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pacman.c
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/****************************************************
* Pacman For Console V1.2 *
* By: Rev. Dr. Mike Billars ([email protected]) *
* Date: 2006-12-12 *
* *
* Please see file COPYING for details on licensing *
* and redistribution of this program *
* *
****************************************************/
#include <stdio.h>
#include <math.h>
#include <curses.h>
#include <string.h>
#include <stdlib.h>
#include <sys/timeb.h>
#include "pacman.h"
#include "agent.h"
#include <time.h>
#include <unistd.h>
#define EXIT_MSG "Good bye!"
#define END_MSG "Game Over"
#define QUIT_MSG "Bye"
#define LEVEL_ERR "Cannot find level file: "
#define _BSD_SOURCE
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
void GetState(); //Ermittlung des States für Agent
void save_to_file(); //Speichern in .Dat File von auswertungsrelevanten Informationen
void get_Reward(); //aktuellen Reward ausrechnen
void get_session_count(); //Session Count einlesen
void write_session_count(); //Session count inkrementieren und speichern
//extern void getAction(int *action, int *Invincible, int *Lives, int *Points, int *LevelNumber, int *Loc, int *Level);
//extern void getAction(int *action,int Invincible, int Lives, int Points, int LevelNumber, int Loc[][2], int Level[][28]);
extern void getAction(int *action,int State); //wird nicht genutzt! Falls in Cuda gecodet werden soll ist das in dieser Umgebung so möglich
void get_Action ();
int get_argmax();
//For ncurses
WINDOW * win;
WINDOW * status;
//For colors
enum { Wall = 1, Normal, Pellet, PowerUp, GhostWall, Ghost1, Ghost2, Ghost3, Ghost4, BlueGhost, Pacman };
//I know global variables are bad, but it's just sooo easy!
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
int State = 0;
int action;
int nr_o_actions=0;
int Reward;
int Session;
int sleep_time=10000;
int action;
int main(int argc, char *argv[]) {
int j = 0;
srand( (unsigned)time( NULL ) );
InitCurses();
CheckScreenSize();
CreateWindows(29, 28, 1, 1);
get_session_count();
write_session_count();
//If they specified a level to load
if((argc > 1) && (strlen(argv[1]) > 1)) {
LoadLevel(argv[1]);
MainLoop();
}
//If not, display intro screen then use default levels
else {
//Show intro "movie"
//IntroScreen();
j = 1;
//They want to start at a level 1-9
if(argc > 1)
for(LevelNumber = '1'; LevelNumber <= '9'; LevelNumber++)
if(LevelNumber == argv[1][0]) j = LevelNumber - '0';
//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++) {
LevelFile[strlen(LevelFile) - 6] = '0';
LevelFile[strlen(LevelFile) - 5] = LevelNumber + '0';
LoadLevel(LevelFile);
Invincible = 0; //Reset invincibility
MainLoop();
}
}
ExitProgram(EXIT_MSG);
}
void CheckCollision() {
int a = 0;
for(a = 0; a < 4; a++) {
//Collision
if((Loc[a][0] == Loc[4][0]) && (Loc[a][1] == Loc[4][1])) {
//Ghost dies
if(Invincible == 1) {
Points = Points + GhostsInARow * 20;
mvwprintw(win, Loc[4][0], Loc[4][1] - 1, "%d", (GhostsInARow * 20));
GhostsInARow *= 2;
wrefresh(win);
usleep(sleep_time);
Loc[a][0] = StartingPoints[a][0]; Loc[a][1] = StartingPoints[a][1];
}
//Pacman dies
else {
wattron(win, COLOR_PAIR(Pacman));
mvwprintw(win, Loc[4][0], Loc[4][1], "X");
wrefresh(win);
Lives--;
usleep(sleep_time);
if(Lives == -1) ExitProgram(END_MSG);
//Reset level
for(a = 0; a < 5; a++) {
Loc[a][0] = StartingPoints[a][0];
Loc[a][1] = StartingPoints[a][1];
}
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();
usleep(sleep_time);
}
}
}
}
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);
}
}
void CreateWindows(int y, int x, int y0, int x0) {
win = newwin(y, x, y0, x0);
status = newwin(3, 27, 29, 1);
}
void Delay() {
