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Sourcecode: kdegames-kde4 version File versions  Download package


    Copyright 2002 Marco Kr├╝ger <grisuji@gmx.de>
    Copyright 2002 Ian Wadham <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.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

#include "kgoldrunner.h"

#include <QApplication>
#include <QDesktopWidget>
#include <QSignalMapper>

#include <kglobal.h>
#include <kstatusbar.h>
#include <kshortcutsdialog.h>

#include <kconfig.h>
#include <kconfiggroup.h>

#include <kdebug.h>

#include <ktoolbar.h>
#include <kmenubar.h>

#include <kaction.h>
#include <kactioncollection.h>
#include <ktoggleaction.h>
#include <ktogglefullscreenaction.h>
#include <kstandardaction.h>
#include <kstandardgameaction.h>
#include <kicon.h>
#include <KMenu>
#include <KCmdLineArgs>
#include <KAboutData>

#include "kgrobject.h"
#include "kgrfigure.h"
#include "kgrcanvas.h"
#include "kgrdialog.h"
#include "kgrgame.h"

00055 KGoldrunner::KGoldrunner()
      // : view (new KGrCanvas (this))
/*************  FIND WHERE THE GAMES DATA AND HANDBOOK SHOULD BE  *************/

    setObjectName ("KGoldrunner");

    // 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.
    ("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  ***********************/

    // Base the size of playing-area and widgets on the monitor resolution.
    int dw = QApplication::desktop()->width();

    // Need to consider the height, for widescreen displays (eg. 1280x768).
    int dh = QApplication::desktop()->height();

    double scale = 1.0;
    if ((dw > 800) && (dh > 600)) {             // More than 800x600.
      scale = 1.25;                 // Scale 1.25:1.
    if ((dw > 1024) && (dh > 768))  {                 // More than 1024x768.
      scale = 1.75;                 // Scale 1.75:1.
    view = new KGrCanvas (this, scale, systemDataDir);
    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.

    kDebug() << "Calling view->setBaseScale() ...";
    view->setBaseScale();           // Set scale for level-titles font.

    hero = game->getHero();         // Get a pointer to the hero.

/*************************  SET UP THE USER INTERFACE  ************************/

    // Get catalog for translation

    // Tell the KMainWindow that this is the main widget
    setCentralWidget (view);

    // Set up our actions (menu, toolbar and keystrokes) ...

    // and a status bar.

    // Do NOT have show/hide actions for the statusbar and toolbar in the GUI:
    // we need the statusbar for game scores and the toolbar is relevant only
    // when using the game editor and then it appears automatically.  Maybe 1%
    // of players would use the game editor for 5% of their time.
    setupGUI (static_cast<StandardWindowOption> (Default &
                  (~StatusBar) & (~ToolBar)));

    // Find the theme-files and generate the Themes menu.

    // Connect the game actions to the menu and toolbar displays.
    connect(game, SIGNAL (quitGame()),            SLOT (close()));
    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.

    // Explicitly hide the edit toolbar - we need it in edit mode only and we
    // always start in play mode, even if the last session ended in edit mode.
    // Besides, we cannot render it until after the initial resize event(s).
    // IDW toolBar("editToolbar")->setAllowedAreas(Qt::TopToolBarArea);

    // Set mouse control of the hero as the default.
    game->setMouseMode (true);

    // Paint the main widget (title, menu, status bar, blank playfield).

    // Queue a call to the "New Game" method, with default parameters. This
    // paints a config'd game and level, but only AFTER the main window shows.
    QMetaObject::invokeMethod(game, "newGame", Qt::QueuedConnection);

    // Show buttons to start the config'd game and level and other options.

00169 KGoldrunner::~KGoldrunner()

void KGoldrunner::setupActions()
    /******************************   GAME MENU  ******************************/

    // New Game...
    // Load Saved Game...
    // --------------------------

    QAction * newAction =     KStandardGameAction::
				gameNew (
                        SLOT(startAnyLevel()), this);
    actionCollection()->addAction(newAction->objectName(), newAction);
    newAction->               setText (i18n("&New Game..."));
    QAction * loadGame =      KStandardGameAction::
				load (
                        game, SLOT(loadGame()), this);
    actionCollection()->addAction(loadGame->objectName(), loadGame);
    loadGame->                setText (i18n("&Load Saved Game..."));

    // Save Game...
    // Save Edits... (extra copy)
    // --------------------------

    saveGame =                KStandardGameAction::
				save (
                        game, SLOT(saveGame()), this);
    actionCollection()->addAction(saveGame->objectName(), saveGame);
    saveGame->                setText (i18n("&Save Game..."));
    saveGame->                setShortcut (Qt::Key_S); // Alternate key.

