libkdegames Library API Documentation

KGame Class Reference

The main KDE game object. More...

#include <kgame.h>

Inheritance diagram for KGame:

KGameNetwork QObject List of all members.

Public Types

typedef QPtrList< KPlayerKGamePlayerList
enum  GamePolicy { PolicyUndefined = 0, PolicyClean = 1, PolicyDirty = 2, PolicyLocal = 3 }
enum  GameStatus {
  Init = 0, Run = 1, Pause = 2, End = 3,
  Abort = 4, SystemPause = 5, Intro = 6, UserStatus = 7
}

Signals

void signalReplacePlayerIO (KPlayer *player, bool *remove)
void signalLoadPrePlayers (QDataStream &stream)
void signalLoad (QDataStream &stream)
void signalSavePrePlayers (QDataStream &stream)
void signalSave (QDataStream &stream)
void signalLoadError (QDataStream &stream, bool network, int cookie, bool &result)
void signalNetworkData (int msgid, const QByteArray &buffer, Q_UINT32 receiver, Q_UINT32 sender)
void signalMessageUpdate (int msgid, Q_UINT32 receiver, Q_UINT32 sender)
void signalPlayerLeftGame (KPlayer *player)
void signalPlayerJoinedGame (KPlayer *player)
void signalPropertyChanged (KGamePropertyBase *property, KGame *me)
void signalGameOver (int status, KPlayer *current, KGame *me)
void signalClientJoinedGame (Q_UINT32 clientid, KGame *me)
void signalClientLeftGame (int clientID, int oldgamestatus, KGame *me)

Public Methods

 KGame (int cookie=42, QObject *parent=0)
virtual ~KGame ()
virtual void Debug ()
KGamePlayerList * playerList ()
const KGamePlayerList * playerList () const
KGamePlayerList * inactivePlayerList ()
const KGamePlayerList * inactivePlayerList () const
KRandomSequence * random () const
KGameSequencegameSequence () const
bool isRunning () const
KPlayerfindPlayer (Q_UINT32 id) const
void setGameSequence (KGameSequence *sequence)
void addPlayer (KPlayer *newplayer)
bool removePlayer (KPlayer *player)
void playerDeleted (KPlayer *player)
bool activatePlayer (KPlayer *player)
bool inactivatePlayer (KPlayer *player)
void setMaxPlayers (uint maxnumber)
int maxPlayers () const
void setMinPlayers (uint minnumber)
uint minPlayers () const
uint playerCount () const
virtual KPlayernextPlayer (KPlayer *last, bool exclusive=true)
virtual bool sendPlayerInput (QDataStream &msg, KPlayer *player, Q_UINT32 sender=0)
virtual bool systemPlayerInput (QDataStream &msg, KPlayer *player, Q_UINT32 sender=0)
virtual KPlayercreatePlayer (int rtti, int io, bool isvirtual)
virtual bool load (QDataStream &stream, bool reset=true)
virtual bool load (QString filename, bool reset=true)
virtual bool save (QDataStream &stream, bool saveplayers=true)
virtual bool save (QString filename, bool saveplayers=true)
virtual bool reset ()
int gameStatus () const
void setGameStatus (int status)
bool addProperty (KGamePropertyBase *data)
bool sendPlayerProperty (int msgid, QDataStream &s, Q_UINT32 playerId)
KGamePropertyBasefindProperty (int id) const
void setPolicy (GamePolicy p, bool recursive=true)
GamePolicy policy () const
bool sendGroupMessage (const QByteArray &msg, int msgid, Q_UINT32 sender, const QString &group)
bool sendGroupMessage (const QDataStream &msg, int msgid, Q_UINT32 sender, const QString &group)
bool sendGroupMessage (int msg, int msgid, Q_UINT32 sender, const QString &group)
bool sendGroupMessage (const QString &msg, int msgid, Q_UINT32 sender, const QString &group)
virtual void networkTransmission (QDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, Q_UINT32 clientID)
KGamePropertyHandlerdataHandler () const

Protected Slots

void sendProperty (int msgid, QDataStream &stream, bool *sent)
void emitSignal (KGamePropertyBase *me)
virtual void prepareNext ()
void slotClientConnected (Q_UINT32 clientId)
void slotClientDisconnected (Q_UINT32 clientId, bool broken)
void slotServerDisconnected ()

