/**************************************************************** Copyright (c) 1998 Sandro Sigala . All rights reserved. Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that the copyright notice and this permission notice and warranty disclaimer appear in supporting documentation, and that the name of the author not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. The author disclaim all warranties with regard to this software, including all implied warranties of merchantability and fitness. In no event shall the author be liable for any special, indirect or consequential damages or any damages whatsoever resulting from loss of use, data or profits, whether in an action of contract, negligence or other tortious action, arising out of or in connection with the use or performance of this software. ****************************************************************/ #include "config.h" #include #include #include #include #include #include #include #ifdef HAVE_USLEEP #include #endif #include "ksmiletris.h" #include "gamewidget.h" #include "screenwidget.h" #include "mirrorwidget.h" #include "npiecewidget.h" #include #include GameWidget::GameWidget(QWidget *parent, const char *name) : QWidget(parent, name) { in_game = false; in_pause = false; random.setSeed(0); loadSprites(); setPieces(Pieces_Smiles); map = new Sprite[scr_width * scr_height]; mirror_sprites = new Sprite[scr_width]; screen = new ScreenWidget(sprites, &in_game, &in_pause, this); screen->move(10, 10); screen->setScreenSprites(map); mirror = new MirrorWidget(sprites, &in_game, &in_pause, this); mirror->move(10, 407); mirror->setMirrorSprites(mirror_sprites); next = new NextPieceWidget(sprites, &in_game, &in_pause, this); next->move(278, 10); next->setNextPieceSprites(next_piece); timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(timeout())); } GameWidget::~GameWidget() { delete [] sprites; delete [] map; delete [] mirror_sprites; } void GameWidget::playSound(Sound s) { if (!do_sounds) return; QString name; switch (s) { case Sound_Break: name = "break.wav"; break; case Sound_Clear: name = "clear.wav"; break; } KAudioPlayer::play(locate("data", QString("ksmiletris/sounds/") + name)); } void GameWidget::setPieces(PiecesType type) { QString prefix; switch (type) { case Pieces_Smiles: prefix = "block-a"; loadSprite(Sprite_Cleared, "cleared-a.bmp"); break; case Pieces_Symbols: prefix = "block-b"; loadSprite(Sprite_Cleared, "cleared-b.bmp"); break; case Pieces_Icons: prefix = "block-c"; loadSprite(Sprite_Cleared, "cleared-c.bmp"); } for (int i = 0; i < num_blocks; ++i) { QString n; n.setNum(i + 1); loadSprite((Sprite)(Sprite_Block1 + i), prefix + n + ".bmp"); } QPixmap pm(32, 32); for (int i = 0; i < num_blocks; ++i) { QPainter p; p.begin(&pm); p.drawPixmap(0, 0, sprites[Sprite_Block1 + i]); p.drawPixmap(0, 0, sprites[Sprite_Broken]); p.end(); sprites[Sprite_Broken1 + i] = pm; } if (in_game) repaintChilds(); } void GameWidget::loadSprites() { sprites = new QPixmap[num_sprites]; loadSprite(Sprite_Bg1, "bg1.bmp"); loadSprite(Sprite_Bg2, "bg2.bmp"); loadSprite(Sprite_Bg3, "bg3.bmp"); loadSprite(Sprite_Bg4, "bg4.bmp"); loadSprite(Sprite_Bg5, "bg5.bmp"); loadSprite(Sprite_Bg6, "bg6.bmp"); loadSprite(Sprite_Bg7, "bg7.bmp"); loadSprite(Sprite_Bg8, "bg8.bmp"); loadSprite(Sprite_Bg9, "bg9.bmp"); loadSprite(Sprite_Bg10, "bg10.bmp"); loadSprite(Sprite_Bg11, "bg11.bmp"); loadSprite(Sprite_Bg12, "bg12.bmp"); loadSprite(Sprite_Bg13, "bg13.bmp"); loadSprite(Sprite_Bg14, "bg14.bmp"); loadSprite(Sprite_Bg15, "bg15.bmp"); loadSprite(Sprite_Bg16, "bg16.bmp"); loadMaskedSprite(Sprite_Broken, "broken.bmp", "broken-mask.bmp"); } void GameWidget::loadSprite(Sprite spr, const QString & path) { if (!sprites[spr].load(locate("appdata", QString("data/") + path))) qFatal("Cannot open data files.\nHave you correctly installed KSmiletris?"); } void GameWidget::loadMaskedSprite(Sprite spr, const QString & path1, const QString & path2) { QBitmap bmp; if (!sprites[spr].load(locate("appdata", QString("data/") + path1))) qFatal("Cannot open data files.\nHave you correctly installed KSmiletris?"); if (!bmp.load(locate("appdata", QString("data/") + path2))) qFatal("Cannot open data files.\nHave you correctly installed KSmiletris?"); sprites[spr].setMask(bmp); } void GameWidget::newGame() { in_pause = false; fast_mode = false; num_level = 1; num_pieces_level = 2; num_points = 0; bg_sprite = (Sprite)(Sprite_Bg1 + random.getLong(num_bgs)); screen->setBackgroundSprite(bg_sprite); mirror->setBackgroundSprite(bg_sprite); next->setBackgroundSprite(bg_sprite); for (int i = 0; i < scr_width; ++i) mirror_sprites[i] = bg_sprite; for (int i = 0; i < 4; ++i) next_piece[i] = bg_sprite; for (int y = 0; y < scr_height; ++y) for (int x = 0; x < scr_width; ++x) ref(x, y) = bg_sprite; newPiece(); nextPiece(); updateMirror(); in_game = true; repaintChilds(); emit changedStats(num_level, num_points); timer_interval = 700; timer->start(timer_interval); } void GameWidget::repaintChilds() { screen->repaint(false); mirror->repaint(false); next->repaint(false); } void GameWidget::putPiece() { if (piece[0] != bg_sprite) ref(xpos + 0, ypos + 0) = piece[0]; if (piece[1] != bg_sprite) ref(xpos + 1, ypos + 0) = piece[1]; if (piece[2] != bg_sprite) ref(xpos + 0, ypos + 1) = piece[2]; if (piece[3] != bg_sprite) ref(xpos + 1, ypos + 1) = piece[3]; updateMirror(); screen->repaint(false); } void GameWidget::getPiece() { if (piece[0] != bg_sprite) ref(xpos + 0, ypos + 0) = bg_sprite; if (piece[1] != bg_sprite) ref(xpos + 1, ypos + 0) = bg_sprite; if (piece[2] != bg_sprite) ref(xpos + 0, ypos + 1) = bg_sprite; if (piece[3] != bg_sprite) ref(xpos + 1, ypos + 1) = bg_sprite; } void GameWidget::newPiece() { static int pieces[][4] = {{1, 0, 1, 1}, {1, 1, 1, 0}, {1, 1, 0, 1}, {0, 1, 1, 1}}; int p = random.getLong(4); for (int i = 0; i < 4; ++i) if (pieces[p][i]) next_piece[i] = (Sprite)(Sprite_Block1 + random.getLong(num_pieces_level)); else next_piece[i] = bg_sprite; next->repaint(false); } void GameWidget::nextPiece() { piece[0] = next_piece[0]; piece[1] = next_piece[1]; piece[2] = next_piece[2]; piece[3] = next_piece[3]; newPiece(); xpos = (scr_width - 2) / 2; ypos = 0; if ((piece[0] != bg_sprite && ref(xpos + 0, ypos + 