Example #1
0
QList<QPoint> MineLocker::checkAroundMinesForLock(const QPoint &openedNearMinePos)
{
    QList<QPoint> minesPosForLock;
    int numberOfOpened = 0;

    auto aroundPositions = Utility::getAroundPositions(openedNearMinePos);

    for (auto &aroundPos : aroundPositions) {
        auto &piece = getPiece(aroundPos);

        if (piece->isMine()) {
            if (!piece->isLock())
                minesPosForLock << aroundPos;
        } else {
            if (piece->isOpen())
                ++numberOfOpened;
        }
    }

    if (numberOfOpened != 8 - getPiece(openedNearMinePos)->numberOfAroundMines())
        return QList<QPoint>();

    for (auto &minePos : minesPosForLock)
        getPiece(minePos)->lock();

    return minesPosForLock;
}
Example #2
0
void Board::setColors(int c)
{
	getPiece(0, c)->setColor('B');
	getPiece(1, c)->setColor('B');
	getPiece(6, c)->setColor('W');
	getPiece(7, c)->setColor('W');
}
Example #3
0
void Board::evaluateMatches()
{
	m_Matches = 0;
	m_MissingPieces = 0;
	for (int i = 0; i < BOARD_SIZE; i++)
	{
		for (int j = 0; j < BOARD_SIZE; j++)
		{
			if (getPiece(i,j) == g_PIECES[NO_PIECE])
			{
				m_MissingPieces++;
				continue;
			}
			if (j > 0)
			{
				if (getPiece(i,j-1)->getRight() == getPiece(i,j)->getLeft())
					m_Matches++;
			}
			if (i > 0)
			{
				if (getPiece(i-1,j)->getBottom() == getPiece(i,j)->getTop())
					m_Matches++;
			}
		}
	}
}
Example #4
0
bool ChessBoard::validateKingMove( Move move ) {

  int dif_x = std::abs( move.to_x - move.from_x );
  int dif_y = std::abs( move.to_y - move.from_y );
  Piece* king = getPiece( move.from_x, move.from_y );

  if( dif_x == 2 && dif_y == 0 ) {
    Piece* rook;
    if( move.to_x != 2 ) {
       rook = getPiece( move.to_x + 1, move.to_y);
      if( rook != NULL && rook->nrOfMoves == 0 && king->nrOfMoves == 0) {
	if( checkHorisontalOrVerticalLine( Move( move.from_x, move.from_y, move.to_x+1, move.to_y) ) ) {
	  return true;
	}
      }
    } else {
      rook = getPiece( move.to_x - 2, move.to_y );
      if( rook != NULL && rook->nrOfMoves == 0 && king->nrOfMoves == 0) {
	if( checkHorisontalOrVerticalLine( Move( move.from_x, move.from_y, move.to_x-2, move.to_y) ) ) {
	  return true;
	}
      }
    }
  }

  return (dif_x <= 1 && dif_y <= 1 );
}
Example #5
0
/**
 * @brief Permet de vérifier si la pièce peut bouger, et se déplace si oui
 * @param[in] colonnneO la colonne d'origine de la pièce
 * @param[in] ligneO la ligne d'origine de la pièce
 * @param[in] colonne la colonne où la pièce doit se déplacer
 * @param[in] ligne la ligne où la pièce doit se déplacer
 * @param[in] camp le camp de la pièce
 * @return un booléen pour savoir si le mouvement est possible
 * et si la pièce a été déplacée
 * @see bool Stratego::deplacementPossible(char colonneO, int ligneO,
 *							char colonne, int ligne) const
 */
bool Stratego::mouvement(char colonneO, int ligneO, char colonne, int ligne, int camp) {
	char piece = getPiece(colonneO, ligneO);

	if (!estPieceDe(piece, camp) || !estDansTerrain(colonne, ligne))
		return (false);

	if (piece == BOMBE || piece == DRAPEAU || piece == BOMBE+MINUS || piece == DRAPEAU+MINUS)
		return (false);

	if (!deplacementPossible(colonneO, ligneO, colonne, ligne))
		return (false);

	char pieceDest = getPiece(colonne, ligne);
	if (pieceDest != VIDE) {
		if(!campsOpposes(piece, pieceDest))
			return (false);
		else {
			combat(colonneO, ligneO, colonne, ligne);
			return (true);
		}
	}
	else { // Case destination vide
		put(colonne, ligne, piece);
		put(colonneO, ligneO, VIDE);
	}
	return (true);
}
Example #6
0
bool ChessBoard::validatePawnMove( Move move ) {

