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libkdegames

Public Types | Signals | Public Member Functions | Protected Slots | Protected Member Functions
KGame Class Reference

#include <kgame.h>

Inheritance diagram for KGame:
KGameNetwork

List of all members.

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)

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

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 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)

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;
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 91 of file kgame.h.

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 ( 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 ( ) [virtual]

Destructs the game.

Definition at line 120 of file kgame.cpp.


Member Function Documentation

bool KGame::activatePlayer ( KPlayer *  player)

sends activate player: internal use only?

Definition at line 630 of file kgame.cpp.

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.

bool KGame::addProperty ( KGamePropertyBase *  data)

docu: see KPlayer

Definition at line 1425 of file kgame.cpp.

int KGame::checkGameOver ( KPlayer *  player) [protected, virtual]
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.

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:
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.

KGamePropertyHandler * KGame::dataHandler ( ) const

Returns a pointer to the KGame property handler.

Definition at line 689 of file kgame.cpp.

void KGame::Debug ( ) [virtual]

Gives debug output of the game status.

Reimplemented from KGameNetwork.

Definition at line 1241 of file kgame.cpp.

void KGame::emitSignal ( KGamePropertyBase *  me) [protected, slot]

Called by KGamePropertyHandler only! Internal function!

Definition at line 1440 of file kgame.cpp.

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.

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.

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

Definition at line 809 of file kgame.cpp.

int KGame::gameStatus ( ) const

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

Returns:
game status

Definition at line 683 of file kgame.cpp.

bool KGame::inactivatePlayer ( KPlayer *  player)

sends inactivate player: internal use only?

Definition at line 582 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.

bool KGame::isRunning ( ) const

Is the game running.

Returns:
true/false

Definition at line 686 of file kgame.cpp.

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.

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.

bool KGame::loadgame ( TQDataStream &  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:
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.

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.

int KGame::maxPlayers ( ) const

What is the maximal number of players?

Returns:
maximal number of players

Definition at line 677 of file kgame.cpp.

uint KGame::minPlayers ( ) const

What is the minimal number of players?

Returns:
minimal number of players

Definition at line 674 of file kgame.cpp.

void KGame::negotiateNetworkGame ( TQ_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:
clientIDThe ID of the message client which has connected

Definition at line 1376 of file kgame.cpp.

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.

virtual void KGame::newPlayersJoin ( KGamePlayerList *  oldplayer,
KGamePlayerList *  newplayer,
TQValueList< 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 754 of file kgame.h.

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

Definition at line 823 of file kgame.cpp.

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.

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.

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

KGame::KGamePlayerList * KGame::playerList ( )

Returns a list of all active players.

Returns:
the list of players

Definition at line 699 of file kgame.cpp.

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

The same as playerList but returns a const pointer.

Definition at line 702 of file kgame.cpp.

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

Definition at line 1448 of file kgame.cpp.

void KGame::prepareNext ( ) [protected, virtual, slot]
Deprecated:
Use KGameSequence::prepareNext() instead

Definition at line 814 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.

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.

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.

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.

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.

bool KGame::savegame ( TQDataStream &  stream,
bool  network,
bool  saveplayers 
) [protected, virtual]

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.

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.

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.

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.

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.

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.

void KGame::sendProperty ( int  msgid,
TQDataStream &  stream,
bool *  sent 
) [protected, slot]

Called by KGamePropertyHandler only! Internal function!

Definition at line 1431 of file kgame.cpp.

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.

void KGame::setGameStatus ( int  status)

sets the game status

Parameters:
statusthe new status

Definition at line 832 of file kgame.cpp.

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.

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.

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.

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
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
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
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
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
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
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...

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.

void KGame::signalPlayerJoinedGame ( KPlayer *  player) [signal]

a player joined the game

Parameters:
playerthe player who joined the game
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
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.

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.
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
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
void KGame::slotClientConnected ( TQ_UINT32  clientId) [protected, slot]

Calls negotiateNetworkGame() See KGameNetwork::signalClientConnected.

Definition at line 1254 of file kgame.cpp.

void KGame::slotClientDisconnected ( TQ_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:
clientIdThe client the connection has been lost to
broken(ignore this - not used)

Definition at line 1325 of file kgame.cpp.

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.

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.

bool KGame::systemActivatePlayer ( KPlayer *  player) [protected]

activates player.

Use activatePlayer instead!

Definition at line 648 of file kgame.cpp.

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.

bool KGame::systemInactivatePlayer ( KPlayer *  player) [protected]

inactivates player.

Use inactivatePlayer instead!

Definition at line 602 of file kgame.cpp.

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.

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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