0) != bg_sprite) || (piece[1] != bg_sprite && ref(xpos + 1, ypos + 0) != bg_sprite) || (piece[2] != bg_sprite && ref(xpos + 0, ypos + 1) != bg_sprite) || (piece[3] != bg_sprite && ref(xpos + 1, ypos + 1) != bg_sprite)) { in_game = false; repaintChilds(); KMessageBox::sorry(this, i18n("Game Over")); emit gameOver(); } putPiece(); } void GameWidget::updateMirror() { for (int x = 0; x < scr_width; ++x) mirror_sprites[x] = bg_sprite; mirror_sprites[xpos] = piece[2] == bg_sprite ? piece[0] : piece[2]; mirror_sprites[xpos+1] = piece[3] == bg_sprite ? piece[1] : piece[3]; mirror->repaint(false); } void GameWidget::keyUp() { if (!in_game || in_pause) return; getPiece(); if ((piece[0] == bg_sprite && ref(xpos + 0, ypos + 0) != bg_sprite) || (piece[1] == bg_sprite && ref(xpos + 1, ypos + 0) != bg_sprite) || (piece[2] == bg_sprite && ref(xpos + 0, ypos + 1) != bg_sprite) || (piece[3] == bg_sprite && ref(xpos + 1, ypos + 1) != bg_sprite)) { putPiece(); return; } Sprite npiece[4]; npiece[2] = piece[0]; npiece[0] = piece[1]; npiece[3] = piece[2]; npiece[1] = piece[3]; for (int i = 0; i < 4; ++i) piece[i] = npiece[i]; putPiece(); } void GameWidget::keyDown() { if (!in_game || in_pause) return; getPiece(); if ((piece[0] == bg_sprite && ref(xpos + 0, ypos + 0) != bg_sprite) || (piece[1] == bg_sprite && ref(xpos + 1, ypos + 0) != bg_sprite) || (piece[2] == bg_sprite && ref(xpos + 0, ypos + 1) != bg_sprite) || (piece[3] == bg_sprite && ref(xpos + 1, ypos + 1) != bg_sprite)) { putPiece(); return; } Sprite npiece[4]; npiece[0] = piece[2]; npiece[1] = piece[0]; npiece[2] = piece[3]; npiece[3] = piece[1]; for (int i = 0; i < 4; ++i) piece[i] = npiece[i]; putPiece(); } void GameWidget::keyLeft() { if (!in_game || in_pause || xpos == 0) return; getPiece(); if ((piece[0] != bg_sprite && ref(xpos - 1, ypos + 0) != bg_sprite) || (piece[1] != bg_sprite && ref(xpos + 0, ypos + 0) != bg_sprite) || (piece[2] != bg_sprite && ref(xpos - 1, ypos + 1) != bg_sprite) || (piece[3] != bg_sprite && ref(xpos + 0, ypos + 1) != bg_sprite)) { putPiece(); return; } --xpos; putPiece(); } void GameWidget::keyRight() { if (!in_game || in_pause || xpos == scr_width - 2) return; getPiece(); if ((piece[0] != bg_sprite && ref(xpos + 1, ypos + 0) != bg_sprite) || (piece[1] != bg_sprite && ref(xpos + 2, ypos + 0) != bg_sprite) || (piece[2] != bg_sprite && ref(xpos + 1, ypos + 1) != bg_sprite) || (piece[3] != bg_sprite && ref(xpos + 2, ypos + 1) != bg_sprite)) { putPiece(); return; } ++xpos; putPiece(); } void GameWidget::keySpace() { if (!in_game || in_pause || fast_mode) return; fast_mode = true; timer->changeInterval(50); } void GameWidget::broke(int x, int y, bool *xmap) { xmap[y*scr_width + x] = true; if (ref(x, y) >= Sprite_Broken1) { // Clear the piece playSound(Sound_Clear); ref(x, y) = Sprite_Cleared; num_points += 20; } else { // Break the piece playSound(Sound_Break); ref(x, y) = (Sprite)(Sprite_Broken1 + ref(x, y) - Sprite_Block1); num_points += 10; } int level = num_points / 1000 + 1; if (level > num_level) { num_level = level; num_pieces_level = (num_level/2 + 2) > num_blocks ? num_blocks : num_level/2 + 