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/**
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* Copyright Michel Filippi <mfilippi@sade.rhein-main.de>
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* Robert Williams
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* Andrew Chant <andrew.chant@utoronto.ca>
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* André Luiz dos Santos <andre@netvision.com.br>
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* Benjamin Meyer <ben+ksnake@meyerhome.net>
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*
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* This file is part of the ksnake package
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "rattler.h"
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#include <tqtimer.h>
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#include <tqlabel.h>
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#include <tdeapplication.h>
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#include <kstdgameaction.h>
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#include <kdebug.h>
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#include <tdelocale.h>
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#include <tdemessagebox.h>
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#include <tqbitarray.h>
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#include <kstandarddirs.h>
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#include "level.h"
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#include "basket.h"
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#include "settings.h"
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TQBitArray gameState(5);
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TQLabel *label = 0;
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int speed[4] = { 130, 95, 55, 40 };
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Rattler::Rattler( TQWidget *parent, const char *name )
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: TQWidget( parent, name )
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{
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setFocusPolicy(TQ_StrongFocus);
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numBalls = Settings::balls();
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ballsAI = Settings::ballsAI();
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numSnakes = Settings::computerSnakes();
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snakesAI = Settings::snakesAI();
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skill = Settings::skill();
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room = Settings::startingRoom();
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board = new Board(35*35);
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level = new Level(board);
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pix = new PixServer(board);
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basket = new Basket(board, pix);
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samy = new SamySnake(board, pix);
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computerSnakes = new TQPtrList<CompuSnake>;
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computerSnakes->setAutoDelete( true );
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balls = new TQPtrList<Ball>;
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balls->setAutoDelete( true );
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connect( samy, TQT_SIGNAL(closeGate(int)), this, TQT_SLOT(closeGate(int)));
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connect( samy, TQT_SIGNAL(score(bool, int)), this, TQT_SLOT(scoring(bool,int)));
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connect( samy, TQT_SIGNAL(goingOut()), this, TQT_SLOT(speedUp()));
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connect( basket, TQT_SIGNAL(openGate()), this, TQT_SLOT(openGate()));
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gameState.fill(false);
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gameState.setBit(Demo);
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timerCount = 0;
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TQTimer::singleShot( 2000, this, TQT_SLOT(demo()) ); // Why wait?
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backgroundPixmaps =
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TDEGlobal::dirs()->findAllResources("appdata", "backgrounds/*.png");
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}
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Rattler::~Rattler()
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{
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delete level;
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delete balls;
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delete computerSnakes;
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delete basket;
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delete samy;
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delete pix;
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delete board;
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}
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/**
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* One of the settings changed, load our settings
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*/
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void Rattler::loadSettings(){
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setBalls(Settings::balls());
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setBallsAI(Settings::ballsAI());
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setCompuSnakes(Settings::computerSnakes());
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setSnakesAI(Settings::snakesAI());
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setSkill(Settings::skill());
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setRoom(Settings::startingRoom());
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reloadRoomPixmap();
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}
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void Rattler::paintEvent( TQPaintEvent *e)
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{
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TQRect rect = e->rect();
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if (rect.isEmpty())
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return;
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TQPixmap levelPix = pix->levelPix();
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basket->repaint(true);
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bitBlt(this, rect.x(), rect.y(),
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&levelPix, rect.x(), rect.y(), rect.width(), rect.height());
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}
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void Rattler::timerEvent( TQTimerEvent * )
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{
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timerCount++;
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if ( !leaving ) // advance progressBar unless Samy
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emit advance(); // is going out
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for (CompuSnake *c = computerSnakes->first(); c != 0; c = computerSnakes->next()){
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if(c) {
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c->nextMove();
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c->repaint(false);
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}
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}
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for (Ball *b = balls->first(); b != 0; b = balls->next()){
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if (b) {
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b->nextMove();
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b->repaint();
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}
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}
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samyState state = ok;
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if(!gameState.testBit(Demo))
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{
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state = samy->nextMove(direction);
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samy->repaint( false );
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}
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basket->repaint( false);
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if (state == ko)
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newTry();
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else if (state == out)
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levelUp();
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TQPixmap levelPix = pix->levelPix();
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bitBlt(this, 0, 0, &levelPix, 0, 0, rect().width(), rect().height());
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}
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void Rattler::keyPressEvent( TQKeyEvent *k )
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{
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if (gameState.testBit(Paused))
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return;
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KKey key(k);
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if(actionCollection->action("Pl1Up")->shortcut().contains(key))
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direction = N;
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else if(actionCollection->action("Pl1Down")->shortcut().contains(key))
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direction = S;
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else if(actionCollection->action("Pl1Right")->shortcut().contains(key))
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direction = E;
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else if(actionCollection->action("Pl1Left")->shortcut().contains(key))
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direction = W;
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else if ((k->key() == Key_Return) ||
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(k->key() == Key_Enter) || (k->key() == Key_Space)) {
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if (!gameState.testBit(Demo)) {
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k->ignore();
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return;
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}
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restart();
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}
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else {
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k->ignore();
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return;
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}
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k->accept();
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}
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void Rattler::mousePressEvent( TQMouseEvent *e )
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{
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if (gameState.testBit(Paused))
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return;
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uint button = e->button();
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if (button == Qt::RightButton)
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{
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switch (direction)
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{
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case N: direction=E;
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break;
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case E: direction=S;
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break;
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case S: direction=W;
