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libkdegames/kgame

KGame Class Reference

#include <KGame/KGame>

Inheritance diagram for KGame:

Inheritance graph
[legend]

List of all members.


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;

Definition at line 60 of file kgame.h.


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 QList< KPlayer * > KGamePlayerList

Signals

void signalClientJoinedGame (quint32 clientid, KGame *me)
void signalClientLeftGame (int clientID, int oldgamestatus, KGame *me)
void signalGameOver (int status, KPlayer *current, KGame *me)
void signalLoad (QDataStream &stream)
void signalLoadError (QDataStream &stream, bool network, int cookie, bool &result)
void signalLoadPrePlayers (QDataStream &stream)
void signalMessageUpdate (int msgid, quint32 receiver, quint32 sender)
void signalNetworkData (int msgid, const QByteArray &buffer, quint32 receiver, quint32 sender)
void signalPlayerJoinedGame (KPlayer *player)
void signalPlayerLeftGame (KPlayer *player)
void signalPropertyChanged (KGamePropertyBase *property, KGame *me)
void signalReplacePlayerIO (KPlayer *player, bool *remove)
void signalSave (QDataStream &stream)
void signalSavePrePlayers (QDataStream &stream)

Public Member Functions

bool activatePlayer (KPlayer *player)
bool addPlayer (KPlayer *newplayer)
bool addProperty (KGamePropertyBase *data)
virtual KPlayer * createPlayer (int rtti, int io, bool isvirtual)
KGamePropertyHandler * dataHandler () const
virtual void Debug ()
KPlayer * findPlayer (quint32 id) const
KGamePropertyBase * findProperty (int id) const
KGameSequence * gameSequence () const
int gameStatus () const
bool inactivatePlayer (KPlayer *player)
const KGamePlayerList * inactivePlayerList () const
KGamePlayerList * inactivePlayerList ()
bool isRunning () const
 KGame (int cookie=42, QObject *parent=0)
virtual bool load (const QString &filename, bool reset=true)
virtual bool load (QDataStream &stream, bool reset=true)
int maxPlayers () const
uint minPlayers () const
virtual void networkTransmission (QDataStream &stream, int msgid, quint32 receiver, quint32 sender, quint32 clientID)
virtual KPlayer * nextPlayer (KPlayer *last, bool exclusive=true)
uint playerCount () const
void playerDeleted (KPlayer *player)
const KGamePlayerList * playerList () const
KGamePlayerList * playerList ()
GamePolicy policy () const
KRandomSequence * random () const
bool removePlayer (KPlayer *player)
virtual bool reset ()
virtual bool save (const QString &filename, bool saveplayers=true)
virtual bool save (QDataStream &stream, bool saveplayers=true)
bool sendGroupMessage (const QString &msg, int msgid, quint32 sender, const QString &group)
bool sendGroupMessage (int msg, int msgid, quint32 sender, const QString &group)
bool sendGroupMessage (const QDataStream &msg, int msgid, quint32 sender, const QString &group)
bool sendGroupMessage (const QByteArray &msg, int msgid, quint32 sender, const QString &group)
virtual bool sendPlayerInput (QDataStream &msg, KPlayer *player, quint32 sender=0)
bool sendPlayerProperty (int msgid, QDataStream &s, quint32 playerId)
void setGameSequence (KGameSequence *sequence)
void setGameStatus (int status)
void setMaxPlayers (uint maxnumber)
void setMinPlayers (uint minnumber)
void setPolicy (GamePolicy p, bool recursive=true)
virtual bool systemPlayerInput (QDataStream &msg, KPlayer *player, quint32 sender=0)
virtual ~KGame ()

Protected Slots

void emitSignal (KGamePropertyBase *me)
virtual void prepareNext ()
void sendProperty (int msgid, QDataStream &stream, bool *sent)
void slotClientConnected (quint32 clientId)
void slotClientDisconnected (quint32 clientId, bool broken)
void slotServerDisconnected ()

Protected Member Functions

virtual int checkGameOver (KPlayer *player)
void deleteInactivePlayers ()
void deletePlayers ()
virtual bool loadgame (QDataStream &stream, bool network, bool reset)
KPlayer * loadPlayer (QDataStream &stream, bool isvirtual=false)
virtual void negotiateNetworkGame (quint32 clientID)
virtual void newPlayersJoin (KGamePlayerList *oldplayer, KGamePlayerList *newplayer, QList< int > &inactivate)
virtual bool playerInput (QDataStream &msg, KPlayer *player)=0
KPlayer * playerInputFinished (KPlayer *player)
virtual bool savegame (QDataStream &stream, bool network, bool saveplayers)
void savePlayer (QDataStream &stream, KPlayer *player)
void savePlayers (QDataStream &stream, KGamePlayerList *list=0)
void syncRandom ()
bool systemActivatePlayer (KPlayer *player)
bool systemAddPlayer (KPlayer *newplayer)
bool systemInactivatePlayer (KPlayer *player)
void systemRemovePlayer (KPlayer *player, bool deleteit)

Member Typedef Documentation

typedef QList<KPlayer*> KGame::KGamePlayerList

Definition at line 65 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.

