/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*-
* Copyright (c) 2002 by Edwin de Jong <mauddib@gmx.net>.
*
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*/
#include <assert.h>
#include "pacman.h"
#include "pacman_level.h"
#define NONE 0x0000
#define LT 0x1000
#define RT 0x0001
#define RB 0x0010
#define LB 0x0100
#define ALL 0x1111
#define BLOCK_EMPTY ' '
#define BLOCK_DOT_1 '`'
#define BLOCK_DOT_2 '.'
#define BLOCK_WALL '#'
#define BLOCK_GHOST_ONLY '='
#define BLOCK_WALL_TL '\''
#define BLOCK_WALL_TR '`'
#define BLOCK_WALL_BR ','
#define BLOCK_WALL_BL '_'
#define BLOCK_WALL_HO '-'
#define BLOCK_WALL_VE '|'
#define BLOCK_DOT_BONUS 'o'
/* This is more or less the standard pacman level (without the left-right
tunnel. */
static const lev_t stdlevel = {
"########################################",
"########################################",
"#######````````````##````````````#######",
"#######`####`#####`##`#####`####`#######",
"#######`####`#####`##`#####`####`#######",
"#######`####`#####`##`#####`####`#######",
"#######``````````````````````````#######",
"#######`####`##`########`##`####`#######",
"#######`####`##`########`##`####`#######",
"#######``````##````##````##``````#######",
"############`#####`##`#####`############",
"############`#####`##`#####`############",
"############`##``````````##`############",
"############`##`###==###`##`############",
"############`##`########`##`############",
"############````########````############",
"############`##`########`##`############",
"############`##`########`##`############",
"############`##``````````##`############",
"############`##`########`##`############",
"############`##`########`##`############",
"#######````````````##````````````#######",
"#######`####`#####`##`#####`####`#######",
"#######`####`#####`##`#####`####`#######",
"#######```##````````````````##```#######",
"#########`##`##`########`##`##`#########",
"#########`##`##`########`##`##`#########",
"#######``````##````##````##``````#######",
"#######`##########`##`##########`#######",
"#######`##########`##`##########`#######",
"#######``````````````````````````#######",
"########################################"
};
#define TILES_COUNT 11U
#define GO_UP 0x0001U
#define GO_LEFT 0x0002U
#define GO_RIGHT 0x0004U
#define GO_DOWN 0x0008U
static const struct tiles def_tiles[TILES_COUNT] = {
/*
* ' ' == dont care == BLOCK_EMPTY
* '#' == set wall, and not clear == BLOCK_WALL
* '`' == clear == BLOCK_DOT_1
* middle position is always set as cleardef
*/
{
" # " " # " " ``` " " # " " # ", {
GO_LEFT, GO_RIGHT, 0, 0}, 2,
(unsigned) (1 << 0 | 1 << 6 | 1 << 8 | 1 << 10)}, {
" " " ` " "##`##" " ` " " ", {
GO_UP, GO_DOWN, 0, 0}, 2,
(unsigned) (1 << 1 | 1 << 7 | 1 << 9 | 1 << 10)}, {
" ##" "##`##" "##`` " "#### " "#### ", {
GO_UP, GO_RIGHT, 0, 0}, 2,
(unsigned) (1 << 2 | 1 << 6 | 1 << 7 | 1 << 10)}, {
"#### " "#### " "##`` " "##`##" " ##", {
GO_RIGHT, GO_DOWN, 0, 0}, 2,
(unsigned) (1 << 3 | 1 << 7 | 1 << 8 | 1 << 10)}, {
" ###" " ###" " ``##" "##` " "## ", {
GO_LEFT, GO_DOWN, 0, 0}, 2,
(unsigned) (1 << 4 | 1 << 8 | 1 << 9 | 1 << 10)}, {
"## " "##`##" " ``##" " ####" " ####", {
GO_LEFT, GO_UP, 0, 0}, 2,
(unsigned) (1 << 5 | 1 << 6 | 1 << 9 | 1 << 10)}, {
"##`##" "##`##" "`````" " ### " " ### ", {
GO_LEFT, GO_UP, GO_RIGHT, 0}, 3, (unsigned) 1 << 6}, {
" `##" "##`##" "##```" "##`##" " `##", {
GO_UP, GO_RIGHT, GO_DOWN, 0}, 3, (unsigned) (1 << 7)}, {
" ### " " ### " "`````" "##`##" "##`##", {
GO_LEFT, GO_RIGHT, GO_DOWN, 0}, 3, (unsigned) (1 << 8)}, {
"##` " "##`##" "```##" "##`##" "##` ", {
GO_UP, GO_DOWN, GO_LEFT, 0}, 3, (unsigned) (1 << 9)}, {
"##`##" "##`##" "`````" "##`##" "##`##", {
GO_UP, GO_DOWN, GO_LEFT, GO_RIGHT}, 4, (unsigned) (1 << 10)}
};
/* probability array for each of the tiles */
#define MAXTILEPROB 22
static const unsigned tileprob[MAXTILEPROB] =
{ 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10 };
static int creatlevelblock (pacmangamestruct *pp,
lev_t * level, const unsigned x,
const unsigned y);
enum
{ TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT };
/* Sets a block in the level to a certain state. */
static void
setblockto (lev_t * level, const unsigned x, const unsigned y, const char c)
{
if (!(x < LEVWIDTH && y < LEVHEIGHT))
return;
(*level)[y][x] = c;
}
/* check if a block is set */
static int
checkset (lev_t * level, const unsigned x, const unsigned y)
{
if (!(x < LEVWIDTH && y < LEVHEIGHT) ||
(*level)[y][x] == BLOCK_WALL || (*level)[y][x] == BLOCK_GHOST_ONLY)
return True;
return False;
}
/* Check if a block is not set */
static int
checksetout (lev_t * level, const unsigned x, const unsigned y)
{
if (!(x < LEVWIDTH && y < LEVHEIGHT) || checkset (level, x, y) != 0)
return True;
return False;
}
/* Check if a block cannot be set */
static int
checkunsetdef (lev_t * level, const unsigned x, const unsigned y)
{
if (!(x < LEVWIDTH && y < LEVHEIGHT))
return False;
if ((*level)[y][x] == BLOCK_DOT_1)
return True;
return False;
}
/* Initializes a level to empty state. */
static void
clearlevel (lev_t * level)
{
unsigned x, y;
for (y = 0; y < LEVHEIGHT; y++)
for (x = 0; x < LEVWIDTH; x++)
(*level)[y][x] = BLOCK_EMPTY;
}
/* Changes a level from the level creation structure ((array to array) to
array. */
static void
copylevel (char *dest, lev_t * level)
{
unsigned x, y;
for (y = 0; y < LEVHEIGHT; y++)
for (x = 0; x < LEVWIDTH; x++)
dest[y * LEVWIDTH + x] = (*level)[y][x];
}
/* Creates a jail to work around, so we can finish it later. */
static void
createjail (lev_t * level, const unsigned width, const unsigned height)
{
unsigned x, y, xstart, xend, ystart, yend;
if (LEVWIDTH < width || LEVHEIGHT < height)
return;
xstart = LEVWIDTH / 2 - width / 2;
xend = LEVWIDTH / 2 + width / 2;
ystart = LEVHEIGHT / 2 - height / 2;
yend = LEVHEIGHT / 2 + height / 2;
for (y = ystart - 1; y < yend + 1; y++)
for (x = xstart - 1; x < xend + 1; x++)
setblockto (level, x, y, BLOCK_DOT_1);
for (y = ystart; y < yend; y++)
for (x = xstart; x < xend; x++)
setblockto (level, x, y, BLOCK_WALL);
}
void
pacman_get_jail_opening ( int *x, int *y)
{
int xstart = LEVWIDTH / 2 - JAILWIDTH / 2;
int ystart = LEVHEIGHT / 2 - JAILHEIGHT / 2;
*x = xstart + JAILWIDTH / 2;
*y = ystart;
}
/* Finishes a jail so it is empty and the ghostpass is on top. */
static void
finishjail (lev_t * level, const unsigned width, const unsigned height)
{
unsigned x, y, xstart, xend, ystart, yend;
xstart = LEVWIDTH / 2 - width / 2;
xend = LEVWIDTH / 2 + width / 2;
ystart = LEVHEIGHT / 2 - height / 2;
yend = LEVHEIGHT / 2 + height / 2;
for (y = ystart + 1; y < yend - 1; y++)
for (x = xstart + 1; x < xend - 1; x++)
setblockto (level, x, y, BLOCK_EMPTY);
for (x = xstart - 1; x < xend + 1; x++) {
setblockto (level, x, ystart - 1, BLOCK_EMPTY);
setblockto (level, x, yend, BLOCK_EMPTY);
}
for (y = ystart - 1; y < yend + 1; y++) {
setblockto (level, xstart - 1, y, BLOCK_EMPTY);
setblockto (level, xend, y, BLOCK_EMPTY);
}
setblockto (level, xstart + width / 2 - 1, ystart, BLOCK_GHOST_ONLY);
setblockto (level, xstart + width / 2, ystart, BLOCK_GHOST_ONLY);
}
/* Tries to set a block at a certain position. Returns true if possible,
and leaves level in new state (plus block), or False if not possible,
and leaves level in unpredictable state. */
static int
tryset (lev_t * level, const unsigned xpos, const unsigned ypos,
const char *block)
{
register unsigned x, y;
register char locchar;
int xstart, ystart;
unsigned xend, yend;
if ((*level)[ypos][xpos] == BLOCK_DOT_1)
return False;
xstart = xpos - 2;
ystart = ypos - 2;
for (y = 0; y < TILEHEIGHT; y++)
for (x = 0; x < TILEWIDTH; x++) {
locchar = block[y * TILEWIDTH + x];
if (locchar == BLOCK_EMPTY)
continue;
if (locchar == BLOCK_DOT_1 &&
(xstart + x < 1 ||
xstart + x >= LEVWIDTH - 1 ||
ystart + y < 1 ||
ystart + y >= LEVHEIGHT - 1 ||
checkset (level, xstart + x, ystart + y) != 0))
return False;
else if (locchar == BLOCK_WALL &&
(xstart + x > 1 &&
xstart + x < LEVWIDTH &&
ystart + y > 1 &&
ystart + y < LEVHEIGHT - 1) &&
checkunsetdef (level,
(unsigned) (xstart + x),
(unsigned) (ystart + y)) != 0)
return False;
}
/* and set the block in place */
xend = (xstart + TILEWIDTH < LEVWIDTH - 1) ?
TILEWIDTH : LEVWIDTH - xstart - 2;
yend = (ystart + TILEHEIGHT < LEVHEIGHT - 1) ?
TILEHEIGHT : LEVHEIGHT - ystart - 2;
for (y = (ystart < 1) ? (unsigned) (1 - ystart) : 0U; y < yend; y++)
for (x = (xstart < 1) ? (unsigned) (1 - xstart) : 0U; x < xend; x++) {
locchar = block[y * TILEWIDTH + x];
if ((locchar == BLOCK_WALL) &&
((*level)[ystart + y][xstart + x] == BLOCK_EMPTY)) {
(*level)[ystart + y][xstart + x] = BLOCK_WALL;
(*level)[ystart + y]
[LEVWIDTH - (xstart + x + 1)] = BLOCK_WALL;
}
}
(*level)[ypos][xpos] = BLOCK_DOT_1;
(*level)[ypos][LEVWIDTH - xpos - 1] = BLOCK_DOT_1;
return True;
}
/* Tries certain combinations of blocks in the level recursively. */
static unsigned
nextstep (pacmangamestruct *pp,
lev_t * level, const unsigned x, const unsigned y,
unsigned dirvec[], unsigned ndirs)
{
unsigned dirpos, curdir, inc = 0;
int ret = 0;
while (ndirs > 0) {
ndirs--;
if (ndirs == 0) {
curdir = dirvec[0];
}
else {
dirpos = NRAND (ndirs);
curdir = dirvec[dirpos];
/* nope, no bufoverflow, but ndirs - 1 + 1 */
dirvec[dirpos] = dirvec[ndirs];
dirvec[ndirs] = curdir;
}
switch (curdir) {
case GO_UP:
if (y < 1 || (ret = creatlevelblock (pp, level, x, y - 1))
== 0)
return 0;
break;
case GO_RIGHT:
if (x > LEVWIDTH - 2 || (ret = creatlevelblock (pp, level, x + 1, y))
== 0)
return 0;
break;
case GO_DOWN:
if (y > LEVHEIGHT - 2 || (ret = creatlevelblock (pp, level, x, y + 1))
== 0)
return 0;
break;
case GO_LEFT:
if (x < 1 || (ret = creatlevelblock (pp, level, x - 1, y))
== 0)
return 0;
}
if (ret != -1)
inc += (unsigned) ret;
}
if (inc == 0)
inc = 1;
return inc;
}
static int
creatlevelblock (pacmangamestruct *pp,
lev_t * level, const unsigned x, const unsigned y)
{
unsigned tried = GETNB (TILES_COUNT);
unsigned tilenr;
unsigned ret;
lev_t savedlev;
if (!pp->tiles) {
pp->tiles = (struct tiles *) malloc (sizeof (def_tiles));
memcpy (pp->tiles, def_tiles, sizeof (def_tiles));
}
if (!((x < LEVWIDTH) && (y < LEVHEIGHT)))
return 0;
if (checkunsetdef (level, x, y) != 0)
return -1;
if (x == 0)
tried &= ~(1 << 0);
else if (x == 1)
tried &= ~(1 << 4 | 1 << 5 | 1 << 6 | 1 << 8 | 1 << 9 | 1 << 10);
else if (x == LEVWIDTH - 1)
tried &= ~(1 << 0);
else if (x == LEVWIDTH - 2)
tried &= ~(1 << 2 | 1 << 3 | 1 << 6 | 1 << 7 | 1 << 8 | 1 << 10);
if (y == 1)
tried &= ~(1 << 2 | 1 << 5 | 1 << 6 | 1 << 7 | 1 << 9 | 1 << 10);
else if (y == 0)
tried &= ~(1 << 1);
else if (y == LEVHEIGHT - 1)
tried &= ~(1 << 1);
else if (y == LEVHEIGHT - 2)
tried &= ~(1 << 3 | 1 << 4 | 1 << 7 | 1 << 8 | 1 << 9 | 1 << 10);
/* make a copy of the current level, so we can go back on the stack */
(void) memcpy (&savedlev, level, sizeof (lev_t));
/* while there are still some blocks left to try */
while (tried != 0x00) {
tilenr = tileprob[NRAND (MAXTILEPROB)];
if (!TESTNB (tried, tilenr))
continue;
if (tryset (level, x, y, pp->tiles[tilenr].block) != 0) {
if ((ret = nextstep (pp, level, x, y, pp->tiles[tilenr].dirvec,
pp->tiles[tilenr].ndirs)) != 0) {
return ret + 1;
}
(void) memcpy (level, &savedlev, sizeof (lev_t));
}
tried &= ~(pp->tiles[tilenr].simular_to);
}
return 0;
}
/* Fills up all empty space so there is wall everywhere. */
static void
filllevel (lev_t * level)
{
unsigned x, y;
for (y = 0; y < LEVHEIGHT; y++)
for (x = 0; x < LEVWIDTH; x++)
if ((*level)[y][x] == BLOCK_EMPTY)
(*level)[y][x] = BLOCK_WALL;
}
/* Check to see if the x and y value are in the corners.
* we could probable compute these values once and avoid
* go through the loops every time.
*/
static void
top_left (lev_t * level, unsigned int *passed_x, unsigned int *passed_y)
{
int x, y;
for (y = 0; y < LEVHEIGHT; y++)
for (x = 0; x < LEVWIDTH; x++) {
if (checkset (level, x, y) == 0) {
*passed_x = x;
*passed_y = y;
return;
}
}
}
static void
bottom_left (lev_t * level, unsigned int *passed_x, unsigned int *passed_y)
{
int x, y;
for (y = LEVHEIGHT; y > -1; y--)
for (x = 0; x < LEVWIDTH; x++) {
if (checkset (level, x, y) == 0) {
*passed_x = x;
*passed_y = y;
return;
}
}
}
static void
top_right (lev_t * level, unsigned int *passed_x, unsigned int *passed_y)
{
int x, y;
for (y = 0; y < LEVHEIGHT; y++)
for (x = LEVWIDTH; x >= 0; x--) {
if (checkset (level, x, y) == 0) {
*passed_x = x;
*passed_y = y;
return;
}
}
}
static void
bottom_right (lev_t * level, unsigned int *passed_x, unsigned int *passed_y)
{
int x, y;
for (y = LEVHEIGHT; y >= 0; y--)
for (x = LEVWIDTH; x >= 0; x--) {
if (checkset (level, x, y) == 0) {
*passed_x = x;
*passed_y = y;
return;
}
}
}
static void
init_bonus_dots (pacmangamestruct *pp, lev_t * level)
{
unsigned int x = 0, y = 0;
top_left (level, &x, &y);
pp->bonus_dots[TOP_LEFT].x = x;
pp->bonus_dots[TOP_LEFT].y = y;
pp->bonus_dots[TOP_LEFT].eaten = False;
top_right (level, &x, &y);
pp->bonus_dots[TOP_RIGHT].x = x;
pp->bonus_dots[TOP_RIGHT].y = y;
pp->bonus_dots[TOP_RIGHT].eaten = False;
bottom_left (level, &x, &y);
pp->bonus_dots[BOTTOM_LEFT].x = x;
pp->bonus_dots[BOTTOM_LEFT].y = y;
pp->bonus_dots[BOTTOM_LEFT].eaten = False;
bottom_right (level, &x, &y);
pp->bonus_dots[BOTTOM_RIGHT].x = x;
pp->bonus_dots[BOTTOM_RIGHT].y = y;
pp->bonus_dots[BOTTOM_RIGHT].eaten = False;
}
int
pacman_is_bonus_dot (pacmangamestruct *pp, int x, int y, int *idx)
{
int ret = False;
int i;
for (i = 0; i < NUM_BONUS_DOTS; i++) {
/* fprintf(stderr,"is bonus: passed x (%d, %d) bonus (%d, %d)\n",x,y,bonus_dots[i].x, bonus_dots[i].y); */
if (x == pp->bonus_dots[i].x && y == pp->bonus_dots[i].y) {
ret = True;
*idx = i;
break;
}
}
return ret;
}
static void
check_bonus_idx (int idx)
{
assert (0 <= idx && idx < NUM_BONUS_DOTS);
}
int
pacman_bonus_dot_eaten (pacmangamestruct *pp, int idx)
{
check_bonus_idx (idx);
return pp->bonus_dots[idx].eaten;
}
void
pacman_eat_bonus_dot (pacmangamestruct *pp, int idx)
{
check_bonus_idx (idx);
pp->bonus_dots[idx].eaten = True;
}
void
pacman_bonus_dot_pos (pacmangamestruct *pp, int idx, int *x, int *y)
{
check_bonus_idx (idx);
*x = pp->bonus_dots[idx].x;
*y = pp->bonus_dots[idx].y;
}
/* Changes a level from a simple wall/nowall to a wall with rounded corners
and such. Stupid algorithm, could be done better! */
static void
frmtlevel (pacmangamestruct *pp, lev_t * level)
{
lev_t frmtlev;
int x, y;
int idx;
register unsigned poscond;
register unsigned poscond2;
clearlevel (&frmtlev);
init_bonus_dots (pp, level);
for (y = 0; y < LEVHEIGHT; y++)
for (x = 0; x < LEVWIDTH; x++) {
if (checkset (level, x, y) == 0) {
if (pacman_is_bonus_dot (pp, x, y, &idx)) {
frmtlev[y][x] = BLOCK_DOT_BONUS;
}
else {
frmtlev[y][x] = BLOCK_DOT_2;
}
continue;
}
if ((*level)[y][x] == BLOCK_GHOST_ONLY) {
frmtlev[y][x] = BLOCK_GHOST_ONLY;
continue;
}
poscond =
(checksetout (level, x - 1, y - 1) != 0 ?
0x01U : 0U) |
(checksetout (level, x + 1, y - 1) != 0 ?
0x02U : 0U) |
(checksetout (level, x + 1, y + 1) != 0 ?
0x04U : 0U) |
(checksetout (level, x - 1, y + 1) != 0 ? 0x08U : 0U);
poscond2 =
(checksetout (level, x - 1, y) != 0 ?
0x01U : 0) |
(checksetout (level, x, y - 1) != 0 ?
0x02U : 0) |
(checksetout (level, x + 1, y) != 0 ?
