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libtdegames

Public Types | Signals | Public Member Functions | Protected Slots | Protected Member Functions | List of all members
KGame Class Referenceabstract

#include <kgame.h>

Inheritance diagram for KGame:
KGameNetwork

Public Types

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
}
 
typedef TQPtrList< KPlayer > KGamePlayerList
 

Signals

void signalReplacePlayerIO (KPlayer *player, bool *remove)
 
void signalLoadPrePlayers (TQDataStream &stream)
 
void signalLoad (TQDataStream &stream)
 
void signalSavePrePlayers (TQDataStream &stream)
 
void signalSave (TQDataStream &stream)
 
void signalLoadError (TQDataStream &stream, bool network, int cookie, bool &result)
 
void signalNetworkData (int msgid, const TQByteArray &buffer, TQ_UINT32 receiver, TQ_UINT32 sender)
 
void signalMessageUpdate (int msgid, TQ_UINT32 receiver, TQ_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 (TQ_UINT32 clientid, KGame *me)
 
void signalClientLeftGame (int clientID, int oldgamestatus, KGame *me)
 
- Signals inherited from KGameNetwork
void signalNetworkErrorMessage (int error, TQString text)
 
void signalConnectionBroken ()
 
void signalClientConnected (TQ_UINT32 clientID)
 
void signalClientDisconnected (TQ_UINT32 clientID, bool broken)
 
void signalAdminStatusChanged (bool isAdmin)
 

Public Member Functions

 KGame (int cookie=42, TQObject *parent=0)
 
virtual ~KGame ()
 
virtual void Debug ()
 
KGamePlayerList * playerList ()
 
const KGamePlayerList * playerList () const
 
KGamePlayerList * inactivePlayerList ()
 
const KGamePlayerList * inactivePlayerList () const
 
KRandomSequence * random () const
 
KGameSequence * gameSequence () const
 
bool isRunning () const
 
KPlayer * findPlayer (TQ_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 KPlayer * nextPlayer (KPlayer *last, bool exclusive=true)
 
virtual bool sendPlayerInput (TQDataStream &msg, KPlayer *player, TQ_UINT32 sender=0)
 
virtual bool systemPlayerInput (TQDataStream &msg, KPlayer *player, TQ_UINT32 sender=0)
 
virtual KPlayer * createPlayer (int rtti, int io, bool isvirtual)
 
virtual bool load (TQDataStream &stream, bool reset=true)
 
virtual bool load (TQString filename, bool reset=true)
 
virtual bool save (TQDataStream &stream, bool saveplayers=true)
 
virtual bool save (TQString filename, bool saveplayers=true)
 
virtual bool reset ()
 
int gameStatus () const
 
void setGameStatus (int status)
 
bool addProperty (KGamePropertyBase *data)
 
bool sendPlayerProperty (int msgid, TQDataStream &s, TQ_UINT32 playerId)
 
KGamePropertyBase * findProperty (int id) const
 
void setPolicy (GamePolicy p, bool recursive=true)
 
GamePolicy policy () const
 
bool sendGroupMessage (const TQByteArray &msg, int msgid, TQ_UINT32 sender, const TQString &group)
 
bool sendGroupMessage (const TQDataStream &msg, int msgid, TQ_UINT32 sender, const TQString &group)
 
bool sendGroupMessage (int msg, int msgid, TQ_UINT32 sender, const TQString &group)
 
bool sendGroupMessage (const TQString &msg, int msgid, TQ_UINT32 sender, const TQString &group)
 
virtual void networkTransmission (TQDataStream &stream, int msgid, TQ_UINT32 receiver, TQ_UINT32 sender, TQ_UINT32 clientID)
 
KGamePropertyHandler * dataHandler () const
 
- Public Member Functions inherited from KGameNetwork
 KGameNetwork (int cookie=42, TQObject *parent=0)
 
bool isNetwork () const
 
bool isMaster () const
 
bool isAdmin () const
 
TQ_UINT32 gameId () const
 
bool offerConnections (TQ_UINT16 port)
 
void setDiscoveryInfo (const TQString &type, const TQString &name=TQString())
 
bool connectToServer (const TQString &host, TQ_UINT16 port)
 