    // Pause
    // Show High Scores
    // Get a Hint
    // Kill the Hero
    // --------------------------

    // KAction * myPause: to get KAction::shortcut() not QAction::shortcut().
    myPause = KStandardGameAction::pause (this, SLOT(stopStart()), this);
    actionCollection()->addAction (myPause->objectName(), myPause);
    KShortcut pauseShortcut = myPause->shortcut();
    pauseShortcut.setAlternate (Qt::Key_Escape);      // Add "Esc" shortcut.
    myPause->setShortcut (pauseShortcut);

    highScore = KStandardGameAction::highscores
                        (game, SLOT(showHighScores()), this);
    actionCollection()->addAction(highScore->objectName(), highScore);

    hintAction = KStandardGameAction::hint
                        (game, SLOT(showHint()), this);
    actionCollection()->addAction(hintAction->objectName(), hintAction);

    killHero =    actionCollection()->addAction("kill_hero");
    killHero->setText (i18n("&Kill Hero"));
    killHero->setToolTip (i18n("Kill hero"));
    killHero->setWhatsThis (i18n("Kill the hero, in case he finds himself in "
                        "a situation from which he cannot escape"));
    killHero->setShortcut (Qt::Key_Q);
    connect( killHero, SIGNAL(triggered(bool)), game, SLOT(herosDead()));

    // Quit
    // --------------------------

    KStandardGameAction::quit (this, SLOT(close()), actionCollection());

    /***************************   GAME EDITOR MENU  **************************/

    // Create a Level
    // Edit a Level...
    // --------------------------

    QAction* createAct = actionCollection()->addAction("create_level");
    createAct->setText(i18n("&Create Level"));
    createAct->setToolTip(i18n("Create level"));
    createAct->setWhatsThis(i18n("Create a completely new level"));
    connect( createAct, SIGNAL(triggered(bool)), game, SLOT(createLevel()));

    QAction* editAnyAct = actionCollection()->addAction("edit_any");
    editAnyAct->setText(i18n("&Edit Level..."));
    editAnyAct->setToolTip(i18n("Edit level..."));
    editAnyAct->setWhatsThis(i18n("Edit any level..."));
    connect( editAnyAct, SIGNAL(triggered(bool)), game, SLOT(updateLevel()));

    // Save Edits...
    // Move Level...
    // Delete Level...
    // --------------------------

    saveEdits =   actionCollection()->addAction("save_edits");
    saveEdits->setText(i18n("&Save Edits..."));
    saveEdits->setToolTip(i18n("Save edits..."));
    saveEdits->setWhatsThis(i18n("Save your level after editing..."));
    connect( saveEdits, SIGNAL(triggered(bool)), game, SLOT(saveLevelFile()));
    saveEdits->setEnabled (false);              // Nothing to save, yet.

    QAction* moveLevel = actionCollection()->addAction("move_level");
    moveLevel->setText(i18n("&Move Level..."));
    moveLevel->setToolTip(i18n("Move level..."));
            (i18n("Change a level's number or move it to another game..."));
    connect( moveLevel, SIGNAL(triggered(bool)), game, SLOT(moveLevelFile()));

    QAction* deleteLevel = actionCollection()->addAction("delete_level");
    deleteLevel->setText(i18n("&Delete Level..."));
    deleteLevel->setToolTip(i18n("Delete level..."));
    deleteLevel->setWhatsThis(i18n("Delete a level..."));
    connect(deleteLevel,SIGNAL(triggered(bool)), game, SLOT(deleteLevelFile()));

    // Create a Game
    // Edit Game Info...
    // --------------------------

    QAction* createGame = actionCollection()->addAction("create_game");
    createGame->setText(i18n("Create &Game..."));
    createGame->setToolTip(i18n("Create game..."));
    createGame->setWhatsThis(i18n("Create a completely new game..."));
    connect( createGame, SIGNAL(triggered(bool)), this, SLOT(createGame()));

