void unfill_reinforced_corners(PlayerNumber keep_plyr_idx, MapSlabCoord base_slb_x, MapSlabCoord base_slb_y) { //_DK_unfill_reinforced_corners(plyr_idx, base_slb_x, base_slb_y); return; int i; for (i = 0; i < SMALL_AROUND_SLAB_LENGTH; i++) { MapSlabCoord slb_x, slb_y; slb_x = base_slb_x + small_around[i].delta_x; slb_y = base_slb_y + small_around[i].delta_y; struct SlabMap *slb; slb = get_slabmap_block(slb_x, slb_y); struct SlabAttr *slbattr; slbattr = get_slab_attrs(slb); if ((slbattr->category == SlbAtCtg_FortifiedWall) && (slabmap_owner(slb) != keep_plyr_idx)) { int num_owned_around; num_owned_around = count_owned_ground_around(slabmap_owner(slb), slb_x, slb_y); if (num_owned_around < 2) { SlabKind slbkind; slbkind = alter_rock_style(SlbT_EARTH, slb_x, slb_y, game.neutral_player_num); place_slab_type_on_map(slbkind, slab_subtile_center(slb_x), slab_subtile_center(slb_y), game.neutral_player_num, 0); do_slab_efficiency_alteration(slb_x, slb_y); } } } }
struct Thing *get_trap_for_slab_position(MapSlabCoord slb_x, MapSlabCoord slb_y) { MapCoord pos_x,pos_y; pos_x = subtile_coord_center(slab_subtile_center(slb_x)); pos_y = subtile_coord_center(slab_subtile_center(slb_y)); return get_trap_around_of_model_and_owned_by(pos_x, pos_y, -1, -1); }
TbBool can_build_room_at_slab(PlayerNumber plyr_idx, RoomKind rkind, MapSlabCoord slb_x, MapSlabCoord slb_y) { if (!subtile_revealed(slab_subtile_center(slb_x), slab_subtile_center(slb_y), plyr_idx)) { SYNCDBG(7,"Cannot place %s owner %d as slab (%d,%d) is not revealed",room_code_name(rkind),(int)plyr_idx,(int)slb_x,(int)slb_y); return false; } struct SlabMap *slb; slb = get_slabmap_block(slb_x, slb_y); if (slb->room_index > 0) { SYNCDBG(7,"Cannot place %s owner %d as slab (%d,%d) has room index %d",room_code_name(rkind),(int)plyr_idx,(int)slb_x,(int)slb_y,(int)slb->room_index); return false; } if (slab_has_trap_on(slb_x, slb_y) || slab_has_door_thing_on(slb_x, slb_y)) { SYNCDBG(7,"Cannot place %s owner %d as slab (%d,%d) has blocking thing on it",room_code_name(rkind),(int)plyr_idx,(int)slb_x,(int)slb_y); return false; } if (rkind == RoK_BRIDGE) { return slab_kind_is_liquid(slb->kind) && slab_by_players_land(plyr_idx, slb_x, slb_y); } if (slabmap_owner(slb) != plyr_idx) { return false; } return (slb->kind == SlbT_CLAIMED); }
/** * Removes reinforces walls from tiles around given slab, except given owner. * @param keep_plyr_idx The owning player whose walls are not to be affected. * @param slb_x Central slab for the unprettying effect, X coord. * @param slb_y Central slab for the unprettying effect, Y coord. */ void do_unprettying(PlayerNumber keep_plyr_idx, MapSlabCoord slb_x, MapSlabCoord slb_y) { long n; for (n=0; n < SMALL_AROUND_SLAB_LENGTH; n++) { long sslb_x,sslb_y; struct SlabMap *slb; sslb_x = slb_x + (long)small_around[n].delta_x; sslb_y = slb_y + (long)small_around[n].delta_y; slb = get_slabmap_block(sslb_x, sslb_y); struct SlabAttr *slbattr; slbattr = get_slab_attrs(slb); if ((slbattr->category == SlbAtCtg_FortifiedWall) && (slabmap_owner(slb) != keep_plyr_idx)) { if (!slab_by_players_land(slabmap_owner(slb), sslb_x, sslb_y)) { SlabKind newslab; newslab = choose_rock_type(keep_plyr_idx, sslb_x, sslb_y); place_slab_type_on_map(newslab, slab_subtile_center(sslb_x), slab_subtile_center(sslb_y), game.neutral_player_num, 0); unfill_reinforced_corners(keep_plyr_idx, sslb_x, sslb_y); do_slab_efficiency_alteration(sslb_x, sslb_y); } } } }