Protected Methods

virtual bool playerInput (QDataStream &msg, KPlayer *player)=0
KPlayerplayerInputFinished (KPlayer *player)
virtual void newPlayersJoin (KGamePlayerList *oldplayer, KGamePlayerList *newplayer, QValueList< int > &inactivate)
void savePlayers (QDataStream &stream, KGamePlayerList *list=0)
void savePlayer (QDataStream &stream, KPlayer *player)
KPlayerloadPlayer (QDataStream &stream, bool isvirtual=false)
bool systemInactivatePlayer (KPlayer *player)
bool systemActivatePlayer (KPlayer *player)
void systemAddPlayer (KPlayer *newplayer)
void systemRemovePlayer (KPlayer *player, bool deleteit)
virtual void negotiateNetworkGame (Q_UINT32 clientID)
void syncRandom ()
void deletePlayers ()
void deleteInactivePlayers ()
virtual int checkGameOver (KPlayer *player)
virtual bool loadgame (QDataStream &stream, bool network, bool reset)
virtual bool savegame (QDataStream &stream, bool network, bool saveplayers)

Detailed Description

The main KDE game object.

The KGame class is the central game object. A game basically consists of following features:

Example:
 KGame *game=new KGame;

Author:
Martin Heni <martin@heni-online.de>

Definition at line 62 of file kgame.h.


Member Enumeration Documentation

enum KGame::GamePolicy
 

The policy of the property.

This can be PolicyClean (setVale uses send), PolicyDirty (setValue uses changeValue) or PolicyLocal (setValue uses setLocal).

A "clean" policy means that the property is always the same on every client. This is achieved by calling send which actually changes the value only when the message from the MessageServer is received.

A "dirty" policy means that as soon as setValue is called the property is changed immediately. And additionally sent over network. This can sometimes lead to bugs as the other clients do not immediately have the same value. For more information see changeValue.

PolicyLocal means that a KGameProperty behaves like ever "normal" variable. Whenever setValue is called (e.g. using "=") the value of the property is changes immediately without sending it over network. You might want to use this if you are sure that all clients set the property at the same time.

Definition at line 90 of file kgame.h.

Referenced by policy().

enum KGame::GameStatus
 

Game status - Use this to Control the game flow.

The KGame e.g. sets the status to Pause when you have less player than the minimum amount

Definition at line 120 of file kgame.h.


Constructor & Destructor Documentation

KGame::KGame int    cookie = 42,
QObject   parent = 0
 

Create a KGame object.

The cookie is used to identify your game in load/save and network operations. Change this between games.

Definition at line 84 of file kgame.cpp.

References QObject::connect(), emitSignal(), sendProperty(), setGameSequence(), KGameNetwork::signalClientConnected(), KGameNetwork::signalClientDisconnected(), KGameNetwork::signalConnectionBroken(), slotClientConnected(), slotClientDisconnected(), and slotServerDisconnected().

KGame::~KGame   [virtual]
 

Destructs the game.

Definition at line 120 of file kgame.cpp.

References reset().


Member Function Documentation

void KGame::Debug   [virtual]
 

Gives debug output of the game status.

Reimplemented from KGameNetwork.

Definition at line 1241 of file kgame.cpp.

References KGameNetwork::Debug(), gameStatus(), maxPlayers(), and playerCount().

KGame::KGamePlayerList * KGame::playerList  
 

Returns a list of all active players.

Returns:
the list of players

Definition at line 699 of file kgame.cpp.

Referenced by loadgame(), KGameSequence::nextPlayer(), savegame(), savePlayers(), and KPlayer::setTurn().

const KGame::KGamePlayerList * KGame::playerList   const
 

The same as playerList but returns a const pointer.

Definition at line 702 of file kgame.cpp.

KGame::KGamePlayerList * KGame::inactivePlayerList  
 

Returns a list of all inactive players.

Returns:
the list of players

Definition at line 693 of file kgame.cpp.

const KGame::KGamePlayerList * KGame::inactivePlayerList   const
 

The same as inactivePlayerList but returns a const pointer.

Definition at line 696 of file kgame.cpp.

KRandomSequence * KGame::random   const
 

Returns a pointer to the game's KRandomSequence.

This sequence is identical for all network players!

Returns:
KRandomSequence pointer

Definition at line 705 of file kgame.cpp.

KGameSequence * KGame::gameSequence   const
 

Returns:
The KGameSequence object that is currently in use.
See also:
setGameSequence

Definition at line 809 of file kgame.cpp.

Referenced by checkGameOver(), loadgame(), nextPlayer(), playerInputFinished(), and prepareNext().

bool KGame::isRunning   const
 

Is the game running.

Returns:
true/false

Definition at line 686 of file kgame.cpp.

Referenced by sendPlayerInput(), and systemPlayerInput().

KPlayer * KGame::findPlayer Q_UINT32    id const
 

Returns the player object for a given player id.

Parameters:
id  Player id
Returns:
player object

Definition at line 386 of file kgame.cpp.

References QPtrListIterator::current().

Referenced by loadPlayer(), networkTransmission(), and systemAddPlayer().

void KGame::setGameSequence KGameSequence   sequence
 

Set a new KGameSequence to control player management.

