-#define NONE 0x0000
-#define LT 0x1000
-#define RT 0x0001
-#define RB 0x0010
-#define LB 0x0100
-#define ALL 0x1111
-
-#define BLOCK_EMPTY ' '
-#define BLOCK_DOT_1 '`'
-#define BLOCK_DOT_2 '.'
-#define BLOCK_WALL '#'
-#define BLOCK_GHOST_ONLY '='
-#define BLOCK_WALL_TL '\''
-#define BLOCK_WALL_TR '`'
-#define BLOCK_WALL_BR ','
-#define BLOCK_WALL_BL '_'
-#define BLOCK_WALL_HO '-'
-#define BLOCK_WALL_VE '|'
-
-/* This is more or less the standard pacman level (without the left-right
- tunnel. */
-static const lev_t stdlevel = {
- "########################################",
- "########################################",
- "#######````````````##````````````#######",
- "#######`####`#####`##`#####`####`#######",
- "#######`####`#####`##`#####`####`#######",
- "#######`####`#####`##`#####`####`#######",
- "#######``````````````````````````#######",
- "#######`####`##`########`##`####`#######",
- "#######`####`##`########`##`####`#######",
- "#######``````##````##````##``````#######",
- "############`#####`##`#####`############",
- "############`#####`##`#####`############",
- "############`##``````````##`############",
- "############`##`###==###`##`############",
- "############`##`########`##`############",
- "############````########````############",
- "############`##`########`##`############",
- "############`##`########`##`############",
- "############`##``````````##`############",
- "############`##`########`##`############",
- "############`##`########`##`############",
- "#######````````````##````````````#######",
- "#######`####`#####`##`#####`####`#######",
- "#######`####`#####`##`#####`####`#######",
- "#######```##````````````````##```#######",
- "#########`##`##`########`##`##`#########",
- "#########`##`##`########`##`##`#########",
- "#######``````##````##````##``````#######",
- "#######`##########`##`##########`#######",
- "#######`##########`##`##########`#######",
- "#######``````````````````````````#######",
- "########################################"};
-
-#define TILEWIDTH 5U
-#define TILEHEIGHT 5U
-#define TILES_COUNT 11U
-
-#define GO_UP 0x0001U
-#define GO_LEFT 0x0002U
-#define GO_RIGHT 0x0004U
-#define GO_DOWN 0x0008U
-
-/* This are tiles which can be places to create a level. */
-static struct {
- char block[TILEWIDTH * TILEHEIGHT + 1];
- unsigned dirvec[4];
- unsigned ndirs;
- unsigned simular_to;
-} tiles[TILES_COUNT] = {
-/*
- * ' ' == dont care == BLOCK_EMPTY
- * '#' == set wall, and not clear == BLOCK_WALL
- * '`' == clear == BLOCK_DOT_1
- * middle position is always set as cleardef
- */
- { " # "
- " # "
- " ``` "
- " # "
- " # ",
- { GO_LEFT, GO_RIGHT, 0, 0 }, 2,
- (unsigned) (1 << 0 | 1 << 6 | 1 << 8 | 1 << 10) },
- { " "
- " ` "
- "##`##"
- " ` "
- " ",
- { GO_UP, GO_DOWN, 0, 0 }, 2,
- (unsigned) (1 << 1 | 1 << 7 | 1 << 9 | 1 << 10) },
- { " ##"
- "##`##"
- "##`` "
- "#### "
- "#### ",
- { GO_UP, GO_RIGHT, 0, 0 }, 2,
- (unsigned) (1 << 2 | 1 << 6 | 1 << 7 | 1 << 10) },
- { "#### "
- "#### "
- "##`` "
- "##`##"
- " ##",
- { GO_RIGHT, GO_DOWN, 0, 0 }, 2,
- (unsigned) (1 << 3 | 1 << 7 | 1 << 8 | 1 << 10) },
- { " ###"
- " ###"
- " ``##"
- "##` "
- "## ",