Enumerator:
PolicyUndefined 
PolicyClean 
PolicyDirty 
PolicyLocal 

Definition at line 88 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

Enumerator:
Init 
Run 
Pause 
End 
Abort 
SystemPause 
Intro 
UserStatus 

Definition at line 118 of file kgame.h.


Constructor & Destructor Documentation

KGame::KGame ( int  cookie = 42,
QObject *  parent = 0 
) [explicit]

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 82 of file kgame.cpp.

KGame::~KGame (  )  [virtual]

Destructs the game.

Definition at line 119 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.

bool 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:
newplayer The player you want to add. KGame will send a message to all clients and add the player using systemAddPlayer

Definition at line 408 of file kgame.cpp.

bool KGame::addProperty ( KGamePropertyBase *  data  ) 

docu: see KPlayer

Definition at line 1443 of file kgame.cpp.

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

Deprecated:
Use KGameSequence instead.
Parameters:
player the player who made the last move
Returns:
anything else but 0 is considered as game over

Definition at line 793 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:
rtti is the type of the player (0 means default KPlayer)
io is the 'or'ed rtti of the KGameIO's
isvirtual true if player is virtual

Definition at line 345 of file kgame.cpp.

KGamePropertyHandler * KGame::dataHandler (  )  const

Returns a pointer to the KGame property handler.

Definition at line 692 of file kgame.cpp.

void KGame::Debug (  )  [virtual]

Gives debug output of the game status.

Reimplemented from KGameNetwork.

Definition at line 1251 of file kgame.cpp.

void KGame::deleteInactivePlayers (  )  [protected]

Definition at line 146 of file kgame.cpp.

void KGame::deletePlayers (  )  [protected]

Definition at line 137 of file kgame.cpp.

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

Called by KGamePropertyHandler only! Internal function!

Definition at line 1458 of file kgame.cpp.

KPlayer * KGame::findPlayer ( quint32  id  )  const

Returns the player object for a given player id.

Parameters:
id Player id
Returns:
player object

Definition at line 382 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 1463 of file kgame.cpp.

KGameSequence * KGame::gameSequence (  )  const

Returns:
The KGameSequence object that is currently in use.

See also:
setGameSequence

Definition at line 812 of file kgame.cpp.

int KGame::gameStatus (  )  const

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

..

Returns:
game status

Definition at line 686 of file kgame.cpp.

bool KGame::inactivatePlayer ( KPlayer *  player  ) 

sends inactivate player: internal use only?

Definition at line 580 of file kgame.cpp.

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

The same as inactivePlayerList but returns a const pointer.

Definition at line 699 of file kgame.cpp.

KGame::KGamePlayerList * KGame::inactivePlayerList (  ) 

Returns a list of all inactive players.

Returns:
the list of players

Definition at line 696 of file kgame.cpp.

bool KGame::isRunning (  )  const

Is the game running.

Returns:
true/false

Definition at line 689 of file kgame.cpp.

bool KGame::load ( const QString &  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 152 of file kgame.cpp.

bool KGame::load ( QDataStream &  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:
stream a data stream where you can stream the game from
reset - shall the game be reset before loading
Returns:
true?

Definition at line 169 of file kgame.cpp.

bool KGame::loadgame ( QDataStream &  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:
stream a data stream where you can stream the game from
network is it a network call -> make players virtual
reset shall the game be reset before loading
Returns:
true?

Definition at line 172 of file kgame.cpp.

KPlayer * KGame::loadPlayer ( QDataStream &  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:
stream is the stream to save the player to
isvirtual will set the virtual flag true/false

Definition at line 350 of file kgame.cpp.

int KGame::maxPlayers (  )  const

What is the maximal number of players?

Returns:
maximal number of players

Definition at line 680 of file kgame.cpp.

uint KGame::minPlayers (  )  const

What is the minimal number of players?

Returns:
minimal number of players

Definition at line 677 of file kgame.cpp.

void KGame::negotiateNetworkGame ( quint32  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:
clientID The ID of the message client which has connected

Definition at line 1393 of file kgame.cpp.

void KGame::networkTransmission ( QDataStream &  stream,
int  msgid,
quint32  receiver,
quint32  sender,
quint32  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:
msgid Specifies the kind of the message. See messages.txt for further information
stream The message that is being sent
receiver The is of the player this message is for. 0 For broadcast.
sender 
clientID the client from which we received the transmission - hardly used

Implements KGameNetwork.

Definition at line 846 of file kgame.cpp.

virtual void KGame::newPlayersJoin ( KGamePlayerList *  oldplayer,
KGamePlayerList *  newplayer,
QList< 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 750 of file kgame.h.

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

Deprecated:
Use KGameSequence::nextPlayer instead

Definition at line 826 of file kgame.cpp.

uint KGame::playerCount (  )  const

Returns how many players are plugged into the game.

Returns:
number of players

Definition at line 683 of file kgame.cpp.

void KGame::playerDeleted ( KPlayer *  player  ) 

Called by the destructor of KPlayer to remove itself from the game.

Definition at line 491 of file kgame.cpp.

virtual bool KGame::playerInput ( QDataStream &  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(QDataStream &msg,KPlayer *player)
 {
   qint32 move;
   msg >>  move;
   kDebug() << "  Player" << player->id() << "moved to" << move;
   return true;
 }

Parameters:
msg the move message
player the 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 761 of file kgame.cpp.

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

The same as playerList but returns a const pointer.

Definition at line 705 of file kgame.cpp.

KGame::KGamePlayerList * KGame::playerList (  ) 

Returns a list of all active players.

Returns:
the list of players

Definition at line 702 of file kgame.cpp.

KGame::GamePolicy KGame::policy (  )  const

Returns:
The default policy of the property

Definition at line 1466 of file kgame.cpp.

void KGame::prepareNext (  )  [protected, virtual, slot]

Deprecated:
Use KGameSequence::prepareNext() instead

Definition at line 817 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 708 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 220 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 130 of file kgame.cpp.

bool KGame::save ( const QString &  filename,
bool  saveplayers = true 
) [virtual]

Same as above function but with different parameters.

Parameters:
filename the filename of the file to be saved
saveplayers If true then all players wil be saved too
Returns:
true?

Definition at line 263 of file kgame.cpp.

bool KGame::save ( QDataStream &  stream,
bool  saveplayers = true 
) [virtual]

Save a game to a file OR to network.

Otherwise the same as the load function

Parameters:
stream a data stream to load the game from
saveplayers If true then all players wil be saved too
Returns:
true?

Definition at line 280 of file kgame.cpp.

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

Save a game, to file OR network.

Internal.

Parameters:
stream a data stream where you can stream the game from
network is it a call from the network or from a file (unused but informative)
saveplayers shall the players be saved too (should be TRUE)
Returns:
true?

Definition at line 283 of file kgame.cpp.

void KGame::savePlayer ( QDataStream &  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:
stream is the stream to add the player
player The player to add

Definition at line 319 of file kgame.cpp.

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

Definition at line 328 of file kgame.cpp.

bool KGame::sendGroupMessage ( const QString &  msg,
int  msgid,
quint32  sender,
const QString &  group 
)

Definition at line 1435 of file kgame.cpp.

bool KGame::sendGroupMessage ( int  msg,
int  msgid,
quint32  sender,
const QString &  group 
)

bool KGame::sendGroupMessage ( const QDataStream &  msg,
int  msgid,
quint32  sender,
const QString &  group 
)

Definition at line 1432 of file kgame.cpp.

bool KGame::sendGroupMessage ( const QByteArray &  msg,
int  msgid,
quint32  sender,
const QString &  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:
msg the message which will be send. See messages.txt for contents
msgid an id for this message
sender the id of the sender
group the group of the receivers
Returns:
true if worked

Definition at line 1416 of file kgame.cpp.

bool KGame::sendPlayerInput ( QDataStream &  msg,
KPlayer *  player,
quint32  sender = 0 
) [virtual]

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

Definition at line 712 of file kgame.cpp.

bool KGame::sendPlayerProperty ( int  msgid,
QDataStream &  s,
quint32  playerId 
)

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

Definition at line 1446 of file kgame.cpp.

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

Called by KGamePropertyHandler only! Internal function!

Definition at line 1449 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:
sequence The new game sequence object. KGame takes ownership and will delete it on destruction!

Definition at line 802 of file kgame.cpp.

void KGame::setGameStatus ( int  status  ) 

sets the game status

Parameters:
status the new status

Definition at line 835 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:
maxnumber maximal number of players

Definition at line 671 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:
minnumber minimal number of players

Definition at line 674 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 1470 of file kgame.cpp.

void KGame::signalClientJoinedGame ( quint32  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 menus 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,