By default KGame uses a normal KGameSequence object. You might want to subclass that and provide your own object.

The previous sequence will get deleted.

Parameters:
sequence  The new game sequence object. KGame takes ownership and will delete it on destruction!

Definition at line 799 of file kgame.cpp.

Referenced by KGame().

void KGame::addPlayer KPlayer   newplayer
 

Note that KPlayer::save must be implemented properly, as well as KPlayer::rtti This will only send a message to all clients.

The player is _not_ added directly! See also playerInput which will be called as soon as the player really has been added.

Note that an added player will first get into a "queue" and won't be in the game. It will be added to the game as soon as systemAddPlayer is called what will happen as soon as IdAddPlayer is received.

Note: you probably want to connect to signalPlayerJoinedGame for further initialization!

Parameters:
newplayer  The player you want to add. KGame will send a message to all clients and add the player using systemAddPlayer

Definition at line 412 of file kgame.cpp.

References KGameNetwork::gameId(), KPlayer::id(), maxPlayers(), playerCount(), policy(), savePlayer(), KGameNetwork::sendSystemMessage(), KPlayer::setId(), and systemAddPlayer().

Referenced by KPlayer::KPlayer(), and systemActivatePlayer().

bool KGame::removePlayer KPlayer   player [inline]
 

Sends a message over the network, msgid=IdRemovePlayer.

As soon as this message is received by networkTransmission systemRemovePlayer is called and the player is removed.

Definition at line 222 of file kgame.h.

void KGame::playerDeleted KPlayer   player
 

Called by the destructor of KPlayer to remove itself from the game.

Definition at line 492 of file kgame.cpp.

References KPlayer::id(), KPlayer::isVirtual(), policy(), KGameNetwork::sendSystemMessage(), and systemRemovePlayer().

bool KGame::activatePlayer KPlayer   player
 

sends activate player: internal use only?

Definition at line 630 of file kgame.cpp.

References KPlayer::id(), policy(), KGameNetwork::sendSystemMessage(), and systemActivatePlayer().

bool KGame::inactivatePlayer KPlayer   player
 

sends inactivate player: internal use only?

Definition at line 582 of file kgame.cpp.

References KPlayer::id(), policy(), KGameNetwork::sendSystemMessage(), and systemInactivatePlayer().

void KGame::setMaxPlayers uint    maxnumber
 

Set the maximal number of players.

After this is reached no more players can be added. You must be ADMIN to call this (

See also:
isAdmin).
Parameters:
maxnumber  maximal number of players

Definition at line 668 of file kgame.cpp.

References KGameNetwork::isAdmin().

int KGame::maxPlayers   const
 

What is the maximal number of players?

Returns:
maximal number of players

Definition at line 677 of file kgame.cpp.

Referenced by addPlayer(), Debug(), and systemAddPlayer().

void KGame::setMinPlayers uint    minnumber
 

Set the minimal number of players.

A game can not be started with less player resp. is paused when already running. You must be ADMIN to call this (see isAdmin)!

Parameters:
minnumber  minimal number of players

Definition at line 671 of file kgame.cpp.

References KGameNetwork::isAdmin().

uint KGame::minPlayers   const
 

What is the minimal number of players?

Returns:
minimal number of players

Definition at line 674 of file kgame.cpp.

Referenced by setGameStatus(), and systemRemovePlayer().

uint KGame::playerCount   const
 

Returns how many players are plugged into the game.

Returns:
number of players

Definition at line 680 of file kgame.cpp.

Referenced by addPlayer(), Debug(), setGameStatus(), systemAddPlayer(), and systemRemovePlayer().

KPlayer * KGame::nextPlayer KPlayer   last,
bool    exclusive = true
[virtual]
 

Deprecated:
Use KGameSequence::nextPlayer instead

Definition at line 823 of file kgame.cpp.

References gameSequence(), and KGameSequence::nextPlayer().

Referenced by prepareNext().

bool KGame::sendPlayerInput QDataStream   msg,
KPlayer   player,
Q_UINT32    sender = 0
[virtual]
 

Called by KPlayer to send a player input to the KMessageServer.

Definition at line 709 of file kgame.cpp.

References KPlayer::id(), isRunning(), QObject::sender(), and KGameNetwork::sendSystemMessage().

Referenced by KPlayer::forwardInput().

bool KGame::systemPlayerInput QDataStream   msg,
KPlayer   player,
Q_UINT32    sender = 0
[virtual]
 

Called when a player input arrives from KMessageServer.

Calls prepareNext (using QTimer::singleShot) if gameOver() returns 0. This function should normally not be used outside KGame. It could be made non-virtual,protected in a later version. At the moment it is a virtual function to give you more control over KGame.

