1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
|
/*
This file is part of the TDE 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 __KGAMEIO_H__
#define __KGAMEIO_H__
#include <tqstring.h>
#include <tqobject.h>
#include <kdemacros.h>
class KPlayer;
class KGame;
class TDEProcess;
/**
* \short Base class for IO devices for games
*
* This is the master class for
* creating IO game devices. You cannot use it directly.
* Either take one of the classes derived from it or
* you have to create your own IO class derived from it (more probably).
*
* The idea behind this class is to provide a common interface
* for input devices into your game. By programming a KGameIO
* device you need not distinguish the actual IO in the game
* anymore. All work is done by the IO's. This allows very
* easy reuse in other games as well.
* A further advantage of using the IO's is that you can exchange
* the control of a player at runtime. E.g. you switch a player
* to be controlled by the computer or vice versa.
*
* To achieve this you have to make all of your player inputs through a
* KGameIO. You will usually call KGameIO::sendInput to do so.
*
* @author Martin Heni <martin@heni-online.de>
*/
class KDE_EXPORT KGameIO : public TQObject
{
TQ_OBJECT
public:
/**
* Constructs a KGameIO object
*/
KGameIO();
KGameIO(KPlayer*);
virtual ~KGameIO();
/**
* Gives debug output of the game status
*/
void Debug();
/**
* Identifies the KGameIO via the rtti function
*/
enum IOMode {GenericIO=1,KeyIO=2,MouseIO=4,ProcessIO=8,ComputerIO=16};
/**
* Run time idendification. Predefined values are from IOMode
* You MUST overwrite this in derived classes!
*
* @return rtti value
*/
virtual int rtti() const = 0; // Computer, network, local, ...
/**
* This function returns the player who owns this IO
*
* @return the player this IO device is plugged into
*/
KPlayer *player() const {return mPlayer;}
/**
* Equivalent to player()->game()
* @return the @ref KGame object of this player
**/
KGame* game() const;
/**
* Sets the player to which this IO belongs to. This
* is done automatically when adding a device to a
* player
*
* @param p the player
*/
void setPlayer(KPlayer *p) {mPlayer=p;}
/**
* Init this device by setting the player and e.g. sending an
* init message to the device. This initialisation message is
* very useful for computer players as you can transmit the
* game status to them and only update this status in the setTurn
* commands.
*
* Called by @ref KPlayer::addGameIO only!
*/
virtual void initIO(KPlayer *p);
/**
* Notifies the IO device that the player's setTurn had been called
* Called by KPlayer
*
* This emits @ref signalPrepareTurn and sends the turn if the send
* parameter is set to true.
*
* @param b turn is true/false
*/
virtual void notifyTurn(bool b);
/**
* Send an input message using @ref KPlayer::forwardInput
**/
bool sendInput(TQDataStream& stream, bool transmit = true, TQ_UINT32 sender = 0);
signals:
/**
* Signal generated when @ref KPlayer::myTurn changes. This can either be
* when you get the turn status or when you lose it.
*
* The datastream has to be filled with a move. If you set (or leave) the
* send parameter to FALSE then nothing happens: the datastream will be
* ignored. If you set it to TRUE @ref sendInput is used to
* send the move.
*
* Often you want to ignore this signal (leave send=FALSE) and send the
* message later. This is usually the case for a human player as he probably
* doesn't react immediately. But you can still use this e.g. to notify the
* player about the turn change.
*
* Example:
* \code
* void GameWindow::slotPrepareTurn(TQDataStream &stream,bool b,KGameIO *input,bool * )
* {
* KPlayer *player=input->player();
* if (!player->myTurn()) return ;
* if (!b) return ; // only do something on setTurn(true)
* stream << 1 << 2 << 3; // Some data for the process
* }
* \endcode
*
* @param io the KGameIO object itself
* @param stream the stream into which the move will be written
* @param turn the argument of setTurn
* @param send set this to true to send the generated move using @ref
* sendInput
**/
void signalPrepareTurn(TQDataStream & stream, bool turn, KGameIO *io, bool * send);
private:
KPlayer *mPlayer;
};
/**
* The KGameKeyIO class. It is used to process keyboard input
* from a widget and create moves for the player it belongs to.
* @author Martin Heni <martin@heni-online.de>
*/
class KDE_EXPORT KGameKeyIO : public KGameIO
{
TQ_OBJECT
public:
/**
* Create a keyboard input devices. All keyboards
* inputs of the given widgets are passed through a signal
* handler signalKeyEvent and can be used to generate
* a valid move for the player.
* Note the widget you pass to the constructor must be
* the main window of your application, e.g. view->parentWidget()
* as QT does not forward your keyevents otherwise. This means
* that this might be a different widget comapred to the one you
* use for mouse inputs!
