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mian 2 years ago
parent 9c9cb28d5f
commit 76c8f1f5cb
  1. 138
      dataUnit.pas
  2. 103
      heroEnemy.pas

@ -0,0 +1,138 @@
Unit dataUnit;
Interface
type
TMoverType = (glider, walker, pusher);
TMoverDir = (up, left, down, right);
Const
maxHeight = 20;
maxWidth = 40;
empty = '.';
man = '&';
gem = '*';
movers : array[TMoverType, TMoverDir] of char =
(
('^','>','v','<'),
('u','r','d','l'),
('U','R','D','L')
);
gliders = ['^','>','v','<'];
walkers = ['u','r','d','l'];
pushers = ['U','R','D','L'];
UpMovers = ['u', 'U', '^'];
DownMovers = ['d', 'D', 'v'];
LeftMovers = ['l', 'L', '<'];
RightMovers = ['r', 'R', '>'];
walkable = [empty,'H',gem];
magnets = ['N','Z'];
pushable = ['M','0','c','a']
+ magnets + gliders + walkers + pushers;
slipery = ['@','0',gem] + gliders;
enemies = ['%'];
Type Position = Record
col: integer;
row: integer;
End;
Type GameState = Record
ID : string;
map : array [1..maxHeight, 1..maxWidth] Of char;
mapHeight : integer;
mapWidth : integer;
manRow : integer;
manCol : integer;
goal : integer;
enemy : array [1..10] Of Position;
numEnemies : integer;
clue : string;
next : string;
End;
function readLevel(levelFile, levelID:String; var succes: Boolean): GameState;
Implementation
Uses sysutils;
function convert(x: Char):Char;
Begin
Case x of
'K': Exit(man);
' ': Exit(empty);
'5': Exit('#');
'1'..'4','6'..'9': Exit('@');
'e': Exit('H');
'b': Exit('M');
's': Exit('Z');
'~','E','C','[': Exit('%');
'B': Exit('0');
else Exit(x);
End;
End;
function readLevel(levelFile, levelID:String; var succes: Boolean): GameState;
Var
aFile: textfile;
thisID: String;
row, col: integer;
x :Char;
Begin
succes := false;
Assign(aFile,levelFile);
Reset(aFile);
readLn(aFile, thisID);
If length(levelID) <> 0 then
repeat
If EOF(aFile) then
Exit;
readLn(aFile, thisID);
until compareStr(thisID,levelID) = 0
else
readLn(aFile, thisID);
readLevel.ID := thisID;
readLn(aFile, readLevel.clue);
readLn(aFile);
readLevel.mapHeight := 20;
readLevel.mapWidth := 30;
readLevel.numEnemies := 0;
readLevel.goal := 0;
For row := 1 To readLevel.mapHeight Do
Begin
For col:= 1 To readLevel.mapWidth Do
Begin
read(aFile, x);
readLevel.map[row,col] := convert(x);
Case readLevel.map[row,col] Of
man:
Begin
readLevel.manRow := row;
readLevel.manCol := col;
End;
'%':
Begin
inc (readLevel.numEnemies);
readLevel.enemy[readLevel.numEnemies].col := col;
readLevel.enemy[readLevel.numEnemies].row := row;
End;
gem: inc(readLevel.goal);
End;
End;
readLn(aFile);
End;
If not EOF(aFile) then
readLn(aFile,readLevel.next)
else
readLevel.next := '';
Close(aFile);
succes := true;
End;
End.

@ -0,0 +1,103 @@
Unit heroEnemy;
Interface
Uses dataUnit, Math;
Procedure moveMan(Var theGS:GameState;rowStep,colStep:integer);
Procedure moveEnemies(Var theGS:GameState);
Implementation
Procedure moveMan(Var theGS:GameState;rowStep,colStep:integer);
Var
move: boolean = false;
nextTile: char;
Begin
nextTile := theGS.map[theGS.manRow+rowStep, theGS.manCol+colStep];
(* Push the boulder *)
If (nextTile In pushable) And
(theGS.map[theGS.manRow+2*rowStep, theGS.manCol+2*colStep] = empty) Then
Begin
theGS.map[theGS.manRow+2*rowStep, theGS.manCol+2*colStep] := nextTile;
move := true;
End;
(* Move man *)
If move Or (nextTile In walkable) Then
Begin
(* Colect diamonds while where at it *)
If nextTile = '*' Then
dec(theGS.goal);
(* The moving *)
theGS.map[theGS.manRow, theGS.manCol] := empty;
theGS.manRow := theGS.manRow + rowStep;
theGS.manCol := theGS.manCol + colStep;
theGS.map[theGS.manRow, theGS.manCol] := man;
End;
End;
Procedure moveEnemies(Var theGS:GameState);
Var
i, row, col, rowstep, colstep, tries: integer;
Begin
For i := 1 To theGS.numEnemies Do
Begin
col := theGS.enemy[i].col;
row := theGS.enemy[i].row;
rowstep := theGS.manRow - row;
colstep := theGS.manCol - col;
(* Figures out general direction. *)
If abs(rowstep) > abs(colstep) Then
colstep := 0
Else If abs(colstep) > abs(rowstep) Then
rowstep := 0
Else If random(2) = 0 Then
rowstep := 0
Else
colstep := 0;
(* Restrict movement to vecinity. *)
rowstep := min(max(-1,rowstep),1);
colstep := min(max(-1,colstep),1);
(* Try to move there. *)
For tries := 4 Downto 1 Do
Begin
(* If there's an obstacle. *)
If theGS.map[row+rowstep, col+colstep] <> '.' Then
Begin
If random(1) = 0 then
colstep := -colstep
Else
rowstep := -rowstep;
If tries Mod 2 = 0 Then
Begin
(* Ol' swap trick *)
colstep := colstep + rowstep;
rowstep := colstep - rowstep;
colstep := colstep - rowstep;
End
End
Else
Begin
(* Move the enemy. *)
theGS.map[row+rowstep, col+colstep] := theGS.map[row,col];
theGS.map[row,col] := empty;
col := col+colstep;
row := row+rowstep;
theGS.enemy[i].col := col;
theGS.enemy[i].row := row;
(* Attack man *)
If abs(col-theGS.manCol) + abs(row-theGS.manRow) <= 1 Then
Begin
theGS.goal := -1;
End;
break;
End;
End;
End;
End;
End.
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