Annotation of researchv9/jtools/src/demo/pacman/pacman.h, revision 1.1

1.1     ! root        1: /*----------------------------------------------------------------------*/
        !             2: /*                                                                     */
        !             3: /*     PACMAN for BBN BitGraphs                                        */
        !             4: /*                                                                     */
        !             5: /*               File: pacman.h                                        */
        !             6: /*           Contents: Constants, types, and global variables          */
        !             7: /*             Author: Bob Brown (rlb)                                 */
        !             8: /*                     Purdue CS                                       */
        !             9: /*               Date: May, 1982                                       */
        !            10: /*        Description: Manifest constants, some alterable, others      */
        !            11: /*                     not easily changed.                             */
        !            12: /*                     Type names are short and lower case.            */
        !            13: /*                     Global variables are all capitalized.           */
        !            14: /*                                                                     */
        !            15: /*----------------------------------------------------------------------*/
        !            16: 
        !            17: #if BLIT
        !            18: #include <jerq.h>
        !            19: #endif
        !            20: #undef min
        !            21: #undef max
        !            22: 
        !            23: #define iabs(x) ((x)<0?-(x):(x))
        !            24: #define min(a,b) ((a)<(b)?(a):(b))
        !            25: #define max(a,b) ((a)>(b)?(a):(b))
        !            26: 
        !            27: /*
        !            28: ** Game board sizes, not easily changed.
        !            29: */
        !            30: 
        !            31: #define FONTSIZE       24      /* basic font size in bits                     */
        !            32: #define BIGFONT                40      /* font size for pacman and monsters           */
        !            33: #define MAZECOLS       28      /* dimensions of the maze                      */
        !            34: #define MAZEROWS       31      /* ...                                         */
        !            35: #define DOTS           240     /* This many dots on the maze (should compute) */
        !            36: 
        !            37: #define SCOREROW       2       /* "S C O R E : " goes here                    */
        !            38: #define SCORECOL       13      /* "S C O R E : " goes here                    */
        !            39: #define HIGHCOL                22      /* High score message column                   */
        !            40: #define WAVEROW                2       /* "W A V E : " goes here                      */
        !            41: #define WAVECOL                60      /* "W A V E : " goes here                      */
        !            42: #define MAXFACES       10      /* No more than this many extra faces displayed*/
        !            43: #define MAXGAMES       5       /* Maximum number of games                     */
        !            44: 
        !            45: #define PACROW         23      /* Where the pacman starts                     */
        !            46: #define PACCOL         14
        !            47: #define PACFACE                1       /* initial facing for pacman                   */
        !            48: 
        !            49: #define FRUITROW       17      /* position in maze coordinates of fruit       */
        !            50: #define FRUITCOL       14
        !            51: 
        !            52: #define STARTROW       33      /* When monsters get here, they're ready to go */
        !            53: #define STARTCOL       42      /* THESE COORDINATES MUST ALIGN!!!             */
        !            54: 
        !            55: /*
        !            56: ** Game parameters
        !            57: */
        !            58: 
        !            59: #define PACMEN         3       /* initially, the number of pacmen             */
        !            60: #define        MAXMONSTER      4       /* Number of monsters                          */
        !            61: #define FRUITSPERWAVE  2       /* Max fruits per wave, may be less            */
        !            62: 
        !            63: /*
        !            64: ** Scheduler delays for board components.
        !            65: ** If these seem fast - you need more practice.
        !            66: ** There are 1000 clock ticks per second.
