int PlaceQueens(int** chessboard, int size, int level) { count++; int Q_placed = 0; /* Q_placed is a flag reflecting that whether a Queen is placed on the current level or not. This value is returned to preceeding levels. */ int QNextLevel; /* QNextLevel is a flag reflecting that whether a Queen is placed on the next level or not. During recurssion this Flag will allow recurssion */ int flag; /* Determines whether a Queen can be placed at current position or not. */ int i; for (i = 0; i < size; i++) { /*Breaks the loops after all the Queens have been placed*/ if (Q_placed == 1) break; /*Check whether Queen can be placed or not*/ flag = CheckKill(chessboard, size, level, i); /*If Queen can be placed*/ if (flag == 0) { /*Queen Placed. This will be changed if Next level Queen is not placed succesfully*/ Q_placed = 1; /*Queen Placed. */ chessboard[level][i] = 1; PlaceQueen(level, i); /*Check for Last level*/ if (level == size - 1) ; else /*Place a next level Queen*/ { QNextLevel = PlaceQueens(chessboard, size, level + 1); /*If next level Queen is not Placed.*/ if (QNextLevel == 0) { /*Mark this level Queen as Not Placed*/ Q_placed = 0; chessboard[level][i] = 0; RemoveQueen(level, i); if (i == size - 1) HomeQueen(level); } } } else if (flag == 1) { PlaceQueen(level, i); RemoveQueen(level, i); if (i == size - 1) HomeQueen(level); } } return Q_placed; }
void do_disarm(struct char_data *ch, char *argument, int cmd) { char name[30]; int percent; struct char_data *victim; struct obj_data *w; int chance; int cost; if (check_peaceful(ch,"You feel too peaceful to contemplate violence.\n\r")) return; only_argument(argument, name); if (!(victim = get_char_room_vis(ch, name))) { if (ch->specials.fighting) { victim = ch->specials.fighting; } else { send_to_char("Disarm who?\n\r", ch); return; } } if (victim == ch) { send_to_char("Aren't we funny today...\n\r", ch); return; } if(!CheckKill(ch,victim)) return; if(ch->attackers > 3) { send_to_char("There is no room to disarm!\n\r", ch); return; } if(victim->attackers > 3) { send_to_char("There is no room to disarm!\n\r",ch); return; } cost = 25 - (GET_LEVEL(ch,BestFightingClass(ch))/10); if(GET_MANA(ch)<cost) { send_to_char("You trip and fall while trying to disarm.\n\r",ch); return; } percent=number(1,101); /* 101% is a complete failure */ percent -= dex_app[GET_DEX(ch)].reaction; percent += dex_app[GET_DEX(victim)].reaction; if(!ch->equipment[WIELD] && !ch->equipment[WIELD_TWOH]) { percent -= 50; } if(percent > ch->skills[SKILL_DISARM].learned) { /* failure */ GET_MANA(ch) -= 10; act("You try to disarm $N, but fail miserably.",TRUE,ch,0,victim,TO_CHAR); if((ch->equipment[WIELD]) && (number(1,10) > 8)) { send_to_char("Your weapon flies from your hand while trying!\n\r",ch); w = unequip_char(ch,WIELD); obj_from_char(w); obj_to_room(w,ch->in_room); act("$n tries to disarm $N, but $n loses his weapon!",TRUE,ch,0,victim,TO_ROOM); } else if((ch->equipment[WIELD_TWOH]) && (number(1,10) > 9)) { send_to_char("Your weapon slips from your hands while trying!\n\r",ch); w = unequip_char(ch,WIELD_TWOH); obj_from_char(w); obj_to_room(w,ch->in_room); act("$n tries to disarm $N, but $n loses his weapon!",TRUE,ch,0,victim,TO_ROOM); } GET_POS(ch) = POSITION_SITTING; if((IS_NPC(victim)) && (GET_POS(victim) > POSITION_SLEEPING) && (!victim->specials.fighting)) { set_fighting(victim, ch); } WAIT_STATE(ch, PULSE_VIOLENCE*2); } else { if(victim->equipment[WIELD]) { GET_MANA(ch) -= 25; w = unequip_char(victim, WIELD); act("$n makes an impressive fighting move.",TRUE, ch, 0, 0, TO_ROOM); act("You send $p flying from $N's grasp.", TRUE, ch, w, victim, TO_CHAR); act("$p flies from your grasp.", TRUE, ch, w, victim, TO_VICT); obj_from_char(w); obj_to_room(w, victim->in_room); if(ch->skills[SKILL_DISARM].learned < 50) ch->skills[SKILL_DISARM].learned += 2; } else if(victim->equipment[WIELD_TWOH]) { GET_MANA(ch) -= cost; if(IS_NPC(victim)) chance = 70; else chance = victim->skills[SKILL_TWO_HANDED].learned; percent=number(1,101); /* 101% is a complete failure */ if(percent > chance) { w = unequip_char(victim, WIELD_TWOH); act("$n makes a very impressive fighting move.",TRUE, ch, 0, 0, TO_ROOM); act("You send $p flying from $N's grasp.", TRUE, ch, w, victim, TO_CHAR); act("$p flies from your grasp.", TRUE, ch, w, victim, TO_VICT); obj_from_char(w); obj_to_room(w, victim->in_room); if(ch->skills[SKILL_DISARM].learned < 50) ch->skills[SKILL_DISARM].learned += 4; } else { act("You try to disarm $N, but fail miserably.",TRUE,ch,0,victim,TO_CHAR); } } else { act("You try to disarm $N, but $E doesn't have a weapon.", TRUE, ch, 0, victim, TO_CHAR); act("$n makes an impressive fighting move, but does little more.", TRUE, ch, 0, 0, TO_ROOM); } if ((IS_NPC(victim)) && (GET_POS(victim) > POSITION_SLEEPING) && (!victim->specials.fighting)) { set_fighting(victim, ch); } WAIT_STATE(ch, PULSE_VIOLENCE*1); } }