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#include"ghost.h"
#include<stdlib.h>
#include"types.h"
#include"pac.h"
int Ghost::ghostseaten=0; //initializing
Ghost::Ghost(COLOURTYPE farge,int xx,int yy) { //constructor
b=Board::instance(); //get the instance of the board
d=up; //direction to move is up
g=new G_Ghost(farge); //a new one
startx=x=xx; //set initial coordinates
starty=y=yy;
st=randm; //move at random
randmv=4;
randmv=random()%8 +4;//a random number about changing direction when randoming
}
Ghost::~Ghost() {
delete g;
}
void Ghost::start() { //reset ghost
x=startx; //set initial coordinates
y=starty;
st=randm; //move at random
d=up; //direction is up
ghostseaten=0; //number of ghosts eaten is zero
}
GID_TYPE Ghost::getgid() {
return g->getgid();
}
void Ghost::die(Gamedata* da) { //when pacman eats ghost
int i, //plain counter
sc; //score temporary
ghostseaten++; //another ghost eaten by pacman
for(i=ghostseaten,sc=GHOSTSCORE;i>1;i--,sc*=2);
da->scorepluss(sc);
deadtime=DEADTIME; //set time to be dead
st=eaten; //set status to eaten
x=startx; //set initial coordinates
y=starty;
d=still; //direction is still
}
void Ghost::getxy(int *xx,int *yy) { *xx=x; *yy=y; }
void Ghost::draw(void) { //draw the ghost
g->draw(x,y,st==hunted);//3rd parameter is about colour: ghost hunted or not
}
void Ghost::eat(void) { //when pacman eats ghost
deadtime=DEADTIME; //set time to be dead
st=eaten; //set status to eaten
x=startx; //set initial coordinates
y=starty;
}
int Ghost::otherdir(int xx,int yy,direction dd) {//is there an other direction to go
int xxx,yyy; //coordinates
direction goleft,goright; //the relative left/right to where a ghost goes
switch (dd) { //find out relative direction
case up: {goleft=left; goright=right; } break;
case down: {goleft=right; goright=left; } break;
case left: {goleft=up; goright=down; } break;
case right: {goleft=down; goright=up; } break;
}
next(&xxx,&yyy,goleft,xx,yy); //next coordinates if left
if (b->what_is(xxx,yyy)==classWall) goleft=none;//set none if a wall is left
next(&xxx,&yyy,goright,xx,yy);//next coordinates if right
if (b->what_is(xxx,yyy)==classWall) goright=none;//set none if a wall is right
// printf("%d\n",goleft!=none && goright!=none);
return (goleft!=none || goright!=none);//whether left or right is not a wall
}
void Ghost::newdir(int xx,int yy,direction* dd) {//gets a new direction to go
int xxx,yyy; //coordinates
direction goleft,goright; //the relative left/right to where a ghost goes
switch (*dd) { //find out relative direction
case up: {goleft=left; goright=right; } break;
case down: {goleft=right; goright=left; } break;
case left: {goleft=up; goright=down; } break;
case right: {goleft=down; goright=up; } break;
}
next(&xxx,&yyy,goleft,xx,yy); //next coordinates if left
if (b->what_is(xxx,yyy)==classWall) goleft=none;//set none if a wall is left
next(&xxx,&yyy,goright,xx,yy);//next coordinates if right
if (b->what_is(xxx,yyy)==classWall) goright=none;//set none if a wall is right
//if (goleft==none && goright==none) exit(1);
//if either is none return the other
// if (startx==15 && starty==9) printf("change at %d %d\n",x,y);
if (goleft==none) { *dd=goright; return; }
if (goright==none) { *dd=goleft; return; }
//if both is not none then choose one at random
if (random()%2)*dd=goright; else *dd=goleft;
}
int Ghost::searchpac(direction *dd,int *gox,int *goy,Pacman *pac) {//look for pacman
int xx,yy, //coordinates
dx,dy, //delta goto coordinates
goxx,goyy; //goto coordinates
pac->getxy(&goxx,&goyy); //get pacman coordinates
if (goxx==x || goyy==y) { //if either x or y coordinates same
dx=goxx-x;
dy=goyy-y;
//set deltas dx dy to add to x,y to get to goxx goyy
if (dx<0) dx=-1;
if (dx>0) dx=1;
if (dy<0) dy=-1;
if (dy>0) dy=1;
xx=x; yy=y;
while (!(xx==goxx && yy==goyy) && b->what_is(xx,yy)!=classWall) {
xx+=dx; yy+=dy; }
//checks whether there is a wall between pacman and ghost
if (xx==goxx && yy==goyy) {//if no wall hunt pacman
*gox=goxx; *goy=goyy;
if (st==hunted) { dx=-dx; dy=-dy; } //if pacman is super then run
if (dx==0 && dy==-1) *dd=up;
if (dx==0 && dy==1) *dd=down;
if (dx==1 && dy==0) *dd=right;
if (dx==-1 && dy==0) *dd=left;
return 1;
}
}
return 0;
}
void Ghost::lookforpac(Pacman *pac) {//look for pacman
int i=1; //ghost moved?
