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-rw-r--r--kpacman/board.cpp421
1 files changed, 0 insertions, 421 deletions
diff --git a/kpacman/board.cpp b/kpacman/board.cpp
deleted file mode 100644
index 621a086..0000000
--- a/kpacman/board.cpp
+++ /dev/null
@@ -1,421 +0,0 @@
-#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;
-}