/* * Copyright (C) 2003 Ian Wadham and Marco Krüger */ #ifndef _KGOLDRUNNER_H_ #define _KGOLDRUNNER_H_ #ifdef HAVE_CONFIG_H #include #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 #include #include #include 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 { TQ_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_