--- /dev/null
+Marja Hassinen <marja.k.hassinen@gmail.com>
--- /dev/null
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy. The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+ A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+ To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+ To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user through
+a computer network, with no transfer of a copy, is not conveying.
+
+ An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
+work under this License, and how to view a copy of this License. If
+the interface presents a list of user commands or options, such as a
+menu, a prominent item in the list meets this criterion.
+
+ 1. Source Code.
+
+ The "source code" for a work means the preferred form of the work
+for making modifications to it. "Object code" means any non-source
+form of a work.
+
+ A "Standard Interface" means an interface that either is an official
+standard defined by a recognized standards body, or, in the case of
+interfaces specified for a particular programming language, one that
+is widely used among developers working in that language.
+
+ The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
+packaging a Major Component, but which is not part of that Major
+Component, and (b) serves only to enable use of the work with that
+Major Component, or to implement a Standard Interface for which an
+implementation is available to the public in source code form. A
+"Major Component", in this context, means a major essential component
+(kernel, window system, and so on) of the specific operating system
+(if any) on which the executable work runs, or a compiler used to
+produce the work, or an object code interpreter used to run it.
+
+ The "Corresponding Source" for a work in object code form means all
+the source code needed to generate, install, and (for an executable
+work) run the object code and to modify the work, including scripts to
+control those activities. However, it does not include the work's
+System Libraries, or general-purpose tools or generally available free
+programs which are used unmodified in performing those activities but
+which are not part of the work. For example, Corresponding Source
+includes interface definition files associated with source files for
+the work, and the source code for shared libraries and dynamically
+linked subprograms that the work is specifically designed to require,
+such as by intimate data communication or control flow between those
+subprograms and other parts of the work.
+
+ The Corresponding Source need not include anything that users
+can regenerate automatically from other parts of the Corresponding
+Source.
+
+ The Corresponding Source for a work in source code form is that
+same work.
+
+ 2. Basic Permissions.
+
+ All rights granted under this License are granted for the term of
+copyright on the Program, and are irrevocable provided the stated
+conditions are met. This License explicitly affirms your unlimited
+permission to run the unmodified Program. The output from running a
+covered work is covered by this License only if the output, given its
+content, constitutes a covered work. This License acknowledges your
+rights of fair use or other equivalent, as provided by copyright law.
+
+ You may make, run and propagate covered works that you do not
+convey, without conditions so long as your license otherwise remains
+in force. You may convey covered works to others for the sole purpose
+of having them make modifications exclusively for you, or provide you
+with facilities for running those works, provided that you comply with
+the terms of this License in conveying all material for which you do
+not control copyright. Those thus making or running the covered works
+for you must do so exclusively on your behalf, under your direction
+and control, on terms that prohibit them from making any copies of
+your copyrighted material outside their relationship with you.
+
+ Conveying under any other circumstances is permitted solely under
+the conditions stated below. Sublicensing is not allowed; section 10
+makes it unnecessary.
+
+ 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
+
+ No covered work shall be deemed part of an effective technological
+measure under any applicable law fulfilling obligations under article
+11 of the WIPO copyright treaty adopted on 20 December 1996, or
+similar laws prohibiting or restricting circumvention of such
+measures.
+
+ When you convey a covered work, you waive any legal power to forbid
+circumvention of technological measures to the extent such circumvention
+is effected by exercising rights under this License with respect to
+the covered work, and you disclaim any intention to limit operation or
+modification of the work as a means of enforcing, against the work's
+users, your or third parties' legal rights to forbid circumvention of
+technological measures.
+
+ 4. Conveying Verbatim Copies.
+
+ You may convey verbatim copies of the Program's source code as you
+receive it, in any medium, provided that you conspicuously and
+appropriately publish on each copy an appropriate copyright notice;
+keep intact all notices stating that this License and any
+non-permissive terms added in accord with section 7 apply to the code;
+keep intact all notices of the absence of any warranty; and give all
+recipients a copy of this License along with the Program.
+
+ You may charge any price or no price for each copy that you convey,
+and you may offer support or warranty protection for a fee.
+
+ 5. Conveying Modified Source Versions.
+
+ You may convey a work based on the Program, or the modifications to
+produce it from the Program, in the form of source code under the
+terms of section 4, provided that you also meet all of these conditions:
+
+ a) The work must carry prominent notices stating that you modified
+ it, and giving a relevant date.
+
+ b) The work must carry prominent notices stating that it is
+ released under this License and any conditions added under section
+ 7. This requirement modifies the requirement in section 4 to
+ "keep intact all notices".
+
+ c) You must license the entire work, as a whole, under this
+ License to anyone who comes into possession of a copy. This
+ License will therefore apply, along with any applicable section 7
+ additional terms, to the whole of the work, and all its parts,
+ regardless of how they are packaged. This License gives no
+ permission to license the work in any other way, but it does not
+ invalidate such permission if you have separately received it.
+
+ d) If the work has interactive user interfaces, each must display
+ Appropriate Legal Notices; however, if the Program has interactive
+ interfaces that do not display Appropriate Legal Notices, your
+ work need not make them do so.
+
+ A compilation of a covered work with other separate and independent
+works, which are not by their nature extensions of the covered work,
+and which are not combined with it such as to form a larger program,
+in or on a volume of a storage or distribution medium, is called an
+"aggregate" if the compilation and its resulting copyright are not
+used to limit the access or legal rights of the compilation's users
+beyond what the individual works permit. Inclusion of a covered work
+in an aggregate does not cause this License to apply to the other
+parts of the aggregate.