  Piece* pawn = getPiece( move.from_x, move.from_y );
  PieceColor pawn_color = pawn->color;
  int dif_x = std::abs( move.to_x - move.from_x );
  int dif_y = std::abs( move.to_y - move.from_y );

  /* check if the pawn is moving the right way*/
  if( !validatePawnVerticalDirection( pawn_color, move.to_y, move.from_y ) ) {
    return false;
  }


  if( dif_y == 2 ) {

    if( move.from_y != 6 && move.from_y != 1 ) return false;
    if( !checkHorisontalOrVerticalLine( move ) ) return false;
    if( getPiece( move.to_x, move.to_y ) != NULL ) return false;
    /* should add ampasang rules */
    
  } else if( dif_y == 1 ) {

    if( dif_x > 1 ) return false;

    if( dif_x == 1 ) {

      
      if ( getPiece(move.to_x, move.to_y ) == NULL ) {

	if( moves.size() != 0 ) {
	
	  Move prevMove = moves.top();

	  Piece* piece = getPiece( prevMove.to_x, prevMove.to_y );
      
	  if( ( piece->type != PAWN) ) {
	    return false;
	  }
	  if( std::abs( prevMove.from_y - prevMove.to_y ) != 2 || prevMove.to_x != prevMove.from_x ) {
	    return false;
	  }
	  
	  if( std::abs( prevMove.to_y - move.to_y ) > 1 ) return false;
	
	}
      }
      
    } else {
      return ( !(getPiece(move.to_x, move.to_y ) != NULL) );
    }

  } else {

    return false;
  }
  return true;
}
Cell* getPossibleMovesPawn(ChessBoard* board,ChessPiece* piece, int* movinc)//was originally reference here
{
    Cell pos = getPosition(piece);
    Cell kingStartpos = getStartPosition(getPieces(getColor(piece),board)[0]);
    bool pawnMovesUp = kingStartpos.rowum == 0;
    int rowinc = (pawnMovesUp ? 1 : -1);
    int cellsFront = (abs(kingStartpos.rowum - pos.rowum) < 2 ? 2 : 1);
    Cell* moves=(Cell*) malloc(sizeof(Cell)*6);

    ChessPiece * pieces;
    int row = pos.rowum + rowinc;
    int i=0;

    Cell cell;
    cell.colum=pos.colum;
    cell.rowum=row;
    while(i<cellsFront)
    {

        if (row > 7 || row < 0)
            return moves;
        cell.rowum=row;
        pieces = getPiece(pos.colum, row);
        if (pieces != 0)
            break;

        if(!isCheckOnMove((board), piece, pos, cell))
            moves[(*movinc)++]=cell;

        row += rowinc;
        i++;
    }


    //this checks if a pawn can move diagonal
    if (pos.colum != 0 && pos.rowum + rowinc < 8 && pos.rowum + rowinc > -1) {
        pieces = getPiece(pos.colum - 1, pos.rowum + rowinc);
        if (pieces != 0 && getColor(pieces) != getColor(piece) &&
                !isCheckOnMove((board), piece, pos,
                    getPosition(pieces))) {
            moves[(*movinc)++]=(getPosition(pieces));
        }
    }

    if (pos.colum != 7 && pos.rowum + rowinc < 8 && pos.rowum + rowinc > -1) {
        pieces = getPiece(pos.colum + 1, pos.rowum + rowinc);
        if (pieces != 0 && getColor(pieces) != getColor(piece) &&
                !isCheckOnMove((board), piece, pos,
                    getPosition(pieces))) {
            moves[(*movinc)++]=(getPosition(pieces));
        }
    }

    return moves;
}
Example #8
0
char* Board::writeBoardToFile(char *filename)
{
	string name = filename;
	string tryName = "";
	int fileIndex = 1;
	char indexBuf[10];
	sprintf(indexBuf, "%d", fileIndex);
	tryName = name + indexBuf + ".lay";
	while (fileExists(tryName))
	{
		fileIndex++;
		sprintf(indexBuf, "%d", fileIndex);
		tryName = name + indexBuf + ".lay";
	}
	name = tryName;

