pacman-1.3/000755 000765 000024 00000000000 12326774537 012724 5ustar00mikestaff000000 000000 pacman-1.3/ChangeLog000777 000765 000024 00000001427 12326774250 014501 0ustar00mikestaff000000 000000 Pacman for Console 2014-04-26 - 1.3 - improved Makefile: notably a better parameterization allowing a non-admin installation - Thanks to G.raud - wrote much better comments in code for pacman.c and pacmanedit.c - fixed bug stopping location of Levels from being changed - Thanks to Doncho Gunchev 2006-12-12 - 1.2 - added a simple level editor - fixed error messages on GCC 2.96 - Thanks to Gerald Schnabel - added introduction screen - invincibility is deactivates once level is complete 2006-12-08 - 1.1 - fixed warning messages on GCC 4.1 - changed background color of blue ghosts to make them more visible 2006-06-09 - 1.0 - initial release Future Releases: ---------------- 1) Different sized mazes 2) Multiplayer 3) World domination pacman-1.3/COPYING000777 000765 000024 00000043103 11017333100 013734 0ustar00mikestaff000000 000000 GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Lesser General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. 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(Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. 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If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. 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It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. pacman-1.3/Levels/000755 000765 000024 00000000000 12237621633 014143 5ustar00mikestaff000000 000000 pacman-1.3/Makefile000777 000765 000024 00000002216 12326753451 014364 0ustar00mikestaff000000 000000 prefix=/usr/local bindir=$(prefix)/bin datarootdir=$(prefix)/share all: gcc pacman.c -o pacman -DDATAROOTDIR=\"$(datarootdir)\" $(CPPFLAGS) $(CFLAGS) $(LDFLAGS) -lncurses gcc pacmanedit.c -o pacmanedit -DDATAROOTDIR=\"$(datarootdir)\" $(CPPFLAGS) $(CFLAGS) $(LDFLAGS) -lncurses install: all mkdir -p $(DESTDIR)$(bindir) mkdir -p $(DESTDIR)$(datarootdir)/pacman cp -fR Levels/ $(DESTDIR)$(datarootdir)/pacman/ -chown root:games $(DESTDIR)$(bindir)/pacman -chown root:games $(DESTDIR)$(datarootdir)/pacman -R chmod 750 $(DESTDIR)$(bindir)/pacman chmod 750 $(DESTDIR)$(bindir)/pacmanedit chmod 750 $(DESTDIR)$(datarootdir)/pacman/ -R uninstall: rm -f $(DESTDIR)$(bindir)/pacman rm -f $(DESTDIR)$(bindir)/pacmanedit rm -f $(DESTDIR)$(datarootdir)/pacman/Levels/level0[1-9].dat rm -f $(DESTDIR)$(datarootdir)/pacman/Levels/README rm -f $(DESTDIR)$(datarootdir)/pacman/Levels/template.dat if [ -e $(DESTDIR)$(datarootdir)/pacman/Levels/ ] ; then rmdir $(DESTDIR)$(datarootdir)/pacman/Levels/ ; fi if [ -e $(DESTDIR)$(datarootdir)/pacman/ ] ; then rmdir $(DESTDIR)$(datarootdir)/pacman/ ; fi clean: uninstall rm -f pacman rm -f pacmanedit pacman-1.3/pacman000755 000765 000024 00000057204 12326774537 014121 0ustar00mikestaff000000 000000  H__PAGEZEROx__TEXT@@__text__TEXTp+p__stubs__TEXT;;__stub_helper__TEXT;x;__cstring__TEXT`=`=__const__TEXT>>__unwind_info__TEXT?H?__eh_frame__TEXT??(__DATA@@__got__DATA@@$__nl_symbol_ptr__DATA@@'__la_symbol_ptr__DATA(@ (@)__data__DATAPA<PA__common__DATAAp __bss__DATAO H__LINKEDITPP"0PPX`P0R`ULt[ P!$(@ZM /usr/lib/dyld.b<6ZA$ *(p 8/usr/lib/libncurses.5.4.dylib 8/usr/lib/libSystem.B.dylib&T )U+UpUHH0HE}HuEH=,(, (}<HEHx+H=#HEH@@cHEHxI$E}HEH@0ME>=> |H0H=0HEh+H-H}0 ^>0H=0U=+H-H}U߈p1s>>tH=,H0]ÐUHH}uUM}uUM1*L=I*L=IH]UHHpH5-H-HHL.MLEH}EEHHH *v00 00///////H}Hv)HHHHHHHm)HH)HHMHuHUHH(H}H-)H;E E.E.E.HE}kE}BH5p*H//HHcMHcUHipHHHH°(H .HcUHcuHipH<..H.HcMHcUHipHЁ<2H.M .M -HcUHcuHipHHi.HcMHcUHipHЁ<2HC.M -M -HcUHcuHipHH.HcMHcUHipHЁ<2H-M b-M ]-HcUHcuHipHH-HcMHcUHipHЁ<2H-M -M -HcUHcuHipHHa-HcMHcUHipHЁ< 2H;-M ,M ,HcUHcuHipHEEEEH5(H9HF&E}<Hy,H ,HcU4HcU4HcUtHcMtEEH=*HH;E Hp]%fUHHH}+%H=-(HuE%E%ffff.UHH0EE}mHV+HcM;i+>H<+HcMT;R+#=+H &Hb8*i5>8*H85 ++Di8k$H 887H9E$@BE$H *L *LcUCLcUBLcUCTLcMBTE[ HH7H8$H &H7H:5P*N*E#H q7H9E#@B))E1$=)E H=%E}<H)H *HcU4HcU4HcUtHcMtEE)))))))|)v)p)7@BO#EEEH0]f.UHH HA'H8Q"H=2'EH?9"E}  }c"H5g$H &H9E"H5U$H &H9Ee"H5$H &H9EJ"E1"H ]ÐUHH0H}1"EH} "EEM)ȉ!;'H0]UHHEEE E}E}HcEHcMHkpH(Hʋ4HHHEHMHHMHcHHH4E EH8 EHHh4E EH8 EHH74E.EH8 E]HH4E*E H8e E,HH3E EH84 EH3H8uU( =H3H8M MEȋEEoEEFH F3EH9Ɖ HH 3H9EEEE;%+H5"H2H8mEEEH5!H2H8BHH=2H?EH !H2H:Dh2D %uUEH Z2H9E=}%EHH.2H8H2H:5$$E=&H1H8PEHH1H85H1H:5c$a$E#=&H1H8EHHh1H8HY1H:5$$E=&H&1H8E HH1H8oH0H:5##E]=&H0H8'EV HH0H8H0H:5-#+#E= H`0H8 G00EH@0H85""=#H0H8 /0k|H/H85""\=#H/H8 /0xH/H85["Y"=#Hy/H8 `/0t HHG/H8H8/H:5!!p=CH/H8flH.H8ohHĠ]f%VUHHpHH8E} .EE.EEM5EvE EoEECEEAE=EOEEDEeE`E1EHMȉE9HHHMHcHEaEEdEBEpEEqEEsEEwE3EHMEHHMHcH= E-EH Hc HcUHipHЁ<=HHc pHcUHipHЁ<wq=. EEHwHc HcUHipHЁ<=HNHc HcUHipHЁ<U= E-EHHcMHcgHipHЁ<=HHcMHc>HipHЁ<MG= EEHMHcMHcHipHЁ<=H$HcMHcHipHЁ<+HH8* H=nHp]{:kUHH`wHEECH 1H9EPH H9EKEOEE9E։EE׉uЉ֋UЉEEEErE[ ED E- EEH`]ffffff.UHHHEEH8H=EH?H=EH?H H=d(EH?EE} HQH8=B HH (H8uH =H'H:UE(H 'H9EXEEEEa HH'H8 H H=x'H?EH d'H9E@BE6EEԁ}HFH8=7HH'H8j H 7H=&H?Eа HH &H9E$ H H&H:UEȰHH y&H9E H H[&H:DEAD‰EHH *&H9E H eH &H:DEAD‰E9HH %H9EB H H%H:DEAD‰E HH %H9E H Hn%H:DEA D‰EH L%H9EEEEEIEE}!HH8i=HH$H85 H H=$H?EuEUu EE HH[$H8 H H@$H:DEA D‰Em HH $H9Ev H MH#H:DEA AD‰E HH #H9| H H#H:DEA AD‰x HH ]#H9t H H<#H:DEA AD‰p_ HH #H9le H <H"H:DEA AD‰h HH "H9d  H H"H:DEAD‰`HH P"H9\ H H=*"H?XbH "H9TPLEEH]fffff.UHHH!H86H=!H?E$@BEwE Hn9; =_@BEH]DUHH@HHEH H HMEEEH =2   ;!  =v ;~E}eHHcM</HHcM<HHcM HHcM</HHcM<HtHcMH]HcM|1HtHcM|H+HcMDnHHcM|1H*HcM|HHcMDE}HcEDEEHHcM< EHuHcMȁUHH WHcUHcLHcUHipHЁ<EH%HcM< EHHcMȁUHzH HcUHcLHcUHipHЁ<EHHcM| EHHcMTUHH mHcUHcuHc HipHȁ<EH<HcM| EHHcMTUHH HcUHcuHc HipHȁ<EEE}2HcE| EEEE}HHcM< ExHyHcM< EOHUHcM| E%H0HcM|EE6EHcu|}#HHcMHcMD}#HHcMHcMDe}#HfHcMHcMD0}H6HcMHcMD=YUH HcU; 7}*H HcMHcMDEHs HcU; 7}*H| HcMHcMDEH" @ HcU;L7}*H* HcMHcMDERH HcU;L2}%H HcMHcMDEUHo HcU; 7}*Hx HcMHcMDEH 8 HcU; 7}*H' HcMHcMDEH HcU;L7}*H HcMHcMDERH{ HcU;L2}%H HcMHcMDEHcM|E }EˊE˨H H HcU4HcU<%@%B%D%F%H%J%L%N%P%R%T%V%XL1AS%!hhhh,h;hJh[hjhxhhhxhnhdhZhPhFh<H<R<\<f<p<z<<<<<<<<<<<<<<===$=.=8=B=L=V=/usr/local/share/pacman/Levels/level__.dat"(`$@_stdscrQr@___stack_chk_guard@___stderrp@dyld_stub_binderr(@_cbreakr0@_curs_setr8@_endwinr@@_getmaxxrH@_getmaxyrP@_init_pairrX@_initscrr`@_keypadrh@_mvwprintwrp@_newwinrx@_nodelayr@_noechor@_nonlr@_start_colorr@_waddchr@_wattr_onr@_wgetchr@_wmover@_wprintwr@_wrefreshr@___stack_chk_failr@___strncat_chkr@_absr@_exitr@_fopenr@_fprintfr@_fscanfr@_ftimer@_memcpyr@_memsetr@_printfr@_randr@_srandr@_strlenr@_timer@_usleep__mh_execute_headertmainxC}LExitProgramDGInMPFHowSlowStleftstatuswinreateWindowsheck!oevelivesadLevelc"+CollisionScreenSize,1elayrawWindowir23etInputhostsInARow@itCursestroScreenvincibleILainLoopoveZGhostsPacman[nauseGameointstFileЂreeLifeoodpeedOfGametartingPointsЃNumber` @P  lD ( libncurses.5 ( libSystem.B O O+ O= M^mpt Ay ,B |A@  N A$0& (B 0B PA N AP A0-(-4@7@@:K AS A` Bpp N N N !*3>GOW_jr{)*+1234589:;<@EFGHIJ$'(,-./067=>?BCD%&AK@)*+1234589:;<@EFGHIJ$'(,-./067=>?BCD _GetInput.chtmp_MoveGhosts.SlowerGhosts_MovePacman.itime_CheckCollision_CheckScreenSize_CreateWindows_Delay_Dir_DrawWindow_ExitProgram_Food_FreeLife_GetInput_GhostsInARow_HowSlow_InitCurses_IntroScreen_Invincible_Level_LevelFile_LevelNumber_Lives_LoadLevel_Loc_MainLoop_MoveGhosts_MovePacman_PauseGame_Points_SpeedOfGame_StartingPoints__mh_execute_header_main_status_tleft_win___stack_chk_fail___stack_chk_guard___stderrp___strncat_chk_abs_cbreak_curs_set_endwin_exit_fopen_fprintf_fscanf_ftime_getmaxx_getmaxy_init_pair_initscr_keypad_memcpy_memset_mvwprintw_newwin_nodelay_noecho_nonl_printf_rand_srand_start_color_stdscr_strlen_time_usleep_waddch_wattr_on_wgetch_wmove_wprintw_wrefreshdyld_stub_binderpacman-1.3/pacman.c000777 000765 000024 00000072066 12326774465 014351 0ustar00mikestaff000000 000000 /**************************************************** * Pacman For Console V1.3 * * By: Mike Billars (michael@gmail.com) * * Date: 2014-04-26 * * * * Please see file COPYING for details on licensing * * and redistribution of this program * * * ****************************************************/ /*********** * INCLUDES * ***********/ #include #include #include #include #include #include #include #include "pacman.h" #define EXIT_MSG "Good bye!" #define END_MSG "Game Over" #define QUIT_MSG "Bye" #define LEVEL_ERR "Cannot find level file: " #define LEVEL_WIDTH 28 #define LEVEL_HEIGHT 29 /************* * PROTOTYPES * *************/ void IntroScreen(); //Show introduction screen and menu void CheckCollision(); //See if Pacman and Ghosts collided void CheckScreenSize(); //Make sure resolution is at least 32x29 void CreateWindows(int y, int x, int y0, int x0); //Make ncurses windows void Delay(); //Slow down game for better control void DrawWindow(); //Refresh display void ExitProgram(const char *message); //Exit and display something void GetInput(); //Get user input void InitCurses(); //Start up ncurses void LoadLevel(char *levelfile); //Load level into memory void MainLoop(); //Main program function void MoveGhosts(); //Update Ghosts' location void MovePacman(); //Update Pacman's location void PauseGame(); //Pause /******************* * GLOBAL VARIABLES * *******************/ //I know global variables are bad, but it's just sooo easy! //Windows used by ncurses WINDOW * win; WINDOW * status; //For colors enum { Wall = 1, Normal, Pellet, PowerUp, GhostWall, Ghost1, Ghost2, Ghost3, Ghost4, BlueGhost, Pacman }; int Loc[5][2] = { 0 }; //Location of Ghosts and Pacman int Dir[5][2] = { 0 }; //Direction of Ghosts and Pacman int StartingPoints[5][2] = { 0 }; //Default location in case Pacman/Ghosts die int Invincible = 0; //Check for invincibility int Food = 0; //Number of pellets left in level int Level[29][28] = { 0 }; //Main level array int LevelNumber = 0; //What level number are we on? int GhostsInARow = 0; //Keep track of how many points to give for eating ghosts int tleft = 0; //How long left for invincibility /**************************************************************** * Function: main() * * Parameters: argc, argv (passed from command line) * * Returns: Success * * Description: Initiate the program and call the subfunctions * ****************************************************************/ int main(int argc, char *argv[100]) { int j = 0; srand( (unsigned)time( NULL ) ); InitCurses(); //Must be called to start ncurses CheckScreenSize(); //Make sure screen is big enough CreateWindows(29, 28, 1, 1); //Create the main and status windows //If they specified a level to load if((argc > 1) && (strlen(argv[1]) > 1)) { argv[1][99] = '\0'; LoadLevel(argv[1]); //Load it and... MainLoop(); //Start the game } //If they did not enter a level, display intro screen then use default levels else { IntroScreen(); //Show intro "movie" j = 1; //Set initial level to 1 if(argc > 1) j = argv[1][0] - '0'; //They specified a level on which to start (1-9) //Load 9 levels, 1 by 1, if you can beat all 9 levels in a row, you're awesome for(LevelNumber = j; LevelNumber < 10; LevelNumber++) { //Replace level string underscore with the actual level number (see pacman.h) LevelFile[strlen(LevelFile) - 6] = '0'; LevelFile[strlen(LevelFile) - 5] = LevelNumber + '0'; LoadLevel(LevelFile); //Load level into memory Invincible = 0; //Reset invincibility with each new level MainLoop(); //Start the level } } //Game has ended, deactivate and end program ExitProgram(EXIT_MSG); //This doesn't need to be here, but just to be proper return(0); } /**************************************************************** * Function: CheckCollision() * * Parameters: none * * Returns: none * * Description: Check and handle if Pacman collided with a ghost * ****************************************************************/ void CheckCollision() { //Temporary variable int a = 0; //Check each ghost, one at a time for collision for(a = 0; a < 4; a++) { //Ghost X and Y location is equal to Pacman X and Y location (collision) if((Loc[a][0] == Loc[4][0]) && (Loc[a][1] == Loc[4][1])) { //Pacman is invincible, ghost dies if(Invincible == 1) { Points = Points + GhostsInARow * 20; //Increase points by an increasing value //Display the points earned for eating the ghost mvwprintw(win, Loc[4][0], Loc[4][1] - 1, "%d", (GhostsInARow * 20)); GhostsInARow *= 2; wrefresh(win); //Update display usleep(1000000); //and pause for a second //Reset the ghost's position to the starting location Loc[a][0] = StartingPoints[a][0]; Loc[a][1] = StartingPoints[a][1]; } //Pacman is vulnerable, Pacman dies else { //Display an X in position wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, Loc[4][0], Loc[4][1], "X"); wrefresh(win); //Subtract one life and pause for 1 second Lives--; usleep(1000000); //If no more lives, game over if(Lives == -1) ExitProgram(END_MSG); //If NOT game over... //Reset Pacman's and ghosts' positions for(a = 0; a < 5; a++) { Loc[a][0] = StartingPoints[a][0]; Loc[a][1] = StartingPoints[a][1]; } //Reset directions Dir[0][0] = 1; Dir[0][1] = 0; Dir[1][0] = -1; Dir[1][1] = 0; Dir[2][0] = 0; Dir[2][1] = -1; Dir[3][0] = 0; Dir[3][1] = 1; Dir[4][0] = 0; Dir[4][1] = -1; DrawWindow(); //Redraw window usleep(1000000); //Pause for 1 second before continuing game } } } } /**************************************************************** * Function: CheckScreenSize() * * Parameters: none * * Returns: none * * Description: Make sure the virtual console is big enough * ****************************************************************/ void CheckScreenSize() { //Make sure the window is big enough int h, w; getmaxyx(stdscr, h, w); if((h < 32) || (w < 29)) { endwin(); fprintf(stderr, "\nSorry.\n"); fprintf(stderr, "To play Pacman for Console, your console window must be at least 32x29\n"); fprintf(stderr, "Please resize your window/resolution and re-run the game.\n\n"); exit(0); } } /**************************************************************** * Function: CreateWindows() * * Parameters: y, x, y0, x0 (coords and size of window) * * Returns: none * * Description: Create the main game windows * ****************************************************************/ void CreateWindows(int y, int x, int y0, int x0) { //Create two new windows, for status bar and for main level win = newwin(y, x, y0, x0); status = newwin(3, 27, 29, 1); } /**************************************************************** * Function: Delay() * * Parameters: none * * Returns: none * * Description: Pause the game and still get keyboard input * ****************************************************************/ void Delay() { //Needed to get time struct timeb t_start, t_current; ftime(&t_start); //Slow down the game a little bit do { GetInput(); //Still get the input from keyboard ftime(&t_current); //Update time and check if enough time has overlapped } while (abs(t_start.millitm - t_current.millitm) < SpeedOfGame); } /**************************************************************** * Function: DrawWindow() * * Parameters: none * * Returns: none * * Description: Redraw each window to update the screen * ****************************************************************/ void DrawWindow() { //Temporary variables int a = 0; int b = 0; char chr = ' '; //Variable used to display certain characters int attr; //Variable that displays normal/bold character //Display level array for(a = 0; a < 29; a++) for(b = 0; b < 28; b++) { //Determine which character is in location and display it switch(Level[a][b]) { case 0: chr = ' '; attr = A_NORMAL; wattron(win, COLOR_PAIR(Normal)); break; case 1: chr = ' '; attr = A_NORMAL; wattron(win, COLOR_PAIR(Wall)); break; case 2: chr = '.'; attr = A_NORMAL; wattron(win, COLOR_PAIR(Pellet)); break; case 3: chr = '*'; attr = A_BOLD; wattron(win, COLOR_PAIR(PowerUp)); break; case 4: chr = ' '; attr = A_NORMAL; wattron(win, COLOR_PAIR(GhostWall)); break; } //Display character. "attr" is ORed with chr as documented for mvwaddch, // this will make the character bold/normal mvwaddch(win, a, b, chr | attr); } //Display number of lives, score, and level attr = A_NORMAL; //Reset attribute in case it's set to "BOLD" //Switch window to status, and change color wmove(status, 1, 1); wattron(status, COLOR_PAIR(Pacman)); //Display number of lives for(a = 0; a < Lives; a++) wprintw(status, "C "); wprintw(status, " "); //Display level number and score wattron(status, COLOR_PAIR(Normal)); mvwprintw(status, 2, 2, "Level: %d Score: %d ", LevelNumber, Points); wrefresh(status); //Update status window //Display ghosts if Pacman is not invincible if(Invincible == 0) { wattron(win, COLOR_PAIR(Ghost1)); mvwaddch(win, Loc[0][0], Loc[0][1], '&'); wattron(win, COLOR_PAIR(Ghost2)); mvwaddch(win, Loc[1][0], Loc[1][1], '&'); wattron(win, COLOR_PAIR(Ghost3)); mvwaddch(win, Loc[2][0], Loc[2][1], '&'); wattron(win, COLOR_PAIR(Ghost4)); mvwaddch(win, Loc[3][0], Loc[3][1], '&'); } //OR display vulnerable ghosts else { wattron(win, COLOR_PAIR(BlueGhost)); mvwaddch(win, Loc[0][0], Loc[0][1], tleft + '0'); mvwaddch(win, Loc[1][0], Loc[1][1], tleft + '0'); mvwaddch(win, Loc[2][0], Loc[2][1], tleft + '0'); mvwaddch(win, Loc[3][0], Loc[3][1], tleft + '0'); } //Display Pacman wattron(win, COLOR_PAIR(Pacman)); mvwaddch(win, Loc[4][0], Loc[4][1], 'C'); wrefresh(win); //Update main window } /**************************************************************** * Function: ExitProgram() * * Parameters: message: text to display before exiting * * Returns: none * * Description: Gracefully end program * ****************************************************************/ void ExitProgram(const char *message) { endwin(); //Uninitialize ncurses and destroy windows printf("%s\n", message); //Display message exit(0); //End program, return 0 } /**************************************************************** * Function: GetInput() * * Parameters: none * * Returns: none * * Description: Get input from user and take appropriate action * ****************************************************************/ void GetInput() { int ch; //Key pushed static int chtmp; //Buffered key int tmp; ch = getch(); //Figure out which key is pressed //If they are not pressing something, use previous input if(ch == ERR) ch = chtmp; chtmp = ch; //Determine which button is pushed switch (ch) { case KEY_UP: case 'w': case 'W': //Move pacman up if(Loc[4][0] <= 0) tmp = LEVEL_HEIGHT - 1; else tmp = Loc[4][0] - 1; if((Level[tmp][Loc[4][1]] != 1) && (Level[tmp][Loc[4][1]] != 4)) { Dir[4][0] = -1; Dir[4][1] = 0; } break; case KEY_DOWN: case 's': case 'S': //Move pacman down if(Loc[4][0] >= 28) tmp = 0; else tmp = Loc[4][0] + 1; if((Level[tmp][Loc[4][1]] != 1) && (Level[tmp][Loc[4][1]] != 4)) { Dir[4][0] = 1; Dir[4][1] = 0; } break; case KEY_LEFT: case 'a': case 'A': //Move pacman left if(Loc[4][1] <= 0) tmp = LEVEL_WIDTH - 1; else tmp = Loc[4][1] - 1; if((Level[Loc[4][0]][tmp] != 1) && (Level[Loc[4][0]][tmp] != 4)) { Dir[4][0] = 0; Dir[4][1] = -1; } break; case KEY_RIGHT: case 'd': case 'D': //Move pacman right if(Loc[4][1] >= 27) tmp = 0; else tmp = Loc[4][1] + 1; if((Level[Loc[4][0]][tmp] != 1) && (Level[Loc[4][0]][tmp] != 4)) { Dir[4][0] = 0; Dir[4][1] = 1; } break; case 'p': case 'P': //Pause game PauseGame(); chtmp = getch(); //Update buffered input break; case 'q': case 'Q': //End program ExitProgram(QUIT_MSG); break; } } /**************************************************************** * Function: InitCurses() * * Parameters: none * * Returns: none * * Description: Initialize ncurses and set defined colors * ****************************************************************/ void InitCurses() { initscr(); //Needed for ncurses windows start_color(); //Activate colors in console curs_set(0); // Don't remember keypad(stdscr, TRUE); //Activate arrow keys nodelay(stdscr, TRUE); //Allow getch to work without pausing nonl(); // Don't remember cbreak(); // Don't remember noecho(); //Don't display input key //Make custom text colors init_pair(Normal, COLOR_WHITE, COLOR_BLACK); init_pair(Wall, COLOR_WHITE, COLOR_WHITE); init_pair(Pellet, COLOR_WHITE, COLOR_BLACK); init_pair(PowerUp, COLOR_BLUE, COLOR_BLACK); init_pair(GhostWall, COLOR_WHITE, COLOR_CYAN); init_pair(Ghost1, COLOR_RED, COLOR_BLACK); init_pair(Ghost2, COLOR_CYAN, COLOR_BLACK); init_pair(Ghost3, COLOR_MAGENTA, COLOR_BLACK); init_pair(Ghost4, COLOR_YELLOW, COLOR_BLACK); init_pair(BlueGhost, COLOR_BLUE, COLOR_RED); init_pair(Pacman, COLOR_YELLOW, COLOR_BLACK); } /**************************************************************** * Function: IntroScreen() * * Parameters: none * * Returns: none * * Description: Display the introduction animation * ****************************************************************/ void IntroScreen() { int a = 0; int b = 23; a=getch(); a=getch(); a=getch();//Clear the buffer mvwprintw(win, 20, 8, "Press any key..."); //Scroll Pacman to middle of screen for(a = 0; a < 13; a++) { if(getch()!=ERR) return; wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 8, a, " C"); wrefresh(win); usleep(100000); } //Show "Pacman" wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 8, 12, "PACMAN"); wrefresh(win); usleep(1000000); //Ghosts chase Pacman for(a = 0; a < 23; a++) { if(getch()!=ERR) return; wattron(win, COLOR_PAIR(Pellet)); mvwprintw(win, 13, 23, "*"); wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 13, a, " C"); wattron(win, COLOR_PAIR(Ghost1)); mvwprintw(win, 13, a-3, " &"); wattron(win, COLOR_PAIR(Ghost3)); mvwprintw(win, 13, a-5, " &"); wattron(win, COLOR_PAIR(Ghost2)); mvwprintw(win, 13, a-7, " &"); wattron(win, COLOR_PAIR(Ghost4)); mvwprintw(win, 13, a-9, " &"); wrefresh(win); usleep(100000); } usleep(150000); //Pacman eats powerup and chases Ghosts for(a = 25; a > 2; a--) { if(getch()!=ERR) return; wattron(win, COLOR_PAIR(Pellet)); mvwprintw(win, 13, 23, " "); //Make ghosts half as fast so Pacman can catch them if(a%2) b--; wattron(win, COLOR_PAIR(BlueGhost)); mvwprintw(win, 13, b-9, "& & & &"); //Erase the old positions of ghosts wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 13, b-9+1, " "); wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 13, b-9+3, " "); wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 13, b-9+5, " "); wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 13, b-9+7, " "); wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 13, a-3, "C "); wattron(win, COLOR_PAIR(Pellet)); mvwprintw(win, 13, 23, " "); wrefresh(win); usleep(100000); } } /**************************************************************** * Function: LoadLevel() * * Parameters: levelfile: name of file to load * * Returns: none * * Description: Open level file and load it into memory * ****************************************************************/ void LoadLevel(char levelfile[100]) { int a = 0; int b = 0; size_t l; char error[sizeof(LEVEL_ERR)+255] = LEVEL_ERR; //Let's assume an error FILE *fin; //New file variable Food = 0; //Used to count how many food pellets must be eaten //Reset defaults Dir[0][0] = 1; Dir[0][1] = 0; Dir[1][0] = -1; Dir[1][1] = 0; Dir[2][0] = 0; Dir[2][1] = -1; Dir[3][0] = 0; Dir[3][1] = 1; Dir[4][0] = 0; Dir[4][1] = -1; //Open file fin = fopen(levelfile, "r"); //Make sure it didn't fail if(!(fin)) { l = sizeof(error)-strlen(error)-1; strncat(error, levelfile, l); if(strlen(levelfile) > l) { error[sizeof(error)-2] = '.'; error[sizeof(error)-3] = '.'; error[sizeof(error)-4] = '.'; } ExitProgram(error); } //Open file and load the level into the array for(a = 0; a < 29; a++) { for(b = 0; b < 28; b++) { fscanf(fin, "%d", &Level[a][b]); //Get character from file if(Level[a][b] == 2) { Food++; } //If it's a pellet, increase the pellet count //Store ghosts' and Pacman's locations if(Level[a][b] == 5) { Loc[0][0] = a; Loc[0][1] = b; Level[a][b] = 0;} if(Level[a][b] == 6) { Loc[1][0] = a; Loc[1][1] = b; Level[a][b] = 0;} if(Level[a][b] == 7) { Loc[2][0] = a; Loc[2][1] = b; Level[a][b] = 0;} if(Level[a][b] == 8) { Loc[3][0] = a; Loc[3][1] = b; Level[a][b] = 0;} if(Level[a][b] == 9) { Loc[4][0] = a; Loc[4][1] = b; Level[a][b] = 0;} } } //All done, now get the difficulty level (AKA level number) fscanf(fin, "%d", &LevelNumber); //Save initial character positions in case Pacman or Ghosts die for(a = 0; a < 5; a++) { StartingPoints[a][0] = Loc[a][0]; StartingPoints[a][1] = Loc[a][1]; } } /**************************************************************** * Function: MainLoop() * * Parameters: none * * Returns: none * * Description: Control the main execution of the game * ****************************************************************/ void MainLoop() { DrawWindow(); //Draw the screen wrefresh(win); wrefresh(status); //Refresh it just to make sure usleep(1000000); //Pause for a second so they know they're about to play /* Move Pacman. Move ghosts. Check for extra life awarded from points. Pause for a brief moment. Repeat until all pellets are eaten */ do { MovePacman(); DrawWindow(); CheckCollision(); MoveGhosts(); DrawWindow(); CheckCollision(); if(Points > FreeLife) { Lives++; FreeLife *= 2;} Delay(); } while (Food > 0); DrawWindow(); //Redraw window and... usleep(1000000); //Pause, level complete } /**************************************************************** * Function: MoveGhosts() * * Parameters: none * * Returns: none * * Description: Move all ghosts and check for wall collisions * ****************************************************************/ void MoveGhosts() { //Set up some temporary variables int a = 0; int b = 0; int c = 0; int checksides[] = { 0, 0, 0, 0, 0, 0 }; static int SlowerGhosts = 0; int tmp; /* Move ghosts slower when they are vulnerable. This will allow the ghosts to move only x times for every y times Pacman moves */ if(Invincible == 1) { SlowerGhosts++; if(SlowerGhosts > HowSlow) SlowerGhosts = 0; } //If ghosts are not vulnerable OR the ghosts can move now if((Invincible == 0) || SlowerGhosts < HowSlow) //Loop through each ghost, one at a time for(a = 0; a < 4; a++) { //Switch sides? (Transport to other side of screen) if((Loc[a][0] == 0) && (Dir[a][0] == -1)) Loc[a][0] = 28; else if((Loc[a][0] == 28) && (Dir[a][0] == 1)) Loc[a][0] = 0; else if((Loc[a][1] == 0) && (Dir[a][1] == -1)) Loc[a][1] = 27; else if((Loc[a][1] == 27) && (Dir[a][1] == 1)) Loc[a][1] = 0; else { //Determine which directions we can go for(b = 0; b < 4; b++) checksides[b] = 0; if(Loc[a][0] == 28) tmp = 0; else tmp = Loc[a][0] + 1; if(Level[tmp][Loc[a][1]] != 1) checksides[0] = 1; if(Loc[a][0] == 0) tmp = 28; else tmp = Loc[a][0] - 1; if(Level[tmp][Loc[a][1]] != 1) checksides[1] = 1; if(Loc[a][1] == 27) tmp = 0; else tmp = Loc[a][1] + 1; if(Level[Loc[a][0]][tmp] != 1) checksides[2] = 1; if(Loc[a][1] == 0) tmp = 27; else tmp = Loc[a][1] - 1; if(Level[Loc[a][0]][tmp] != 1) checksides[3] = 1; //Don't do 180 unless we have to c = 0; for(b = 0; b < 4; b++) if(checksides[b] == 1) c++; if(c > 1) { if(Dir[a][0] == 1) checksides[1] = 0; else if(Dir[a][0] == -1) checksides[0] = 0; else if(Dir[a][1] == 1) checksides[3] = 0; else