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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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/*
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note: the code to lookup and insert the pixmaps
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into the Options menu was copied and adapted
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from KReversi.
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thanks.
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*/
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#include <tqdir.h>
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#include <tqregexp.h>
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#include <tdelocale.h>
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#include <tdeconfigdialog.h>
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#include <kstdgameaction.h>
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#include <highscore/kscoredialog.h>
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#include <kstatusbar.h>
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#include <tdemenubar.h>
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#include "rattler.h"
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#include "game.h"
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#include "startroom.h"
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#include "levels.h"
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#include "progress.h"
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#include "view.h"
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#include "general.h"
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#include "appearance.h"
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#include "settings.h"
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#define SCORE 1
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#define LIVES 2
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Game::Game(TQWidget *parent, const char *name) : TDEMainWindow(parent,name)
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{
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// create statusbar
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statusBar()->insertItem(i18n("Score: 0"), SCORE);
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statusBar()->insertItem(i18n("Lives: 0"), LIVES);
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levels = new Levels();
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view = new View(this, "View");
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rattler = view->rattler;
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rattler->reloadRoomPixmap();
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rattler->setFocus();
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connect(rattler, TQ_SIGNAL(setPoints(int)), this, TQ_SLOT(scoreChanged(int)));
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connect(rattler, TQ_SIGNAL(setTrys(int)), this, TQ_SLOT(setTrys(int)));
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connect(rattler, TQ_SIGNAL(rewind()), view->progress, TQ_SLOT(rewind()));
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connect(rattler, TQ_SIGNAL(advance()), view->progress, TQ_SLOT(advance()));
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connect(view->progress, TQ_SIGNAL(restart()), rattler, TQ_SLOT(restartTimer()));
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connect(rattler, TQ_SIGNAL(togglePaused()), this, TQ_SLOT(togglePaused()));
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connect(rattler, TQ_SIGNAL(setScore(int)), this, TQ_SLOT(gameEnd(int)));
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setCentralWidget(view);
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createMenu();
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setupGUI(TDEMainWindow::Save | StatusBar | Create );
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}
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Game::~Game()
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{
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delete levels;
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}
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void Game::scoreChanged(int score){
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statusBar()->changeItem(i18n("Score: %1").arg(score), SCORE);
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}
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void Game::setTrys(int tries){
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statusBar()->changeItem(i18n("Lives: %1").arg(tries), LIVES);
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}
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void Game::gameEnd(int score){
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KScoreDialog di(KScoreDialog::Name | KScoreDialog::Score | KScoreDialog::Date, this);
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KScoreDialog::FieldInfo scoreInfo;
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TQString date = TQDateTime::currentDateTime().toString();
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scoreInfo.insert(KScoreDialog::Date, date);
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if (di.addScore(score, scoreInfo, true))
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di.exec();
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}
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void Game::showHighScores()
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{
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KScoreDialog d(KScoreDialog::Name | KScoreDialog::Score | KScoreDialog::Date, this);
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d.exec();
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}
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void Game::createMenu()
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{
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actionCollection()->setAutoConnectShortcuts(false);
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(void)new TDEAction(i18n("Move Up"), Key_Up, 0, 0, actionCollection(), "Pl1Up");
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(void)new TDEAction(i18n("Move Down"), Key_Down, 0, 0, actionCollection(), "Pl1Down");
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(void)new TDEAction(i18n("Move Right"), Key_Right, 0, 0, actionCollection(), "Pl1Right");
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(void)new TDEAction(i18n("Move Left"), Key_Left, 0, 0, actionCollection(), "Pl1Left");
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actionCollection()->setAutoConnectShortcuts(true);
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rattler->setActionCollection(actionCollection());
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KStdGameAction::gameNew(rattler, TQ_SLOT(restart()), actionCollection());
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pause = KStdGameAction::pause(rattler, TQ_SLOT(pause()), actionCollection());
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KStdGameAction::highscores(this, TQ_SLOT(showHighScores()), actionCollection());
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KStdGameAction::quit( this, TQ_SLOT(close()), actionCollection());
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KStdAction::preferences(this, TQ_SLOT(showSettings()), actionCollection());
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// TODO change and make custom function that pauses game or
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// modify widget to pause when loosing focus and remove this
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KStdAction::keyBindings(guiFactory(), TQ_SLOT(configureShortcuts()),
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actionCollection());
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}
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void Game::togglePaused()
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{
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static bool checked = false;
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checked = !checked;
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pause->setEnabled(checked);
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}
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/**
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* Show Settings dialog.
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*/
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void Game::showSettings(){
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if(TDEConfigDialog::showDialog("settings"))
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return;
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TDEConfigDialog *dialog = new TDEConfigDialog(this, "settings", Settings::self());
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dialog->addPage(new General(0, "General"), i18n("General"), "package_settings");
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Appearance *a = new Appearance(0, "Appearance");
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TQStringList list;
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if (rattler->backgroundPixmaps.count() == 0) {
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list.append(i18n("none"));
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} else {
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TQStringList::ConstIterator it = rattler->backgroundPixmaps.begin();
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for(unsigned i = 0; it != rattler->backgroundPixmaps.end(); i++, it++) {
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// since the filename may contain underscore, they
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// are replaced with spaces in the menu entry
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TQString s = TQFileInfo( *it ).baseName();
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s = s.replace(TQRegExp("_"), " ");
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list.append(s);
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}
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}
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a->kcfg_bgimage->insertStringList(list);
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dialog->addPage(a, i18n("Appearance"), "style");
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dialog->addPage(new StartRoom(0, "StartRoom"), i18n("First Level"), "folder_home");
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connect(dialog, TQ_SIGNAL(settingsChanged()), rattler, TQ_SLOT(loadSettings()));
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dialog->show();
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}
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#include "game.moc"
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