2; timer_interval = timer_interval - 25; if (timer_interval < 50) timer_interval = 50; timer->changeInterval(timer_interval); } emit changedStats(num_level, num_points); #ifdef HAVE_USLEEP screen->repaint(false); usleep(75 * 1000); #endif } void GameWidget::recBroke(int x, int y, bool *xmap) { int t = type(ref(x, y)); broke(x, y, xmap); // X-1, Y if (x > 0 && !xmap[y*scr_width + x - 1] && type(ref(x-1, y)) == t) recBroke(x-1, y, xmap); // X+1, Y if (x < scr_width-1 && !xmap[y*scr_width + x + 1] && type(ref(x+1, y)) == t) recBroke(x+1, y, xmap); // X, Y-1 if (y > 0 && !xmap[(y-1)*scr_width + x] && type(ref(x, y-1)) == t) recBroke(x, y-1, xmap); // X, Y+1 if (y < scr_height-1 && !xmap[(y+1)*scr_width + x] && type(ref(x, y+1)) == t) recBroke(x, y+1, xmap); // X-1, Y+1 if (x > 0 && y < scr_height-1 && !xmap[(y+1)*scr_width + x - 1] && type(ref(x-1, y+1)) == t) recBroke(x-1, y+1, xmap); // X+1, Y+1 if (x < scr_width-1 && y < scr_height-1 && !xmap[(y+1)*scr_width + x + 1] && type(ref(x+1, y+1)) == t) recBroke(x+1, y+1, xmap); // X-1, Y-1 if (x > 0 && y > 0 && !xmap[(y-1)*scr_width + x - 1] && type(ref(x-1, y-1)) == t) recBroke(x-1, y-1, xmap); // X+1, Y-1 if (x < scr_width-1 && y > 0 && !xmap[(y-1)*scr_width + x + 1] && type(ref(x+1, y-1)) == t) recBroke(x+1, y-1, xmap); } void GameWidget::checkSolePiece(int x, int y, bool *xmap) { if (y < scr_height-1 && type(ref(x, y+1)) == type(ref(x, y))) recBroke(x, y, xmap); } void GameWidget::checkPiece(int x, int y) { bool xmap[scr_width * scr_height]; for (int yy = 0; yy < scr_height; ++yy) for (int x = 0; x < scr_width; ++x) xmap[yy*scr_width + x] = false; checkSolePiece(x, y, xmap); } void GameWidget::compact() { recheck: bool moved = true; while (moved) { moved = false; for (int x = 0; x < scr_width; ++x) for (int y = scr_height - 1; y > 0; --y) if (ref(x, y) == bg_sprite || ref(x, y) == Sprite_Cleared) { int i; for (i = y-1; i >= 0; --i) if (ref(x, i) != bg_sprite && ref(x, i) != Sprite_Cleared) { ref(x, y) = ref(x, i); ref(x, i) = bg_sprite; moved = true; checkPiece(x, y); goto recheck; break; } if (i < 0) ref(x, y) = bg_sprite; } } } void GameWidget::blockPiece() { if (fast_mode) { timer->changeInterval(timer_interval); fast_mode = false; } putPiece(); bool xmap[scr_width * scr_height]; for (int yy = 0; yy < scr_height; ++yy) for (int x = 0; x < scr_width; ++x) xmap[yy*scr_width + x] = false; if (piece[2] != bg_sprite) checkSolePiece(xpos, ypos+1, xmap); if (piece[3] != bg_sprite) checkSolePiece(xpos+1, ypos+1, xmap); if (piece[2] == bg_sprite) checkSolePiece(xpos, ypos, xmap); if (piece[3] == bg_sprite) checkSolePiece(xpos+1, ypos, xmap); compact(); nextPiece(); } void GameWidget::timeout() { if (!in_game || in_pause) return; getPiece(); if (ypos == scr_height - 2) { blockPiece(); return; } if ((piece[0] != bg_sprite && ref(xpos + 0, ypos + 1) != bg_sprite) || (piece[1] != bg_sprite && ref(xpos + 1, ypos + 1) != bg_sprite) || (piece[2] != bg_sprite && ref(xpos + 0, ypos + 2) != bg_sprite) || (piece[3] != bg_sprite && ref(xpos + 1, ypos + 2) != bg_sprite)) blockPiece(); else { ++ypos; putPiece(); } } #include "gamewidget.moc"