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/***************************************************************************
* Copyright (C) 2003 by Ian Wadham and Marco Kr�ger *
* 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 TQt 1 and TQt 2 classes.
//
// "myStr" converts a TQString object to a C language "char*" character string.
// "myChar" extracts a C language character (type "char") from a TQString object.
// "endData" checks for an end-of-file condition.
//
#define myStr latin1
#define myChar(i) at((i)).latin1()
#define endData atEnd
#include <tqobject.h>
#ifdef QT3
#include <tqptrlist.h>
#else
#include <tqlist.h>
#endif
#include <tqstring.h>
#include <tqdir.h>
#include <tqfile.h>
#include <tqtextstream.h>
#include <tqdatastream.h>
#include <tqcolor.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 TQObject
{
Q_OBJECT
public:
KGrGame (KGrCanvas * theView, TQString theSystemDir, TQString 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.
TQString getTitle(); // Collection - Level NNN, Name.
void setEditObj (char newEditObj); // Set object for editor to paint.
TQString 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, TQFile & 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.
TQString systemDataDir; // System games are stored here.
TQString 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.
TQString levelName; // Level name (optional).
TQString 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
TQPtrList<KGrEnemy> enemies; // The list of enemies.
#else
TQPtrList<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.
TQTimer * mouseSampler; // Timer for mouse tracking.
TQTimer * 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.
TQPixmap digpix[10];
TQPixmap brickbg, fbrickbg;
TQPixmap freebg, nuggetbg, polebg, betonbg, ladderbg, hladderbg;
TQPixmap 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
TQPtrList<KGrCollection> collections; // List of ALL collections.
#else
TQPtrList<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 (TQWidget * parent, TQString title, TQString contents);
};
/******************************************************************************/
/********************** CLASS TO DISPLAY THUMBNAIL ***********************/
/******************************************************************************/
class KGrThumbNail : public TQFrame
{
public:
KGrThumbNail (TQWidget *parent = 0, const char *name = 0);
void setFilePath (TQString &, TQLabel *); // Set filepath and name field.
static TQColor backgroundColor;
static TQColor brickColor;
static TQColor ladderColor;
static TQColor poleColor;
protected:
void drawContents (TQPainter *); // Draw a preview of a level.
TQString filePath;
TQLabel * 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 TQString & n, const TQString & p,
const char s, int nl, const TQString & a);
Owner owner; // Collection owner: "System" or "User".
TQString name; // Collection name.
TQString prefix; // Collection's filename prefix.
char settings; // Collection rules: KGoldrunner or Traditional.
int nLevels; // Number of levels in the collection.
TQString about; // Optional text about the collection.
};
#endif
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