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Diffstat (limited to 'libkdegames/kgame/kgamemessage.h')
-rw-r--r-- | libkdegames/kgame/kgamemessage.h | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/libkdegames/kgame/kgamemessage.h b/libkdegames/kgame/kgamemessage.h new file mode 100644 index 00000000..4394b4fa --- /dev/null +++ b/libkdegames/kgame/kgamemessage.h @@ -0,0 +1,173 @@ +/* + This file is part of the KDE 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 __KGAMEMSG_H_ +#define __KGAMEMSG_H_ + +#include <qdatastream.h> +#include <kdemacros.h> + +class KDE_EXPORT KGameMessage +{ + public: + /** + * Creates a fully qualified player ID which contains the original + * player id in the lower bits and the game number in the higher bits. + * Do not rely on the exact bit positions as they are internal. + * + * See also @ref rawPlayerId and @ref rawGameId which are the inverse + * operations + * + * @param playerid the player id - can include a gameid (will get removed) + * @param gameid The game id (<64). 0 For broadcast. + * @return the new player id + */ + static Q_UINT32 createPlayerId(int player, Q_UINT32 game); + + /** + * Returns the raw playerid, that is, a id which does not + * contain the game number encoded in it. See also @ref createPlayerId which + * is the inverse operation. + * + * @param the player id + * @return the raw player id + **/ + static int rawPlayerId(Q_UINT32 playerid); + + /** + * Returns the raw game id, that is, the game id the player + * belongs to. Se also @ref createPlayerId which is the inverse operation. + * + * @param the player id + * @return the raw game id + **/ + static Q_UINT32 rawGameId(Q_UINT32 playerid); + + /** + * Checks whether a message receiver/sender is a player + * + * @param id The ID of the sender/receiver + * @return true/false + */ + static bool isPlayer(Q_UINT32 id); + + /** + * Checks whether the sender/receiver of a message is a game + * + * @param id The ID of the sender/receiver + * @return true/false + */ + static bool isGame(Q_UINT32 id); + + /** + * Creates a message header given cookie,sender,receiver,... + * + * Also puts "hidden" header into the stream which are used by KGameClient + * (message length and magic cookie). If you don't need them remove them + * with @ref dropExternalHeader + */ + static void createHeader(QDataStream &msg, Q_UINT32 sender, Q_UINT32 receiver, int msgid); + + /** + * Retrieves the information like cookie,sender,receiver,... from a message header + * + * Note that it could be necessary to call @ref dropExternalHeader first + */ + static void extractHeader(QDataStream &msg,Q_UINT32 &sender, Q_UINT32 &receiver, int &msgid); + + /** + * Creates a property header given the property id + */ + static void createPropertyHeader(QDataStream &msg, int id); + + /** + * Retrieves the property id from a property message header + */ + static void extractPropertyHeader(QDataStream &msg, int &id); + + /** + * Creates a property header given the property id + */ + static void createPropertyCommand(QDataStream &msg, int cmdid, int pid, int cmd); + + /** + * Retrieves the property id from a property message header + */ + static void extractPropertyCommand(QDataStream &msg, int &pid, int &cmd); + + /** + * @return Version of the network library + */ + static int version(); + + /** + * This function takes a @ref GameMessageIds as argument and returns a + * suitable string for it. This string can't be used to identify a message + * (as it is i18n'ed) but it can make debugging more easy. See also @ref + * KGameDebugDialog. + * @return Either a i18n'ed string (the name of the id) or QString::null if + * the msgid is unknown + **/ + static QString messageId2Text(int msgid); + + + /** + * Message Ids used inside @ref KGame. + * + * You can use your own custom message Id by adding @p IdUser to it. + **/ +// please document every new id with a short comment + enum GameMessageIds { +// game init, game load, disconnect, ... + IdSetupGame=1, // sent to a newly connected player + IdSetupGameContinue=2, // continue the setup + IdGameLoad=3, // load/save the game to the client + IdGameConnected=4, // Client successfully connected to master + IdSyncRandom=5, // new random seed set - sync games + IdDisconnect=6, // KGame object disconnects from game + IdGameSetupDone=7, // New game client is now operational + +// properties + IdPlayerProperty=20, // a player property changed + IdGameProperty=21, // a game property changed + +// player management + IdAddPlayer=30, // add a player + IdRemovePlayer=31, // the player will be removed + IdActivatePlayer=32, // Activate a player + IdInactivatePlayer=33, // Inactivate a player + IdTurn=34, // Turn to be prepared + +// to-be-categorized + IdError=100, // an error occurred + IdPlayerInput=101, // a player input occurred + IdIOAdded=102, // KGameIO got added to a player...init this IO + +// special ids for computer player + IdProcessQuery=220, // Process queries data (process only) + IdPlayerId=221, // PlayerId got changed (process only) + + IdUser=256 // a user specified message + }; +}; + +#endif |