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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /kgoldrunner/src/kgoldrunner.cpp | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kgoldrunner/src/kgoldrunner.cpp')
-rw-r--r-- | kgoldrunner/src/kgoldrunner.cpp | 1097 |
1 files changed, 1097 insertions, 0 deletions
diff --git a/kgoldrunner/src/kgoldrunner.cpp b/kgoldrunner/src/kgoldrunner.cpp new file mode 100644 index 00000000..6e8cfb3c --- /dev/null +++ b/kgoldrunner/src/kgoldrunner.cpp @@ -0,0 +1,1097 @@ +/* + * Copyright (C) 2003 Ian Wadham and Marco Krüger <ianw2@optusnet.com.au> + */ + +#include <kprinter.h> +#include <qpainter.h> +#include <qpaintdevicemetrics.h> + +#include <kglobal.h> +#include <klocale.h> +#include <kiconloader.h> +#include <kmenubar.h> +#include <kstatusbar.h> +#include <kkeydialog.h> +#include <kaccel.h> +#include <kio/netaccess.h> +#include <kfiledialog.h> +#include <kconfig.h> + +#include <kedittoolbar.h> +#include <ktoolbar.h> + +#include <kstdaccel.h> +#include <kaction.h> +#include <kstdaction.h> +#include <kstdgameaction.h> + +#include "kgrconsts.h" +#include "kgrobject.h" +#include "kgrfigure.h" +#include "kgrcanvas.h" +#include "kgrdialog.h" +#include "kgrgame.h" +#include "kgoldrunner.h" + +KGoldrunner::KGoldrunner() + : KMainWindow (0, "KGoldrunner"), + view (new KGrCanvas (this)) +{ +/******************************************************************************/ +/************* FIND WHERE THE GAMES DATA AND HANDBOOK SHOULD BE *************/ +/******************************************************************************/ + + // Avoid "saveOK()" check if an error-exit occurs during the file checks. + startupOK = TRUE; + + // Get directory paths for the system levels, user levels and manual. + if (! getDirectories()) { + fprintf (stderr, "getDirectories() FAILED\n"); + startupOK = FALSE; + return; // If games directory not found, abort. + } + + // This message is to help diagnose distribution or installation problems. + printf + ("The games data and handbook should be in the following locations:\n"); + printf ("System games: %s\nUser data: %s\nHandbook: %s\n", + systemDataDir.myStr(), userDataDir.myStr(), systemHTMLDir.myStr()); + +/******************************************************************************/ +/************************ SET PLAYFIELD AND GAME DATA ***********************/ +/******************************************************************************/ + + game = new KGrGame (view, systemDataDir, userDataDir); + + // Initialise the collections of levels (i.e. the list of games). + if (! game->initCollections()) { + startupOK = FALSE; + return; // If no game files, abort. + } + + hero = game->getHero(); // Get a pointer to the hero. + +/******************************************************************************/ +/************************* SET UP THE USER INTERFACE ************************/ +/******************************************************************************/ + + // Get catalog for translation + KGlobal::locale()->insertCatalogue("libkdegames"); + + // Tell the KMainWindow that this is the main widget + setCentralWidget (view); + + // Set up our actions (menu, toolbar and keystrokes) ... + setupActions(); + + // and a status bar. + initStatusBar(); + + // Connect the game actions to the menu and toolbar displays. + connect(game, SIGNAL (setEditMenu (bool)), SLOT (setEditMenu (bool))); + connect(game, SIGNAL (markRuleType (char)), SLOT (markRuleType (char))); + connect(game, SIGNAL (hintAvailable(bool)), SLOT (adjustHintAction(bool))); + connect(game, SIGNAL (defaultEditObj()), SLOT (defaultEditObj())); + + // Apply the saved mainwindow settings, if any, and ask the mainwindow + // to automatically save settings if changed: window size, toolbar + // position, icon size, etc. + setAutoSaveSettings(); + +#ifdef QT3 + // Base size of playing-area and widgets on the monitor resolution. + int dw = KApplication::desktop()->width(); + if (dw > 800) { // More than 800x600. + view->changeSize (+1); // Scale 1.25:1. + } + if (dw > 1024) { // More than 1024x768. + view->changeSize (+1); + view->changeSize (+1); // Scale 1.75:1. + setUsesBigPixmaps (TRUE); // Use big toolbar buttons. + } + view->setBaseScale(); // Set scale for level-names. +#endif + setFixedSize (view->size()); + + makeEditToolbar(); // Uses pixmaps from "view". + editToolbar->hide(); + setDockEnabled (DockBottom, FALSE); + setDockEnabled (DockLeft, FALSE); + setDockEnabled (DockRight, FALSE); + + // Make it impossible to turn off the editor toolbar. + // Accidentally hiding it would make editing impossible. + setDockMenuEnabled (FALSE); + + // Set mouse control of the hero as the default. + game->setMouseMode (TRUE); + + // Paint the main widget (title, menu, status bar, blank playfield). + show(); + + // Force the main widget to appear before the "Start Game" dialog does. + qApp->processEvents(); + + // Call the "Start Game" function and pop up the "Start Game" dialog. + game->startLevelOne(); +} + +KGoldrunner::~KGoldrunner() +{ + delete editToolbar; +} + +void KGoldrunner::setupActions() +{ + /**************************************************************************/ + /****************************** GAME MENU ******************************/ + /**************************************************************************/ + + // New Game... + // Load Saved Game... + // Play Any Level... + // Play Next Level... + // Tutorial + // -------------------------- + + KAction * newAction = KStdGameAction:: + gameNew ( + game, + SLOT(startLevelOne()), actionCollection()); + newAction-> setText (i18n("&New Game...")); + KAction * loadGame = KStdGameAction:: + load ( + game, SLOT(loadGame()), actionCollection()); + loadGame-> setText (i18n("&Load Saved Game...")); + (void) new KAction ( + i18n("&Play Any Level..."), + 0, + game, SLOT(startAnyLevel()), actionCollection(), + "play_any"); + (void) new KAction ( + i18n("Play &Next Level..."), + 0, + game, + SLOT(startNextLevel()), actionCollection(), + "play_next"); + + // Save Game... + // Save Edits... (extra copy) + // -------------------------- + + saveGame = KStdGameAction:: + save ( + game, SLOT(saveGame()), actionCollection()); + saveGame-> setText (i18n("&Save Game...")); + saveGame-> setShortcut (Key_S); // Alternate key. + + // Pause + // Show High Scores + // Get a Hint + // Kill the Hero + // -------------------------- + + myPause = KStdGameAction:: + pause ( + this, SLOT(stopStart()), actionCollection()); + myPause-> setShortcut (Key_Escape); // Alternate key. + highScore = KStdGameAction:: + highscores ( + game, SLOT(showHighScores()), actionCollection()); + hintAction = new KAction ( + i18n("&Get Hint"), "ktip", + 0, + game, SLOT(showHint()), actionCollection(), + "get_hint"); + killHero = new KAction ( + i18n("&Kill Hero"), + Key_Q, + game, SLOT(herosDead()), actionCollection(), + "kill_hero"); + + // Quit + // -------------------------- + + (void) KStdGameAction:: + quit ( + this, SLOT(close()), actionCollection()); + + /**************************************************************************/ + /*************************** GAME EDITOR MENU **************************/ + /**************************************************************************/ + + // Create a Level + // Edit Any Level... + // Edit Next Level... + // -------------------------- + + (void) new KAction ( + i18n("&Create Level"), + 0, + game, SLOT(createLevel()), actionCollection(), + "create"); + (void) new KAction ( + i18n("&Edit Any Level..."), + 0, + game, SLOT(updateLevel()), actionCollection(), + "edit_any"); + (void) new KAction ( + i18n("Edit &Next Level..."), + 0, + game, SLOT(updateNext()), actionCollection(), + "edit_next"); + + // Save Edits... + // Move Level... + // Delete Level... + // -------------------------- + + saveEdits = new KAction ( + i18n("&Save Edits..."), + 0, + game, SLOT(saveLevelFile()), actionCollection(), + "save_edits"); + saveEdits->setEnabled (FALSE); // Nothing to save, yet. + + (void) new KAction ( + i18n("&Move Level..."), + 0, + game, SLOT(moveLevelFile()), actionCollection(), + "move_level"); + (void) new KAction ( + i18n("&Delete Level..."), + 0, + game, + SLOT(deleteLevelFile()), actionCollection(), + "delete_level"); + + // Create a Game + // Edit Game Info... + // -------------------------- + + (void) new KAction ( + i18n("Create Game..."), + 0, + this, SLOT(createGame()), actionCollection(), + "create_game"); + (void) new KAction ( + i18n("Edit Game Info..."), + 0, + this, + SLOT(editGameInfo()), actionCollection(), + "edit_game"); + + /**************************************************************************/ + /*************************** LANDSCAPES MENU ***************************/ + /**************************************************************************/ + + // Default shortcut keys are set by "kgoldrunnerui.rc". + + setKGoldrunner = new KRadioAction ( + "K&Goldrunner", + 0, // Default Shift+G + this, SLOT(lsKGoldrunner()), actionCollection(), + "kgoldrunner"); + setAppleII = new KRadioAction ( + "&Apple II", + 0, // Default Shift+A + this, SLOT(lsApple2()), actionCollection(), + "apple_2"); + setIceCave = new KRadioAction ( + i18n("&Ice Cave"), + 0, // Default Shift+I + this, SLOT(lsIceCave()), actionCollection(), + "ice_cave"); + setMidnight = new KRadioAction ( + i18n("&Midnight"), + 0, // Default Shift+M + this, SLOT(lsMidnight()), actionCollection(), + "midnight"); + setKDEKool = new KRadioAction ( + i18n("&KDE Kool"), + 0, // Default Shift+K + this, SLOT(lsKDEKool()), actionCollection(), + "kde_kool"); + + setKGoldrunner-> setExclusiveGroup ("landscapes"); + setAppleII-> setExclusiveGroup ("landscapes"); + setIceCave-> setExclusiveGroup ("landscapes"); + setMidnight-> setExclusiveGroup ("landscapes"); + setKDEKool-> setExclusiveGroup ("landscapes"); + setKGoldrunner-> setChecked (TRUE); + + /**************************************************************************/ + /**************************** SETTINGS MENU ****************************/ + /**************************************************************************/ + + // Mouse Controls Hero + // Keyboard Controls Hero + // -------------------------- + + setMouse = new KRadioAction ( + i18n("&Mouse Controls Hero"), + 0, + this, + SLOT(setMouseMode()), actionCollection(), + "mouse_mode"); + setKeyboard = new KRadioAction ( + i18n("&Keyboard Controls Hero"), + 0, + this, + SLOT(setKeyBoardMode()), actionCollection(), + "keyboard_mode"); + + setMouse-> setExclusiveGroup ("control"); + setKeyboard-> setExclusiveGroup ("control"); + setMouse-> setChecked (TRUE); + + // Normal Speed + // Beginner Speed + // Champion Speed + // Increase Speed + // Decrease Speed + // -------------------------- + + KRadioAction * nSpeed = new KRadioAction ( + i18n("Normal Speed"), + 0, + this, SLOT(normalSpeed()), actionCollection(), + "normal_speed"); + KRadioAction * bSpeed = new KRadioAction ( + i18n("Beginner Speed"), + 0, + this, SLOT(beginSpeed()), actionCollection(), + "beginner_speed"); + KRadioAction * cSpeed = new KRadioAction ( + i18n("Champion Speed"), + 0, + this, SLOT(champSpeed()), actionCollection(), + "champion_speed"); + (void) new KAction ( // Repeatable action. + i18n("Increase Speed"), + Key_Plus, + this, SLOT(incSpeed()), actionCollection(), + "increase_speed"); + (void) new KAction ( // Repeatable action. + i18n("Decrease Speed"), + Key_Minus, + this, SLOT(decSpeed()), actionCollection(), + "decrease_speed"); + + nSpeed-> setExclusiveGroup ("speed"); + bSpeed-> setExclusiveGroup ("speed"); + cSpeed-> setExclusiveGroup ("speed"); + nSpeed-> setChecked (TRUE); + + // Traditional Rules + // KGoldrunner Rules + // -------------------------- + + tradRules = new KRadioAction ( + i18n("&Traditional Rules"), + 0, + this, SLOT(setTradRules()), actionCollection(), + "trad_rules"); + kgrRules = new KRadioAction ( + i18n("K&Goldrunner Rules"), + 0, + this, SLOT(setKGrRules()), actionCollection(), + "kgr_rules"); + + tradRules-> setExclusiveGroup ("rules"); + kgrRules-> setExclusiveGroup ("rules"); + tradRules-> setChecked (TRUE); + + // Larger Playing Area + // Smaller Playing Area + // -------------------------- + + (void) new KAction ( + i18n("Larger Playing Area"), + 0, + this, SLOT(makeLarger()), actionCollection(), + "larger_area"); + (void) new KAction ( + i18n("Smaller Playing Area"), + 0, + this, SLOT(makeSmaller()), actionCollection(), + "smaller_area"); + + // Configure Shortcuts... + // Configure Toolbars... + // -------------------------- + + KStdAction::keyBindings ( + this, SLOT(optionsConfigureKeys()), + actionCollection()); + // KStdAction::configureToolbars ( + // this, SLOT(optionsConfigureToolbars()), + // actionCollection()); + + /**************************************************************************/ + /************************** KEYSTROKE ACTIONS **************************/ + /**************************************************************************/ + + // Two-handed KB controls and alternate one-handed controls for the hero. + + (void) new KAction (i18n("Move Up"), Key_Up, + this, SLOT(goUp()), actionCollection(), "move_up"); + (void) new KAction (i18n("Move Right"), Key_Right, + this, SLOT(goR()), actionCollection(), "move_right"); + (void) new KAction (i18n("Move Down"), Key_Down, + this, SLOT(goDown()), actionCollection(), "move_down"); + (void) new KAction (i18n("Move Left"), Key_Left, + this, SLOT(goL()), actionCollection(), "move_left"); + (void) new KAction (i18n("Stop"), Key_Space, + this, SLOT(stop()), actionCollection(), "stop"); + (void) new KAction (i18n("Dig Right"), Key_C, + this, SLOT(digR()), actionCollection(), "dig_right"); + (void) new KAction (i18n("Dig Left"), Key_Z, + this, SLOT(digL()), actionCollection(), "dig_left"); + + // Alternate one-handed controls. Set up in "kgoldrunnerui.rc". + + // Key_I, "move_up" + // Key_L, "move_right" + // Key_K, "move_down" + // Key_J, "move_left" + // Key_Space, "stop" (as above) + // Key_O, "dig_right" + // Key_U, "dig_left" + +#ifdef KGR_DEBUG + // Authors' debugging aids. + + (void) new KAction (i18n("Step"), Key_Period, + game, SLOT(doStep()), actionCollection(), "do_step"); + (void) new KAction (i18n("Test Bug Fix"), Key_B, + game, SLOT(bugFix()), actionCollection(), "bug_fix"); + (void) new KAction (i18n("Show Positions"), Key_D, + game, SLOT(showFigurePositions()), actionCollection(), "step"); + (void) new KAction (i18n("Start Logging"), Key_G, + game, SLOT(startLogging()), actionCollection(), "logging"); + (void) new KAction (i18n("Show Hero"), Key_H, + game, SLOT(showHeroState()), actionCollection(), "show_hero"); + (void) new KAction (i18n("Show Object"), Key_Question, + game, SLOT(showObjectState()), actionCollection(), "show_obj"); + (void) new KAction (i18n("Show Enemy") + "0", Key_0, + this, SLOT(showEnemy0()), actionCollection(), "show_enemy_0"); + (void) new KAction (i18n("Show Enemy") + "1", Key_1, + this, SLOT(showEnemy1()), actionCollection(), "show_enemy_1"); + (void) new KAction (i18n("Show Enemy") + "2", Key_2, + this, SLOT(showEnemy2()), actionCollection(), "show_enemy_2"); + (void) new KAction (i18n("Show Enemy") + "3", Key_3, + this, SLOT(showEnemy3()), actionCollection(), "show_enemy_3"); + (void) new KAction (i18n("Show Enemy") + "4", Key_4, + this, SLOT(showEnemy4()), actionCollection(), "show_enemy_4"); + (void) new KAction (i18n("Show Enemy") + "5", Key_5, + this, SLOT(showEnemy5()), actionCollection(), "show_enemy_5"); + (void) new KAction (i18n("Show Enemy") + "6", Key_6, + this, SLOT(showEnemy6()), actionCollection(), "show_enemy_6"); +#endif + + /**************************************************************************/ + /************************** NOW SET IT ALL UP **************************/ + /**************************************************************************/ + + createGUI(); +} + +/******************************************************************************/ +/********************** SLOTS FOR STATUS BAR UPDATES ************************/ +/******************************************************************************/ + +void KGoldrunner::initStatusBar() +{ + QString s = statusBar()->fontInfo().family(); // Set bold font. + int i = statusBar()->fontInfo().pointSize(); + statusBar()->setFont (QFont (s, i, QFont::Bold)); + + statusBar()->setSizeGripEnabled (FALSE); // Use Settings menu ... + + statusBar()->insertItem ("", ID_LIVES); + statusBar()->insertItem ("", ID_SCORE); + statusBar()->insertItem ("", ID_LEVEL); + statusBar()->insertItem ("", ID_HINTAVL); + statusBar()->insertItem ("", ID_MSG, QSizePolicy::Horizontally); + + showLives (5); // Start with 5 lives. + showScore (0); + showLevel (0); + adjustHintAction (FALSE); + + // Set the PAUSE/RESUME key-names into the status bar message. + pauseKeys = myPause->shortcut().toString(); + pauseKeys = pauseKeys.replace (';', "\" " + i18n("or") + " \""); + gameFreeze (FALSE); + + statusBar()->setItemFixed (ID_LIVES, -1); // Fix current sizes. + statusBar()->setItemFixed (ID_SCORE, -1); + statusBar()->setItemFixed (ID_LEVEL, -1); + + connect(game, SIGNAL (showLives (long)), SLOT (showLives (long))); + connect(game, SIGNAL (showScore (long)), SLOT (showScore (long))); + connect(game, SIGNAL (showLevel (int)), SLOT (showLevel (int))); + connect(game, SIGNAL (gameFreeze (bool)), SLOT (gameFreeze (bool))); +} + +void KGoldrunner::showLives (long newLives) +{ + QString tmp; + tmp.setNum (newLives); + if (newLives < 100) + tmp = tmp.rightJustify (3, '0'); + tmp.insert (0, i18n(" Lives: ")); + tmp.append (" "); + statusBar()->changeItem (tmp, ID_LIVES); +} + +void KGoldrunner::showScore (long newScore) +{ + QString tmp; + tmp.setNum (newScore); + if (newScore < 10000) + tmp = tmp.rightJustify (5, '0'); + tmp.insert (0, i18n(" Score: ")); + tmp.append (" "); + statusBar()->changeItem (tmp, ID_SCORE); +} + +void KGoldrunner::showLevel (int newLevelNo) +{ + QString tmp; + tmp.setNum (newLevelNo); + if (newLevelNo < 100) + tmp = tmp.rightJustify (3, '0'); + tmp.insert (0, i18n(" Level: ")); + tmp.append (" "); + statusBar()->changeItem (tmp, ID_LEVEL); +} + +void KGoldrunner::gameFreeze (bool on_off) +{ + if (on_off) + statusBar()->changeItem + (i18n("Press \"%1\" to RESUME").arg(pauseKeys), ID_MSG); + else + statusBar()->changeItem + (i18n("Press \"%1\" to PAUSE").arg(pauseKeys), ID_MSG); +} + +void KGoldrunner::adjustHintAction (bool hintAvailable) +{ + hintAction->setEnabled (hintAvailable); + + if (hintAvailable) { + statusBar()->changeItem (i18n(" Has hint "), ID_HINTAVL); + } + else { + statusBar()->changeItem (i18n(" No hint "), ID_HINTAVL); + } +} + +void KGoldrunner::markRuleType (char ruleType) +{ + if (ruleType == 'T') + tradRules->activate(); + else + kgrRules->activate(); +} + +void KGoldrunner::setEditMenu (bool on_off) +{ + saveEdits->setEnabled (on_off); + + saveGame->setEnabled (! on_off); + hintAction->setEnabled (! on_off); + killHero->setEnabled (! on_off); + highScore->setEnabled (! on_off); + + if (on_off){ + editToolbar->show(); + } + else { + editToolbar->hide(); + } +} + +/******************************************************************************/ +/******************* SLOTS FOR MENU AND KEYBOARD ACTIONS *******************/ +/******************************************************************************/ + +// Slot to halt (pause) or restart the game play. + +void KGoldrunner::stopStart() +{ + if (! (KGrObject::frozen)) { + game->freeze(); + } + else { + game->unfreeze(); + } +} + +// Local slots to create or edit game information. + +void KGoldrunner::createGame() {game->editCollection (SL_CR_GAME);} +void KGoldrunner::editGameInfo() {game->editCollection (SL_UPD_GAME);} + +// Local slots to set the landscape (colour scheme). + +void KGoldrunner::lsKGoldrunner() {view->changeLandscape ("KGoldrunner");} +void KGoldrunner::lsApple2() {view->changeLandscape ("Apple II");} +void KGoldrunner::lsIceCave() {view->changeLandscape ("Ice Cave");} +void KGoldrunner::lsMidnight() {view->changeLandscape ("Midnight");} +void KGoldrunner::lsKDEKool() {view->changeLandscape ("KDE Kool");} + +// Local slots to set mouse or keyboard control of the hero. + +void KGoldrunner::setMouseMode() {game->setMouseMode (TRUE);} +void KGoldrunner::setKeyBoardMode() {game->setMouseMode (FALSE);} + +// Local slots to set game speed. + +void KGoldrunner::normalSpeed() {hero->setSpeed (NSPEED);} +void KGoldrunner::beginSpeed() {hero->setSpeed (BEGINSPEED);} +void KGoldrunner::champSpeed() {hero->setSpeed (CHAMPSPEED);} +void KGoldrunner::incSpeed() {hero->setSpeed (+1);} +void KGoldrunner::decSpeed() {hero->setSpeed (-1);} + +// Slots to set Traditional or KGoldrunner rules. + +void KGoldrunner::setTradRules() +{ + KGrFigure::variableTiming = TRUE; + KGrFigure::alwaysCollectNugget = TRUE; + KGrFigure::runThruHole = TRUE; + KGrFigure::reappearAtTop = TRUE; + KGrFigure::searchStrategy = LOW; +} + +void KGoldrunner::setKGrRules() +{ + KGrFigure::variableTiming = FALSE; + KGrFigure::alwaysCollectNugget = FALSE; + KGrFigure::runThruHole = FALSE; + KGrFigure::reappearAtTop = FALSE; + KGrFigure::searchStrategy = MEDIUM; +} + +// Local slots to make playing area larger or smaller. + +void KGoldrunner::makeLarger() +{ + if (view->changeSize (+1)) + setFixedSize (view->size()); +} + +void KGoldrunner::makeSmaller() +{ + if (view->changeSize (-1)) + setFixedSize (view->size()); +} + +// Local slots for hero control keys. + +void KGoldrunner::goUp() {setKey (KB_UP);} +void KGoldrunner::goR() {setKey (KB_RIGHT);} +void KGoldrunner::goDown() {setKey (KB_DOWN);} +void KGoldrunner::goL() {setKey (KB_LEFT);} +void KGoldrunner::stop() {setKey (KB_STOP);} +void KGoldrunner::digR() {setKey (KB_DIGRIGHT);} +void KGoldrunner::digL() {setKey (KB_DIGLEFT);} + +// Local slots for authors' debugging aids. + +void KGoldrunner::showEnemy0() {game->showEnemyState (0);} +void KGoldrunner::showEnemy1() {game->showEnemyState (1);} +void KGoldrunner::showEnemy2() {game->showEnemyState (2);} +void KGoldrunner::showEnemy3() {game->showEnemyState (3);} +void KGoldrunner::showEnemy4() {game->showEnemyState (4);} +void KGoldrunner::showEnemy5() {game->showEnemyState (5);} +void KGoldrunner::showEnemy6() {game->showEnemyState (6);} + +void KGoldrunner::saveProperties(KConfig *config) +{ + // The 'config' object points to the session managed + // config file. Anything you write here will be available + // later when this app is restored. + + config->setGroup ("Game"); // Prevents a compiler warning. + printf ("I am in KGoldrunner::saveProperties.