+
+ 6. Conveying Non-Source Forms.
+
+ You may convey a covered work in object code form under the terms
+of sections 4 and 5, provided that you also convey the
+machine-readable Corresponding Source under the terms of this License,
+in one of these ways:
+
+ a) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by the
+ Corresponding Source fixed on a durable physical medium
+ customarily used for software interchange.
+
+ b) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by a
+ written offer, valid for at least three years and valid for as
+ long as you offer spare parts or customer support for that product
+ model, to give anyone who possesses the object code either (1) a
+ copy of the Corresponding Source for all the software in the
+ product that is covered by this License, on a durable physical
+ medium customarily used for software interchange, for a price no
+ more than your reasonable cost of physically performing this
+ conveying of source, or (2) access to copy the
+ Corresponding Source from a network server at no charge.
+
+ c) Convey individual copies of the object code with a copy of the
+ written offer to provide the Corresponding Source. This
+ alternative is allowed only occasionally and noncommercially, and
+ only if you received the object code with such an offer, in accord
+ with subsection 6b.
+
+ d) Convey the object code by offering access from a designated
+ place (gratis or for a charge), and offer equivalent access to the
+ Corresponding Source in the same way through the same place at no
+ further charge. You need not require recipients to copy the
+ Corresponding Source along with the object code. If the place to
+ copy the object code is a network server, the Corresponding Source
+ may be on a different server (operated by you or a third party)
+ that supports equivalent copying facilities, provided you maintain
+ clear directions next to the object code saying where to find the
+ Corresponding Source. Regardless of what server hosts the
+ Corresponding Source, you remain obligated to ensure that it is
+ available for as long as needed to satisfy these requirements.
+
+ e) Convey the object code using peer-to-peer transmission, provided
+ you inform other peers where the object code and Corresponding
+ Source of the work are being offered to the general public at no
+ charge under subsection 6d.
+
+ A separable portion of the object code, whose source code is excluded
+from the Corresponding Source as a System Library, need not be
+included in conveying the object code work.
+
+ A "User Product" is either (1) a "consumer product", which means any
+tangible personal property which is normally used for personal, family,
+or household purposes, or (2) anything designed or sold for incorporation
+into a dwelling. In determining whether a product is a consumer product,
+doubtful cases shall be resolved in favor of coverage. For a particular
+product received by a particular user, "normally used" refers to a
+typical or common use of that class of product, regardless of the status
+of the particular user or of the way in which the particular user
+actually uses, or expects or is expected to use, the product. A product
+is a consumer product regardless of whether the product has substantial
+commercial, industrial or non-consumer uses, unless such uses represent
+the only significant mode of use of the product.
+
+ "Installation Information" for a User Product means any methods,
+procedures, authorization keys, or other information required to install
+and execute modified versions of a covered work in that User Product from
+a modified version of its Corresponding Source. The information must
+suffice to ensure that the continued functioning of the modified object
+code is in no case prevented or interfered with solely because
+modification has been made.
+
+ If you convey an object code work under this section in, or with, or
+specifically for use in, a User Product, and the conveying occurs as
+part of a transaction in which the right of possession and use of the
+User Product is transferred to the recipient in perpetuity or for a
+fixed term (regardless of how the transaction is characterized), the
+Corresponding Source conveyed under this section must be accompanied
+by the Installation Information. But this requirement does not apply
+if neither you nor any third party retains the ability to install
+modified object code on the User Product (for example, the work has
+been installed in ROM).
+
+ The requirement to provide Installation Information does not include a
+requirement to continue to provide support service, warranty, or updates
+for a work that has been modified or installed by the recipient, or for
+the User Product in which it has been modified or installed. Access to a
+network may be denied when the modification itself materially and
+adversely affects the operation of the network or violates the rules and
+protocols for communication across the network.
+
+ Corresponding Source conveyed, and Installation Information provided,
+in accord with this section must be in a format that is publicly
+documented (and with an implementation available to the public in
+source code form), and must require no special password or key for
+unpacking, reading or copying.
+
+ 7. Additional Terms.
+
+ "Additional permissions" are terms that supplement the terms of this
+License by making exceptions from one or more of its conditions.
+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law. If additional permissions
+apply only to part of the Program, that part may be used separately
+under those permissions, but the entire Program remains governed by
+this License without regard to the additional permissions.
+
+ When you convey a copy of a covered work, you may at your option
+remove any additional permissions from that copy, or from any part of
+it. (Additional permissions may be written to require their own
+removal in certain cases when you modify the work.) You may place
+additional permissions on material, added by you to a covered work,
+for which you have or can give appropriate copyright permission.
+
+ Notwithstanding any other provision of this License, for material you
+add to a covered work, you may (if authorized by the copyright holders of
+that material) supplement the terms of this License with terms:
+
+ a) Disclaiming warranty or limiting liability differently from the
+ terms of sections 15 and 16 of this License; or
+
+ b) Requiring preservation of specified reasonable legal notices or
+ author attributions in that material or in the Appropriate Legal
+ Notices displayed by works containing it; or
+
+ c) Prohibiting misrepresentation of the origin of that material, or
+ requiring that modified versions of such material be marked in
+ reasonable ways as different from the original version; or
+
+ d) Limiting the use for publicity purposes of names of licensors or
+ authors of the material; or
+
+ e) Declining to grant rights under trademark law for use of some
+ trade names, trademarks, or service marks; or
+
+ f) Requiring indemnification of licensors and authors of that
+ material by anyone who conveys the material (or modified versions of
+ it) with contractual assumptions of liability to the recipient, for
+ any liability that these contractual assumptions directly impose on
+ those licensors and authors.
