ + if (!isActive()) + { + return false; + } + if (!game()) + { + return false; + } + kdDebug(11001) << k_funcinfo << ": to game sender="<<sender<<"" << "recv="<<receiver <<"msgid="<<msgid << endl; + return game()->sendSystemMessage(msg,msgid,receiver,sender); +} + +bool KPlayer::forwardInput(QDataStream &msg,bool transmit,Q_UINT32 sender) +{ + if (!isActive()) + { + return false; + } + if (!game()) + { + return false; + } + + kdDebug(11001) << k_funcinfo << ": to game playerInput(sender="<<sender<<")" << endl; + if (!asyncInput() && !myTurn()) + { + kdDebug(11001) << k_funcinfo << ": rejected cause it is not our turn" << endl; + return false; + } + + // AB: I hope I remember the usage correctly: + // this function is called twice (on sender side) - once with transmit = true + // where it sends the input to the comserver and once with transmit = false + // where it really looks at the input + if (transmit) + { + kdDebug(11001) << "indirect playerInput" << endl; + return game()->sendPlayerInput(msg,this,sender); + } + else + { + kdDebug(11001) << "direct playerInput" << endl; + return game()->systemPlayerInput(msg,this,sender); + } +} + +void KPlayer::setId(Q_UINT32 newid) +{ + // Needs to be after the sendProcess + d->mId=newid; +} + + +void KPlayer::setGroup(const QString& group) +{ d->mGroup = group; } + +const QString& KPlayer::group() const +{ return d->mGroup.value(); } + +void KPlayer::setName(const QString& name) +{ d->mName = name; } + +const QString& KPlayer::name() const +{ return d->mName.value(); } + +Q_UINT32 KPlayer::id() const +{ return d->mId; } + +KGamePropertyHandler * KPlayer::dataHandler() +{ return &d->mProperties; } + +void KPlayer::setVirtual(bool v) +{ d->mVirtual = v; } + +bool KPlayer::isVirtual() const +{ return d->mVirtual;} + +void KPlayer::setNetworkPlayer(KPlayer* p) +{ d->mNetworkPlayer = p; } + +KPlayer* KPlayer::networkPlayer() const +{ return d->mNetworkPlayer; } + +int KPlayer::networkPriority() const +{ return d->mPriority; } + +void KPlayer::setNetworkPriority(int p) +{ d->mPriority = p; } + +bool KPlayer::addGameIO(KGameIO *input) +{ + if (!input) + { + return false; + } + mInputList.append(input); + input->initIO(this); // set player and init device + return true; +} + +// input=0, remove all +bool KPlayer::removeGameIO(KGameIO *targetinput,bool deleteit) +{ + kdDebug(11001) << k_funcinfo << ": " << targetinput << " delete=" << deleteit<< endl; + bool result=true; + if (!targetinput) // delete all + { + KGameIO *input; + while((input=mInputList.first())) + { + if (input) removeGameIO(input,deleteit); + } + } + else + { +// kdDebug(11001) << "remove IO " << targetinput << endl; + if (deleteit) + { + delete targetinput; + } + else + { + targetinput->setPlayer(0); + result=mInputList.remove(targetinput); + } + } + return result; +} + +KGameIO * KPlayer::findRttiIO(int rtti) const +{ + QPtrListIterator<KGameIO> it(mInputList); + while (it.current()) + { + if (it.current()->rtti() == rtti) + { + return it.current(); + } + ++it; + } + return 0; +} + +int KPlayer::calcIOValue() +{ + int value=0; + QPtrListIterator<KGameIO> it(mInputList); + while (it.current()) + { + value|=it.current()->rtti(); + ++it; + } + return value; +} + +bool KPlayer::setTurn(bool b, bool exclusive) +{ + kdDebug(11001) << k_funcinfo << ": " << id() << " (" << this << ") to " << b << endl; + if (!isActive()) + { + return false; + } + + // if we get to do an exclusive turn all other players are disallowed + if (exclusive && b && game()) + { + KPlayer *player; + KGame::KGamePlayerList *list=game()->playerList(); + for ( player=list->first(); player != 0; player=list->next() ) + { + if (player==this) + { + continue; + } + player->setTurn(false,false); + } + } + + // Return if nothing changed + mMyTurn = b; + + return true; +} + +bool KPlayer::load(QDataStream &stream) +{ + Q_INT32 id,priority; + stream >> id >> priority; + setId(id); + setNetworkPriority(priority); + + // Load Player Data + //FIXME: maybe set all properties setEmitSignal(false) before? + d->mProperties.load(stream); + + Q_INT16 cookie; + stream >> cookie; + if (cookie==KPLAYER_LOAD_COOKIE) + { + kdDebug(11001) << " Player loaded propertly"<<endl; + } + else + { + kdError(11001) << " Player loading error. probably format error"<<endl; + } + + // emit signalLoad(stream); + return true; +} + +bool KPlayer::save(QDataStream &stream) +{ + stream << (Q_INT32)id() << (Q_INT32)networkPriority(); + + d->mProperties.save(stream); + + stream << (Q_INT16)KPLAYER_LOAD_COOKIE; + + //emit signalSave(stream); + return true; +} + + +void KPlayer::networkTransmission(QDataStream &stream,int msgid,Q_UINT32 sender) +{ + //kdDebug(11001) << k_funcinfo ": msgid=" << msgid << " sender=" << sender << " we are=" << id() << endl; + // PlayerProperties processed + bool issender; + if (game()) + { + issender=sender==game()->gameId(); + } + else + { + issender=true; + } + if (d->mProperties.processMessage(stream,msgid,issender)) + { + return ; + } + switch(msgid) + { + case KGameMessage::IdPlayerInput: + { + kdDebug(11001) << k_funcinfo << ": Got player move " + << "KPlayer (virtual) forwards it to the game object" << endl; + forwardInput(stream,false); + } + break; + default: + emit signalNetworkData(msgid - KGameMessage::IdUser, + ((QBuffer*)stream.device())->readAll(),sender,this); + kdDebug(11001) << k_funcinfo << ": " + << "User data msgid " << msgid << endl; + break; + } + +} + +KGamePropertyBase* KPlayer::findProperty(int id) const +{ + return d->mProperties.find(id); +} + +bool KPlayer::addProperty(KGamePropertyBase* data) +{ + return d->mProperties.addProperty(data); +} + +void KPlayer::sendProperty(int msgid, QDataStream& stream, bool* sent) +{ + if (game()) + { + bool s = game()->sendPlayerProperty(msgid, stream, id()); + if (s) + { + *sent = true; + } + } +} + +void KPlayer::emitSignal(KGamePropertyBase *me) +{ + // Notify KGameIO (Process) for a new turn + if (me->id()==KGamePropertyBase::IdTurn) + { + //kdDebug(11001) << k_funcinfo << ": for KGamePropertyBase::IdTurn " << endl; + QPtrListIterator<KGameIO> it(mInputList); + while (it.current()) + { + it.current()->notifyTurn(mMyTurn.value()); + ++it; + } + } + emit signalPropertyChanged(me,this); +} + +// --------------------- DEBUG -------------------- +void KPlayer::Debug() +{ + kdDebug(11001) << "------------------- KPLAYER -----------------------" << endl; + kdDebug(11001) << "this: " << this << endl; + kdDebug(11001) << "rtti: " << rtti() << endl; + kdDebug(11001) << "id : " << id() << endl; + kdDebug(11001) << "Name : " << name() << endl; + kdDebug(11001) << "Group: " << group() << endl; + kdDebug(11001) << "Async: " << asyncInput() << endl; + kdDebug(11001) << "myTurn: " << myTurn() << endl; + kdDebug(11001) << "Virtual: " << isVirtual() << endl; + kdDebug(11001) << "Active: " << isActive() << endl; + kdDebug(11001) << "Priority:" << networkPriority() << endl; + kdDebug(11001) << "Game : " << game() << endl; + kdDebug(11001) << "#IOs: " << mInputList.count() << endl; + kdDebug(11001) << "---------------------------------------------------" << endl; +} + +#include "kplayer.moc" |