--- /dev/null
+/* Evil Plumber is a small puzzle game.
+ Copyright (C) 2010 Marja Hassinen
+
+ 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 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#include "game.h"
+
+#include <QTableWidget>
+#include <QDebug>
+#include <QLabel>
+#include <QFile>
+#include <QPushButton>
+#include <QFrame>
+#include <QApplication>
+
+
+QString pieceToIconId(const Piece* piece, bool flow1 = false, bool flow2 = false)
+{
+ QString fileName = QString(IMGDIR) + "/" + QString::number(piece->type) + "_" + QString::number(piece->rotation);
+ if (flow1 || flow2) {
+ fileName += (QString("_flow_") + (flow1? "1" : "0") + (flow2? "1" : "0"));
+ }
+
+
+ qDebug() << "need: " << fileName;
+ return fileName + ".png";
+}
+
+int flowCount(const Piece* piece)
+{
+ // How many times the liquid can flow through this pre-placed
+ // pipe.
+ int flowCount = 0;
+ for (int i = 0; i < 4; ++i) {
+ if (piece->flows[i] != DirNone) {
+ ++flowCount;
+ }
+ }
+ return flowCount / 2;
+}
+
+Direction flowsTo(const Piece* piece, Direction flowFrom)
+{
+ //qDebug() << piece->flows[0];
+ //qDebug() << piece->flows[1];
+ //qDebug() << piece->flows[2];
+ //qDebug() << piece->flows[3];
+ //qDebug() << "check" << flowFrom;
+ if (piece->flows[0] == flowFrom)
+ return piece->flows[1];
+ if (piece->flows[1] == flowFrom)
+ return piece->flows[0];
+ if (piece->flows[2] == flowFrom)
+ return piece->flows[3];
+ if (piece->flows[3] == flowFrom)
+ return piece->flows[2];
+ return DirNone;
+}
+
+GameField::GameField(QTableWidget* ui)
+: fieldUi(ui), field(0), rows(0), cols(0)
+{
+ connect(fieldUi, SIGNAL(cellClicked(int, int)), this, SIGNAL(cellClicked(int, int)));
+ fieldUi->setContentsMargins(0, 0, 0, 0);
+}
+
+void GameField::initGame(int rows_, int cols_, int count, PrePlacedPiece* prePlaced)
+{
+ fieldUi->clear();
+ // FIXME: Does the table widget call the destructors of its items...
+
+ rows = rows_;
+ cols = cols_;
+
+ delete[] field;
+ field = new PlacedPiece[rows*cols];
+
+ for (int i = 0; i < rows*cols; ++i) {
+ field[i].piece = ppieces;
+ field[i].fixed = false;
+ field[i].flow[0] = false;
+ field[i].flow[1] = false;
+ }
+
+ // Setup ui
+ fieldUi->setRowCount(rows);
+ fieldUi->setColumnCount(cols);
+
+ for (int i = 0; i < rows; ++i)
+ fieldUi->setRowHeight(i, 72);
+
+ for (int c = 0; c < cols; ++c) {
+ fieldUi->setColumnWidth(c, 72);
+ for (int r = 0; r < rows; ++r) {
+ QModelIndex index = fieldUi->model()->index(r, c);
+ fieldUi->setIndexWidget(index, new QLabel(""));
+ }
+ }
+
+ // Set pre-placed pieces
+ for (int i = 0; i < count; ++i) {
+ setPiece(prePlaced[i].row, prePlaced[i].col, prePlaced[i].piece, true);
+ }
+}
+
+int GameField::toIndex(int row, int col)
+{
+ return row * cols + col;
+}
+
+bool GameField::setPiece(int row, int col, const Piece* piece, bool fixed)
+{
+ qDebug() << "set piece" << row << col;
+
+ if (row < 0 || row >= rows || col < 0 || col >= cols) {
+ qWarning() << "Invalid piece index";
+ return false;
+ }
+
+ int index = toIndex(row, col);
+ if (field[index].piece->type == PieceNone) {
+ qDebug() << "really setting";
+ field[index].piece = piece;
+ field[index].fixed = fixed;
+
+ QString iconId = pieceToIconId(piece);
+ QModelIndex index = fieldUi->model()->index(row, col);
+ QLabel* label = (QLabel*)fieldUi->indexWidget(index);
+ label->setPixmap(QPixmap(iconId));
+
+ return true;
+ }
+ return false;
+}
+
+const Piece* GameField::pieceAt(int row, int col)
+{
+ if (row < 0 || row >= rows || col < 0 || col >= cols) {
+ qWarning() << "Invalid piece index";
+ return ppieces;
+ }
+
+ int index = toIndex(row, col);
+ return field[index].piece;
+}
+
+bool GameField::isPrePlaced(int row, int col)
+{
+ if (row < 0 || row >= rows || col < 0 || col >= cols) {
+ qWarning() << "Invalid piece index";
+ return false;
+ }
+
+ int index = toIndex(row, col);
+ return field[index].fixed;
+}
+
+void GameField::indicateFlow(int row, int col, Direction dir)
+{
+ // Indicate the flow: fill the piece in question with the
+ // liquid. (The piece can also be an empty one, or an illegal
+ // one.)
