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libkdegames/libkdegamesprivate/kgame

Public Types | Signals | Public Member Functions | Protected Slots | List of all members
KPlayer Class Reference

#include <KPlayer>

Inheritance diagram for KPlayer:
Inheritance graph
[legend]

Public Types

typedef QList< KGameIO * > KGameIOList
 

Signals

void signalNetworkData (int msgid, const QByteArray &buffer, quint32 sender, KPlayer *me)
 
void signalPropertyChanged (KGamePropertyBase *property, KPlayer *me)
 

Public Member Functions

 KPlayer ()
 
virtual ~KPlayer ()
 
bool addGameIO (KGameIO *input)
 
bool addProperty (KGamePropertyBase *data)
 
bool asyncInput () const
 
int calcIOValue ()
 
KGamePropertyHandler * dataHandler ()
 
void Debug ()
 
KGamePropertyBase * findProperty (int id) const
 
KGameIO * findRttiIO (int rtti) const
 
virtual bool forwardInput (QDataStream &msg, bool transmit=true, quint32 sender=0)
 
virtual bool forwardMessage (QDataStream &msg, int msgid, quint32 receiver=0, quint32 sender=0)
 
KGame * game () const
 
virtual const QString & group () const
 
bool hasRtti (int rtti) const
 
quint32 id () const
 
KGameIOList * ioList ()
 
bool isActive () const
 
bool isVirtual () const
 
virtual bool load (QDataStream &stream)
 
bool myTurn () const
 
virtual const QString & name () const
 
KPlayer * networkPlayer () const
 
int networkPriority () const
 
void networkTransmission (QDataStream &stream, int msgid, quint32 sender)
 
bool removeGameIO (KGameIO *input=0, bool deleteit=true)
 
virtual int rtti () const
 
virtual bool save (QDataStream &stream)
 
void setActive (bool v)
 
void setAsyncInput (bool a)
 
void setGame (KGame *game)
 
void setGroup (const QString &group)
 
void setId (quint32 i)
 
void setName (const QString &name)
 
void setNetworkPlayer (KPlayer *p)
 
void setNetworkPriority (int b)
 
bool setTurn (bool b, bool exclusive=true)
 
void setUserId (int i)
 
void setVirtual (bool v)
 
int userId () const
 
- Public Member Functions inherited from QObject
 QObject (QObject *parent)
 
 QObject (QObject *parent, const char *name)
 
virtual  ~QObject ()
 
bool blockSignals (bool block)
 
QObject * child (const char *objName, const char *inheritsClass, bool recursiveSearch) const
 
const QObjectList & children () const
 
const char * className () const
 
bool connect (const QObject *sender, const char *signal, const char *method, Qt::ConnectionType type) const
 
void deleteLater ()
 
void destroyed (QObject *obj)
 
bool disconnect (const QObject *receiver, const char *method)
 
bool disconnect (const char *signal, const QObject *receiver, const char *method)
 
void dumpObjectInfo ()
 
void dumpObjectTree ()
 
QList< QByteArray > dynamicPropertyNames () const
 
virtual bool event (QEvent *e)
 
virtual bool eventFilter (QObject *watched, QEvent *event)
 
T findChild (const QString &name) const
 
QList< T > findChildren (const QRegExp &regExp) const
 
QList< T > findChildren (const QString &name) const
 
bool inherits (const char *className) const
 
void insertChild (QObject *object)
 
void installEventFilter (QObject *filterObj)
 
bool isA (const char *className) const
 
bool isWidgetType () const
 
void killTimer (int id)
 
virtual const QMetaObject * metaObject () const
 
void moveToThread (QThread *targetThread)
 
const char * name () const
 
const char * name (const char *defaultName) const
 
QString objectName () const
 
QObject * parent () const
 
QVariant property (const char *name) const
 
void removeChild (QObject *object)
 
void removeEventFilter (QObject *obj)
 
void setName (const char *name)
 
void setObjectName (const QString &name)
 
void setParent (QObject *parent)
 
bool setProperty (const char *name, const QVariant &value)
 
bool signalsBlocked () const
 
int startTimer (int interval)
 
QThread * thread () const
 

Protected Slots

void emitSignal (KGamePropertyBase *me)
 
void sendProperty (int msgid, QDataStream &stream, bool *sent)
 