TQ_UINT16 port () const
 
TQString hostName () const
 
bool stopServerConnection ()
 
void setMaxClients (int max)
 
bool sendSystemMessage (const TQByteArray &buffer, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
bool sendSystemMessage (int data, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
bool sendSystemMessage (const TQDataStream &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
bool sendSystemMessage (const TQString &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
void sendError (int error, const TQByteArray &message, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
bool isOfferingConnections () const
 
int cookie () const
 
bool sendMessage (const TQByteArray &buffer, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
bool sendMessage (const TQDataStream &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
bool sendMessage (const TQString &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
bool sendMessage (int data, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0)
 
void disconnect ()
 
void electAdmin (TQ_UINT32 clientID)
 
KMessageClient * messageClient () const
 
KMessageServer * messageServer () const
 
virtual void lock ()
 
virtual void unlock ()
 

Protected Slots

void sendProperty (int msgid, TQDataStream &stream, bool *sent)
 
void emitSignal (KGamePropertyBase *me)
 
virtual void prepareNext ()
 
void slotClientConnected (TQ_UINT32 clientId)
 
void slotClientDisconnected (TQ_UINT32 clientId, bool broken)
 
void slotServerDisconnected ()
 
- Protected Slots inherited from KGameNetwork
void receiveNetworkTransmission (const TQByteArray &a, TQ_UINT32 clientID)
 
void slotAdminStatusChanged (bool isAdmin)
 
void aboutToLoseConnection (TQ_UINT32 id)
 
void slotResetConnection ()
 

Protected Member Functions

virtual bool playerInput (TQDataStream &msg, KPlayer *player)=0
 
KPlayer * playerInputFinished (KPlayer *player)
 
virtual void newPlayersJoin (KGamePlayerList *oldplayer, KGamePlayerList *newplayer, TQValueList< int > &inactivate)
 
void savePlayers (TQDataStream &stream, KGamePlayerList *list=0)
 
void savePlayer (TQDataStream &stream, KPlayer *player)
 
KPlayer * loadPlayer (TQDataStream &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 (TQ_UINT32 clientID)
 
void syncRandom ()
 
void deletePlayers ()
 
void deleteInactivePlayers ()
 
virtual int checkGameOver (KPlayer *player)
 
virtual bool loadgame (TQDataStream &stream, bool network, bool reset)
 
virtual bool savegame (TQDataStream &stream, bool network, bool saveplayers)
 
- Protected Member Functions inherited from KGameNetwork
void setMaster ()
 

Detailed Description

The main KDE game object.

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

  • Player handling (add, remove,...)
  • Game status (end,start,pause,...)
  • load/save
  • Move (and message) handling
  • nextPlayer and gameOver()
  • Network connection (for KGameNetwork)

Example:

KGame *game=new KGame;
KGame
The main KDE game object.
Definition: kgame.h:63
KGame::KGame
KGame(int cookie=42, TQObject *parent=0)
Create a KGame object.
Definition: kgame.cpp:84
Author
Martin Heni marti.nosp@m.n@he.nosp@m.ni-on.nosp@m.line.nosp@m..de

Definition at line 62 of file kgame.h.

Member Enumeration Documentation

◆ GamePolicy

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 91 of file kgame.h.

◆ GameStatus

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 121 of file kgame.h.

Constructor & Destructor Documentation

◆ KGame()

KGame::KGame ( int  cookie = 42,
TQObject *  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.

◆ ~KGame()

KGame::~KGame ( )
virtual

Destructs the game.

Definition at line 120 of file kgame.cpp.

Member Function Documentation

◆ activatePlayer()

bool KGame::activatePlayer ( KPlayer *  player)

sends activate player: internal use only?

Definition at line 630 of file kgame.cpp.

◆ addPlayer()

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
newplayerThe 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.

◆ addProperty()

bool KGame::addProperty ( KGamePropertyBase *  data)

docu: see KPlayer

Definition at line 1425 of file kgame.cpp.

◆ checkGameOver()

int KGame::checkGameOver ( KPlayer *  player)
protectedvirtual
Deprecated:
Use KGameSequence instead.
Parameters
playerthe player who made the last move
Returns
anything else but 0 is considered as game over

Definition at line 790 of file kgame.cpp.