+
+ All other non-permissive additional terms are considered "further
+restrictions" within the meaning of section 10. If the Program as you
+received it, or any part of it, contains a notice stating that it is
+governed by this License along with a term that is a further
+restriction, you may remove that term. If a license document contains
+a further restriction but permits relicensing or conveying under this
+License, you may add to a covered work material governed by the terms
+of that license document, provided that the further restriction does
+not survive such relicensing or conveying.
+
+ If you add terms to a covered work in accord with this section, you
+must place, in the relevant source files, a statement of the
+additional terms that apply to those files, or a notice indicating
+where to find the applicable terms.
+
+ Additional terms, permissive or non-permissive, may be stated in the
+form of a separately written license, or stated as exceptions;
+the above requirements apply either way.
+
+ 8. Termination.
+
+ You may not propagate or modify a covered work except as expressly
+provided under this License. Any attempt otherwise to propagate or
+modify it is void, and will automatically terminate your rights under
+this License (including any patent licenses granted under the third
+paragraph of section 11).
+
+ However, if you cease all violation of this License, then your
+license from a particular copyright holder is reinstated (a)
+provisionally, unless and until the copyright holder explicitly and
+finally terminates your license, and (b) permanently, if the copyright
+holder fails to notify you of the violation by some reasonable means
+prior to 60 days after the cessation.
+
+ Moreover, your license from a particular copyright holder is
+reinstated permanently if the copyright holder notifies you of the
+violation by some reasonable means, this is the first time you have
+received notice of violation of this License (for any work) from that
+copyright holder, and you cure the violation prior to 30 days after
+your receipt of the notice.
+
+ Termination of your rights under this section does not terminate the
+licenses of parties who have received copies or rights from you under
+this License. If your rights have been terminated and not permanently
+reinstated, you do not qualify to receive new licenses for the same
+material under section 10.
+
+ 9. Acceptance Not Required for Having Copies.
+
+ You are not required to accept this License in order to receive or
+run a copy of the Program. Ancillary propagation of a covered work
+occurring solely as a consequence of using peer-to-peer transmission
+to receive a copy likewise does not require acceptance. However,
+nothing other than this License grants you permission to propagate or
+modify any covered work. These actions infringe copyright if you do
+not accept this License. Therefore, by modifying or propagating a
+covered work, you indicate your acceptance of this License to do so.
+
+ 10. Automatic Licensing of Downstream Recipients.
+
+ Each time you convey a covered work, the recipient automatically
+receives a license from the original licensors, to run, modify and
+propagate that work, subject to this License. You are not responsible
+for enforcing compliance by third parties with this License.
+
+ An "entity transaction" is a transaction transferring control of an
+organization, or substantially all assets of one, or subdividing an
+organization, or merging organizations. If propagation of a covered
+work results from an entity transaction, each party to that
+transaction who receives a copy of the work also receives whatever
+licenses to the work the party's predecessor in interest had or could
+give under the previous paragraph, plus a right to possession of the
+Corresponding Source of the work from the predecessor in interest, if
+the predecessor has it or can get it with reasonable efforts.
+
+ You may not impose any further restrictions on the exercise of the
+rights granted or affirmed under this License. For example, you may
+not impose a license fee, royalty, or other charge for exercise of
+rights granted under this License, and you may not initiate litigation
+(including a cross-claim or counterclaim in a lawsuit) alleging that
+any patent claim is infringed by making, using, selling, offering for
+sale, or importing the Program or any portion of it.
+
+ 11. Patents.
+
+ A "contributor" is a copyright holder who authorizes use under this
+License of the Program or a work on which the Program is based. The
+work thus licensed is called the contributor's "contributor version".
+
+ A contributor's "essential patent claims" are all patent claims
+owned or controlled by the contributor, whether already acquired or
+hereafter acquired, that would be infringed by some manner, permitted
+by this License, of making, using, or selling its contributor version,
+but do not include claims that would be infringed only as a
+consequence of further modification of the contributor version. For
+purposes of this definition, "control" includes the right to grant
+patent sublicenses in a manner consistent with the requirements of
+this License.
+
+ Each contributor grants you a non-exclusive, worldwide, royalty-free
+patent license under the contributor's essential patent claims, to
+make, use, sell, offer for sale, import and otherwise run, modify and
+propagate the contents of its contributor version.
+
+ In the following three paragraphs, a "patent license" is any express
+agreement or commitment, however denominated, not to enforce a patent
+(such as an express permission to practice a patent or covenant not to
+sue for patent infringement). To "grant" such a patent license to a
+party means to make such an agreement or commitment not to enforce a
+patent against the party.
+
+ If you convey a covered work, knowingly relying on a patent license,
+and the Corresponding Source of the work is not available for anyone
+to copy, free of charge and under the terms of this License, through a
+publicly available network server or other readily accessible means,
+then you must either (1) cause the Corresponding Source to be so
+available, or (2) arrange to deprive yourself of the benefit of the
+patent license for this particular work, or (3) arrange, in a manner
+consistent with the requirements of this License, to extend the patent
+license to downstream recipients. "Knowingly relying" means you have
+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
+country that you have reason to believe are valid.
+
+ If, pursuant to or in connection with a single transaction or
+arrangement, you convey, or propagate by procuring conveyance of, a
+covered work, and grant a patent license to some of the parties
+receiving the covered work authorizing them to use, propagate, modify
+or convey a specific copy of the covered work, then the patent license
+you grant is automatically extended to all recipients of the covered
+work and works based on it.