    QAction* editGame = actionCollection()->addAction("edit_game");
    editGame->setText(i18n("Edit Game &Info..."));
    editGame->setToolTip(i18n("Edit game info..."));
            (i18n("Change the name, rules or description of a game..."));
    connect( editGame, SIGNAL(triggered(bool)), this, SLOT(editGameInfo()));

    /*****************************   THEMES MENU  *****************************/

    // The Themes menu is obtained AFTER calling setupGUI(), by locating an
    // open-ended list of theme-files and plugging the translated text-names of
    // the themes in place of ActionList <name="theme_list" /> in the ui.rc file.

    /****************************   SETTINGS MENU  ****************************/

    // Mouse Controls Hero
    // Keyboard Controls Hero
    // --------------------------

    setMouse = new KToggleAction(i18n("&Mouse Controls Hero"), this);
    setMouse->setToolTip(i18n("Mouse controls hero"));
    setMouse->setWhatsThis(i18n("Use the mouse to control the hero's moves"));
    actionCollection()->addAction("mouse_mode", setMouse);
    connect( setMouse, SIGNAL(triggered(bool)), this, SLOT(setMouseMode()));

    setKeyboard = new KToggleAction (i18n("&Keyboard Controls Hero"), this);
    setKeyboard->setToolTip(i18n("Keyboard controls hero"));
                  (i18n("Use the keyboard to control the hero's moves"));
    actionCollection()->addAction("keyboard_mode", setKeyboard);
    connect(setKeyboard,SIGNAL(triggered(bool)), this, SLOT(setKeyBoardMode()));

    QActionGroup* controlGrp = new QActionGroup(this);

    // Normal Speed
    // Beginner Speed
    // Champion Speed
    // Increase Speed
    // Decrease Speed
    // --------------------------

    KToggleAction * nSpeed =  new KToggleAction (
                        i18n("Normal Speed"),
    nSpeed->setToolTip(i18n("Normal speed"));
    nSpeed->setWhatsThis(i18n("Set normal game speed (12 units)"));
    actionCollection()->addAction("normal_speed", nSpeed);
    connect( nSpeed, SIGNAL(triggered(bool)), this, SLOT(normalSpeed()));

    KToggleAction * bSpeed =  new KToggleAction (
                        i18n("Beginner Speed"),
    bSpeed->setToolTip(i18n("Beginner speed"));
    bSpeed->setWhatsThis(i18n("Set beginners' game speed (6 units)"));
    actionCollection()->addAction("beginner_speed", bSpeed);
    connect( bSpeed, SIGNAL(triggered(bool)), this, SLOT(beginSpeed()));

    KToggleAction * cSpeed =  new KToggleAction (
                        i18n("Champion Speed"),
    cSpeed->setToolTip(i18n("Champion speed"));
    cSpeed->setWhatsThis(i18n("Set champions' game speed (18 units)"));
    actionCollection()->addAction("champion_speed", cSpeed);
    connect( cSpeed, SIGNAL(triggered(bool)), this, SLOT(champSpeed()));

    QAction * iSpeed =  actionCollection()->addAction("increase_speed");
    iSpeed->setText(i18n("Increase Speed"));
    iSpeed->setToolTip(i18n("Increase speed"));
    iSpeed->setWhatsThis(i18n("Increase the game speed by one unit"));
    iSpeed->setShortcut( Qt::Key_Plus );
    connect( iSpeed, SIGNAL(triggered(bool)), this, SLOT(incSpeed()));

    QAction * dSpeed =  actionCollection()->addAction("decrease_speed");
    dSpeed->setText(i18n("Decrease Speed"));
    dSpeed->setToolTip(i18n("Decrease speed"));
    dSpeed->setWhatsThis(i18n("Decrease the game speed by one unit"));
    dSpeed->setShortcut( Qt::Key_Minus );
    connect( dSpeed, SIGNAL(triggered(bool)), this, SLOT(decSpeed()));

    QActionGroup* speedGrp = new QActionGroup(this);

