Esempio n. 1
0
void DrasculaEngine::startWalking() {
	characterMoved = 1;

	stepX = STEP_X;
	stepY = STEP_Y;

	if (currentChapter == 2) {
		if ((roomX < curX) && (roomY <= (curY + curHeight)))
			quadrant_1();
		else if ((roomX < curX) && (roomY > (curY + curHeight)))
			quadrant_3();
		else if ((roomX > curX + curWidth) && (roomY <= (curY + curHeight)))
			quadrant_2();
		else if ((roomX > curX + curWidth) && (roomY > (curY + curHeight)))
			quadrant_4();
		else if (roomY < curY + curHeight)
			walkUp();
		else if (roomY > curY + curHeight)
			walkDown();
		else
			characterMoved = 0;
	} else {
		if ((roomX < curX + curWidth / 2 ) && (roomY <= (curY + curHeight)))
			quadrant_1();
		else if ((roomX < curX + curWidth / 2) && (roomY > (curY + curHeight)))
			quadrant_3();
		else if ((roomX > curX + curWidth / 2) && (roomY <= (curY + curHeight)))
			quadrant_2();
		else if ((roomX > curX + curWidth / 2) && (roomY > (curY + curHeight)))
			quadrant_4();
		else
			characterMoved = 0;
	}
	_startTime = getTime();
}
Esempio n. 2
0
void extendSuffixTree(int pos)
{
    /*Extension Rule 1, this takes care of extending all
    leaves created so far in tree*/
    leafEnd = pos;
  
    /*Increment remainingSuffixCount indicating that a
    new suffix added to the list of suffixes yet to be
    added in tree*/
    remainingSuffixCount++;
  
    /*set lastNewNode to NULL while starting a new phase,
     indicating there is no internal node waiting for
     it's suffix link reset in current phase*/
    lastNewNode = NULL;
  
    //Add all suffixes (yet to be added) one by one in tree
    while(remainingSuffixCount > 0) {
  
        if (activeLength == 0)
            activeEdge = pos; //APCFALZ
  
        // There is no outgoing edge starting with
        // activeEdge from activeNode
        if (activeNode->children[text[activeEdge]] == NULL)
        {
            //Extension Rule 2 (A new leaf edge gets created)
            activeNode->children[text[activeEdge]] =
                                          newNode(pos, &leafEnd);
  
            /*A new leaf edge is created in above line starting
             from  an existng node (the current activeNode), and
             if there is any internal node waiting for it's suffix
             link get reset, point the suffix link from that last
             internal node to current activeNode. Then set lastNewNode
             to NULL indicating no more node waiting for suffix link
             reset.*/
            if (lastNewNode != NULL)
            {
                lastNewNode->suffixLink = activeNode;
                lastNewNode = NULL;
            }
        }
        // There is an outgoing edge starting with activeEdge
        // from activeNode
        else
        {
            // Get the next node at the end of edge starting
            // with activeEdge
            Node *next = activeNode->children[text[activeEdge]];
            if (walkDown(next))//Do walkdown
            {
                //Start from next node (the new activeNode)
                continue;
            }
            /*Extension Rule 3 (current character being processed
              is already on the edge)*/
            if (text[next->start + activeLength] == text[pos])
            {
                //If a newly created node waiting for it's 
                //suffix link to be set, then set suffix link 
                //of that waiting node to curent active node
                if(lastNewNode != NULL && activeNode != root)
                {
                    lastNewNode->suffixLink = activeNode;
                    lastNewNode = NULL;
                }
 
                //APCFER3
                activeLength++;
                /*STOP all further processing in this phase
                and move on to next phase*/
                break;
            }
  
            /*We will be here when activePoint is in middle of
              the edge being traversed and current character
              being processed is not  on the edge (we fall off
              the tree). In this case, we add a new internal node
              and a new leaf edge going out of that new node. This
              is Extension Rule 2, where a new leaf edge and a new
            internal node get created*/
            splitEnd = (int*) malloc(sizeof(int));
            *splitEnd = next->start + activeLength - 1;
  
            //New internal node
            Node *split = newNode(next->start, splitEnd);
            activeNode->children[text[activeEdge]] = split;
  
            //New leaf coming out of new internal node
            split->children[text[pos]] = newNode(pos, &leafEnd);
            next->start += activeLength;
            split->children[text[next->start]] = next;
  
            /*We got a new internal node here. If there is any
              internal node created in last extensions of same
              phase which is still waiting for it's suffix link
              reset, do it now.*/
            if (lastNewNode != NULL)
            {
            /*suffixLink of lastNewNode points to current newly
              created internal node*/
                lastNewNode->suffixLink = split;
            }
  
            /*Make the current newly created internal node waiting
              for it's suffix link reset (which is pointing to root
              at present). If we come across any other internal node
              (existing or newly created) in next extension of same
              phase, when a new leaf edge gets added (i.e. when
              Extension Rule 2 applies is any of the next extension
              of same phase) at that point, suffixLink of this node
              will point to that internal node.*/
            lastNewNode = split;
        }
  