+
+ A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
+conditioned on the non-exercise of one or more of the rights that are
+specifically granted under this License. You may not convey a covered
+work if you are a party to an arrangement with a third party that is
+in the business of distributing software, under which you make payment
+to the third party based on the extent of your activity of conveying
+the work, and under which the third party grants, to any of the
+parties who would receive the covered work from you, a discriminatory
+patent license (a) in connection with copies of the covered work
+conveyed by you (or copies made from those copies), or (b) primarily
+for and in connection with specific products or compilations that
+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you may
+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work. The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation. If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ 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/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
\ No newline at end of file
--- /dev/null
+Evil Plumber is a small puzzle game where the target is to build a
+long and complicated pipe connecting a source to a sink.
+
+http://doc.trolltech.com/4.5/
+http://wiki.maemo.org/Documentation/Maemo_5_Developer_Guide
--- /dev/null
+5
+7
+2
+12 0 0
+14 4 6
+6
+1 9
+2 9
+3 9
+4 9
+5 9
+6 9
+60
--- /dev/null
+Build a pipe from the start <img src="IMGDIR/5_180.png" width="30" height="30"><br>to the end <img src="IMGDIR/6_0.png" width="30" height="30">.
\ No newline at end of file
--- /dev/null
+5
+7
+4
+12 4 2
+14 4 5
+3 1 1
+7 2 3
+6
+1 9
+2 9
+3 9
+4 9
+5 9
+6 9
+80
--- /dev/null
+You must use all pre-placed pipes.<br> For pieces with two pipes, <img src="IMGDIR/3_0.png" width="30" height="30"> and <img src="IMGDIR/4_0.png" width="30" height="30">,<br>both pipes must be used.
--- /dev/null
+To maximize your profit,<br>build as long and complicated pipe as you can!
\ No newline at end of file
--- /dev/null
+evilplumber (0.1~unreleased) unstable; urgency=low
+
+ *
+
+ -- Marja Hassinen <marja.k.hassinen@gmail.com> Tue, 29 Dec 2009 20:24:45 +0200
+
+
--- /dev/null
+Source: evilplumber
+Section: user/games
+Priority: optional
+Maintainer: Marja Hassinen <marja.k.hassinen@gmail.com>
+Build-Depends: debhelper (>= 5), libqt4-dev
+Standards-Version: 3.7.3
+
+Package: evilplumber
+Architecture: any
+Depends: ${shlibs:Depends}, ${misc:Depends}
+Description: A pipes variant
+ A small puzzle game where the target is to build a long and
+ complicated pipe connecting a source to a sink.
+XB-Maemo-Icon-26:
+ iVBORw0KGgoAAAANSUhEUgAAABoAAAAaCAIAAAAmKNuZAAAABGdBTUEAALGP
+ C/xhBQAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAd0SU1FB9oBARQKHXhrVMMA
+ AAAZdEVYdENvbW1lbnQAQ3JlYXRlZCB3aXRoIEdJTVBXgQ4XAAAAx0lEQVRI
+ x2P8//8/AwaYMX8xAyGQkRiLKciCS/XTV2/wmHXt4jkSjNu9excDWYAJq+ja
+ ZQQ8i0sBI9awQw5EZF9fu3gOv01MDFQFVDaOBZImdu/eRTC88IcJwnWQ0AmO
+ iiXbrKev3jx99Wb37l3U9izBzCAtJoJgu7rhzzAsxOcEXADZvsGdUGgZFdcu
+ niMn7FzdsBuHmZKJybPIcU0Dz0L8SHYmy0iMheeoEVVA4fQs/ryJtd7BaRxa
+ kGGtybAGIi1zBeU5BAC9/nJekRf6NgAAAABJRU5ErkJggg==
+
--- /dev/null
+/usr/bin/evilplumber
+/usr/share/evilplumber/*.png
+/usr/share/evilplumber/*.dat
+/usr/share/evilplumber/*.leg
--- /dev/null
+#!/usr/bin/make -f
+APPNAME := evilplumber
+builddir:
+ mkdir -p builddir
+
+builddir/Makefile: builddir
+ cd builddir && qmake-qt4 PREFIX=/usr IMGDIR=/usr/share/${APPNAME} LEVDIR=/usr/share/${APPNAME} ../$(APPNAME).pro
+
+build: build-stamp
+
+build-stamp: builddir/Makefile
+ dh_testdir
+ # Add here commands to compile the package.
+ cd builddir && $(MAKE)
+ touch $@
+
+clean:
+ dh_testdir
+ dh_testroot
+ rm -f build-stamp
+ # Add here commands to clean up after the build process.