    // Traditional Rules
    // KGoldrunner Rules
    // --------------------------

    tradRules =               new KToggleAction (
                        i18n("&Traditional Rules"),
    tradRules->setToolTip(i18n("Traditional rules"));
    tradRules->setWhatsThis(i18n("Set Traditional rules for this game"));
    actionCollection()->addAction("trad_rules", tradRules);
    connect( tradRules, SIGNAL(triggered(bool)), this, SLOT(setTradRules()));

    kgrRules =                new KToggleAction (
                        i18n("K&Goldrunner Rules"),
    kgrRules->setToolTip(i18n("KGoldrunner rules"));
    kgrRules->setWhatsThis(i18n("Set KGoldrunner rules for this game"));
    actionCollection()->addAction("kgr_rules", kgrRules);
    connect( kgrRules, SIGNAL(triggered(bool)), this, SLOT(setKGrRules()));

    QActionGroup* rulesGrp = new QActionGroup(this);
    tradRules->setChecked (true);

    // FullScreen
    fullScreen = KStandardAction::fullScreen(this, SLOT(viewFullScreen(bool)), this, this);
    actionCollection()->addAction(fullScreen->objectName(), fullScreen);

    // Configure Shortcuts...
    // Configure Toolbars...
    // --------------------------

    KStandardAction::keyBindings (
                        this, SLOT(optionsConfigureKeys()),
    // KStandardAction::configureToolbars (
                        // this, SLOT(optionsConfigureToolbars()),
                        // actionCollection());

    /**************************   KEYSTROKE ACTIONS  **************************/

    // Two-handed KB controls and alternate one-handed controls for the hero.

    QAction* moveUp = actionCollection()->addAction("move_up");
    moveUp->setText(i18n("Move Up"));
    moveUp->setShortcut( Qt::Key_Up );
    connect( moveUp, SIGNAL(triggered(bool)), this, SLOT(goUp()));

    QAction* moveRight = actionCollection()->addAction("move_right");
    moveRight->setText(i18n("Move Right"));
    moveRight->setShortcut( Qt::Key_Right );
    connect( moveRight, SIGNAL(triggered(bool)), this, SLOT(goR()));

    QAction* moveDown = actionCollection()->addAction("move_down");
    moveDown->setText(i18n("Move Down"));
    moveDown->setShortcut( Qt::Key_Down );
    connect( moveDown, SIGNAL(triggered(bool)), this, SLOT(goDown()));

    QAction* moveLeft = actionCollection()->addAction("move_left");
    moveLeft->setText(i18n("Move Left"));
    moveLeft->setShortcut( Qt::Key_Left );
    connect( moveLeft, SIGNAL(triggered(bool)), this, SLOT(goL()));

    QAction* stop = actionCollection()->addAction("stop");
    stop->setShortcut( Qt::Key_Space );
    connect( stop, SIGNAL(triggered(bool)), this, SLOT(stop()));

    QAction* digRight = actionCollection()->addAction("dig_right");
    digRight->setText(i18n("Dig Right"));
    digRight->setShortcut( Qt::Key_C );
    connect( digRight, SIGNAL(triggered(bool)), this, SLOT(digR()));

    QAction* digLeft = actionCollection()->addAction("dig_left");
    digLeft->setText(i18n("Dig Left"));
    digLeft->setShortcut( Qt::Key_Z );
    connect( digLeft, SIGNAL(triggered(bool)), this, SLOT(digL()));

    // Plug actions into the gui, or accelerators will not work (KDE4)

    setupEditToolbarActions();                  // Uses pixmaps from "view".

    // 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"

    // Authors' debugging aids, effective when Pause is hit.  Options include
    // stepping through the animation, toggling a debug patch or log messages
    // on or off during gameplay and printing the states of runners or tiles.

    KConfigGroup gameGroup (KGlobal::config(), "Debugging");
    bool addDebuggingShortcuts = gameGroup.readEntry
                  ("DebuggingShortcuts", false);      // Get debug option.
    if (! addDebuggingShortcuts)

    QAction* step = actionCollection()->addAction("do_step");
    step->setShortcut( Qt::Key_Period );
    connect( step, SIGNAL(triggered(bool)), game, SLOT(doStep()) );

    QAction* bugFix = actionCollection()->addAction("bug_fix");
    bugFix->setText(i18n("Test Bug Fix"));
    bugFix->setShortcut( Qt::Key_B );
    connect( bugFix, SIGNAL(triggered(bool)), game, SLOT(bugFix()) );

