diff options
Diffstat (limited to 'kgoldrunner/src/kgrfigure.cpp')
-rw-r--r-- | kgoldrunner/src/kgrfigure.cpp | 154 |
1 files changed, 77 insertions, 77 deletions
diff --git a/kgoldrunner/src/kgrfigure.cpp b/kgoldrunner/src/kgrfigure.cpp index 0707da67..bfe7a6e1 100644 --- a/kgoldrunner/src/kgrfigure.cpp +++ b/kgoldrunner/src/kgrfigure.cpp @@ -36,10 +36,10 @@ KGrFigure :: KGrFigure (int px, int py) } // Initialise the global settings flags. -bool KGrFigure::variableTiming = TRUE; -bool KGrFigure::alwaysCollectNugget = TRUE; -bool KGrFigure::runThruHole = TRUE; -bool KGrFigure::reappearAtTop = TRUE; +bool KGrFigure::variableTiming = true; +bool KGrFigure::alwaysCollectNugget = true; +bool KGrFigure::runThruHole = true; +bool KGrFigure::reappearAtTop = true; SearchStrategy KGrFigure::searchStrategy = LOW; int KGrFigure::herox = 0; @@ -155,7 +155,7 @@ void KGrFigure::walkUp(int WALKDELAY) rely -= STEP; absy -= STEP; } - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); } else { // End of 4-step cycle: move up to next cell, if possible. @@ -185,7 +185,7 @@ void KGrFigure::walkDown(int WALKDELAY, int FALLDELAY) rely += STEP; absy += STEP; } - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); } else { // End of 4-step cycle: move down to next cell, if possible. @@ -217,7 +217,7 @@ void KGrFigure::walkLeft (int WALKDELAY, int FALLDELAY) relx -= STEP; absx -=STEP; } - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); } else { // End of 4-pixmap cycle: start again, in next cell if possible. @@ -249,7 +249,7 @@ void KGrFigure::walkRight(int WALKDELAY, int FALLDELAY) relx += STEP; absx += STEP; // nur vorwärts gehen, wenn es auch möglich ist } - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); } else { actualPixmap -= 4; // Schritt war vollendet @@ -277,7 +277,7 @@ void KGrFigure::initFall(int apm, int FALLDELAY) actualPixmap = apm; walkCounter=1; walkTimer->stop(); - fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start((FALLDELAY * NSPEED) / speed, true); } void KGrFigure::showFigure () @@ -303,12 +303,12 @@ KGrHero :: KGrHero (KGrCanvas * view, int x, int y) herox = x; heroy = y; - started = FALSE; - mouseMode = TRUE; + started = false; + mouseMode = true; walkCounter = 1; - walkFrozen = FALSE; - fallFrozen = FALSE; + walkFrozen = false; + fallFrozen = false; connect (walkTimer, TQ_SIGNAL (timeout ()), TQ_SLOT (walkTimeDone ())); connect (fallTimer, TQ_SIGNAL (timeout ()), TQ_SLOT (fallTimeDone ())); @@ -380,22 +380,22 @@ void KGrHero::setKey(Direction key) { // Keyboard control of hero: direction is fixed until next key is pressed. // Sets a simulated mouse-pointer above, below, left, right or on the hero. - mouseMode = FALSE; - stopped = FALSE; + mouseMode = false; + stopped = false; switch (key) { case UP: mousex = x; mousey = 0; break; case DOWN: mousex = x; mousey = FIELDHEIGHT + 1; break; case LEFT: mousex = 0; mousey = y; break; case RIGHT: mousex = FIELDWIDTH + 1; mousey = y; break; - case STAND: stopped = TRUE; mousex = x; mousey = y; break; + case STAND: stopped = true; mousex = x; mousey = y; break; } } void KGrHero::setDirection(int i, int j) { // Mouse control of hero: direction is updated continually on a timer. - mouseMode = TRUE; - stopped = FALSE; + mouseMode = true; + stopped = false; mousex = i; mousey = j; } @@ -446,11 +446,11 @@ void KGrHero::setNextDir() void KGrHero::doStep() { if (walkFrozen) { - walkFrozen = FALSE; + walkFrozen = false; walkTimeDone(); } if (fallFrozen) { - fallFrozen = FALSE; + fallFrozen = false; fallTimeDone(); } } @@ -479,7 +479,7 @@ void KGrHero::init(int a,int b) walkTimer->stop(); fallTimer->stop(); walkCounter = 1; - started = FALSE; + started = false; x = mem_x = a; y = mem_y = b; @@ -503,9 +503,9 @@ void KGrHero::init(int a,int b) void KGrHero::start() { - started = TRUE; - walkFrozen = FALSE; - fallFrozen = FALSE; + started = true; + walkFrozen = false; + fallFrozen = false; if (!