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+/*
+ This file is part of the KDE games library
+ Copyright (C) 2001 Martin Heni (martin@heni-online.de)
+ Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Library General Public
+ License version 2 as published by the Free Software Foundation.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public License
+ along with this library; see the file COPYING.LIB. If not, write to
+ the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ Boston, MA 02110-1301, USA.
+*/
+/*
+ $Id$
+*/
+#ifndef __KGAME_H_
+#define __KGAME_H_
+
+#include <tqstring.h>
+#include <tqptrlist.h>
+#include <tqvaluelist.h>
+
+#include "kgamenetwork.h"
+#include <kdemacros.h>
+class KRandomSequence;
+
+class KPlayer;
+class KGamePropertyBase;
+class KGamePropertyHandler;
+class KGameSequence;
+
+class KGamePrivate;
+
+/**
+ * @short 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:
+ * \code
+ * KGame *game=new KGame;
+ * \endcode
+ *
+ *
+ * @author Martin Heni <martin@heni-online.de>
+ *
+ */
+class KDE_EXPORT KGame : public KGameNetwork
+{
+ Q_OBJECT
+ TQ_OBJECT
+
+public:
+ typedef TQPtrList<KPlayer> KGamePlayerList;
+
+ /**
+ * 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.
+ **/
+ enum GamePolicy
+ {
+ PolicyUndefined = 0,
+ PolicyClean = 1,
+ PolicyDirty = 2,
+ PolicyLocal = 3
+ };
+
+ /**
+ * Create a KGame object. The cookie is used to identify your
+ * game in load/save and network operations. Change this between
+ * games.
+ */
+ KGame(int cookie=42,TQObject* parent=0);
+
+ /**
+ * Destructs the game
+ */
+ virtual ~KGame();
+
+ /**
+ * Gives debug output of the game status
+ */
+ virtual void Debug();
+
+ /**
+ * 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
+ */
+ enum GametqStatus
+ {
+ Init = 0,
+ Run = 1,
+ Pause = 2,
+ End = 3,
+ Abort = 4,
+ SystemPause = 5,
+ Intro = 6,
+ UsertqStatus = 7
+ };
+
+ // Properties
+ /**
+ * Returns a list of all active players
+ *
+ * @return the list of players
+ */
+ KGamePlayerList *playerList();
+
+ /**
+ * The same as @ref playerList but returns a const pointer.
+ **/
+ const KGamePlayerList *playerList() const;
+
+ /**
+ * Returns a list of all inactive players
+ * @return the list of players
+ */
+ KGamePlayerList *inactivePlayerList();
+
+ /**
+ * The same as @ref inactivePlayerList but returns a const pointer.
+ **/
+ const KGamePlayerList *inactivePlayerList() const;
+
+ /**
+ * Returns a pointer to the game's KRandomSequence. This sequence is
+ * identical for all network players!
+ * @return KRandomSequence pointer
+ */
+ KRandomSequence *random() const;
+
+ /**
+ * @return The KGameSequence object that is currently in use.
+ * @see setGameSequence
+ **/
+ KGameSequence *gameSequence() const;
+
+ /**
+ * Is the game running
+ * @return true/false
+ */
+ bool isRunning() const;
+
+ // Player handling
+ /**
+ * Returns the player object for a given player id
+ * @param id Player id
+ * @return player object
+ */
+ KPlayer *findPlayer(TQ_UINT32 id) const;
+
+ /**
+ * Set a new @ref KGameSequence to control player management. By default
+ * KGame uses a normal @ref KGameSequence object. You might want to subclass
+ * that and provide your own object.
+ *
+ * The previous sequence will get deleted.
+ * @param sequence The new game sequence object. KGame takes ownership and
+ * will delete it on destruction!
+ **/
+ void setGameSequence(KGameSequence* sequence);
+
+ /**
+ * 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!
+ * @param newplayer The player you want to add. KGame will send a message to
+ * all clients and add the player using systemAddPlayer
+ **/
+ void addPlayer(KPlayer* newplayer);
+
+ /**
+ * 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.
