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/***************************************************************************
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* Copyright (C) 2003 by Ian Wadham and Marco Kr<EFBFBD>ger *
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* ianw2@optusnet.com.au *
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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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#ifndef KGRGAME_H
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#define KGRGAME_H
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// Macros to smooth out the differences between TQt 1 and TQt 2 classes.
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//
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// "myStr" converts a TQString object to a C language "char*" character string.
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// "myChar" extracts a C language character (type "char") from a TQString object.
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// "endData" checks for an end-of-file condition.
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//
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#define myStr latin1
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#define myChar(i) at((i)).latin1()
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#define endData atEnd
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#include <tqobject.h>
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#include <tqptrlist.h>
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#include <tqstring.h>
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#include <tqdir.h>
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#include <tqfile.h>
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#include <tqtextstream.h>
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#include <tqdatastream.h>
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#include <tqcolor.h>
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/**
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Sets up games and levels in KGoldrunner and controls the play.
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@author Ian Wadham
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*/
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class KGrObject;
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class KGrHero;
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class KGrEnemy;
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class KGrCollection;
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class KGrGame : public TQObject
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{
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Q_OBJECT
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public:
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KGrGame (KGrCanvas * theView, TQString theSystemDir, TQString theUserDir);
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~KGrGame();
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bool initCollections();
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KGrHero * getHero();
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int getLevel();
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void startPlaying();
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bool inMouseMode(); // True if the game is in mouse mode.
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bool inEditMode(); // True if the game is in editor mode.
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bool isLoading(); // True if a level is being loaded.
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bool saveOK (bool exiting); // Check if edits were saved.
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TQString getTitle(); // Collection - Level NNN, Name.
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void setEditObj (char newEditObj); // Set object for editor to paint.
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TQString getFilePath (Owner o, KGrCollection * colln, int lev);
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public slots:
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void startLevelOne(); // Start any game from level 1.
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void startAnyLevel(); // Start any game from any level.
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void startNextLevel(); // Start next level of current game.
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void setMouseMode (bool on_off); // Set mouse OR keyboard control.
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void startLevel (int startingAt, int requestedLevel);
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void newGame (const int lev, const int gameIndex);
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void startTutorial(); // Start tutorial game.
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void showHint(); // Show hint for current level.
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void showHighScores(); // Show high scores for current game.
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void incScore(int); // Update the score.
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void herosDead(); // Hero was caught or he quit (key Q).
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void showHiddenLadders(); // Show hidden ladders (nuggets gone).
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void goUpOneLevel(); // Hero completed the level.
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void loseNugget(); // Nugget destroyed (not collected).
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void heroAction (KBAction movement);// Move hero under keyboard control.
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void saveGame(); // Save game ID, score and level.
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void loadGame(); // Re-load game, score and level.
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signals:
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void showScore (long); // For main window to show the score.
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void showLives (long); // For main window to show lives left.
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void showLevel (int); // For main window to show the level.
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void hintAvailable (bool); // For main window to adjust menu text.
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void setEditMenu (bool); // Enable/Disable edit menu items.
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void defaultEditObj(); // Set default edit-toolbar button.
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void markRuleType (char); // Mark KGoldrunner/Traditional rules.
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void gameFreeze (bool); // Do visual feedback in the GUI.
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private slots:
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void finalBreath (); // Hero is dead: re-start the level.
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void readMousePos (); // Timed reading of mouse position.
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void doDig (int button); // Dig when under mouse-button control.
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private:
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void setBlankLevel (bool playable);
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int loadLevel (int levelNo);
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bool openLevelFile (int levelNo, TQFile & openlevel);
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void changeObject (unsigned char kind, int i, int j);
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void createObject (KGrObject *o, char picType, int x, int y);
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void setTimings ();
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void initSearchMatrix();
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void checkHighScore(); // Check if high score for current game.
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int selectLevel (int action, int requestedLevel);
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int selectedGame;
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void restart(); // Kickstart the game action.
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/******************************************************************************/
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/************************** PLAYFIELD AND GAME DATA *************************/
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/******************************************************************************/
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private:
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KGrCanvas * view; // Where the game is displayed.
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TQString systemDataDir; // System games are stored here.
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TQString userDataDir; // User games are stored here.
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KGrObject * playfield[30][22]; // Array of playfield objects.
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char editObjArray[30][22]; // Character-code equivalent.
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char lastSaveArray[30][22]; // Copy for use in "saveOK()".
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int level; // Current play/edit level.
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TQString levelName; // Level name (optional).
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TQString levelHint; // Level hint (optional).
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long lives; // Lives remaining.
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long score; // Current score.
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long startScore; // Score at start of level.
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KGrHero * hero; // The HERO figure !! Yay !!!
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int startI, startJ; // The hero's starting position.
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#ifdef QT3
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TQPtrList<KGrEnemy> enemies; // The list of enemies.
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#else
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TQPtrList<KGrEnemy> enemies; // The list of enemies.
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#endif
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int enemyCount; // How many enemies.
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KGrEnemy * enemy; // One of the enemies.
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int nuggets; // How many gold nuggets.
