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/*
This file is part of the TDE 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.
*/
/*
$Id$
*/
#ifndef __KGAMEMSG_H_
#define __KGAMEMSG_H_
#include <tqdatastream.h>
#include <kdemacros.h>
class TDE_EXPORT KGameMessage
{
public:
/**
* Creates a fully qualified player ID which contains the original
* player id in the lower bits and the game number in the higher bits.
* Do not rely on the exact bit positions as they are internal.
*
* See also @ref rawPlayerId and @ref rawGameId which are the inverse
* operations
*
* @param playerid the player id - can include a gameid (will get removed)
* @param gameid The game id (<64). 0 For broadcast.
* @return the new player id
*/
static TQ_UINT32 createPlayerId(int player, TQ_UINT32 game);
/**
* Returns the raw playerid, that is, a id which does not
* contain the game number encoded in it. See also @ref createPlayerId which
* is the inverse operation.
*
* @param the player id
* @return the raw player id
**/
static int rawPlayerId(TQ_UINT32 playerid);
/**
* Returns the raw game id, that is, the game id the player
* belongs to. Se also @ref createPlayerId which is the inverse operation.
*
* @param the player id
* @return the raw game id
**/
static TQ_UINT32 rawGameId(TQ_UINT32 playerid);
/**
* Checks whether a message receiver/sender is a player
*
* @param id The ID of the sender/receiver
* @return true/false
*/
static bool isPlayer(TQ_UINT32 id);
/**
* Checks whether the sender/receiver of a message is a game
*
* @param id The ID of the sender/receiver
* @return true/false
*/
static bool isGame(TQ_UINT32 id);
/**
* Creates a message header given cookie,sender,receiver,...
*
* Also puts "hidden" header into the stream which are used by KGameClient
* (message length and magic cookie). If you don't need them remove them
* with @ref dropExternalHeader
*/
static void createHeader(TQDataStream &msg, TQ_UINT32 sender, TQ_UINT32 receiver, int msgid);
/**
* Retrieves the information like cookie,sender,receiver,... from a message header
*
* Note that it could be necessary to call @ref dropExternalHeader first
*/
static void extractHeader(TQDataStream &msg,TQ_UINT32 &sender, TQ_UINT32 &receiver, int &msgid);
/**
* Creates a property header given the property id
*/
static void createPropertyHeader(TQDataStream &msg, int id);
/**
* Retrieves the property id from a property message header
*/
static void extractPropertyHeader(TQDataStream &msg, int &id);
/**
* Creates a property header given the property id
*/
static void createPropertyCommand(TQDataStream &msg, int cmdid, int pid, int cmd);
/**
* Retrieves the property id from a property message header
*/
static void extractPropertyCommand(TQDataStream &msg, int &pid, int &cmd);
/**
* @return Version of the network library
*/
static int version();
/**
* This function takes a @ref GameMessageIds as argument and returns a
* suitable string for it. This string can't be used to identify a message
* (as it is i18n'ed) but it can make debugging more easy. See also @ref
* KGameDebugDialog.
* @return Either a i18n'ed string (the name of the id) or TQString() if
* the msgid is unknown
**/
static TQString messageId2Text(int msgid);
/**
* Message Ids used inside @ref KGame.
*
* You can use your own custom message Id by adding @p IdUser to it.
**/
// please document every new id with a short comment
enum GameMessageIds {
// game init, game load, disconnect, ...
IdSetupGame=1, // sent to a newly connected player
IdSetupGameContinue=2, // continue the setup
IdGameLoad=3, // load/save the game to the client
IdGameConnected=4, // Client successfully connected to master
IdSyncRandom=5, // new random seed set - sync games
IdDisconnect=6, // KGame object disconnects from game
IdGameSetupDone=7, // New game client is now operational
// properties
IdPlayerProperty=20, // a player property changed
IdGameProperty=21, // a game property changed
// player management
IdAddPlayer=30, // add a player
IdRemovePlayer=31, // the player will be removed
IdActivatePlayer=32, // Activate a player
IdInactivatePlayer=33, // Inactivate a player
IdTurn=34, // Turn to be prepared
// to-be-categorized
IdError=100, // an error occurred
IdPlayerInput=101, // a player input occurred
IdIOAdded=102, // KGameIO got added to a player...init this IO
// special ids for computer player
IdProcessQuery=220, // Process queries data (process only)
IdPlayerId=221, // PlayerId got changed (process only)
IdUser=256 // a user specified message
};
};
#endif
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