+ **/
+ //AB: TODO: make sendMessage to return if the message will be able to be
+ //sent, eg if a socket is connected, etc. If sendMessage returns false
+ //remove the player directly using systemRemovePlayer
+ bool removePlayer(KPlayer * player) { return removePlayer(player, 0); }
+
+ /**
+ * Called by the destructor of KPlayer to remove itself from the game
+ *
+ **/
+ void playerDeleted(KPlayer * player);
+
+ /**
+ * sends activate player: internal use only?
+ */
+ bool activatePlayer(KPlayer *player);
+
+ /**
+ * sends inactivate player: internal use only?
+ */
+ bool inactivatePlayer(KPlayer *player);
+
+ /**
+ * Set the maximal number of players. After this is
+ * reached no more players can be added. You must be ADMIN to call this (@see
+ * isAdmin).
+ * @param maxnumber maximal number of players
+ */
+ void setMaxPlayers(uint maxnumber);
+
+ /**
+ * What is the maximal number of players?
+ * @return maximal number of players
+ */
+ int maxPlayers() const;
+
+ /**
+ * 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 @ref isAdmin)!
+ * @param minnumber minimal number of players
+ */
+ void setMinPlayers(uint minnumber);
+
+ /**
+ * What is the minimal number of players?
+ * @return minimal number of players
+ */
+ uint minPlayers() const;
+
+ /**
+ * Returns how many players are plugged into the game
+ * @return number of players
+ */
+ uint playerCount() const;
+
+ /**
+ * @deprecated
+ * Use @ref KGameSequence::nextPlayer instead
+ **/
+ virtual KPlayer * nextPlayer(KPlayer *last,bool exclusive=true);
+
+ // Input events
+ /**
+ * Called by KPlayer to send a player input to the
+ * KMessageServer.
+ **/
+ virtual bool sendPlayerInput(TQDataStream &msg,KPlayer *player,TQ_UINT32 sender=0);
+
+ /**
+ * 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.
+ **/
+ virtual bool systemPlayerInput(TQDataStream &msg,KPlayer *player,TQ_UINT32 sender=0);
+
+ /**
+ * 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:
+ * \code
+ * 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;
+ * }
+ * \endcode
+ *
+ * @param rtti is the type of the player (0 means default KPlayer)
+ * @param io is the 'or'ed rtti of the KGameIO's
+ * @param isvirtual true if player is virtual
+ */
+ virtual KPlayer *createPlayer(int rtti,int io,bool isvirtual);
+
+ // load/save
+ /**
+ * 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.
+ *
+ * @param stream a data stream where you can stream the game from
+ * @param reset - shall the game be reset before loading
+ *
+ * @return true?
+ */
+ virtual bool load(TQDataStream &stream,bool reset=true);
+
+ /**
+ * Same as above function but with different parameters
+ *
+ * @param filename - the filename of the file to be opened
+ * @param reset - shall the game be reset before loading
+ *
+ * @return true?
+ **/
+ virtual bool load(TQString filename,bool reset=true);
+
+ /**
+ * Save a game to a file OR to network. Otherwise the same as
+ * the load function
+ *
+ * @param stream a data stream to load the game from
+ * @param saveplayers If true then all players wil be saved too
+ *
+ * @return true?
+ */
+ virtual bool save(TQDataStream &stream,bool saveplayers=true);
+
+ /**
+ * Same as above function but with different parameters
+ *
+ * @param filename the filename of the file to be saved
+ * @param saveplayers If true then all players wil be saved too
+ *
+ * @return true?
+ **/
+ virtual bool save(TQString filename,bool saveplayers=true);
+
+ /**
+ * 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
+ *
+ * @return true on success
+ */
+ virtual bool reset();
+
+
+ // Game sequence
+ /**
+ * returns the game status, ie running,pause,ended,...
+ *
+ * @return game status
+ */
+ int gametqStatus() const;
+
+ /**
+ * sets the game status
+ *
+ * @param status the new status
+ */
+ void setGametqStatus(int status);
+
+ /**
+ * docu: see KPlayer
+ **/
+ bool addProperty(KGamePropertyBase* data);
+
+ /**
+ * This is called by KPlayer::sendProperty only! Internal function!
