CrCheckRet process_scavenge_function(struct Thing *calltng) { SYNCDBG(18,"Starting for %s owner %d",thing_model_name(calltng),(int)calltng->owner); //return _DK_process_scavenge_function(thing); struct CreatureControl *callctrl; callctrl = creature_control_get_from_thing(calltng); struct Dungeon *calldngn; struct Room *room; calldngn = get_dungeon(calltng->owner); room = get_room_creature_works_in(calltng); if ( !room_still_valid_as_type_for_thing(room, RoK_SCAVENGER, calltng) ) { WARNLOG("Room %s owned by player %d is bad work place for %s owned by played %d",room_code_name(room->kind),(int)room->owner,thing_model_name(calltng),(int)calltng->owner); set_start_state(calltng); return CrCkRet_Continue; } struct CreatureStats *crstat; crstat = creature_stats_get_from_thing(calltng); if (!player_can_afford_to_scavenge_creature(calltng)) { if (is_my_player_number(calltng->owner)) output_message(SMsg_NoGoldToScavenge, 500, 1); set_start_state(calltng); return CrCkRet_Continue; } if (calldngn->scavenge_counters_turn != game.play_gameturn) { reset_scavenge_counts(calldngn); } long work_value; work_value = compute_creature_work_value(crstat->scavenge_value*256, room->efficiency, callctrl->explevel); work_value = process_work_speed_on_work_value(calltng, work_value); SYNCDBG(9,"The %s index %d owner %d produced %d scavenge points",thing_model_name(calltng),(int)calltng->index,(int)calltng->owner,(int)work_value); struct Thing *scavtng; scavtng = get_scavenger_target(calltng); if (!thing_is_invalid(scavtng)) { process_scavenge_creature_from_level(scavtng, calltng, work_value); } else if (can_scavenge_creature_from_pool(calldngn, calltng->model)) { process_scavenge_creature_from_pool(calltng, work_value); } else { if (crstat->entrance_force) { calldngn->field_1485++; } return 0; } callctrl->field_82++; if (callctrl->field_82 > game.scavenge_cost_frequency) { callctrl->field_82 -= game.scavenge_cost_frequency; if (take_money_from_dungeon(calltng->owner, crstat->scavenger_cost, 1) < 0) { ERRORLOG("Cannot take %d gold from dungeon %d",(int)crstat->scavenger_cost,(int)calltng->owner); } create_price_effect(&calltng->mappos, calltng->owner, crstat->scavenger_cost); } return 0; }
/** * Does a step of being imprisoned. * Informs if the imprisoning cycle should end. * @param thing */ CrCheckRet process_prison_function(struct Thing *creatng) { struct Room *room; room = get_room_creature_works_in(creatng); if (!room_still_valid_as_type_for_thing(room, RoK_PRISON, creatng)) { WARNLOG("Room %s owned by player %d is bad work place for %s index %d owner %d",room_code_name(room->kind),(int)room->owner,thing_model_name(creatng),(int)creatng->index,(int)creatng->owner); set_start_state(creatng); return CrCkRet_Continue; } process_creature_hunger(creatng); if ( process_prisoner_skelification(creatng,room) ) return CrCkRet_Deleted; struct CreatureControl *cctrl; cctrl = creature_control_get_from_thing(creatng); if ((cctrl->instance_id == CrInst_NULL) && process_prison_food(creatng, room) ) return CrCkRet_Continue; // Breaking from jail is only possible once per some amount of turns if ((game.play_gameturn % gameadd.time_between_prison_break) == 0) { if (jailbreak_possible(room, creatng->owner)) { if (is_my_player_number(room->owner)) output_message(SMsg_PrisonersEscaping, 40, true); else if (is_my_player_number(room->owner)) output_message(SMsg_CreatrFreedPrison, 40, true); set_start_state(creatng); return CrCkRet_Continue; } } return CrCkRet_Available; }
short barracking(struct Thing *creatng) { struct Room *room; room = get_room_thing_is_on(creatng); if (!room_still_valid_as_type_for_thing(room, RoK_BARRACKS, creatng)) { WARNLOG("Room %s owned by player %d is bad work place for %s index %d owner %d",room_code_name(room->kind),(int)room->owner,thing_model_name(creatng),(int)creatng->index,(int)creatng->owner); remove_creature_from_work_room(creatng); set_start_state(creatng); return CrStRet_ResetFail; } if (person_move_somewhere_adjacent_in_room(creatng, room)) { creatng->continue_state = CrSt_Barracking; } return CrStRet_Modified; }
CrStateRet creature_at_new_lair(struct Thing *creatng) { struct Room *room; TRACE_THING(creatng); //return _DK_creature_at_new_lair(thing); room = get_room_thing_is_on(creatng); if ( !room_still_valid_as_type_for_thing(room, RoK_LAIR, creatng) ) { WARNLOG("Room %s owned by player %d is bad work place for %s owned by played %d",room_code_name(room->kind),(int)room->owner,thing_model_name(creatng),(int)creatng->owner); set_start_state(creatng); return CrStRet_ResetFail; } if (!creature_add_lair_to_room(creatng, room)) { internal_set_thing_state(creatng, CrSt_CreatureChooseRoomForLairSite); return CrStRet_Modified; } set_start_state(creatng); return CrStRet_ResetOk; }
/** * Does a step of researching. * Informs if the research cycle should end. * @param thing */ CrCheckRet process_research_function(struct Thing *creatng) { struct Dungeon *dungeon; struct Room *room; dungeon = get_dungeon(creatng->owner); if (dungeon_invalid(dungeon)) { SYNCDBG(9,"The %s index %d cannot work as player %d has no dungeon", thing_model_name(creatng), (int)creatng->index, (int)creatng->owner); set_start_state(creatng); return CrCkRet_Continue; } if (!creature_can_do_research(creatng)) { set_start_state(creatng); return CrCkRet_Continue; } room = get_room_creature_works_in(creatng); if ( !room_still_valid_as_type_for_thing(room, RoK_LIBRARY, creatng) ) { WARNLOG("Room %s owned by player %d is bad work place for %s index %d owner %d", room_code_name(room->kind), (int)room->owner, thing_model_name(creatng),(int)creatng->index,(int)creatng->owner); set_start_state(creatng); return CrCkRet_Continue; } long work_value; struct CreatureControl *cctrl; cctrl = creature_control_get_from_thing(creatng); struct CreatureStats *crstat; crstat = creature_stats_get_from_thing(creatng); work_value = compute_creature_work_value(crstat->research_value*256, room->efficiency, cctrl->explevel); work_value = process_work_speed_on_work_value(creatng, work_value); SYNCDBG(19,"The %s index %d produced %d research points",thing_model_name(creatng),(int)creatng->index,(int)work_value); dungeon->total_research_points += work_value; dungeon->research_progress += work_value; //TODO CREATURE_JOBS going postal should be possible for all jobs, not only research process_job_stress_and_going_postal(creatng, room); return CrCkRet_Available; }