示例#1
0
/**
 * 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);
            }
        }
    }
}
示例#2
0
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);
            }
        }
    }
}
示例#3
0
/**
 * Counts amount of tiles owned by given player around given slab.
 * @param plyr_idx Owning player to be checked.
 * @param slb_x Target slab to check around, X coord.
 * @param slb_y Target slab to check around, Y coord.
 * @return Amount 0-4 of owned slabs, or just 4 if there is any owned ground or room slab.
 */
int count_owned_ground_around(PlayerNumber plyr_idx, MapSlabCoord slb_x, MapSlabCoord slb_y)
{
    int i, num_owned;
    num_owned = 0;
    for (i=0; i < SMALL_AROUND_SLAB_LENGTH; i++)
    {
        MapSlabCoord sslb_x, sslb_y;
        sslb_x = slb_x + small_around[i].delta_x;
        sslb_y = slb_y + small_around[i].delta_y;
        struct SlabMap *slb;
        slb = get_slabmap_block(sslb_x, sslb_y);
        if (slabmap_owner(slb) == plyr_idx)
        {
            struct SlabAttr *slbattr;
            slbattr = get_slab_attrs(slb);
            if ((slbattr->category == SlbAtCtg_FortifiedGround) || (slbattr->category == SlbAtCtg_RoomInterior)) {
                num_owned = 4;
                break;
            } else {
                num_owned++;
            }
        }

    }
    return num_owned;
}
示例#4
0
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);
}
示例#5
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;
}
示例#6
0
TbBool can_place_trap_on(PlayerNumber plyr_idx, MapSubtlCoord stl_x, MapSubtlCoord stl_y)
{
    MapSlabCoord slb_x, slb_y;
    slb_x = subtile_slab_fast(stl_x);
    slb_y = subtile_slab_fast(stl_y);
    struct SlabMap *slb;
    slb = get_slabmap_block(slb_x, slb_y);
    struct SlabAttr *slbattr;
    slbattr = get_slab_attrs(slb);
    if (!subtile_revealed(stl_x, stl_y, plyr_idx)) {
        return false;
    }
    if (((slbattr->block_flags & (SlbAtFlg_Filled|SlbAtFlg_Digable|SlbAtFlg_Valuable)) != 0)) {
        return false;
    }
    if (slab_kind_is_liquid(slb->kind)) {
        return false;
    }
    if ((slabmap_owner(slb) == plyr_idx) && (slb->kind == SlbT_CLAIMED))
    {
        if (!slab_has_trap_on(slb_x, slb_y) && !subtile_has_door_thing_on(stl_x, stl_y))
        {
            return true;
        }
    }
    return false;
}
示例#7
0
PlayerNumber get_slab_owner_thing_is_on(const struct Thing *thing)
{
    if (thing_is_invalid(thing))
        return game.neutral_player_num;
    struct SlabMap *slb;
    slb = get_slabmap_for_subtile(thing->mappos.x.stl.num, thing->mappos.y.stl.num);
    return slabmap_owner(slb);
}
示例#8
0
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;
}
示例#9
0
TbBool slab_is_safe_land(PlayerNumber plyr_idx, MapSlabCoord slb_x, MapSlabCoord slb_y)
{
    struct SlabMap *slb;
    struct SlabAttr *slbattr;
    int slb_owner;
    slb = get_slabmap_block(slb_x, slb_y);
    slbattr = get_slab_attrs(slb);
    slb_owner = slabmap_owner(slb);
    if ((slb_owner == plyr_idx) || (slb_owner == game.neutral_player_num))
    {
        return slbattr->is_safe_land;
    }
    return false;
}
示例#10
0
/**
 * Counts amount of slabs around given slab which have given kind and owner.
 * @param slb_x Target slab position, X coordinate.
 * @param slb_y Target slab position, Y coordinate.
 * @param slbkind Kind of the slabs to count.
 * @param owner Owner of the slabs to count.
 * @return Amount of matched slabs around given coordinates, 0..8.
