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Diffstat (limited to 'libkdegames/kgame/kgamesequence.h')
-rw-r--r-- | libkdegames/kgame/kgamesequence.h | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/libkdegames/kgame/kgamesequence.h b/libkdegames/kgame/kgamesequence.h new file mode 100644 index 00000000..4d26ceee --- /dev/null +++ b/libkdegames/kgame/kgamesequence.h @@ -0,0 +1,87 @@ +/* + 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 <qobject.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 QObject +{ + Q_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 + |