For documentation see playerInput.

Definition at line 727 of file kgame.cpp.

References KPlayer::asyncInput(), isRunning(), playerInput(), playerInputFinished(), QObject::sender(), and KPlayer::setTurn().

Referenced by KPlayer::forwardInput().

KPlayer * KGame::createPlayer int    rtti,
int    io,
bool    isvirtual
[virtual]
 

This virtual function is called if the KGame needs to create a new player.

This happens only over a network and with load/save. Doing nothing will create a default KPlayer. If you want to have your own player you have to create one with the given rtti here. Note: If your game uses a player class derived from KPlayer you MUST override this function and create your player here. Otherwise the game will crash. Example:

  KPlayer *MyGame::createPlayer(int rtti,int io,bool isvirtual)
  {
    KPlayer *player=new MyPlayer;
    if (!isvirtual) // network player ?
    {
      // Define something like this to add the IO modules
      createIO(player,(KGameIO::IOMode)io);
    }
    return player;
    }
Parameters:
rtti  is the type of the player (0 means default KPlayer)
io  is the 'or'ed rtti of the KGameIO's
isvirtual  true if player is virtual

Definition at line 349 of file kgame.cpp.

Referenced by loadPlayer().

bool KGame::load QDataStream   stream,
bool    reset = true
[virtual]
 

Load a saved game, from file OR network.

This function has to be overwritten or you need to connect to the load signal if you have game data other than KGameProperty. For file load you should reset() the game before any load attempt to make sure you load into an clear state.

Parameters:
stream  a data stream where you can stream the game from
reset  - shall the game be reset before loading
Returns:
true?

Definition at line 179 of file kgame.cpp.

References loadgame(), and reset().

Referenced by load().

bool KGame::load QString    filename,
bool    reset = true
[virtual]
 

Same as above function but with different parameters.

Parameters:
filename  - the filename of the file to be opened
reset  - shall the game be reset before loading
Returns:
true?

Definition at line 162 of file kgame.cpp.

References QFile::close(), QString::isNull(), load(), QFile::open(), and reset().

bool KGame::save QDataStream   stream,
bool    saveplayers = true
[virtual]
 

Save a game to a file OR to network.

Otherwise the same as the load function

Parameters:
stream  a data stream to load the game from
saveplayers  If true then all players wil be saved too
Returns:
true?

Definition at line 284 of file kgame.cpp.

References savegame().

Referenced by save().

bool KGame::save QString    filename,
bool    saveplayers = true
[virtual]
 

Same as above function but with different parameters.

Parameters:
filename  the filename of the file to be saved
saveplayers  If true then all players wil be saved too
Returns:
true?

Definition at line 267 of file kgame.cpp.

References QFile::close(), QString::isNull(), QFile::open(), and save().

bool KGame::reset   [virtual]
 

Resets the game, i.e.

puts it into a state where everything can be started from, e.g. a load game Right now it does only need to delete all players

Returns:
true on success

Definition at line 131 of file kgame.cpp.

Referenced by load(), loadgame(), and ~KGame().

int KGame::gameStatus   const
 

returns the game status, ie running,pause,ended,...

Returns:
game status

Definition at line 683 of file kgame.cpp.

Referenced by Debug(), and systemRemovePlayer().

void KGame::setGameStatus int    status
 

sets the game status.

Parameters:
status  the new status

Definition at line 832 of file kgame.cpp.

References minPlayers(), and playerCount().

Referenced by playerInputFinished(), and systemRemovePlayer().

bool KGame::addProperty KGamePropertyBase   data
 

docu: see KPlayer.

Definition at line 1419 of file kgame.cpp.

References KGamePropertyHandler::addProperty(), and dataHandler().

bool KGame::sendPlayerProperty int    msgid,
QDataStream   s,
Q_UINT32    playerId
 

This is called by KPlayer::sendProperty only! Internal function!

Definition at line 1422 of file kgame.cpp.

References KGameNetwork::sendSystemMessage().

Referenced by KPlayer::sendProperty().

KGamePropertyBase * KGame::findProperty int    id const
 

This function allows to find the pointer to a player property when you know it's id.

Definition at line 1439 of file kgame.cpp.

void KGame::setPolicy GamePolicy    p,
bool    recursive = true
 

Changes the consistency policy of a property.

The GamePolicy is one of PolicyClean (default), PolicyDirty or PolicyLocal.

It is up to you to decide how you want to work.

Definition at line 1446 of file kgame.cpp.

References QPtrListIterator::current(), dataHandler(), KGamePropertyBase::PropertyPolicy, and KGamePropertyHandler::setPolicy().

KGame::GamePolicy KGame::policy   const
 

Returns:
The default policy of the property

Definition at line 1442 of file kgame.cpp.