(canStand()||hangAtPole())) { // Held muss wohl fallen... status = FALLING; @@ -539,7 +539,7 @@ void KGrHero::setSpeed (int gamespeed) void KGrHero::walkTimeDone () { if (! started) return; // Ignore signals from earlier play. - if (KGrObject::frozen) {walkFrozen = TRUE; return; } + if (KGrObject::frozen) {walkFrozen = true; return; } if ((*playfield)[x][y]->whatIam() == BRICK) { emit caughtHero(); // Brick closed over hero. @@ -587,7 +587,7 @@ void KGrHero::walkTimeDone () if (!canStand()&&!hangAtPole()) initFall(FALL1, FALLDELAY); else - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); // This additional showFigure() is to update the hero position after it is // altered by the hero-enemy deadlock fix in standOnEnemy(). Messy, but ... @@ -602,11 +602,11 @@ void KGrHero::walkTimeDone () void KGrHero::fallTimeDone() { if (! started) return; // Ignore signals from earlier play. - if (KGrObject::frozen) {fallFrozen = TRUE; return; } + if (KGrObject::frozen) {fallFrozen = true; return; } if (!standOnEnemy()) { if (walkCounter++ < 4) { // Held fällt vier Positionen - fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start((FALLDELAY * NSPEED) / speed, true); rely+=STEP; absy+=STEP; } @@ -617,12 +617,12 @@ void KGrHero::fallTimeDone() absy = y*16; // wird Null und Figur eins runter collectNugget(); // gesetzt. Zeit evtl. Nugget zu nehmen if (! (canStand()||hangAtPole())) { // Held muss wohl weiterfallen. - fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start((FALLDELAY * NSPEED) / speed, true); walkCounter = 1; } else { // Held hat Boden (oder Feind) unter den status = STANDING; // Füssen oder hängt an Stange -> steh! - walkTimer->start((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start((WALKDELAY * NSPEED) / speed, true); direction = (actualPixmap == 19) ? RIGHT : LEFT; if ((*playfield)[x][y]->whatIam() == POLE) actualPixmap = (direction == RIGHT)? RIGHTCLIMB1:LEFTCLIMB1; @@ -643,11 +643,11 @@ void KGrHero::fallTimeDone() // else // Reduce jerkiness when descending over a falling enemy. // actualPixmap = (direction == RIGHT)? RIGHTWALK1:LEFTWALK1; - walkTimer->start((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start((WALKDELAY * NSPEED) / speed, true); } else { // Else, freeze hero until enemy moves out of the way. - fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start((FALLDELAY * NSPEED) / speed, true); } } if (isInEnemy() && (! standOnEnemy())) @@ -812,9 +812,9 @@ KGrEnemy :: KGrEnemy (KGrCanvas * view, int x, int y) birthX=x; birthY=y; - walkFrozen = FALSE; - fallFrozen = FALSE; - captiveFrozen = FALSE; + walkFrozen = false; + fallFrozen = false; + captiveFrozen = false; captiveTimer = new TQTimer (this); connect (captiveTimer,TQ_SIGNAL(timeout()),TQ_SLOT(captiveTimeDone())); @@ -828,15 +828,15 @@ int KGrEnemy::CAPTIVEDELAY = 0; void KGrEnemy::doStep() { if (walkFrozen) { - walkFrozen = FALSE; + walkFrozen = false; walkTimeDone(); } if (fallFrozen) { - fallFrozen = FALSE; + fallFrozen = false; fallTimeDone(); } if (captiveFrozen) { - captiveFrozen = FALSE; + captiveFrozen = false; captiveTimeDone(); } } @@ -885,7 +885,7 @@ void KGrEnemy::init(int a,int b) void KGrEnemy::walkTimeDone () { - if (KGrObject::frozen) {walkFrozen = TRUE; return; } + if (KGrObject::frozen) {walkFrozen = true; return; } // Check we are alive BEFORE checking for friends being in the way. // Maybe a friend overhead is