    QAction* showPos = actionCollection()->addAction("show_positions");
    showPos->setText(i18n("Show Positions"));
    showPos->setShortcut( Qt::Key_D );
    connect(showPos,SIGNAL(triggered(bool)), game, SLOT(showFigurePositions()));

    QAction* startLog = actionCollection()->addAction("logging");
    startLog->setText(i18n("Start Logging"));
    startLog->setShortcut( Qt::Key_G );
    connect( startLog, SIGNAL(triggered(bool)), game, SLOT(startLogging()) );

    QAction* showHero = actionCollection()->addAction("show_hero");
    showHero->setText(i18n("Show Hero"));
    showHero->setShortcut( Qt::Key_R );         // H is for Hint now.
    connect( showHero, SIGNAL(triggered(bool)), game, SLOT(showHeroState()) );

    QAction* showObj = actionCollection()->addAction("show_obj");
    showObj->setText(i18n("Show Object"));
    showObj->setShortcut( Qt::Key_Question );
    connect( showObj, SIGNAL(triggered(bool)), game, SLOT(showObjectState()) );

    QAction* showEnemy0 = actionCollection()->addAction("show_enemy_0");
    showEnemy0->setText(i18n("Show Enemy") + '0');
    showEnemy0->setShortcut( Qt::Key_0 );
    connect( showEnemy0, SIGNAL(triggered(bool)), this, SLOT(showEnemy0()) );

    QAction* showEnemy1 = actionCollection()->addAction("show_enemy_1");
    showEnemy1->setText(i18n("Show Enemy") + '1');
    showEnemy1->setShortcut( Qt::Key_1 );
    connect( showEnemy1, SIGNAL(triggered(bool)), this, SLOT(showEnemy1()) );

    QAction* showEnemy2 = actionCollection()->addAction("show_enemy_2");
    showEnemy2->setText(i18n("Show Enemy") + '2');
    showEnemy2->setShortcut( Qt::Key_2 );
    connect( showEnemy2, SIGNAL(triggered(bool)), this, SLOT(showEnemy2()) );

    QAction* showEnemy3 = actionCollection()->addAction("show_enemy_3");
    showEnemy3->setText(i18n("Show Enemy") + '3');
    showEnemy3->setShortcut( Qt::Key_3 );
    connect( showEnemy3, SIGNAL(triggered(bool)), this, SLOT(showEnemy3()) );

    QAction* showEnemy4 = actionCollection()->addAction("show_enemy_4");
    showEnemy4->setText(i18n("Show Enemy") + '4');
    showEnemy4->setShortcut( Qt::Key_4 );
    connect( showEnemy4, SIGNAL(triggered(bool)), this, SLOT(showEnemy4()) );

    QAction* showEnemy5 = actionCollection()->addAction("show_enemy_5");
    showEnemy5->setText(i18n("Show Enemy") + '5');
    showEnemy5->setShortcut( Qt::Key_5 );
    connect( showEnemy5, SIGNAL(triggered(bool)), this, SLOT(showEnemy5()) );

    QAction* showEnemy6 = actionCollection()->addAction("show_enemy_6");
    showEnemy6->setText(i18n("Show Enemy") + '6');
    showEnemy6->setShortcut( Qt::Key_6 );
    connect( showEnemy6, SIGNAL(triggered(bool)), this, SLOT(showEnemy6()) );

void KGoldrunner::viewFullScreen(bool activation)
    KToggleFullScreenAction::setFullScreen(this, activation);

void KGoldrunner::setupThemes ()
    // Look for themes in files "---/share/apps/kgoldrunner/themes/*.desktop".
    KGlobal::dirs()->addResourceType ("theme", "data", QString(KCmdLineArgs::aboutData()->appName()) +

    QStringList themeFilepaths = KGlobal::dirs()->findAllResources
      ("theme", "*.desktop", KStandardDirs::NoDuplicates); // Find files.