struct timeb t_start, t_current;
ftime(&t_start);
//Slow down the game a little bit
do {
GetInput();
ftime(&t_current);
} while (abs(t_start.millitm - t_current.millitm) < SpeedOfGame);
}
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;
}
mvwaddch(win, a, b, chr | attr);
}
//Display number of lives, score, and level
attr = A_NORMAL;
wmove(status, 1, 1);
wattron(status, COLOR_PAIR(Pacman));
for(a = 0; a < Lives; a++)
wprintw(status, "C ");
wprintw(status, " ");
wattron(status, COLOR_PAIR(Normal));
mvwprintw(status, 2, 2, "Lvl: %d Scr: %d", LevelNumber, Points);
wrefresh(status);
//Display ghosts
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);
}
void ExitProgram(const char *message) {
endwin();
printf("%s\n", message);
exit(0);
}
void GetInput() {
int ch;
static int chtmp;
GetState();
get_Action();
//case 1,2,3,4 ToDo
switch(action){
case 0: ch=KEY_UP; break;
case 1: ch=KEY_RIGHT; break;
case 2: ch=KEY_DOWN; break;
case 3: ch=KEY_LEFT; break;
}
//Buffer input
//if(ch == ERR) ch = chtmp;
switch (ch) {
case KEY_UP: case 'w': case 'W':
if((Level[(Loc[4][0]-1) % 29][Loc[4][1]] != 1)
&& (Level[(Loc[4][0]-1) % 29][Loc[4][1]] != 4))
{ Dir[4][0] = -1; Dir[4][1] = 0; }
break;
case KEY_DOWN: case 's': case 'S':
if((Level[(Loc[4][0]+1) % 29][Loc[4][1]] != 1)
&& (Level[(Loc[4][0]+1) % 29][Loc[4][1]] != 4))
{ Dir[4][0] = 1; Dir[4][1] = 0; }
break;
case KEY_LEFT: case 'a': case 'A':
if((Level[Loc[4][0]][(Loc[4][1]-1) % 28] != 1)
&& (Level[Loc[4][0]][(Loc[4][1]-1) % 28] != 4))
{ Dir[4][0] = 0; Dir[4][1] = -1; }
break;
case KEY_RIGHT: case 'd': case 'D':
if((Level[Loc[4][0]][(Loc[4][1]+1) % 28] != 1)
&& (Level[Loc[4][0]][(Loc[4][1]+1) % 28] != 4))
{ Dir[4][0] = 0; Dir[4][1] = 1; }
break;
}
}
void InitCurses() {
initscr();
start_color();
curs_set(0);
keypad(stdscr, TRUE);
nodelay(stdscr, TRUE);
nonl();
cbreak();
noecho();
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);
}
void IntroScreen() {
int a = 0;
int b = 23;
a=getch();
a=getch();
a=getch();
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(sleep_time);
}
//Show "Pacman"
wattron(win, COLOR_PAIR(Pacman));
mvwprintw(win, 8, 12, "PACMAN");
wrefresh(win);
usleep(sleep_time);
//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(sleep_time);
}
usleep(sleep_time);
//Pacman 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
if(a%2) b--;
wattron(win, COLOR_PAIR(BlueGhost)); mvwprintw(win, 13, b-9, "& & & &");
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(sleep_time);
}
}
void LoadLevel(char *levelfile) {
int a = 0; int b = 0;
size_t l;
char error[sizeof(LEVEL_ERR)+255] = LEVEL_ERR;
FILE *fin;
Food = 0;
//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]);
if(Level[a][b] == 2) Food++;
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; }
}
}
fscanf(fin, "%d", &LevelNumber);
//Save initial character points for if Pacman or Ghosts die
for(a = 0; a < 5; a++)
StartingPoints[a][0] = Loc[a][0], StartingPoints[a][1] = Loc[a][1];
}
void MainLoop() {
DrawWindow();
wrefresh(win);
wrefresh(status);
usleep(sleep_time);
do {
Delay();
MovePacman(); DrawWindow(); CheckCollision();
MoveGhosts(); DrawWindow(); CheckCollision();
nr_o_actions++;
if(Points > FreeLife) { Lives++; FreeLife *= 2;}
get_Reward();
save_to_file();
//score berechnen
//Speichern
} while (Food > 0);
DrawWindow();
usleep(sleep_time);
}
void MoveGhosts() {
int a = 0; int b = 0; int c = 0;
int tmpx = 0; int tmpy = 0;
int tmpdx = 0; int tmpdy = 0;
int checksides[] = { 0, 0, 0, 0, 0, 0 };
static int SlowerGhosts = 0;
if(Invincible == 1) {
SlowerGhosts++;
if(SlowerGhosts > HowSlow)
SlowerGhosts = 0;
}
if((Invincible == 0) || SlowerGhosts < HowSlow)
//Loop through each ghost
for(a = 0; a < 4; a++) {
//Switch sides?
