Example #1
0
/*Add legal Moves for Bishop/Rook/Queen/King at Location to Linked List*/
int getBRQKMoves(Game *game, Location *loc, ListNode *temp){
	int killflag, blockedflag, i, j, dist, len;
	int flag = 0;
	MoveType type;
	MoveType *list = getMoveTypeList(game->board, loc);
	len = getMoveTypeListLength(game->board, loc);
	for (i = 0; i < len; i++){
		killflag = 0;
		blockedflag = 0;
		type = list[i];
		dist = distFrom(game->board, loc, type);
		if (isKing(game->board, loc) && dist>0){
			dist = 1;
		}
		for (j = 1; j <= dist&&!killflag&&!blockedflag; j++){
			Location *tLoc = setLocation(loc->column + shiftCol(game->board, loc, type)*j, loc->row + shiftRow(game->board, loc, type)*j);
			if (legalMoveToKing(game, loc, tLoc)){
				Move *move = setMove(loc, tLoc, NONETYPE);
				if (isValidMove(game, move)){
					addMoveToList(temp, move);
					flag = 1;
				}
				else{
					freeMove(move);
				}
			}
			else{
				free(tLoc);
			}
		}
	}
	return flag;
}
Example #2
0
/*!
\author Luxor
*/
void cChar::walk()
{
	pChar pc_att = cSerializable::findCharBySerial( attackerserial );
	if ( !pc_att )
		pc_att = cSerializable::findCharBySerial( targserial );
	if ( !pc_att )
		war = 0;

	if ( war && npcWander != cNPC::WANDER_FLEE && ( pc_att->IsOnline() || pc_att->npc ) ) { //We are following a combat target
                follow( pc_att );
                return;
        }

	switch( npcWander )
	{
		case cNPC::WANDER_NOMOVE: //No movement
			break;
		case cNPC::WANDER_FOLLOW: //Follow the follow target
		{
			pChar pc = cSerializable::findCharBySerial( ftargserial );
			if ( !pc )
				break;
			if ( pc->isDead() )
				break;
			if ( pc->questDestRegion == region )
				((pNPC)this)->clearedEscordQuest( (pPC) pc );
			follow( pc );
		}
			break;
		case cNPC::WANDER_FREELY_CIRCLE: // Wander freely, in a defined circle
			npcwalk( this, (chance( 20 ) ? rand()%8 : dir), 2 );
			break;
		case cNPC::WANDER_FREELY_BOX: // Wander freely, within a defined box
			npcwalk( this, (chance( 20 ) ? rand()%8 : dir), 1 );
			break;
		case cNPC::WANDER_FREELY: // Wander freely, avoiding obstacles
			npcwalk( this, (chance( 20 ) ? rand()%8 : dir), 0 );
			break;
		case cNPC::WANDER_FLEE: //FLEE!!!!!!
		{
			pChar target = cSerializable::findCharBySerial( targserial );
			if ( target ) {
				if ( distFrom( target ) < VISRANGE )
					getDirFromXY( target->getBody()->getPosition() );
				npcwalk( this, npcSelectDir( this, getDirFromXY(target->getBody()->getPosition()) +4 ), 0);
			}
		}
			break;
		case cNPC::WANDER_AMX: // Sparhawk: script controlled movement
		{
			uint32_t l = dir;

			pFunctionHandle evt = getEvent(cChar::evtChrOnWalk);
			if( evt ) {
				cVariantVector params = cVariantVector(3);
				params[0] = pc->getSerial(); params[1] = dir; params[2] = dir;
				evt->setParams(params);
				evt->execute();
				if( evt->isBypassed() )
					return;
			}

			int k = dir;
			dir = l;
			l = npcmovetime;
			npcwalk( this, k, 0);
			if ( l != npcmovetime ) // it's been changed through small
				return;
		}
			break;
		default:
			LogError("Unknown npcwander [serial %u]\n", getSerial());
			break;
	}
	setNpcMoveTime();
}