\n"); + // config->writeEntry("qqq", qqq); +} + +void KGoldrunner::readProperties(KConfig *config) +{ + // The 'config' object points to the session managed + // config file. This function is automatically called whenever + // the app is being restored. Read in here whatever you wrote + // in 'saveProperties' + + config->setGroup ("Game"); // Prevents a compiler warning. + printf ("I am in KGoldrunner::readProperties.\n"); + // QString qqq = config->readEntry("qqq"); +} + +void KGoldrunner::optionsShowToolbar() +{ + // this is all very cut and paste code for showing/hiding the + // toolbar + // if (m_toolbarAction->isChecked()) + // toolBar()->show(); + // else + // toolBar()->hide(); +} + +void KGoldrunner::optionsShowStatusbar() +{ + // this is all very cut and paste code for showing/hiding the + // statusbar + // if (m_statusbarAction->isChecked()) + // statusBar()->show(); + // else + // statusBar()->hide(); +} + +void KGoldrunner::optionsConfigureKeys() +{ + KKeyDialog::configure(actionCollection()); + + // Update the PAUSE/RESUME message in the status bar. + pauseKeys = myPause->shortcut().toString(); + pauseKeys = pauseKeys.replace (';', "\" " + i18n("or") + " \""); + gameFreeze (KGrObject::frozen); // Refresh the status bar text. +} + +void KGoldrunner::optionsConfigureToolbars() +{ + // use the standard toolbar editor +#if defined(KDE_MAKE_VERSION) +# if KDE_VERSION >= KDE_MAKE_VERSION(3,1,0) + saveMainWindowSettings(KGlobal::config(), autoSaveGroup()); +# else + saveMainWindowSettings(KGlobal::config()); +# endif +#else + saveMainWindowSettings(KGlobal::config()); +#endif +} + +void KGoldrunner::newToolbarConfig() +{ + // this slot is called when user clicks "Ok" or "Apply" in the toolbar editor. + // recreate our GUI, and re-apply the settings (e.g. "text under icons", etc.) + createGUI(); + +#if defined(KDE_MAKE_VERSION) +# if KDE_VERSION >= KDE_MAKE_VERSION(3,1,0) + applyMainWindowSettings(KGlobal::config(), autoSaveGroup()); +# else + applyMainWindowSettings(KGlobal::config()); +# endif +#else + applyMainWindowSettings(KGlobal::config()); +#endif +} + +void KGoldrunner::optionsPreferences() +{ + // popup some sort of preference dialog, here + // KGoldrunnerPreferences dlg; + // if (dlg.exec()) + // { + // redo your settings + // } +} + +void KGoldrunner::changeStatusbar(const QString& text) +{ + // display the text on the statusbar + statusBar()->message(text); +} + +void KGoldrunner::changeCaption(const QString& text) +{ + // display the text on the caption + setCaption(text); +} + +bool KGoldrunner::getDirectories() +{ + bool result = TRUE; + + // WHERE THINGS ARE: In the KDE 3 environment (Release 3.1.1), application + // documentation and data files are in a directory structure given by + // $KDEDIRS (e.g. "/usr/local/kde" or "/opt/kde3/"). Application user data + // files are in a directory structure given by $KDEHOME ("$HOME/.kde"). + // Within those two structures, the three sub-directories will typically be + // "share/doc/HTML/en/kgoldrunner/", "share/apps/kgoldrunner/system/" and + // "share/apps/kgoldrunner/user/". Note that it is necessary to have + // an extra path level ("system" or "user") after "kgoldrunner", otherwise + // all the KGoldrunner files have similar path names (after "apps") and + // KDE always locates directories in $KDEHOME and never the released games. + + // The directory strings are set by KDE at run time and might change in + // later releases, so use them with caution and only if something gets lost. + + KStandardDirs * dirs = new KStandardDirs(); + +#ifdef QT3 + QString myDir = "kgoldrunner"; +#else + QString myDir = "kgoldrun"; +#endif + + // Find the KGoldrunner Users' Guide, English version (en). + systemHTMLDir = dirs->findResourceDir ("html", "en/" + myDir + "/"); + if (systemHTMLDir.length() <= 0) { + KGrMessage::information (this, i18n("Get Folders"), + i18n("Cannot find documentation sub-folder 'en/%1/' " + "in area '%2' of the KDE folder ($KDEDIRS).") + .arg(myDir).arg(dirs->kde_default ("html"))); + // result = FALSE; // Don't abort if the doc is missing. + } + else + systemHTMLDir.append ("en/" + myDir + "/"); + + // Find the system collections in a directory of the required KDE type. + systemDataDir = dirs->findResourceDir ("data", myDir + "/system/"); + if (systemDataDir.length() <= 0) { + KGrMessage::information (this, i18n("Get Folders"), + i18n("Cannot find system games sub-folder '%1/system/' " + "in