long instf_destroy(struct Thing *creatng, long *param) { struct Dungeon *dungeon; struct Room *room; struct SlabMap *slb; MapSlabCoord slb_x,slb_y; long prev_owner; TRACE_THING(creatng); slb_x = subtile_slab_fast(creatng->mappos.x.stl.num); slb_y = subtile_slab_fast(creatng->mappos.y.stl.num); dungeon = get_dungeon(creatng->owner); slb = get_slabmap_block(slb_x, slb_y); room = room_get(slb->room_index); prev_owner = slabmap_owner(slb); if ( !room_is_invalid(room) && (prev_owner != creatng->owner) ) { if (room->health > 1) { room->health--; return 0; } clear_dig_on_room_slabs(room, creatng->owner); if (room->owner == game.neutral_player_num) { claim_room(room, creatng); } else { MapCoord ccor_x,ccor_y; ccor_x = subtile_coord_center(room->central_stl_x); ccor_y = subtile_coord_center(room->central_stl_y); event_create_event_or_update_nearby_existing_event(ccor_x, ccor_y, EvKind_RoomLost, room->owner, 0); claim_enemy_room(room, creatng); } thing_play_sample(creatng, 76, NORMAL_PITCH, 0, 3, 0, 2, FULL_LOUDNESS); create_effects_on_room_slabs(room, imp_spangle_effects[creatng->owner], 0, creatng->owner); return 0; } if (slb->health > 1) { slb->health--; return 0; } if (prev_owner != game.neutral_player_num) { struct Dungeon *prev_dungeon; prev_dungeon = get_dungeon(prev_owner); prev_dungeon->lvstats.territory_lost++; } decrease_dungeon_area(prev_owner, 1); neutralise_enemy_block(creatng->mappos.x.stl.num, creatng->mappos.y.stl.num, creatng->owner); remove_traps_around_subtile(slab_subtile_center(slb_x), slab_subtile_center(slb_y), NULL); switch_owned_objects_on_destoyed_slab_to_neutral(slb_x, slb_y, prev_owner); dungeon->lvstats.territory_destroyed++; return 1; }
void find_nearest_rooms_for_ambient_sound(void) { struct PlayerInfo *player; struct Room *room; struct MapOffset *sstep; struct Coord3d pos; long slb_x,slb_y; MapSubtlCoord stl_x,stl_y; long i,k; SYNCDBG(8,"Starting"); if ((SoundDisabled) || (GetCurrentSoundMasterVolume() <= 0)) return; player = get_my_player(); struct Camera *cam; cam = player->acamera; if (cam == NULL) { ERRORLOG("No active camera"); set_room_playing_ambient_sound(NULL, 0); return; } slb_x = subtile_slab(cam->mappos.x.stl.num); slb_y = subtile_slab(cam->mappos.y.stl.num); for (i = 0; i < 11*11; i++) { sstep = &spiral_step[i]; stl_x = slab_subtile_center(slb_x + sstep->h); stl_y = slab_subtile_center(slb_y + sstep->v); if (subtile_is_player_room(player->id_number,stl_x,stl_y)) { room = subtile_room_get(stl_x, stl_y); if (room_is_invalid(room)) continue; struct RoomConfigStats *roomst; roomst = &slab_conf.room_cfgstats[room->kind]; k = roomst->ambient_snd_smp_id; if (k > 0) { SYNCDBG(8,"Playing ambient for %s at (%d,%d)",room_code_name(room->kind),(int)stl_x,(int)stl_y); pos.x.val = subtile_coord_center(stl_x); pos.y.val = subtile_coord_center(stl_y); pos.z.val = subtile_coord(1,0); set_room_playing_ambient_sound(&pos, k); return; } } } set_room_playing_ambient_sound(NULL, 0); }
/** * Finds a safe and unused, adjacent position in room for a creature. * * @param pos Position of the creature to be moved. * @param owner Room owner to keep. * @return Coded subtiles of the new position, or 0 on failure. * @see person_get_somewhere_adjacent_in_room() */ SubtlCodedCoords find_unused_adjacent_position_in_workshop(const struct Coord3d *pos, long owner) { static const struct Around corners[] = { {1,2}, {0,1}, {1,0}, {2,1} }; long i; for (i=0; i < SMALL_AROUND_LENGTH; i++) { MapSlabCoord slb_x, slb_y; slb_x = subtile_slab_fast(pos->x.stl.num) + (long)small_around[i].delta_x; slb_y = subtile_slab_fast(pos->y.stl.num) + (long)small_around[i].delta_y; struct SlabMap *slb; slb = get_slabmap_block(slb_x, slb_y); if ((slb->kind == SlbT_WORKSHOP) && (slabmap_owner(slb) == owner)) { struct Thing *mnfc_creatng; MapSubtlCoord stl_x, stl_y; stl_x = slab_subtile(slb_x, corners[i].delta_x); stl_y = slab_subtile(slb_y, corners[i].delta_y); mnfc_creatng = get_other_creature_manufacturing_on_subtile(owner, stl_x, stl_y, INVALID_THING); if (!thing_is_invalid(mnfc_creatng)) { // Position used by another manufacturer continue; } struct Thing *objtng; objtng = get_workshop_equipment_to_work_with_on_subtile(owner, slab_subtile_center(slb_x), slab_subtile_center(slb_y)); if (thing_is_invalid(objtng)) { // Position has no work equipment nearby continue; } // Found an acceptable position return get_subtile_number(stl_x, stl_y); } } return 0; }