blocking our escape from a brick. @@ -932,7 +932,7 @@ void KGrEnemy::walkTimeDone () } status = WALKING; // initialisiere die Zählervariablen und walkCounter = 1; // den Timer um den Held weiter - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); // zu jagen + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); // zu jagen startWalk (); } } @@ -953,14 +953,14 @@ void KGrEnemy::walkTimeDone () rely = 0; absy = 16 * y; startWalk (); } - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); } showFigure(); } void KGrEnemy::fallTimeDone () { - if (KGrObject::frozen) {fallFrozen = TRUE; return; } + if (KGrObject::frozen) {fallFrozen = true; return; } if ((*playfield)[x][y+1]->whatIam() == HOLE) { // wenn Enemy ins Loch fällt ((KGrBrick*)(*playfield)[x][y+1])->useHole(); // reserviere das Loch, damit @@ -990,12 +990,12 @@ void KGrEnemy::fallTimeDone () } if (standOnEnemy()) { // Don't fall into a friend. - fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start((FALLDELAY * NSPEED) / speed, true); return; } if (walkCounter++ < 4){ - fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start((FALLDELAY * NSPEED) / speed, true); { rely+=STEP; absy+=STEP;} } else { @@ -1003,10 +1003,10 @@ void KGrEnemy::fallTimeDone () if ((*playfield)[x][y]->whatIam() == USEDHOLE) { captiveCounter = 0; status = CAPTIVE; - captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, TRUE); + captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, true); } else if (!(canStand()||hangAtPole())) { - fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start((FALLDELAY * NSPEED) / speed, true); walkCounter=1; } else { @@ -1019,7 +1019,7 @@ void KGrEnemy::fallTimeDone () status = WALKING; walkCounter = 1; direction = searchbestway(x,y,herox,heroy); - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); startWalk (); if (!nuggets) collectNugget(); @@ -1031,7 +1031,7 @@ void KGrEnemy::fallTimeDone () void KGrEnemy::captiveTimeDone() { - if (KGrObject::frozen) {captiveFrozen = TRUE; return; } + if (KGrObject::frozen) {captiveFrozen = true; return; } if ((*playfield)[x][y]->whatIam()==BRICK) dieAndReappear(); else @@ -1039,11 +1039,11 @@ void KGrEnemy::captiveTimeDone() status = WALKING; walkCounter = 1; direction = UP; - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); captiveCounter = 0; } else { captiveCounter ++; - captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, TRUE); + captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, true); showFigure(); } } @@ -1055,11 +1055,11 @@ void KGrEnemy::startSearching() if (canStand()||((*playfield)[x][y+1]->whatIam()==USEDHOLE)) { status = WALKING; - walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); + walkTimer->start ((WALKDELAY * NSPEED) / speed, true); } else { status = FALLING; - fallTimer->start ((FALLDELAY * NSPEED) / speed, TRUE); + fallTimer->start ((FALLDELAY * NSPEED) / speed, true); } walkCounter = 1; @@ -1137,7 +1137,7 @@ void KGrEnemy::dieAndReappear() if (reappearAtTop) { // Follow Traditional rules: enemies reappear at top. - looking = TRUE; + looking = true; y = 2; // Randomly look for a free spot in row 2. Limit the number of tries. for (i = 1; ((i <= 3) && looking); i++) { @@ -1145,7 +1145,7 @@ void KGrEnemy::dieAndReappear() switch ((*playfield)[x][2]->whatIam()) { case FREE: case HLADDER: - looking = FALSE; + looking = false; break; default: break; @@ -1160,7 +1160,7 @@ void KGrEnemy::dieAndReappear() switch ((*playfield)[x][y]->whatIam()) { case FREE: case HLADDER: - looking = FALSE; + looking = false; break; default: break; @@ -1540,7 +1540,7 @@ int KGrEnemy::distanceDown (int x, int y, int deltah) int rungs = -1; int