        !            67: */
        !            68: 
        !            69: #define DOTDELAY       6       /* Gobbling a dot slows down the Pacman        */
        !            70: #define EYESDELAY      20      /* For eyes moving back to the stable          */
        !            71: #define FRUITTIME      12000   /* Fruit is on this long                       */
        !            72: #define MAXFRUITDELAY  45000   /* Fruit is scheduled before this long.        */
        !            73: #define MINFRUITDELAY  15000   /* Fruit is scheduled after this long.         */
        !            74: #define MINMONTIME     20      /* Monsters won't go faster than this          */
        !            75: #define MINPACTIME     25      /* Pacman won't go faster than this            */
        !            76: #define MINPOWERTIME   600     /* Power pill will never last less than this   */
        !            77: #define MONDELTA       3       /* Monsters get this much faster               */
        !            78: #define PACDELTA       2       /* Pacman gets this much faster                */
        !            79: #define PACTIME                47      /* Scheduler time delay for pacman             */
        !            80: #define POWERDELAY     20      /* Power pills slow monsters this much         */
        !            81: #define POWERDELTA     500     /* Power last this much less per wave          */
        !            82: #define POWERTIME      10000   /* Pacman's power, initially, lasts this long  */
        !            83: #define SLOWDELTA      20      /* Monsters go Pacman.time-& in slow corridor  */
        !            84: #define        STARTDELAY      500     /* Pause this long at beginning of each wave   */
        !            85: #define SNDDOTDELAY    30      /* Components of gobble sound                  */
        !            86: 
        !            87: /*
        !            88: ** Value of board components
        !            89: */
        !            90: 
        !            91: #define SCOREMOD       10000   /* New man after Score mod & crosses zero      */
        !            92: #define VALFRUIT       100     /* This much more every other wave             */
        !            93: #define VALGOLD                5       /* Ten in the arcade version - seems excessive */
        !            94: #define VALMONSTER     200     /* Increases exponentially per monster caught  */
        !            95: #define VALPILL                50      /* This much just for swallowing a pill        */
        !            96: 
        !            97: /*
        !            98: ** Human factors hook - direction changes within this many units of a
        !            99: ** possible turn are honored - smaller values make for tricky driving.
        !           100: */
        !           101: 
        !           102: #define PENDCOUNT 20
        !           103: 
        !           104: #define NOSCORE -1
        !           105: 
        !           106: /*
        !           107: ** operation codes for the blt routines
        !           108: */
        !           109: 
        !           110: #define REPLACE                0
        !           111: #define PAINT          1
        !           112: #define        INVERT          2
        !           113: #define COMPL          4
        !           114: 
        !           115: /*
        !           116: ** BBN Rastop codes
        !           117: */
        !           118: 
        !           119: #define RASTS          F_STORE
        !           120: #define        RASTSXD         F_XOR
        !           121: 
        !           122: /*
        !           123: ** Argument to "pacpower"
        !           124: */
        !           125: 
        !           126: #define ON             0
        !           127: #define CLOSE          1
        !           128: #define OFF            2
        !           129: 
        !           130: /*
        !           131: ** Font characters of significance
        !           132: */
        !           133: 
        !           134: #define CLOSECHAR      'q'
        !           135: #define EYESCHAR       'o'
        !           136: #define FACECHAR       'c'
        !           137: #define FRUITCHAR      'r'
        !           138: #define GHOSTCHAR      'p'
        !           139: #define MONSTERCHAR    "nnvwx"
        !           140: #define GOLDCHAR       'h'
        !           141: #define PILLCHAR       'i'
        !           142: 
        !           143: /*
        !           144: ** Game Board types
        !           145: */
        !           146: 
        !           147: #define TYPEMASK       017
        !           148: #define DOOR           6
        !           149: #define WALLMAX                6       /* Wall characters are 0-6 */
        !           150: #define FIXGOLD                7       /* '7' - this spot initialized to a dot */
        !           151: #define FIXPILL                8       /* '8' - initialized to a power pill    */
        !           152: #define VACANT         9       /* '9' - initialized to empty           */
        !           153: #define SLOW           10      /* ':' - mosters go slow here           */
        !           154: #define SAFE           11      /* ';' - pacman invisible to monsters   */
        !           155: #define BLKDOT         12      /* '<' - blocked to monsters & dot      */
        !           156: #define BLKNODOT       13      /* '=' - blocked to monsters, no dot    */
        !           157: #define PILL           020
        !           158: #define GOLD           040
        !           159: 
        !           160: /*
        !           161: ** Keyboard characters
        !           162: */
        !           163: 
        !           164: #define ABORT          'q'
        !           165: #define ALTDOWN                0301            /* Keypad two = down  */
        !           166: #define        ALTALTDOWN      0321            /* Keypad five = down */
        !           167: #define ALTLEFT                0320            /* Keypad four = left */
        !           168: #define ALTUP          0342            /* Keypad eight = up  */
        !           169: #define ALTRIGHT       0322            /* Keypad six = right */
        !           170: #define DOWN           'j'
        !           171: #define        FREEZE          'f'
        !           172: #define GAME1          '1'
        !           173: #define GAME2          '2'
        !           174: #define GAME3          '3'
        !           175: #define GAME4          '4'
        !           176: #define GAME5          '5'
        !           177: #define LEFT           'h'
        !           178: #define NEWGAME                'n'
        !           179: #define RIGHT          'l'
        !           180: #define SILENT         's'
        !           181: #define STOP           ' '
        !           182: #define        ALTSTOP         0261            /* Keypad zero? = stop */
        !           183: #define UP             'k'
        !           184: 
        !           185: 
        !           186: /*
        !           187: **  Monster states (mptr->movestate)
        !           188: **
        !           189: **     STABLED ... bouncing around, won't leave until delay up and pacman safe.