◆ createPlayer()

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;
}
KGameIO::IOMode
IOMode
Identifies the KGameIO via the rtti function.
Definition: kgameio.h:76
KPlayer
Base class for a game player.
Definition: kplayer.h:70
Parameters
rttiis the type of the player (0 means default KPlayer)
iois the 'or'ed rtti of the KGameIO's
isvirtualtrue if player is virtual

Definition at line 349 of file kgame.cpp.

◆ dataHandler()

KGamePropertyHandler * KGame::dataHandler ( ) const

Returns a pointer to the KGame property handler.

Definition at line 689 of file kgame.cpp.

◆ Debug()

void KGame::Debug ( )
virtual

Gives debug output of the game status.

Reimplemented from KGameNetwork.

Definition at line 1241 of file kgame.cpp.

◆ emitSignal

void KGame::emitSignal ( KGamePropertyBase *  me)
protectedslot

Called by KGamePropertyHandler only! Internal function!

Definition at line 1440 of file kgame.cpp.

◆ findPlayer()

KPlayer * KGame::findPlayer ( TQ_UINT32  id) const

Returns the player object for a given player id.

Parameters
idPlayer id
Returns
player object

Definition at line 386 of file kgame.cpp.

◆ findProperty()

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 1445 of file kgame.cpp.

◆ gameSequence()

KGameSequence * KGame::gameSequence ( ) const
Returns
The KGameSequence object that is currently in use.
See also
setGameSequence

Definition at line 809 of file kgame.cpp.

◆ gameStatus()

int KGame::gameStatus ( ) const

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

Returns
game status

Definition at line 683 of file kgame.cpp.

◆ inactivatePlayer()

bool KGame::inactivatePlayer ( KPlayer *  player)

sends inactivate player: internal use only?

Definition at line 582 of file kgame.cpp.

◆ inactivePlayerList() [1/2]

KGame::KGamePlayerList * KGame::inactivePlayerList ( )

Returns a list of all inactive players.

Returns
the list of players

Definition at line 693 of file kgame.cpp.

◆ inactivePlayerList() [2/2]

const KGame::KGamePlayerList * KGame::inactivePlayerList ( ) const

The same as inactivePlayerList but returns a const pointer.

Definition at line 696 of file kgame.cpp.

◆ isRunning()

bool KGame::isRunning ( ) const

Is the game running.

Returns
true/false

Definition at line 686 of file kgame.cpp.

◆ load() [1/2]

bool KGame::load ( TQDataStream &  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
streama 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.

◆ load() [2/2]

bool KGame::load ( TQString  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.

◆ loadgame()

bool KGame::loadgame ( TQDataStream &  stream,
bool  network,
bool  reset 
)
protectedvirtual

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
streama data stream where you can stream the game from
networkis it a network call -> make players virtual
resetshall the game be reset before loading
Returns
true?

Definition at line 182 of file kgame.cpp.

◆ loadPlayer()

KPlayer * KGame::loadPlayer ( TQDataStream &  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
streamis the stream to save the player to
isvirtualwill set the virtual flag true/false

Definition at line 354 of file kgame.cpp.

◆ maxPlayers()

int KGame::maxPlayers ( ) const

What is the maximal number of players?

Returns
maximal number of players

Definition at line 677 of file kgame.cpp.

◆ minPlayers()

uint KGame::minPlayers ( ) const

What is the minimal number of players?

Returns
minimal number of players

Definition at line 674 of file kgame.cpp.

◆ negotiateNetworkGame()

void KGame::negotiateNetworkGame ( TQ_UINT32  clientID)
protectedvirtual

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
clientIDThe ID of the message client which has connected

Definition at line 1376 of file kgame.cpp.

◆ networkTransmission()

void KGame::networkTransmission ( TQDataStream &  stream,
int  msgid,
TQ_UINT32  receiver,
TQ_UINT32  sender,
TQ_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
msgidSpecifies the kind of the message. See messages.txt for further information
streamThe message that is being sent
receiverThe is of the player this message is for. 0 For broadcast.
sender
clientIDthe client from which we received the transmission - hardly used

Implements KGameNetwork.

Definition at line 843 of file kgame.cpp.

◆ newPlayersJoin()

virtual void KGame::newPlayersJoin ( KGamePlayerList *  oldplayer,
KGamePlayerList *  newplayer,
TQValueList< int > &  inactivate 
)
inlineprotectedvirtual

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 754 of file kgame.h.

◆ nextPlayer()

KPlayer * KGame::nextPlayer ( KPlayer *  last,
bool  exclusive = true 
)
virtual
Deprecated:
Use KGameSequence::nextPlayer instead

Definition at line 823 of file kgame.cpp.

◆ playerCount()

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.

◆ playerDeleted()

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.

◆ playerInput()

virtual bool KGame::playerInput ( TQDataStream &  msg,
KPlayer *  player 
)
protectedpure 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(TQDataStream &msg,KPlayer *player)
{
TQ_INT32 move;
msg >> move;
kdDebug() << " Player " << player->id() << " moved to " << move <<
endl;
return true;
}
KPlayer::id
TQ_UINT32 id() const
Returns the id of the player.
Definition: kplayer.cpp:195
Parameters
msgthe move message
playerthe player who did the move
Returns
true - input ready, false: input manual

◆ playerInputFinished()

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.

◆ playerList() [1/2]

KGame::KGamePlayerList * KGame::playerList ( )

Returns a list of all active players.

Returns
the list of players

Definition at line 699 of file kgame.cpp.

◆ playerList() [2/2]

const KGame::KGamePlayerList * KGame::playerList ( ) const

The same as playerList but returns a const pointer.

Definition at line 702 of file kgame.cpp.

◆ policy()

KGame::GamePolicy KGame::policy ( ) const
Returns
The default policy of the property

Definition at line 1448 of file kgame.cpp.

◆ prepareNext

void KGame::prepareNext ( )
protectedvirtualslot
Deprecated:
Use KGameSequence::prepareNext() instead

Definition at line 814 of file kgame.cpp.

◆ random()

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.

◆ removePlayer()

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 223 of file kgame.h.

◆ reset()

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.

◆ save() [1/2]

bool KGame::save ( TQDataStream &  stream,
bool  saveplayers = true 
)
virtual

Save a game to a file OR to network.

Otherwise the same as the load function

Parameters
streama data stream to load the game from
saveplayersIf true then all players wil be saved too
Returns
true?

Definition at line 284 of file kgame.cpp.

◆ save() [2/2]

bool KGame::save ( TQString  filename,
bool  saveplayers = true 
)
virtual

Same as above function but with different parameters.

Parameters
filenamethe filename of the file to be saved
saveplayersIf true then all players wil be saved too
Returns
true?

Definition at line 267 of file kgame.cpp.

◆ savegame()

bool KGame::savegame ( TQDataStream &  stream,
bool  network,
bool  saveplayers 
)
protectedvirtual

Save a game, to file OR network.

Internal.

Parameters
streama data stream where you can stream the game from
networkis it a call from the network or from a file (unused but informative)
saveplayersshall the players be saved too (should be true)
Returns
true?

Definition at line 287 of file kgame.cpp.

◆ savePlayer()

void KGame::savePlayer ( TQDataStream &  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
streamis the stream to add the player
playerThe player to add

Definition at line 323 of file kgame.cpp.

◆ savePlayers()

void KGame::savePlayers ( TQDataStream &  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
streamis the stream to save the player ot
listthe optional list is the player list to be saved, default is playerList()

Definition at line 332 of file kgame.cpp.

◆ sendGroupMessage()

bool KGame::sendGroupMessage ( const TQByteArray &  msg,
int  msgid,
TQ_UINT32  sender,
const TQString &  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
msgthe message which will be send. See messages.txt for contents
msgidan id for this message
senderthe id of the sender
groupthe group of the receivers
Returns
true if worked

Definition at line 1399 of file kgame.cpp.

◆ sendPlayerInput()

bool KGame::sendPlayerInput ( TQDataStream &  msg,
KPlayer *  player,
TQ_UINT32  sender = 0 
)
virtual

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

Definition at line 709 of file kgame.cpp.

◆ sendPlayerProperty()

bool KGame::sendPlayerProperty ( int  msgid,
TQDataStream &  s,
TQ_UINT32  playerId 
)

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

Definition at line 1428 of file kgame.cpp.

◆ sendProperty

void KGame::sendProperty ( int  msgid,
TQDataStream &  stream,
bool *  sent 
)
protectedslot

Called by KGamePropertyHandler only! Internal function!