+ rm -rf builddir
+ dh_clean
+install: build
+ dh_testdir
+ dh_testroot
+ dh_clean -k
+ dh_installdirs
+
+ # Add here commands to install the package into debian/
+ cd builddir && $(MAKE) INSTALL_ROOT=$(CURDIR)/debian/$(APPNAME) install
+
+binary-indep: build install
+
+binary-arch: build install
+ dh_testdir
+ dh_testroot
+ dh_installdocs
+ dh_installexamples
+ dh_installman
+ dh_link
+ dh_strip
+ dh_compress
+ dh_fixperms
+ dh_installdeb
+ dh_shlibdeps
+ dh_gencontrol
+ dh_md5sums
+ dh_builddeb
+
+binary: binary-indep binary-arch
+.PHONY: build clean binary-indep binary-arch binary install configure
--- /dev/null
+TEMPLATE = subdirs
+SUBDIRS = src
--- /dev/null
+/* XPM */
+static char * evilplumber_xpm[] = {
+"40 40 4 1",
+" c #FFFFFF",
+". c #979EA2",
+"+ c #7C888E",
+"@ c #52595C",
+" ................ ",
+" .++++++++++++++@ ",
+" .++++++++++++++@ ",
+" @@@@@@@@@@@@@@@@ ",
+" @@@@@@@@@@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+".... .++++++@ ....",
+".++@ .++++++@ .++@",
+".++@ .++++++@ .++@",
+".++@@ .++++++@ ..++@",
+".++@@................................++@",
+".++@@++++++++++++++++++++++++++++++..++@",
+".++@@++++++++++++++++++++++++++++++..++@",
+".++@@++++++++++++++++++++++++++++++..++@",
+".++@@++++++++++++++++++++++++++++++..++@",
+".++@@++++++++++++++++++++++++++++++..++@",
+".++@@++++++++++++++++++++++++++++++..++@",
+".++@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@..++@",
+".++@@ .++++++@ ..++@",
+".++@ .++++++@ .++@",
+".++@ .++++++@ .++@",
+".@@@ .++++++@ .@@@",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .++++++@ ",
+" .......... ",
+" ................ ",
+" .++++++++++++++@ ",
+" .++++++++++++++@ ",
+" .@@@@@@@@@@@@@@@ "};
--- /dev/null
+[Desktop Entry]
+Encoding=UTF-8
+Version=0.1
+Type=Application
+Name=Evil Plumber
+Exec=/usr/bin/evilplumber
+Icon=evilplumber
+X-HildonDesk-ShowInToolbar=true
+X-Osso-Type=application/x-executable
\ No newline at end of file
--- /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
--- /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/>.
+*/
+
+#ifndef GAME__H
+#define GAME__H
+
+#include <QObject>
+#include <QHash>
+#include <QTimer>
+#include <QStringList>
+
+class QTableWidget;
+class QTableWidgetItem;
+class QLabel;
+class QWidget;
+class QPushButton;
+class QFrame;
+
+enum PieceType
+{
+ PieceNone = 0,
+ PieceStraight,
+ PieceCorner,
+ PieceCross,
+ PieceCorners,
+ PieceStart,
+ PieceEnd,
+ PieceBlock,
+ PiecesEnd
+};
+
+enum Direction
+{
+ DirNone = 0,
+ DirLeft,
+ DirUp,
+ DirRight,
+ DirDown,
+ DirDone,
+ DirFailed
+};
+
+typedef struct Piece
+{
+ PieceType type;
+ int rotation;
+ bool userCanAdd;
+ int uiRow;
+ int uiColumn;
+ Direction flows[4];
+} Piece;
+
+static const Piece ppieces[] = {
+ {PieceNone, 0, false, 0, 0, // 0
+ {DirNone, DirNone, DirNone, DirNone}},
+ {PieceStraight, 0, true, 0, 0, // 1
+ {DirUp, DirDown, DirNone, DirNone}},
+ {PieceStraight, 90, true, 0, 1, // 2
+ {DirLeft, DirRight, DirNone, DirNone}},
+ {PieceCorner, 270, true, 1, 0, // 3
+ {DirDown, DirRight, DirNone, DirNone}},
+ {PieceCorner, 0, true, 1, 1, // 4
+ {DirLeft, DirDown, DirNone, DirNone}},
+ {PieceCorner, 180, true, 2, 0, // 5
+ {DirUp, DirRight, DirNone, DirNone}},
+ {PieceCorner, 90, true, 2, 1, // 6
+ {DirLeft, DirUp, DirNone, DirNone}},
+ {PieceCross, 0, true, 3, 0, // 7
+ {DirLeft, DirRight, DirUp, DirDown}},
+ {PieceCorners, 0, true, 4, 0, // 8
+ {DirLeft, DirUp, DirRight, DirDown}},
+ {PieceCorners, 90, true, 4, 1, // 9
+ {DirUp, DirRight, DirLeft, DirDown}},
+ {PieceStart, 0, false, 0, 0, // 10
+ {DirLeft, DirNone, DirNone, DirNone}},
+ {PieceStart, 90, false, 0, 0, // 11
+ {DirUp, DirNone, DirNone, DirNone}},
+ {PieceStart, 180, false, 0, 0, // 12
+ {DirRight, DirNone, DirNone, DirNone}},
+ {PieceStart, 270, false, 0, 0, // 13
+ {DirDown, DirNone, DirNone, DirNone}},
+ {PieceEnd, 0, false, 0, 0, // 14
+ {DirLeft, DirDone, DirNone, DirNone}},
+ {PieceEnd, 90, false, 0, 0, // 15
+ {DirUp, DirDone, DirNone, DirNone}},
+ {PieceEnd, 180, false, 0, 0, // 16
+ {DirRight, DirDone, DirNone, DirNone}},
+ {PieceEnd, 270, false, 0, 0, // 17
+ {DirDown, DirDone, DirNone, DirNone}},
+ {PieceBlock, 0, false, 0, 0, // 18
+ {DirNone, DirNone, DirNone, DirNone}},
+ {PiecesEnd, 0, false, 0, 0, // 19
+ {DirNone, DirNone, DirNone, DirNone}}};
+
+const int noPieces = 20;
+
+typedef struct _PlacedPiece
+{
+ const Piece* piece;
+ bool fixed;
+ bool flow[2]; // which directions the liquid has already flown
+} PlacedPiece;
+
+typedef struct _PrePlacedPiece
+{
+ const Piece* piece;
+ int row;
+ int col;
+} PrePlacedPiece;
+
