File: Ghost3.cc

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#include "Ghost3.h"
#include "time.h"
#include "math.h"
#include <string>

class Ghost3;

Ghost3::Ghost3(char* filename, int x, int y, int speed, AnimationFactory* af) : Ghost(filename,x,y,speed, af){
	
	this->speed = speed;
	this->startx = x;
	this->starty = y;

		direction = 2;
		xpos = 50 + (x*SIZET);
		ypos = 50 + (y*SIZET);
		nextypos = ypos;
		nextxpos = xpos;
		// annoyingly must currently be a divisor of 30
		speed = 5;
		
		int n; int j;
		for(j=0;j<SIZEY;j++){
			for(n=0; n<SIZEX;n++){
				this->lev.map[n][j] = lev.map[n][j];
			}
		}

		//printf("%c\n",this->map[1][1]);

	
};

//Ghost3::~Ghost3(){
//	int i;
//	for(i=0; i<frames.size(); i++){
//		SDL_FreeSurface(frames[i]);
//	}
//};

// x & y are pacman's current grid positions
void Ghost3::move(int x, int y){
	if(timeleft>0) timeleft--; else effect = ' ';
	if(respawntime>0){
		respawntime--;
	} else {
	// pacman's X / Y
	int pacx = (x / SIZET) - 1;
	int pacy = (y / SIZET) - 1;
	// ghost's X / Y
	int ax = (xpos / SIZET) - 1;
	int ay = (ypos / SIZET) - 1;

	bool infront = false; // pac is above
	bool left = false; // pac is left

	// determine which direction pacman is in
	switch(direction){
		case 1: if(pacy < ay){
							infront = true;
						} else {
							infront = false;
						}
						if(pacx < ax){
							left = true;
						} else {
							left = false;
						} break;
		case 2: if(pacy < ay){
							left = true;
						} else {
							left = false;
						}
						if(pacx < ax){
							infront = false;
						} else {
							infront = true;
						} break;
		case 3:	if(pacy < ay){
							infront = false;
						} else {
							infront = true;
						}
						if(pacx < ax){
							left = false;
						} else {
							left = true;
						} break;
		case 4: if(pacy < ay){
							left = false;
						} else {
							left = true;
						}
						if(pacx < ax){
							infront = true;
						} else {
							infront = false;
						} break;
	};


	// need to ensure it keeps going forwards unless interrupted

	if(nextxpos == xpos && nextypos == ypos){
		// actual position matches wanted position, so 
		// pacman is in square, so move
		int lft = 0;
		int rit = 0;
		int back = 0;
		lft = direction - 1;		
		if(lft == 0) lft = 4;
		rit = direction + 1;
		if(rit == 5) rit = 1;
		back = direction - 2;
		if(back < 1) back = (0 - back) + (2 * direction);

		int newdirection = 0; // test left right and set as newdirection
		// temporarily. Then test if straight on. If straight on is ok,
		// take 50-50 chance between straight on and a turn.

		//if(testdirection(direction)==false){
			// cannot go forwards, try left and right...
			if(testdirection(lft) && !testdirection(rit)){
				// left is ok, right is blocked
				newdirection = lft;
			} else if(!testdirection(lft) && testdirection(rit)){
				// right is ok, left is blocked
				newdirection = rit;
			} else if(!testdirection(lft) && !testdirection(rit)){
				// left and right are blocked
				// ...go backwards
				newdirection = back;
			} else if(testdirection(lft) && testdirection(rit)){
				// left / right both ok. pick one at random.
				// int rn = rand()%8;
				// random between 0 and 1 inclusive

				int biaseddirection = 0;
				int unbiaseddirection = 0;
				if(left){ biaseddirection = lft; unbiaseddirection = rit; }
				if(!left){ biaseddirection = rit; unbiaseddirection = lft; }

				/* This Ghost will always choose the best route, so ignore
					the random numbers
				if(rn==0){
					newdirection = unbiaseddirection;
				} else {
					newdirection = biaseddirection;
				} */

				newdirection = biaseddirection;
			}

		if(!testdirection(direction)){
			direction = newdirection;
		} else if(testdirection(direction) && !testdirection(rit)  
					&& !testdirection(lft)){ 
			// only forward and back are available, go forwards.
			direction = direction;
		} else {
			// 50% move forwards, 50% turn
			// int rn = rand()%8;
		
			int biaseddirection = 0;
			int unbiaseddirection = 0;
			if(infront){ biaseddirection = direction; unbiaseddirection = newdirection; }
			if(!infront){ biaseddirection = newdirection; unbiaseddirection = direction; }

			/* Again, ignore the random number and choose the best direction
			if(rn==0){
				direction = unbiaseddirection;
			} else {
				direction = biaseddirection;
			}*/

			direction = biaseddirection;
		}
	
		switch(direction){
			case 1:	nextypos = lev.map[ax][ay-1].t; break;
			case 2: nextxpos = lev.map[ax+1][ay].l; break;
			case 3: nextypos = lev.map[ax][ay+1].t; break;
			case 4: nextxpos = lev.map[ax-1][ay].l; break;
		};

	} else if(nextxpos!=xpos){
		switch(direction){
			case 4: xpos = xpos - speed; break;
			case 2: xpos = xpos + speed; break;
		};
	} else if(nextypos!=ypos){
		switch(direction){
			case 1: ypos = ypos - speed; break;
			case 3: ypos = ypos + speed; break;
		};
	}
}
};