        !           190: **     LEAVING ... disjoint from STABLED because a monster might get stuck in
        !           191: **                 to door is pacman swallows a pill right then.
        !           192: **     HOMING .... seeking the entrance to the stable.
        !           193: **     HOMING2 ... seeking the home position in the stable.
        !           194: */
        !           195: 
        !           196: #define        STABLED         1       /* In the stable, bouncing around */
        !           197: #define LEAVING                2       /* Heading for the door */
        !           198: #define ROAMING                3       /* roaming the maze */
        !           199: #define SEEKING                4       /* seeking the pacman */
        !           200: #define HOMING         5       /* seeking stable entrance */
        !           201: #define HOMING2                6       /* entering stable */
        !           202: 
        !           203: /*
        !           204: ** values for monster state field
        !           205: */
        !           206: 
        !           207: #define DANGEROUS      1
        !           208: #define EDIBLE         2
        !           209: #define DEAD           3
        !           210: /*
        !           211: ** Directions
        !           212: */
        !           213: 
        !           214: #define MOVERIGHT      1
        !           215: #define MOVEUP         2
        !           216: #define MOVELEFT       3
        !           217: #define MOVEDOWN       4
        !           218: #define MOVESTOP       0
        !           219: 
        !           220: #define BYTESIZE       8
        !           221: #if BLIT
        !           222: #define        RASTROWLEN      100
        !           223: #define RASTCOLLEN     128
        !           224: #else
        !           225: #define RASTROWLEN     128
        !           226: #define RASTCOLLEN     96
        !           227: #endif
        !           228: 
        !           229: /*
        !           230: ** Address conversion macros
        !           231: **
        !           232: **     MZtoSC - maze to screen
        !           233: **     SCtoMZ - screen to maze
        !           234: **     SCtoROW - screen to character row
        !           235: **     SCtoCOL - screen to character column
        !           236: **     SCtoMEM - screen to memory
        !           237: */
        !           238: 
        !           239: /* fast times three */
        !           240: #define MZtoSC(x) ((x)+((x)<<1))
        !           241: #define SCtoMZ(x) ((x)/3)
        !           242: #define SCtoROW(r) (((r)>>1)+3)
        !           243: #define SCtoCOL(c) ((((c)<<3)/9)+2)
        !           244: #if BLIT
        !           245: #define SCtoMEM(r,c) ((unsigned char *)(addr(&display,Pt(0,(r)*BYTESIZE))))+(c)
        !           246: #endif
        !           247: #if V1_25
        !           248: #define SCtoMEM(r,c) (unsigned char *)(DISPLAY+((RASTCOLLEN-(c)-6)*BYTESIZE*RASTROWLEN+(r)+6))
        !           249: #endif
        !           250: #if V1_76 | V2_0
        !           251: #define SCtoMEM(r,c) (unsigned char *)(DISPLAY+(((c)+6)*BYTESIZE*RASTROWLEN+(RASTROWLEN-(r)-6)))
        !           252: #endif
        !           253: /*
        !           254: ** TYPES...