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bool newLevel; // Next level will be a new one.
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bool loading; // Stop input until it's loaded.
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bool modalFreeze; // Stop game during dialog.
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bool messageFreeze; // Stop game during message.
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TQTimer * mouseSampler; // Timer for mouse tracking.
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TQTimer * dyingTimer; // For pause when the hero dies.
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int lgHighlight; // Row selected in "loadGame()".
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/******************************************************************************/
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/************************** AUTHORS' DEBUGGING AIDS **************************/
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/******************************************************************************/
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public slots:
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void doStep(); // Do one animation step.
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void showFigurePositions(); // Show everybody's co-ordinates.
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void showHeroState(); // Show hero's co-ordinates and state.
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void showEnemyState (int); // Show enemy's co-ordinates and state.
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void showObjectState(); // Show an object's state.
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void bugFix(); // Turn a bug fix on/off dynamically.
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void startLogging(); // Turn logging on/off.
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/******************************************************************************/
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/******************** GAME EDITOR PROPERTIES AND METHODS ********************/
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/******************************************************************************/
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public slots: // Slots connected to the Menu and Edit Toolbar.
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void createLevel(); // Set up a blank level-display for edit.
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void updateLevel(); // Update an existing level.
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void updateNext(); // Update the current level + 1.
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void editNameAndHint(); // Run a dialog to edit the level name and hint.
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bool saveLevelFile(); // Save the edited level in a text file (.grl).
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void moveLevelFile(); // Move level to another collection or number.
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void deleteLevelFile(); // Delete a level file.
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void editCollection (int action);
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void setLevel (int lev); // Set level to be edited.
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void freeze(); // Stop the gameplay action.
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void unfreeze(); // Restart the gameplay action.
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void setMessageFreeze (bool);
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private:
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bool mouseMode; // Flag to set up keyboard OR mouse control.
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bool editMode; // Flag to change keyboard and mouse functions.
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char editObj; // Type of object to be painted by the mouse.
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bool paintEditObj; // Sets painting on/off (toggled by clicking).
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int oldI, oldJ; // Last mouse position painted.
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int editLevel; // Level to be edited (= 0 for new level).
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int heroCount; // Can enter at most one hero.
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bool shouldSave; // True if name or hint was edited.
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private:
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void loadEditLevel (int); // Load and display an existing level for edit.
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void initEdit();
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void deleteLevel();
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void insertEditObj (int, int);
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void setEditableCell (int, int, char);
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void showEditLevel();
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bool reNumberLevels (int, int, int, int);
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bool ownerOK (Owner o);
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// Pixmaps for repainting objects as they are edited.
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TQPixmap digpix[10];
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TQPixmap brickbg, fbrickbg;
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TQPixmap freebg, nuggetbg, polebg, betonbg, ladderbg, hladderbg;
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TQPixmap edherobg, edenemybg;
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private slots:
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void doEdit(int); // For mouse-click when in edit-mode.
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void endEdit(int); // For mouse-release when in edit-mode.
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/******************************************************************************/
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/******************** COLLECTION PROPERTIES AND METHODS *******************/
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/******************************************************************************/
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private:
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// Note that a collection of KGoldrunner levels is the same thing as a "game".
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#ifdef QT3
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TQPtrList<KGrCollection> collections; // List of ALL collections.
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#else
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TQPtrList<KGrCollection> collections; // List of ALL collections.
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#endif
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KGrCollection * collection; // Collection currently in use.
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Owner owner; // Collection owner.
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int collnIndex; // Index in collections list.
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void mapCollections();
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bool loadCollections (Owner);
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bool saveCollections (Owner);
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/******************************************************************************/
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/********************** WORD-WRAPPED MESSAGE BOX ************************/
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/******************************************************************************/
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void myMessage (TQWidget * parent, TQString title, TQString contents);
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};
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/******************************************************************************/
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/********************** CLASS TO DISPLAY THUMBNAIL ***********************/
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/******************************************************************************/
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class KGrThumbNail : public TQFrame
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{
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public:
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KGrThumbNail (TQWidget *parent = 0, const char *name = 0);
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void setFilePath (TQString &, TQLabel *); // Set filepath and name field.
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static TQColor backgroundColor;
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static TQColor brickColor;
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static TQColor ladderColor;
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static TQColor poleColor;
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protected:
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void drawContents (TQPainter *); // Draw a preview of a level.
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TQString filePath;
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TQLabel * lName;
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};
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/******************************************************************************/
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/*********************** COLLECTION DATA CLASS **************************/
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/******************************************************************************/
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// Note that a collection of KGoldrunner levels is the same thing as a "game".
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class KGrCollection
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{
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public:
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KGrCollection (Owner o, const TQString & n, const TQString & p,
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const char s, int nl, const TQString & a);
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Owner owner; // Collection owner: "System" or "User".
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TQString name; // Collection name.
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TQString prefix; // Collection's filename prefix.
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char settings; // Collection rules: KGoldrunner or Traditional.
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int nLevels; // Number of levels in the collection.
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TQString about; // Optional text about the collection.
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};
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#endif
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