int floor_height_for_volume_box(PlayerNumber plyr_idx, MapSlabCoord slb_x, MapSlabCoord slb_y) { struct SlabMap *slb; slb = get_slabmap_block(slb_x, slb_y); struct SlabAttr *slbattr; slbattr = get_slab_attrs(slb); if (!subtile_revealed(slab_subtile_center(slb_x), slab_subtile_center(slb_y), plyr_idx) || ((slbattr->block_flags & (SlbAtFlg_Filled|SlbAtFlg_Digable|SlbAtFlg_Valuable)) != 0)) { return temp_cluedo_mode < 1u ? 5 : 2; } if (slab_kind_is_liquid(slb->kind)) { return 0; } return 1; }
TbBool setup_head_for_random_unused_lair_slab(struct Thing *creatng, struct Room *room) { SlabCodedCoords slbnum; long n; unsigned long k; n = ACTION_RANDOM(room->slabs_count); slbnum = room->slabs_list; for (k = n; k > 0; k--) { if (slbnum == 0) break; slbnum = get_next_slab_number_in_room(slbnum); } if (slbnum == 0) { ERRORLOG("Taking random slab (%d/%d) in %s index %d failed - internal inconsistency.",(int)n,(int)room->slabs_count,room_code_name(room->kind),(int)room->index); slbnum = room->slabs_list; } k = 0; while (1) { MapSlabCoord slb_x,slb_y; slb_x = slb_num_decode_x(slbnum); slb_y = slb_num_decode_y(slbnum); struct Thing *lairtng; lairtng = find_creature_lair_at_subtile(slab_subtile_center(slb_x), slab_subtile_center(slb_y), 0); if (thing_is_invalid(lairtng)) { if (setup_person_move_to_position(creatng, slab_subtile_center(slb_x), slab_subtile_center(slb_y), NavRtF_Default)) { return true; } WARNLOG("Cannot get somewhere in room"); } slbnum = get_next_slab_number_in_room(slbnum); if (slbnum == 0) { slbnum = room->slabs_list; } k++; if (k >= room->slabs_count) { break; } } return false; }
long instf_pretty_path(struct Thing *creatng, long *param) { struct Dungeon *dungeon; TRACE_THING(creatng); SYNCDBG(16,"Starting"); dungeon = get_dungeon(creatng->owner); MapSlabCoord slb_x,slb_y; slb_x = subtile_slab_fast(creatng->mappos.x.stl.num); slb_y = subtile_slab_fast(creatng->mappos.y.stl.num); create_effect(&creatng->mappos, imp_spangle_effects[creatng->owner], creatng->owner); thing_play_sample(creatng, 76, NORMAL_PITCH, 0, 3, 0, 2, FULL_LOUDNESS); place_slab_type_on_map(SlbT_CLAIMED, slab_subtile_center(slb_x), slab_subtile_center(slb_y), creatng->owner, 1); do_unprettying(creatng->owner, slb_x, slb_y); do_slab_efficiency_alteration(slb_x, slb_y); increase_dungeon_area(creatng->owner, 1); dungeon->lvstats.area_claimed++; remove_traps_around_subtile(slab_subtile_center(slb_x), slab_subtile_center(slb_y), NULL); return 1; }
void setup_workshop_search_for_post(struct Thing *creatng) { struct Room *room; struct Thing *postng; postng = INVALID_THING; room = get_room_thing_is_on(creatng); // Find a random slab in the room to be used as our starting point long i; unsigned long n; i = ACTION_RANDOM(room->slabs_count); n = room->slabs_list; while (i > 0) { n = get_next_slab_number_in_room(n); i--; } i = room->slabs_count; while (i > 0) { // Loop the slabs list if (n <= 0) { n = room->slabs_list; } MapSlabCoord slb_x, slb_y; slb_x = subtile_slab_fast(stl_num_decode_x(n)); slb_y = subtile_slab_fast(stl_num_decode_y(n)); struct Thing *objtng; objtng = get_workshop_equipment_to_work_with_on_subtile(creatng->owner, slab_subtile_center(slb_x), slab_subtile_center(slb_y)); if (!thing_is_invalid(objtng)) { postng = objtng; } n = get_next_slab_number_in_room(n); i--; } if (thing_is_invalid(postng)) { SYNCDBG(9,"Work in %s, the %s moves to new pos",room_code_name(room->kind),thing_model_name(creatng)); setup_move_to_new_workshop_position(creatng, room, 1); } else { SYNCDBG(9,"Work in %s, the %s found a post",room_code_name(room->kind),thing_model_name(creatng)); setup_workshop_move(creatng, get_subtile_number(postng->mappos.x.stl.num, postng->mappos.y.stl.num)); } }