	ofstream myfile;
	myfile.open(name.c_str());
	
	for (int i = 0; i < BOARD_SIZE; i++)
	{
		for (int j = 0; j < BOARD_SIZE; j++)
		{
			char id [10];
			char rotation [10];
			if (j > 0)
			{
				myfile << "\t";
			}
			//itoa(getPiece(i, j)->getID(), id, 10);
			sprintf(id, "%d", getPiece(i, j)->getID());
			//itoa(getPiece(i, j)->getRotation(), rotation, 10);
			sprintf(rotation, "%d", getPiece(i, j)->getRotation());
			myfile << id;
			myfile << "\t";
			myfile << rotation;
		}
		myfile << "\n";
	}
	char matches [10];
	char missing [10];
	//itoa(m_Matches, matches, 10);
	sprintf(matches, "%d", m_Matches);
	//itoa(m_MissingPieces, missing, 10);
	sprintf(missing, "%d", m_MissingPieces);
	myfile << "Matches: ";
	myfile << matches;
	myfile << "\nMissingPieces: ";
	myfile << missing;
	myfile << "\n";
	myfile.close();
	printf("Writing to: %s\n", name.c_str());
	return ""; //name.c_str();
}
void getMovesStraight(ChessBoard* board, ChessPiece* pieces,
        Cell* moves, bool vertical, bool rightOrUp, int* counter)
{
    Cell ownPos = getPosition(pieces);
    int col = ownPos.colum;
    int row = ownPos.rowum;
    ChessPiece * piece;
    Cell cell;

    if (vertical) {
        int rowInc = (rightOrUp ? 1 : -1);
        row += rowInc;

        while((rightOrUp ? (row < 8) : (row > -1)))
        {
            piece = getPiece(col, row);
            cell.colum=col;
            cell.rowum=row;
            if (piece == 0 && !isCheckOnMove((board), pieces, ownPos,
                        cell)) {
                moves[(*counter)++]=cell;
            } else if (piece != 0) {
                if (getColor(piece) != getColor(pieces) &&
                        !isCheckOnMove((board), pieces, ownPos, cell))
                    moves[(*counter)++]=cell;

                return;
            }
            row += rowInc;
        }      
    } else {
        int colInc = (rightOrUp ? 1 : -1);
        col += colInc;

        while((rightOrUp ? (col < 8) : (col > -1)))
        {
            piece = getPiece(col, row);
            cell.rowum=row;
            cell.colum=col;
            if (piece == 0 && !isCheckOnMove((board), pieces, ownPos,
                        cell)) {
                moves[(*counter)++]=cell;
            } else if (piece != 0) {
                if (getColor(piece) != getColor(pieces) &&
                        !isCheckOnMove(board, pieces, ownPos, cell)) {
                    moves[(*counter)++]=cell;
                }

                return;
            }
            col += colInc;
        }
    }
    } // end of method getMovesStraight(...)
Example #10
0
/**
 * @brief Déplace une pièce appartenant à colonneO, ligneO sur colonne, ligne
 * @param[in] colonneO la colonne d'origine de la pièce
 * @param[in] ligneO la ligne d'origine de la pièce
 * @param[in] colonne la colonne où la pièce doit se déplacer
 * @param[in] ligne la ligne où la pièce doit se déplacer
 * @return un booléen pour savoir si la pièce a bien été déplacée
 */
bool Stratego::deplacer(char colonneO, int ligneO, char colonne, int ligne) {
	char piece = getPiece(colonneO, ligneO);
	if ((estDansCamp(colonneO, ligneO, NORD) && estDansCamp(colonne, ligne,NORD)
		&& estPieceDe(piece, NORD))
		|| (estDansCamp(colonneO, ligneO, SUD) && estDansCamp(colonne,ligne,SUD)
		&& estPieceDe(piece, SUD) )) {

		char pieceO = getPiece(colonne, ligne);
		put(colonne, ligne, piece);
		put(colonneO, ligneO, pieceO);
		return (true);
	}
	return (false);
}
Example #11
0
/**
@param piece The piece to test.
@param x The X coordinate to move the piece to.
@param y The Y coordinate to move the piece to.
*/
bool Board::resultsInCheck(Piece* piece, int x, int y)
{
	bool check = false;
	Position oldPos = piece->getPos();

