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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitc90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch)
tree6d8391395bce9eaea4ad78958617edb20c6a7573 /ksnake/rattler.cpp
downloadtdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz
tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
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-rw-r--r--ksnake/rattler.cpp692
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diff --git a/ksnake/rattler.cpp b/ksnake/rattler.cpp
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+/**
+ * Copyright Michel Filippi <[email protected]>
+ * Robert Williams
+ * Andrew Chant <[email protected]>
+ * AndrĂ© Luiz dos Santos <[email protected]>
+ * Benjamin Meyer <[email protected]>
+ *
+ * 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 <qtimer.h>
+#include <qlabel.h>
+#include <kapplication.h>
+#include <kstdgameaction.h>
+#include <kdebug.h>
+#include <klocale.h>
+#include <kmessagebox.h>
+#include <qbitarray.h>
+#include <kstandarddirs.h>
+
+#include "level.h"
+#include "basket.h"
+#include "settings.h"
+
+QBitArray gameState(5);
+QLabel *label = 0;
+int speed[4] = { 130, 95, 55, 40 };
+
+Rattler::Rattler( QWidget *parent, const char *name )
+ : QWidget( parent, name )
+{
+ setFocusPolicy(QWidget::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 QPtrList<CompuSnake>;
+ computerSnakes->setAutoDelete( true );
+
+ balls = new QPtrList<Ball>;
+ balls->setAutoDelete( true );
+
+ connect( samy, SIGNAL(closeGate(int)), this, SLOT(closeGate(int)));
+ connect( samy, SIGNAL(score(bool, int)), this, SLOT(scoring(bool,int)));
+ connect( samy, SIGNAL(goingOut()), this, SLOT(speedUp()));
+ connect( basket, SIGNAL(openGate()), this, SLOT(openGate()));
+
+ gameState.fill(false);
+ gameState.setBit(Demo);
+
+ timerCount = 0;
+ QTimer::singleShot( 2000, this, SLOT(demo()) ); // Why wait?
+
+ backgroundPixmaps =
+ KGlobal::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( QPaintEvent *e)
+{
+ QRect rect = e->rect();
+
+ if (rect.isEmpty())
+ return;
+ QPixmap levelPix = pix->levelPix();
+
+ basket->repaint(true);
+
+ bitBlt(this, rect.x(), rect.y(),
+ &levelPix, rect.x(), rect.y(), rect.width(), rect.height());
+}
+
+void Rattler::timerEvent( QTimerEvent * )
+{
+ 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();
+
+ QPixmap levelPix = pix->levelPix();
+ bitBlt(this, 0, 0, &levelPix, 0, 0, rect().width(), rect().height());
+}
+
+void Rattler::keyPressEvent( QKeyEvent *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( QMouseEvent *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();
+
+ KAction* tempPauseAction = KStdGameAction::pause();
+
+ label = new QLabel(this);
+ label->setFont( QFont( "Times", 14, QFont::Bold ) );
+ label->setText(i18n("Game Paused\n Press %1 to resume\n")
+ .arg(tempPauseAction->shortcutText()));
+ label->setAlignment( AlignCenter );
+ label->setFrameStyle( QFrame::Panel | QFrame::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);
+ QTimer::singleShot( r, this, 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();
+
+ QTimer::singleShot( 60000, this, 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();
+ QTimer::singleShot( 2000, this, SLOT(showRoom()) );
+}
+
+void Rattler::newTry()
+{
+ stop();
+
+ if(trys==0) {
+ gameState.fill(false);
+ gameState.setBit(Over);
+ level->create(GameOver);
+ pix->initRoomPixmap();
+ repaint();
+ QTimer::singleShot( 5000, this, SLOT(demo()) );
+ emit setScore(points);
+ return;
+ }
+ --trys;
+ gameState.fill(false);
+ gameState.setBit(Init);
+ gameState.setBit(Playing);
+
+ level->create(Room);
+ pix->initRoomPixmap();
+ init(true);
+ repaint();
+ QTimer::singleShot( 1000, this, 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();
+
+ QTimer::singleShot( 2000, this, 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();
+ QTimer::singleShot( 1000, this, 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()
+{
+ 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, SIGNAL(closeGate(int)), this, SLOT(closeGate(int)));
+ connect( as, SIGNAL(restartTimer()), this, SLOT(restartTimer()));
+ connect( as, SIGNAL(score(bool, int)), this, SLOT(scoring(bool,int)));
+ connect( as, SIGNAL(killed()), this, 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( QResizeEvent * )
+{
+ 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, SIGNAL(closeGate(int)), this, SLOT(closeGate(int)));
+ connect( as, SIGNAL(restartTimer()), this, SLOT(restartTimer()));
+ connect( as, SIGNAL(score(bool, int)), this, SLOT(scoring(bool,int)));
+ connect( as, SIGNAL(killed()), this, 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"
+