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(Level[Loc[a][0] + 1][Loc[a][1]] != 1) checksides[0] = 1;
if(Level[Loc[a][0] - 1][Loc[a][1]] != 1) checksides[1] = 1;
if(Level[Loc[a][0]][Loc[a][1] + 1] != 1) checksides[2] = 1;
if(Level[Loc[a][0]][Loc[a][1] - 1] != 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
b = (int)(rand() / (1625000000 / 4));
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];
}
}
}
void MovePacman() {
static int itime = 0;
//Switch sides?
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 he 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; }
}
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
do {
chtmp = getch();
} while (chtmp == ERR);
}
void GetState(){
int pacman_row = Loc[4][0];
int pacman_col = Loc[4][1];
int row_max = 28;
int col_max = 27;
int min = 0;
State = Invincible;
for (int i = 0; i < 12 ; i++){
int row_add = 0;
int col_add = 0;
switch (i){
case 0:
row_add = -2;
break;
case 1:
row_add = -1;
col_add = -1;
break;
case 2:
row_add = -1;
break;
case 3:
row_add = -1;
col_add = +1;
break;
case 4:
col_add = -2;
break;
case 5:
col_add = -1;
break;
case 6:
col_add = +1;
break;
case 7:
col_add = +2;
break;
case 8:
row_add = +1;
col_add = -1;
break;
case 9:
row_add = +1;
break;
case 10:
row_add = +1;
col_add = +1;
break;
case 11:
row_add = +2;
break;
}
int row_temp = pacman_row + row_add;
int col_temp = pacman_col + col_add;
row_temp = row_temp > row_max ? row_temp -29 : row_temp;
row_temp = row_temp < min ? row_temp +29 : row_temp;
col_temp = col_temp > col_max ? col_temp -28 : col_temp;
col_temp = col_temp < min ? col_temp +28 : col_temp;
int i_temp = Level[row_temp][col_temp];
if (i_temp == 4) i_temp = 0;
if (i_temp == 3) i_temp = 2;
for(int j = 0; j < 4; j++){
if ((Loc[j][0] == row_temp) && (Loc[j][1] == col_temp)){
i_temp = 3;
break;
}
}
State = State + i_temp * pow(2, (2*i + 1));
}
}
void get_session_count() {
FILE *dat =fopen("session_count.dat", "r");
fscanf(dat, "%d", &Session );
fclose(dat);
}
void write_session_count() {
Session++;
FILE *dat =fopen("session_count.dat", "w");
fprintf(dat, "%d", Session);
fclose(dat);
}
void save_to_file () {
//ToDo: Filenamen vorher definieren, in Abhängigkeit von Session
FILE *dat = fopen("training.dat", "a");
fprintf(dat, "%d ", State);
fprintf(dat, "%d ", action);
fprintf(dat, "%d ", Reward);
fprintf(dat, "%d", Session);
fprintf(dat, "\n");
fclose(dat);
}
void get_Reward() {
int x=10;
int y=50;
int z=100;
Reward=x*(2*Points-nr_o_actions)+y*(Lives-4)+z*LevelNumber;
}
void get_Action() {
//*action= rand()%4;
//exploration rate (in %) festlegen
int explore_rate=30;
srand(time(NULL));
//0-100 Als Random Zahl generieren
int temp_random=rand()%101;
//explore
if (temp_random<explore_rate){
action = rand()%4;
}
else {
char filename[100];
snprintf(filename, sizeof(filename),"./Q/%d.dat",State);
FILE *dat=fopen(filename, "r");
int Q[4];
if ( dat!=NULL)
{
fscanf(dat, "%d %d %d %d", &Q[0],&Q[1],&Q[2],&Q[3]);
fclose(dat);
action = get_argmax(Q,4);
}
else
{
//Explore if Agent doesnt know State
action = rand()%4;
}
}
}
int get_argmax (int arr[], int n){
int i;
int arg_max=0;
for(i=1; i<n;i++){
if(arr[i]>arr[arg_max]){
arg_max=i;
}
}
return arg_max;
}