示例#1
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#2
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;
}