References GamePolicy.

Referenced by activatePlayer(), addPlayer(), inactivatePlayer(), networkTransmission(), playerDeleted(), and savegame().

bool KGame::sendGroupMessage const QByteArray   msg,
int    msgid,
Q_UINT32    sender,
const QString   group
 

See KGameNetwork::sendMessage.

Send a network message msg with a given message ID msgid to all players of a given group (see KPlayer::group)

Parameters:
msg  the message which will be send. See messages.txt for contents
msgid  an id for this message
sender  the id of the sender
group  the group of the receivers
Returns:
true if worked

Definition at line 1393 of file kgame.cpp.

References KPlayer::group(), KPlayer::id(), QObject::sender(), and KGameNetwork::sendMessage().

void KGame::networkTransmission QDataStream   stream,
int    msgid,
Q_UINT32    receiver,
Q_UINT32    sender,
Q_UINT32    clientID
[virtual]
 

This will either forward an incoming message to a specified player (see KPlayer::networkTransmission) or handle the message directly (e.g.

if msgif==IdRemovePlayer it will remove the (in the stream) specified player). If both is not possible (i.e. the message is user specified data) the signal signalNetworkData is emitted.

This emits signalMessageUpdate before doing anything with the message. You can use this signal when you want to be notified about an update/change.

Parameters:
msgid  Specifies the kind of the message. See messages.txt for further information
stream  The message that is being sent
receiver  The is of the player this message is for. 0 For broadcast.
sender 
clientID  the client from which we received the transmission - hardly used

Implements KGameNetwork.

Definition at line 843 of file kgame.cpp.

References KGameNetwork::cookie(), QDataStream::device(), KGameNetwork::disconnect(), findPlayer(), KGameNetwork::gameId(), KPlayer::isActive(), loadgame(), loadPlayer(), KPlayer::networkTransmission(), policy(), QObject::sender(), KGameNetwork::sendError(), KGameNetwork::sendSystemMessage(), signalClientJoinedGame(), signalMessageUpdate(), signalNetworkData(), systemActivatePlayer(), systemAddPlayer(), systemInactivatePlayer(), and systemRemovePlayer().

KGamePropertyHandler * KGame::dataHandler   const
 

Returns a pointer to the KGame property handler.

Definition at line 689 of file kgame.cpp.

Referenced by addProperty(), loadgame(), KGamePropertyBase::registerData(), savegame(), and setPolicy().

void KGame::sendProperty int    msgid,
QDataStream   stream,
bool *    sent
[protected, slot]
 

Called by KGamePropertyHandler only! Internal function!

Definition at line 1425 of file kgame.cpp.

References KGameNetwork::sendSystemMessage().

Referenced by KGame().

void KGame::emitSignal KGamePropertyBase   me [protected, slot]
 

Called by KGamePropertyHandler only! Internal function!

Definition at line 1434 of file kgame.cpp.

References signalPropertyChanged().

Referenced by KGame().

void KGame::prepareNext   [protected, virtual, slot]
 

Deprecated:
Use KGameSequence::prepareNext() instead

Definition at line 814 of file kgame.cpp.

References gameSequence(), and nextPlayer().

Referenced by playerInputFinished().

void KGame::slotClientConnected Q_UINT32    clientId [protected, slot]
 

Calls negotiateNetworkGame() See KGameNetwork::signalClientConnected.

Definition at line 1254 of file kgame.cpp.

References KGameNetwork::isAdmin(), and negotiateNetworkGame().

Referenced by KGame().

void KGame::slotClientDisconnected Q_UINT32    clientId,
bool    broken
[protected, slot]
 

This slot is called whenever the connection to a client is lost (ie the signal KGameNetwork::signalClientDisconnected is emitted) and will remove the players from that client.

Parameters:
clientId  The client the connection has been lost to
broken  (ignore this - not used)

Definition at line 1319 of file kgame.cpp.

References QPtrList::append(), QPtrList::first(), KPlayer::id(), and QPtrList::next().

Referenced by KGame().

void KGame::slotServerDisconnected   [protected, slot]
 

This slot is called whenever the connection to the server is lost (ie the signal KGameNetwork::signalConnectionBroken is emitted) and will switch to local game mode.

Definition at line 1262 of file kgame.cpp.

References QPtrList::append(), KPlayer::Debug(), QPtrList::first(), KPlayer::id(), QPtrList::next(), and KPlayer::setId().

Referenced by KGame().

void KGame::signalReplacePlayerIO KPlayer   player,
bool *    remove
[signal]
 

When a client disconnects from the game usually all players from that client are removed.

But if you use completely the KGame structure you probably don't want this. You just want to replace the KGameIO of the (human) player by a computer KGameIO. So this player continues game but is from this point on controlled by the computer.

