1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
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 <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 TQ_UINT32 createPlayerId(int player, TQ_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(TQ_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 TQ_UINT32 rawGameId(TQ_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(TQ_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(TQ_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, TQ_UINT32 sender, TQ_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,TQ_UINT32 &sender, TQ_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() 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
|