TbBool attempt_anger_job_steal_gold(struct Thing *creatng) { //return _DK_attempt_anger_job_steal_gold(creatng); if (!can_change_from_state_to(creatng, creatng->active_state, CrSt_CreatureStealGold)) { return false; } struct CreatureStats *crstat; crstat = creature_stats_get_from_thing(creatng); if (creatng->creature.gold_carried >= crstat->gold_hold) { return false; } struct Room *room; struct Coord3d pos; room = find_nearest_room_for_thing_with_used_capacity(creatng, creatng->owner, RoK_TREASURE, NavRtF_NoOwner, 1); if (room_is_invalid(room)) { return false; } if (!find_random_valid_position_for_thing_in_room(creatng, room, &pos)) { return false; } if (!creature_can_navigate_to_with_storage(creatng, &pos, NavRtF_NoOwner)) { return false; } if (!external_set_thing_state(creatng, CrSt_CreatureStealGold)) { return false; } if (!setup_random_head_for_room(creatng, room, NavRtF_NoOwner)) { ERRORLOG("Cannot setup head for treasury."); return false; } struct CreatureControl *cctrl; cctrl = creature_control_get_from_thing(creatng); creatng->continue_state = CrSt_CreatureSearchForGoldToStealInRoom1; cctrl->target_room_id = room->index; return true; }
struct Thing *find_prisoner_for_thing(struct Thing *creatng) { struct CreatureControl *cctrl; struct Thing *thing; unsigned long k; long i; TRACE_THING(creatng); struct Room *room; room = INVALID_ROOM; if (!is_neutral_thing(creatng)) { room = find_nearest_room_for_thing_with_used_capacity(creatng, creatng->owner, RoK_PRISON, NavRtF_Default, 1); } if (room_exists(room)) { i = room->creatures_list; } else { i = 0; } struct Thing *out_creatng; long out_delay; out_creatng = INVALID_THING; out_delay = LONG_MAX; k = 0; while (i != 0) { thing = thing_get(i); TRACE_THING(thing); cctrl = creature_control_get_from_thing(thing); if (!creature_control_exists(cctrl)) { ERRORLOG("Jump to invalid creature %ld detected",i); break; } i = cctrl->next_in_room; // Per creature code long dist, durt; dist = get_2d_box_distance(&creatng->mappos, &thing->mappos); if (out_delay < 0) { // If we have a victim which isn't frozen, accept only other unfrozen creatures if ((dist <= LONG_MAX) && !creature_affected_by_spell(thing, SplK_Freeze)) { out_creatng = thing; out_delay = -1; } } else if (creature_affected_by_spell(thing, SplK_Freeze)) { // If the victim is frozen, select one which will unfreeze sooner durt = get_spell_duration_left_on_thing(thing, SplK_Freeze); if ((durt > 0) && (out_delay > durt)) { out_creatng = thing; out_delay = durt; } } else { // Found first unfrozen victim - change out_delay to mark thet we no longer want frozen ones out_creatng = thing; out_delay = -1; } // Per creature code ends k++; if (k > THINGS_COUNT) { ERRORLOG("Infinite loop detected when sweeping creatures list"); break; } } return out_creatng; }