if(Dir[a][1] == -1) checksides[2] = 0; } c = 0; do { //Decide direction, based somewhat-randomly b = (int)(rand() / (1625000000 / 4)); /* Tend to mostly chase Pacman if he is vulnerable or run away when he is invincible */ if(checksides[b] == 1) { if(b == 0) { Dir[a][0] = 1; Dir[a][1] = 0; } else if(b == 1) { Dir[a][0] = -1; Dir[a][1] = 0; } else if(b == 2) { Dir[a][0] = 0; Dir[a][1] = 1; } else if(b == 3) { Dir[a][0] = 0; Dir[a][1] = -1; } } else { if(Invincible == 0) { //Chase Pacman if((Loc[4][0] > Loc[a][0]) && (checksides[0] == 1)) { Dir[a][0] = 1; Dir[a][1] = 0; c = 1; } else if((Loc[4][0] < Loc[a][0]) && (checksides[1] == 1)) { Dir[a][0] = -1; Dir[a][1] = 0; c = 1; } else if((Loc[4][1] > Loc[a][1]) && (checksides[2] == 1)) { Dir[a][0] = 0; Dir[a][1] = 1; c = 1; } else if((Loc[4][1] < Loc[a][1]) && (checksides[3] == 1)) { Dir[a][0] = 0; Dir[a][1] = -1; c = 1; } } else { //Run away from Pacman if((Loc[4][0] > Loc[a][0]) && (checksides[1] == 1)) { Dir[a][0] = -1; Dir[a][1] = 0; c = 1; } else if((Loc[4][0] < Loc[a][0]) && (checksides[0] == 1)) { Dir[a][0] = 1; Dir[a][1] = 0; c = 1; } else if((Loc[4][1] > Loc[a][1]) && (checksides[3] == 1)) { Dir[a][0] = 0; Dir[a][1] = -1; c = 1; } else if((Loc[4][1] < Loc[a][1]) && (checksides[2] == 1)) { Dir[a][0] = 0; Dir[a][1] = 1; c = 1; } } } } while ((checksides[b] == 0) && (c == 0)); //Move Ghost Loc[a][0] += Dir[a][0]; Loc[a][1] += Dir[a][1]; } } } /**************************************************************** * Function: MovePacman() * * Parameters: none * * Returns: none * * Description: Move Pacman and check for wall collisions * ****************************************************************/ void MovePacman() { static int itime = 0; //Switch sides? (Transport to other side of screen) if((Loc[4][0] == 0) && (Dir[4][0] == -1)) Loc[4][0] = 28; else if((Loc[4][0] == 28) && (Dir[4][0] == 1)) Loc[4][0] = 0; else if((Loc[4][1] == 0) && (Dir[4][1] == -1)) Loc[4][1] = 27; else if((Loc[4][1] == 27) && (Dir[4][1] == 1)) Loc[4][1] = 0; //Or else { //Move Pacman Loc[4][0] += Dir[4][0]; Loc[4][1] += Dir[4][1]; //If he hit a wall, move back if((Level[Loc[4][0]][Loc[4][1]] == 1) || (Level[Loc[4][0]][Loc[4][1]] == 4)) { Loc[4][0] -= Dir[4][0]; Loc[4][1] -= Dir[4][1]; } } //What is Pacman eating? switch (Level[Loc[4][0]][Loc[4][1]]) { case 2: //Pellet Level[Loc[4][0]][Loc[4][1]] = 0; Points++; Food--; break; case 3: //PowerUp Level[Loc[4][0]][Loc[4][1]] = 0; Invincible = 1; if(GhostsInARow == 0) GhostsInARow = 1; itime = time(0); break; } //Is he invincible? if(Invincible == 1) tleft = (11 - LevelNumber - time(0) + itime); //Is invincibility up yet? if(tleft < 0) { Invincible = 0; GhostsInARow = 0; tleft = 0; } } /**************************************************************** * Function: PauseGame() * * Parameters: none * * Returns: none * * Description: Pause game until user presses a button * ****************************************************************/ void PauseGame() { int chtmp; //Display pause dialog wattron(win, COLOR_PAIR(Pacman)); mvwprintw(win, 12, 10, "********"); mvwprintw(win, 13, 10, "*PAUSED*"); mvwprintw(win, 14, 10, "********"); wrefresh(win); //And wait until key is pressed do { chtmp = getch(); //Get input } while (chtmp == ERR); } pacman-1.3/pacman.h000777 000765 000024 00000001100 12326753623 014324 0ustar00mikestaff000000 000000 // Some variables that you may want to change #ifndef DATAROOTDIR # define DATAROOTDIR "/usr/local/share" #endif #define LEVELS_FILE DATAROOTDIR "/pacman/Levels/level__.dat" char LevelFile[] = LEVELS_FILE; //Locations of default levels int FreeLife = 1000; //Starting points for free life int Points = 0; //Initial points int Lives = 3; //Number of lives you start with int HowSlow = 3; //How slow vulnerable ghost move int SpeedOfGame = 175; //How much of a delay is in the game pacman-1.3/pacmanedit000755 000765 000024 00000044550 12326774537 014767 0ustar00mikestaff000000 000000 8 H__PAGEZERO(__TEXT00__text__TEXT`1`__stubs__TEXT,,__stub_helper__TEXT4-4-__cstring__TEXTR.ER.__unwind_info__TEXT/H/__eh_frame__TEXT//__DATA00__nl_symbol_ptr__DATA00__got__DATA00__la_symbol_ptr__DATA 0 0__common__DATA1__bss__DATA?H__LINKEDIT@@h "0@@HP@A0C0G PF: /usr/lib/dyldm? %i$ *(` 8/usr/lib/libncurses.5.4.dylib 8/usr/lib/libSystem.B.dylib& C)8C+8CpUHH E}Hu}HEHxH=jH=M'HHEHpJHEh#=& & _ H=EnEH ]DUHH}uUM}uUML'I`L'IH]UHH H} H}sEH=H5;&lEH=HuRE'ffff.UHH HH8H= EH?E}  }cH5?H H9EH5-H H9EH5NH H9EH5pH vH9EuH=oEH ]@UHHEEE E}E}yHcEHcMHkpHHʋ4HH HEHMH0HMHcHHH%E EH8zEHHh%E EH8IEHH7%E.EH8ERHH%E*E H8E!HH$E EH8EHH$E&EH8EHHs$E&EH8TEHHB$E&EH8#E] HH$E&EH8E, HH#ECEH8EH#H8uU=H#H8M M{EEEzEEQ HHO#H8;H@#H:5""E)=XH #H8EH "H9ƉHH "H9EH H="H?EnH H="H?EIHH a"H9ERH E"H9EB= H"H8 EHH!H8 H=!H?E= H!H8EHH!H8H=!H?E=.H\!H8JEHH;!H8/H="!H?E=* H H8|HH H8H= H?x= H H8tHHp H8d H=W H?pQ=&H- H8l HH H8 H=H?h =CHH8 dHH8 H=H?` \Hİ]Ð?p4efff.UHHHfEEH8* EHAH8 E}EEME/EE EiE@E1EЉ HM؉E\HHMHcHEPE1EHMȉEHFHMHcHEvEEpEE`EAEQEESEEWEEHMExHHMHcHEqEEsEw<EwE3(EHMEHHMHcH= = = jz=p `: H= $HbHc 7Hc,HipHH7Hc HcHipHH Hc HcHipHH Hc HcHipHxH Hc HcHipHMH H 4U0Hc5PHc=EHipIIAU0HcHctU0HcHc HipHȋDMA0D9LH H U0HcHctU0HcHc HipHHk U0Hc vU0HcL:E}E}[HP HcMHcUHipHЁ< H* HcMHcUHipHEEEEoE}E}[H HcMHcUHipHЁ< H HcMHcUHipHEEEEoHĀ]-]MJ}52e?jjjjj@UHH`yHEEEH H9ERH H9EMEQEE;E։EE׉uЉ֋UЉEEEEtE] EF E/ E EEH`]UHH H=!H5EE-HEH}E}CHHcMHipHHHcMHipH@lEEE}1HHcMHcMDŽ@ EEHbHc HcHipHHHc HcHipHHHc wHclHipHHHc ]HcRHipHHHc CHc8HipH E}E}eH5HH}HcMHcUHipHHHH°H HcUHcuHipH<EEsEnHHcMHcUHipHЁ<ECE>H{HcMHcUHipHЁ<EEHCHcMHcUHipHЁ<EEH HcMHcUHipHЁ< EEEEEEeH ]DUH2M]fff.UHH H=QH5EE]HEH}H=E}zE}AH5HH}HcMHcUHipHЋEEEH5GH}EEEyH5$H}H}EEH ]Ð%%%%%%%%%%%%%%%%%%%%%%%%%%%LAS%hhhh,h;hJh[hjhxhhhxhnhdhZhPhFh.H." `@_stdscrQr@___stderrp@dyld_stub_binderr @_cbreakr(@_curs_setr0@_endwinr8@_getmaxxr@@_getmaxyrH@_init_pairrP@_initscrrX@_keypadr`@_mvwprintwrh@_newwinrp@_nodelayrx@_noechor@_nonlr@_start_colorr@_waddchr@_wattr_onr@_wgetchr@_wmover@_wrefreshr@___strcpy_chkr@_exitr@_fcloser@_fopenr@_fprintfr@_fscanfr@_printfr@_strlen__mh_execute_headermainCExitProgramDrawWindowGetInputInitCursesLMainLoopSaveLeveltleftfilenamestatuswin,reateWindowsheckScreenSize.//1?LoeveladLevelcOVWb{{{}},`p 0 lD ( libncurses.5 ( libSystem.B ?# 2>KU0&a 1h's =x`++ =` > = > '0;DLW_hpv~ !"#$%'*+,-.&)/@( !"#$%'*+,-.&) _GetInput.chtmp_CheckScreenSize_CreateWindows_DrawWindow_ExitProgram_GetInput_InitCurses_Level_LoadLevel_Loc_MainLoop_SaveLevel__mh_execute_header_filename_main_status_tleft_win___stderrp___strcpy_chk_cbreak_curs_set_endwin_exit_fclose_fopen_fprintf_fscanf_getmaxx_getmaxy_init_pair_initscr_keypad_mvwprintw_newwin_nodelay_noecho_nonl_printf_start_color_stdscr_strlen_waddch_wattr_on_wgetch_wmove_wrefreshdyld_stub_binderpacman-1.3/pacmanedit.c000777 000765 000024 00000034504 12326774513 015204 0ustar00mikestaff000000 000000 /**************************************************** * Pacman For Console Level Editor * * By: Mike Billars (michaelbillars@gmail.com) * * Date: 2014-04-26 * * * * Please see file COPYING for details on licensing * * and redistribution of this program * * * ****************************************************/ /*********** * INCLUDES * ***********/ #include #include #include #include /************* * PROTOTYPES * *************/ void CheckScreenSize(); //Make sure resolution is at least 32x29 void CreateWindows(int y, int x, int y0, int x0); //Make ncurses windows void DrawWindow(); //Refresh display void ExitProgram(char message[255]); //Exit gracefully void GetInput(); //Get user input void InitCurses(); //Start up ncurses void LoadLevel(); //Load level into memory void MainLoop(); //Main loop void SaveLevel(); //Save level to specified file /******************* * GLOBAL VARIABLES * *******************/ //I know global variables are bad, but it's just sooo easy! //Windows used by ncurses WINDOW * win; WINDOW * status; //For colors enum { Wall = 1, Normal, Pellet, PowerUp, GhostWall, Ghost1, Ghost2, Ghost3, Ghost4, BlueGhost, Pacman, Cursor}; int Level[29][28] = { 0 }; //Main level array int Loc[6][2] = { 0 }; //Ghosts, Pacman, and cursor locations int tleft = 0; //How long left for invincibility char filename[255] = ""; //Name of file to load/save /**************************************************************** * Function: main() * * Parameters: argc, argv (passed from command line) * * Returns: Success * * Description: Initiate the program and call the subfunctions * ****************************************************************/ int main(int argc, char *argv[100]) { //Make sure they entered a filename to open/save if((argc > 1) && (strlen(argv[1]) >= 1)) { strcpy(filename, argv[1]); //Copy command line parameter into string LoadLevel(); //Load the file InitCurses(); //Initialize ncurses CheckScreenSize(); //Make sure the screen is big enough CreateWindows(29, 28, 1, 1); // DrawWindow(); Loc[5][0]=13; Loc[5][1]=13; MainLoop(); } else ExitProgram("You must specify a file to use (load and save)"); } /**************************************************************** * Function: CheckScreenSize() * * Parameters: none * * Returns: none * * Description: Make sure the virtual console is big enough * ****************************************************************/ void CheckScreenSize() { //Make sure the window is big enough int h, w; getmaxyx(stdscr, h, w); if((h < 32) || (w < 29)) { endwin(); fprintf(stderr, "\nSorry.\n"); fprintf(stderr, "To edit levels for Pacman for Console, your console window\n"); fprintf(stderr, "must be at least 32x29 Please resize your window/resolution\n"); fprintf(stderr, "and re-run the program.\n\n"); ExitProgram(""); } } /**************************************************************** * Function: CreateWindows() * * Parameters: y, x, y0, x0 (coords and size of window) * * Returns: none * * Description: Create the main game windows * ****************************************************************/ void CreateWindows(int y, int x, int y0, int x0) { //Create two new windows, for status bar and for main level win = newwin(y, x, y0, x0); status = newwin(3, 28, 29, 1); } /**************************************************************** * Function: DrawWindow() * * Parameters: none * * Returns: none * * Description: Redraw each window to update the screen * ****************************************************************/ void DrawWindow() { int a = 0; int b = 0; char chr = ' '; int attr; //Display level array for(a = 0; a < 29; a++) for(b = 0; b < 28; b++) { switch(Level[a][b]) { case 0: chr = ' '; attr = A_NORMAL; wattron(win, COLOR_PAIR(Normal)); break; case 1: chr = ' '; attr = A_NORMAL; wattron(win, COLOR_PAIR(Wall)); break; case 2: chr = '.'; attr = A_NORMAL; wattron(win, COLOR_PAIR(Pellet)); break; case 3: chr = '*'; attr = A_BOLD; wattron(win, COLOR_PAIR(PowerUp)); break; case 4: chr = ' '; attr = A_NORMAL; wattron(win, COLOR_PAIR(GhostWall)); break; case 5: chr = '&'; attr = A_NORMAL; wattron(win, COLOR_PAIR(Ghost1)); break; case 6: chr = '&'; attr = A_NORMAL; wattron(win, COLOR_PAIR(Ghost2)); break; case 7: chr = '&'; attr = A_NORMAL; wattron(win, COLOR_PAIR(Ghost3)); break; case 8: chr = '&'; attr = A_NORMAL; wattron(win, COLOR_PAIR(Ghost4)); break; case 9: chr = 'C'; attr = A_NORMAL; wattron(win, COLOR_PAIR(Pacman)); break; } mvwaddch(win, a, b, chr | attr); } //Display the cursor wattron(win,COLOR_PAIR(Cursor)); mvwaddch(win, Loc[5][0], Loc[5][1], 'X'); //Display info in status wmove(status, 1, 1); wattron(status, COLOR_PAIR(Normal)); mvwprintw(status, 1, 0, "0) 1) 2) 3)"); mvwprintw(status, 2, 0, "4) 5-8) 9) F/C/Q"); wattron(status, COLOR_PAIR(Normal)); mvwaddch(status, 1, 3, ' '); wattron(status, COLOR_PAIR(Wall)); mvwaddch(status, 1, 10, ' '); wattron(status, COLOR_PAIR(Pellet)); mvwaddch(status, 1, 19, '.'); wattron(status, COLOR_PAIR(PowerUp)); mvwaddch(status, 1, 26 , '*' | A_BOLD); wattron(status, COLOR_PAIR(GhostWall)); mvwaddch(status, 2, 3, ' '); wattron(status, COLOR_PAIR(Ghost1)); mvwaddch(status, 2, 12, '&'); wattron(status, COLOR_PAIR(Pacman)); mvwaddch(status, 2, 19, 'C'); wrefresh(status); wrefresh(win); } /**************************************************************** * Function: ExitProgram() * * Parameters: message: text to display before exiting * * Returns: none * * Description: Gracefully end program * ****************************************************************/ void ExitProgram(char message[255]) { endwin(); //Must save file if(message[0]=='s') { printf("\n\nFile saved as: %s\n", filename); } else printf("%s\n\n", message); exit(0); } /**************************************************************** * Function: GetInput() * * Parameters: none * * Returns: none * * Description: Get input from user and take appropriate action * ****************************************************************/ void GetInput() { int ch; int a=0; int b=0; static int chtmp; ch = getch(); //Buffer input do { DrawWindow(); ch = getch(); } while (ch == ERR); switch (ch) { case KEY_UP: case 'w': case 'W': Loc[5][0]--; if(Loc[5][0]<0) { Loc[5][0]=28; } break; case KEY_DOWN: case 's': case 'S': Loc[5][0]++; if(Loc[5][0]>28) { Loc[5][0]=0; } break; case KEY_LEFT: case 'a': case 'A': Loc[5][1]--; if(Loc[5][1]<0) { Loc[5][1]=27; } break; case KEY_RIGHT: case 'd': case 'D': Loc[5][1]++; if(Loc[5][1]>27) { Loc[5][1]=0; } break; case 'q': case 'Q': //Save and exit SaveLevel(); ExitProgram("s"); break; //Draw a blank space case '0': case ' ': Level[Loc[5][0]][Loc[5][1]]=0; break; //Draw a wall case '1': Level[Loc[5][0]][Loc[5][1]]=1; break; //Draw a pellet case '2': Level[Loc[5][0]][Loc[5][1]]=2; break; //Draw a powerup case '3': Level[Loc[5][0]][Loc[5][1]]=3; break; //Draw a ghost/spawning wall case '4': Level[Loc[5][0]][Loc[5][1]]=4; break; //Draw a ghost/pacman case '5': case '6': case '7': case '8': case '9': //Move ghost/pacman to new location Level[Loc[5][0]][Loc[5][1]]=ch-'0'; //Erase character from previous location and replace with BLANK if(Level[Loc[ch-'0'-5][0]][Loc[ch-'0'-5][1]]==ch-'0') Level[Loc[ch-'0'-5][0]][Loc[ch-'0'-5][1]]=0; //Set Loc variable to new location Loc[ch-'0'-5][0]=Loc[5][0]; Loc[ch-'0'-5][1]=Loc[5][1]; break; //Fill blank spaces with pellets case 'f': case 'F': for(a=0; a<29; a++) for(b=0; b<28; b++) if(Level[a][b]==0) Level[a][b]=2; break; //Fill pellet spaces with blanks case 'c': case 'C': for(a=0; a<29; a++) for(b=0; b<28; b++) if(Level[a][b]==2) Level[a][b]=0; break; } } /**************************************************************** * Function: InitCurses() * * Parameters: none * * Returns: none * * Description: Initialize ncurses and set defined colors * ****************************************************************/ void InitCurses() { initscr(); //Needed for ncurses windows start_color(); //Activate colors in console curs_set(0); // Don't remember keypad(stdscr, TRUE); //Activate arrow keys nodelay(stdscr, TRUE); //Allow getch to work without pausing nonl(); // Don't remember cbreak(); // Don't remember noecho(); //Don't display input key //Make custom text colors init_pair(Normal, COLOR_WHITE, COLOR_BLACK); init_pair(Wall, COLOR_WHITE, COLOR_WHITE); init_pair(Pellet, COLOR_WHITE, COLOR_BLACK); init_pair(PowerUp, COLOR_BLUE, COLOR_BLACK); init_pair(GhostWall, COLOR_WHITE, COLOR_CYAN); init_pair(Ghost1, COLOR_RED, COLOR_BLACK); init_pair(Ghost2, COLOR_CYAN, COLOR_BLACK); init_pair(Ghost3, COLOR_MAGENTA, COLOR_BLACK); init_pair(Ghost4, COLOR_YELLOW, COLOR_BLACK); init_pair(BlueGhost, COLOR_BLUE, COLOR_RED); init_pair(Pacman, COLOR_YELLOW, COLOR_BLACK); init_pair(Cursor, COLOR_BLUE, COLOR_YELLOW); } /**************************************************************** * Function: LoadLevel() * * Parameters: none * * Returns: none * * Description: Open level file and load it into memory * ****************************************************************/ void LoadLevel() { int a = 0; int b = 0; FILE *fin; //Open file fin = fopen(filename, "r"); //File doesn't exist, start new if(!(fin)) { for(a=0; a<28; a++) { Level[a][0]=1; Level[a][27]=1; } for(a=0; a<28; a++) { Level[0][a]=1; Level[28][a]=1; } Loc[0][0]=2; Loc[0][1]=2; Loc[1][0]=2; Loc[1][1]=4; Loc[2][0]=2; Loc[2][1]=6; Loc[3][0]=2; Loc[3][1]=8; Loc[4][0]=19; Loc[4][1]=19; Level[Loc[0][0]][Loc[0][1]]=5; Level[Loc[1][0]][Loc[1][1]]=6; Level[Loc[2][0]][Loc[2][1]]=7; Level[Loc[3][0]][Loc[3][1]]=8; Level[Loc[4][0]][Loc[4][1]]=9; } else { //Open file and load the level into the array for(a = 0; a < 29; a++) for(b = 0; b < 28; b++) { fscanf(fin, "%d", &Level[a][b]); if(Level[a][b] == 5) { Loc[0][0]=a; Loc[0][1]=b; } if(Level[a][b] == 6) { Loc[1][0]=a; Loc[1][1]=b; } if(Level[a][b] == 7) { Loc[2][0]=a; Loc[2][1]=b; } if(Level[a][b] == 8) { Loc[3][0]=a; Loc[3][1]=b; } if(Level[a][b] == 9) { Loc[4][0]=a; Loc[4][1]=b; } } } } /**************************************************************** * Function: MainLoop() * * Parameters: none * * Returns: none * * Description: Control the main execution of the game * ****************************************************************/ void MainLoop() { do { GetInput(); DrawWindow(); } while (1); } /**************************************************************** * Function: SaveLevel() * * Parameters: none * * Returns: none * * Description: Save current level array to a specified file * ****************************************************************/ void SaveLevel() { int a=0; int b=0; FILE *fout; //Open file fout = fopen(filename, "w"); //Check for write permissions if(!(fout)) { ExitProgram("Cannot write file. :-("); } else { for(a = 0; a < 29; a++) { for(b = 0; b < 28; b++) { fprintf(fout, "%d ", Level[a][b]); } fprintf(fout, "\n"); } fprintf(fout, "1"); fclose(fout); } } pacman-1.3/README000777 000765 000024 00000004754 12326775116 013617 0ustar00mikestaff000000 000000 Pacman For Console ------------------ Okay, so basically, I got tired of enabling flash on my browser so that I could play Pacman. That, and I was extremely bored one night. So I decided to make my own Pacman... for Console. Licenseing Information ---------------------- See COPYING for details on the GNU/GPL Compile/Install --------------- To make... gee... let's see. type 'make' To install... type 'make install' To run...type 'pacman [level_#]' where # is 1-9, for a premade level OR type 'pacmac [level_file_name]' for a custom level you made To uninstall... type 'make uninstall' i.e.: make && su -c "make install" pacman 3 # Start @ level 3 pacman /usr/share/pacman/Levels/level07.dat # Play only level 7 echo ":-( I don't like it." && make uninstall # Uninstall :-( The ASCII art: -------------- C - Pacman - That's you. & - Ghosts - Boo. . - Pellet - Yummy. Collect all of them to pass to the next level. * - Power pellet - Makes you invincible for a short while. - Wall - No one can walk through it. - Blocker - A.K.A. Ghost wall. Only the Ghosts can walk through this. 13 Basics Playing Rules ----------------------- In case you don't know the rules of Pacman (rules I programmed in), here are most of them 1) Pacman must collect all the pellets of food in the maze. 1 point per pellet. 2) Big pellets make Pacman invincible for a short amount of time. 3) If Pacman touches a ghost without being invincible, he dies and loses 1 life. 4) If Pacman touches a ghost while invincible, the ghost is sent back to its starting point. 5) Points are awarded for each ghost eaten in a row while invincible: 20, 40, 80, 160 (10*2^x). 6) Pacman cannot go through the Ghost Walls (Blockers). 7) Ghosts cannot turn completely around unless there is no other option. 8) While Pacman is invincible, Ghosts will be a bit slower and tend to stay away from him. 9) While Pacman is NOT invincible, Ghosts will tend to come toward him. 10) Pacman starts with 3 extra lives, once all three are gone, the game is over. 11) Extra lives are awarded at 1000 points, 2000, 4000, 8000... (500*2^x). 12) If any character reaches a border of the maze, it will be transported to the opposite side. 13) Each character can only go in one X or Y direction at a time. To make your own levels, see Levels/README Contact Information ------------------- Send comments and levels you have made to: michaelbillars@gmail.com I would love to include more levels. pacman-1.3/._screenshot.png000777 000765 000024 00000000474 11017333100 016005 0ustar00mikestaff000000 000000 Mac OS X  2 <ATTR<com.dropbox.attributesxȻ0@_1]!FAA RQ(>{K߾hœ1n`P2=E>iW.xmwۭ!