    KConfigGroup gameGroup (KGlobal::config(), "KDEGame"); // Get prev theme.
    // TODO change this to a ThemeName (or simply Theme) option. The theme
    // should be searched in the themeFilepaths defined above.
    QString currentThemeFilepath = gameGroup.readEntry ("ThemeFilepath", "");
    kDebug()<< "Config() Theme" << currentThemeFilepath;

    QSignalMapper * themeMapper = new QSignalMapper (this);
    connect (themeMapper, SIGNAL (mapped (const QString &)),
            this, SLOT (changeTheme (const QString &)));

    KToggleAction * newTheme;                   // Action for a theme.
    QString actionName;                         // Name of the theme.
    QList<QAction *> themeList;                       // Themes for menu.
    QActionGroup * themeGroup = new QActionGroup (this);
    themeGroup->setExclusive (true);                  // Exclusive toggles.

    foreach (QString filepath, themeFilepaths) {      // Read each theme-file.
      KConfig theme (filepath, KConfig::SimpleConfig);      // Extract theme-name.
      KConfigGroup group = theme.group ("KDEGameTheme");    // Translated.
      actionName = group.readEntry ("Name", i18n("Missing Name"));

      newTheme = new KToggleAction (actionName, this);
      themeGroup->addAction (newTheme);         // Add to toggle-group.

      if ((currentThemeFilepath == filepath) || // If theme prev chosen
          ((currentThemeFilepath.isEmpty()) &&  // or it is the default
           (filepath.indexOf ("default") >= 0)) ||
          ((filepath == themeFilepaths.last()) &&
           (themeGroup->checkedAction() == 0))) {     // or last in the list,
          if (view->changeTheme (filepath)) {         // tell graphics init.
            newTheme->setChecked (true);        // and mark it as chosen

      connect (newTheme, SIGNAL(triggered (bool)), themeMapper, SLOT(map ()));
      themeMapper->setMapping (newTheme, filepath);   // Add path to signal.
      themeList.append (newTheme);              // Theme --> menu list.

    unplugActionList ("theme_list");
    plugActionList   ("theme_list", themeList);       // Insert list in menu.

/**********************  SLOTS FOR STATUS BAR UPDATES  ************************/

void KGoldrunner::initStatusBar()
    statusBar()->insertPermanentItem ("", ID_LIVES);
    statusBar()->insertPermanentItem ("", ID_SCORE);
    statusBar()->insertPermanentItem ("", ID_LEVEL);
    statusBar()->insertPermanentItem ("", ID_HINTAVL);
    statusBar()->insertPermanentItem ("", ID_MSG, 1);

    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);
    statusBar()->setItemFixed (ID_HINTAVL, -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.rightJustified (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 < 1000000)
      tmp = tmp.rightJustified (7, '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.rightJustified (3, '0');
    tmp.insert (0, i18n("   Level: "));
    tmp.append ("   ");
    statusBar()->changeItem (tmp, ID_LEVEL);

void KGoldrunner::gameFreeze (bool on_off)
    if (on_off)
                (i18n("Press \"%1\" to RESUME", pauseKeys), ID_MSG);
                (i18n("Press \"%1\" to PAUSE", 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')

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){
      // Set the editToolbar icons to the current tile-size.
      toolBar("editToolbar")->setIconSize (view->getPixmap(BRICK).size());

      // Set the editToolbar icons up with pixmaps of the current theme.
      setEditIcon ("brickbg",   BRICK);
      setEditIcon ("fbrickbg",  FBRICK);
      setEditIcon ("freebg",    FREE);
      setEditIcon ("nuggetbg",  NUGGET);
      setEditIcon ("polebg",    POLE);
      setEditIcon ("betonbg",   BETON);
      setEditIcon ("ladderbg",  LADDER);
      setEditIcon ("hladderbg", HLADDER);
      setEditIcon ("edherobg",  HERO);
      setEditIcon ("edenemybg", ENEMY);

    else {

void KGoldrunner::setEditIcon (const QString & actionName, const char iconType)
    ((KToggleAction *) (actionCollection()->action(actionName)))->

/*******************   SLOTS FOR MENU AND KEYBOARD ACTIONS  *******************/

// Slot to halt (pause) or restart the game play.

void KGoldrunner::stopStart()
    if (! (KGrObject::frozen)) {
    else {

void KGoldrunner::changeTheme (const QString & themeFilepath)
    if (view->changeTheme (themeFilepath)) {
      if (game->inEditMode()) {
          setEditMenu (true);
    else {
      KGrMessage::information (this, i18n("Theme Not Loaded"),
            i18n("Cannot load the theme you selected.  It is not "
                 "in the required graphics format (SVG)."));