TbBool find_place_to_put_door_around_room(const struct Room *room, struct Coord3d *pos) { long m,n; m = ACTION_RANDOM(SMALL_AROUND_SLAB_LENGTH); for (n = 0; n < SMALL_AROUND_SLAB_LENGTH; n++) { // Get position containing room center MapSlabCoord slb_x,slb_y; slb_x = subtile_slab_fast(room->central_stl_x); slb_y = subtile_slab_fast(room->central_stl_y); // Move the position to edge of the room struct Room *sibroom; sibroom = slab_room_get(slb_x, slb_y); while (!room_is_invalid(sibroom) && (sibroom->index == room->index)) { slb_x += small_around[m].delta_x; slb_y += small_around[m].delta_y; sibroom = slab_room_get(slb_x, slb_y); } // Move the position a few tiles further in that direction searching for a place to put door //TODO COMPUTER_PLAYER Why we can only have doors if corridor is at center of the room? This should be fixed to allow doors everywhere around room. int i; for (i = 4; i > 0; i--) { struct SlabMap *slb; slb = get_slabmap_block(slb_x, slb_y); if ((slabmap_owner(slb) != room->owner) || (slb->kind != SlbT_CLAIMED)) { i = 0; break; } if (tag_cursor_blocks_place_door(room->owner, slab_subtile_center(slb_x), slab_subtile_center(slb_y))) { break; } if (!subtile_has_door_thing_on(slab_subtile_center(slb_x), slab_subtile_center(slb_y))) { // No door - the position looks ok break; } slb_x += small_around[m].delta_x; slb_y += small_around[m].delta_y; } // Now if we were able to move, then the position seem ok. One last check - make sure the corridor is not dead end and doesn't already have a door if (i > 0) { MapSlabCoord nxslb_x,nxslb_y; nxslb_x = slb_x + small_around[m].delta_x; nxslb_y = slb_y + small_around[m].delta_y; struct SlabMap *nxslb; nxslb = get_slabmap_block(nxslb_x, nxslb_y); if ((slabmap_owner(nxslb) == room->owner) && (nxslb->kind == SlbT_CLAIMED)) { if (!subtile_has_door_thing_on(slab_subtile_center(nxslb_x), slab_subtile_center(nxslb_y))) { pos->x.val = subtile_coord_center(slab_subtile_center(slb_x)); pos->y.val = subtile_coord_center(slab_subtile_center(slb_y)); pos->z.val = subtile_coord(1,0); return true; } } } m = (m + 1) % SMALL_AROUND_SLAB_LENGTH; } return false; }
void check_treasure_map(unsigned char *treasure_map, unsigned short *vein_list, long *gold_next_idx, MapSlabCoord veinslb_x, MapSlabCoord veinslb_y) { struct GoldLookup *gldlook; struct SlabMap *slb; SlabCodedCoords slb_num,slb_around; MapSlabCoord slb_x,slb_y; long gold_slabs,gem_slabs; long vein_total,vein_idx; long gld_v1,gld_v2,gld_v3; long gold_idx; // First, find a vein vein_total = 0; slb_x = veinslb_x; slb_y = veinslb_y; gld_v1 = 0; gld_v2 = 0; gld_v3 = 0; gem_slabs = 0; gold_slabs = 0; slb_num = get_slab_number(slb_x, slb_y); treasure_map[slb_num] |= 0x02; for (vein_idx=0; vein_idx <= vein_total; vein_idx++) { gld_v1 += slb_x; gld_v2 += slb_y; gld_v3++; slb_around = get_slab_number(slb_x, slb_y); slb = get_slabmap_direct(slb_around); if (slb->kind == SlbT_GEMS) { gem_slabs++; } else { gold_slabs++; slb_around = get_slab_number(slb_x-1, slb_y); if ((treasure_map[slb_around] & 0x03) == 0) { treasure_map[slb_around] |= 0x02; vein_list[vein_total] = slb_around; vein_total++; } slb_around = get_slab_number(slb_x+1, slb_y); if ((treasure_map[slb_around] & 0x03) == 0) { treasure_map[slb_around] |= 0x02; vein_list[vein_total] = slb_around; vein_total++; } slb_around = get_slab_number(slb_x, slb_y-1); if ((treasure_map[slb_around] & 0x03) == 0) { treasure_map[slb_around] |= 0x02; vein_list[vein_total] = slb_around; vein_total++; } slb_around = get_slab_number(slb_x, slb_y+1); if ((treasure_map[slb_around] & 0x03) == 0) { treasure_map[slb_around] |= 0x02; vein_list[vein_total] = slb_around; vein_total++; } } // Move to next slab in list slb_x = slb_num_decode_x(vein_list[vein_idx]); slb_y = slb_num_decode_y(vein_list[vein_idx]); } // Now get a GoldLookup struct to put the vein into if (*gold_next_idx < GOLD_LOOKUP_COUNT) { gold_idx = *gold_next_idx; (*gold_next_idx)++; } else { gold_idx = smaller_gold_vein_lookup_idx(gold_slabs, gem_slabs); } // Write the vein to GoldLookup item if (gold_idx != -1) { gldlook = get_gold_lookup(gold_idx); LbMemorySet(gldlook, 0, sizeof(struct GoldLookup)); gldlook->flags |= 0x01; gldlook->x_stl_num = slab_subtile_center(gld_v1 / gld_v3); gldlook->y_stl_num = slab_subtile_center(gld_v2 / gld_v3); gldlook->field_A = gold_slabs; gldlook->field_C = 0; gldlook->num_gold_slabs = gold_slabs; gldlook->num_gem_slabs = gem_slabs; SYNCDBG(8,"Added vein %d at (%d,%d)",(int)gold_idx,(int)gldlook->x_stl_num,(int)gldlook->y_stl_num); } }
