CrStateRet creature_in_prison(struct Thing *thing)
{
    struct Room *room;
    TRACE_THING(thing);
    room = get_room_thing_is_on(thing);
    if (creature_work_in_room_no_longer_possible(room, RoK_PRISON, thing))
    {
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_ResetFail;
    }
    if (room->used_capacity > room->total_capacity)
    {
        output_message_room_related_from_computer_or_player_action(room->owner, room->kind, OMsg_RoomTooSmall);
        set_start_state(thing);
        return CrStRet_ResetOk;
    }
    switch (process_prison_function(thing))
    {
    case CrCkRet_Deleted:
        return CrStRet_Deleted;
    case CrCkRet_Available:
        process_prison_visuals(thing, room);
        return CrStRet_Modified;
    default:
        return CrStRet_ResetOk;
    }
}
Exemple #2
0
short manufacturing(struct Thing *creatng)
{
    struct Room *room;
    //return _DK_manufacturing(creatng);
    TRACE_THING(creatng);
    room = get_room_thing_is_on(creatng);
    if (creature_work_in_room_no_longer_possible(room, RoK_WORKSHOP, creatng))
    {
        remove_creature_from_work_room(creatng);
        set_start_state(creatng);
        return CrStRet_ResetFail;
    }
    if (room->used_capacity > room->total_capacity)
    {
        if (is_my_player_number(creatng->owner))
            output_message(SMsg_WorkshopTooSmall, 500, true);
        remove_creature_from_work_room(creatng);
        set_start_state(creatng);
        return CrStRet_ResetOk;
    }
    struct Dungeon *dungeon;
    dungeon = get_dungeon(creatng->owner);
    if (dungeon->manufacture_class)
    {
        struct CreatureControl *cctrl;
        struct CreatureStats *crstat;
        cctrl = creature_control_get_from_thing(creatng);
        crstat = creature_stats_get_from_thing(creatng);
        long work_value;
        work_value = compute_creature_work_value(crstat->manufacture_value*256, room->efficiency, cctrl->explevel);
        work_value = process_work_speed_on_work_value(creatng, work_value);
        SYNCDBG(9,"The %s index %d produced %d manufacture points",thing_model_name(creatng),(int)creatng->index,(int)work_value);
        dungeon->manufacture_progress += work_value;
        dungeon->field_1181 += work_value;
    } else
    {
        WARNDBG(9,"The %s index %d owner %d is manufacturing nothing",thing_model_name(creatng),(int)creatng->index,(int)creatng->owner);
        // This may be cause by a creature taking up place in workshop where crate should be created; the creature should take a break
        if (room->used_capacity >= room->total_capacity) {
            external_set_thing_state(creatng, CrSt_CreatureGoingHomeToSleep);
            return CrStRet_Modified;
        }
    }
    process_creature_in_workshop(creatng, room);
    return CrStRet_Modified;
}
CrStateRet scavengering(struct Thing *thing)
{
    // Check if we're in correct room
    struct Room *room;
    room = get_room_thing_is_on(thing);
    if (creature_work_in_room_no_longer_possible(room, RoK_SCAVENGER, thing))
    {
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_ResetFail;
    }
    //return _DK_scavengering(thing);
    if (process_scavenge_function(thing))
    {
        return CrStRet_Modified;
    }
    if (setup_scavenger_move(thing, room)) {
        return CrStRet_Modified;
    }
    return CrStRet_Unchanged;
}
Exemple #4
0
CrStateRet training(struct Thing *thing)
{
    struct CreatureControl *cctrl;
    TRACE_THING(thing);
    SYNCDBG(18,"Starting");
    //return _DK_training(thing);
    cctrl = creature_control_get_from_thing(thing);
    // Check if we should finish training
    if (!creature_can_be_trained(thing))
    {
        SYNCDBG(9,"Ending training of %s level %d; creature is not trainable",thing_model_name(thing),(int)cctrl->explevel);
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_ResetOk;
    }
    if (!player_can_afford_to_train_creature(thing))
    {
        SYNCDBG(19,"Ending training %s index %d; cannot afford",thing_model_name(thing),(int)thing->index);
        if (is_my_player_number(thing->owner))
            output_message(SMsg_NoGoldToTrain, MESSAGE_DELAY_TREASURY, true);
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_ResetFail;
    }
    // Check if we're in correct room
    struct Room *room;
    room = get_room_thing_is_on(thing);
    if (creature_work_in_room_no_longer_possible(room, RoK_TRAINING, thing))
    {
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_ResetFail;
    }
    struct Dungeon *dungeon;
    struct CreatureStats *crstat;