- { GO_LEFT, GO_DOWN, 0, 0 }, 2,
- (unsigned) (1 << 4 | 1 << 8 | 1 << 9 | 1 << 10) },
- { "## "
- "##`##"
- " ``##"
- " ####"
- " ####",
- { GO_LEFT, GO_UP, 0, 0 }, 2,
- (unsigned) (1 << 5 | 1 << 6 | 1 << 9 | 1 << 10) },
- { "##`##"
- "##`##"
- "`````"
- " ### "
- " ### ",
- { GO_LEFT, GO_UP, GO_RIGHT, 0 }, 3,
- (unsigned) 1 << 6 },
- { " `##"
- "##`##"
- "##```"
- "##`##"
- " `##",
- { GO_UP, GO_RIGHT, GO_DOWN, 0}, 3,
- (unsigned) (1 << 7) },
- { " ### "
- " ### "
- "`````"
- "##`##"
- "##`##",
- { GO_LEFT, GO_RIGHT, GO_DOWN, 0}, 3,
- (unsigned) (1 << 8) },
- { "##` "
- "##`##"
- "```##"
- "##`##"
- "##` ",
- { GO_UP, GO_DOWN, GO_LEFT, 0 }, 3,
- (unsigned) (1 << 9) },
- { "##`##"
- "##`##"
- "`````"
- "##`##"
- "##`##",
- { GO_UP, GO_DOWN, GO_LEFT, GO_RIGHT }, 4,
- (unsigned) (1 << 10) }
-};
-
-/* probability array for each of the tiles */
-#define MAXTILEPROB 22
-static const unsigned tileprob[MAXTILEPROB] =
- { 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10 };
-
-/* Sets a block in the level to a certain state. */
-static void
-setblockto(lev_t *level, const unsigned x, const unsigned y,
- const char c)
-{
- if (!(x < LEVWIDTH && y < LEVHEIGHT)) return;
- (*level)[y][x] = c;
-}
-
-/* check if a block is set */
-static int
-checkset(lev_t *level, const unsigned x, const unsigned y)
-{
- if (!(x < LEVWIDTH && y < LEVHEIGHT) ||
- (*level)[y][x] == BLOCK_WALL ||
- (*level)[y][x] == BLOCK_GHOST_ONLY)
- return True;
- return False;
-}
-
-/* Check if a block is not set */
-static int
-checksetout(lev_t *level, const unsigned x, const unsigned y)
-{
- if (!(x < LEVWIDTH && y < LEVHEIGHT) ||
- checkset(level, x, y) != 0)
- return True;
-
- return False;
-}
-
-/* Check if a block cannot be set */
-static int
-checkunsetdef(lev_t *level, const unsigned x, const unsigned y)
-{
- if (!(x < LEVWIDTH && y < LEVHEIGHT))
- return False;
- if ((*level)[y][x] == BLOCK_DOT_1) return True;
- return False;
-}
-
-/* Initializes a level to empty state. */
-static void
-clearlevel(lev_t *level)
-{
- unsigned x, y;
-
- for (y = 0; y < LEVHEIGHT ; y++)
- for (x = 0 ; x < LEVWIDTH ; x++)
- (*level)[y][x] = BLOCK_EMPTY;
-}
-
-/* Changes a level from the level creation structure ((array to array) to
- array. */
-static void
-copylevel(char *dest, lev_t *level)
-{
- unsigned x, y;
-
- for (y = 0; y < LEVHEIGHT ; y++)
- for (x = 0; x < LEVWIDTH ; x++)
- dest[y * LEVWIDTH + x] = (*level)[y][x];
-}
-
-/* Creates a jail to work around, so we can finish it later. */
-static void
-createjail(lev_t *level, const unsigned width,
- const unsigned height)
-{
- unsigned x, y, xstart, xend, ystart, yend;
-
- if (LEVWIDTH < width || LEVHEIGHT < height) return;
-
- xstart = LEVWIDTH/2 - width/2;
- xend = LEVWIDTH/2 + width/2;
- ystart = LEVHEIGHT/2 - height/2;
- yend = LEVHEIGHT/2 + height/2;
-
- for (y = ystart - 1; y < yend + 1; y++)
- for (x = xstart - 1; x < xend + 1; x++)
- setblockto(level, x, y, BLOCK_DOT_1);
-
- for (y = ystart; y < yend; y++)
- for (x = xstart; x < xend; x++)
- setblockto(level, x, y, BLOCK_WALL);
-}
-
-/* Finishes a jail so it is empty and the ghostpass is on top. */
-static void