0x04U : 0) |
(checksetout (level, x, y + 1) != 0 ? 0x08U : 0);
switch (poscond) {
/* completely filled */
case 0x01U | 0x02U | 0x04U | 0x08U:
frmtlev[y][x] = BLOCK_EMPTY;
continue;
/* left to top corner */
case 0x01U:
frmtlev[y][x] = BLOCK_WALL_TL;
continue;
/* top to right corner */
case 0x02U:
frmtlev[y][x] = BLOCK_WALL_TR;
continue;
/* right to bottom corner */
case 0x04U:
frmtlev[y][x] = BLOCK_WALL_BR;
continue;
/* bottom to left corner */
case 0x08U:
frmtlev[y][x] = BLOCK_WALL_BL;
continue;
}
switch (poscond2) {
case 0x01U | 0x04U:
case 0x01U | 0x04U | 0x08U:
case 0x01U | 0x04U | 0x02U:
frmtlev[y][x] = BLOCK_WALL_HO;
continue;
case 0x02U | 0x08U:
case 0x02U | 0x08U | 0x01U:
case 0x02U | 0x08U | 0x04U:
frmtlev[y][x] = BLOCK_WALL_VE;
continue;
case 0x01U | 0x02U:
frmtlev[y][x] = BLOCK_WALL_TL;
continue;
case 0x02U | 0x04U:
frmtlev[y][x] = BLOCK_WALL_TR;
continue;
case 0x04U | 0x08U:
frmtlev[y][x] = BLOCK_WALL_BR;
continue;
case 0x08U | 0x01U:
frmtlev[y][x] = BLOCK_WALL_BL;
continue;
}
switch (poscond) {
case 0x02U | 0x04U | 0x08U:
frmtlev[y][x] = BLOCK_WALL_TL;
continue;
case 0x01U | 0x04U | 0x08U:
frmtlev[y][x] = BLOCK_WALL_TR;
continue;
case 0x01U | 0x02U | 0x08U:
frmtlev[y][x] = BLOCK_WALL_BR;
continue;
case 0x01U | 0x02U | 0x04U:
frmtlev[y][x] = BLOCK_WALL_BL;
continue;
}
frmtlev[y][x] = BLOCK_EMPTY;
}
(void) memcpy ((lev_t *) level, (lev_t *) & frmtlev, sizeof (lev_t));
}
/* Counts the number of dots in the level, and returns that number. */
static unsigned
countdots (pacmangamestruct *pp)
{
unsigned i, count = 0;
for (i = 0; i < LEVWIDTH * LEVHEIGHT; i++)
if (pp->level[i] == BLOCK_DOT_2 || pp->level[i] == BLOCK_DOT_BONUS)
count++;
return count;
}
/* Creates a new level, and places that in the pacmangamestruct. */
int
pacman_createnewlevel (pacmangamestruct *pp)
{
lev_t *level;
unsigned dirvec[1] = { GO_UP };
unsigned ret = 0, i = 0;
if ((level = (lev_t *) calloc (1, sizeof (lev_t))) == NULL)
return i;
if (NRAND (2) == 0) {
do {
clearlevel (level);
createjail (level, JAILWIDTH, JAILHEIGHT);
if ((ret = nextstep (pp, level, LEVWIDTH / 2 - 1,
LEVHEIGHT / 2 - JAILHEIGHT / 2 - 3,
dirvec, 1)) == 0) {
(void) free ((void *) level);
return i;
}
} while (ret * 100 < (LEVWIDTH * LEVHEIGHT * MINDOTPERC));
filllevel (level);
frmtlevel (pp, level);
finishjail (level, JAILWIDTH, JAILHEIGHT);
}
else {
(void) memcpy (level, stdlevel, sizeof (lev_t));
frmtlevel (pp, level);
i = 1;
}
copylevel (pp->level, level);
pp->dotsleft = countdots (pp);
(void) free ((void *) level);
return i;
}
/* Checks if a position is allowable for ghosts/pacs to enter. */
int
pacman_check_pos (pacmangamestruct * pp, int y, int x, int ghostpass)
{
if ((pp->level[y * LEVWIDTH + x] == BLOCK_DOT_2) ||
(pp->level[y * LEVWIDTH + x] == BLOCK_EMPTY) ||
(pp->level[y * LEVWIDTH + x] == BLOCK_DOT_BONUS) ||
((pp->level[y * LEVWIDTH + x] == BLOCK_GHOST_ONLY) && ghostpass)) {
return 1;
}
return 0;
}
/* Checks if there is a dot on the specified position in the level. */
int
pacman_check_dot (pacmangamestruct * pp, unsigned int x, unsigned int y)
{
if (x >= LEVWIDTH || y >= LEVHEIGHT)
return 0;
if (pp->level[y * LEVWIDTH + x] == BLOCK_DOT_2)
return 1;
return 0;
}