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break;
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case W: direction=N;
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break;
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}
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e->accept();
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}
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else if (button == Qt::LeftButton)
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{
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switch (direction)
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{
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case N: direction=W;
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break;
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case E: direction=N;
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break;
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case S: direction=E;
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break;
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case W: direction=S;
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break;
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}
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e->accept();
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}
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else
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e->ignore();
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}
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void Rattler::closeGate(int i)
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{
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board->set(i, brick);
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pix->restore(i);
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}
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void Rattler::openGate()
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{
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board->set(NORTH_GATE, empty);
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pix->erase(NORTH_GATE);
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}
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void Rattler::scoring(bool win, int i)
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{
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Fruits fruit = basket->eaten(i);
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if (gameState.testBit(Demo))
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win = true;
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int p = 0;
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switch (fruit) {
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case Red:
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if (win) {
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if (!timerHasRunOut)
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p = 1 + skill*2;
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else p = 1;
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}
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else p = -2;
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break;
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case Golden:
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if (win) {
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if (!timerHasRunOut)
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p = 2 + (skill*2) + (numSnakes*2) + (numBalls+2);
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else p = 2;
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}
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else p = -5;
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break;
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default:
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break;
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}
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score(p);
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}
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void Rattler::score(int p)
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{
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points += p;
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points = (points < 0 ? 0 : points);
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emit setPoints(points);
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while (points > check*50) {
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check++;
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if (trys < 7 && !gameState.testBit(Demo))
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emit setTrys(++trys);
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}
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}
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void Rattler::killedComputerSnake()
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{
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if (!gameState.testBit(Demo))
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score(20);
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}
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void Rattler::pause()
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{
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if (gameState.testBit(Init))
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return;
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if (gameState.testBit(Playing)) {
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gameState.toggleBit(Playing);
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gameState.setBit(Paused);
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stop();
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TDEAction* tempPauseAction = KStdGameAction::pause();
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label = new TQLabel(this);
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label->setFont( TQFont( "Times", 14, TQFont::Bold ) );
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label->setText(i18n("Game Paused\n Press %1 to resume\n")
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.arg(tempPauseAction->shortcutText()));
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label->setAlignment( AlignCenter );
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label->setFrameStyle( TQFrame::Panel | TQFrame::Raised );
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label->setGeometry(182, 206, 198, 80);
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label->show();
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delete tempPauseAction;
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//emit togglePaused();
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}
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else if (gameState.testBit(Paused)) {
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gameState.toggleBit(Paused);
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gameState.setBit(Playing);
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start();
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cleanLabel();
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//emit togglePaused();
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}
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}
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void Rattler::cleanLabel()
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{
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if (label) {
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delete label;
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label = 0;
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}
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}
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void Rattler::restartDemo()
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{
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if (!gameState.testBit(Demo))
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return;
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int r = 50000+ (kapp->random() % 30000);
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TQTimer::singleShot( r, this, TQT_SLOT(restartDemo()) );
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stop();
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level->create(Intro);
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pix->initRoomPixmap();
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init(false);
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repaint();
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start();
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}
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void Rattler::demo()
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{
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static bool first_time = true;
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if(gameState.testBit(Init) || gameState.testBit(Playing))
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return;
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stop();
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TQTimer::singleShot( 60000, this, TQT_SLOT(restartDemo()) );
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gameState.fill(false);
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gameState.setBit(Init);
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gameState.setBit(Demo);
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resetFlags();
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if(!first_time) {
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level->create(Intro);
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pix->initRoomPixmap();
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}
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repaint(rect(), false);
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init(false);
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run();
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first_time = false;
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}
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void Rattler::restart()
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{
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if (gameState.testBit(Init))
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return;
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stop();
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if (gameState.testBit(Paused) || gameState.testBit(Playing)) {
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switch( KMessageBox::questionYesNo( this,
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i18n("A game is already started.\n"
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"Start a new one?\n"), i18n("Snake Race"), i18n("Start New"), i18n("Keep Playing"))) {
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case KMessageBox::No:
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if (!gameState.testBit(Paused))
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start();
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return;
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break;
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case KMessageBox::Yes:
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;
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}
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}
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gameState.fill(false);
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gameState.setBit(Init);
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gameState.setBit(Playing);
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resetFlags();
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level->setLevel(room);
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level->create(Banner);
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pix->initRoomPixmap();
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cleanLabel();
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|
|
|
|
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"
|
|
|
|
|