+ **/
+ bool sendPlayerProperty(int msgid, TQDataStream& s, TQ_UINT32 playerId);
+
+ /**
+ * This function allows to find the pointer to a player
+ * property when you know it's id
+ */
+ KGamePropertyBase* findProperty(int id) const;
+
+ /**
+ * 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.
+ **/
+ void setPolicy(GamePolicy p,bool recursive=true);
+
+ /**
+ * @return The default policy of the property
+ **/
+ GamePolicy policy() const;
+
+ /**
+ * See KGameNetwork::sendMessage
+ *
+ * Send a network message msg with a given message ID msgid to all players of
+ * a given group (see KPlayer::group)
+ * @param msg the message which will be send. See messages.txt for contents
+ * @param msgid an id for this message
+ * @param sender the id of the sender
+ * @param group the group of the tqreceivers
+ * @return true if worked
+ */
+ 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);
+
+ /**
+ * 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 <em>before</em> doing anything with
+ * the message. You can use this signal when you want to be notified about
+ * an update/change.
+ * @param msgid Specifies the kind of the message. See messages.txt for
+ * further information
+ * @param stream The message that is being sent
+ * @param receiver The is of the player this message is for. 0 For broadcast.
+ * @param sender
+ * @param clientID the client from which we received the transmission - hardly used
+ **/
+ virtual void networkTransmission(TQDataStream &stream, int msgid, TQ_UINT32 receiver, TQ_UINT32 sender, TQ_UINT32 clientID);
+
+ /**
+ * Returns a pointer to the KGame property handler
+ **/
+ KGamePropertyHandler* dataHandler() const;
+
+protected slots:
+ /**
+ * Called by KGamePropertyHandler only! Internal function!
+ **/
+ void sendProperty(int msgid, TQDataStream& stream, bool* sent);
+
+ /**
+ * Called by KGamePropertyHandler only! Internal function!
+ **/
+ void emitSignal(KGamePropertyBase *me);
+
+ /**
+ * @deprecated
+ * Use KGameSequence::prepareNext() instead
+ **/
+ virtual void prepareNext();
+
+
+ /**
+ * Calls negotiateNetworkGame()
+ * See KGameNetwork::signalClientConnected
+ **/
+ void slotClientConnected(TQ_UINT32 clientId);
+
+ /**
+ * 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.
+ * @param clientId The client the connection has been lost to
+ * @param broken (ignore this - not used)
+ **/
+ void slotClientDisconnected(TQ_UINT32 clientId,bool broken);
+
+ /**
+ * 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
+ **/
+ void slotServerDisconnected();
+
+signals:
+ /**
+ * 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 <em>all</em> other clients. Make sure to add a new
+ * KGameIO only once! you might want to use @ref isAdmin for this. If you
+ * added a new KGameIO set *remove=false otherwise the player is completely
+ * removed.
+ * @param player The player that is about to be removed. Add your new
+ * KGameIO here - but only on <em>one</em> client!
+ * @param remove Set this to FALSE if you don't want this player to be
+ * removed completely.
+ **/
+ void signalReplacePlayerIO(KPlayer* player, bool* remove);
+
+ /**
+ * 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 <em>before</em> the players are loaded by
+ * KGame. See also signalLoad
+ *
+ * You must load <em>exactly</em> the same data from the stream that you have saved
+ * in signalSavePrePlayers. Otherwise player loading will not work
+ * anymore.
+ *
+ * @param stream the load stream
+ */
+ void signalLoadPrePlayers(TQDataStream &stream);
+
+ /**
+ * 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.
+ *
+ * @param stream the load stream
+ */
+ void signalLoad(TQDataStream &stream);
+
+ /**
+ * 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 <em>before</em> the players are saved by
+ * KGame. See also signalSave
+ *
+ * If you can choose between signalSavePrePlayers and signalSave then
+ * better use signalSave
+ *
+ * @param stream the save stream
+ **/
+ void signalSavePrePlayers(TQDataStream &stream);
+
+ /**
+ * 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.
+ *
+ * @param stream the save stream
+ */
+ void signalSave(TQDataStream &stream);
+
+ /**
+ * 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.