area '%2' of the KDE folder ($KDEDIRS).") + .arg(myDir).arg(dirs->kde_default ("data"))); + result = FALSE; // ABORT if the games data is missing. + } + else + systemDataDir.append (myDir + "/system/"); + + // Locate and optionally create directories for user collections and levels. + bool create = TRUE; + userDataDir = dirs->saveLocation ("data", myDir + "/user/", create); + if (userDataDir.length() <= 0) { + KGrMessage::information (this, i18n("Get Folders"), + i18n("Cannot find or create user games sub-folder '%1/user/' " + "in area '%2' of the KDE user area ($KDEHOME).") + .arg(myDir).arg(dirs->kde_default ("data"))); + // result = FALSE; // Don't abort if user area is missing. + } + else { + create = dirs->makeDir (userDataDir + "levels/"); + if (! create) { + KGrMessage::information (this, i18n("Get Folders"), + i18n("Cannot find or create 'levels/' folder in " + "sub-folder '%1/user/' in the KDE user area ($KDEHOME).").arg(myDir)); + // result = FALSE; // Don't abort if user area is missing. + } + } + + return (result); +} + +// This method is invoked when top-level window is closed, whether by selecting +// "Quit" from the menu or by clicking the "X" at the top right of the window. + +bool KGoldrunner::queryClose () +{ + // Last chance to save: user has clicked "X" widget or menu-Quit. + bool cannotContinue = TRUE; + game->saveOK (cannotContinue); + return (TRUE); +} + +void KGoldrunner::setKey (KBAction movement) +{ + if (game->inEditMode()) return; + + // Using keyboard control can automatically disable mouse control. + if (game->inMouseMode()) { + // Halt the game while a message is displayed. + game->setMessageFreeze (TRUE); + + switch (KGrMessage::warning (this, i18n("Switch to Keyboard Mode"), + i18n("You have pressed a key that can be used to move the " + "Hero. Do you want to switch automatically to keyboard " + "control? Mouse control is easier to use in the long term " + "- like riding a bike rather than walking!"), + i18n("Switch to &Keyboard Mode"), i18n("Stay in &Mouse Mode"))) + { + case 0: game->setMouseMode (FALSE); // Set internal mouse mode OFF. + setMouse->setChecked (FALSE); // Adjust the Settings menu. + setKeyboard->setChecked (TRUE); + break; + case 1: break; + } + + // Unfreeze the game, but only if it was previously unfrozen. + game->setMessageFreeze (FALSE); + + if (game->inMouseMode()) + return; // Stay in Mouse Mode. + } + + if ( game->getLevel() != 0 ) + { + if (! hero->started ) // Start when first movement + game->startPlaying(); // key is pressed ... + game->heroAction (movement); + } +} + +/******************************************************************************/ +/********************** MAKE A TOOLBAR FOR THE EDITOR **********************/ +/******************************************************************************/ + +#include <qwmatrix.h> +void KGoldrunner::makeEditToolbar() +{ + // Set up the pixmaps for the editable objects. + QPixmap pixmap; + QImage image; + + QPixmap brickbg = view->getPixmap (BRICK); + QPixmap fbrickbg = view->getPixmap (FBRICK); + + QPixmap freebg = view->getPixmap (FREE); + QPixmap nuggetbg = view->getPixmap (NUGGET); + QPixmap polebg = view->getPixmap (POLE); + QPixmap betonbg = view->getPixmap (BETON); + QPixmap ladderbg = view->getPixmap (LADDER); + QPixmap hladderbg = view->getPixmap (HLADDER); + QPixmap edherobg = view->getPixmap (HERO); + QPixmap edenemybg = view->getPixmap (ENEMY); + + if (usesBigPixmaps()) { // Scale up the pixmaps (to give cleaner looking + // icons than leaving it for QToolButton to do). + QWMatrix w; + w = w.scale (2.0, 2.0); + + // The pixmaps shown on the buttons used to remain small and incorrectly + // painted, in KDE, in spite of the 2x (32x32) scaling. "insertButton" + // calls QIconSet, to generate a set of icons from each pixmapx, then + // seems to select the small size to paint on the button. The following + // line forces all icons, large and small, to be size 32x32 in advance. + QIconSet::setIconSize (QIconSet::Small, QSize (32, 32)); + + brickbg = brickbg.xForm (w); + fbrickbg = fbrickbg.xForm (w); + + freebg = freebg.xForm (w); + nuggetbg = nuggetbg.xForm (w); + polebg = polebg.xForm (w); + betonbg = betonbg.xForm (w); + ladderbg = ladderbg.xForm (w); + hladderbg = hladderbg.xForm (w); + edherobg = edherobg.xForm (w); + edenemybg = edenemybg.xForm (w); + } + + editToolbar = new KToolBar (this, Qt::DockTop, TRUE, "Editor", TRUE); + + // Choose a colour that enhances visibility of the KGoldrunner