/** * Copyright Michel Filippi * Robert Williams * Andrew Chant * André Luiz dos Santos * Benjamin Meyer * * This file is part of the ksnake package * * 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 library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ #include "rattler.h" #include #include #include #include #include #include #include #include #include #include "level.h" #include "basket.h" #include "settings.h" TQBitArray gameState(5); TQLabel *label = 0; int speed[4] = { 130, 95, 55, 40 }; Rattler::Rattler( TQWidget *parent, const char *name ) : TQWidget( parent, name ) { setFocusPolicy(TQ_StrongFocus); numBalls = Settings::balls(); ballsAI = Settings::ballsAI(); numSnakes = Settings::computerSnakes(); snakesAI = Settings::snakesAI(); skill = Settings::skill(); room = Settings::startingRoom(); board = new Board(35*35); level = new Level(board); pix = new PixServer(board); basket = new Basket(board, pix); samy = new SamySnake(board, pix); computerSnakes = new TQPtrList; computerSnakes->setAutoDelete( true ); balls = new TQPtrList; balls->setAutoDelete( true ); connect( samy, TQT_SIGNAL(closeGate(int)), this, TQT_SLOT(closeGate(int))); connect( samy, TQT_SIGNAL(score(bool, int)), this, TQT_SLOT(scoring(bool,int))); connect( samy, TQT_SIGNAL(goingOut()), this, TQT_SLOT(speedUp())); connect( basket, TQT_SIGNAL(openGate()), this, TQT_SLOT(openGate())); gameState.fill(false); gameState.setBit(Demo); timerCount = 0; TQTimer::singleShot( 2000, this, TQT_SLOT(demo()) ); // Why wait? backgroundPixmaps = TDEGlobal::dirs()->findAllResources("appdata", "backgrounds/*.png"); } Rattler::~Rattler() { delete level; delete balls; delete computerSnakes; delete basket; delete samy; delete pix; delete board; } /** * One of the settings changed, load our settings */ void Rattler::loadSettings(){ setBalls(Settings::balls()); setBallsAI(Settings::ballsAI()); setCompuSnakes(Settings::computerSnakes()); setSnakesAI(Settings::snakesAI()); setSkill(Settings::skill()); setRoom(Settings::startingRoom()); reloadRoomPixmap(); } void Rattler::paintEvent( TQPaintEvent *e) { TQRect rect = e->rect(); if (rect.isEmpty()) return; TQPixmap levelPix = pix->levelPix(); basket->repaint(true); bitBlt(this, rect.x(), rect.y(), &levelPix, rect.x(), rect.y(), rect.width(), rect.height()); } void Rattler::timerEvent( TQTimerEvent * ) { timerCount++; if ( !leaving ) // advance progressBar unless Samy emit advance(); // is going out for (CompuSnake *c = computerSnakes->first(); c != 0; c = computerSnakes->next()){ if(c) { c->nextMove(); c->repaint(false); } } for (Ball *b = balls->first(); b != 0; b = balls->next()){ if (b) { b->nextMove(); b->repaint(); } } samyState state = ok; if(!gameState.testBit(Demo)) { state = samy->nextMove(direction); samy->repaint( false ); } basket->repaint( false); if (state == ko) newTry(); else if (state == out) levelUp(); TQPixmap levelPix = pix->levelPix(); bitBlt(this, 0, 0, &levelPix, 0, 0, rect().width(), rect().height()); } void Rattler::keyPressEvent( TQKeyEvent *k ) { if (gameState.testBit(Paused)) return; KKey key(k); if(actionCollection->action("Pl1Up")->shortcut().contains(key)) direction = N; else if(actionCollection->action("Pl1Down")->shortcut().contains(key)) direction = S; else if(actionCollection->action("Pl1Right")->shortcut().contains(key)) direction = E; else if(actionCollection->action("Pl1Left")->shortcut().contains(key)) direction = W; else if ((k->key() == Key_Return) || (k->key() == Key_Enter) || (k->key() == Key_Space)) { if (!gameState.testBit(Demo)) { k->ignore(); return; } restart(); } else { k->ignore(); return; } k->accept(); } void Rattler::mousePressEvent( TQMouseEvent *e ) { if (gameState.testBit(Paused)) return; uint button = e->button(); if (button == Qt::RightButton) { switch (direction) { case N: direction=E; break; case E: direction=S; break; case S: direction=W; break; case W: direction=N; break; } e->accept(); } else if (button == Qt::LeftButton) { switch (direction) { case N: direction=W; break; case E: direction=N; break; case S: direction=E; break; case W: direction=S; break; } e->accept(); } else e->ignore(); } void Rattler::closeGate(int i) { board->set(i, brick); pix->restore(i); } void Rattler::openGate() { board->set(NORTH_GATE, empty); pix->erase(NORTH_GATE); } void Rattler::scoring(bool win, int i) { Fruits fruit = basket->eaten(i); if (gameState.testBit(Demo)) win = true; int p = 0; switch (fruit) { case Red: if (win) { if (!timerHasRunOut) p = 1 + skill*2; else p = 1; } else p = -2; break; case Golden: if (win) { if (!timerHasRunOut) p = 2 + (skill*2) + (numSnakes*2) + (numBalls+2); else p = 2; } else p = -5; break; default: break; } score(p); } void Rattler::score(int p) { points += p; points = (points < 0 ? 0 : points); emit setPoints(points); while (points > check*50) { check++; if (trys < 7 && !gameState.testBit(Demo)) emit setTrys(++trys); } } void Rattler::killedComputerSnake() { if (!gameState.testBit(Demo)) score(20); } void Rattler::pause() { if (gameState.testBit(Init)) return; if (gameState.testBit(Playing)) { gameState.toggleBit(Playing); gameState.setBit(Paused); stop(); TDEAction* tempPauseAction = KStdGameAction::pause(); label = new TQLabel(this); label->setFont( TQFont( "Times", 14, TQFont::Bold ) ); label->setText(i18n("Game Paused\n Press %1 to resume\n") .arg(tempPauseAction->shortcutText())); label->setAlignment( AlignCenter ); label->setFrameStyle( TQFrame::Panel | TQFrame::Raised ); label->setGeometry(182, 206, 198, 80); label->show(); delete tempPauseAction; //emit togglePaused(); } else if (gameState.testBit(Paused)) { gameState.toggleBit(Paused); gameState.setBit(Playing); start(); cleanLabel(); //emit togglePaused(); } } void Rattler::cleanLabel() { if (label) { delete label; label = 0; } } void Rattler::restartDemo() { if (!gameState.testBit(Demo)) return; int r = 50000+ (kapp->random() % 30000); TQTimer::singleShot( r, this, TQT_SLOT(restartDemo()) ); stop(); level->create(Intro); pix->initRoomPixmap(); init(false); repaint(); start(); } void Rattler::demo() { static bool first_time = true; if(gameState.testBit(Init) || gameState.testBit(Playing)) return; stop(); TQTimer::singleShot( 60000, this, TQT_SLOT(restartDemo()) ); gameState.fill(false); gameState.setBit(Init); gameState.setBit(Demo); resetFlags(); if(!first_time) { level->create(Intro); pix->initRoomPixmap(); } repaint(rect(), false); init(false); run(); first_time = false; } void Rattler::restart() { if (gameState.testBit(Init)) return; stop(); if (gameState.testBit(Paused) || gameState.testBit(Playing)) { switch( KMessageBox::questionYesNo( this, i18n("A game is already started.\n" "Start a new one?\n"), i18n("Snake Race"), i18n("Start New"), i18n("Keep Playing"))) { case KMessageBox::No: if (!gameState.testBit(Paused)) start(); return; break; case KMessageBox::Yes: ; } } gameState.fill(false); gameState.setBit(Init); gameState.setBit(Playing); resetFlags(); level->setLevel(room); level->create(Banner); pix->initRoomPixmap(); cleanLabel(); repaint(); TQTimer::singleShot( 2000, this, TQT_SLOT(showRoom()) ); } void Rattler::newTry() { stop(); if(trys==0) { gameState.fill(false); gameState.setBit(Over); level->create(GameOver); pix->initRoomPixmap(); repaint(); TQTimer::singleShot( 5000, this, TQT_SLOT(demo()) ); emit setScore(points); return; } --trys; gameState.fill(false); gameState.setBit(Init); gameState.setBit(Playing); level->create(Room); pix->initRoomPixmap(); init(true); repaint(); TQTimer::singleShot( 1000, this, TQT_SLOT(run()) ); } void Rattler::levelUp() { stop(); gameState.fill(false); gameState.setBit(Init); gameState.setBit(Playing); score (2*(level->getLevel())+(2*numSnakes)+(2*numBalls)+(2*skill)); level->nextLevel(); level->create(Banner); pix->initRoomPixmap(); repaint(); TQTimer::singleShot( 2000, this, TQT_SLOT(showRoom()) ); } /* this slot is called by the progressBar when value() == 