+typedef struct _AvailablePiece
+{
+ const Piece* piece;
+ int count;
+} AvailablePiece;
+
+class GameField : public QObject
+{
+ Q_OBJECT
+public:
+ GameField(QTableWidget* ui);
+ void initGame(int rows_, int cols_, int count, PrePlacedPiece* prePlaced);
+
+ bool setPiece(int row, int col, const Piece* piece, bool fixed = false);
+ const Piece* pieceAt(int row, int col);
+ bool isPrePlaced(int row, int col);
+ void indicateFlow(int row, int col, Direction dir);
+
+signals:
+ void cellClicked(int, int);
+
+private:
+ int toIndex(int row, int col);
+
+ QTableWidget* fieldUi;
+ PlacedPiece* field;
+ int rows;
+ int cols;
+};
+
+class AvailablePieces : public QObject
+{
+ Q_OBJECT
+public:
+ AvailablePieces(QTableWidget* pieceTable);
+ void initGame(int count, AvailablePiece* pieces);
+
+signals:
+ void validPieceSelected(const Piece* piece);
+ void invalidPieceSelected();
+
+public slots:
+ void onPieceUsed(const Piece* piece);
+
+private slots:
+ void onItemClicked(QTableWidgetItem* item);
+
+private:
+ void initPieceCache();
+ static int pieceToId(const Piece* piece);
+ static const Piece* idToPiece(int id);
+
+ static QHash<QPair<PieceType, int>, const Piece*> pieceCache;
+ QTableWidget* pieceUi;
+ QHash<const Piece*, int> pieceCounts;
+};
+
+class GameController : public QObject
+{
+ Q_OBJECT
+public:
+ GameController(AvailablePieces* pieceUi, GameField* fieldUi,
+ QLabel* timeLabel, QPushButton* doneButton);
+ void startLevel(QString fileName);
+
+signals:
+ void pieceUsed(const Piece* piece);
+ void levelPassed(int score);
+ void levelFailed();
+
+private slots:
+ void onCellClicked(int row, int column);
+ void onValidPieceSelected(const Piece* piece);
+ void onInvalidPieceSelected();
+ void onTimeout();
+ void levelEnds();
+ void computeFlow();
+
+private:
+ AvailablePieces* pieceUi; // Not owned
+ GameField* fieldUi; // Not owned
+ QLabel* timeLabel; // Not owned
+ QPushButton* doneButton; // Not owned
+
+ // Data about the current situation in the game
+ const Piece* currentPiece;
+ int rows, cols;
+ QTimer timer;
+ QTimer flowTimer;
+ int timeLeft;
+ bool levelRunning;
+ // how many times does the liquid need to flow through the pre-placed pieces
+ int neededFlow;
+ int startRow;
+ int startCol;
+ Direction startDir;
+ int flowRow;
+ int flowCol;
+ Direction flowDir;
+ int flowPreplaced;
+ int flowScore;
+};
+
+class LevelSwitcher : public QObject
+{
+ Q_OBJECT
+public:
+ LevelSwitcher(GameController* gameController, QLabel* levelLabel,
+ QFrame* startFrame, QLabel* startTitle, QLabel* startLabel, QPushButton* startButton,
+ QLabel* scoreLabel,
+ QStringList levels);
+ void initiateLevel();
+
+private slots:
+ void onStartClicked();
+ void onLevelPassed(int score);
+ void onLevelFailed();
+
+private:
+ GameController* gameController; // Not owned
+ QLabel* levelLabel; // Not owned
+ QFrame* startFrame; // Not owned
+ QLabel* startTitle; // Not owned
+ QLabel* startLabel; // Not owned
+ QPushButton* startButton; // Not owned
+ QLabel* scoreLabel; // Not owned
+
+ QStringList levels;
+ int level;
+ int totalScore;
+};
+
+#endif
--- /dev/null
+#include "ui_main.h"
+#include "game.h"
+
+#include <QDebug>
+#include <QApplication>
+
+#include <QWidget>
+#include <QObject>
+
+int main(int argc, char** argv)
+{
+ QApplication app(argc, argv);
+
+ qDebug() << "Reading levels from" << LEVDIR;
+ qDebug() << "Reading images from" << IMGDIR;
+
+ QWidget mainWindow;
+
+ Ui::Main ui;
+ ui.setupUi(&mainWindow);
+ GameField field(ui.gameTable);
+ AvailablePieces pieces(ui.pieceTable);
+ QStringList levels;
+ levels << "level01" << "level02";
+ GameController controller(&pieces, &field, ui.timeLabel, ui.doneButton);
+ LevelSwitcher switcher(&controller, ui.levelLabel, ui.startFrame, ui.startTitle, ui.startLabel, ui.startButton, ui.scoreLabel, levels);
+
+ mainWindow.show();
+
+
+
+ return app.exec();
+}
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<ui version="4.0">
+ <class>Main</class>
+ <widget class="QWidget" name="Main">
+ <property name="geometry">
+ <rect>
+ <x>0</x>
+ <y>0</y>
+ <width>800</width>
+ <height>430</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>AlArabiya</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="contextMenuPolicy">
+ <enum>Qt::NoContextMenu</enum>
+ </property>
+ <property name="windowTitle">
+ <string>Evil Plumber</string>
+ </property>
+ <widget class="QTableWidget" name="gameTable">
+ <property name="geometry">
+ <rect>
+ <x>270</x>
+ <y>50</y>
+ <width>511</width>
+ <height>361</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>Sans Serif</family>
+ <pointsize>2</pointsize>
+ </font>
+ </property>
+ <property name="layoutDirection">
+ <enum>Qt::LeftToRight</enum>
+ </property>
+ <property name="styleSheet">
+ <string/>
+ </property>
+ <property name="lineWidth">
+ <number>1</number>
+ </property>
+ <property name="verticalScrollBarPolicy">
+ <enum>Qt::ScrollBarAlwaysOff</enum>
+ </property>
+ <property name="horizontalScrollBarPolicy">
+ <enum>Qt::ScrollBarAlwaysOff</enum>
+ </property>
+ <property name="autoScroll">
+ <bool>false</bool>
+ </property>
+ <property name="editTriggers">
+ <set>QAbstractItemView::NoEditTriggers</set>
+ </property>
+ <property name="showDropIndicator" stdset="0">
+ <bool>false</bool>
+ </property>
+ <property name="dragDropOverwriteMode">
+ <bool>false</bool>
+ </property>
+ <property name="selectionMode">
+ <enum>QAbstractItemView::NoSelection</enum>
+ </property>
+ <property name="iconSize">
+ <size>
+ <width>68</width>
+ <height>68</height>
+ </size>
+ </property>
+ <property name="textElideMode">
+ <enum>Qt::ElideNone</enum>
+ </property>
+ <property name="showGrid">
+ <bool>true</bool>
+ </property>
+ <property name="gridStyle">
+ <enum>Qt::SolidLine</enum>
+ </property>
+ <property name="wordWrap">
+ <bool>false</bool>
+ </property>
+ <property name="cornerButtonEnabled">
+ <bool>false</bool>
+ </property>
+ <attribute name="horizontalHeaderVisible">
+ <bool>false</bool>
+ </attribute>
+ <attribute name="horizontalHeaderHighlightSections">
+ <bool>true</bool>
+ </attribute>
+ <attribute name="verticalHeaderVisible">
+ <bool>false</bool>
+ </attribute>
+ </widget>
+ <widget class="QLabel" name="timeLegend">
+ <property name="geometry">
+ <rect>
+ <x>270</x>
+ <y>0</y>
+ <width>121</width>
+ <height>41</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>AlArabiya</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="text">
+ <string>Time left:</string>
+ </property>
+ </widget>
+ <widget class="QLabel" name="timeLabel">
+ <property name="geometry">
+ <rect>
+ <x>390</x>
+ <y>0</y>
+ <width>111</width>
+ <height>41</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>AlArabiya</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="text">
+ <string/>
+ </property>
+ </widget>
+ <widget class="QTableWidget" name="pieceTable">
+ <property name="geometry">
+ <rect>
+ <x>10</x>
+ <y>50</y>
+ <width>201</width>
+ <height>341</height>
+ </rect>
+ </property>
+ <property name="verticalScrollBarPolicy">
+ <enum>Qt::ScrollBarAlwaysOff</enum>
+ </property>
+ <property name="horizontalScrollBarPolicy">
+ <enum>Qt::ScrollBarAlwaysOff</enum>
+ </property>
+ <property name="autoScroll">
+ <bool>false</bool>
+ </property>
+ <property name="editTriggers">
+ <set>QAbstractItemView::NoEditTriggers</set>
+ </property>
+ <property name="showDropIndicator" stdset="0">
+ <bool>false</bool>
+ </property>
+ <property name="selectionMode">
+ <enum>QAbstractItemView::SingleSelection</enum>
+ </property>
+ <property name="iconSize">
+ <size>
+ <width>50</width>
+ <height>50</height>
+ </size>
+ </property>
+ <property name="wordWrap">
+ <bool>false</bool>
+ </property>
+ <property name="cornerButtonEnabled">
+ <bool>false</bool>
+ </property>
+ <property name="rowCount">
+ <number>6</number>
+ </property>
+ <property name="columnCount">
+ <number>2</number>
+ </property>
+ <attribute name="horizontalHeaderVisible">
+ <bool>false</bool>
+ </attribute>
+ <attribute name="verticalHeaderVisible">
+ <bool>false</bool>
+ </attribute>
+ <row/>
+ <row/>
+ <row/>
+ <row/>
+ <row/>
+ <row/>
+ <column/>
+ <column/>
+ </widget>
+ <widget class="QLabel" name="levelLegend">
+ <property name="geometry">
+ <rect>
+ <x>10</x>
+ <y>0</y>
+ <width>81</width>
+ <height>41</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>AlArabiya</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="text">
+ <string>Level:</string>
+ </property>
+ </widget>
+ <widget class="QPushButton" name="doneButton">
+ <property name="geometry">
+ <rect>
+ <x>150</x>
+ <y>0</y>
+ <width>101</width>
+ <height>41</height>
+ </rect>
+ </property>
+ <property name="text">
+ <string>Done</string>
+ </property>
+ </widget>
+ <widget class="QLabel" name="scoreLegend">
+ <property name="geometry">
+ <rect>
+ <x>550</x>
+ <y>0</y>
+ <width>91</width>
+ <height>41</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>AlArabiya</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="text">
+ <string>Score:</string>
+ </property>
+ </widget>
+ <widget class="QLabel" name="scoreLabel">
+ <property name="geometry">
+ <rect>
+ <x>640</x>
+ <y>0</y>
+ <width>111</width>
+ <height>41</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>AlArabiya</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="text">
+ <string/>
+ </property>
+ </widget>
+ <widget class="QFrame" name="startFrame">
+ <property name="geometry">
+ <rect>
+ <x>100</x>
+ <y>90</y>
+ <width>581</width>
+ <height>251</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>Sans Serif</family>
+ </font>
+ </property>
+ <property name="autoFillBackground">
+ <bool>true</bool>
+ </property>
+ <property name="frameShape">
+ <enum>QFrame::Box</enum>
+ </property>
+ <property name="frameShadow">
+ <enum>QFrame::Raised</enum>
+ </property>
+ <property name="lineWidth">
+ <number>3</number>
+ </property>
+ <property name="midLineWidth">
+ <number>0</number>
+ </property>
+ <widget class="QWidget" name="layoutWidget">
+ <property name="geometry">
+ <rect>
+ <x>0</x>
+ <y>0</y>
+ <width>581</width>
+ <height>251</height>
+ </rect>
+ </property>
+ <layout class="QVBoxLayout" name="verticalLayout">
+ <item>
+ <widget class="QLabel" name="startTitle">
+ <property name="font">
+ <font>
+ <family>Sans Serif</family>
+ </font>
+ </property>
+ <property name="text">
+ <string/>
+ </property>
+ <property name="textFormat">
+ <enum>Qt::RichText</enum>
+ </property>
+ <property name="margin">
+ <number>10</number>
+ </property>
+ </widget>
+ </item>
+ <item>
+ <widget class="QLabel" name="startLabel">
+ <property name="font">
+ <font>
+ <family>Sans Serif</family>
+ </font>
+ </property>
+ <property name="text">
+ <string/>
+ </property>
+ <property name="textFormat">
+ <enum>Qt::RichText</enum>
+ </property>
+ <property name="margin">
+ <number>10</number>
+ </property>
+ </widget>
+ </item>
+ <item>
+ <layout class="QHBoxLayout" name="horizontalLayout">
+ <item>
+ <spacer name="horizontalSpacer">
+ <property name="orientation">
+ <enum>Qt::Horizontal</enum>
+ </property>
+ <property name="sizeHint" stdset="0">
+ <size>
+ <width>40</width>
+ <height>20</height>
+ </size>
+ </property>
+ </spacer>
+ </item>
+ <item>
+ <widget class="QPushButton" name="startButton">
+ <property name="font">
+ <font>
+ <family>Sans Serif</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="text">
+ <string>Start</string>
+ </property>
+ </widget>
+ </item>
+ <item>
+ <spacer name="horizontalSpacer_3">
+ <property name="orientation">
+ <enum>Qt::Horizontal</enum>
+ </property>
+ <property name="sizeHint" stdset="0">
+ <size>
+ <width>40</width>
+ <height>20</height>
+ </size>
+ </property>
+ </spacer>
+ </item>
+ <item>
+ <widget class="QPushButton" name="pushButton">
+ <property name="text">
+ <string>Quit</string>
+ </property>
+ </widget>
+ </item>
+ <item>
+ <spacer name="horizontalSpacer_2">
+ <property name="orientation">
+ <enum>Qt::Horizontal</enum>
+ </property>
+ <property name="sizeHint" stdset="0">
+ <size>
+ <width>40</width>
+ <height>20</height>
+ </size>
+ </property>
+ </spacer>
+ </item>
+ </layout>
+ </item>
+ <item>
+ <spacer name="verticalSpacer_2">
+ <property name="orientation">
+ <enum>Qt::Vertical</enum>
+ </property>
+ <property name="sizeHint" stdset="0">
+ <size>
+ <width>20</width>
+ <height>40</height>
+ </size>
+ </property>
+ </spacer>
+ </item>
+ </layout>
+ </widget>
+ </widget>
+ <widget class="QLabel" name="levelLabel">
+ <property name="geometry">
+ <rect>
+ <x>90</x>
+ <y>0</y>
+ <width>51</width>
+ <height>41</height>
+ </rect>
+ </property>
+ <property name="font">
+ <font>
+ <family>AlArabiya</family>
+ <pointsize>20</pointsize>
+ </font>
+ </property>
+ <property name="text">
+ <string/>
+ </property>
+ </widget>
+ </widget>
+ <resources/>
+ <connections/>
+</ui>
--- /dev/null
+TEMPLATE = app
+TARGET = evilplumber
+DEPENDPATH += .
+INCLUDEPATH += .
+
+# Input
+HEADERS += game.h
+FORMS += main.ui
+SOURCES += game.cpp main.cpp
+
+include("../common.pri")
+
+#MAKE INSTALL
+
+INSTALLS += target levels images desktop iconxpm icon26 icon40 icon64
+
+target.path =$$BINDIR
+
+levels.path = $$DATADIR/$${TARGET}
+levels.files = ../data/level01.dat ../data/level01.leg ../data/level02.dat ../data/level02.leg
+
+images.path = $$DATADIR/$${TARGET}
+images.files = ../img/*.png
+
+desktop.path = $$DATADIR/applications/hildon
+desktop.files += $${TARGET}.desktop
+
+iconxpm.path = $$DATADIR/pixmap
+iconxpm.files += ../img/icons/$${TARGET}.xpm
+
+icon26.path = $$DATADIR/icons/hicolor/26x26/apps
+icon26.files += ../img/icons/26x26/$${TARGET}.png
+
+icon40.path = $$DATADIR/icons/hicolor/40x40/apps
+icon40.files += ../img/icons/40x40/$${TARGET}.png
+
+icon64.path = $$DATADIR/icons/hicolor/64x64/apps
+icon64.files += ../img/icons/64x64/$${TARGET}.png