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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"
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