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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitc90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch)
tree6d8391395bce9eaea4ad78958617edb20c6a7573 /kgoldrunner/src/kgoldrunner.cpp
downloadtdegames-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
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diff --git a/kgoldrunner/src/kgoldrunner.cpp b/kgoldrunner/src/kgoldrunner.cpp
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+/*
+ * 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"