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/*
    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 <tqdatastream.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(TQDataStream &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(TQDataStream &msg,Q_UINT32 &sender, Q_UINT32 &receiver, int &msgid);

    /**
     * Creates a property header  given the property id
     */
    static void createPropertyHeader(TQDataStream &msg, int id);

    /**
     * Retrieves the property id from a property message header
     */
    static void extractPropertyHeader(TQDataStream &msg, int &id);

    /**
     * Creates a property header given the property id
     */
    static void createPropertyCommand(TQDataStream &msg, int cmdid, int pid, int cmd);

    /**
     * Retrieves the property id from a property message header
     */
    static void extractPropertyCommand(TQDataStream &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 TQString::null if
     * the msgid is unknown
     **/
    static TQString 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