diff options
Diffstat (limited to 'kbackgammon/engines/nextgen/kbgng.cpp')
-rw-r--r-- | kbackgammon/engines/nextgen/kbgng.cpp | 622 |
1 files changed, 622 insertions, 0 deletions
diff --git a/kbackgammon/engines/nextgen/kbgng.cpp b/kbackgammon/engines/nextgen/kbgng.cpp new file mode 100644 index 00000000..6518147c --- /dev/null +++ b/kbackgammon/engines/nextgen/kbgng.cpp @@ -0,0 +1,622 @@ +/* Yo Emacs, this -*- C++ -*- + + Copyright (C) 1999-2001 Jens Hoefkens + jens@hoefkens.com + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + + $Id$ + +*/ + +#include "kbgng.moc" +#include "kbgng.h" + +#include <kapplication.h> +#include <kmessagebox.h> +#include <stdlib.h> +#include <time.h> +#include <unistd.h> +#include <qlayout.h> +#include <kiconloader.h> +#include <kstdaction.h> +#include <qbuttongroup.h> +#include <qcheckbox.h> +#include <kconfig.h> +#include <klocale.h> +#include <kmainwindow.h> +#include <klineeditdlg.h> +#include <krandomsequence.h> +#include <qstringlist.h> +#include <qcstring.h> +#include <qtextstream.h> + +#include <version.h> + +#include <iostream> + + +/* + * Constructor + */ +KBgEngineNg::KBgEngineNg(QWidget *parent, QString *name, QPopupMenu *pmenu) + : KBgEngine(parent, name, pmenu) +{ + // get a new game + initGame(); + + // create actions and menus + QString label[MaxTypes]; + + label[Local ] = i18n("Local Games"); + label[NetServer] = i18n("Offer Network Games"); + label[NetClient] = i18n("Join Network Games"); + + QStringList list; + for (int i = 0; i < MaxTypes; i++) + list.append(label[i]); + + _gameSelect = new KSelectAction(i18n("&Types"), 0, this, SLOT(setGame()), this); + _gameSelect->setItems(list); + _gameSelect->plug(menu); + + menu->insertSeparator(); + + _connectAction = new KAction(i18n("&Names..."), 0, this, SLOT(changeName()), this); + _connectAction->plug(menu); + + // Restore last settings + readConfig(); + + // initialize to local games + _player[0] = _player[1] = 0; + _currGame = None; + _gameSelect->setCurrentItem(Local); + setGame(); +} + + +/* + * Switch the local game type. This is called by the menu... + * + * TODO: lots of work and testing needed... + */ +void KBgEngineNg::setGame() +{ + // shutdown old game + switch (_currGame) { + + case Local: + // nothing to do... + break; + + case NetServer: + _game->stopServerConnection(); + break; + + case NetClient: + _game->disconnect(); + break; + + default: + // ignore + break; + } + + // reset the game and delete the players + delete _game; + initGame(); + + emit infoText("<br/>"); + + // initialize a new game + bool ret = false; + QString label, port_s, host_s; + Q_UINT16 port; + + switch (_currGame = _gameSelect->currentItem()) { + + case Local: + + _game->addPlayer(createPlayer(0, _name[0])); + _game->addPlayer(createPlayer(1, _name[1])); + break; + + case NetServer: + label = i18n("Type the port number on which you want to listen to " + "connections.\nThe number should be between 1024 and " + "65535."); + port_s.setNum(_port); + do { + port_s = KLineEditDlg::getText(label, port_s, &ret, (QWidget *)parent()); + if (!ret) + return; + port = port_s.toUShort(&ret); + } while (port_s.isEmpty() && !ret); + + if (_game->offerConnections(port)) + emit infoText(i18n("Now waiting for incoming connections on port %1."). + arg(_port = port)); + else + emit infoText(i18n("Failed to offer connections on port %1.").arg(port)); + + _game->addPlayer(createPlayer(0, _name[0])); + break; + + case NetClient: + label = i18n("Type the name of the server you want to connect to:"); + host_s = _host; + do { + host_s = KLineEditDlg::getText(label, host_s, &ret, (QWidget *)parent()); + if (!ret) + return; + } while (host_s.isEmpty()); + + label = i18n("Type the port number on %1 you want to connect to.