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-rw-r--r--tdepacman/board.cpp421
1 files changed, 421 insertions, 0 deletions
diff --git a/tdepacman/board.cpp b/tdepacman/board.cpp
new file mode 100644
index 0000000..621a086
--- /dev/null
+++ b/tdepacman/board.cpp
@@ -0,0 +1,421 @@
+#include <kapp.h>
+
+#include <tdelocale.h>
+
+#include <tqrect.h>
+#include <tqregexp.h>
+#include <tqmessagebox.h>
+#include <tqfile.h>
+#include <tqtextstream.h>
+
+#include "board.h"
+#include "bitmaps.h"
+
+Board::Board(int size) : TQMemArray<int> (size)
+{
+ sz = size; // set size of board
+
+ map = "";
+ mapName = ""; // no map loaded so far
+
+ init(None); // initialize varibales
+}
+
+void Board::init(Image image, TQString levelName)
+{
+ prisonEntry = OUT;
+ prisonExit = OUT;
+ fruitHome = OUT;
+ fruitPosition = OUT;
+ pacmanHome = OUT;
+ pacmanPosition = OUT;
+ for (int m = 0; m < 8; m++) {
+ monsterHome[m] = OUT;
+ monsterPosition[m] = OUT;
+ }
+ for (int e = 0; e < 8; e++) {
+ energizerPosition[e] = OUT;
+ }
+ for (int e = 0; e < 8; e++) {
+ tunnelPosition[e] = OUT;
+ }
+
+ fill(0);
+ numPoints = 0;
+ numEnergizers = 0;
+ numMonsters = 0;
+ numTunnels = 0;
+
+ if (!levelName.isNull() && !levelName.isEmpty())
+ if (mapName == levelName)
+ image = File;
+ else {
+ TQFile levelFile(levelName);
+ if (!levelFile.open(IO_ReadOnly)) {
+
+ TQString msg = i18n("The levelmap could not be constructed.\n\n"
+ "The file '@LEVELNAME@' does not exist,\n"
+ "or could not be opened for reading.");
+ msg.replace(TQRegExp("@LEVELNAME@"), levelName);
+ // TQMessageBox::information(0, i18n("Initialization Error"), msg);
+ printf("%s\n", msg.local8Bit().data());
+ } else {
+ map.fill(' ', BoardHeight*BoardWidth);
+ int height = 0;
+
+ TQTextStream levelStream(&levelFile);
+ while (!levelStream.eof() && height < BoardHeight) {
+ TQString line = levelStream.readLine();
+
+ if (line.find(TQRegExp("^ *;")) == -1) {
+
+ line.replace(TQRegExp(";.*"), ""); // strip off comments
+ line.replace(TQRegExp("\" *$"), ""); // strip off trailing "
+ line.replace(TQRegExp("^ *\""), ""); // strip off leading "
+
+ map.replace(height*BoardWidth,
+ (line.length() > BoardWidth) ? BoardWidth : line.length(),
+ line.latin1());
+
+ height++;
+ }
+ }
+ mapName = levelName;
+ levelFile.close();
+ image = File;
+ }
+ }
+
+ switch (image) {
+ case Intro : // setup(demo_bits);
+ break;
+ case Demo : setup(demo_bits);
+ break;
+ case Level : setup(demo_bits);
+ break;
+ case File : setup(reinterpret_cast<const unsigned char *>(map.latin1()));
+ break;
+ default : break;
+ }
+}
+
+void Board::setup(const uchar *buf)
+{
+ for ( int index = 0; buf[index] != 0 && index < BoardWidth*BoardHeight; index++ ) {
+ switch (buf[index]) {
+ case '*' : set(index, brick); break;
+ case '+' : set(index, out); break;
+ case '#' : set(index, prison); break;
+ case '-' : set(index, gate); break;
+ case 'E' : set(index, tunnel); break;
+ case '.' : set(index, Point); break;
+ case 'o' : set(index, energizer); break;
+ case 'I' : set(index, prisonentry); break;
+ case 'O' : set(index, prisonexit); break;
+ case 'F' : set(index, fruithome); break;
+ case 'P' : set(index, pacmanhome); break;
+ default : if (buf[index] >= '0' && buf[index] <= '7') {
+ set(index, monsterhome, buf[index]-(uchar)'0');
+ }
+ }
+ }
+}
+
+bool Board::inBounds(int pos)
+{
+ return ( pos < 0 || pos > sz-1 ? FALSE : TRUE);
+}
+
+void Board::set(int pos, Square sq, int m)
+{
+ if (inBounds(pos))
+ switch (sq) {
+ case out : at(pos) = OUT; break;
+ case Point : at(pos) |= pointBit; numPoints++; break;
+ case tunnel : at(pos) = sq;
+ for (int e = 0; e < numTunnels; e++) { // if tunnel is already on board
+ if (tunnelPosition[e] == pos) // don't do it again.