\MOݫ%֕ XsddYq7@p }:`j[vE}Ow+V1 #1 #1 #1 #1O.g Y%{;ىϘrV1 #1C}{@h;|]7@p7@plۯ_??_' ʘ`}~sƤ5fV]q5㏴0rV]q_:YqWlFck٫ ޜzu'.vIW.yJgrV1 #1 #1 #1 #1 #1 #1taýNjރ7@q<_c>{Yq7@p<N|}[p0*Š~sX_"1 Ze*a >nÄ7ku7#n$ӌIb{V}f4xԾny|p7@|뻫vxGfb Fb Fb Fb FbbqxUbUU$n\j[xG??4knnnn]7u^Cqb6>do'txnP+nnnnnnnq:8V1uCqb Fb^Fsv{o +nW܌x<p8 ϊLeSAbZe*m75}݆ MmnXps 7@L<}h?k~*V|z_aKK<.U}y_2V1 #1Nc> +nnnnn^U?9*qS7m{MV1 #14/?y۷o#=^gV1 #1 #1 #1 #1½*q 7@JV `9+nnE{ܮR}_/[O<_V1 #1 #1 #1 #1½*q 7@Wdo' ;5>/ƜV1 #1 #1 #1 #1 #1 #1x|qk|<_7@p7@w;J]-`G5>/+nnɷ_.oy~ݓle~~X^mαdcW5 l^===99l`[#j9h1{U֟<\N''d]η]/ &ZVkk # #1=5+nnnnn'xcyyDl2>NJ Fb Fb Fb Fb Fb Fb yܻf|<_ƧȊ yܻf|<_ƧȊ Fb f=vW Gb Fb Fb Fb Fb{n=x7>pYq7@p ӊ Fb Fb Fb Fb FH?@mI`*VC Fb fpͽX5ܗoM]N0|#߹t:o}}}}}m cQ\ޫ⨮9:i:Odi籌B2EisVI`YoˣN{ZWr\.j꙽Vk域*f˿=~=_5Ieań+Oȟm]z >3^Uߩ|;yp5k~|2 7?[~f6\ u=)v>h3|坘k5j"zg,sWvF%`Ą/ 7IENDB`pacman-1.3/Levels/level01.dat000777 000765 000024 00000003132 11017333100 016073 0ustar00mikestaff000000 000000 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 1 1 1 1 2 1 1 1 1 1 2 1 1 2 1 1 1 1 1 2 1 1 1 1 2 1 1 3 1 0 0 1 2 1 0 0 0 1 2 1 1 2 1 0 0 0 1 2 1 0 0 1 3 1 1 2 1 0 0 1 2 1 0 0 0 1 2 1 1 2 1 0 0 0 1 2 1 0 0 1 2 1 1 2 1 1 1 1 2 1 1 1 1 1 2 1 1 2 1 1 1 1 1 2 1 1 1 1 2 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 1 1 1 1 2 1 1 2 1 1 1 1 1 1 1 1 2 1 1 2 1 1 1 1 2 1 1 2 1 1 1 1 2 1 1 2 1 1 1 1 1 1 1 1 2 1 1 2 1 1 1 1 2 1 1 2 2 2 2 2 2 1 1 2 2 2 2 1 1 2 2 2 2 1 1 2 2 2 2 2 2 1 1 1 1 1 1 1 2 1 1 1 1 1 0 1 1 0 1 1 1 1 1 2 1 1 1 1 1 1 0 0 0 0 0 1 2 1 1 1 1 1 0 1 1 0 1 1 1 1 1 2 1 0 0 0 0 0 0 0 0 0 0 1 2 1 1 0 0 0 0 0 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2 2 4 4 2 2 2 1 1 1 1 2 1 1 2 1 1 2 1 1 4 1 1 4 1 1 2 1 1 2 1 1 2 1 1 1 1 1 1 2 1 1 2 1 1 2 1 1 4 1 1 4 1 1 2 1 1 2 1 1 2 1 1 1 1 2 2 2 2 2 2 4 4 2 2 2 2 0 0 2 2 2 2 4 4 2 2 2 2 2 2 1 1 2 1 1 1 1 4 1 1 1 1 1 2 1 1 2 1 1 1 1 1 4 1 1 1 1 2 1 1 2 2 2 2 2 2 2 2 2 2 2 2 4 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 7 pacman-1.3/Levels/level08.dat000777 000765 000024 00000003132 11017333100 016102 0ustar00mikestaff000000 000000 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 0 1 1 1 0 1 0 1 0 2 2 2 2 2 2 2 2 2 2 2 4 2 4 2 4 2 2 2 2 2 2 2 2 4 2 0 1 4 1 4 1 1 1 1 1 1 1 2 1 2 1 2 1 2 1 1 1 1 1 1 1 1 4 1 1 0 1 2 2 2 1 2 2 2 1 2 1 2 1 2 1 2 1 2 2 2 1 1 2 2 2 1 1 0 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 4 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 4 2 1 2 1 1 7 4 2 1 2 2 2 1 2 2 2 1 2 1 2 4 2 1 2 1 2 1 2 2 1 2 1 1 4 1 2 1 4 1 1 1 4 1 1 1 2 1 2 1 2 1 2 1 2 1 2 4 1 2 1 1 2 2 2 2 2 2 2 2 2 1 2 2 2 1 2 1 2 1 2 1 2 1 2 2 1 2 1 1 2 1 1 1 1 1 1 1 2 1 2 1 1 1 2 1 2 1 2 1 2 1 4 2 1 2 1 1 2 2 2 2 2 2 2 2 2 2 9 2 2 2 2 1 2 1 2 1 2 1 2 2 4 2 1 1 2 1 1 1 1 1 1 1 1 1 2 1 4 1 1 1 2 1 2 1 2 1 2 1 1 2 1 1 2 1 2 2 2 2 2 2 2 1 2 1 4 1 2 2 2 1 2 1 2 1 2 1 2 2 1 1 2 1 2 1 4 1 1 1 2 1 2 1 2 2 2 1 1 1 2 1 2 2 2 1 2 1 1 1 2 1 2 1 2 2 2 1 2 1 2 1 2 1 1 1 2 2 2 1 4 1 1 1 2 1 1 1 2 1 2 2 2 1 2 1 2 4 2 1 2 2 2 1 2 1 1 1 2 2 2 1 2 2 1 1 2 1 1 1 4 1 2 1 2 1 2 1 1 1 2 1 2 1 2 2 2 1 2 2 1 2 1 1 2 2 2 2 2 2 2 1 2 1 2 2 2 2 2 1 2 1 2 1 1 1 1 2 1 2 1 1 2 1 1 1 1 1 4 1 2 1 2 1 1 1 1 1 2 1 2 1 0 0 1 2 1 2 1 1 2 2 2 2 2 2 2 2 2 1 2 4 2 2 2 2 2 1 2 1 1 1 1 2 1 2 1 1 1 1 1 1 4 1 1 1 1 1 2 1 1 1 1 1 2 1 2 2 1 2 2 2 1 2 1 0 2 2 2 2 2 2 2 2 2 1 2 2 2 2 2 2 2 2 1 2 1 2 1 2 1 2 0 1 1 1 1 1 4 1 1 1 2 1 2 1 2 1 2 1 1 2 1 2 1 2 1 2 1 1 1 0 2 2 2 2 2 2 2 2 2 1 2 1 2 1 2 1 1 2 2 2 2 2 2 2 2 2 0 1 1 1 1 1 1 1 1 1 4 1 2 1 2 1 2 1 0 1 4 4 1 1 1 1 4 1 1 1 8 4 2 2 2 2 2 2 2 2 2 4 2 4 2 1 0 1 5 6 1 2 2 2 2 2 1 1 4 1 1 1 1 1 1 1 1 1 2 1 2 1 2 1 1 1 1 1 1 2 1 1 1 2 1 1 2 2 2 2 2 2 2 2 2 2 2 1 2 1 2 2 2 2 2 2 1 2 2 2 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 1 1 0 1 1 1 0 1 0 1 8 pacman-1.3/Levels/level09.dat000777 000765 000024 00000003132 11017333100 016103 0ustar00mikestaff000000 000000 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 9 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 1 4 1 1 1 1 1 1 1 1 1 4 1 1 1 1 1 1 1 1 1 1 1 1 4 1 1 2 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 1 4 1 4 1 4 1 4 1 4 1 1 1 1 1 1 1 1 1 1 1 1 4 1 2 1 1 2 2 2 1 2 2 2 1 2 2 2 1 2 2 2 2 2 2 2 2 2 2 2 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 4 1 2 1 1 1 1 1 1 1 1 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 2 3 2 2 2 2 2 2 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 1 1 4 1 1 1 4 1 2 1 1 3 1 2 1 2 1 2 1 2 1 2 1 2 1 2 2 2 2 2 2 2 2 2 2 1 2 1 1 2 1 2 1 2 1 3 1 2 1 2 1 2 1 4 1 4 1 2 1 4 1 1 4 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 2 2 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 2 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 1 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 2 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 2 2 2 1 2 2 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 4 1 4 1 4 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 2 3 2 2 2 2 2 2 2 1 2 1 2 1 2 1 2 1 2 1 2 1 1 2 1 2 1 1 4 1 4 1 4 1 4 1 2 1 2 1 2 1 2 2 2 1 2 1 2 1 1 2 1 2 1 1 0 1 0 1 0 1 0 1 2 1 2 1 2 1 1 1 1 1 2 1 2 1 1 2 1 2 1 1 5 1 6 1 7 1 8 1 2 3 2 4 2 2 2 2 2 2 2 2 2 2 2 2 2 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 9 pacman-1.3/Levels/README000777 000765 000024 00000002113 11017333100 015007 0ustar00mikestaff000000 000000 The included level editor (pacmanedit) isn't very difficult to learn to use, the status bar tells you everything you need to know but here are the keys UDLR or WSAD: Move cursor F: Fills all blank spaces with pellets C: Clears all pellets from board Q: Saves and quits CTRL+C: Quits WITHOUT saving Key Inserts ----------------------- 0 or space: Blank 1: Wall 2: Pellet 3: Powerup 4: Ghost/Spawning Wall 5: Blinky 6: Inkey 7: Clyde 8: Pinky 9: Pacman *) The spawning wall is a wall that the ghosts can go through but Pacman cannot. These can be used to make levels REALLY difficult. Check level 09 *) Borders shouldn't need to be used, but give it a more Pacman-like feel. If a ghost or Pacman are able to reach the very edge of the board, he will be teleported to the opposite side of the level, both X and Y just like in the regular game. *) See any included level__.dat file for examples. To edit a new or existing level, type: $ pacmanedit new_or_old_level.dat To load a custom level, run pacman with the level file as the parameter: $ pacman levelfile.dat pacman-1.3/Levels/template.dat000777 000765 000024 00000003166 12150752217 016462 0ustar00mikestaff000000 000000 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1