* Example:
* \code
* KGameKeyIO *input;
* input=new KGameKeyIO(myWidget);
* connect(input,TQT_SIGNAL(signalKeyEvent(KGameIO *,TQDataStream &,TQKeyEvent *,bool *)),
* this,TQT_SLOT(slotKeyInput(KGameIO *,TQDataStream &,TQKeyEvent *,bool *)));
* \endcode
*
* @param parent The parents widget whose keyboard events * should be grabbed
*/
KGameKeyIO(TQWidget *parent);
virtual ~KGameKeyIO();
/**
* The idendification of the IO
*
* @return KeyIO
*/
virtual int rtti() const;
signals:
/**
* Signal handler for keyboard events. This function is called
* on every keyboard event. If appropriate it can generate a
* move for the player the device belongs to. If this is done
* and the event is eaten eatevent needs to be set to true.
* What move you generate (i.e. what you write to the stream)
* is totally up to you as it will not be evaluated but forwared
* to the player's/game's input move function
* Example:
* \code
* KPlayer *player=input->player(); // Get the player
* TQ_INT32 key=e->key();
* stream << key;
* eatevent=true;
* \endcode
*
* @param io the IO device we belong to
* @param stream the stream where we write our move into
* @param m The TQKeyEvent we can evaluate
* @param eatevent set this to true if we processed the event
*/
void signalKeyEvent(KGameIO *io,TQDataStream &stream,TQKeyEvent *m,bool *eatevent);
protected:
/**
* Internal method to process the events
*/
bool eventFilter( TQObject *o, TQEvent *e );
};
/**
* The KGameMouseIO class. It is used to process mouse input
* from a widget and create moves for the player it belongs to.
* @author Martin Heni <martin@heni-online.de>
*/
class KDE_EXPORT KGameMouseIO : public KGameIO
{
TQ_OBJECT
public:
/**
* Creates a mouse IO device. It captures all mouse
* event of the given widget and forwards them to the
* signal handler signalMouseEvent.
* Example:
* \code
* KGameMouseIO *input;
* input=new KGameMouseIO(mView);
* connect(input,TQT_SIGNAL(signalMouseEvent(KGameIO *,TQDataStream &,TQMouseEvent *,bool *)),
* this,TQT_SLOT(slotMouseInput(KGameIO *,TQDataStream &,TQMouseEvent *,bool *)));
* \endcode
*
* @param parent The widget whose events should be captured
* @param trackmouse enables mouse tracking (gives mouse move events)
*/
KGameMouseIO(TQWidget *parent,bool trackmouse=false);
virtual ~KGameMouseIO();
/**
* Manually activate or deactivate mouse tracking
*
* @param b true = tracking on
*/
void setMouseTracking(bool b);
/**
* The idendification of the IO
*
* @return MouseIO
*/
virtual int rtti() const;
signals:
/**
* Signal handler for mouse events. This function is called
* on every mouse event. If appropriate it can generate a
* move for the player the device belongs to. If this is done
* and the event is eaten eatevent needs to be set to true.
* @see signalKeyEvent
* Example:
* \code
* KPlayer *player=input->player(); // Get the player
* TQ_INT32 button=e->button();
* stream << button;
* eatevent=true;
* \endcode
*
* @param io the IO device we belong to
* @param stream the stream where we write our move into
* @param m The TQMouseEvent we can evaluate
* @param eatevent set this to true if we processed the event
*/
void signalMouseEvent(KGameIO *io,TQDataStream &stream,TQMouseEvent *m,bool *eatevent);
protected:
/**
* Internal event filter
*/
bool eventFilter( TQObject *o, TQEvent *e );
};
/**
* The KGameProcessIO class. It is used to create a computer player
* via a separate process and communicate transparetly with it.
* Its counterpart is the @ref KGameProcess class which needs
* to be used by the computer player. See its documentation
* for the definition of the computer player.
* @author Martin Heni <martin@heni-online.de>
*/
class KDE_EXPORT KGameProcessIO : public KGameIO
{
TQ_OBJECT
public:
/**
* Creates a computer player via a separate process. The process
* name is given as fully qualified filename.
* Example:
* \code
* KGameProcessIO *input;
* input=new KGameProcessIO(executable_file);
* connect(input,TQT_SIGNAL(signalPrepareTurn(TQDataStream &,bool,KGameIO *,bool *)),
* this,TQT_SLOT(slotPrepareTurn(TQDataStream &,bool,KGameIO *,bool *)));
* connect(input,TQT_SIGNAL(signalProcessQuery(TQDataStream &,KGameProcessIO *)),
* this,TQT_SLOT(slotProcessQuery(TQDataStream &,KGameProcessIO *)));
* \endcode
*
* @param name the filename of the process to start
*/
KGameProcessIO(const TQString& name);
/**
* Deletes the process input devices
*/
virtual ~KGameProcessIO();
/**
* The idendification of the IO
*
* @return ProcessIO
*/
int rtti() const;
/**
* Send a message to the process. This is analogous to the sendMessage
* commands of KGame. It will result in a signal of the computer player
* on which you can react in the process player.
*
* @param stream - the actual data
* @param msgid - the id of the message
* @param receiver - not used
* @param sender - who send the message
*/
void sendMessage(TQDataStream &stream,int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
/**
* Send a system message to the process. This is analogous to the sendMessage
* commands of KGame. It will result in a signal of the computer player
* on which you can react in the process player.