+ qDebug() << "ind flow" << row << col << dir;
+ if (row < 0 || col < 0 || row >= rows || col >= cols) {
+ return;
+ }
+ int index = toIndex(row, col);
+ if (dir != DirNone && (field[index].piece->flows[0] == dir || field[index].piece->flows[1] == dir)) {
+ field[index].flow[0] = true;
+ }
+ else if (dir != DirNone && (field[index].piece->flows[2] == dir || field[index].piece->flows[3] == dir)) {
+ field[index].flow[1] = true;
+ }
+ else if (dir == DirNone) {
+ // Flowing to a pipe from a wrong direction -> A hack to get
+ // the correct icon (same as an empty square flooded)
+ field[index].piece = ppieces;
+ field[index].flow[0] = true;
+ field[index].flow[1] = false;
+
+ }
+ else {
+ qWarning() << "Indicate flow: illegal direction" << row << col << dir;
+ return;
+ }
+
+ QString iconId = pieceToIconId(field[index].piece, field[index].flow[0], field[index].flow[1]);
+ qDebug() << "icon id" << iconId;
+ QModelIndex mIndex = fieldUi->model()->index(row, col);
+ QLabel* label = (QLabel*)fieldUi->indexWidget(mIndex);
+
+ label->setPixmap(QPixmap(iconId));
+ // The pixmap won't show nicely if we're just sleeping...
+ QApplication::processEvents();
+}
+
+QHash<QPair<PieceType, int>, const Piece*> AvailablePieces::pieceCache;
+
+AvailablePieces::AvailablePieces(QTableWidget* ui)
+ : pieceUi(ui)
+{
+ connect(pieceUi, SIGNAL(itemClicked(QTableWidgetItem*)), this, SLOT(onItemClicked(QTableWidgetItem*)));
+
+ initPieceCache();
+
+ // Setup ui
+
+ qDebug() << pieceUi->rowCount() << pieceUi->columnCount();
+
+ for (int i = 0; i < 2; ++i)
+ pieceUi->setColumnWidth(i, 120);
+
+ for (int i = 0; i < 4; ++i)
+ pieceUi->setRowHeight(i, 70);
+
+ for (int i = 0; ppieces[i].type != PiecesEnd; ++i) {
+ if (ppieces[i].userCanAdd == false) continue;
+
+ //qDebug() << ppieces[i].type << ppieces[i].rotation;
+ QString fileName = pieceToIconId(&(ppieces[i]));
+
+ QTableWidgetItem* item = new QTableWidgetItem(QIcon(fileName), "0", QTableWidgetItem::UserType + pieceToId(&(ppieces[i])));
+
+ pieceUi->setItem(ppieces[i].uiRow, ppieces[i].uiColumn, item);
+ }
+}
+
+int AvailablePieces::pieceToId(const Piece* piece)
+{
+ return piece->type * 4 + piece->rotation/90;
+}
+
+const Piece* AvailablePieces::idToPiece(int id)
+{
+ int rotation = (id % 4)*90;
+ PieceType type = (PieceType)(id / 4);
+ QPair<PieceType, int> key(type, rotation);
+ if (!pieceCache.contains(key))
+ return ppieces;
+ return pieceCache[key];
+}
+
+void AvailablePieces::initPieceCache()
+{
+ for (int i = 0; ppieces[i].type != PiecesEnd; ++i)
+ pieceCache.insert(QPair<PieceType, int>(ppieces[i].type, ppieces[i].rotation), &ppieces[i]);
