FindClosestBoxingRingSpot: player boxer should try to move out of ring as close to Darren as possible.

LUA: added new functions SetgfBoxersResting(), SetgubBoxersRests() to change boxers status.
ResetBoxers(): keep gfBoxerFought[] unchanged as it will be reset every day at 15:00 by HourlyQuestUpdate() in HourlyUpdate.lua

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8687 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2019-08-13 09:39:47 +00:00
parent 557505893b
commit c7cac0dff2
2 changed files with 46 additions and 17 deletions
+16 -9
View File
@@ -2414,9 +2414,10 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
INT32 sGridNo, sClosestSpot = NOWHERE;
INT32 iDistance, iClosestDistance = 9999;
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom;
SOLDIERTYPE *pDarren;
UINT8 ubLoop;
pDarren = FindSoldierByProfileID(DARREN, FALSE);
// set the distance limit of the square region
iSearchRange = 7;
@@ -2427,11 +2428,11 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight);
if ( (pSoldier->bTeam == gbPlayerNum) && (fInRing == FALSE) )
/*if ( (pSoldier->bTeam == gbPlayerNum) && (fInRing == FALSE) )
{
// have player not go to the left of the ring
sMaxLeft = 0;
}
}*/
// determine maximum vertical limits
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
@@ -2444,19 +2445,25 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
{
// calculate the next potential gridno
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
if ( InARoom( sGridNo, &usRoom ))
if (!TileIsOutOfBounds(sGridNo) &&
InARoom(sGridNo, &usRoom))
{
if ( (fInRing && usRoom == BOXING_RING) || (!fInRing && usRoom != BOXING_RING ) && LegalNPCDestination(pSoldier,sGridNo,IGNORE_PATH,NOWATER,0) )
if ((fInRing && usRoom == BOXING_RING) || (!fInRing && usRoom != BOXING_RING) &&
LegalNPCDestination(pSoldier, sGridNo, IGNORE_PATH, NOWATER, 0))
{
iDistance = abs( sXOffset ) + abs( sYOffset );
if ( iDistance < iClosestDistance && WhoIsThere2( sGridNo, 0 ) == NOBODY )
// sevenfm: for player merc, find spot closest to Darren
if (pDarren && pSoldier->bTeam == gbPlayerNum)
iDistance = PythSpacesAway(pDarren->sGridNo, sGridNo) + PythSpacesAway(pSoldier->sGridNo, sGridNo);
else
iDistance = abs(sXOffset) + abs(sYOffset);
if (iDistance < iClosestDistance && WhoIsThere2(sGridNo, 0) == NOBODY)
{
sClosestSpot = sGridNo;
iClosestDistance = iDistance;
}
}
}
}
}