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author | Simon Rettberg | 2018-10-16 10:08:48 +0200 |
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committer | Simon Rettberg | 2018-10-16 10:08:48 +0200 |
commit | d3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch) | |
tree | cbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/pacman_level.c | |
download | xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.xz xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.zip |
Original 5.40
Diffstat (limited to 'hacks/pacman_level.c')
-rw-r--r-- | hacks/pacman_level.c | 772 |
1 files changed, 772 insertions, 0 deletions
diff --git a/hacks/pacman_level.c b/hacks/pacman_level.c new file mode 100644 index 0000000..f26b3bf --- /dev/null +++ b/hacks/pacman_level.c @@ -0,0 +1,772 @@ +/* -*- 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; +} |