+ *
+ * @param stream - the load stream
+ * @param network - true if this is a network connect. False for load game
+ * @param cookie - the saved cookie. It differs from KGame::cookie()
+ * @param result - set this to true if you managed to load the game
+ */
+ void signalLoadError(TQDataStream &stream,bool network,int cookie, bool &result);
+
+ /**
+ * 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 signalNetworkData(int msgid,const TQByteArray& buffer, TQ_UINT32 receiver, TQ_UINT32 sender);
+
+ /**
+ * 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 signalMessageUpdate(int msgid,TQ_UINT32 receiver,TQ_UINT32 sender);
+
+ /**
+ * 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 @ref
+ * 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.
+ *
+ * @param player the player who left the game
+ */
+ void signalPlayerLeftGame(KPlayer *player);
+
+ /**
+ * a player joined the game
+ *
+ * @param player the player who joined the game
+ */
+ void signalPlayerJoinedGame(KPlayer *player);
+
+
+ /**
+ * This signal is emmited if a player property changes its value and
+ * the property is set to notify this change
+ */
+ void signalPropertyChanged(KGamePropertyBase *property, KGame *me);
+
+ /**
+ * Is emitted after a call to gameOver() returns a non zero
+ * return code. This code is forwarded to this signal as 'status'.
+ *
+ * @param status the return code of gameOver()
+ * @param current the player who did the last move
+ * @param me a pointer to the KGame object
+ */
+ void signalGameOver(int status, KPlayer *current, KGame *me);
+
+ /**
+ * 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
+ * \code
+ * if (clientid==gameid()) .. // we joined
+ * else ... // someone joined the game
+ * \endcode
+ * @param clientid - The id of the new client
+ * @param me - our game pointer
+ */
+ void signalClientJoinedGame(TQ_UINT32 clientid,KGame *me);
+
+ /**
+ * 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.
+ *
+ * @param clientID - 0:server left, otherwise the client who left
+ * @param oldgamestatus - the gamestatus before the loss
+ * @param me - our game pointer
+ **/
+ void signalClientLeftGame(int clientID,int oldgamestatus,KGame *me);
+
+
+protected:
+ /**
+ * 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 @ref 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 @ref playerInputFinished to resume it.
+ * Example:
+ * \code
+ * bool MyClass::playerInput(TQDataStream &msg,KPlayer *player)
+ * {
+ * TQ_INT32 move;
+ * msg >> move;
+ * kdDebug() << " Player " << player->id() << " moved to " << move <<
+ * endl;
+ * return true;
+ * }
+ * \endcode
+ *
+ * @param msg the move message
+ * @param player the player who did the move
+ * @return true - input ready, false: input manual
+ */
+ virtual bool playerInput(TQDataStream &msg,KPlayer *player)=0;
+
+
+ /**
+ * 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.
+ *
+ * @return the current player
+ *
+ **/
+ KPlayer *playerInputFinished(KPlayer *player);
+
+
+ /**
+ * 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 @ref 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 @ref 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 <em>player ID's</em> which are written into this list
+ * will be <em>removed</em> from the created game. You do this by an
+ * \code
+ * inactivate.append(player->id());
+ * \endcode
+ *
+ * @param oldplayer - the list of the network players
+ * @param newplayer - the list of the client players
+ * @param inactivate - the value list of ids to be deactivated
+ *
+ **/
+ virtual void newPlayersJoin(KGamePlayerList *oldplayer,
+ KGamePlayerList *newplayer,
+ TQValueList<int> &inactivate) {
+ Q_UNUSED( oldplayer );
+ Q_UNUSED( newplayer );
+ Q_UNUSED( inactivate );
+ }
+
+ /**
+ * Save the player list to a stream. Used for network game and load/save.
+ * Can be overwritten if you know what you are doing
+ *
+ * @param stream is the stream to save the player ot
+ * @param list the optional list is the player list to be saved, default is playerList()
+ *
+ **/
+ void savePlayers(TQDataStream &stream,KGamePlayerList *list=0);
+
+ /**
+ * 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
+ * @param stream is the stream to add the player
+ * @param player The player to add
+ **/
+ void savePlayer(TQDataStream& stream,KPlayer* player);
+
+ /**
+ * Load the player list from a stream. Used for network game and load/save.
