summaryrefslogtreecommitdiffstats
path: root/libkdegames/kgame/kgamesequence.h
blob: 8047c6423860f0be6542498819d3ae67e678f028 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
/*
    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