-finishjail(lev_t *level, const unsigned width,
- const unsigned height)
-{
- unsigned x, y, xstart, xend, ystart, yend;
-
- xstart = LEVWIDTH/2 - width/2;
- xend = LEVWIDTH/2 + width/2;
- ystart = LEVHEIGHT/2 - height/2;
- yend = LEVHEIGHT/2 + height/2;
-
- for (y = ystart + 1; y < yend - 1 ; y++)
- for (x = xstart + 1; x < xend - 1; x++)
- setblockto(level, x, y, BLOCK_EMPTY);
-
- for (x = xstart - 1; x < xend + 1; x++) {
- setblockto(level, x, ystart - 1, BLOCK_EMPTY);
- setblockto(level, x, yend, BLOCK_EMPTY);
- }
-
- for (y = ystart - 1; y < yend + 1; y++) {
- setblockto(level, xstart - 1, y, BLOCK_EMPTY);
- setblockto(level, xend, y, BLOCK_EMPTY);
- }
-
- setblockto(level, xstart + width/2 - 1, ystart, BLOCK_GHOST_ONLY);
- setblockto(level, xstart + width/2, ystart, BLOCK_GHOST_ONLY);
-}
-
-/* Tries to set a block at a certain position. Returns true if possible,
- and leaves level in new state (plus block), or False if not possible,
- and leaves level in unpredictable state. */
-static int
-tryset(lev_t *level, const unsigned xpos, const unsigned ypos,
- const char *block)
-{
- register unsigned x, y;
- register char locchar;
- int xstart, ystart;
- unsigned xend, yend;
-
- if ((*level)[ypos][xpos] == BLOCK_DOT_1) return False;
-
- xstart = xpos - 2;
- ystart = ypos - 2;
-
- for (y = 0 ; y < TILEHEIGHT ; y++)
- for (x = 0 ; x < TILEWIDTH ; x++) {
- locchar = block[y * TILEWIDTH + x];
- if (locchar == BLOCK_EMPTY)
- continue;
- if (locchar == BLOCK_DOT_1 &&
- (xstart + x < 1 ||
- xstart + x >= LEVWIDTH - 1 ||
- ystart + y < 1 ||
- ystart + y >= LEVHEIGHT - 1 ||
- checkset(level, xstart + x, ystart + y) != 0))
- return False;
- else if (locchar == BLOCK_WALL &&
- (xstart + x > 1 &&
- xstart + x < LEVWIDTH &&
- ystart + y > 1 &&
- ystart + y < LEVHEIGHT - 1) &&
- checkunsetdef(level,
- (unsigned)(xstart + x),
- (unsigned)(ystart + y)) != 0)
- return False;
- }
-
- /* and set the block in place */
-
- xend = (xstart + TILEWIDTH < LEVWIDTH - 1) ?
- TILEWIDTH : LEVWIDTH - xstart - 2;
- yend = (ystart + TILEHEIGHT < LEVHEIGHT - 1) ?
- TILEHEIGHT : LEVHEIGHT - ystart - 2;
-
- for (y = (ystart < 1) ? (unsigned)(1 - ystart) : 0U ;
- y < yend ; y++)
- for (x = (xstart < 1) ?
- (unsigned)(1 - xstart) : 0U ;
- x < xend ; x++) {
- locchar = block[y * TILEWIDTH + x];
- if ((locchar == BLOCK_WALL) &&
- ((*level)[ystart + y][xstart + x] == BLOCK_EMPTY)) {
- (*level)[ystart + y][xstart + x] = BLOCK_WALL;
- (*level)[ystart + y]
- [LEVWIDTH - (xstart + x + 1)] =
- BLOCK_WALL;
- }
- }
-
- (*level)[ypos][xpos] = BLOCK_DOT_1;
- (*level)[ypos][LEVWIDTH-xpos-1] = BLOCK_DOT_1;
-
- return True;
-}
-
-/* Tries certain combinations of blocks in the level recursively. */
-static unsigned
-nextstep(lev_t *level, const unsigned x, const unsigned y,
- unsigned dirvec[], unsigned ndirs)
-{
- unsigned dirpos, curdir, inc = 0;
- int ret = 0;
-
- while (ndirs > 0) {
- ndirs--;
- if (ndirs == 0) {
- curdir = dirvec[0];
- }
- else {
- dirpos = NRAND(ndirs);
- curdir = dirvec[dirpos];
- /* nope, no bufoverflow, but ndirs - 1 + 1 */
- dirvec[dirpos] = dirvec[ndirs];
- dirvec[ndirs] = curdir;
- }
-
- switch (curdir) {
- case GO_UP:
- if (y < 1 ||
- (ret = creatlevelblock(level, x, y - 1))
- == 0)
- return 0;
- break;
- case GO_RIGHT:
- if (x > LEVWIDTH - 2 ||
- (ret = creatlevelblock(level, x + 1, y))
- == 0)
- return 0;
- break;
- case GO_DOWN:
- if (y > LEVHEIGHT - 2 ||
- (ret = creatlevelblock(level, x, y + 1))
- == 0)
- return 0;
- break;
- case GO_LEFT:
- if (x < 1 ||
- (ret = creatlevelblock(level, x - 1, y))
- == 0)
- return 0;
- }
- if (ret != -1)
- inc += (unsigned)ret;
- }
- if (inc == 0) inc = 1;
- return inc;
-}
-
-static int
-creatlevelblock(lev_t *level, const unsigned x, const unsigned y)
-{
- unsigned tried = GETNB(TILES_COUNT);
- unsigned tilenr;
- unsigned ret;
- lev_t savedlev;
-
- if (!((x < LEVWIDTH) && (y < LEVHEIGHT)))
- return 0;
-
- if (checkunsetdef(level, x, y) != 0)
- return -1;
-
- if (x == 0)
- tried &= ~(1<<0);
- else if (x == 1)
- tried &= ~(1<<4 | 1<<5 | 1<<6 | 1<<8 | 1<<9 | 1<<10);
- else if (x == LEVWIDTH-1)
- tried &= ~(1<<0);
- else if (x == LEVWIDTH-2)
- tried &= ~(1<<2 | 1<<3 | 1<<6 | 1<<7 | 1<<8 | 1<<10);
-
- if (y == 1)
- tried &= ~(1<<2 | 1<<5 | 1<<6 | 1<<7 | 1<<9 | 1<<10);
- else if (y == 0)
- tried &= ~(1<<1);
- else if (y == LEVHEIGHT-1)
- tried &= ~(1<<1);
- else if (y == LEVHEIGHT-2)
- tried &= ~(1<<3 | 1<<4 | 1<<7 | 1<<8 | 1<<9 | 1<<10);
-
- /* make a copy of the current level, so we can go back on the stack */
- (void) memcpy(&savedlev, level, sizeof(lev_t));
-
- /* while there are still some blocks left to try */
- while (tried != 0x00) {
- tilenr = tileprob[NRAND(MAXTILEPROB)];
-
- if (!TESTNB(tried, tilenr))
- continue;
-
- if (tryset(level, x, y, tiles[tilenr].block) != 0) {
- if ((ret = nextstep(level, x, y, tiles[tilenr].dirvec,
- tiles[tilenr].ndirs)) != 0) {
- return ret + 1;
- }
- (void) memcpy(level, &savedlev, sizeof(lev_t));
- }
- tried &= ~(tiles[tilenr].simular_to);
- }
- return 0;
-}
-
-/* Fills up all empty space so there is wall everywhere. */
-static void
-filllevel(lev_t *level)
-{
- unsigned x, y;
-
- for (y = 0; y < LEVHEIGHT; y++)
- for (x = 0; x < LEVWIDTH; x++)
- if ((*level)[y][x] == BLOCK_EMPTY)
- (*level)[y][x] = BLOCK_WALL;
-}
-
-/* Changes a level from a simple wall/nowall to a wall with rounded corners
- and such. Stupid algorithm, could be done better! */
-static void
-frmtlevel(lev_t *level)
-{
- lev_t frmtlev;
- register unsigned x, y;
- register unsigned poscond;
- register unsigned poscond2;
-
- clearlevel(&frmtlev);
-
- for (y = 0; y < LEVHEIGHT; y++)
- for (x = 0; x < LEVWIDTH; x++) {
-
- if (checkset(level, x, y) == 0) {
- frmtlev[y][x] = BLOCK_DOT_2;
- continue;
- }
-
- if ((*level)[y][x] == BLOCK_GHOST_ONLY) {
- frmtlev[y][x] = BLOCK_GHOST_ONLY;
- continue;
- }
-
- poscond =
- (checksetout(level, x - 1, y - 1) != 0 ?
- 0x01U : 0U) |
- (checksetout(level, x + 1, y - 1) != 0 ?
- 0x02U : 0U) |
- (checksetout(level, x + 1, y + 1) != 0 ?
- 0x04U : 0U) |
- (checksetout(level, x - 1, y + 1) != 0 ?
- 0x08U : 0U);
-
- poscond2 =
- (checksetout(level, x - 1, y) != 0 ?
- 0x01U : 0) |
- (checksetout(level, x, y - 1) != 0 ?
- 0x02U : 0) |
- (checksetout(level, x + 1, y) != 0 ?
- 0x04U : 0) |
- (checksetout(level, x, y + 1) != 0 ?