+}
+
+void AvailablePieces::initGame(int count, AvailablePiece* pieces)
+{
+ for (int i = 0; ppieces[i].type != PiecesEnd; ++i) {
+ if (ppieces[i].userCanAdd == false) continue;
+ pieceCounts.insert(&ppieces[i], 0);
+ pieceUi->item(ppieces[i].uiRow, ppieces[i].uiColumn)->setText(QString::number(0));
+ }
+
+ for (int i = 0; i < count; ++i) {
+ pieceCounts.insert(pieces[i].piece, pieces[i].count);
+ pieceUi->item(pieces[i].piece->uiRow, pieces[i].piece->uiColumn)->setText(QString::number(pieces[i].count));
+ }
+ pieceUi->clearSelection();
+}
+
+void AvailablePieces::onItemClicked(QTableWidgetItem* item)
+{
+ qDebug() << "piece clicked";
+ int id = item->type() - QTableWidgetItem::UserType;
+
+ const Piece* piece = idToPiece(id);
+ if (piece->type != PieceNone && pieceCounts[piece] > 0) {
+ emit validPieceSelected(piece);
+ }
+ else
+ emit invalidPieceSelected();
+}
+
+void AvailablePieces::onPieceUsed(const Piece* piece)
+{
+ pieceCounts[piece]--;
+ pieceUi->item(piece->uiRow, piece->uiColumn)->setText(QString::number(pieceCounts[piece]));
+
+ // TODO: perhaps clear the selection
+ if (pieceCounts[piece] == 0)
+ emit invalidPieceSelected();
+}
+
+GameController::GameController(AvailablePieces* pieceUi, GameField* fieldUi,
+ QLabel* timeLabel, QPushButton* doneButton)
+ : pieceUi(pieceUi), fieldUi(fieldUi),
+ timeLabel(timeLabel), doneButton(doneButton),
+ currentPiece(ppieces), rows(0), cols(0), timeLeft(0), levelRunning(false), neededFlow(0),
+ startRow(0), startCol(0), startDir(DirNone), flowRow(0), flowCol(0), flowDir(DirNone), flowPreplaced(0), flowScore(0)
+{
+ connect(fieldUi, SIGNAL(cellClicked(int, int)), this, SLOT(onCellClicked(int, int)));
+ connect(pieceUi, SIGNAL(invalidPieceSelected()),
+ this, SLOT(onInvalidPieceSelected()));
+ connect(pieceUi, SIGNAL(validPieceSelected(const Piece*)),
+ this, SLOT(onValidPieceSelected(const Piece*)));
+
+ connect(this, SIGNAL(pieceUsed(const Piece*)), pieceUi, SLOT(onPieceUsed(const Piece*)));
+
+ connect(doneButton, SIGNAL(clicked()), this, SLOT(levelEnds()));
+
+ // Setup the timer, but don't start it yet
+ timer.setInterval(1000);
+ timer.setSingleShot(false);
+ connect(&timer, SIGNAL(timeout()), this, SLOT(onTimeout()));
+ timeLabel->setText("");
+
+ flowTimer.setInterval(500);
+ flowTimer.setSingleShot(false);
+ connect(&flowTimer, SIGNAL(timeout()), this, SLOT(computeFlow()));
+}
+
+void GameController::startLevel(QString fileName)
+{
+ // TODO: read the data while the user is reading the
+ // instructions...
+
+ // Read data about pre-placed pieces and available pieces from a
+ // text file.
