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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/kgrgame.h
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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+/***************************************************************************
+ * Copyright (C) 2003 by Ian Wadham and Marco Krüger *
+ * ianw2@optusnet.com.au *
+ * *
+ * This program is free software; you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation; either version 2 of the License, or *
+ * (at your option) any later version. *
+ ***************************************************************************/
+#ifndef KGRGAME_H
+#define KGRGAME_H
+
+// Macros to smooth out the differences between Qt 1 and Qt 2 classes.
+//
+// "myStr" converts a QString object to a C language "char*" character string.
+// "myChar" extracts a C language character (type "char") from a QString object.
+// "endData" checks for an end-of-file condition.
+//
+#define myStr latin1
+#define myChar(i) at((i)).latin1()
+#define endData atEnd
+
+#include <qobject.h>
+
+#ifdef QT3
+#include <qptrlist.h>
+#else
+#include <qlist.h>
+#endif
+#include <qstring.h>
+
+#include <qdir.h>
+#include <qfile.h>
+#include <qtextstream.h>
+#include <qdatastream.h>
+
+#include <qcolor.h>
+
+/**
+Sets up games and levels in KGoldrunner and controls the play.
+
+@author Ian Wadham
+*/
+
+class KGrObject;
+class KGrHero;
+class KGrEnemy;
+class KGrCollection;
+
+class KGrGame : public QObject
+{
+Q_OBJECT
+public:
+ KGrGame (KGrCanvas * theView, QString theSystemDir, QString theUserDir);
+ ~KGrGame();
+
+ bool initCollections();
+ KGrHero * getHero();
+
+ int getLevel();
+
+ void startPlaying();
+
+ bool inMouseMode(); // True if the game is in mouse mode.
+ bool inEditMode(); // True if the game is in editor mode.
+ bool isLoading(); // True if a level is being loaded.
+
+ bool saveOK (bool exiting); // Check if edits were saved.
+
+ QString getTitle(); // Collection - Level NNN, Name.
+
+ void setEditObj (char newEditObj); // Set object for editor to paint.
+
+ QString getFilePath (Owner o, KGrCollection * colln, int lev);
+
+public slots:
+ void startLevelOne(); // Start any game from level 1.
+ void startAnyLevel(); // Start any game from any level.
+ void startNextLevel(); // Start next level of current game.
+
+ void setMouseMode (bool on_off); // Set mouse OR keyboard control.
+ void startLevel (int startingAt, int requestedLevel);
+ void newGame (const int lev, const int gameIndex);
+ void startTutorial(); // Start tutorial game.
+ void showHint(); // Show hint for current level.
+
+ void showHighScores(); // Show high scores for current game.
+
+ void incScore(int); // Update the score.
+ void herosDead(); // Hero was caught or he quit (key Q).
+ void showHiddenLadders(); // Show hidden ladders (nuggets gone).
+ void goUpOneLevel(); // Hero completed the level.
+ void loseNugget(); // Nugget destroyed (not collected).
+ void heroAction (KBAction movement);// Move hero under keyboard control.
+
+ void saveGame(); // Save game ID, score and level.
+ void loadGame(); // Re-load game, score and level.
+
+signals:
+ void showScore (long); // For main window to show the score.
+ void showLives (long); // For main window to show lives left.
+ void showLevel (int); // For main window to show the level.
+
+ void hintAvailable (bool); // For main window to adjust menu text.
+
+ void setEditMenu (bool); // Enable/Disable edit menu items.
+ void defaultEditObj(); // Set default edit-toolbar button.
+
+ void markRuleType (char); // Mark KGoldrunner/Traditional rules.
+ void gameFreeze (bool); // Do visual feedback in the GUI.
+
+private slots:
+ void finalBreath (); // Hero is dead: re-start the level.
+ void readMousePos (); // Timed reading of mouse position.
+ void doDig (int button); // Dig when under mouse-button control.
+
+private:
+ void setBlankLevel (bool playable);
+ int loadLevel (int levelNo);
+ bool openLevelFile (int levelNo, QFile & openlevel);
+ void changeObject (unsigned char kind, int i, int j);
+ void createObject (KGrObject *o, char picType, int x, int y);
+ void setTimings ();
+ void initSearchMatrix();
+
+ void checkHighScore(); // Check if high score for current game.
+
+ int selectLevel (int action, int requestedLevel);
+ int selectedGame;
+
+ void restart(); // Kickstart the game action.
+
+/******************************************************************************/
+/************************** PLAYFIELD AND GAME DATA *************************/
+/******************************************************************************/
+
+private:
+ KGrCanvas * view; // Where the game is displayed.
+ QString systemDataDir; // System games are stored here.
+ QString userDataDir; // User games are stored here.
+
+ KGrObject * playfield[30][22]; // Array of playfield objects.
+ char editObjArray[30][22]; // Character-code equivalent.
+ char lastSaveArray[30][22]; // Copy for use in "saveOK()".
+
+ int level; // Current play/edit level.
+ QString levelName; // Level name (optional).
+ QString levelHint; // Level hint (optional).
+
+ long lives; // Lives remaining.
+ long score; // Current score.
+ long startScore; // Score at start of level.
+
+ KGrHero * hero; // The HERO figure !! Yay !!!
+ int startI, startJ; // The hero's starting position.
+
+#ifdef QT3
+ QPtrList<KGrEnemy> enemies; // The list of enemies.
+#else
+ QList<KGrEnemy> enemies; // The list of enemies.
+#endif
+ int enemyCount; // How many enemies.
+ KGrEnemy * enemy; // One of the enemies.
+
+ int nuggets; // How many gold nuggets.
+
+ bool newLevel; // Next level will be a new one.
+ bool loading; // Stop input until it's loaded.
+
+ bool modalFreeze; // Stop game during dialog.
+ bool messageFreeze; // Stop game during message.
+
+ QTimer * mouseSampler; // Timer for mouse tracking.
+ QTimer * dyingTimer; // For pause when the hero dies.
+
+ int lgHighlight; // Row selected in "loadGame()".
+
+/******************************************************************************/
+/************************** AUTHORS' DEBUGGING AIDS **************************/
+/******************************************************************************/
+
+public slots:
+ void doStep(); // Do one animation step.
+ void showFigurePositions(); // Show everybody's co-ordinates.
+ void showHeroState(); // Show hero's co-ordinates and state.
+ void showEnemyState (int); // Show enemy's co-ordinates and state.
+ void showObjectState(); // Show an object's state.
+ void bugFix(); // Turn a bug fix on/off dynamically.
+ void startLogging(); // Turn logging on/off.
+
+/******************************************************************************/
+/******************** GAME EDITOR PROPERTIES AND METHODS ********************/
+/******************************************************************************/
+
+public slots: // Slots connected to the Menu and Edit Toolbar.
+ void createLevel(); // Set up a blank level-display for edit.
+ void updateLevel(); // Update an existing level.
+ void updateNext(); // Update the current level + 1.
+ void editNameAndHint(); // Run a dialog to edit the level name and hint.
+ bool saveLevelFile(); // Save the edited level in a text file (.grl).
+ void moveLevelFile(); // Move level to another collection or number.
+ void deleteLevelFile(); // Delete a level file.
+
+ void editCollection (int action);
+
+ void setLevel (int lev); // Set level to be edited.
+
+ void freeze(); // Stop the gameplay action.
+ void unfreeze(); // Restart the gameplay action.
+ void setMessageFreeze (bool);
+
+private:
+ bool mouseMode; // Flag to set up keyboard OR mouse control.
+ bool editMode; // Flag to change keyboard and mouse functions.
+ char editObj; // Type of object to be painted by the mouse.
+ bool paintEditObj; // Sets painting on/off (toggled by clicking).
+ int oldI, oldJ; // Last mouse position painted.
+ int editLevel; // Level to be edited (= 0 for new level).
+ int heroCount; // Can enter at most one hero.
+ bool shouldSave; // True if name or hint was edited.
+
+private:
+ void loadEditLevel (int); // Load and display an existing level for edit.
+ void initEdit();
+ void deleteLevel();
+ void insertEditObj (int, int);
+ void setEditableCell (int, int, char);
+ void showEditLevel();
+ bool reNumberLevels (int, int, int, int);
+ bool ownerOK (Owner o);
+
+ // Pixmaps for repainting objects as they are edited.
+ QPixmap digpix[10];
+ QPixmap brickbg, fbrickbg;
+ QPixmap freebg, nuggetbg, polebg, betonbg, ladderbg, hladderbg;
+ QPixmap edherobg, edenemybg;
+
+private slots:
+ void doEdit(int); // For mouse-click when in edit-mode.
+ void endEdit(int); // For mouse-release when in edit-mode.
+
+/******************************************************************************/
+/******************** COLLECTION PROPERTIES AND METHODS *******************/
+/******************************************************************************/
+
+private:
+
+// Note that a collection of KGoldrunner levels is the same thing as a "game".
+#ifdef QT3
+ QPtrList<KGrCollection> collections; // List of ALL collections.
+#else
+ QList<KGrCollection> collections; // List of ALL collections.
+#endif
+
+ KGrCollection * collection; // Collection currently in use.
+ Owner owner; // Collection owner.
+ int collnIndex; // Index in collections list.
+
+ void mapCollections();
+ bool loadCollections (Owner);
+ bool saveCollections (Owner);
+
+/******************************************************************************/
+/********************** WORD-WRAPPED MESSAGE BOX ************************/
+/******************************************************************************/
+
+ void myMessage (QWidget * parent, QString title, QString contents);
+};
+
+/******************************************************************************/
+/********************** CLASS TO DISPLAY THUMBNAIL ***********************/
+/******************************************************************************/
+
+class KGrThumbNail : public QFrame
+{
+public:
+ KGrThumbNail (QWidget *parent = 0, const char *name = 0);
+ void setFilePath (QString &, QLabel *); // Set filepath and name field.
+
+ static QColor backgroundColor;
+ static QColor brickColor;
+ static QColor ladderColor;
+ static QColor poleColor;
+
+protected:
+ void drawContents (QPainter *); // Draw a preview of a level.
+ QString filePath;
+ QLabel * lName;
+};
+
+/******************************************************************************/
+/*********************** COLLECTION DATA CLASS **************************/
+/******************************************************************************/
+
+// Note that a collection of KGoldrunner levels is the same thing as a "game".
+class KGrCollection
+{
+public:
+ KGrCollection (Owner o, const QString & n, const QString & p,
+ const char s, int nl, const QString & a);
+ Owner owner; // Collection owner: "System" or "User".
+ QString name; // Collection name.
+ QString prefix; // Collection's filename prefix.
+ char settings; // Collection rules: KGoldrunner or Traditional.
+ int nLevels; // Number of levels in the collection.
+ QString about; // Optional text about the collection.
+};
+
+#endif