void process_creature_in_training_room(struct Thing *thing, struct Room *room) { static const struct Around corners[] = { {1, 2}, {0, 1}, {1, 0}, {2, 1}, }; struct CreatureControl *cctrl; struct CreatureStats *crstat; struct Thing *traintng; struct Thing *crtng; struct CreatureControl *cctrl2; struct Coord3d pos; long speed,dist; long i; cctrl = creature_control_get_from_thing(thing); SYNCDBG(8,"Starting %s mode %d",thing_model_name(thing),(int)cctrl->training.mode); //_DK_process_creature_in_training_room(thing, room); return; cctrl->field_4A = 0; switch (cctrl->training.mode) { case CrTrMd_SearchForTrainPost: // While we're in an instance, just wait if (cctrl->instance_id != CrInst_NULL) break; // On timeout, search for nearby training posts to start training ASAP if (cctrl->training.search_timeout < 1) { SYNCDBG(6,"Search timeout - selecting post nearest to (%d,%d)",(int)thing->mappos.x.stl.num, (int)thing->mappos.y.stl.num); setup_training_search_for_post(thing); cctrl->training.search_timeout = 100; break; } // Do a moving step cctrl->training.search_timeout--; speed = get_creature_speed(thing); i = creature_move_to(thing, &cctrl->moveto_pos, speed, 0, 0); if (i == 1) { // Move target is reached - find a training post which is supposed to be around here traintng = find_training_post_just_next_to_creature(thing); if (thing_is_invalid(traintng)) { SYNCDBG(6,"Reached (%d,%d) but there's no training post there",(int)thing->mappos.x.stl.num, (int)thing->mappos.y.stl.num); setup_move_to_new_training_position(thing, room, false); break; } // Found - go to next mode cctrl->training.mode = CrTrMd_SelectPositionNearTrainPost; cctrl->training.search_timeout = 50; } else if (i == -1) { ERRORLOG("Cannot get to (%d,%d) in the training room",(int)cctrl->moveto_pos.x.stl.num,(int)cctrl->moveto_pos.y.stl.num); set_start_state(thing); } break; case CrTrMd_SelectPositionNearTrainPost: for (i=0; i < 4; i++) { long slb_x,slb_y; long stl_x,stl_y; struct SlabMap *slb; slb_x = subtile_slab_fast(thing->mappos.x.stl.num) + (long)small_around[i].delta_x; slb_y = subtile_slab_fast(thing->mappos.y.stl.num) + (long)small_around[i].delta_y; slb = get_slabmap_block(slb_x,slb_y); if ((slb->kind != SlbT_TRAINING) || (slabmap_owner(slb) != thing->owner)) continue; stl_x = slab_subtile(slb_x,corners[i].delta_x); stl_y = slab_subtile(slb_y,corners[i].delta_y); traintng = INVALID_THING; // Check if any other creature is using that post; allow only unused posts crtng = get_creature_of_model_training_at_subtile_and_owned_by(stl_x, stl_y, -1, thing->owner, thing->index); if (thing_is_invalid(crtng)) { traintng = get_object_at_subtile_of_model_and_owned_by(slab_subtile_center(slb_x), slab_subtile_center(slb_y), 31, thing->owner); } if (!thing_is_invalid(traintng)) { cctrl->training.pole_stl_x = slab_subtile_center(subtile_slab_fast(thing->mappos.x.stl.num)); cctrl->training.pole_stl_y = slab_subtile_center(subtile_slab_fast(thing->mappos.y.stl.num)); cctrl->moveto_pos.x.stl.num = stl_x; cctrl->moveto_pos.y.stl.num = stl_y; cctrl->moveto_pos.x.stl.pos = 128; cctrl->moveto_pos.y.stl.pos = 128; cctrl->moveto_pos.z.val = get_thing_height_at(thing, &cctrl->moveto_pos); if (thing_in_wall_at(thing, &cctrl->moveto_pos)) { ERRORLOG("Illegal setup to (%d,%d)", (int)cctrl->moveto_pos.x.stl.num, (int)cctrl->moveto_pos.y.stl.num); break; } cctrl->training.mode = CrTrMd_MoveToTrainPost; break; } } if (cctrl->training.mode == CrTrMd_SelectPositionNearTrainPost) setup_move_to_new_training_position(thing, room, 1); break; case CrTrMd_MoveToTrainPost: speed = get_creature_speed(thing); i = creature_move_to(thing, &cctrl->moveto_pos, speed, 0, 0); if (i == 1) { // If there's already someone training at that position, go somewhere else crtng = get_creature_of_model_training_at_subtile_and_owned_by(thing->mappos.x.stl.num, thing->mappos.y.stl.num, -1, thing->owner, thing->index); if (!thing_is_invalid(crtng)) { setup_move_to_new_training_position(thing, room, 1); break; } // Otherwise, train at this position cctrl->training.mode = CrTrMd_TurnToTrainPost; } else if (i == -1) { ERRORLOG("Cannot get where we're going in the training room."); set_start_state(thing); } break; case CrTrMd_TurnToTrainPost: pos.x.val = subtile_coord_center(cctrl->training.pole_stl_x); pos.y.val = subtile_coord_center(cctrl->training.pole_stl_y); if (creature_turn_to_face(thing, &pos) < 56) { cctrl->training.mode = CrTrMd_DoTrainWithTrainPost; cctrl->training.train_timeout = 75; } break; case CrTrMd_PartnerTraining: if (cctrl->training.partner_idx == 0) { setup_move_to_new_training_position(thing, room, false); return; } crtng = thing_get(cctrl->training.partner_idx); TRACE_THING(crtng); if (!thing_exists(crtng) || (get_creature_state_besides_move(crtng) != CrSt_Training) || (crtng->creation_turn != cctrl->training.partner_creation)) { SYNCDBG(8,"The %s cannot start partner training - creature to train with is gone.",thing_model_name(thing)); setup_move_to_new_training_position(thing, room, false); return; } cctrl2 = creature_control_get_from_thing(crtng); if (cctrl2->training.partner_idx != thing->index) { SYNCDBG(6,"The %s cannot start partner training - %s changed the partner.",thing_model_name(thing),thing_model_name(crtng)); cctrl->training.partner_idx = 0; setup_move_to_new_training_position(thing, room, false); break; } if (get_room_thing_is_on(crtng) != room) { SYNCDBG(8,"The %s cannot start partner training - partner has left the room.",thing_model_name(thing)); cctrl->training.partner_idx = 0; cctrl2->training.partner_idx = 0; setup_move_to_new_training_position(thing, room, false); break; } crstat = creature_stats_get_from_thing(thing); dist = get_combat_distance(thing, crtng); if (dist > 284) { if (creature_move_to(thing, &crtng->mappos, get_creature_speed(thing), 0, 0) == -1) { WARNLOG("The %s cannot navigate to training partner",thing_model_name(thing)); setup_move_to_new_training_position(thing, room, false); cctrl->training.partner_idx = 0; } } else if (dist >= 156) { if (creature_turn_to_face(thing, &crtng->mappos) < 56) { cctrl->training.train_timeout--; if (cctrl->training.train_timeout > 0) { if ((cctrl->instance_id == CrInst_NULL) && ((cctrl->training.train_timeout % 8) == 0)) { set_creature_instance(thing, CrInst_SWING_WEAPON_SWORD, 1, 0, 0); } } else { if (cctrl->instance_id == CrInst_NULL) { setup_move_to_new_training_position(thing, room, false); cctrl->training.partner_idx = 0; } else { cctrl->training.train_timeout = 1; } cctrl->exp_points += (room->efficiency * crstat->training_value); } } } else { creature_retreat_from_combat(thing, crtng, 33, 0); } break; case CrTrMd_DoTrainWithTrainPost: if (cctrl->training.train_timeout > 0) { // While training timeout is positive, continue initiating the train instances cctrl->training.train_timeout--; if ((cctrl->instance_id == CrInst_NULL) && ((cctrl->training.train_timeout % 8) == 0)) { set_creature_instance(thing, CrInst_SWING_WEAPON_SWORD, 1, 0, 0); } } else { // Wait for the instance to end, then select new move position if (cctrl->instance_id != CrInst_NULL) { cctrl->training.train_timeout = 0; } else { cctrl->training.train_timeout = 0; setup_move_to_new_training_position(thing, room, true); } } break; default: WARNLOG("Invalid %s training mode %d; reset",thing_model_name(thing),(int)cctrl->training.mode); cctrl->training.mode = CrTrMd_SearchForTrainPost; cctrl->training.search_timeout = 0; break; } SYNCDBG(18,"End"); }