        !           255: */
        !           256: 
        !           257: typedef struct {
        !           258:        bool    alive;          /* TRUE => Pacman is alive                     */
        !           259:        int     col;            /* Column position in 8x8 coordinates          */
        !           260:        int     dir;            /* velocity right(1), up(2), left(3), down(4)  */
        !           261:        char    font;           /* Current font character                      */
        !           262:        int     mouth;          /* Mouth state 0..6                            */
        !           263:        bool    moving;
        !           264:        int     pendcnt;        /* Time (in moves) remaining for pending move  */
        !           265:        int     pending;        /* Pending move direction                      */
        !           266:        int     power;          /* Number of power pills in effect             */
        !           267:        bool    safe;           /* TRUE => Monsters can't find him             */
        !           268:        int     row;            /* position in 8x8 coordinates                 */
        !           269:        int     time;           /* Current scheduler time delay                */
        !           270:        int     mrow;           /* current position in maze coordinates        */
        !           271:        int     mcol;           /* current position in maze coordinates        */
        !           272:        int     adjusttime;     /* time adjustment factor - when eating dots   */
        !           273: } pacman;
        !           274: 
        !           275: 
        !           276: typedef struct {
        !           277:        int     initrow;        /* initial row                          */
        !           278:        int     initcol;        /* initial column                       */
        !           279:        int     initdir;        /* initial direction                    */
        !           280:        int     initdelay;      /* initial time delay in the stable     */
        !           281:        int     inittime;       /* Scheduler time delay added to Monbase*/
        !           282:        int     bonus;          /* bonus points in seeking pacman       */
        !           283:        /* end static part */
        !           284:        int     time;           /* current scheduler delay              */
        !           285:        int     movestate;      /* monster movement state               */
        !           286:        int     state;          /* monster state                        */
        !           287:        int     row;
        !           288:        int     col;
        !           289:        int     dir;
        !           290:        int     delay;          /* delay before coming out              */
        !           291:        char    font;
        !           292:        bool    canreverse;
        !           293:        int     mrow;           /* maze row position                    */
        !           294:        int     mcol;           /* maze column position                 */
        !           295: } monster;
        !           296: 
        !           297: /*
        !           298: ** Fruit structure
        !           299: */
        !           300: 
        !           301: typedef struct {
        !           302:        bool    alive;
        !           303:        int     row;            /* Constants, defined at init time */
        !           304:        int     col;
        !           305:        int     value;
        !           306:        char    font;
        !           307:        int     thiswave;
        !           308: } fruit;
        !           309: 
        !           310: /*
        !           311: ** Movement structure - passed around by monster move routines
        !           312: */
        !           313: 
        !           314: typedef struct {
        !           315:        int row;        /* In maze coordinates */
        !           316:        int col;
        !           317:        int dir;
        !           318: } move;
        !           319: 
        !           320: extern unsigned char chr24[][FONTSIZE*FONTSIZE/BYTESIZE];
        !           321: extern unsigned char chr40[][BIGFONT*BIGFONT/BYTESIZE];
        !           322: extern         char    *Board[];
        !           323: pacman Pacman;
        !           324: extern monster Monster[];
        !           325: fruit  Fruit;
        !           326: int    Seekprob;
        !           327: int    Seekinc;
        !           328: bool   Silent;
        !           329: int    Wave;
        !           330: int    Dotsrem;
        !           331: bool   Monseeking;
        !           332: int    Monvalue;
        !           333: int    Pacmen;
        !           334: int    Monbase;
        !           335: extern int     textmode;
        !           336: /*
        !           337: ** Non integer routines
        !           338: */
        !           339: move *dumbmove();
        !           340: move *seekmove();
        !           341: move *closest();
        !           342: move *bounce();
        !           343: move *tostart();
        !           344: move *furthest();
        !           345: move *tostable();
        !           346: move *todoor();
        !           347: 
        !           348: int    pacmove();
        !           349: int    monmove();
        !           350: int    pacpower();

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