+ * Can be overwritten if you know what you are doing
+ *
+ * @param stream is the stream to save the player to
+ * @param isvirtual will set the virtual flag true/false
+ *
+ **/
+ KPlayer *loadPlayer(TQDataStream& stream,bool isvirtual=false);
+
+
+ /**
+ * inactivates player. Use @ref inactivatePlayer instead!
+ */
+ bool systemInactivatePlayer(KPlayer *player);
+
+ /**
+ * activates player. Use @ref activatePlayer instead!
+ */
+ bool systemActivatePlayer(KPlayer *player);
+
+ /**
+ * Adds a player to the game
+ *
+ * Use @ref addPlayer to send @ref KGameMessage::IdAddPlayer. As soon as
+ * this Id is received this function is called, where the player (see @ref
+ * KPlayer::rtti) is added as well as its properties (see @ref KPlayer::save
+ * and @ref KPlayer::load)
+ *
+ * This method calls the overloaded @ref 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
+ * @ref signalPlayerJoinedGame
+ */
+
+ /**
+ * Finally adds a player to the game and therefore to the list.
+ **/
+ void systemAddPlayer(KPlayer* newplayer);
+
+ /**
+ * 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.
+ **/
+ void systemRemovePlayer(KPlayer* player,bool deleteit);
+
+ /**
+ * 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
+ * @ref 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.
+ * @param clientID The ID of the message client which has connected
+ **/
+ virtual void negotiateNetworkGame(TQ_UINT32 clientID);
+
+ /**
+ * syncronise the random numbers with all network clients
+ * not used by KGame - if it should be kept then as public method
+ */
+ void syncRandom();
+
+ void deletePlayers();
+ void deleteInactivePlayers();
+
+ /**
+ * @deprecated
+ * Use @ref KGameSequence instead.
+ *
+ * @param player the player who made the last move
+ * @return anything else but 0 is considered as game over
+ */
+ virtual int checkGameOver(KPlayer *player);
+
+ /**
+ * 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.
+ *
+ * @param stream a data stream where you can stream the game from
+ * @param network is it a network call -> make players virtual
+ * @param reset shall the game be reset before loading
+ *
+ * @return true?
+ */
+ virtual bool loadgame(TQDataStream &stream, bool network, bool reset);
+
+ /**
+ * Save a game, to file OR network. Internal.
+ *
+ * @param stream a data stream where you can stream the game from
+ * @param network is it a call from the network or from a file (unused but informative)
+ * @param saveplayers shall the players be saved too (should be TRUE)
+ *
+ * @return true?
+ */
+ virtual bool savegame(TQDataStream &stream, bool network,bool saveplayers);
+
+private:
+ //AB: this is to hide the "receiver" parameter from the user. It shouldn't be
+ //used if possible (except for init).
+ /**
+ * This is an overloaded function. Id differs from the public one only in
+ * its parameters:
+ *
+ * @param receiver The Client that will receive the message. You will hardly
+ * ever need this. It it internally used to initialize a newly connected
+ * client.
+ **/
+ //void addPlayer(KPlayer* newplayer, TQ_UINT32 receiver);
+
+ /**
+ * Just the same as the public one except receiver:
+ * @param receiver 0 for broadcast, otherwise the receiver. Should only be
+ * used in special circumstances and not outside KGame.
+ **/
+ bool removePlayer(KPlayer * player, TQ_UINT32 receiver);
+
+ /**
+ * Helping function - game negotiation
+ **/
+ void setupGame(TQ_UINT32 sender);
+
+ /**
+ * Helping function - game negotiation
+ **/
+ void setupGameContinue(TQDataStream& msg, TQ_UINT32 sender);
+
+ /**
+ * Removes a player from all lists, removes the @ref KGame pointer from the
+ * @ref KPlayer and deletes the player. Used by (e.g.) @ref
+ * systemRemovePlayer
+ * @return True if the player has been removed, false if the current is not
+ * found
+ **/
+ bool systemRemove(KPlayer* player,bool deleteit);
+
+
+private:
+ KGamePrivate* d;
+};
+
+#endif