/** * Finds a random training post near to the current position of given creature. * Used when finding a training post seems to be taking too long; in that case, creature should start training with a nearest post. * Note that this routine does not always select the nearest post - it is enough if it's 3 subtiles away. * * @param creatng The creature who wish to train with training post. */ void setup_training_search_for_post(struct Thing *creatng) { struct Room *room; struct Thing *traintng; struct Thing *thing; long start_slab; long min_distance,dist; long slb_x,slb_y; long i,k; room = get_room_thing_is_on(creatng); // Let's start from a random slab slb_x = -1; slb_y = -1; min_distance = LONG_MAX; traintng = INVALID_THING; start_slab = ACTION_RANDOM(room->slabs_count); k = start_slab; i = room->slabs_list; while (i != 0) { slb_x = slb_num_decode_x(i); slb_y = slb_num_decode_y(i); i = get_next_slab_number_in_room(i); if (k <= 0) break; k--; } // Got random starting slab, now sweep room slabs from it thing = INVALID_THING; k = room->slabs_count; i = get_slab_number(slb_x,slb_y); while (k > 0) { slb_x = slb_num_decode_x(i); slb_y = slb_num_decode_y(i); i = get_next_slab_number_in_room(i); if (i == 0) i = room->slabs_list; // Per room tile code - find a nearest training post thing = get_object_at_subtile_of_model_and_owned_by(slab_subtile_center(slb_x), slab_subtile_center(slb_y), 31, creatng->owner); if (!thing_is_invalid(thing)) { dist = get_2d_distance(&creatng->mappos, &thing->mappos); if (dist < min_distance) { traintng = thing; min_distance = dist; if (min_distance < (3<<8)) break; } } // Per room tile code ends k--; } // Got trainer (or not...), now do the correct action if (thing_is_invalid(traintng)) { SYNCDBG(6,"Room no longer have training post, moving somewhere else."); setup_move_to_new_training_position(creatng, room, true); } else { i = get_subtile_number(traintng->mappos.x.stl.num,traintng->mappos.y.stl.num); setup_training_move_near(creatng, i); } }
/** * This function generates "expand room" action on a tile which is claimed ground and could have a room placed on. * It is used to fix vandalized or not fully built rooms, so that they will cover the whole area digged for them. * * @param comp * @param check Computer check data. * @param room The room to be checked for expand. * @param max_radius The max distance of the slab being put to the center of the room, in subtiles. * @param around_start Random value used for setting starting point of the check process. * @return */ TbBool computer_check_for_expand_specific_room(struct Computer2 *comp, struct ComputerCheck * check, struct Room *room, MapSubtlCoord max_radius, long around_start) { struct Dungeon *dungeon; dungeon = comp->dungeon; unsigned long i; unsigned long k; k = 0; i = room->slabs_list; while (i > 0) { MapSlabCoord slb_x,slb_y; struct SlabMap *slb; slb = get_slabmap_direct(i); slb_x = slb_num_decode_x(i); slb_y = slb_num_decode_y(i); i = get_next_slab_number_in_room(i); // Per-slab code int room_around, claimed_around; room_around = count_slabs_around_of_kind(slb_x, slb_y, slb->kind, dungeon->owner); claimed_around = 0; if (room_around < 8) { claimed_around = count_slabs_around_of_kind(slb_x, slb_y, SlbT_CLAIMED, dungeon->owner); } if (((room_around >= 3) && (claimed_around >= 2) && (room_around+claimed_around < 8)) // If there's something besides room and claimed, then grow more aggressively || ((room_around >= 4) && (claimed_around >= 2) && (room_around+claimed_around >= 8)) // If we're in open space, don't expand that much || ((room_around >= 6) && (claimed_around >= 1))) // Allow fixing one-slab holes inside rooms { unsigned long m,n; m = around_start % SMALL_AROUND_SLAB_LENGTH; for (n=0; n < SMALL_AROUND_SLAB_LENGTH; n++) { MapSlabCoord arslb_x, arslb_y; arslb_x = slb_x + small_around[m].delta_x; arslb_y = slb_y + small_around[m].delta_y; MapSubtlCoord arstl_x, arstl_y; arstl_x = slab_subtile_center(arslb_x); arstl_y = slab_subtile_center(arslb_y); long dist; dist = abs(room->central_stl_x - arstl_x) + abs(room->central_stl_y - arstl_y); if (dist <= max_radius) { if (can_build_room_at_slab(dungeon->owner, room->kind, arslb_x, arslb_y)) { if (try_game_action(comp, dungeon->owner, GA_PlaceRoom, 0, arstl_x, arstl_y, 1, room->kind) > Lb_OK) { return true; } } } m = (m+1) % SMALL_AROUND_SLAB_LENGTH; } } // Per-slab code ends k++; if (k > room->slabs_count) { ERRORLOG("Infinite loop detected when sweeping room slabs"); break; } } return false; }