exitRung = 0; - bool canGoThru = TRUE; + bool canGoThru = true; char objType; // If there is a way down at (x,y), return its length, else return zero. @@ -1557,7 +1557,7 @@ int KGrEnemy::distanceDown (int x, int y, int deltah) if ((objType == HOLE) && (rungs < 0)) rungs = 0; // Enemy can go SIDEWAYS through a hole. else - canGoThru = FALSE; // Cannot go through here. + canGoThru = false; // Cannot go through here. break; case LADDER: case POLE: // Can go through or stop. @@ -1575,7 +1575,7 @@ int KGrEnemy::distanceDown (int x, int y, int deltah) exitRung = rungs; } else - canGoThru = FALSE; // Should stop at hero's level. + canGoThru = false; // Should stop at hero's level. } break; default: @@ -1603,9 +1603,9 @@ bool KGrEnemy::searchOK (int direction, int x, int y) if (canWalkLR (direction, x, y) > 0) { // Can go into that cell, but check for a fall. if (willNotFall (x+direction, y)) - return TRUE; + return true; } - return FALSE; // Cannot go into and through that cell. + return false; // Cannot go into and through that cell. } int KGrEnemy::canWalkLR (int direction, int x, int y) @@ -1637,7 +1637,7 @@ bool KGrEnemy::willNotFall (int x, int y) switch ( (*playfield)[x][y]->whatIam()) { case LADDER: case POLE: - return TRUE; break; // OK, can hang on ladder or pole. + return true; break; // OK, can hang on ladder or pole. default: break; } @@ -1661,12 +1661,12 @@ bool KGrEnemy::willNotFall (int x, int y) for (c = 0; c < cmax; c++) { enemy = enemies->at(c); if ((enemy->getx()==16*x) && (enemy->gety()==16*(y+1))) - return TRUE; // Standing on a friend. + return true; // Standing on a friend. } - return FALSE; break; // Will fall: there is no floor. + return false; break; // Will fall: there is no floor. default: - return TRUE; break; // OK, will not fall. + return true; break; // OK, will not fall. } } @@ -1733,13 +1733,13 @@ bool KGrEnemy::bumpingFriend() if ((dx >= -32) && (dx < 16) && (dy > -16) && (dy < 16)) { if ((enemy->direction == RIGHT) && (enemy->status == WALKING) && (absx%16==0)) { - return TRUE; + return true; } else if (dx >= -16) { if ((dx > -16) && (enemyId < enemy->enemyId)) - return FALSE; + return false; else - return TRUE; // Wait for the one in front. + return true; // Wait for the one in front. } } break; @@ -1747,13 +1747,13 @@ bool KGrEnemy::bumpingFriend() if ((dx > -16) && (dx < 32) && (dy > -16) && (dy < 16)) { if ((enemy->direction == LEFT) && (enemy->status == WALKING) && (absx%16==0)) { - return TRUE; + return true; } else if (dx <= 16) { if ((dx < 16) && (enemyId < enemy->enemyId)) - return FALSE; + return false; else - return TRUE; // Wait for the one in front. + return true; // Wait for the one in front. } } break; @@ -1761,13 +1761,13 @@ bool KGrEnemy::bumpingFriend() if ((dy >= -32) && (dy < 16) && (dx > -16) && (dx < 16)) { if ((enemy->direction == DOWN) && (enemy->status == WALKING) && (absy%16==0)) { - return TRUE; + return true; } else if (dy >= -16) { if ((dy > -16) && (enemyId < enemy->enemyId)) - return FALSE; + return false; else - return TRUE; // Wait for the one above. + return true; // Wait for the one above. } } break; @@ -1775,13 +1775,13 @@ bool KGrEnemy::bumpingFriend() if ((dy > -16) && (dy < 32) && (dx > -16) && (dx < 16)) { if ((enemy->direction == UP) && (enemy->status == WALKING) && (absy%16==0)) { - return TRUE; + return true; } else if (dy <= 16) { if ((dy < 16) && (enemyId < enemy->enemyId)) - return FALSE; + return false; else - return TRUE; // Wait for the one below. + return true; // Wait for the one below. } } break; @@ -1790,7 +1790,7 @@ bool KGrEnemy::bumpingFriend() } } } - return FALSE; + return false; } KGrEnemy :: ~KGrEnemy () |