+ QFile file(fileName);
+ if (!file.exists())
+ qFatal("Error reading game file: doesn't exist");
+
+ file.open(QIODevice::ReadOnly);
+ QTextStream gameData(&file);
+
+ gameData >> rows;
+ gameData >> cols;
+ qDebug() << rows << cols;
+ if (rows < 2 || rows > 10 || cols < 2 || cols > 10)
+ qFatal("Error reading game file: rows and cols");
+
+ neededFlow = 0;
+ int prePlacedCount = 0;
+ gameData >> prePlacedCount;
+ qDebug() << rows << cols;
+ if (prePlacedCount < 2 || prePlacedCount > 100)
+ qFatal("Error reading game file: piece count000");
+
+ PrePlacedPiece* prePlaced = new PrePlacedPiece[prePlacedCount];
+ for (int i = 0; i < prePlacedCount; ++i) {
+ int ix = 0;
+ gameData >> ix;
+ if (ix < 0 || ix >= noPieces)
+ qFatal("Error reading game file: no of pieces");
+ prePlaced[i].piece = &ppieces[ix];
+
+ // Record that the liquid must flow through this pre-placed
+ // piece (if it can)
+ neededFlow += flowCount(prePlaced[i].piece);
+
+ gameData >> prePlaced[i].row;
+ gameData >> prePlaced[i].col;
+ if (prePlaced[i].row < 0 || prePlaced[i].row >= rows ||
+ prePlaced[i].col < 0 || prePlaced[i].col >= cols)
+ qFatal("Error reading game file: piece position");
+
+ if (prePlaced[i].piece->type == PieceStart) {
+ startRow = prePlaced[i].row;
+ startCol = prePlaced[i].col;
+ startDir = prePlaced[i].piece->flows[0];
+ }
+ }
+ fieldUi->initGame(rows, cols, prePlacedCount, prePlaced);
+ delete[] prePlaced;
+
+ int availableCount = 0;
+ gameData >> availableCount;
+ if (availableCount < 2 || availableCount >= noPieces)
+ qFatal("Error reading game file: no of pieeces");
+
+ AvailablePiece* availablePieces = new AvailablePiece[availableCount];
+ for (int i = 0; i < availableCount; ++i) {
+ int ix = 0;
+ gameData >> ix;
+ if (ix < 0 || ix >= noPieces)
+ qFatal("Error reading game file: piece index");
+ availablePieces[i].piece = &ppieces[ix];
+ gameData >> availablePieces[i].count;
+ if (availablePieces[i].count < 0 || availablePieces[i].count > 100)
+ qFatal("Error reading game file: piece count");
+ }
+ pieceUi->initGame(availableCount, availablePieces);
+ delete[] availablePieces;
+
+ gameData >> timeLeft;
+ if (timeLeft < 0)
+ qFatal("Error reading game file: time left");
+ timeLabel->setText(QString::number(timeLeft));
+
+ // Clear piece selection
+ onInvalidPieceSelected();
+
+ doneButton->setEnabled(true);
+ timer.start();
+ levelRunning = true;
+}
+
+void GameController::onTimeout()
+{
+ --timeLeft;
+ timeLabel->setText(QString::number(timeLeft));
+ if (timeLeft <= 0) {
+ timer.stop();
+ levelEnds();
+ }
+}
+
+void GameController::onCellClicked(int row, int column)
+{
+ qDebug() << "clicked: " << row << column;
+ if (!levelRunning) return;
+ if (currentPiece->type == PieceNone) return;
+ if (fieldUi->setPiece(row, column, currentPiece))
+ emit pieceUsed(currentPiece);
+}
+
+void GameController::onValidPieceSelected(const Piece* piece)
+{
+ qDebug() << "selected: " << piece->type << piece->rotation;
+ currentPiece = piece;
+}
+
+void GameController::onInvalidPieceSelected()
+{
+ currentPiece = ppieces;
+}
+
+void GameController::levelEnds()
+{
+ if (!levelRunning) return;
+
+ doneButton->setEnabled(false);
+ levelRunning = false;
+ timer.stop();
+
+ // Initiate computing the flow
+ flowRow = startRow;
+ flowCol = startCol;
+ flowDir = startDir;
+ flowPreplaced = 0;
+ flowScore = 0;
+ flowTimer.setInterval(500);
+ flowTimer.start();
+}
+
+void GameController::computeFlow()
+{
+ // We know:
+ // Where the flow currently is
+ // and which direction the flow goes after that piece
+ fieldUi->indicateFlow(flowRow, flowCol, flowDir);
+
+ if (flowDir == DirFailed) {
+ flowTimer.stop();
+ emit levelFailed();
+ return;
+ }
+
+ if (flowDir == DirNone) {
+ // This square contained no pipe or an incompatible pipe. Get
+ // some more time, so that the user sees the failure before we
+ // emit levelFailed.