+ pos = OUT;
+ }
+ if (pos != OUT) {
+ tunnelPosition[numTunnels] = pos;
+ numTunnels++;
+ }
+ break;
+ case energizer : at(pos) |= energizerBit;
+ for (int e = 0; e < numEnergizers; e++) {
+ if (energizerPosition[e] == pos)
+ pos = OUT;
+ }
+ if (pos != OUT) {
+ energizerPosition[numEnergizers] = pos;
+ numEnergizers++;
+ }
+ break;
+ case fruit : at(pos) |= fruitBit; fruitPosition = pos; break;
+ case pacman : at(pos) |= pacmanBit; pacmanPosition = pos; break;
+ case monster : at(pos) |= (monsterBit << m);
+ monsterPosition[m] = pos; break;
+ case prisonentry : prisonEntry = pos; at(pos) = empty; break;
+ case prisonexit : prisonExit = pos; at(pos) = empty; break;
+ case fruithome : fruitHome = pos; at(pos) = empty; break;
+ case pacmanhome : pacmanHome = pos; at(pos) = empty; break;
+ case monsterhome : monsterHome[m] = pos; at(pos) = empty;
+ if (m == 0 && prisonExit == OUT)
+ prisonExit = pos;
+ if (m == 1 && prisonEntry == OUT)
+ prisonEntry = pos;
+ numMonsters++;
+ break;
+ default : at(pos) = sq;
+ }
+}
+
+void Board::reset(int pos, Square sq, int m)
+{
+ bool found = FALSE;
+ if (inBounds(pos))
+ switch (sq) {
+ case out : at(pos) = empty; break;
+ case Point : at(pos) &= ~ pointBit; numPoints--; break;
+ case energizer : at(pos) &= ~ energizerBit;
+ for (int e = 0; e < numEnergizers; e++) { // delete the position of the eaten
+ if (found) // energizer in the position array
+ energizerPosition[e-1] = energizerPosition[e];
+ if (energizerPosition[e] == pos)
+ found = TRUE;
+ }
+ energizerPosition[numEnergizers--] = OUT;
+ break;
+ case fruit : at(pos) &= ~ fruitBit; fruitPosition = OUT; break;
+ case pacman : at(pos) &= ~ pacmanBit; pacmanPosition = OUT; break;
+ case monster : at(pos) &= ~ (monsterBit << m);
+ monsterPosition[m] = OUT; break;
+ default : at(pos) = at(pos) & varBits;
+ }
+}
+
+int Board::position(Square sq, int m)
+{
+ switch(sq) {
+ case prisonentry : return prisonEntry;
+ case prisonexit : return prisonExit;
+ case fruit : return fruitPosition;
+ case fruithome : return fruitHome;
+ case pacman : return pacmanPosition;
+ case pacmanhome : return pacmanHome;
+ case monster : return monsterPosition[m];
+ case monsterhome : return monsterHome[m];
+ case energizer : return energizerPosition[m];
+ case tunnel : return tunnelPosition[m];
+ default : return OUT;
+ }
+}
+
+bool Board::isOut(int pos)
+{
+ if (inBounds(pos))
+ return (at(pos) == OUT ? TRUE : FALSE);
+ return TRUE;
+}
+
+bool Board::isEmpty(int pos)
+{
+ if (inBounds(pos))
+ return ((at(pos) & fixBits) == empty ? TRUE : FALSE);
+ return TRUE;
+}
+
+bool Board::isBrick(int pos)
+{
+ if (inBounds(pos))
+ return ((at(pos) & fixBits) == brick ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isPrison(int pos)
+{
+ if (inBounds(pos))
+ return ((at(pos) & fixBits) == prison ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isGate(int pos)
+{
+ if (inBounds(pos))
+ return ((at(pos) & fixBits) == gate ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isTunnel(int pos)
+{
+ if (inBounds(pos))
+ return ((at(pos) & fixBits) == tunnel ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isPoint(int pos)
+{
+ if (inBounds(pos) && at(pos) != OUT)
+ return ((at(pos) & pointBit) != 0 ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isEnergizer(int pos)
+{
+ if (inBounds(pos) && at(pos) != OUT)
+ return ((at(pos) & energizerBit) != 0 ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isFruit(int pos)