    dungeon = get_dungeon(thing->owner);
    crstat = creature_stats_get_from_thing(thing);
    // Pay for the training
    cctrl->field_82++;
    if (cctrl->field_82 >= game.train_cost_frequency)
    {
        cctrl->field_82 -= game.train_cost_frequency;
        if (take_money_from_dungeon(thing->owner, crstat->training_cost, 1) < 0) {
            ERRORLOG("Cannot take %d gold from dungeon %d",(int)crstat->training_cost,(int)thing->owner);
        }
        create_price_effect(&thing->mappos, thing->owner, crstat->training_cost);
    }
    if ((cctrl->instance_id != CrInst_NULL) || !check_experience_upgrade(thing))
    {
        long work_value;
        // Training speed does not grow with experience - otherwise it would be too fast
        work_value = compute_creature_work_value(crstat->training_value*256, room->efficiency, 0);
        work_value = process_work_speed_on_work_value(thing, work_value);
        SYNCDBG(19,"The %s index %d produced %d training points",thing_model_name(thing),(int)thing->index,(int)work_value);
        cctrl->exp_points += work_value;
        dungeon->total_experience_creatures_gained += work_value;
        process_creature_in_training_room(thing, room);
    } else
    {
        if (external_set_thing_state(thing, CrSt_CreatureBeHappy)) {
            cctrl->field_282 = 50;
        }
        dungeon->lvstats.creatures_trained++;
    }
    return CrStRet_Modified;
}
short researching(struct Thing *thing)
{
    struct Dungeon *dungeon;
    long i;
    TRACE_THING(thing);
    dungeon = get_dungeon(thing->owner);
    if (is_neutral_thing(thing))
    {
        ERRORLOG("Neutral %s index %d cannot do research",thing_model_name(thing),(int)thing->index);
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_Unchanged;
    }
    if (!creature_can_do_research(thing))
    {
        if (!is_neutral_thing(thing) && (dungeon->current_research_idx < 0))
        {
            if (is_my_player_number(dungeon->owner))
                output_message(SMsg_NoMoreReseach, 500, true);
        }
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_Unchanged;
    }
    // Get and verify working room
    struct Room *room;
    room = get_room_thing_is_on(thing);
    if (creature_work_in_room_no_longer_possible(room, RoK_LIBRARY, thing))
    {
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_ResetFail;
    }

    if (room->used_capacity > room->total_capacity)
    {
        output_message_room_related_from_computer_or_player_action(room->owner, room->kind, OMsg_RoomTooSmall);
        remove_creature_from_work_room(thing);
        set_start_state(thing);
        return CrStRet_ResetOk;
    }
    process_research_function(thing);
    struct CreatureControl *cctrl;
    cctrl = creature_control_get_from_thing(thing);
    if ( (game.play_gameturn - dungeon->field_AE5 < 50)
      && ((game.play_gameturn + thing->index) & 0x03) == 0)
    {
        external_set_thing_state(thing, CrSt_CreatureBeHappy);
        cctrl->countdown_282 = 50;
        cctrl->long_9A = 0;
        return CrStRet_Modified;
    }
    if (cctrl->instance_id != CrInst_NULL)
      return 1;
    cctrl->field_82++;
    // Shall we do some "Standing and thinking"
    if (cctrl->field_82 <= 128)
    {
      if (cctrl->byte_9A == 3)
      {
          // Do some random thinking
          if ((cctrl->field_82 % 16) == 0)
          {
              i = ACTION_RANDOM(LbFPMath_PI) - LbFPMath_PI/2;
              cctrl->long_9B = ((long)thing->move_angle_xy + i) & LbFPMath_AngleMask;
              cctrl->byte_9A = 4;
          }
      } else
      {
          // Look at different direction while thinking
          if (creature_turn_to_face_angle(thing, cctrl->long_9B) < LbFPMath_PI/18)
          {
              cctrl->byte_9A = 3;
          }
      }
      return 1;
    }
    // Finished "Standing and thinking" - make "new idea" effect and go to next position
    if (!setup_random_head_for_room(thing, room, NavRtF_Default))
    {
        ERRORLOG("Cannot move %s index %d in %s room", thing_model_name(thing),(int)thing->index,room_code_name(room->kind));
        set_start_state(thing);
        return 1;
    }
    thing->continue_state = CrSt_Researching;
    cctrl->field_82 = 0;
    cctrl->byte_9A = 3;
    if (cctrl->explevel < 3)
    {
        create_effect(&thing->mappos, TngEff_Unknown54, thing->owner);
    } else
    if (cctrl->explevel < 6)
    {
        create_effect(&thing->mappos, TngEff_Unknown55, thing->owner);
    } else
    {
        create_effect(&thing->mappos, TngEff_Unknown56, thing->owner);
    }
    return 1;
}