int xx,yy; //coordinates
if (pac->is_super()) // if pacman is super
{ if (st!=eaten) st=hunted; } //then if ghost is not eaten then it is hunted
else { //if pacman not super
if (st==hunted) { //if ghost is (was) hunted it must now be random
st=randm; //must be random
ghostseaten=0; //set number of ghosts eaten back to zero
}
}
switch (st) { //case ghost status of
case hunter: { //if ghost is hunter
i=searchpac(&d,&go_x,&go_y,pac);//then search for pacman
if (i) { //if found
pac->getxy(&xx,&yy); //and pacman coordinates
if (x==xx && y==yy) d=still; //are equal to ghosts's: stand still
}
}
break;
case randm: {
i=searchpac(&d,&go_x,&go_y,pac); //then search for pacman
if (i) { //if found
st=hunter; //then ghost is a hunter
} else {
}
} break;
case hunted: {
i=searchpac(&d,&go_x,&go_y,pac); //then search for pacman
} break;
case eaten: {
} break;
}
}
Ghost::go(Pacman *pac) { //go for pacman: do ghost code
typ w; //what type is at next coordinates
int i=1; //moved or not?
int xx,yy; //coordinates
if (pac->is_super()) //if pacman is super
{ if (st!=eaten) st=hunted; } //if st is not eaten then ghost is hunted
else { if (st==hunted) st=randm; } //else if pacman is not and ghost
//is still hunted then it is now random
switch (st) { //if ghost status is
case hunter: { //hunter
i=searchpac(&d,&go_x,&go_y,pac);//then search for pacman
if (i) { //if found
pac->getxy(&xx,&yy); //and pacman coordinates
if (x==xx && y==yy) d=still; //are equal to ghosts's: stand still
break;
}
if (go_x==x && go_y==y) {//if ghost has reached pacman last known coordinates
pac->getxy(&xx,&yy); //get pacman coordinates
//if (!otherdir(x,y,d)) //and if there is not an other possible l/r direction
newdir(x,y,&d); //change direction
st=randm; //and do random movements.
}
} break;
case randm: { //if ghost moves at random
i=searchpac(&d,&go_x,&go_y,pac); //then search for pacman
if (i) { //if found
st=hunter; //then ghost is hunter
} else {
if (otherdir(x,y,d)) {//and if there is an other possible l/r direction
if (!(random()%randmv)) //if random "hits"
newdir(x,y,&d); //then change direction
}
}
} break;
case hunted: { //if the ghost is hunted
i=searchpac(&d,&go_x,&go_y,pac);//then search for pacman
} break;
case eaten: { //if ghost is eaten
if (deadtime) //is > 0
deadtime--; //decrement it by one
else
{
st=randm; //else, if it is zero, then it's status is random
d=up; //and direction is up
}
} break;
}
//if (dd!=none) d=dd;
next(&xx,&yy,d,x,y); //find next coordinates
w=b->what_is(xx,yy); //what's at those new coordinates then
//if (x==xx && y==yy) printf("%d %d\n\n",st,d);
//printf("%d %d %d %d %d %d %d %d %d
//%d\n\n",up,down,left,right,none,still,randm,hunter,hunted,eaten);
//exit(1);
switch (w) {//if w is a
// case SpecialWall: { x=xx; y=yy; } break;
case classWall: {
i=0; //can not go through walls
newdir(x,y,&d); //find a new direction
next(&xx,&yy,d,x,y); //find next coordinates
x=xx; y=yy; //set to new coordinates
} break;
// case Food: { x=xx; y=yy; } break;
// case SuperFood: { x=xx; y=yy; } break;
// case Blank: { x=xx; y=yy; } break;
// case BonusLife: { x=xx; y=yy; } break;
// case BonusPoint: { x=xx; y=yy; } break;
default: { x=xx; y=yy; } break;//this is the standard: set to new coordinates
// default: printf("caseerror\n"); break;
}
//printf("%s",w);
return i;
}
// if (otherdir(x,y,d)) {//and if there is an other possible l/r direction
// if (!(random()%randmv)) //if random "hits"
// newdir(x,y,&d); //then change direction
// if (go_x==x && go_y==y) {//if ghost has reached pacman last known coordinates
// pac->getxy(&xx,&yy); //get pacman coordinates
//if (!otherdir(x,y,d)); //and if there is an other possible l/r direction
// newdir(x,y,&d); //change direction
// st=randm; //and do random movements.
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