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#include "pac.h"
#include "ncurses.h"
void initialize_pac(struct pacman *pac)
{
pac->lives = max_live;
pac->points_eaten = 0;
pac->position.y = pac_y;
pac->position.x = pac_x;
pac->direction = none;
}
static enum movement_direction get_correct_path(struct pacman *pac,
struct free_directions
free_path,
enum movement_direction
direction)
{
switch(direction) {
case left:
return free_path.left ? left : none;
case right:
return free_path.right ? right : none;
case up:
return free_path.up ? up : none;
case down:
return free_path.down ? down : none;
default:
return none;
}
}
void check_remaining_direction(game_space field, struct pacman *pac,
enum movement_direction *stored_direction)
{
enum movement_direction temp_direction;
struct free_directions free_path =
find_free_directions(field, pac->position.y, pac->position.x);
enum movement_direction current_direction =
stored_direction ? *stored_direction : pac->direction;
temp_direction = get_correct_path(pac, free_path, current_direction);
if(temp_direction != none)
pac->direction = temp_direction;
else {
current_direction = pac->direction;
pac->direction = get_correct_path(pac, free_path, current_direction);
}
if(stored_direction)
*stored_direction = none;
}
void change_pac_direction(game_space field, struct pacman *pac, int key,
enum movement_direction *stored_direction)
{
enum state { no, yes } is_changed_direction;
is_changed_direction = no;
struct free_directions path = find_free_directions(field, pac->position.y,
pac->position.x);
switch(key) {
case KEY_LEFT:
if(path.left) {
pac->direction = left;
is_changed_direction = yes;
} else
*stored_direction = left;
break;
case KEY_RIGHT:
if(key == KEY_RIGHT && path.right) {
pac->direction = right;
is_changed_direction = yes;
} else
*stored_direction = right;
break;
case KEY_UP:
if(key == KEY_UP && path.up) {
pac->direction = up;
is_changed_direction = yes;
} else
*stored_direction = up;
break;
case KEY_DOWN:
if(key == KEY_DOWN && path.down) {
pac->direction = down;
is_changed_direction = yes;
} else
*stored_direction = down;
break;
}
if(is_changed_direction == no)
check_remaining_direction(field, pac, NULL);
}
void make_pac_move(game_space field, struct pacman *pac)
{
clear_symbol(field, pac->position.y, pac->position.x, pac_char);
switch(pac->direction) {
case left:
--pac->position.x;
return;
case right:
++pac->position.x;
return;
case up:
--pac->position.y;
return;
case down:
++pac->position.y;
return;
default:
return;
}
}
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