You achieve this by connecting to this signal. It is emitted as soon as a client disconnects on all other clients. Make sure to add a new KGameIO only once! you might want to use isAdmin for this. If you added a new KGameIO set *remove=false otherwise the player is completely removed.

Parameters:
player  The player that is about to be removed. Add your new KGameIO here - but only on one client!
remove  Set this to FALSE if you don't want this player to be removed completely.

void KGame::signalLoadPrePlayers QDataStream   stream [signal]
 

The game will be loaded from the given stream.

Load from here the data which is NOT a game or player property. It is not necessary to use this signal for a full property game.

This signal is emitted before the players are loaded by KGame. See also signalLoad

You must load exactly the same data from the stream that you have saved in signalSavePrePlayers. Otherwise player loading will not work anymore.

Parameters:
stream  the load stream

Referenced by loadgame().

void KGame::signalLoad QDataStream   stream [signal]
 

The game will be loaded from the given stream.

Load from here the data which is NOT a game or player property. It is not necessary to use this signal for a full property game.

Parameters:
stream  the load stream

Referenced by loadgame().

void KGame::signalSavePrePlayers QDataStream   stream [signal]
 

The game will be saved to the given stream.

Fill this with data which is NOT a game or player property. It is not necessary to use this signal for a full property game.

This signal is emitted before the players are saved by KGame. See also signalSave

If you can choose between signalSavePrePlayers and signalSave then better use signalSave

Parameters:
stream  the save stream

Referenced by savegame().

void KGame::signalSave QDataStream   stream [signal]
 

The game will be saved to the given stream.

Fill this with data which is NOT a game or player property. It is not necessary to use this signal for a full property game.

Parameters:
stream  the save stream

Referenced by savegame().

void KGame::signalLoadError QDataStream   stream,
bool    network,
int    cookie,
bool &    result
[signal]
 

Is emmited if a game with a different version cookie is loaded.

Normally this should result in an error. But maybe you do support loading of older game versions. Here would be a good place to do a conversion.

Parameters:
stream  - the load stream
network  - true if this is a network connect. False for load game
cookie  - the saved cookie. It differs from KGame::cookie()
result  - set this to true if you managed to load the game

Referenced by loadgame().

void KGame::signalNetworkData int    msgid,
const QByteArray   buffer,
Q_UINT32    receiver,
Q_UINT32    sender
[signal]
 

We got an user defined update message.

This is usually done by a sendData in a inherited KGame Object which defines its own methods and has to syncronise them over the network. Reaction to this is usually a call to a KGame function.

Referenced by networkTransmission().

void KGame::signalMessageUpdate int    msgid,
Q_UINT32    receiver,
Q_UINT32    sender
[signal]
 

We got an network message.

this can be used to notify us that something changed. What changed can be seen in the message id. Whether this is the best possible method to do this is unclear...

Referenced by networkTransmission().

void KGame::signalPlayerLeftGame KPlayer   player [signal]
 

a player left the game because of a broken connection or so!

Note that when this signal is emitted the player is not part of playerList anymore but the pointer is still valid. You should do some final cleanups here since the player is usually deleted after the signal is emitted.

Parameters:
player  the player who left the game

Referenced by systemInactivatePlayer().

void KGame::signalPlayerJoinedGame KPlayer   player [signal]
 

a player joined the game.

Parameters:
player  the player who joined the game

Referenced by systemAddPlayer().

void KGame::signalPropertyChanged KGamePropertyBase   property,
KGame *    me
[signal]
 

This signal is emmited if a player property changes its value and the property is set to notify this change.

Referenced by emitSignal().

void KGame::signalGameOver int    status,
KPlayer   current,
KGame *    me
[signal]
 

Is emitted after a call to gameOver() returns a non zero return code.

This code is forwarded to this signal as 'status'.

Parameters:
status  the return code of gameOver()
current  the player who did the last move
me  a pointer to the KGame object

Referenced by playerInputFinished().

void KGame::signalClientJoinedGame Q_UINT32    clientid,
KGame *    me
[signal]
 

Is emmited after a client is successfully connected to the game.

The client id is the id of the new game client. An easy way to check whether that's us is

   if (clientid==gameid()) .. // we joined
   else ... // someone joined the game
Parameters:
clientid  - The id of the new client
me  - our game pointer

Referenced by networkTransmission().

void KGame::signalClientLeftGame int    clientID,
int    oldgamestatus,
KGame *    me
[signal]
 

This signal is emitted after a network partner left the game (either by a broken connection or voluntarily).

All changes to the network players have already be done. If there are not enough players left, the game might have been paused. To check this you get the old gamestatus before the disconnection as argument here. The id of the client who left the game allows to distinguish who left the game. If it is 0, the server disconnected and you were a client which has been switched back to local play. You can use this signal to, e.g. set some menues back to local player when they were network before.