\nThe " + "number should be between 1024 and 65535.").arg(host_s); + port_s.setNum(_port); + do { + port_s = KLineEditDlg::getText(label, port_s, &ret, (QWidget *)parent()); + if (!ret) + return; + port = port_s.toUShort(&ret); + } while (port_s.isEmpty() && !ret); + + /* + * Hi Martin: another thing you night want to try is to move this to the + * place marked by <HERE> (about 10 lines further down. If you do that, the + * players are created properly on the server, but a total of three players + * is created on the client. + */ + _game->addPlayer(createPlayer(0, _name[0])); + + if (_game->connectToServer(host_s, port)) + emit infoText(i18n("Now connected to %1:%2.").arg(_host = host_s). + arg(_port = port)); + else + emit infoText(i18n("Failed to connect to %1:%2.").arg(_host = host_s). + arg(_port = port)); + + // <HERE> + + break; + + default: + kdDebug(true, PROG_COOKIE) << "setGame parameter invalid: " + << _currGame << endl; + _currGame = None; + return; + } + + // we are still having problems with player creation... + + // FIXME - which status _game->setGameStatus(KGame::End); +} + +void KBgEngineNg::slotPlayerJoinedGame(KPlayer *p) +{ + emit infoText(i18n("Player %1 (%2) has joined the game.").arg(p->name()).arg(p->id())); + cerr << i18n("Player %1 (%2) has joined the game.").arg(p->name()).arg(p->id()).latin1() << endl; +} + +void KBgEngineNg::slotCreatePlayer(KPlayer *&p, int rtti, int io, bool v, KGame *g) +{ + Q_UNUSED(rtti) + Q_UNUSED(g) + Q_UNUSED(io) + emit infoText(i18n("creating player. virtual=%1").arg(v)); + p = createPlayer(1); +} + +void KBgEngineNg::slotClientConnected(Q_UINT32) +{ + cerr << "client has joint the game..." << endl; +} + +void KBgEngineNg::slotClientDisconnected(Q_UINT32, bool) +{ + cerr << "KBgEngineNg::slotClientDisconnected" << endl; +} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +// == start and init games ===================================================== + +/* + * Start a new game. ... + */ +void KBgEngineNg::newGame() +{ + // TODO + cerr << "games are not yet working..." << endl; +} + +/* + * Finish the last move - called by the timer and directly by the used + */ +void KBgEngineNg::done() +{ + // empty +} + +/* + * Undo the last move + */ +void KBgEngineNg::undo() +{ + // TODO +} + +/* + * Redo the last move + */ +void KBgEngineNg::redo() +{ + // TODO +} + +/* + * Take the move string and make the changes on the working copy + * of the state. + */ +void KBgEngineNg::handleMove(QString *s) +{ + Q_UNUSED(s) + // TODO +} + +/* + * Roll random dice for the player whose turn it is + */ +void KBgEngineNg::roll() +{ + // empty +} + +/* + * If possible, roll random dice for player w + */ +void KBgEngineNg::rollDice(const int w) +{ + Q_UNUSED(w) + // empty +} + +/* + * Double the cube for the player that can double - asks player + */ +void KBgEngineNg::cube() +{ + // TODO +} + +/* + * Double the cube for player w + */ +void KBgEngineNg::doubleCube(const int) +{ + cube(); +} + +/* + * Put the engine specific details in the setup dialog + */ +void KBgEngineNg::getSetupPages(KDialogBase *) +{ + // FIXME: do nothing... +} + +/* + * Called when the setup dialog is positively closed + */ +void KBgEngineNg::setupOk() +{ + // FIXME: do nothing... +} +void KBgEngineNg::setupDefault() +{ + // FIXME: do nothing... +} +void KBgEngineNg::setupCancel() +{ + // FIXME: do nothing... +} + + +// == various slots & functions ================================================ + +/* + * Check with the user if we should really quit in the middle of a + * game. + */ +bool KBgEngineNg::queryClose() +{ + return true; +} + +/* + * Quitting is fine at any time + */ +bool KBgEngineNg::queryExit() +{ + return true; +} + +/* + * Load the last known sane state of the board + */ +void KBgEngineNg::load() +{ + // TODO +} + +/* + * Store if cmd is allowed or not + */ +void KBgEngineNg::setAllowed(int cmd, bool f) +{ + switch (cmd) { + case Roll: + rollingAllowed = f; + return; + case Undo: + undoPossible = f; + return; + case Cube: + doublePossible = f; + return; + case Done: + donePossible = f; + return; + } +} + + +// ******************************************************************************** +// ******************************************************************************** + +// DONE + +// ******************************************************************************** +// ******************************************************************************** + + +/* + * Destructor. + */ +KBgEngineNg::~KBgEngineNg() +{ + saveConfig(); + delete _game; +} + +/* + * Restore settings + */ +void KBgEngineNg::readConfig() +{ + KConfig* config = kapp->config(); + config->setGroup("next generation engine"); + + _port = config->readNumEntry("port", PROG_COOKIE); + _host = config->readEntry("host", "localhost"); + + _name[0] = config->readEntry("name_0", i18n("one")); + _name[1] = config->readEntry("name_1", i18n("two")); +} + +/* + * Save the engine specific settings + */ +void KBgEngineNg::saveConfig() +{ + KConfig* config = kapp->config(); + config->setGroup("next generation engine"); + + config->writeEntry("port", _port); + config->writeEntry("host", _host); + + config->writeEntry("name_0", _name[0]); + config->writeEntry("name_1", _name[1]); +} + +/* + * Read the users input from the command line and send it to all + * players. Although the message gets the Cmd ID, it is currently + * handled as a regular text message. + */ +void KBgEngineNg::handleCommand(const QString& text) +{ + QByteArray msg; + QTextStream ts(msg, IO_WriteOnly); + ts << text; + if (!_game->sendMessage(msg, KBgGame::Cmd)) + kdDebug(true, PROG_COOKIE) << "couldn't send message: " + << text.latin1() << endl; +} + +/* + * Return a random integer between 1 and 6. Use the KGame random + * number generator. + */ +int KBgEngineNg::getRandom() +{ + return 1+_game->random()->getLong(6); +} + +/* + * A player propert has changed - check if we care + */ +void KBgEngineNg::slotPropertyChanged(KGamePropertyBase *p, KPlayer *me) +{ + int player = (me->id() == _player[1]->id()); + + switch (p->id()) { + + case KGamePropertyBase::IdName: + emit infoText(i18n("Player %1 has changed the name to %2.") + .arg(_name[player]).arg(me->name())); + _name[player] = me->name(); + break; + + default: + kdDebug(true, PROG_COOKIE) << "KBgPlayer (" << me << ") property change (" + << p->id() << ") ignored" << endl; + break; + } +} + +/* + * A game property has changed + */ +void KBgEngineNg::slotPropertyChanged(KGamePropertyBase *p, KGame *me) +{ + Q_UNUSED(me) + switch (p->id()) { + + default: + kdDebug(true, PROG_COOKIE) << "Change in GameProperty " << p->id() + << " has been ignored." << endl; + break; + } +} + +/* + * Change the names of all local players + */ +void KBgEngineNg::changeName() +{ + bool ok = false; + QString name; + + for (int i = 0; i < 2; i++) { + name = QString::null; + while (!_player[i]->isVirtual() && name.isEmpty()) { + if (i == 0) + name = KLineEditDlg::getText(i18n("Type the name of the first player:"), + _name[i], &ok, (QWidget *)parent()); + else + name = KLineEditDlg::getText(i18n("Type the name of the second player:"), + _name[i], &ok, (QWidget *)parent()); + if (!ok) return; + _player[i]->setName(name); + } + } +} + +/* + * Receive data sent via KBgGame::sendMessage(...) + */ +void KBgEngineNg::slotNetworkData(int msgid, const QByteArray &msg, Q_UINT32 r, Q_UINT32 s) +{ + Q_UNUSED(r); + Q_UNUSED(s); + switch (msgid) { + + case KBgGame::Cmd: + emit infoText(msg); + emit infoText(i18n("Players are %1 and %2").arg(_player[0]->name()) + .arg(_player[1]->name())); + break; + + default: + kdDebug(true, PROG_COOKIE) << "Ignored message ID: " << msgid << endl; + break; + } +} + +/* + * Create the i-th player + */ +KBgPlayer * KBgEngineNg::createPlayer(int i, QString name) +{ + KBgPlayer *p = new KBgPlayer(); + + if (!name.isNull()) + p->setName(name); + + p->findProperty(KGamePropertyBase::IdName)->setEmittingSignal(true); + + connect(p, SIGNAL(signalPropertyChanged(KGamePropertyBase *, KPlayer *)), + this, SLOT(slotPropertyChanged(KGamePropertyBase *, KPlayer *))); + + return (_player[i] = p); +} + +/* + * Create and connect the game object + */ +void KBgEngineNg::initGame() +{ + _game = new KBgGame(PROG_COOKIE); + _game->random()->setSeed(getpid()*time(NULL)); + + connect(_game, SIGNAL(signalPlayerJoinedGame(KPlayer *)), + this, SLOT(slotPlayerJoinedGame(KPlayer *))); + connect(_game, SIGNAL(signalCreatePlayer(KPlayer *&, int, int, bool, KGame *)), + this, SLOT(slotCreatePlayer(KPlayer *&, int, int, bool, KGame *))); + + connect(_game, SIGNAL(signalClientConnected(Q_UINT32)), + this, SLOT(slotClientConnected(Q_UINT32))); + connect(_game, SIGNAL(signalClientDisconnected(Q_UINT32, bool)), + this, SLOT(slotClientDisconnected(Q_UINT32, bool))); + + connect(_game, SIGNAL(signalPropertyChanged(KGamePropertyBase *, KGame *)), + this, SLOT(slotPropertyChanged(KGamePropertyBase *, KGame *))); + connect(_game, SIGNAL(signalNetworkData(int,const QByteArray &, Q_UINT32, Q_UINT32)), + this, SLOT(slotNetworkData(int,const QByteArray &, Q_UINT32, Q_UINT32))); +} + +// EOF |