	Piece* capturedPiece = getPieceAt(x, y);
	piece->setPos(x, y);

	// Find the kings position
	Position kingPos;
	kingPos = getPiece(KING, piece->getColor())->getPos();
	
	if(capturedPiece != NULL)
		capturedPiece->setCaptured(true);

	// Find out if the king gets pinned
	for(auto iter = mPieces.begin(); iter != mPieces.end(); iter++)
	{
		Piece* p = (*iter);
		if(p->getColor() != piece->getColor() && p->pinning(kingPos.x, kingPos.y) && !p->getCaptured())	{
			check = true;
			break;
		}
	}

	if(capturedPiece != NULL)
		capturedPiece->setCaptured(false);
	
	piece->setPos(oldPos);
	return check;
}
Example #12
0
std::vector<Piece*> ChessBoard::findThreatheningPieces( Piece* p ) {
  
  std::vector<Piece*> pieces;
  pieces.push_back( NULL );

  std::vector<Piece*> toCheck;

  if( p->color == WHITE ) {
    toCheck = blackPieces;
  }
  else {
    toCheck = whitePieces;
  }
  
  for( std::vector<Piece*>::iterator it = toCheck.begin(); it != toCheck.end(); ++it ) {
    
    if( (*it)->inPlay ) {
      
      Move m((*it)->x, (*it)->y, p->x, p->y);
      bool b = makeMove((*it)->x, (*it)->y, p->x, p->y);
      if( b ){
	goBackAMove();
	pieces.push_back( getPiece( (*it)->x, (*it)->y ) );
      }
    }
  }
  
  return pieces;
}
Example #13
0
bool ChessBoard::checkIfCanMoveTo( PieceColor color, int to_x, int to_y ) {

  std::vector<Piece*> toCheck;

  if( color == WHITE ) {
    toCheck = whitePieces;
  }
  else {
    toCheck = blackPieces;
  }

  for( std::vector<Piece*>::iterator it = toCheck.begin(); it != toCheck.end(); ++it ) {

    if( (*it)->inPlay ) {

      Move m((*it)->x, (*it)->y, to_x, to_y);
      
      Piece* piece = getPiece( (*it)->x, (*it)->y );
      if( piece->type == QUEEN ) {
	std::cout << "Checking if queen on: x: " << piece->x << " y: " <<piece->y << ". can move to x: " << to_x << " y: " << to_y << "\n";
      } 
      
      if( validateMove( m ) ){
	return true;
      }
    }
  }
  if( color == WHITE ) std::cout << "white cant move to: ";
  else std::cout << "black cant move to: ";
  
  std::cout << " x: "<< to_x << " y: " << to_y << "\n";
  return false;
}
Example #14
0
bool ChessBoard::checkHorisontalOrVerticalLine( Move move ) {

  int dif_x = move.to_x - move.from_x;
  int dif_y = move.to_y - move.from_y;

  if( dif_x != 0 && dif_y != 0 ) return false;

  int dir_x = 0;
  int dir_y = 0;
  if( dif_x != 0 ) {
    dir_x = dif_x/std::abs( dif_x );
  } else {
    dir_y = dif_y/std::abs( dif_y );
  }

  int x = move.from_x + dir_x, y = move.from_y + dir_y;

  while( x != move.to_x || y != move.to_y ) {

    if( getPiece( x, y ) != NULL ) return false;

    x += dir_x;
    y += dir_y;
  }
  return true;
}
Example #15
0
File: trogdor.c Project: cp3/cp3
/**
 * Prints out the board to standard out.
 * For testing purposes.
 */
void printBoard() {
	int i, j;
	//	fprintf(stderr, "From input:\n");
	//
	//	for (i = 0; i < columns - PADDING; i++) {
	//		for (j = 0; j < rows - PADDING; j++) {
	//			printf("%c", pieces[getPiece(j,i)]);
	//		}
	//	}
	//	fprintf(stderr, "\nTop Pieces:\n");
	//	for (i = 0; i < columns - PADDING; i++) {
	//		printf("%d ", columnHeight[i]);
	//	}
	//	fprintf(stderr, "\n\n");
	//	for (i = rows - 1; i >= 0; i--) {
	//	 for (j = 0; j < columns; j++) {
	//	 printf("%c ", pieces[board[i + j * rows]]);
	//	 }
	//	 printf("\n");
	//	 }
	//	 printf("\n\n");
	for (i = rows - 7; i >= 0; i--) {
		for (j = 0; j < boardSize(columns); j++) {
			fprintf(stderr, "%c ", pieces[getPiece(i,j)]);
		}
		fprintf(stderr, "\n");
	}
	fprintf(stderr, "\n\n");
}
  bool validMoveKnight(ChessBoard* board, Cell to, ChessPiece* piecen)
  {
    if (to.colum > 7 || to.colum < 0 || to.rowum > 7 || to.rowum < 0)
      return false;