+ flowDir = DirFailed;
+ flowTimer.setInterval(1000);
+ return;
+ }
+ flowScore += 10;
+
+ if (flowDir == DirDone) {
+ if (flowPreplaced < neededFlow) {
+ flowDir = DirFailed;
+ // TODO: indicate which pipes were missing
+ flowTimer.setInterval(1000);
+ }
+ else {
+ flowTimer.stop();
+ emit levelPassed(flowScore);
+ }
+ return;
+ }
+
+ // Compute where it flows next
+ if (flowDir == DirRight) {
+ ++flowCol;
+ flowDir = DirLeft;
+ }
+ else if (flowDir == DirLeft) {
+ --flowCol;
+ flowDir = DirRight;
+ }
+ else if (flowDir == DirUp) {
+ --flowRow;
+ flowDir = DirDown;
+ }
+ else if (flowDir == DirDown) {
+ ++flowRow;
+ flowDir = DirUp;
+ }
+
+ if (flowRow < 0 || flowCol < 0 || flowRow >= rows || flowCol >= cols) {
+ // Out of bounds
+ flowDir = DirFailed;
+ flowTimer.setInterval(1000);
+ return;
+ }
+
+ // Now we know the next piece and where the flow comes *from*
+ qDebug() << "flow to" << flowRow << flowCol;
+
+ // Check which piece is there
+ const Piece* piece = fieldUi->pieceAt(flowRow, flowCol);
+ qDebug() << "there is" << piece->type << piece->rotation;
+ flowDir = flowsTo(piece, flowDir);
+ // If the piece was pre-placed, record that the liquid has
+ // flown through it once
+ if (fieldUi->isPrePlaced(flowRow, flowCol))
+ flowPreplaced += 1;
+}
+
+LevelSwitcher::LevelSwitcher(GameController* gameController, QLabel* levelLabel,
+ QFrame* startFrame, QLabel* startTitle, QLabel* startLabel, QPushButton* startButton,
+ QLabel* scoreLabel,
+
+ QStringList levels)
+ : gameController(gameController), levelLabel(levelLabel),
+ startFrame(startFrame), startTitle(startTitle), startLabel(startLabel), startButton(startButton),
+ scoreLabel(scoreLabel),
+ levels(levels), level(0), totalScore(0)
+{
+ connect(startButton, SIGNAL(clicked()), this, SLOT(onStartClicked()));
+ connect(gameController, SIGNAL(levelPassed(int)), this, SLOT(onLevelPassed(int)));
+ connect(gameController, SIGNAL(levelFailed()), this, SLOT(onLevelFailed()));
+ startTitle->setText("Starting a new game.");
+ scoreLabel->setText("0");
+ initiateLevel();
+}
+
+void LevelSwitcher::onStartClicked()
+{
+ startFrame->hide();
+ levelLabel->setText(QString::number(level+1));
+ gameController->startLevel(QString(LEVDIR) + "/" + levels[level] + ".dat");
+}
+
+void LevelSwitcher::initiateLevel()
+{
+ QFile file(QString(LEVDIR) + "/" + levels[level] + ".leg");
+ if (!file.exists())
+ qFatal("Error reading game file: doesn't exist");
+ file.open(QIODevice::ReadOnly);
+ QTextStream gameData(&file);
+
+ QString introText = gameData.readLine();
+ introText.replace("IMGDIR", IMGDIR);
+ startLabel->setText(introText);
+ startFrame->show();
+}
+
+void LevelSwitcher::onLevelPassed(int score)
+{
+ totalScore += score;
+ scoreLabel->setText(QString::number(score));
+
+ if (level < levels.size() - 1) {
+ ++ level;
+ startTitle->setText(QString("Level ") + QString::number(level) + QString(" passed, proceeding to level ") + QString::number(level+1));
+ initiateLevel();
+ }
+ else {
+ startTitle->setText(QString("All levels passed. Score: ") + QString::number(score));
+ startLabel->setText("Start a new game?");
+ // TODO: go to the level set selection screen
+ level = 0;
+ startFrame->show();
+ }
+}
+
+void LevelSwitcher::onLevelFailed()
+{
+ startTitle->setText(QString("Level ") + QString::number(level+1) + QString(" failed, try again!"));
+ initiateLevel();
+}
+
+// Todo next:
+// desktop stuff
+// icon for app manager
+// install all graphics
+// better graphics
+// save & load
+// level collections: introduction + basic
+// more levels
+// make fixed pipes look different than non-fixed ones
+// --------------
+// re-placing pieces
+// graphical hints on what to do next
+// graphical help, showing the ui elements: demo
+// "done" animation
+// level editor