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/***************************************************************************
* kgrfigure.h - description *
* ------------------- *
* Copyright (C) 2003 by Ian Wadham and Marco Kr�ger *
* email : See menu "Help, About KGoldrunner" *
* [email protected] *
* *
* 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. *
***************************************************************************/
#ifndef KGRFIGURE_H
#define KGRFIGURE_H
// Obsolete - #include <iostream.h>
#include <iostream>
#include <qimage.h>
#ifdef QT3
#include <qptrlist.h>
#else
#include <qlist.h>
#endif
#include <qpainter.h>
#include <qpixmap.h>
#include <qtimer.h>
#include <qwidget.h>
#include <stdlib.h> // f�r Zufallsfunktionen
class KGrCanvas;
class KGrObject;
class KGrEnemy;
class KGrFigure : public QObject
{
Q_OBJECT
public:
KGrFigure (int, int);
virtual ~KGrFigure();
// STATIC GLOBAL FLAGS.
static bool variableTiming; // More enemies imply less speed.
static bool alwaysCollectNugget; // Enemies always collect nuggets.
static bool runThruHole; // Enemy can run L/R through dug hole.
static bool reappearAtTop; // Enemies are reborn at top of screen.
static SearchStrategy searchStrategy; // Low, medium or high difficulty.
static Timing fixedTiming; // Original set of 6 KGr timing values.
static Timing varTiming [6]; // Optional 6 sets of timing values,
// dependent on number of enemies.
int getx();
int gety();
Status getStatus();
int getnuggets();
void setNuggets(int n);
void setPlayfield(KGrObject *(*p)[30][22]);
void showFigure(); //zeigt Figur
virtual void init(int,int);
void eraseOldFigure();
protected:
// STATIC GLOBAL VARIABLES.
static int herox;
static int heroy;
static int speed; // Adjustable game-speed factor.
int x, y;
int absx, absy;
int relx, rely; // Figur wird um relx,rely Pixel verschoben
int mem_x,mem_y,mem_relx,mem_rely;
int walkCounter;
int nuggets;
int actualPixmap; // ArrayPos der zu zeichnenden Pixmap
QTimer *walkTimer;
QTimer *fallTimer;
KGrObject *(*playfield)[30][22];
Status status;
Direction direction;
bool canWalkRight();
bool canWalkLeft();
virtual bool canWalkUp();
bool canWalkDown();
bool canStand();
bool hangAtPole();
virtual bool standOnEnemy()=0;
void walkUp(int);
void walkDown(int, int);
void walkRight(int, int);
void walkLeft(int, int);
void initFall(int, int);
bool walkFrozen;
bool fallFrozen;
};
class KGrHero : public KGrFigure
{
Q_OBJECT
public:
KGrHero(KGrCanvas *, int , int);
virtual ~KGrHero();
bool started;
void showFigure();
void dig();
void digLeft();
void digRight();
void startWalk();
#ifdef QT3
void setEnemyList(QPtrList<KGrEnemy> *);
#else
void setEnemyList(QList<KGrEnemy> *);
#endif
void init(int,int);
void setKey(Direction);
void setDirection(int, int);
void start();
void loseNugget();
static int WALKDELAY;
static int FALLDELAY;
void setSpeed(int);
void doStep();
void showState (char);
private:
#ifdef QT3
QPtrList<KGrEnemy> *enemies;
#else
QList<KGrEnemy> *enemies;
#endif
KGrCanvas * heroView;
bool standOnEnemy();
bool isInEnemy();
bool isInside(int, int);
Direction nextDir;
void collectNugget();
bool mouseMode;
bool stopped;
int mousex;
int mousey;
void setNextDir();
public slots:
void walkTimeDone();
void fallTimeDone();
signals:
void gotNugget(int);
void haveAllNuggets();
void leaveLevel();
void caughtHero();
};
class KGrEnemy : public KGrFigure
{
Q_OBJECT
public:
KGrEnemy (KGrCanvas *, int , int);
virtual ~KGrEnemy();
void showFigure();
void startSearching();
#ifdef QT3
void setEnemyList(QPtrList<KGrEnemy> *);
#else
void setEnemyList(QList<KGrEnemy> *);
#endif
virtual void init(int,int);
static int WALKDELAY;
static int FALLDELAY;
static int CAPTIVEDELAY;
int enemyId;
void doStep();
void showState (char);
private:
KGrCanvas * enemyView;
int birthX, birthY;
int searchStatus;
int captiveCounter;
QTimer *captiveTimer;
bool canWalkUp();
#ifdef QT3
QPtrList<KGrEnemy> *enemies;
#else
QList<KGrEnemy> *enemies;
#endif
bool standOnEnemy();
bool bumpingFriend();
void startWalk();
void dieAndReappear();
Direction searchbestway(int,int,int,int);
Direction searchdownway(int,int);
Direction searchupway(int,int);
Direction searchleftway(int,int);
Direction searchrightway(int,int);
Direction lowSearchUp(int,int,int);
Direction lowSearchDown(int,int,int);
Direction lowGetHero(int,int,int);
int distanceUp (int, int, int);
int distanceDown (int, int, int);
bool searchOK (int, int, int);
int canWalkLR (int, int, int);
bool willNotFall (int, int);
void collectNugget();
void dropNugget();
bool captiveFrozen;
public slots:
void walkTimeDone();
void fallTimeDone();
void captiveTimeDone();
signals:
void lostNugget();
void trapped(int);
void killed(int);
};
#endif // KGRFIGURE_H
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