Beispiel #1
0
long computer_check_neutral_places(struct Computer2 *comp, struct ComputerCheck * check)
{
    SYNCDBG(8,"Starting");
    //return _DK_computer_check_neutral_places(comp, check);
    struct Comp2_UnkStr1 *rel;
    rel = &comp->unkarr_A10[game.neutral_player_num];
    struct Room *near_room;
    struct Coord3d *near_pos;
    int near_dist;
    near_room = INVALID_ROOM;
    near_dist = 2147483647;
    near_pos = &rel->pos_A[0];
    int i;
    for (i=0; i < 64; i++)
    {
        struct Coord3d *place;
        place = &rel->pos_A[i];
        if ((place->x.val == 0) || (place->y.val == 0)) {
            continue;
        }
        struct Room *room;
        room = INVALID_ROOM;
        if (computer_finds_nearest_room_to_pos(comp, &room, place))
        {
            MapSubtlDelta dx,dy;
            dx = abs((int)room->central_stl_x - (MapSubtlDelta)place->x.stl.num);
            dy = abs((int)room->central_stl_y - (MapSubtlDelta)place->y.stl.num);
            if (near_dist > dx+dy)
            {
                near_room = room;
                near_pos = place;
                near_dist = dx+dy;
            }
        }
    }
    if (room_is_invalid(near_room)) {
        return 4;
    }
    struct Coord3d endpos;
    struct Coord3d startpos;
    endpos.x.val = near_pos->x.val;
    endpos.y.val = near_pos->y.val;
    endpos.z.val = near_pos->z.val;
    startpos.x.val = subtile_coord_center(stl_slab_center_subtile(near_room->central_stl_x));
    startpos.y.val = subtile_coord_center(stl_slab_center_subtile(near_room->central_stl_y));
    startpos.z.val = subtile_coord(1,0);
    if (!create_task_dig_to_neutral(comp, startpos, endpos)) {
        return 4;
    }
    near_pos->x.val = 0;
    near_pos->y.val = 0;
    near_pos->z.val = 0;
    return 1;
}
Beispiel #2
0
long computer_check_neutral_places(struct Computer2 *comp, struct ComputerCheck * check)
{
	if (is_newdig_enabled(comp))
		return 4;

    SYNCDBG(8,"Starting");
    struct Dungeon *dungeon;
    dungeon = comp->dungeon;
    if (dungeon_invalid(dungeon) || !player_has_heart(dungeon->owner)) {
        SYNCDBG(7,"Computer players %d dungeon in invalid or has no heart",(int)dungeon->owner);
        return CTaskRet_Unk4;
    }
    struct OpponentRelation *oprel;
    oprel = &comp->opponent_relations[game.neutral_player_num];
    struct Room *near_room;
    struct Coord3d *near_pos;
    int near_dist;
    near_room = INVALID_ROOM;
    near_dist = LONG_MAX;
    near_pos = &oprel->pos_A[0];
    int i;
    for (i=0; i < COMPUTER_SPARK_POSITIONS_COUNT; i++)
    {
        struct Coord3d *place;
        place = &oprel->pos_A[i];
        if ((place->x.val == 0) || (place->y.val == 0)) {
            continue;
        }
        struct Room *room;
        room = INVALID_ROOM;
        if (computer_finds_nearest_room_to_pos(comp, &room, place))
        {
            MapSubtlDelta dx,dy;
            dx = abs((int)room->central_stl_x - (MapSubtlDelta)place->x.stl.num);
            dy = abs((int)room->central_stl_y - (MapSubtlDelta)place->y.stl.num);
            if (near_dist > dx+dy)
            {
                near_room = room;
                near_pos = place;
                near_dist = dx+dy;
            }
        }
    }
    if (room_is_invalid(near_room)) {
        return CTaskRet_Unk4;
    }
    struct Coord3d endpos;
    struct Coord3d startpos;
    endpos.x.val = near_pos->x.val;
    endpos.y.val = near_pos->y.val;
    endpos.z.val = near_pos->z.val;
    startpos.x.val = subtile_coord_center(stl_slab_center_subtile(near_room->central_stl_x));
    startpos.y.val = subtile_coord_center(stl_slab_center_subtile(near_room->central_stl_y));
    startpos.z.val = subtile_coord(1,0);
    if (!create_task_dig_to_neutral(comp, startpos, endpos)) {
        return CTaskRet_Unk4;
    }
    near_pos->x.val = 0;
    near_pos->y.val = 0;
    near_pos->z.val = 0;
    return CTaskRet_Unk1;
}