Additional Inherited Members

- Static Public Member Functions inherited from QObject
bool connect (const QObject *sender, const char *signal, const QObject *receiver, const char *method, Qt::ConnectionType type)
 
bool connect (const QObject *sender, const QMetaMethod &signal, const QObject *receiver, const QMetaMethod &method, Qt::ConnectionType type)
 
bool disconnect (const QObject *sender, const char *signal, const QObject *receiver, const char *method)
 
bool disconnect (const QObject *sender, const QMetaMethod &signal, const QObject *receiver, const QMetaMethod &method)
 
QString tr (const char *sourceText, const char *disambiguation, int n)
 
QString trUtf8 (const char *sourceText, const char *disambiguation, int n)
 
- Protected Member Functions inherited from QObject
bool checkConnectArgs (const char *signal, const QObject *object, const char *method)
 
virtual void childEvent (QChildEvent *event)
 
virtual void connectNotify (const char *signal)
 
virtual void customEvent (QEvent *event)
 
virtual void disconnectNotify (const char *signal)
 
int receivers (const char *signal) const
 
QObject * sender () const
 
int senderSignalIndex () const
 
virtual void timerEvent (QTimerEvent *event)
 
- Static Protected Member Functions inherited from QObject
QByteArray normalizeSignalSlot (const char *signalSlot)
 
- Properties inherited from QObject
 objectName
 

Detailed Description

Base class for a game player.

The KPlayer class is the central player object. It holds information about the player and is responsible for any input the player does. For this arbitrary many KGameIO modules can be plugged into it. Main features are:

  • Handling of IO devices
  • load/save (mostly handled by KGamePropertyHandler)
  • Turn handling (turn based, asynchronous)

A KPlayer depends on a KGame object. Call KGame::addPlayer() to plug a KPlayer into a KGame object. Note that you cannot do much with a KPlayer object before it has been plugged into a KGame. This is because most properties of KPlayer are KGameProperty which need to send messages through a KGame object to be changed.

A KGameIO represents the input methods of a player and you should make all player inputs through it. So call something like playerInput->move(4); instead which should call KGameIO::sendInput() to actually move. This way you gain a very big advantage: you can exchange a KGameIO whenever you want! You can e.g. remove the KGameIO of a local (human) player and just replace it by a computerIO on the fly! So from that point on all playerInputs are done by the computerIO instead of the human player. You also can replace all network players by computer players when the network connection is broken or a player wants to quit. So remember: use KGameIO whenever possible! A KPlayer should just contain all data of the player (KGameIO must not!) and several common functions which are shared by all of your KGameIOs.

Definition at line 69 of file kplayer.h.

Member Typedef Documentation

typedef QList<KGameIO*> KPlayer::KGameIOList

Definition at line 74 of file kplayer.h.

Constructor & Destructor Documentation

KPlayer::KPlayer ( )
explicit

Create a new player object.

It will be automatically deleted if the game it belongs to is deleted.

Definition at line 68 of file kplayer.cpp.

KPlayer::~KPlayer ( )
virtual

Definition at line 106 of file kplayer.cpp.

Member Function Documentation

bool KPlayer::addGameIO ( KGameIO *  input)

Adds an IO device for the player.

Possible KGameIO devices can either be taken from the existing ones or be self written. Existing are e.g. Keyboard, Mouse, Computerplayer

Parameters
inputthe inut device
Returns
true if ok

Definition at line 271 of file kplayer.cpp.

bool KPlayer::addProperty ( KGamePropertyBase *  data)

Adds a property to a player.

You would add all your player specific game data as KGameProperty and they are automatically saved and exchanged over network.

Parameters
dataThe property to be added. Must have an unique id!
Returns
false if the given id is not valid (ie another property owns the id) or true if the property could be added successfully

Definition at line 450 of file kplayer.cpp.

bool KPlayer::asyncInput ( ) const

Query whether this player does asynchronous input.

Returns
true/false

Definition at line 150 of file kplayer.cpp.

int KPlayer::calcIOValue ( )

Calculates a checksum over the IO devices.

Can be used to restore the IO handlers. The value returned is the 'or'ed value of the KGameIO rtti's. this is itnernally used for saving and restorign a player.

Definition at line 331 of file kplayer.cpp.

KGamePropertyHandler * KPlayer::dataHandler ( )
Returns
the property handler

Definition at line 250 of file kplayer.cpp.

void KPlayer::Debug ( )

Gives debug output of the game status.

Definition at line 483 of file kplayer.cpp.

void KPlayer::emitSignal ( KGamePropertyBase *  me)
protectedslot

Called by KGameProperty only! Internal function!

