KPlayer Class Reference
Base class for a game player. More...
#include <kplayer.h>
Collaboration diagram for KPlayer:

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) |
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.
Constructor & Destructor Documentation
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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. |
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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. References KGame::addPlayer(). |
Member Function Documentation
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The idendification of the player. Overwrite this in classes inherting KPlayer to run time identify them.
Definition at line 98 of file kplayer.h. Referenced by Debug(), KGame::savePlayer(), and KGameDebugDialog::slotUpdatePlayerData(). |
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Gives debug output of the game status.
Definition at line 428 of file kplayer.cpp. References asyncInput(), game(), group(), id(), isActive(), isVirtual(), myTurn(), name(), networkPriority(), and rtti(). Referenced by KGame::slotServerDisconnected(). |
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Returns a list of input devices.
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sets the game the player belongs to. This is usually automatically done when adding a player
Definition at line 120 of file kplayer.h. Referenced by KGame::systemAddPlayer(). |
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Query to which game the player belongs to.
Definition at line 127 of file kplayer.h. Referenced by Debug(), forwardInput(), forwardMessage(), KGameIO::game(), networkTransmission(), sendProperty(), setTurn(), KGameDebugDialog::slotUpdatePlayerData(), and ~KPlayer(). |
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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.
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Query whether this player does asynchronous input.
Definition at line 144 of file kplayer.h. Referenced by Debug(), forwardInput(), KGame::playerInputFinished(), KGameDebugDialog::slotUpdatePlayerData(), and KGame::systemPlayerInput(). |
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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
Definition at line 204 of file kplayer.cpp. Referenced by Debug(), KGame::playerDeleted(), KGameDebugDialog::slotUpdatePlayerData(), KGame::systemAddPlayer(), and KGame::systemInactivatePlayer(). |
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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
Definition at line 173 of file kplayer.h. Referenced by Debug(), forwardInput(), forwardMessage(), KGame::networkTransmission(), setTurn(), KGameDebugDialog::slotUpdatePlayerData(), KGame::systemActivatePlayer(), and KGame::systemInactivatePlayer(). |
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Set an player as active (true) or inactive (false).
Definition at line 180 of file kplayer.h. Referenced by KGame::systemActivatePlayer(), and KGame::systemInactivatePlayer(). |
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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.
Definition at line 207 of file kplayer.h. Referenced by KGameProcessIO::initIO(), and KGameDebugDialog::slotUpdatePlayerData(). |
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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.
Definition at line 213 of file kplayer.cpp. Referenced by Debug(), save(), and KGameDebugDialog::slotUpdatePlayerData(). |
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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;-)
Definition at line 216 of file kplayer.cpp. Referenced by load(). |
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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. |
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Sets this network player replacement. Internal stuff Definition at line 207 of file kplayer.cpp. |
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A group the player belongs to. This Can be set arbitrary by you. Definition at line 183 of file kplayer.cpp. |
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Query the group the player belongs to.
Definition at line 186 of file kplayer.cpp. Referenced by Debug(), KGame::sendGroupMessage(), KGameChat::setFromPlayer(), and KGameDebugDialog::slotUpdatePlayerData(). |
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Sets the name of the player. This can be chosen arbitrary.
Definition at line 189 of file kplayer.cpp. Referenced by KGameDialogGeneralConfig::submitToKGame(). |
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Definition at line 192 of file kplayer.cpp. Referenced by KGameChat::addMessage(), Debug(), KGameDialogGeneralConfig::setOwner(), KGameChat::slotAddPlayer(), KGameDialogConnectionConfig::slotKickPlayerOut(), KGameDialogConnectionConfig::slotPlayerJoinedGame(), KGameDialogConnectionConfig::slotPropertyChanged(), KGameDialogGeneralConfig::slotPropertyChanged(), KGameChat::slotPropertyChanged(), and KGameDebugDialog::slotUpdatePlayerData(). |
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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
Definition at line 219 of file kplayer.cpp. References KGameIO::initIO(). Referenced by KGameIO::KGameIO(). |
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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
Definition at line 231 of file kplayer.cpp. References KGameIO::setPlayer(). Referenced by KGameIO::~KGameIO(), and KGameProcessIO::~KGameProcessIO(). |
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Finds the KGameIO devies with the given rtti code. E.g. find the mouse or network device
Definition at line 259 of file kplayer.cpp. |
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Checks whether this player has a IO device of the given rtti type.
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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. References asyncInput(), game(), isActive(), myTurn(), KGame::sendPlayerInput(), and KGame::systemPlayerInput(). Referenced by networkTransmission(), and KGameIO::sendInput(). |
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Forwards Message to the game object. .internal use only Definition at line 128 of file kplayer.cpp. References game(), isActive(), and KGameNetwork::sendSystemMessage(). Referenced by KGameProcessIO::receivedMessage(). |
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is it my turn to go
Definition at line 349 of file kplayer.h. Referenced by Debug(), forwardInput(), and KGameDebugDialog::slotUpdatePlayerData(). |
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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
Definition at line 285 of file kplayer.cpp. References game(), id(), isActive(), KGame::playerList(), and setTurn(). Referenced by KGameSequence::nextPlayer(), KGame::playerInputFinished(), setTurn(), and KGame::systemPlayerInput(). |
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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!
Definition at line 314 of file kplayer.cpp. References id(), setId(), and setNetworkPriority(). Referenced by KGame::loadPlayer(). |
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Save a player to a file OR to network. See also load
Definition at line 340 of file kplayer.cpp. References id(), and networkPriority(). Referenced by KGame::savePlayer(). |
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Receives a message.
Definition at line 353 of file kplayer.cpp. References forwardInput(), game(), KGameNetwork::gameId(), and signalNetworkData(). Referenced by KGame::networkTransmission(). |
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Searches for a property of the player given its id.
Definition at line 389 of file kplayer.cpp. |
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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.
Definition at line 394 of file kplayer.cpp. |
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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. Referenced by KGame::savePlayer(). |
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Definition at line 198 of file kplayer.cpp. Referenced by KGame::loadgame(), KGamePropertyBase::registerData(), and KGameDebugDialog::slotUpdatePlayerData(). |
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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. Referenced by networkTransmission(). |
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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. Referenced by emitSignal(). |
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Called by KGameProperty only! Internal function!
Definition at line 399 of file kplayer.cpp. References game(), and KGame::sendPlayerProperty(). |
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Called by KGameProperty only! Internal function!
Definition at line 411 of file kplayer.cpp. References KGamePropertyBase::id(), signalPropertyChanged(), and KGameProperty< type >::value(). |
The documentation for this class was generated from the following files: