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Diffstat (limited to 'libtdegames/kgame/kplayer.h')
-rw-r--r-- | libtdegames/kgame/kplayer.h | 472 |
1 files changed, 472 insertions, 0 deletions
diff --git a/libtdegames/kgame/kplayer.h b/libtdegames/kgame/kplayer.h new file mode 100644 index 00000000..910781f3 --- /dev/null +++ b/libtdegames/kgame/kplayer.h @@ -0,0 +1,472 @@ +/* + 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. +*/ + +#ifndef __KPLAYER_H_ +#define __KPLAYER_H_ + +#include <tqstring.h> +#include <tqobject.h> +#include <tqptrlist.h> + +#include "kgameproperty.h" +#include <kdemacros.h> + +class KGame; +class KGameIO; +class KGamePropertyBase; +class KGamePropertyHandler; + +class KPlayerPrivate; + +/** + * @short Base class for a game player + * + * The KPlayer class is the central player object. It holds + * information about the player and is responsible for any + * input the player does. For this arbitrary many KGameIO + * modules can be plugged into it. Main features are: + * - Handling of IO devices + * - load/save (mostly handled by KGamePropertyHandler) + * - Turn handling (turn based, asynchronous) + * + * A KPlayer depends on a KGame object. Call KGame::addPlayer() to plug + * a KPlayer into a KGame object. Note that you cannot do much with a + * KPlayer object before it has been plugged into a KGame. This is because + * most properties of KPlayer are KGameProperty which need to send messages + * through a KGame object to be changed. + * + * A KGameIO represents the input methods of a player and you should make all + * player inputs through it. So call something like playerInput->move(4); + * instead which should call KGameIO::sendInput() to actually move. This way + * you gain a *very* big advantage: you can exchange a KGameIO whenever you + * want! You can e.g. remove the KGameIO of a local (human) player and just + * replace it by a computerIO on the fly! So from that point on all playerInputs + * are done by the computerIO instead of the human player. You also can replace + * all network players by computer players when the network connection is broken + * or a player wants to quit. + * So remember: use KGameIO whenever possible! A KPlayer should just + * contain all data of the player (KGameIO must not!) and several common + * functions which are shared by all of your KGameIOs. + * + */ +class KDE_EXPORT KPlayer : public TQObject +{ + Q_OBJECT + TQ_OBJECT + +public: + typedef TQPtrList<KGameIO> KGameIOList; + + // KPlayer(KGame *,KGameIO * input=0); + /** + * Create a new player object. It will be automatically + * deleted if the game it belongs to is deleted. + */ + KPlayer(); + + /** + * Create a new player object. It will be automatically + * deleted if the game it belongs to is deleted. This constructor + * automatically adds the player to the game using KGame::addPlayer() + */ + KPlayer(KGame* game); + + virtual ~KPlayer(); + + /** + * The idendification of the player. Overwrite this in + * classes inherting KPlayer to run time identify them. + * + * @return 0 for default KPlayer. + */ + virtual int rtti() const {return 0;} + + /** + * Gives debug output of the game status + */ + void Debug(); + + // properties + /** + * Returns a list of input devices + * + * @return list of devices + */ + KGameIOList *ioList() {return &mInputList;} + + /** + * sets the game the player belongs to. This + * is usually automatically done when adding a + * player + * + * @param game the game + */ + void setGame(KGame *game) {mGame=game;} + + /** + * Query to which game the player belongs to + * + * @return the game + */ + KGame *game() const {return mGame;} + + /** + * Set whether this player can make turns/input + * all the time (true) or only when it is its + * turn (false) as it is used in turn based games + * + * @param a async=true turn based=false + */ + void setAsyncInput(bool a) {mAsyncInput = a;} + + /** + * Query whether this player does asynchronous + * input + * + * @return true/false + */ + bool asyncInput() const {return mAsyncInput.value();} + + /** + * Is this player a virtual player, ie is it + * created by mirroring a real player from another + * network game. This mirroring is done autmatically + * as soon as a network connection is build and it affects + * all players regardless what type + * + * @return true/false + */ + bool isVirtual() const; + + /** + * @internal + * Sets whether this player is virtual. This is internally + * called + * + * @param v virtual true/false + */ + void setVirtual(bool v); + + /** + * Is this player an active player. An player is usually + * inactivated if it is replaced by a network connection. + * But this could also be called manually + * + * @return true/false + */ + bool isActive() const {return mActive;} + + /** + * Set an player as active (true) or inactive (false) + * + * @param v true=active, false=inactive + */ + void setActive(bool v) {mActive=v;} + + /** + * Returns the id of the player + * + * @return the player id + */ + TQ_UINT32 id() const; + + /* Set the players id. This is done automatically by + * the game object when adding a new player! + * + * @param i the player id + */ + void setId(TQ_UINT32 i); + + /** + * Returns the user defined id of the player + * This value can be used arbitrary by you to + * have some user idendification for your player, + * e.g. 0 for a white chess player, 1 for a black + * one. This value is more reliable than the player + * id whcih can even change when you make a network + * connection. + * + * @return the user defined player id + */ + int userId() const {return mUserId.value();} + + /* Set the user defined players id. + * + * @param i the user defined player id + */ + void setUserId(int i) {mUserId = i;} + + /** + * Returns whether this player can be replaced by a network + * connection player. The name of this function can be + * improved ;-) If you do not overwrite the function to + * select what players shall play in a network the KGame + * does an automatic selection based on the networkPriority + * This is not a terrible important function at the moment. + * + * @return true/false + */ + int networkPriority() const; + + /** + * Set whether this player can be replaced by a network + * player. There are to possible games. The first type + * of game has arbitrary many players. As soon as a network + * players connects the game runs with more players (not tagged + * situation). The other type is e.g. games like chess which + * require a constant player number. In a network game situation + * you would tag one or both players of all participants. As + * soon as the connect the tagged player will then be replaced + * by the network partner and it is then controlled over the network. + * On connection loss the old situation is automatically restored. + * + * The name of this function can be improved;-) + * + * @param b should this player be tagged + */ + void setNetworkPriority(int b); + + /** + * Returns the player which got inactivated to allow + * this player to be set up via network. Mostly internal + * function + */ + KPlayer *networkPlayer() const; + + /** + * Sets this network player replacement. Internal stuff + */ + void setNetworkPlayer(KPlayer *p); + + // A name and group the player belongs to + /** + * A group the player belongs to. This + * Can be set arbitrary by you. + */ + void setGroup(const TQString& group); + + /** + * Query the group the player belongs to. + */ + virtual const TQString& group() const; + + /** + * Sets the name of the player. + * This can be chosen arbitrary. + * @param name The player's name + */ + void setName(const TQString& name); + + /** + * @return The name of the player. + */ + virtual const TQString& name() const; + + + // set devices + /** + * Adds an IO device for the player. Possible KGameIO devices + * can either be taken from the existing ones or be self written. + * Existing are e.g. Keyboard, Mouse, Computerplayer + * + * @param input the inut device + * @return true if ok + */ + bool addGameIO(KGameIO *input); + + /** + * remove (and delete) a game IO device + * + * The remove IO(s) is/are deleted by default. If + * you do not want this set the parameter deleteit to false + * + * @param input the device to be removed or 0 for all devices + * @param deleteit true (default) to delete the device otherwisse just remove it + * @return true on ok + */ + bool removeGameIO(KGameIO *input=0,bool deleteit=true); + + /** + * Finds the KGameIO devies with the given rtti code. + * E.g. find the mouse or network device + * + * @param rtti the rtti code to be searched for + * @return the KGameIO device + */ + KGameIO *findRttiIO(int rtti) const; + + /** + * Checks whether this player has a IO device of the + * given rtti type + * + * @param rtti the rtti typed to be checked for + * @return true if it exists + */ + bool hasRtti(int rtti) const {return findRttiIO(rtti)!=0;} + + // Message exchange + /** + * Forwards input to the game object..internal use only + * + * This method is used by KGameIO::sendInput(). Use that function + * instead to send player inputs! + * + * This function forwards a player input (see KGameIO classes) to the + * game object, see KGame, either to KGame::sendPlayerInput() (if + * transmit=true, ie the message has just been created) or to + * KGame::playerInput() (if player=false, ie the message *was* sent through + * KGame::sendPlayerInput). + */ + virtual bool forwardInput(TQDataStream &msg,bool transmit=true, TQ_UINT32 sender=0); + + /** + * Forwards Message to the game object..internal use only + */ + virtual bool forwardMessage(TQDataStream &msg,int msgid,TQ_UINT32 receiver=0,TQ_UINT32 sender=0); + + // Game logic + /** + * is it my turn to go + * + * @return true/false + */ + bool myTurn() const {return mMyTurn.value();} + + /** + * Sets whether this player is the next to turn. + * If exclusive is given all other players are set + * to setTurn(false) and only this player can move + * + * @param b true/false + * @param exclusive true (default)/ false + * @return should be void + */ + bool setTurn(bool b,bool exclusive=true); + + + // load/save + /** + * Load a saved player, from file OR network. By default all + * KGameProperty objects in the dataHandler of this player are loaded + * and saved when using load or save. If you need to save/load more + * you have to replace this function (and save). You will probably + * still want to call the default implementation additionally! + * + * @param stream a data stream where you can stream the player from + * + * @return true? + */ + virtual bool load(TQDataStream &stream); + + /** + * Save a player to a file OR to network. See also load + * + * @param stream a data stream to load the player from + * + * @return true? + */ + virtual bool save(TQDataStream &stream); + + /** + * Receives a message + * @param msgid The kind of the message. See messages.txt for further + * information + * @param stream The message itself + * @param sender + **/ + void networkTransmission(TQDataStream &stream,int msgid,TQ_UINT32 sender); + + /** + * Searches for a property of the player given its id. + * @param id The id of the property + * @return The property with the specified id + **/ + KGamePropertyBase* findProperty(int id) const; + + /** + * Adds a property to a player. You would add all + * your player specific game data as KGameProperty and + * they are automatically saved and exchanged over network. + * + * @param data The property to be added. Must have an unique id! + * @return false if the given id is not valid (ie another property owns + * the id) or true if the property could be added successfully + **/ + bool addProperty(KGamePropertyBase* data); + + /** + * Calculates a checksum over the IO devices. Can be used to + * restore the IO handlers. The value returned is the 'or'ed + * value of the KGameIO rtti's. + * this is itnernally used for saving and restorign a player. + */ + int calcIOValue(); + + /** + * @return the property handler + */ + KGamePropertyHandler* dataHandler(); + +signals: + /** + * The player object got a message which was targeted + * at it but has no default method to process it. This + * means probably a user message. Connecting to this signal + * allowed to process it. + */ + void signalNetworkData(int msgid, const TQByteArray& buffer, TQ_UINT32 sender, KPlayer *me); + + /** + * This signal is emmited if a player property changes its value and + * the property is set to notify this change. This is an + * important signal as you should base the actions on a reaction + * to this property changes. + */ + void signalPropertyChanged(KGamePropertyBase *property,KPlayer *me); + +protected slots: + /** + * Called by KGameProperty only! Internal function! + **/ + void sendProperty(int msgid, TQDataStream& stream, bool* sent); + /** + * Called by KGameProperty only! Internal function! + **/ + void emitSignal(KGamePropertyBase *me); + + +private: + void init(); + +private: + KGame *mGame; + bool mActive; // active player + KGameIOList mInputList; + + // GameProperty // AB: I think we can't move them to KPlayerPrivate - inline + // makes sense here + KGamePropertyBool mAsyncInput; // async input allowed + KGamePropertyBool mMyTurn; // Is it my turn to play (only useful if not async)? + KGamePropertyInt mUserId; // a user defined id + + KPlayerPrivate* d; +}; + +#endif |