Definition at line 467 of file kplayer.cpp.

KGamePropertyBase * KPlayer::findProperty ( int  id) const

Searches for a property of the player given its id.

Parameters
idThe id of the property
Returns
The property with the specified id

Definition at line 445 of file kplayer.cpp.

KGameIO * KPlayer::findRttiIO ( int  rtti) const

Finds the KGameIO devies with the given rtti code.

E.g. find the mouse or network device

Parameters
rttithe rtti code to be searched for
Returns
the KGameIO device

Definition at line 317 of file kplayer.cpp.

bool KPlayer::forwardInput ( QDataStream &  msg,
bool  transmit = true,
quint32  sender = 0 
)
virtual

Forwards input to the game object..internal use only.

This method is used by KGameIO::sendInput(). Use that function instead to send player inputs!

This function forwards a player input (see KGameIO classes) to the game object, see KGame, either to KGame::sendPlayerInput() (if transmit=true, ie the message has just been created) or to KGame::playerInput() (if player=false, ie the message was sent through KGame::sendPlayerInput).

Definition at line 194 of file kplayer.cpp.

bool KPlayer::forwardMessage ( QDataStream &  msg,
int  msgid,
quint32  receiver = 0,
quint32  sender = 0 
)
virtual

Forwards Message to the game object..internal use only.

Definition at line 180 of file kplayer.cpp.

KGame * KPlayer::game ( ) const

Query to which game the player belongs to.

Returns
the game

Definition at line 140 of file kplayer.cpp.

const QString & KPlayer::group ( ) const
virtual

Query the group the player belongs to.

Definition at line 238 of file kplayer.cpp.

bool KPlayer::hasRtti ( int  rtti) const

Checks whether this player has a IO device of the given rtti type.

Parameters
rttithe rtti typed to be checked for
Returns
true if it exists

Definition at line 312 of file kplayer.cpp.

quint32 KPlayer::id ( ) const

Returns the id of the player.

Returns
the player id

Definition at line 247 of file kplayer.cpp.

KPlayer::KGameIOList * KPlayer::ioList ( )

Returns a list of input devices.

Returns
list of devices

Definition at line 130 of file kplayer.cpp.

bool KPlayer::isActive ( ) const

Is this player an active player.

An player is usually inactivated if it is replaced by a network connection. But this could also be called manually

Returns
true/false

Definition at line 155 of file kplayer.cpp.

bool KPlayer::isVirtual ( ) const

Is this player a virtual player, ie is it created by mirroring a real player from another network game.

This mirroring is done autmatically as soon as a network connection is build and it affects all players regardless what type

Returns
true/false

Definition at line 256 of file kplayer.cpp.

bool KPlayer::load ( QDataStream &  stream)
virtual

Load a saved player, from file OR network.

By default all KGameProperty objects in the dataHandler of this player are loaded and saved when using load or save. If you need to save/load more you have to replace this function (and save). You will probably still want to call the default implementation additionally!

Parameters
streama data stream where you can stream the player from
Returns
true?

Definition at line 370 of file kplayer.cpp.

bool KPlayer::myTurn ( ) const

is it my turn to go

Returns
true/false

Definition at line 175 of file kplayer.cpp.

const QString & KPlayer::name ( ) const
virtual
Returns
The name of the player.

Definition at line 244 of file kplayer.cpp.

KPlayer * KPlayer::networkPlayer ( ) const

Returns the player which got inactivated to allow this player to be set up via network.

Mostly internal function

Definition at line 262 of file kplayer.cpp.

int KPlayer::networkPriority ( ) const

Returns whether this player can be replaced by a network connection player.

The name of this function can be improved ;-) If you do not overwrite the function to select what players shall play in a network the KGame does an automatic selection based on the networkPriority This is not a terrible important function at the moment.

Returns
true/false

Definition at line 265 of file kplayer.cpp.

void KPlayer::networkTransmission ( QDataStream &  stream,
int  msgid,
quint32  sender 
)

Receives a message.

Parameters
msgidThe kind of the message. See messages.txt for further information
streamThe message itself
sender

Definition at line 409 of file kplayer.cpp.

bool KPlayer::removeGameIO ( KGameIO *  input = 0,
bool  deleteit = true 
)

remove (and delete) a game IO device

The remove IO(s) is/are deleted by default. If you do not want this set the parameter deleteit to false

Parameters
inputthe device to be removed or 0 for all devices
deleteittrue (default) to delete the device otherwisse just remove it
Returns
true on ok

Definition at line 283 of file kplayer.cpp.

int KPlayer::rtti ( ) const
virtual

The idendification of the player.