long process_creature_in_workshop(struct Thing *creatng, struct Room *room) { //return _DK_process_creature_in_workshop(creatng, room); struct CreatureControl *cctrl; cctrl = creature_control_get_from_thing(creatng); struct Dungeon *dungeon; dungeon = get_dungeon(creatng->owner); if ((game.play_gameturn - dungeon->field_118B < 50) && ((game.play_gameturn + creatng->index) & 3) == 0) { if (cctrl->instance_id == CrInst_NULL) { set_creature_instance(creatng, CrInst_CELEBRATE_SHORT, 1, 0, 0); } return 1; } if (cctrl->instance_id != CrInst_NULL) { return 1; } long mvret; MapSlabCoord slb_x, slb_y; SYNCDBG(19,"Work in %s, the %s in state %d",room_code_name(room->kind),thing_model_name(creatng),(int)cctrl->byte_9A); switch (cctrl->byte_9A) { case 1: cctrl->byte_9E--; if (cctrl->byte_9E <= 0) { setup_workshop_search_for_post(creatng); cctrl->byte_9E = 100; break; } mvret = creature_move_to(creatng, &cctrl->moveto_pos, get_creature_speed(creatng), 0, 0); if (mvret != 1) { if (mvret == -1) { SYNCDBG(9,"Room %s move problem, the %s goes from %d to start state",room_code_name(room->kind),thing_model_name(creatng),(int)cctrl->byte_9A); set_start_state(creatng); } break; } slb_x = subtile_slab_fast(creatng->mappos.x.stl.num); slb_y = subtile_slab_fast(creatng->mappos.y.stl.num); struct Thing *objtng; objtng = get_workshop_equipment_to_work_with_on_subtile(creatng->owner, slab_subtile_center(slb_x),slab_subtile_center(slb_y)); if (!thing_is_invalid(objtng)) { SYNCDBG(19,"Got %s post, the %s goes from %d to 2",room_code_name(room->kind),thing_model_name(creatng),(int)cctrl->byte_9A); cctrl->byte_9A = 2; cctrl->byte_9E = 100; break; } SYNCDBG(19,"No %s post at current pos, the %s goes from %d to search position",room_code_name(room->kind),thing_model_name(creatng),(int)cctrl->byte_9A); setup_move_to_new_workshop_position(creatng, room, 0); break; case 2: { SubtlCodedCoords stl_num; stl_num = find_unused_adjacent_position_in_workshop(&creatng->mappos, creatng->owner); if (stl_num != 0) { slb_x = subtile_slab_fast(stl_num_decode_x(stl_num)); slb_y = subtile_slab_fast(stl_num_decode_y(stl_num)); cctrl->byte_9C = slab_subtile_center(slb_x); cctrl->byte_9D = slab_subtile_center(slb_y); setup_workshop_move(creatng, stl_num); cctrl->byte_9A = 3; break; } SYNCDBG(9,"No free adjacent %s post, the %s goes from %d to search position",room_code_name(room->kind),thing_model_name(creatng),(int)cctrl->byte_9A); setup_move_to_new_workshop_position(creatng, room, 1); break; } case 3: { mvret = creature_move_to(creatng, &cctrl->moveto_pos, get_creature_speed(creatng), 0, 0); if (mvret != 1) { if (mvret == -1) { SYNCDBG(9,"Room %s move problem, the %s goes from %d to start state",room_code_name(room->kind),thing_model_name(creatng),(int)cctrl->byte_9A); set_start_state(creatng); } break; } struct Thing *mnfc_creatng; mnfc_creatng = get_other_creature_manufacturing_on_subtile(creatng->owner, creatng->mappos.x.stl.num, creatng->mappos.y.stl.num, creatng); if (thing_is_invalid(mnfc_creatng)) { cctrl->byte_9A = 4; break; } // Position used by another manufacturer SYNCDBG(9,"The %s post already in use, the %s goes from %d to search position",room_code_name(room->kind),thing_model_name(creatng),(int)cctrl->byte_9A); setup_move_to_new_workshop_position(creatng, room, 1); break; } case 4: { struct Coord3d pos; pos.x.val = subtile_coord_center(cctrl->byte_9C); pos.y.val = subtile_coord_center(cctrl->byte_9D); if (creature_turn_to_face(creatng, &pos) < 56) { cctrl->byte_9A = 5; cctrl->byte_9B = 75; } break; } case 5: default: cctrl->byte_9B--; if (cctrl->byte_9B <= 0) { SYNCDBG(9,"Room %s move counter %d, the %s keeps moving in state %d",room_code_name(room->kind),(int)cctrl->byte_9B,thing_model_name(creatng),(int)cctrl->byte_9A); setup_move_to_new_workshop_position(creatng, room, 1); } else if ((cctrl->byte_9B % 8) == 0) { set_creature_instance(creatng, CrInst_SWING_WEAPON_SWORD, 1, 0, 0); } break; } return 1; }