Parameters:
clientID  - 0:server left, otherwise the client who left
oldgamestatus  - the gamestatus before the loss
me  - our game pointer

virtual bool KGame::playerInput QDataStream   msg,
KPlayer   player
[protected, pure virtual]
 

A player input occurred.

This is the most important function as the given message will contain the current move made by the given player. Note that you HAVE to overwrite this function. Otherwise your game makes no sense at all. Generally you have to return TRUE in this function. Only then the game sequence is proceeded by calling playerInputFinished which in turn will check for game over or the next player However, if you have a delayed move, because you e.g. move a card or a piece you want to return FALSE to pause the game sequence and then manually call playerInputFinished to resume it. Example:

 bool MyClass::playerInput(QDataStream &msg,KPlayer *player)
 {
   Q_INT32 move;
   msg >>  move;
   kdDebug() << "  Player " << player->id() << " moved to " << move <<
   endl;
   return true;
 }
Parameters:
msg  the move message
player  the player who did the move
Returns:
true - input ready, false: input manual

Referenced by systemPlayerInput().

KPlayer * KGame::playerInputFinished KPlayer   player [protected]
 

Called after the player input is processed by the game.

Here the checks for game over and nextPlayer (in the case of turn base games) are processed. Call this manually if you have a delayed move, i.e. your playerInput function returns FALSE. If it returns true you need not do anything here.

Returns:
the current player

Definition at line 758 of file kgame.cpp.

References KPlayer::asyncInput(), checkGameOver(), gameSequence(), KPlayer::id(), prepareNext(), KGameSequence::setCurrentPlayer(), setGameStatus(), KPlayer::setTurn(), signalGameOver(), and QTimer::singleShot().

Referenced by systemPlayerInput().

virtual void KGame::newPlayersJoin KGamePlayerList *    oldplayer,
KGamePlayerList *    newplayer,
QValueList< int > &    inactivate
[inline, protected, virtual]
 

This virtual function can be overwritten for your own player management.

It is called when a new game connects to an existing network game or to the network master. In case you do not want all players of both games to be present in the new network game, you can deactivate players here. This is of particular importance if you have a game with fixed number of player like e.g. chess. A network connect needs to disable one player of each game to make sense.

Not overwriting this function will activate a default behaviour which will deactivate players until the maxPlayers() numebr is reached according to the KPlayer::networkPriority() value. Players with a low value will be kicked out first. With equal priority players of the new client will leave first. This means, not setting this value and not overwriting this function will never allow a chess game to add client players!!! On the other hand setting one player of each game to a networkPriorty of say 10, already does most of the work for you.

The parameters of this function are the playerlist of the network game, which is playerList(). The second argument is the player list of the new client who wants to join and the third argument serves as return parameter. All player ID's which are written into this list will be removed from the created game. You do this by an

 inactivate.append(player->id());
Parameters:
oldplayer  - the list of the network players
newplayer  - the list of the client players
inactivate  - the value list of ids to be deactivated

Definition at line 753 of file kgame.h.

void KGame::savePlayers QDataStream   stream,
KGamePlayerList *    list = 0
[protected]
 

Save the player list to a stream.

Used for network game and load/save. Can be overwritten if you know what you are doing

Parameters:
stream  is the stream to save the player ot
list  the optional list is the player list to be saved, default is playerList()

Definition at line 332 of file kgame.cpp.

References QPtrList::count(), QPtrList::first(), QPtrList::next(), playerList(), and savePlayer().

Referenced by savegame().

void KGame::savePlayer QDataStream   stream,
KPlayer   player
[protected]
 

Prepare a player for being added.

Put all data about a player into the stream so that it can be sent to the KGameCommunicationServer using addPlayer (e.g.)

This function ensures that the code for adding a player is the same in addPlayer as well as in negotiateNetworkGame

Parameters:
stream  is the stream to add the player
player  The player to add

Definition at line 323 of file kgame.cpp.

References KPlayer::calcIOValue(), KPlayer::id(), KPlayer::rtti(), and KPlayer::save().

Referenced by addPlayer(), and savePlayers().

KPlayer * KGame::loadPlayer QDataStream   stream,
bool    isvirtual = false
[protected]
 

Load the player list from a stream.

Used for network game and load/save. Can be overwritten if you know what you are doing

Parameters:
stream  is the stream to save the player to
isvirtual  will set the virtual flag true/false

Definition at line 354 of file kgame.cpp.

References createPlayer(), findPlayer(), KPlayer::load(), and KPlayer::setVirtual().

Referenced by loadgame(), and networkTransmission().

bool KGame::systemInactivatePlayer KPlayer   player [protected]
 

inactivates player.

