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/* Yo Emacs, this -*- C++ -*-
Copyright (C) 1999-2001 Jens Hoefkens
[email protected]
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
$Id$
*/
#ifndef __KBGNG_H
#define __KBGNG_H
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <tqtimer.h>
#include <tqspinbox.h>
#include <tdeaction.h>
#include <tqdatastream.h>
#include <kgameproperty.h>
#include <generic/kbgengine.h>
#include "kbgboard.h"
#include "kbgstatus.h"
#include "kbgplayer.h"
#include "kbggame.h"
/**
*
* The interface of the next generation backgammon engine.
*
*/
class KBgEngineNg : public KBgEngine
{
Q_OBJECT
public:
/*
* Constructor and destructor
*/
KBgEngineNg( TQWidget *parent = 0, TQString *name = 0, TQPopupMenu *pmenu = 0);
virtual ~KBgEngineNg();
/**
* Fills the engine-specific page into the notebook
*/
virtual void getSetupPages(KDialogBase *nb);
virtual void setupOk();
virtual void setupDefault();
virtual void setupCancel();
/*
* Check with the engine if we can quit. This may require user
* interaction.
*/
virtual bool queryClose();
/**
* About to be closed. Let the engine exit properly.
*/
virtual bool queryExit();
public slots:
/**
* Read user settings from the config file
*/
virtual void readConfig();
/**
* Save user settings to the config file
*/
virtual void saveConfig();
/**
* Roll dice for the player w
*/
virtual void rollDice(const int w);
/**
* Double the cube of player w
*/
virtual void doubleCube(const int w);
/**
* A move has been made on the board - see the board class
* for the format of the string s
*/
virtual void handleMove(TQString *s);
/**
* Undo the last move
*/
virtual void undo();
/**
* Redo the last move
*/
virtual void redo();
/**
* Roll dice for whoevers turn it is
*/
virtual void roll();
/**
* Double the cube for whoevers can double right now
*/
virtual void cube();
/**
* Reload the board to the last known sane state
*/
virtual void load();
/**
* Commit a move
*/
virtual void done();
/**
* Process the string text
*/
virtual void handleCommand(const TQString& text);
/**
* Start a new game.
*/
virtual void newGame();
virtual bool haveNewGame() {return true;}
void slotPlayerJoinedGame(KPlayer *p);
void slotNetworkData(int msgid, const TQByteArray &msg, TQ_UINT32 receiver, TQ_UINT32 sender);
void slotCreatePlayer(KPlayer *&, int, int, bool, KGame *);
void slotClientDisconnected(TQ_UINT32, bool);
void slotClientConnected(TQ_UINT32);
void slotPropertyChanged(KGamePropertyBase *p, KGame *me);
void slotPropertyChanged(KGamePropertyBase *p, KPlayer *me);
protected slots:
void initGame();
void setGame();
void changeName();
protected:
void setAllowed(int cmd, bool f);
private:
/**
* Who did the last roll
*/
int lastRoll;
/**
* How many checkers to move
*/
int toMove;
/**
* Various flags, representing the current status of the game
*/
bool rollingAllowed, undoPossible, donePossible;
bool gameRunning, redoPossible, doublePossible;
/**
* Count the number of available undos
*/
int dummy, undoCounter;
enum GameTypes {None = -1, Local, NetServer, NetClient, MaxTypes};
TDESelectAction * _gameSelect;
TDEAction* _connectAction;
TDEAction* _nameAction;
int _currGame;
int _nLocalPlayers;
int _nplayers;
TQString _host;
TQ_UINT16 _port;
// ************************************************************
// ************************************************************
// DONE
// ************************************************************
// ************************************************************
protected:
/**
* Return a random integer between 1 and 6. The random numer
* is based on the @ref KRandomSequence of @ref KGame. Thus,
* the numbers should be synchronized across the network.
*/
int getRandom();
private:
/**
* Create the i-th player. Legal values for i are 0 and 1. The
* name of the player is taken from @ref _name and the parent of
* the player is @ref _player. That means that the players are
* automatically deleted.
*/
KBgPlayer * createPlayer(int i, TQString name = TQString());
private:
KBgGame* _game;
TQString _name[2];
KBgPlayer* _player[2];
};
#endif // __KBGNG_H
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