        /* One suffix got added in tree, decrement the count of
          suffixes yet to be added.*/
        remainingSuffixCount--;
        if (activeNode == root && activeLength > 0) //APCFER2C1
        {
            activeLength--;
            activeEdge = pos - remainingSuffixCount + 1;
        }
        else if (activeNode != root) //APCFER2C2
        {
            activeNode = activeNode->suffixLink;
        }
    }
}
Esempio n. 3
0
void KGrEnemy::walkTimeDone ()
{
  if (KGrObject::frozen) {walkFrozen = TRUE; return; }

  // Check we are alive BEFORE checking for friends being in the way.
  // Maybe a friend overhead is blocking our escape from a brick.
  if ((*playfield)[x][y]->whatIam()==BRICK) {	// sollte er aber in einem Brick
    dieAndReappear();				// sein, dann stirbt er wohl
    return;			// Must leave "walkTimeDone" when an enemy dies.
    }

  if (! bumpingFriend()) {
    switch (direction) {
      case UP:		walkUp (WALKDELAY);
			if ((rely == 0) &&
			    ((*playfield)[x][y+1]->whatIam() == USEDHOLE))
			    // Enemy kletterte grad aus einem Loch hinaus
			    // -> gib es frei!
			    ((KGrBrick *)(*playfield)[x][y+1])->unUseHole();
			break;
      case DOWN:	walkDown (WALKDELAY, FALLDELAY); break;
      case RIGHT:	walkRight (WALKDELAY, FALLDELAY); break;
      case LEFT:	walkLeft (WALKDELAY, FALLDELAY); break;
      default:		// Switch search direction in KGoldrunner search (only).
			searchStatus = (searchStatus==VERTIKAL) ?
					HORIZONTAL : VERTIKAL;

                        // In KGoldrunner rules, if a hole opens under an enemy
                        // who is standing and waiting to move, he should fall.
                        if (!(canStand()||hangAtPole())) {
                            initFall (actualPixmap, FALLDELAY);
                        }
                        else {
                            status = STANDING;
                        }

			break;
    }
    // wenn die Figur genau ein Feld gelaufen ist
    if (status == STANDING) { // dann suche den Helden
      direction = searchbestway(x,y,herox,heroy); // und
      if (walkCounter >= 4) {
        if (! nuggets)
	    collectNugget();
        else
	    dropNugget();
      }
      status = WALKING; // initialisiere die Zählervariablen und
      walkCounter = 1; // den Timer um den Held weiter
      walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); // zu jagen
      startWalk ();
      }
  }
  else {
    // A friend is in the way.  Try a new direction, but not if leaving a hole.
    Direction dirn;

    // In KGoldrunner rules, change the search strategy,
    // to avoid enemy-enemy deadlock.
    searchStatus = (searchStatus==VERTIKAL) ? HORIZONTAL : VERTIKAL;

    dirn = searchbestway (x, y, herox, heroy);
    if ((dirn != direction) && ((*playfield)[x][y]->whatIam() != USEDHOLE)) {
      direction = dirn;
      status = WALKING;
      walkCounter = 1;
      relx = 0; absx = 16 * x;
      rely = 0; absy = 16 * y;
      startWalk ();
    }
    walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
  }
  showFigure();
}
Esempio n. 4
0
void KGrHero::walkTimeDone ()
{
  if (! started) return;	// Ignore signals from earlier play.
  if (KGrObject::frozen) {walkFrozen = TRUE; return; }

  if ((*playfield)[x][y]->whatIam() == BRICK) {
    emit caughtHero();		// Brick closed over hero.
    return;
  }

  if ((y==1)&&(nuggets<=0)) {	// If on top row and all nuggets collected,
    emit leaveLevel();		// the hero has won and can go to next level.
    return;
  }

  if (status == STANDING)
    setNextDir();
  if ((status == STANDING) && (nextDir != STAND)) {
    if ((standOnEnemy()) && (nextDir == DOWN)) {
	emit caughtHero();	// Hero is going to step down into an enemy.
	return;
    }
    startWalk();
  }
  if (status != STANDING) {
      switch (direction) {
      case UP:		walkUp (WALKDELAY); break;
      case DOWN:	walkDown (WALKDELAY, FALLDELAY); break;
      case RIGHT:	walkRight (WALKDELAY, FALLDELAY); break;
      case LEFT:	walkLeft (WALKDELAY, FALLDELAY); break;
      default :
	// The following code is strange.  It makes the hero fall off a pole.
	// It works because of other strange code in "startWalk(), case DOWN:".
	if (!canStand()||hangAtPole()) // falling
	  initFall(FALL1, FALLDELAY);
	else  status = STANDING;
      break;
      }
    herox=x;heroy=y; // Koordinatenvariablen neu
    // wenn Held genau ein Feld weitergelaufen ist,
    if ((relx==0)&&(rely==0)) // dann setzte statische
      {
      collectNugget(); // und nehme evtl. Nugget
      }
    showFigure();	// Is this REDUNDANT now?  See showFigure() below.
			//////////////////////////////////////////////////
    }
  if (status == STANDING)
    if (!canStand()&&!hangAtPole())
      initFall(FALL1, FALLDELAY);
    else
      walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);

  // This additional showFigure() is to update the hero position after it is
  // altered by the hero-enemy deadlock fix in standOnEnemy().  Messy, but ...
  ////////////////////////////////////////////////////////////////////////////
  showFigure();
  if(isInEnemy()) {
    walkTimer->stop();
    emit caughtHero();
  }
}