KPlayer Class Reference
#include <kplayer.h>
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.
Public Types | |
typedef QPtrList< KGameIO > | KGameIOList |
Signals | |
void | signalNetworkData (int msgid, const QByteArray &buffer, Q_UINT32 sender, KPlayer *me) |
void | signalPropertyChanged (KGamePropertyBase *property, KPlayer *me) |
Public Member Functions | |
KPlayer () | |
KPlayer (KGame *game) | |
virtual | ~KPlayer () |
virtual int | rtti () const |
void | Debug () |
KGameIOList * | ioList () |
void | setGame (KGame *game) |
KGame * | game () const |
void | setAsyncInput (bool a) |
bool | asyncInput () const |
bool | isVirtual () const |
void | setVirtual (bool v) |
bool | isActive () const |
void | setActive (bool v) |
Q_UINT32 | id () const |
void | setId (Q_UINT32 i) |
int | userId () const |
void | setUserId (int i) |
int | networkPriority () const |
void | setNetworkPriority (int b) |
KPlayer * | networkPlayer () const |
void | setNetworkPlayer (KPlayer *p) |
void | setGroup (const QString &group) |
virtual const QString & | group () const |
void | setName (const QString &name) |
virtual const QString & | name () const |
bool | addGameIO (KGameIO *input) |
bool | removeGameIO (KGameIO *input=0, bool deleteit=true) |
KGameIO * | findRttiIO (int rtti) const |
bool | hasRtti (int rtti) const |
virtual bool | forwardInput (QDataStream &msg, bool transmit=true, Q_UINT32 sender=0) |
virtual bool | forwardMessage (QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0) |
bool | myTurn () const |
bool | setTurn (bool b, bool exclusive=true) |
virtual bool | load (QDataStream &stream) |
virtual bool | save (QDataStream &stream) |
void | networkTransmission (QDataStream &stream, int msgid, Q_UINT32 sender) |
KGamePropertyBase * | findProperty (int id) const |
bool | addProperty (KGamePropertyBase *data) |
int | calcIOValue () |
KGamePropertyHandler * | dataHandler () |
Protected Slots | |
void | sendProperty (int msgid, QDataStream &stream, bool *sent) |
void | emitSignal (KGamePropertyBase *me) |
Constructor & Destructor Documentation
KPlayer::KPlayer | ( | ) |
Create a new player object.
It will be automatically deleted if the game it belongs to is deleted.
Definition at line 62 of file kplayer.cpp.
KPlayer::KPlayer | ( | KGame * | game | ) |
Create a new player object.
It will be automatically deleted if the game it belongs to is deleted. This constructor automatically adds the player to the game using KGame::addPlayer()
Definition at line 67 of file kplayer.cpp.
Member Function Documentation
virtual int KPlayer::rtti | ( | ) | const [inline, virtual] |
void KPlayer::Debug | ( | ) |
KGameIOList* KPlayer::ioList | ( | ) | [inline] |
void KPlayer::setGame | ( | KGame * | game | ) | [inline] |
KGame* KPlayer::game | ( | ) | const [inline] |
void KPlayer::setAsyncInput | ( | bool | a | ) | [inline] |
bool KPlayer::asyncInput | ( | ) | const [inline] |
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 204 of file kplayer.cpp.
bool KPlayer::isActive | ( | ) | const [inline] |
void KPlayer::setActive | ( | bool | v | ) | [inline] |
Q_UINT32 KPlayer::id | ( | ) | const |
int KPlayer::userId | ( | ) | const [inline] |
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
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 213 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:
-
b should this player be tagged
Definition at line 216 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 210 of file kplayer.cpp.
void KPlayer::setNetworkPlayer | ( | KPlayer * | p | ) |
void KPlayer::setGroup | ( | const QString & | group | ) |
A group the player belongs to.
This Can be set arbitrary by you.
Definition at line 183 of file kplayer.cpp.
const QString & KPlayer::group | ( | ) | const [virtual] |
void KPlayer::setName | ( | const QString & | name | ) |
Sets the name of the player.
This can be chosen arbitrary.
- Parameters:
-
name The player's name
Definition at line 189 of file kplayer.cpp.
const QString & KPlayer::name | ( | ) | const [virtual] |
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:
-
input the inut device
- Returns:
- true if ok
Definition at line 219 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:
-
input the device to be removed or 0 for all devices deleteit true (default) to delete the device otherwisse just remove it
- Returns:
- true on ok
Definition at line 231 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:
-
rtti the rtti code to be searched for
- Returns:
- the KGameIO device
Definition at line 259 of file kplayer.cpp.
bool KPlayer::hasRtti | ( | int | rtti | ) | const [inline] |
bool KPlayer::forwardInput | ( | QDataStream & | msg, | |
bool | transmit = true , |
|||
Q_UINT32 | 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 142 of file kplayer.cpp.
bool KPlayer::forwardMessage | ( | QDataStream & | msg, | |
int | msgid, | |||
Q_UINT32 | receiver = 0 , |
|||
Q_UINT32 | sender = 0 | |||
) | [virtual] |
bool KPlayer::myTurn | ( | ) | const [inline] |
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:
-
b true/false exclusive true (default)/ false
- Returns:
- should be void
Definition at line 285 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:
-
stream a data stream where you can stream the player from
- Returns:
- true?
Definition at line 314 of file kplayer.cpp.
bool KPlayer::save | ( | QDataStream & | stream | ) | [virtual] |
Save a player to a file OR to network.
See also load
- Parameters:
-
stream a data stream to load the player from
- Returns:
- true?
Definition at line 340 of file kplayer.cpp.
void KPlayer::networkTransmission | ( | QDataStream & | stream, | |
int | msgid, | |||
Q_UINT32 | sender | |||
) |
Receives a message.
- Parameters:
-
msgid The kind of the message. See messages.txt for further information stream The message itself sender
Definition at line 353 of file kplayer.cpp.
KGamePropertyBase * KPlayer::findProperty | ( | int | id | ) | const |
Searches for a property of the player given its id.
- Parameters:
-
id The id of the property
- Returns:
- The property with the specified id
Definition at line 389 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:
-
data The 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 394 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 273 of file kplayer.cpp.
KGamePropertyHandler * KPlayer::dataHandler | ( | ) |
void KPlayer::signalNetworkData | ( | int | msgid, | |
const QByteArray & | buffer, | |||
Q_UINT32 | 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.
void KPlayer::sendProperty | ( | int | msgid, | |
QDataStream & | stream, | |||
bool * | sent | |||
) | [protected, slot] |
void KPlayer::emitSignal | ( | KGamePropertyBase * | me | ) | [protected, slot] |
The documentation for this class was generated from the following files: