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/*
* Copyright (C) 2003 Ian Wadham and Marco Krüger <ianw2@optusnet.com.au>
*/
#ifndef _KGOLDRUNNER_H_
#define _KGOLDRUNNER_H_
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
// Status bar
const int ID_LIVES = 0; // Field IDs in KDE status bar.
const int ID_SCORE = 1;
const int ID_LEVEL = 2;
const int ID_HINTAVL = 3;
const int ID_MSG = 4;
const int L_LIVES = 15; // Lengths of fields.
const int L_SCORE = 17;
const int L_LEVEL = 15;
#include <kapplication.h>
#include <tdemainwindow.h>
#include <kstandarddirs.h>
#include <tdeaction.h>
class KGrGame;
class KGrCanvas;
class KGrHero;
/**
* This class serves as the main window for KGoldrunner. It handles the
* menus, toolbars, and status bars.
*
* @short Main window class
* @author $AUTHOR <$EMAIL>
* @version $APP_VERSION
*/
class KGoldrunner : public TDEMainWindow
{
Q_OBJECT
public:
/**
* Default Constructor
*/
KGoldrunner();
/**
* Default Destructor
*/
virtual ~KGoldrunner();
bool startedOK() {return (startupOK);}
protected:
/**
* This function is called when it is time for the app to save its
* properties for session management purposes.
*/
void saveProperties(TDEConfig *);
/**
* This function is called when this app is restored. The TDEConfig
* object points to the session management config file that was saved
* with @ref saveProperties.
*/
void readProperties(TDEConfig *);
bool queryClose (); // To save edits before closing.
private slots:
// Slot to pause or restart the game.
void stopStart();
// Local slots to create or edit game information.
void createGame();
void editGameInfo();
// Local slots to set the landscape (colour scheme).
void lsKGoldrunner();
void lsApple2();
void lsIceCave();
void lsMidnight();
void lsKDEKool();
// Local slots to set mouse/keyboard control of the hero.
void setMouseMode();
void setKeyBoardMode();
// Local slots to set game speed.
void normalSpeed();
void beginSpeed();
void champSpeed();
void incSpeed();
void decSpeed();
// Slots to set Traditional or KGoldrunner rules.
void setTradRules();
void setKGrRules();
// Local slots to make playing area larger or smaller.
void makeLarger();
void makeSmaller();
// Local slots for hero control keys.
void goUp();
void goR();
void goDown();
void goL();
void stop();
void digR();
void digL();
void setKey (KBAction movement);
// Local slots for authors' debugging aids.
void showEnemy0();
void showEnemy1();
void showEnemy2();
void showEnemy3();
void showEnemy4();
void showEnemy5();
void showEnemy6();
void optionsShowToolbar();
void optionsShowStatusbar();
void optionsConfigureKeys();
void optionsConfigureToolbars();
void optionsPreferences();
void newToolbarConfig();
void changeStatusbar(const TQString& text);
void changeCaption(const TQString& text);
void showLevel (int); // Show the current level number.
void showLives (long); // Show how many lives are remaining.
void showScore (long); // Show the player's score.
void gameFreeze (bool); // Status feedback on freeze/unfreeze.
void adjustHintAction (bool); // Enable/disable "Hint" action.
void markRuleType (char ruleType); // Check game's rule type in the menu.
void setEditMenu (bool on_off); // Enable/disable "Save Edits" action.
private:
void setupAccel();
void setupActions();
void initStatusBar();
void makeEditToolbar();
void setButton (int btn);
private:
bool startupOK;
KGrCanvas * view;
KGrGame * game;
bool getDirectories(); // Get directory paths, as below.
TQString systemHTMLDir; // Where the manual is stored.
TQString systemDataDir; // Where the system levels are stored.
TQString userDataDir; // Where the user levels are stored.
TDEAction * saveGame; // Save game, level, lives and score.
TDEAction * myPause; // Pause or resume the game.
TQString pauseKeys; // Keystroke names to put in status bar.
TDEAction * hintAction; // Display a hint, if available.
TDEAction * killHero; // Kill hero (disabled during edits).
TDEAction * highScore; // High scores (disabled during edits).
TDEAction * saveEdits; // Save a level that has been edited.
TDERadioAction * setKGoldrunner; // Show default "KGoldrunner" landscape.
TDERadioAction * setAppleII; // Show "Apple II" landscape.
TDERadioAction * setIceCave; // Show "Ice Cave" landscape.
TDERadioAction * setMidnight; // Show "Midnight" landscape.
TDERadioAction * setKDEKool; // Show "KDE Kool" landscape.
TDERadioAction * setMouse; // Show mouse/keyboard mode on menu.
TDERadioAction * setKeyboard; // Show mouse/keyboard mode on menu.
TDERadioAction * tradRules; // Set Traditional rules.
TDERadioAction * kgrRules; // Set KGoldrunner rules.
KGrHero * hero; // Pointer to the hero.
// TDEToggleAction * m_toolbarAction;
// TDEToggleAction * m_statusbarAction;
TDEToolBar * editToolbar; // Toolbar for creating/editing levels.
int pressedButton; // ID of currently set toolbar button.
private slots:
void freeSlot(); // Set editObj to Free Space.
void edheroSlot(); // Set editObj to Hero.
void edenemySlot(); // Set editObj to Enemy.
void brickSlot(); // Set editObj to Brick.
void betonSlot(); // Set editObj to Concrete.
void fbrickSlot(); // Set editObj to Fall-through Brick.
void ladderSlot(); // Set editObj to Ladder.
void hladderSlot(); // Set editObj to Hidden Ladder.
void poleSlot(); // Set editObj to Pole (or Bar).
void nuggetSlot(); // Set editObj to Gold Nugget.
void defaultEditObj(); // Set editObj to default (brick).
};
#endif // _KGOLDRUNNER_H_
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