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/**
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* Copyright Michel Filippi <mfilippi@sade.rhein-main.de>
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* Robert Williams
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* Andrew Chant <andrew.chant@utoronto.ca>
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* André Luiz dos Santos <andre@netvision.com.br>
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* Benjamin Meyer <ben+ksnake@meyerhome.net>
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*
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* This file is part of the ksnake package
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include <tqrect.h>
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#include "board.h"
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Pos::Pos(Pos *p, int i, int r) {
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_parent = p;
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_index = i;
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_price = r;
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left = right = next = fnext = 0;
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inList = false;
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}
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Pos::~Pos() {
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delete fnext;
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}
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int Pos::index() const {
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return(_index);
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}
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void Pos::setPrice(int p) {
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_price = p;
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}
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int Pos::price() const {
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return(_price);
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}
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void Pos::setParent(Pos *p) {
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_parent = p;
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}
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Pos *Pos::parent() const {
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return(_parent);
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}
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Pos *Pos::listNext() {
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inList = false;
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return(next);
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}
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void Pos::addBTree(Pos *np) {
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// Check direction np is going to.
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Pos **p = 0;
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if(np->index() < index())
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p = &left;
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else if(np->index() > index())
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p = &right;
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else {
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qFatal("Repeated nodes on btree should never happens");
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}
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if(! *p) {
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*p = np;
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}
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else {
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(*p)->addBTree(np);
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}
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}
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Pos *Pos::searchBTree(int i) {
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if(i == index()) {
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return(this);
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}
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else if(i < index() && left) {
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return(left->searchBTree(i));
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}
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else if(right) {
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return(right->searchBTree(i));
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}
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// Node not found.
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return(0);
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}
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void Pos::addFList(Pos *np) {
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np->fnext = fnext;
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fnext = np;
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}
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void Pos::addList(Pos *np) {
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if(np->inList)
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return; // We're already in list.
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np->inList = true;
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Pos *p, *n;
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for(p = this; p; p = n) {
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// Check if the node next to p has a higher price.
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n = p->next;
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if(! n) {
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// The new node go to tail.
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np->next = 0;
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p->next = np;
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return;
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}
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if(np->price() <= n->price()) {
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// Add new node after p.
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np->next = p->next;
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p->next = np;
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return;
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}
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}
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qFatal("Shouldn't reach this point");
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}
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Board::Board(int s)
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:TQMemArray<int> (s)
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{
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sz = s;
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samyIndex = -1;
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}
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void Board::index(int i)
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{
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row = i/BoardWidth;
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col = i-(row*BoardWidth);
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}
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bool Board::inBounds(int i)
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{
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return ( i < 0 || i > sz-1 ? false : true);
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}
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void Board::set(int i, Square sq)
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{
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if (inBounds(i))
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at(i) = sq;
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if(sq == head)
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samyIndex = i;
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}
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TQRect Board::rect(int i)
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{
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index(i);
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return (TQRect(col*BRICKSIZE, row*BRICKSIZE, BRICKSIZE, BRICKSIZE));
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}
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bool Board::isEmpty(int i)
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{
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if (inBounds(i))
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return (at(i) == empty ? true : false);
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return true;
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}
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bool Board::isBrick(int i)
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{
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if (inBounds(i))
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return (at(i) == brick ? true : false);
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return false;
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}
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bool Board::isApple(int i)
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{
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if (inBounds(i))
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return (at(i) == Apple ? true : false);
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return false;
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}
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bool Board::isHead(int i)
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{
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if (inBounds(i))
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return (at(i) == head ? true : false);
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return false;
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}
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bool Board::isSnake(int i)
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{
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if (inBounds(i))
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return (at(i) == snake ? true : false);
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return false;
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}
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int Board::getNext(int n, int i)
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{
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index(i);
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switch(n)
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{
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case NW:
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return( i >= BoardWidth && col > 0 ? (i-BoardWidth)-1 : OUT);
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case N:
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return( i >= BoardWidth ? i-BoardWidth : OUT );
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case NE:
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return( i >= BoardWidth && col < BoardWidth-1 ? (i-BoardWidth)+1 : OUT);
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case W:
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return(col > 0 ? i-1 : OUT );
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case E:
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return(col < BoardWidth-1 ? i+1 : OUT );
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case SW:
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return( row < sz-BoardWidth && col > 0 ? (i+BoardWidth)-1 : OUT);
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case S:
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return( row < sz-BoardWidth ? i+BoardWidth : OUT );
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case SE:
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return( row < sz-BoardWidth && col < BoardWidth-1 ? (i+BoardWidth)+1 : OUT);
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default:
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return OUT;
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}
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}
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int Board::getNextCloseToDumb(int s, int d)
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{
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if(s == d)
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return(-1); // What can I say, we're here! ;o)
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int nextSq = getNext(direction(s, d), s);
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if(! isEmpty(nextSq))
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return(-1);
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return(nextSq);
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}
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int Board::getNextCloseTo(int s, int d, bool diag, int lastIndex)
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{
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if(s == d)
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return(-1); // What can I say, we're here! ;o)
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const int firstN = diag ? 4 : 0;
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const int lastN = diag ? 8 : 4;
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Pos *root = new Pos(0, s, 0), *list = root;
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// List of indexes.
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for(; list; list = list->listNext()) {
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Pos *p;
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// Check if current list node is the destination position.
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if(list->index() == d) {
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// Find first movement after root.
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for(; ; list = p) {
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p = list->parent();
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if(p == root) {
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// This is our move.
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int nextSq = list->index();
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delete root;
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index(nextSq);
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return(nextSq);
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}
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}
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qFatal("Never here");
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}
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// Make possible moves.
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for(int n = firstN; n < lastN; n ++) {
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int i = getNext(n, list->index());
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int pri = list->price() + 1;
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// getNext returned valid place?
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if(! inBounds(i) || (! isEmpty(i) && i != d)) {
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// Or place is out of map or it's not empty,
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// so go to the next possible move.
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continue;
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}
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int pi = list->parent() ? list->parent()->index() : lastIndex;
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if(pi != -1 && direction(pi, list->index()) !=
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direction(list->index(), i)) {
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pri += 10;
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}
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// Check if position wasn't processed yet.
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if( (p = root->searchBTree(i))) {
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// Position already processed.
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// Check price of found position with current one.
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if(p->price() > pri) {
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// We found a cheapear way to reach the same
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// place, so let's change the parent and price of p.
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p->setPrice(list->price() + 1);
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p->setParent(list);
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list->addList(p);
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}
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continue;
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}
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// Create new Pos class instance.
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p = new Pos(list, i, pri);
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// Add.
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list->addList(p);
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root->addFList(p);
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root->addBTree(p);
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}
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}
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// Solution not found.
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delete root;
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return(-1);
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}
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int Board::direction(int s, int d)
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{
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index(s);
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int scol = col, srow = row;
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index(d);
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if(scol > col) { // Left.
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if(srow < row)
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return(SW);
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else if(srow > row)
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return(NW);
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else
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return(W);
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}
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else if(scol < col) { // Right.
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if(srow < row)
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return(SE);
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else if(srow > row)
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return(NE);
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else
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return(E);
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}
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else { // X's the same.
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if(srow < row)
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return(S);
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else
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return(N);
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}
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}
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