0 or by a compuSnake wich manages to exit */ void Rattler::restartTimer() { timerHasRunOut = true; timerCount = 0; emit rewind(); if ( board->isEmpty(NORTH_GATE) ) closeGate(NORTH_GATE); basket->newApples(); } void Rattler::speedUp() { leaving = true; stop(); start( 30 ); } void Rattler::resetFlags() { trys = 2; check = 1; points = 0; } void Rattler::showRoom() { level->create(Room); pix->initRoomPixmap(); init(true); repaint(); TQTimer::singleShot( 1000, this, TQT_SLOT(run()) ); } void Rattler::init(bool play) { leaving = false; timerHasRunOut = false; timerCount = 0; emit rewind(); emit setTrys(trys); emit setPoints(points); basket->clear(); basket->newApples(); restartBalls(play); restartComputerSnakes(play); if(play) samy->init(); } void Rattler::run() { direction = N; gameState.toggleBit(Init); start(); } void Rattler::start() { gameTimer = startTimer( speed [skill] ); } void Rattler::start(int t) { gameTimer = startTimer(t); } void Rattler::stop() { TQT_TQOBJECT(this)->killTimers(); } void Rattler::restartComputerSnakes(bool play) { if( !computerSnakes->isEmpty()) computerSnakes->clear(); int i = (play == false && numSnakes == 0 ? 1 : numSnakes); for (int x = 0; x < i; x++) { CompuSnake *as; switch(snakesAI) { default: // random. as = new CompuSnake(board, pix); break; case 1: // eater. as = new EaterCompuSnake(board, pix); break; case 2: // killer. as = new KillerCompuSnake(board, pix); break; } connect( as, TQT_SIGNAL(closeGate(int)), this, TQT_SLOT(closeGate(int))); connect( as, TQT_SIGNAL(restartTimer()), this, TQT_SLOT(restartTimer())); connect( as, TQT_SIGNAL(score(bool, int)), this, TQT_SLOT(scoring(bool,int))); connect( as, TQT_SIGNAL(killed()), this, TQT_SLOT(killedComputerSnake())); computerSnakes->append(as); } } void Rattler::restartBalls(bool play) { if( !balls->isEmpty()) balls->clear(); int i = (play == false && numBalls == 0 ? 1 : numBalls); for (int x = 0; x < i; x++) { Ball *b; switch(ballsAI) { default: // default. b = new Ball(board, pix); break; case 1: // dumb. b = new DumbKillerBall(board, pix); break; case 2: // smart. b = new KillerBall(board, pix); break; } balls->append(b); } } void Rattler::setBalls(int newNumBalls) { numBalls = balls->count(); if (!(gameState.testBit(Playing) || gameState.testBit(Demo)) || numBalls == newNumBalls) return; while ( newNumBalls > numBalls) { Ball *b = new Ball(board, pix); balls->append(b); numBalls++; } while (newNumBalls < numBalls) { Ball *b = balls->getLast(); b->zero(); balls->removeLast(); numBalls--; } } void Rattler::setBallsAI(int i) { ballsAI = i; } void Rattler::resizeEvent( TQResizeEvent * ) { pix->initPixmaps(); pix->initBrickPixmap(); pix->initbackPixmaps(); pix->initRoomPixmap(); } void Rattler::setCompuSnakes(int i) { CompuSnake *cs; numSnakes = i; int count = computerSnakes->count(); if (gameState.testBit(Playing) || gameState.testBit(Demo)) { if ( i > count) { while ( i > count) { CompuSnake *as; switch(snakesAI) { default: // random. as = new CompuSnake(board, pix); break; case 1: // eater. as = new EaterCompuSnake(board, pix); break; case 2: // killer. as = new KillerCompuSnake(board, pix); break; } connect( as, TQT_SIGNAL(closeGate(int)), this, TQT_SLOT(closeGate(int))); connect( as, TQT_SIGNAL(restartTimer()), this, TQT_SLOT(restartTimer())); connect( as, TQT_SIGNAL(score(bool, int)), this, TQT_SLOT(scoring(bool,int))); connect( as, TQT_SIGNAL(killed()), this, TQT_SLOT(killedComputerSnake())); computerSnakes->append(as); i--; } } else if (i < count) { while (i < count) { cs = computerSnakes->getLast(); cs->zero(); computerSnakes->removeLast(); i++; } } } } void Rattler::setSnakesAI(int i) { snakesAI = i; } void Rattler::setSkill(int i) { skill = i; if (gameState.testBit(Playing) || gameState.testBit(Demo)) { stop(); start(); } } void Rattler::setRoom(int i) { room = i; } void Rattler::reloadRoomPixmap() { pix->initbackPixmaps(); pix->initRoomPixmap(); demo(); } #include "rattler.moc"