// 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 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 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);}

00863 void KGoldrunner::saveProperties(KConfigGroup & /* config - unused */)
    // The 'config' object points to the session managed
    // config file.  Anything you write here will be available
    // later when this app is restored.

    kDebug() << "I am in KGoldrunner::saveProperties.";

00872 void KGoldrunner::readProperties(const KConfigGroup & /* config - unused */)
    // 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'

    kDebug() << "I am in KGoldrunner::readProperties.";

// 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()

    // 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()
// {
    // KConfigGroup cg (KGlobal::config(), autoSaveGroup());
    // saveMainWindowSettings (cg);
// }

// 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();

    // applyMainWindowSettings( KGlobal::config()->group( autoSaveGroup()) );
// }

// 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

void KGoldrunner::changeCaption(const QString& text)
    // display the text on the caption

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();

    QString myDir = "kgoldrunner";

    // 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).",
            myDir, dirs->resourceDirs("html").join( ":" )));
      // result = false;            // Don't abort if the doc is missing.
      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).",
       myDir, dirs->resourceDirs ("data").join( ":" )));
      result = false;               // ABORT if the games data is missing.
      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 ($KDEHOME).",
       myDir, dirs->resourceDirs ("data").join( ":")));
      // result = false;            // Don't abort if user area is missing.
    else {
      create = dirs->makeDir (userDataDir + "levels/");
      if (! create) {
          KGrMessage::information (this, i18n("Get Folders"),
          i18n("Cannot find or create 'levels/' folder in "
          "sub-folder '%1/user/' in the KDE user area ($KDEHOME).", 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);
        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   **********************/

void KGoldrunner::setupEditToolbarActions()
    // Choose a colour that enhances visibility of the KGoldrunner pixmaps.
    // editToolbar->setPalette (QPalette (QColor (150, 150, 230)));

    QAction* ktipAct = actionCollection()->addAction ("edit_hint");
    ktipAct->setIcon (KIcon("games-hint"));
    ktipAct->setText (i18n("Edit Name/Hint"));
    ktipAct->setToolTip (i18n("Edit level name or hint"));
    ktipAct->setWhatsThis (i18n("Edit text for the name or hint of a level"));
    connect (ktipAct, SIGNAL(triggered(bool)), game, SLOT(editNameAndHint()));

    KToggleAction* freebgAct = new KToggleAction (i18n("Erase"), this);
    freebgAct->setToolTip (i18n("Erase"));
    freebgAct->setWhatsThis (i18n("Erase objects by painting empty squares"));
    actionCollection()->addAction ("freebg", freebgAct);
    connect (freebgAct, SIGNAL(triggered(bool)), this, SLOT(freeSlot()));

    KToggleAction* edherobgAct = new KToggleAction (i18n("Hero"), this);
    edherobgAct->setToolTip (i18n("Move hero"));
    edherobgAct->setWhatsThis (i18n("Change the hero's starting position"));
    actionCollection()->addAction( "edherobg", edherobgAct );
    connect (edherobgAct, SIGNAL(triggered(bool)), this, SLOT(edheroSlot()));

    KToggleAction* edenemybgAct = new KToggleAction (i18n("Enemy"), this );
    edenemybgAct->setToolTip (i18n("Paint enemies"));
            (i18n("Paint enemies at their starting positions"));
    actionCollection()->addAction( "edenemybg", edenemybgAct );
    connect (edenemybgAct, SIGNAL(triggered(bool)), this, SLOT(edenemySlot()));

    KToggleAction* brickbgAct = new KToggleAction (i18n("Brick"), this);
    brickbgAct->setToolTip (i18n("Paint bricks (can dig)"));
    brickbgAct->setWhatsThis (i18n("Paint bricks (diggable objects)"));
    actionCollection()->addAction ("brickbg", brickbgAct);
    connect (brickbgAct, SIGNAL(triggered(bool)), this, SLOT(brickSlot()));

    KToggleAction* betonbgAct = new KToggleAction (i18n("Concrete"), this);
    betonbgAct->setToolTip (i18n("Paint concrete (cannot dig)"));
    betonbgAct->setWhatsThis (i18n("Paint concrete objects (not diggable)"));
    actionCollection()->addAction ("betonbg", betonbgAct);
    connect (betonbgAct, SIGNAL(triggered(bool)), this, SLOT(betonSlot()));