*
* @param stream - the actual data
* @param msgid - the id of the message
* @param receiver - not used
* @param sender - who send the message
*/
void sendSystemMessage(TQDataStream &stream, int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
/**
* Init this device by setting the player and e.g. sending an
* init message to the device. Calling this function will emit
* the IOAdded signal on which you can react and initilise the
* computer player.
* This function is called automatically when adding the IO to
* a player.
*/
void initIO(KPlayer *p);
/**
* Notifies the IO device that the player's setTurn had been called
* Called by KPlayer. You can react on the @ref signalPrepareTurn to
* prepare a message for the process, i.e. either update it on
* the changes made to the game since the last turn or the initIO
* has been called or transmit your gamestatus now.
*
* @param turn is true/false
*/
virtual void notifyTurn(bool turn);
protected:
/**
* Internal ~ombined function for all message handling
**/
void sendAllMessages(TQDataStream &stream,int msgid, TQ_UINT32 receiver, TQ_UINT32 sender, bool usermsg);
protected slots:
/**
* Internal message handler to receive data from the process
*/
void receivedMessage(const TQByteArray& receiveBuffer);
signals:
/**
* A computer query message is received. This is a 'dummy'
* message sent by the process if it needs to communicate
* with us. It is not forwarded over the network.
* Reacting to this message allows you to 'answer' questions
* of the process, e.g. sending addition data which the process
* needs to calculate a move.
*
* Example:
* \code
* void GameWindow::slotProcessQuery(TQDataStream &stream,KGameProcessIO *reply)
* {
* int no;
* stream >> no; // We assume the process sends us an integer question numner
* if (no==1) // but YOU have to do this in the process player
* {
* TQByteArray buffer;
* TQDataStream out(buffer,IO_WriteOnly);
* reply->sendSystemMessage(out,4242,0,0); // lets reply something...
* }
* }
* \endcode
*/
void signalProcessQuery(TQDataStream &stream,KGameProcessIO *me);
/**
* Signal generated when the computer player is added.
* You can use this to communicated with the process and
* e.g. send initialisation information to the process.
*
* @param game the KGameIO object itself
* @param stream the stream into which the move will be written
* @param p the player itself
* @param send set this to false if no move should be generated
*/
void signalIOAdded(KGameIO *game,TQDataStream &stream,KPlayer *p,bool *send);
protected:
private:
class KGameProcessIOPrivate;
KGameProcessIOPrivate* d;
};
/**
* \brief KGameIO variant for real-time games
*
* The KGameComputerIO class. It is used to create a LOCAL computer player
* and communicate transparently with it.
* Question: Is this needed or is it overwritten anyway for a real game?
*
* You most probably don't want to use this if you want to design a turn based
* game/player. You'll rather use @ref KGameIO directly, i.e. subclass it
* yourself. You just need to use @ref KGameIO::signalPrepareTurn and/or @ref
* KGameIO::notifyTurn there.
*
* This is rather meant to be of use in real time games.
*
* @author <b_mann@gmx.de>
*/
class KDE_EXPORT KGameComputerIO : public KGameIO
{
TQ_OBJECT
public:
/**
* Creates a LOCAL computer player
*
*/
KGameComputerIO();
KGameComputerIO(KPlayer* player);
~KGameComputerIO();
int rtti() const;
/**
* The number of advance calls until the player (or rather: the IO)
* does something (default: 1).
**/
void setReactionPeriod(int advanceCalls);
int reactionPeriod() const;
/**
* Start a TQTimer which calls advance every @p ms milli seconds.
**/
void setAdvancePeriod(int ms);
void stopAdvancePeriod();
/**
* Ignore calls number of advance calls. if calls is -1 then all
* following advance calls are ignored until unpause is called.
*
* This simply prevents the internal advance counter to be increased.
*
* You may want to use this to emulate a "thinking" computer player. Note
* that this means if you increase the advance period (see
* setAdvancePeriod), i.e. if you change the speed of your game, your
* computer player thinks "faster".
* @param calls Number of advance calls to be ignored
**/
void pause(int calls = -1);
/**
* Equivalent to pause(0). Immediately continue to increase the internal
* advance counter.
**/
void unpause();
public slots:
/**
* Works kind of similar to TQCanvas::advance. Increase the internal
* advance counter. If @p reactionPeriod is reached the counter is set back to
* 0 and @ref signalReaction is emitted. This is when the player is meant
* to do something (move its units or so).
*
* This is very useful if you use TQCanvas as you can use this in your
* TQCanvas::advance call. The advantage is that if you change the speed
* of the game (i.e. change TQCanvas::setAdvancePeriod) the computer
* player gets slower as well.
*
* If you don't use TQCanvas you can use setAdvancePeriod to get
* the same result. Alternatively you can just use a TQTimer.
*
**/
virtual void advance();
signals:
/**
* This signal is emitted when your computer player is meant to do
* something, or better is meant to be allowed to do something.
**/
void signalReaction();
protected:
/**
* Default implementation simply emits signalReaction
**/
virtual void reaction();
private:
void init();
private:
class KGameComputerIOPrivate;
KGameComputerIOPrivate* d;
};
#endif
|