Definition at line 1431 of file kgame.cpp.

◆ setGameSequence()

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
sequenceThe new game sequence object. KGame takes ownership and will delete it on destruction!

Definition at line 799 of file kgame.cpp.

◆ setGameStatus()

void KGame::setGameStatus ( int  status)

sets the game status

Parameters
statusthe new status

Definition at line 832 of file kgame.cpp.

◆ setMaxPlayers()

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
maxnumbermaximal number of players

Definition at line 668 of file kgame.cpp.

◆ setMinPlayers()

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
minnumberminimal number of players

Definition at line 671 of file kgame.cpp.

◆ setPolicy()

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 1452 of file kgame.cpp.

◆ signalClientJoinedGame

void KGame::signalClientJoinedGame ( TQ_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

◆ signalClientLeftGame

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

◆ signalGameOver

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
statusthe return code of gameOver()
currentthe player who did the last move
mea pointer to the KGame object

◆ signalLoad

void KGame::signalLoad ( TQDataStream &  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
streamthe load stream

◆ signalLoadError

void KGame::signalLoadError ( TQDataStream &  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

◆ signalLoadPrePlayers

void KGame::signalLoadPrePlayers ( TQDataStream &  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
streamthe load stream

◆ signalMessageUpdate

void KGame::signalMessageUpdate ( int  msgid,
TQ_UINT32  receiver,
TQ_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...

◆ signalNetworkData

void KGame::signalNetworkData ( int  msgid,
const TQByteArray &  buffer,
TQ_UINT32  receiver,
TQ_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.

◆ signalPlayerJoinedGame

void KGame::signalPlayerJoinedGame ( KPlayer *  player)
signal

a player joined the game

Parameters
playerthe player who joined the game

◆ signalPlayerLeftGame

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
playerthe player who left the game

◆ signalPropertyChanged

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.

◆ signalReplacePlayerIO

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
playerThe player that is about to be removed. Add your new KGameIO here - but only on one client!
removeSet this to false if you don't want this player to be removed completely.

◆ signalSave

void KGame::signalSave ( TQDataStream &  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
streamthe save stream

◆ signalSavePrePlayers

void KGame::signalSavePrePlayers ( TQDataStream &  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
streamthe save stream

◆ slotClientConnected

void KGame::slotClientConnected ( TQ_UINT32  clientId)
protectedslot

Calls negotiateNetworkGame() See KGameNetwork::signalClientConnected.

Definition at line 1254 of file kgame.cpp.

◆ slotClientDisconnected

void KGame::slotClientDisconnected ( TQ_UINT32  clientId,
bool  broken 
)
protectedslot

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
clientIdThe client the connection has been lost to
broken(ignore this - not used)

Definition at line 1325 of file kgame.cpp.

◆ slotServerDisconnected

void KGame::slotServerDisconnected ( )
protectedslot

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.

◆ syncRandom()

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.

◆ systemActivatePlayer()

bool KGame::systemActivatePlayer ( KPlayer *  player)
protected

activates player.

Use activatePlayer instead!

Definition at line 648 of file kgame.cpp.

◆ systemAddPlayer()

void KGame::systemAddPlayer ( KPlayer *  newplayer)
protected

Adds a player to the game.

Use addPlayer to send KGameMessage::IdAddPlayer. As soon as this Id is received this function is called, where the player (see KPlayer::rtti) is added as well as its properties (see KPlayer::save and KPlayer::load)

This method calls the overloaded systemAddPlayer with the created player as argument. That method will really add the player. If you need to do some changes to your newly added player just connect to signalPlayerJoinedGame Finally adds a player to the game and therefore to the list.

Definition at line 460 of file kgame.cpp.

◆ systemInactivatePlayer()

bool KGame::systemInactivatePlayer ( KPlayer *  player)
protected

inactivates player.

Use inactivatePlayer instead!

Definition at line 602 of file kgame.cpp.

◆ systemPlayerInput()

bool KGame::systemPlayerInput ( TQDataStream &  msg,
KPlayer *  player,
TQ_UINT32  sender = 0 
)
virtual

Called when a player input arrives from KMessageServer.

Calls prepareNext (using TQTimer::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.

◆ systemRemovePlayer()

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.


The documentation for this class was generated from the following files:
  • kgame.h
  • kgame.cpp

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