pixmaps. + // editToolbar->setPalette (QPalette (QColor (150, 150, 230))); + + // editToolbar->setHorizontallyStretchable (TRUE); // Not effective in KDE. + + // All those separators are just to get reasonable visual spacing of the + // pixmaps in KDE. "setHorizontallyStretchable(TRUE)" does it in Qt. + + editToolbar->insertSeparator(); + + editToolbar->insertButton ("filenew", 0, SIGNAL(clicked()), game, + SLOT(createLevel()), TRUE, i18n("&Create a Level")); + editToolbar->insertButton ("fileopen", 1, SIGNAL(clicked()), game, + SLOT(updateLevel()), TRUE, i18n("&Edit Any Level...")); + editToolbar->insertButton ("filesave", 2, SIGNAL(clicked()), game, + SLOT(saveLevelFile()),TRUE, i18n("&Save Edits...")); + + editToolbar->insertSeparator(); + editToolbar->insertSeparator(); + + editToolbar->insertButton ("ktip", 3, SIGNAL(clicked()), game, + SLOT(editNameAndHint()),TRUE,i18n("Edit Name/Hint")); + + editToolbar->insertSeparator(); + editToolbar->insertSeparator(); + + editToolbar->insertButton (freebg, (int)FREE, SIGNAL(clicked()), this, + SLOT(freeSlot()), TRUE, i18n("Empty space")); + editToolbar->insertSeparator(); + editToolbar->insertButton (edherobg, (int)HERO, SIGNAL(clicked()), this, + SLOT (edheroSlot()), TRUE, i18n("Hero")); + editToolbar->insertSeparator(); + editToolbar->insertButton (edenemybg, (int)ENEMY, SIGNAL(clicked()), this, + SLOT (edenemySlot()), TRUE, i18n("Enemy")); + editToolbar->insertSeparator(); + editToolbar->insertButton (brickbg, (int)BRICK, SIGNAL(clicked()), this, + SLOT (brickSlot()), TRUE, i18n("Brick (can dig)")); + editToolbar->insertSeparator(); + editToolbar->insertButton (betonbg, (int)BETON, SIGNAL(clicked()), this, + SLOT (betonSlot()), TRUE, i18n("Concrete (cannot dig)")); + editToolbar->insertSeparator(); + editToolbar->insertButton (fbrickbg, (int)FBRICK, SIGNAL(clicked()), this, + SLOT (fbrickSlot()), TRUE, i18n("Trap (can fall through)")); + editToolbar->insertSeparator(); + editToolbar->insertButton (ladderbg, (int)LADDER, SIGNAL(clicked()), this, + SLOT (ladderSlot()), TRUE, i18n("Ladder")); + editToolbar->insertSeparator(); + editToolbar->insertButton (hladderbg, (int)HLADDER, SIGNAL(clicked()), this, + SLOT (hladderSlot()), TRUE, i18n("Hidden ladder")); + editToolbar->insertSeparator(); + editToolbar->insertButton (polebg, (int)POLE, SIGNAL(clicked()), this, + SLOT (poleSlot()), TRUE, i18n("Pole (or bar)")); + editToolbar->insertSeparator(); + editToolbar->insertButton (nuggetbg, (int)NUGGET, SIGNAL(clicked()), this, + SLOT (nuggetSlot()), TRUE, i18n("Gold nugget")); + + editToolbar->setToggle ((int) FREE, TRUE); + editToolbar->setToggle ((int) HERO, TRUE); + editToolbar->setToggle ((int) ENEMY, TRUE); + editToolbar->setToggle ((int) BRICK, TRUE); + editToolbar->setToggle ((int) BETON, TRUE); + editToolbar->setToggle ((int) FBRICK, TRUE); + editToolbar->setToggle ((int) LADDER, TRUE); + editToolbar->setToggle ((int) HLADDER, TRUE); + editToolbar->setToggle ((int) POLE, TRUE); + editToolbar->setToggle ((int) NUGGET, TRUE); + + pressedButton = (int) BRICK; + editToolbar->setButton (pressedButton, TRUE); +} + +/******************************************************************************/ +/********************* EDIT-BUTTON SLOTS **********************************/ +/******************************************************************************/ + +void KGoldrunner::freeSlot() + { game->setEditObj (FREE); setButton ((int) FREE); } +void KGoldrunner::edheroSlot() + { game->setEditObj (HERO); setButton ((int) HERO); } +void KGoldrunner::edenemySlot() + { game->setEditObj (ENEMY); setButton ((int) ENEMY); } +void KGoldrunner::brickSlot() + { game->setEditObj (BRICK); setButton ((int) BRICK); } +void KGoldrunner::betonSlot() + { game->setEditObj (BETON); setButton ((int) BETON); } +void KGoldrunner::fbrickSlot() + { game->setEditObj (FBRICK); setButton ((int) FBRICK); } +void KGoldrunner::ladderSlot() + { game->setEditObj (LADDER); setButton ((int) LADDER); } +void KGoldrunner::hladderSlot() + { game->setEditObj (HLADDER); setButton ((int) HLADDER); } +void KGoldrunner::poleSlot() + { game->setEditObj (POLE); setButton ((int) POLE); } +void KGoldrunner::nuggetSlot() + { game->setEditObj (NUGGET); setButton ((int) NUGGET); } +void KGoldrunner::defaultEditObj() + { setButton ((int) BRICK); } + +void KGoldrunner::setButton (int btn) +{ + editToolbar->setButton (pressedButton, FALSE); + pressedButton = btn; + editToolbar->setButton (pressedButton, TRUE); +} + +#include "kgoldrunner.moc" |