Overwrite this in classes inherting KPlayer to run time identify them.

Returns
0 for default KPlayer.

Definition at line 125 of file kplayer.cpp.

bool KPlayer::save ( QDataStream &  stream)
virtual

Save a player to a file OR to network.

See also load

Parameters
streama data stream to load the player from
Returns
true?

Definition at line 396 of file kplayer.cpp.

void KPlayer::sendProperty ( int  msgid,
QDataStream &  stream,
bool *  sent 
)
protectedslot

Called by KGameProperty only! Internal function!

Definition at line 455 of file kplayer.cpp.

void KPlayer::setActive ( bool  v)

Set an player as active (true) or inactive (false)

Parameters
vtrue=active, false=inactive

Definition at line 160 of file kplayer.cpp.

void KPlayer::setAsyncInput ( bool  a)

Set whether this player can make turns/input all the time (true) or only when it is its turn (false) as it is used in turn based games.

Parameters
aasync=true turn based=false

Definition at line 145 of file kplayer.cpp.

void KPlayer::setGame ( KGame *  game)

sets the game the player belongs to.

This is usually automatically done when adding a player

Parameters
gamethe game

Definition at line 135 of file kplayer.cpp.

void KPlayer::setGroup ( const QString &  group)

A group the player belongs to.

This Can be set arbitrary by you.

Definition at line 235 of file kplayer.cpp.

void KPlayer::setId ( quint32  i)

Definition at line 228 of file kplayer.cpp.

void KPlayer::setName ( const QString &  name)

Sets the name of the player.

This can be chosen arbitrary.

Parameters
nameThe player's name

Definition at line 241 of file kplayer.cpp.

void KPlayer::setNetworkPlayer ( KPlayer *  p)

Sets this network player replacement.

Internal stuff

Definition at line 259 of file kplayer.cpp.

void KPlayer::setNetworkPriority ( int  b)

Set whether this player can be replaced by a network player.

There are to possible games. The first type of game has arbitrary many players. As soon as a network players connects the game runs with more players (not tagged situation). The other type is e.g. games like chess which require a constant player number. In a network game situation you would tag one or both players of all participants. As soon as the connect the tagged player will then be replaced by the network partner and it is then controlled over the network. On connection loss the old situation is automatically restored.

The name of this function can be improved;-)

Parameters
bshould this player be tagged

Definition at line 268 of file kplayer.cpp.

bool KPlayer::setTurn ( bool  b,
bool  exclusive = true 
)

Sets whether this player is the next to turn.

If exclusive is given all other players are set to setTurn(false) and only this player can move

Parameters
btrue/false
exclusivetrue (default)/ false
Returns
should be void

Definition at line 342 of file kplayer.cpp.

void KPlayer::setUserId ( int  i)

Definition at line 170 of file kplayer.cpp.

void KPlayer::setVirtual ( bool  v)

Sets whether this player is virtual. This is internally called

Parameters
vvirtual true/false

Definition at line 253 of file kplayer.cpp.

void KPlayer::signalNetworkData ( int  msgid,
const QByteArray &  buffer,
quint32  sender,
KPlayer *  me 
)
signal

The player object got a message which was targeted at it but has no default method to process it.

This means probably a user message. Connecting to this signal allowed to process it.

void KPlayer::signalPropertyChanged ( KGamePropertyBase *  property,
KPlayer *  me 
)
signal

This signal is emmited if a player property changes its value and the property is set to notify this change.

This is an important signal as you should base the actions on a reaction to this property changes.

int KPlayer::userId ( ) const

Returns the user defined id of the player This value can be used arbitrary by you to have some user idendification for your player, e.g.

0 for a white chess player, 1 for a black one. This value is more reliable than the player id whcih can even change when you make a network connection.

Returns
the user defined player id

Definition at line 165 of file kplayer.cpp.


The documentation for this class was generated from the following files:
  • kplayer.h
  • kplayer.cpp
This file is part of the KDE documentation.
Documentation copyright © 1996-2020 The KDE developers.
Generated on Mon Jun 22 2020 13:18:54 by doxygen 1.8.7 written by Dimitri van Heesch, © 1997-2006

KDE's Doxygen guidelines are available online.

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