 */
int count_slabs_around_of_kind(MapSlabCoord slb_x, MapSlabCoord slb_y, SlabKind slbkind, PlayerNumber owner)
{
    unsigned long n;
    int matched_slabs;
    matched_slabs = 0;
    for (n = 1; n < MID_AROUND_LENGTH; n++)
    {
        MapSlabCoord arslb_x, arslb_y;
        arslb_x = slb_x + mid_around[n].delta_x;
        arslb_y = slb_y + mid_around[n].delta_y;
        struct SlabMap *slb;
        slb = get_slabmap_block(arslb_x, arslb_y);
        if ((slb->kind == slbkind) && (slabmap_owner(slb) == owner)) {
            matched_slabs++;
        }
    }
    return matched_slabs;
}
示例#11
0
short tunnelling(struct Thing *creatng)
{
    struct SlabMap *slb;
    long speed;
    SYNCDBG(7,"Move %s from (%d,%d)",thing_model_name(creatng),(int)creatng->mappos.x.stl.num,(int)creatng->mappos.y.stl.num);
    //return _DK_tunnelling(creatng);
    speed = get_creature_speed(creatng);
    slb = get_slabmap_for_subtile(creatng->mappos.x.stl.num,creatng->mappos.y.stl.num);
    struct CreatureControl *cctrl;
    cctrl = creature_control_get_from_thing(creatng);
    struct Coord3d *pos;
    pos = &cctrl->moveto_pos;
    if (slabmap_owner(slb) == cctrl->party.target_plyr_idx)
    {
        internal_set_thing_state(creatng, CrSt_GoodDoingNothing);
        return 1;
    }
    long move_result;
    move_result = creature_tunnel_to(creatng, pos, speed);
    if (move_result == 1)
    {
        internal_set_thing_state(creatng, CrSt_TunnellerDoingNothing);
        return 1;
    }
    if (move_result == -1)
    {
        ERRORLOG("Bad place to tunnel to!");
        set_start_state(creatng);
        creatng->continue_state = CrSt_Unused;
        return 0;
    }
    // Once per 128 turns, check if we've done digging and can now walk to the place
    if (((game.play_gameturn + creatng->index) & 0x7F) == 0)
    {
        if (creature_can_navigate_to(creatng, pos, NavRtF_Default))
        {
            SYNCDBG(7,"The %s can now walk to (%d,%d), no need to tunnel",thing_model_name(creatng),(int)pos->x.stl.num,(int)pos->y.stl.num);
            return 1;
        }
    }
    SYNCDBG(7,"The %s cannot reach (%d,%d) by walk",thing_model_name(creatng),(int)pos->x.stl.num,(int)pos->y.stl.num);
    return 0;
}
示例#12
0
TbBool is_correct_position_to_perform_job(const struct Thing *creatng, MapSubtlCoord stl_x, MapSubtlCoord stl_y, CreatureJob new_job)
{
    const struct SlabMap *slb;
    slb = get_slabmap_for_subtile(stl_x, stl_y);
    const struct Room *room;
    room = subtile_room_get(stl_x, stl_y);
    RoomKind job_rkind;
    job_rkind = get_room_for_job(new_job);
    if (job_rkind != RoK_NONE)
    {
        if (room_is_invalid(room)) {
            return false;
        }
        if (room->kind != job_rkind) {
            return false;
        }
    }
    if (!is_correct_owner_to_perform_job(creatng, slabmap_owner(slb), new_job)) {
        return false;
    }
    return true;
}
示例#13
0
long calculate_effeciency_score_for_room_slab(SlabCodedCoords slab_num, PlayerNumber plyr_idx)
{
    //return _DK_calculate_effeciency_score_for_room_slab(slab_num, plyr_idx);
    long eff_score;
    TbBool is_room_inside;
    is_room_inside = true;
    eff_score = 0;
    struct SlabMap *slb;
    slb = get_slabmap_direct(slab_num);
    long n;
    for (n=1; n < AROUND_SLAB_LENGTH; n+=2)
    {
        long round_slab_num;
        round_slab_num = slab_num + around_slab[n];
        struct SlabMap *round_slb;
        round_slb = get_slabmap_direct(round_slab_num);
        if (!slabmap_block_invalid(round_slb))
        {
            MapSlabCoord slb_x,slb_y;
            slb_x = slb_num_decode_x(round_slab_num);
            slb_y = slb_num_decode_y(round_slab_num);
            // Per slab code
            if ((slabmap_owner(round_slb) == slabmap_owner(slb)) && (round_slb->kind == slb->kind))
            {
                eff_score += 2;
            } else
            {
                is_room_inside = false;
                switch (find_core_slab_type(slb_x, slb_y))
                {
                  case SlbT_ROCK:
                  case SlbT_GOLD:
                  case SlbT_EARTH:
                  case SlbT_GEMS:
                    eff_score++;
                    break;
                  case SlbT_WALLDRAPE:
                    if (slabmap_owner(round_slb) == slabmap_owner(slb))
                        eff_score += 2;
                    break;
                  case SlbT_DOORWOOD1:
                    if (slabmap_owner(round_slb) == slabmap_owner(slb))
                        eff_score += 2;
                    break;
                  default:
                    break;
                }
            }
            // Per slab code ends
        }
    }
    // If we already know this is not an inside - finish
    if (!is_room_inside) {
        return eff_score;
    }
    // Make sure this is room inside by checking corners
    for (n=0; n < AROUND_SLAB_LENGTH; n+=2)
    {
        long round_slab_num;
        round_slab_num = slab_num + around_slab[n];
        struct SlabMap *round_slb;
        round_slb = get_slabmap_direct(round_slab_num);
        if (!slabmap_block_invalid(round_slb))
        {
            // Per slab code
            if ((slabmap_owner(round_slb) != slabmap_owner(slb)) || (round_slb->kind != slb->kind))
            {
                is_room_inside = 0;
                break;
            }
            // Per slab code ends
        }
    }
    if (is_room_inside) {
        eff_score += 2;
    }
    return eff_score;
}
示例#14
0
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");
}
示例#15
0
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;
}