示例#1
0
void NewPosition(MazewarInstance::Ptr m)
//void NewPosition(MazewarInstance *m)
{
	Loc newX(0);
	Loc newY(0);
	Direction dir(0); /* start on occupied square */

	while (M->maze_[newX.value()][newY.value()]) {
	  /* MAZE[XY]MAX is a power of 2 */
	  newX = Loc(random() & (MAZEXMAX - 1));
	  newY = Loc(random() & (MAZEYMAX - 1));

	  /* In real game, also check that square is
	     unoccupied by another rat */
	}

	/* prevent a blank wall at first glimpse */

	if (!m->maze_[(newX.value())+1][(newY.value())]) dir = Direction(NORTH);
	if (!m->maze_[(newX.value())-1][(newY.value())]) dir = Direction(SOUTH);
	if (!m->maze_[(newX.value())][(newY.value())+1]) dir = Direction(EAST);
	if (!m->maze_[(newX.value())][(newY.value())-1]) dir = Direction(WEST);

	m->xlocIs(newX);
	m->ylocIs(newY);
	m->dirIs(dir);
}
示例#2
0
void _backward()
{
	register int	tx = MY_X_LOC;
	register int	ty = MY_Y_LOC;

	switch(MY_DIR) {
	case NORTH:	if (!M->maze_[tx-1][ty])	tx--; break;
	case SOUTH:	if (!M->maze_[tx+1][ty])	tx++; break;
	case EAST:	if (!M->maze_[tx][ty-1])	ty--; break;
	case WEST:	if (!M->maze_[tx][ty+1])	ty++; break;
	default:
		MWError("bad direction in Backward");
	}
	if ((MY_X_LOC != tx) || (MY_Y_LOC != ty)) {
		M->xlocIs(Loc(tx));
		M->ylocIs(Loc(ty));
		updateView = TRUE;
	}
}
示例#3
0
/* ----------------------------------------------------------------------- */
void forward(void)
{	
	bool allow = true;
	register int tx = MY_X_LOC;
	register int ty = MY_Y_LOC;
	switch(MY_DIR) {
		case NORTH:
			{
				for (int i = 0; i < 8 ; i++)
				{
					if(rat_array[i] != NULL)
					{
						if (M->mazeRats_[i].x.value() == MY_X_LOC+1 && MY_Y_LOC == M->mazeRats_[i].y.value())	
						{

							allow = false;
							break;
						}
					} 
				}
				break; 
			}
		case SOUTH:	
			{
				for (int i = 0; i < 8 ; i++)
				{
					if(rat_array[i] != NULL)
					{	
						if (M->mazeRats_[i].x.value() == MY_X_LOC-1  && MY_Y_LOC == M->mazeRats_[i].y.value())	
						{

							allow = false;
							break;
						}
					} 
				}
				break; 
			}
		case EAST:
			{
				for (int i = 0; i < 8 ; i++)
				{
					if(rat_array[i] != NULL)
					{
						if (M->mazeRats_[i].x.value() == MY_X_LOC  && MY_Y_LOC+1 == M->mazeRats_[i].y.value())	
						{

							allow = false;
							break;
						}
					} 
				}
				break; 
			}
		case WEST:
			{
				for (int i = 0; i < 8 ; i++)
				{
					if(rat_array[i] != NULL)
					{
						if (M->mazeRats_[i].x.value() == MY_X_LOC  && MY_Y_LOC-1 == M->mazeRats_[i].y.value())	
						{

							allow = false;
							break;
						}
					} 
				}
				break; 
			}	
		default:
			exit(0);
	}
	if (allow){

		switch(MY_DIR) {
			case NORTH:	if (!M->maze_[tx+1][ty])	tx++; break;
			case SOUTH:	if (!M->maze_[tx-1][ty])	tx--; break;
			case EAST:	if (!M->maze_[tx][ty+1])	ty++; break;
			case WEST:	if (!M->maze_[tx][ty-1])	ty--; break;
			default:
						MWError("bad direction in Forward");
		}
		if ((MY_X_LOC != tx) || (MY_Y_LOC != ty)) {
			M->xlocIs(Loc(tx));
			M->ylocIs(Loc(ty));
			updateView = TRUE;
		}
	}
}