    Cell ownPos = getPosition(piecen);
int i;
    for (i = 0; i < 4; i++) {
      if (knightmovePatterns[i][0] + ownPos.colum == to.colum &&
          (knightmovePatterns[i][1] + ownPos.rowum == to.rowum ||
           knightmovePatterns[i][1]*-1 + ownPos.rowum == to.rowum)) {
        ChessPiece * piece = getPiece(to.colum, to.rowum);
        Cell cell;
        cell.colum=to.colum;
        cell.rowum=to.rowum;
        if (piece == 0 && isCheckOnMove(board, piecen, ownPos,
                                                    cell)) {
          return false;
        } else if (piece != 0 && (getColor(piece) == getColor(piecen) ||
                   isCheckOnMove(board, piecen, ownPos,
                                             cell))) {
          return false;
        } else
          return true;
      }
    }
   
    return false;
  } // end of method validdMove(ChessBoard & board, Cell to)
Example #17
0
 const Surroundings Game::getSurroundings(const Position &pos) const
 {
     Surroundings Sur;
     unsigned int x,y;
     unsigned int i = 0;
     
     // Checks surrounding from a piece using grid from -1 -> 1. returns the surroundings of a peice.
     for (int row =-1; row <=1; ++row)
     {
         x = pos.x+row;
         for (int col =-1; col <=1; ++col)
         {
             y=pos.y+col;
             
             if( x>=__height || y >=__width)
             {
                 Sur.array[i] = INACCESSIBLE;
                 i++;
             }
             else if(__grid[x*__width+y]== nullptr)
             {
                 Sur.array[i] = EMPTY;
                 i++;
             }
             else
             {
                 Sur.array[i]=getPiece(x,y)->getType();
                 i++;
             }
         }
     }
     Sur.array[4]=SELF;
     return Sur;
 }
Example #18
0
int checkAddition(std::string in, int inWidth, std::string added, int addedWidth, std::vector<int> previousCounts) {
	for (int i=0; i<blockHeight; i++) {
		int leftPiece = getPiece(in, (i+1)*inWidth-1);
		int rightPiece = getPiece(added, i*addedWidth);
		if (pieceHasRight(leftPiece) != pieceHasLeft(rightPiece)) {
			return 1;
		}
		// Make sure that we don't have H/8 to the left of D/4
		if (leftPiece==8 && rightPiece==4) {
			return 2;
		}
	}
	
	// Check piece counts
	return pieceCountIsValid(added,previousCounts);
}
Example #19
0
/**
 * @brief Permet de vérifier qu'un déplacement d'une pièce est possible
 * @param[in] colonneO la colonne d'origine de la pièce
 * @param[in] ligneO la ligne d'origine de la pièce
 * @param[in] colonne la colonne où la pièce doit se déplacer
 * @param[in] ligne la ligne où la pièce doit se déplacer
 * @return 0 : non déplaçable, 1 : case libre, 2 : case occupée
 * @see bool Stratego::deplacer(char colonneO,int ligneO,char colonne,int ligne)
 */
int Stratego::deplacementPossible(char colonneO, int ligneO,
								char colonne, int ligne) const {
	if (!estDansTerrain(colonne, ligne))
		return 0;

	char piece = getPiece(colonne, ligne);
	if ((colonneO-COLGAUCHE) % 2 == 0 &&
		( (colonneO == colonne && (ligneO == ligne-1 || ligneO == ligne+1)) ||
		((colonneO == colonne-1 || colonneO == colonne+1) && (ligneO == ligne ||
														ligneO == ligneO-1)) ))
			if (piece == VIDE)
				return 1;
			else
				return 2;
	else if ((colonneO-COLGAUCHE) % 2 == 1 &&
		((colonneO == colonne && (ligneO == ligne-1 || ligneO == ligne+1)) ||
		((colonneO == colonne-1 || colonneO == colonne+1) &&
		(ligneO == ligne+1 || ligneO == ligneO))))
			if (piece == VIDE)
				return 1;
			else
				return 2;
	else
		return 0;
}
Example #20
0
void redo(Game* game) {
	int turn = 0;
	int maxTurn = 0; 
	char cmd[7];
	int rst = 0;
	int debug = 0;
	int in = 0;
	Piece* piece;
	clock_t start = 0;
	assert(game);
	maxTurn = game->turn-2;
	game->turn = 0;
	resetBoard(game);
	if (maxTurn <= 0) {
		printBoard(game);
		return;
	}
	for (turn = 1;turn <= maxTurn;turn++) {
		rst = getStepFromLog(game, turn, cmd);
		rst = movePieceNotation(game, cmd);
		if (cmd[4] > 'A' && cmd[4] < 'R') {
			piece = getPiece(game, cmd[2]-'a', cmd[3]-'1');
			piece->type = cmd[4];
		}
		game->turn = turn;
	}
	printBoard(game);
}
Example #21
0
	bool Chunk::checkHash(const SHA1Hash & h)
	{
		PieceData::Ptr d = getPiece(0,size,true);
		if (!d || !d->ok())
			return false;
		else
			return d->generateHash() == h;
	}
Example #22
0
std::vector<int> getPieceCounts(std::string puzzle) {
	//int *count = new int[16];
	std::vector<int> count = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
	for (int i=0; i<puzzle.length(); i++) {
		int temp = getPiece(puzzle,i);
		count[temp]++;
	}
	return count;
}
Example #23
0
void Board::setNonPawns(int r)
{
	getPiece(r, 0)->setType('R');
	getPiece(r, 1)->setType('N');
	getPiece(r, 2)->setType('B');
	getPiece(r, 3)->setType('Q');
	getPiece(r, 4)->setType('K');
	getPiece(r, 5)->setType('B');
	getPiece(r, 6)->setType('N');
	getPiece(r, 7)->setType('R');
}
Example #24
0
//! Can the player intersect the checking piece?
bool Board::canIntersectChecker(Color color, Piece* checker)
{
	// Impossible to intersect a Knight
	if(checker->getType() == KNIGHT)
		return false;

	Position kingPos = getPiece(KING, color)->getPos();

	// Impossible to intersect something that's one unit close
	Position diff;
	diff.x = checker->getPos().x - kingPos.x;
	diff.y = checker->getPos().y - kingPos.y;

	if(abs(diff.x) + abs(diff.y) <= 2 && abs(diff.x) <= 1 && abs(diff.y) <= 1)
	{
		return false;
	}
	else
	{
		// Vertically
		if(diff.x == 0 && diff.y != 0)
		{
			for(int i = 0; i < abs(diff.y); i++)
			{
				if(canMoveTo(color, kingPos.x, kingPos.y + i*diff.y/abs(diff.y)))	{
					return true;
				}

			}
		}
		// Horizontally
		else if(diff.x != 0 && diff.y == 0)
		{
			for(int i = 0; i < abs(diff.x); i++)
			{
				if(canMoveTo(color, kingPos.x + i*diff.x/abs(diff.x), kingPos.y))	{
					return true;
				}

			}
		}
		// Diagonally
		else if(abs(diff.x) == abs(diff.y) && diff.x != 0)
		{
			for(int i = 0; i < abs(diff.x); i++)
			{
				if(canMoveTo(color, kingPos.x + i*diff.x/abs(diff.x), kingPos.y + i*diff.y/abs(diff.y)))	{
					return true;
				}

			}
		}
	}

	return false;
}
Example #25
0
int pieceCountIsValid(std::string puzzle, std::vector<int> count) {
	for (int i=0; i<puzzle.length(); i++) {
		int temp = getPiece(puzzle,i);
		count[temp]++;
		if (count[temp] > numCounts[temp]) {
			return 3;
		}
	}
	return 0;
}
Example #26
0
bool Board::checkDeath(Square s)
{
	if(!isTrap(s) || isFree(s)) //if it is not a trap, or no piece is on the trap
		return false;