+{
+ if (inBounds(pos) && at(pos) != OUT)
+ return ((at(pos) & fruitBit) != 0 ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isPacman(int pos)
+{
+ if (inBounds(pos) && at(pos) != OUT)
+ return ((at(pos) & pacmanBit) != 0 ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isMonster(int pos)
+{
+ if (inBounds(pos) && at(pos) != OUT)
+ return ((at(pos) & monsterBits) != 0 ? TRUE : FALSE);
+ return FALSE;
+}
+
+bool Board::isWay(int pos, int dir, Square sq) {
+ int p1 = move(pos, dir, 2);
+ if (p1 == OUT)
+ return (sq == out ? TRUE : FALSE);
+ int p2, p3;
+ if (dir == N || dir == S) {
+ p2 = move(p1, E);
+ p3 = move(p1, W);
+ } else {
+ p2 = move(p1, N);
+ p3 = move(p1, S);
+ }
+ switch (sq) {
+ case out : return isOut(p1) | isOut(p2) | isOut(p3);
+ case empty : return isEmpty(p1) & isEmpty(p2) & isEmpty(p3);
+ case brick : return isBrick(p1) | isBrick(p2) | isBrick(p3);
+ case prison : return isPrison(p1) | isPrison(p2) | isPrison(p3);
+ case gate : return isGate(p1) & isGate(p2) & isGate(p3);
+ case tunnel : return isTunnel(p1) &
+ (isTunnel(p2) || isEmpty(p2)) &
+ (isTunnel(p3) || isEmpty(p3));
+ default : return FALSE;
+ }
+}
+
+bool Board::isJump(int pos, int dir) {
+ switch (dir) {
+ case NW: return pos < BoardWidth || x(pos) == 0;
+ case N: return pos < BoardWidth;
+ case NE: return pos < BoardWidth || x(pos) == BoardWidth-1;
+ case W: return x(pos) == 0;
+ case E: return x(pos) == BoardWidth-1;
+ case SW: return pos >= sz-BoardWidth || x(pos) == 0;
+ case S: return pos >= sz-BoardWidth;
+ case SE: return pos >= sz-BoardWidth || x(pos) == BoardWidth-1;
+ }
+ return FALSE;
+}
+
+int Board::move(int pos, int dir, int steps)
+{
+ if (steps < 0) { // move backwards
+ dir = turn(dir); // turn around and do your steps
+ steps *= -1;
+ }
+
+ while (steps-- != 0) { // until all steps are gone
+ switch (dir) {
+ case NW: pos = pos >= BoardWidth && x(pos) > 0 ? (pos-BoardWidth)-1 : sz-1;
+ break;
+ case N: pos = pos >= BoardWidth ? pos-BoardWidth : (sz-BoardWidth)+x(pos);
+ break;
+ case NE: pos = pos >= BoardWidth && x(pos) < BoardWidth-1 ?
+ (pos-BoardWidth)+1 : sz-BoardWidth;
+ break;
+ case W: pos = x(pos) > 0 ? pos-1 : pos+(BoardWidth-1);
+ break;
+ case E: pos = x(pos) < BoardWidth-1 ? pos+1 : pos-(BoardWidth-1);
+ break;
+ case SW: pos = pos < sz-BoardWidth && x(pos) > 0 ? (pos+BoardWidth)-1 : BoardWidth-1;
+ break;
+ case S: pos = pos < sz-BoardWidth ? pos+BoardWidth : x(pos);
+ break;
+ case SE: pos = pos < sz-BoardWidth && x(pos) < BoardWidth-1 ? (pos+BoardWidth)+1 : 0;
+ break;
+ }
+ }
+ return pos; // here we are
+}
+
+int Board::closeup(int pos, int dir, int target)
+{
+ if (dir == N || dir == S) {
+ if (x(target) < x(pos))
+ return W;
+ if (x(target) > x(pos))
+ return E;
+ } else {
+ if (y(target) < y(pos))
+ return N;
+ if (y(target) > y(pos))
+ return S;
+ }
+ return dir;
+}
+
+int Board::x(int pos)
+{
+ return pos % BoardWidth;
+}
+
+int Board::y(int pos)
+{
+ return pos/BoardWidth;
+}
+
+int Board::turn(int dir)
+{
+ switch (dir) {
+ case N : return S;
+ case NE : return SW;
+ case E : return W;
+ case SE : return NW;
+ case S : return N;
+ case SW : return NE;
+ case W : return E;
+ case NW : return SE;
+ default : return dir;
+ }
+}
+
+int Board::points()
+{
+ return numPoints;
+}
+
+int Board::energizers()
+{
+ return numEnergizers;
+}
+
+int Board::monsters()
+{
+ return numMonsters;
+}
+
+int Board::tunnels()
+{
+ return numTunnels;
+}