- 0x08U : 0);
-
- switch (poscond) {
- /* completely filled */
- case 0x01U | 0x02U | 0x04U | 0x08U:
- frmtlev[y][x] = BLOCK_EMPTY; continue;
-
- /* left to top corner */
- case 0x01U:
- frmtlev[y][x] = BLOCK_WALL_TL; continue;
- /* top to right corner */
- case 0x02U:
- frmtlev[y][x] = BLOCK_WALL_TR; continue;
- /* right to bottom corner */
- case 0x04U:
- frmtlev[y][x] = BLOCK_WALL_BR; continue;
- /* bottom to left corner */
- case 0x08U:
- frmtlev[y][x] = BLOCK_WALL_BL; continue;
- }
-
- switch (poscond2) {
- case 0x01U | 0x04U:
- case 0x01U | 0x04U | 0x08U:
- case 0x01U | 0x04U | 0x02U:
- frmtlev[y][x] = BLOCK_WALL_HO; continue;
- case 0x02U | 0x08U:
- case 0x02U | 0x08U | 0x01U:
- case 0x02U | 0x08U | 0x04U:
- frmtlev[y][x] = BLOCK_WALL_VE; continue;
- case 0x01U | 0x02U:
- frmtlev[y][x] = BLOCK_WALL_TL; continue;
- case 0x02U | 0x04U:
- frmtlev[y][x] = BLOCK_WALL_TR; continue;
- case 0x04U | 0x08U:
- frmtlev[y][x] = BLOCK_WALL_BR; continue;
- case 0x08U | 0x01U:
- frmtlev[y][x] = BLOCK_WALL_BL; continue;
- }
- switch (poscond) {
- case 0x02U | 0x04U | 0x08U:
- frmtlev[y][x] = BLOCK_WALL_TL; continue;
- case 0x01U | 0x04U | 0x08U:
- frmtlev[y][x] = BLOCK_WALL_TR; continue;
- case 0x01U | 0x02U | 0x08U:
- frmtlev[y][x] = BLOCK_WALL_BR; continue;
- case 0x01U | 0x02U | 0x04U:
- frmtlev[y][x] = BLOCK_WALL_BL; continue;
- }
- frmtlev[y][x] = BLOCK_EMPTY;
- }
- (void) memcpy((lev_t *)level, (lev_t *)&frmtlev, sizeof(lev_t));
-}
-
-/* Counts the number of dots in the level, and returns that number. */
-static unsigned
-countdots(ModeInfo * mi)
-{
- pacmangamestruct *pp = &pacmangames[MI_SCREEN(mi)];
- unsigned i, count = 0;
-
- for (i = 0 ; i < LEVWIDTH*LEVHEIGHT ; i++)
- if (pp->level[i] == BLOCK_DOT_2) count++;
-
- return count;
-}
-
-/* Creates a new level, and places that in the pacmangamestruct. */
-static int
-createnewlevel(ModeInfo * mi)
-{
- pacmangamestruct *pp = &pacmangames[MI_SCREEN(mi)];
- lev_t *level;
- unsigned dirvec[1] = { GO_UP };
- unsigned ret = 0, i = 0;
-
- if ((level = (lev_t *)calloc(1, sizeof(lev_t))) == NULL)
- return i;
-
- if (NRAND(2) == 0) {
-
- do {
- clearlevel(level);
- createjail(level, JAILWIDTH, JAILHEIGHT);
- if ((ret = nextstep(level, LEVWIDTH/2 - 1,
- LEVHEIGHT/2 - JAILHEIGHT/2 - 3,
- dirvec, 1)) == 0) {
- (void) free((void *) level);
- return i;
- }
- } while (ret * 100 < (LEVWIDTH * LEVHEIGHT * MINDOTPERC));
-
- filllevel(level);
- frmtlevel(level);
- finishjail(level, JAILWIDTH, JAILHEIGHT);
- } else {
- (void) memcpy(level, stdlevel, sizeof(lev_t));
- frmtlevel(level);
- i = 1;
- }
- copylevel(pp->level, level);
- pp->dotsleft = countdots(mi);
-
- (void) free((void *) level);
- return i;
-}
-
-/* Checks if a position is allowable for ghosts/pacs to enter. */
-static int
-check_pos(pacmangamestruct *pp, int y, int x, int ghostpass)
-{
- if ((pp->level[y*LEVWIDTH + x] == BLOCK_DOT_2) ||
- (pp->level[y*LEVWIDTH + x] == BLOCK_EMPTY) ||
- ((pp->level[y*LEVWIDTH + x] == BLOCK_GHOST_ONLY) && ghostpass)) {
- return 1;
- }
- return 0;
-}
-
-/* Checks if there is a dot on the specified position in the level. */
-static int
-check_dot(pacmangamestruct *pp, unsigned int x, unsigned int y)
-{
- if (x >= LEVWIDTH || y >= LEVHEIGHT) return 0;
- if (pp->level[y * LEVWIDTH + x] == BLOCK_DOT_2) return 1;
- return 0;
-}