    KToggleAction* fbrickbgAct = new KToggleAction (i18n("Trap"), this);
            (i18n("Paint traps or false bricks (can fall through)"));
            (i18n("Paint traps or false bricks (can fall through)"));
    actionCollection()->addAction ("fbrickbg", fbrickbgAct);
    connect (fbrickbgAct, SIGNAL(triggered(bool)), this, SLOT(fbrickSlot()));

    KToggleAction* ladderbgAct = new KToggleAction (i18n("Ladder"), this);
    ladderbgAct->setToolTip (i18n("Paint ladders"));
    ladderbgAct->setWhatsThis (i18n("Paint ladders (ways to go up or down)"));
    actionCollection()->addAction ("ladderbg", ladderbgAct);
    connect (ladderbgAct, SIGNAL(triggered(bool)), this, SLOT(ladderSlot()));

    KToggleAction* hladderbgAct = new KToggleAction(i18n("Hidden Ladder"),this);
    hladderbgAct->setToolTip (i18n("Paint hidden ladders"));
      (i18n("Paint hidden ladders, which appear when all the gold is gone"));
    actionCollection()->addAction ("hladderbg", hladderbgAct);
    connect (hladderbgAct, SIGNAL(triggered(bool)), this, SLOT(hladderSlot()));

    KToggleAction* polebgAct = new KToggleAction (i18n("Bar"), this);
    polebgAct->setToolTip (i18n("Paint bars or poles"));
    polebgAct->setWhatsThis (i18n("Paint bars or poles (can fall from these)"));
    actionCollection()->addAction ("polebg", polebgAct);
    connect (polebgAct, SIGNAL(triggered(bool)), this, SLOT(poleSlot()));

    KToggleAction* nuggetbgAct = new KToggleAction (i18n("Gold"), this);
    nuggetbgAct->setToolTip (i18n("Paint gold (or other treasure)"));
    nuggetbgAct->setWhatsThis (i18n("Paint gold pieces (or other treasure)"));
    actionCollection()->addAction ("nuggetbg", nuggetbgAct);
    connect (nuggetbgAct, SIGNAL(triggered(bool)), this, SLOT(nuggetSlot()));

    QActionGroup* editButtons = new QActionGroup(this);
    editButtons->setExclusive (true);
    editButtons->addAction (freebgAct);
    editButtons->addAction (edherobgAct);
    editButtons->addAction (edenemybgAct);
    editButtons->addAction (brickbgAct);
    editButtons->addAction (betonbgAct);
    editButtons->addAction (fbrickbgAct);
    editButtons->addAction (ladderbgAct);
    editButtons->addAction (hladderbgAct);
    editButtons->addAction (polebgAct);
    editButtons->addAction (nuggetbgAct);

    brickbgAct->setChecked (true);
    m_defaultEditAct = brickbgAct;

/*********************   EDIT-BUTTON SLOTS   **********************************/

void KGoldrunner::freeSlot()
            { game->setEditObj (FREE);     }
void KGoldrunner::edheroSlot()
            { game->setEditObj (HERO);     }
void KGoldrunner::edenemySlot()
            { game->setEditObj (ENEMY);    }
void KGoldrunner::brickSlot()
            { game->setEditObj (BRICK);    }
void KGoldrunner::betonSlot()
            { game->setEditObj (BETON);    }
void KGoldrunner::fbrickSlot()
            { game->setEditObj (FBRICK);   }
void KGoldrunner::ladderSlot()
            { game->setEditObj (LADDER);   }
void KGoldrunner::hladderSlot()
            { game->setEditObj (HLADDER);  }
void KGoldrunner::poleSlot()
            { game->setEditObj (POLE);     }
void KGoldrunner::nuggetSlot()
            { game->setEditObj (NUGGET);   }
void KGoldrunner::defaultEditObj()
            { m_defaultEditAct->setChecked(true); }

QSize KGoldrunner::sizeHint() const
    kDebug() << "KGoldrunner::sizeHint() called ... 640x600";
    return QSize (640, 600);

#include "kgoldrunner.moc"

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