Use inactivatePlayer instead!

Definition at line 602 of file kgame.cpp.

References KPlayer::id(), KPlayer::isActive(), KGameNetwork::isAdmin(), KPlayer::isVirtual(), KPlayer::setActive(), signalPlayerLeftGame(), and systemRemovePlayer().

Referenced by inactivatePlayer(), and networkTransmission().

bool KGame::systemActivatePlayer KPlayer   player [protected]
 

activates player.

Use activatePlayer instead!

Definition at line 648 of file kgame.cpp.

References addPlayer(), KPlayer::id(), KPlayer::isActive(), KGameNetwork::isAdmin(), and KPlayer::setActive().

Referenced by activatePlayer(), and networkTransmission().

void KGame::systemAddPlayer KPlayer   newplayer [protected]
 

Finally adds a player to the game and therefore to the list.

Definition at line 460 of file kgame.cpp.

References findPlayer(), KPlayer::id(), KPlayer::isVirtual(), maxPlayers(), playerCount(), KPlayer::setGame(), and signalPlayerJoinedGame().

Referenced by addPlayer(), loadgame(), and networkTransmission().

void KGame::systemRemovePlayer KPlayer   player,
bool    deleteit
[protected]
 

Removes a player from the game.

Use removePlayer to send KGameMessage::IdRemovePlayer. As soon as this Id is received systemRemovePlayer is called and the player is removed directly.

Definition at line 532 of file kgame.cpp.

References gameStatus(), KPlayer::id(), minPlayers(), playerCount(), and setGameStatus().

Referenced by networkTransmission(), playerDeleted(), and systemInactivatePlayer().

void KGame::negotiateNetworkGame Q_UINT32    clientID [protected, virtual]
 

This member function will transmit e.g.

all players to that client, as well as all properties of these players (at least if they have been added by KPlayer::addProperty) so that the client will finally have the same status as the master. You want to overwrite this function if you expand KGame by any properties which have to be known by all clients.

Only the ADMIN is allowed to call this.

Parameters:
clientID  The ID of the message client which has connected

Definition at line 1370 of file kgame.cpp.

References KGameNetwork::cookie(), KGameNetwork::isAdmin(), and KGameNetwork::sendSystemMessage().

Referenced by slotClientConnected().

void KGame::syncRandom   [protected]
 

syncronise the random numbers with all network clients not used by KGame - if it should be kept then as public method.

Definition at line 1234 of file kgame.cpp.

References KGameNetwork::sendSystemMessage().

int KGame::checkGameOver KPlayer   player [protected, virtual]
 

Deprecated:
Use KGameSequence instead.
Parameters:
player  the player who made the last move
Returns:
anything else but 0 is considered as game over

Definition at line 790 of file kgame.cpp.

References KGameSequence::checkGameOver(), and gameSequence().

Referenced by playerInputFinished().

bool KGame::loadgame QDataStream   stream,
bool    network,
bool    reset
[protected, virtual]
 

Load a saved game, from file OR network.

Internal. Warning: loadgame must not rely that all players all already activated. Actually the network will activate a player AFTER the loadgame only. This is not true anymore. But be careful anyway.

Parameters:
stream  a data stream where you can stream the game from
network  is it a network call -> make players virtual
reset  shall the game be reset before loading
Returns:
true?

Definition at line 182 of file kgame.cpp.

References KGameNetwork::cookie(), KPlayer::dataHandler(), dataHandler(), QPtrList::first(), gameSequence(), KGamePropertyHandler::load(), loadPlayer(), KGamePropertyHandler::lockDirectEmit(), QPtrList::next(), playerList(), reset(), KGameSequence::setCurrentPlayer(), signalLoad(), signalLoadError(), signalLoadPrePlayers(), systemAddPlayer(), and KGamePropertyHandler::unlockDirectEmit().

Referenced by load(), and networkTransmission().

bool KGame::savegame QDataStream   stream,
bool    network,
bool    saveplayers
[protected, virtual]
 

Save a game, to file OR network.

Internal.

Parameters:
stream  a data stream where you can stream the game from
network  is it a call from the network or from a file (unused but informative)
saveplayers  shall the players be saved too (should be TRUE)
Returns:
true?

Definition at line 287 of file kgame.cpp.

References KGameNetwork::cookie(), dataHandler(), playerList(), policy(), KGamePropertyHandler::save(), savePlayers(), signalSave(), and signalSavePrePlayers().

Referenced by save().


The documentation for this class was generated from the following files:
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This file is part of the documentation for libkdegames Library Version 3.2.2.
Documentation copyright © 1996-2004 the KDE developers.
Generated on Sat May 1 10:06:38 2004 by doxygen 1.2.15 written by Dimitri van Heesch, © 1997-2003