	Color color = getPiece(s)->getColor();
	Square adjSquare;
	for(int i = 0; i < 4; ++i) //checks the 4 directions
	{
		adjSquare = s + m_cardinals[i];
		if(isValid(adjSquare) && !isFree(adjSquare))
		{
			if(getPiece(adjSquare)->getColor() == color) //an ally is around : the piece can't die
				return false;
		}
	}
	removePiece(s);
	return true;
}
Example #27
0
int pieceCountIsValid(std::string puzzle) {
	int count [16] = {0};
	for (int i=0; i<puzzle.length(); i++) {
		int temp = getPiece(puzzle,i);
		count[temp]++;
		if (count[temp] > numCounts[temp]) {
			return 3;
		}
	}
	return 0;
}
Example #28
0
bool Board::isFrozen(Square s) const
{
	if(isFree(s))
		return true; //a blank square is considered frozen
	Color color = getPiece(s)->getColor();
	Square adjSquare;
	bool frozen = false;
	for(int i = 0; i < 4; ++i) //checks the 4 directions
	{
		adjSquare = s + m_cardinals[i];
		if(isValid(adjSquare) && !isFree(adjSquare))
		{
			if(getPiece(adjSquare)->getColor() == color) //an ally is around : the piece can't be frozen
				return false;
			else //an ennemy is around : frozen if weaker or if already frozen
				frozen |= (*getPiece(s) < *getPiece(adjSquare));
		}
	}
	return frozen;
}
Example #29
0
/**
 * @brief Permet un combat
 * @param[in] colAtq la colonne de la pièce attaquante
 * @param[in] ligAtq la ligne de la pièce attaquante
 * @param[in] colAdv la colonne de la pièce adverse
 * @param[in] ligAdv la ligne de la pièce adverse
 * @see bool Stratego::dejaUnePiece(char colDep, int ligDep, char colDest,
 *									int ligDest)
 */
void Stratego::combat(char colAtq, int ligAtq, char colAdv, int ligAdv) {
	char pieceAttaquante = getPiece(colAtq, ligAtq),
		pieceAdverse = getPiece(colAdv, ligAdv),
		// Évite un changement de camp de pieceAttaquante
		pieceAtq = pieceAttaquante;

	if (estPieceDe(pieceAttaquante, NORD))
		pieceAttaquante -= MINUS;
	if (estPieceDe(pieceAdverse, NORD))
		pieceAdverse -= MINUS;

	if ( ((pieceAttaquante < pieceAdverse) && pieceAdverse != BOMBE) ||
		(pieceAttaquante == DEMINEUR && pieceAdverse == BOMBE) ||
		(pieceAttaquante == ESPION && pieceAdverse == MARECHAL) )
			put(colAdv, ligAdv, pieceAtq);
	else if (pieceAttaquante == pieceAdverse) {
		put(colAdv, ligAdv, VIDE);
	}
	put(colAtq, ligAtq, VIDE);
}
Example #30
0
/**
 * @brief Si une case sur le chemin de l'éclaireur est occupée, cette fonction
 * détremine si un combat est nécesssaire ou si le mouvement est impossible
 * param[in] colDep la colonne d'origine de la pièce éclaireur
 * param[in] ligDep la ligne d'origine de la pièce éclaireur
 * param[in] colDest la colonne où la pièce éclaireur doit se déplacer
 * param[in] ligDest la ligne où la pièce éclaireur doit se déplacer
 * @return false : mouvement impossible, true : combat effectué
 */
bool Stratego::mouvementEclaireur(char colDep, int ligDep, char colDest,
								int ligDest) {
	if (!estDansTerrain(colDest, ligDest))
		return (false);

	char pieceDep = getPiece(colDep, ligDep),
		pieceDest = getPiece(colDest, ligDest);

	if (pieceDest == VIDE) {
		put(colDest, ligDest, pieceDep);
		put(colDep, ligDep, VIDE);
		return (true);
	}
	if (!campsOpposes(pieceDep, pieceDest))
		return (false);
	else {
		combat(colDep, ligDep, colDest, ligDest);
		return (true);
	}
}