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#ifndef BOARD_H
#define BOARD_H
#include <ntqarray.h>
#include <ntqstring.h>
#include <ntqrect.h>
#define OUT -1
enum Square {out = OUT, empty, brick, prison, gate, tunnel, prisonentry, prisonexit,
Point, energizer, fruit, pacman, monster,
fruithome, pacmanhome, monsterhome};
enum Image { None, Intro, Demo, Level, File };
#define X -1
#define N 0
#define S 1
#define E 2
#define W 3
#define NE 4
#define SE 5
#define NW 6
#define SW 7
#define BoardWidth 59
#define BoardHeight 65
#define fixBits 0x0007
#define varBits 0xFFF8
#define monsterBits 0xFF00
#define pointBit 0x0008
#define energizerBit 0x0010
#define fruitBit 0x0020
#define pacmanBit 0x0040
#define monsterBit 0x0100
class Board : public TQArray<int>
{
public:
Board (int size);
~Board() {};
void init(Image image, TQString levelName=0);
void setup(const uchar *buf);
void set(int pos, Square sq, int m = 0);
void reset(int pos, Square sq, int m = 0);
int position(Square sq, int m = 0);
bool isOut(int pos);
bool isEmpty(int pos);
bool isBrick(int pos);
bool isPrison(int pos);
bool isGate(int pos);
bool isTunnel(int pos);
bool isPoint(int pos);
bool isEnergizer(int pos);
bool isFruit(int pos);
bool isPacman(int pos);
bool isMonster(int pos);
bool isWay(int pos, int dir, Square sq);
bool isJump(int pos, int dir);
int move(int pos, int dir, int steps = 1);
int closeup(int pos, int dir, int target);
int x(int pos);
int y(int pos);
int turn(int dir);
int points();
int energizers();
int monsters();
int tunnels();
private:
bool inBounds(int pos);
int sz; // size of board
TQString map;
TQString mapName; // Filename of the latest loaded map
int prisonEntry; // position of prisonentry
int prisonExit; // position of prisonexit
int pacmanHome; // startposition of pacman
int monsterHome[8]; // startposition of monsters
int fruitHome; // startposition of fruit
int pacmanPosition; // actual position of pacman
int monsterPosition[8]; // actual position of monsters
int fruitPosition; // actual position of fruit
int energizerPosition[8]; // actual position of energizers
int tunnelPosition[8]; // position of tunnels
int numMonsters; // number of monsters on the board
int numPoints; // number of points (left) on the board
int numEnergizers; // number of energizers (left)
int numTunnels; // number of tunnels on the board
};
#endif // BOARD_H
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