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
+30 -8
View File
@@ -372,6 +372,9 @@ static int l_TileIsOutOfBoundsClosestPC (lua_State *L);
static int l_SetgfBoxerFought (lua_State *L); static int l_SetgfBoxerFought (lua_State *L);
static int l_EVENT_StopMerc (lua_State *L); static int l_EVENT_StopMerc (lua_State *L);
static int l_SetgfBoxersResting(lua_State *L);
static int l_SetgubBoxersRests(lua_State *L);
static int l_SetEnterCombatMode (lua_State *L); static int l_SetEnterCombatMode (lua_State *L);
static int l_PlayerInARoom (lua_State *L); static int l_PlayerInARoom (lua_State *L);
@@ -3061,6 +3064,8 @@ BOOLEAN LetLuaHourlyQuestUpdate(UINT8 Init)
//-----boxer------ only hourly quest update //-----boxer------ only hourly quest update
lua_register(_LS.L(), "gfBoxerFought", l_SetgfBoxerFought); lua_register(_LS.L(), "gfBoxerFought", l_SetgfBoxerFought);
lua_register(_LS.L(), "SetgfBoxersResting", l_SetgfBoxersResting);
lua_register(_LS.L(), "SetgubBoxersRests", l_SetgubBoxersRests);
lua_register(_LS.L(), "GetWorldHour", l_GetWorldHour); lua_register(_LS.L(), "GetWorldHour", l_GetWorldHour);
SGP_THROW_IFFALSE( _LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget ); SGP_THROW_IFFALSE( _LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget );
@@ -8220,6 +8225,22 @@ static int l_SetgfBoxerFought (lua_State *L)
return 0; return 0;
} }
static int l_SetgfBoxersResting(lua_State *L)
{
if (lua_gettop(L))
gfBoxersResting = lua_toboolean(L, 1);
return 0;
}
static int l_SetgubBoxersRests(lua_State *L)
{
if (lua_gettop(L))
gubBoxersRests = lua_tointeger(L, 1);
return 0;
}
static int l_GetWorldHour (lua_State *L) static int l_GetWorldHour (lua_State *L)
{ {
UINT32 h2 = GetWorldHour(); UINT32 h2 = GetWorldHour();
@@ -10464,7 +10485,7 @@ static int l_SetPendingNewScreen (lua_State *L)
} }
//-------------- //--------------
//Set charcter to sector Z //Set character to sector Z
static int l_GetCharacterSectorZ (lua_State *L) static int l_GetCharacterSectorZ (lua_State *L)
{ {
UINT8 n = lua_gettop(L); UINT8 n = lua_gettop(L);
@@ -10484,7 +10505,7 @@ static int l_GetCharacterSectorZ (lua_State *L)
return 1; return 1;
} }
//Set charcter to sector Y //Set character to sector Y
static int l_GetCharacterSectorY (lua_State *L) static int l_GetCharacterSectorY (lua_State *L)
{ {
UINT8 n = lua_gettop(L); UINT8 n = lua_gettop(L);
@@ -10504,7 +10525,7 @@ static int l_GetCharacterSectorY (lua_State *L)
return 1; return 1;
} }
//Set charcter to sector X //Set character to sector X
static int l_GetCharacterSectorX (lua_State *L) static int l_GetCharacterSectorX (lua_State *L)
{ {
UINT8 n = lua_gettop(L); UINT8 n = lua_gettop(L);
@@ -10525,7 +10546,7 @@ static int l_GetCharacterSectorX (lua_State *L)
} }
//----------- //-----------
//Set charcter to sector Z //Set character to sector Z
static int l_SetCharacterSectorZ (lua_State *L) static int l_SetCharacterSectorZ (lua_State *L)
{ {
if ( lua_gettop( L ) >= 2 ) if ( lua_gettop( L ) >= 2 )
@@ -10545,13 +10566,14 @@ static int l_ResetBoxers( lua_State *L )
for ( UINT8 i = 0; i < NUM_BOXERS; ++i ) for ( UINT8 i = 0; i < NUM_BOXERS; ++i )
{ {
gubBoxerID[i] = NOBODY; gubBoxerID[i] = NOBODY;
gfBoxerFought[i] = FALSE; // sevenfm: keep gfBoxerFought[] unchanged as it will be reset every day at 16:00 by HourlyQuestUpdate(), HourlyUpdate.lua
//gfBoxerFought[i] = FALSE;
} }
return 0; return 0;
} }
//Set charcter to sector Y //Set character to sector Y
static int l_SetCharacterSectorY (lua_State *L) static int l_SetCharacterSectorY (lua_State *L)
{ {
UINT8 n = lua_gettop(L); UINT8 n = lua_gettop(L);
@@ -10570,7 +10592,7 @@ static int l_SetCharacterSectorY (lua_State *L)
return 0; return 0;
} }
//Set charcter to sector X //Set character to sector X
static int l_SetCharacterSectorX (lua_State *L) static int l_SetCharacterSectorX (lua_State *L)
{ {
UINT8 n = lua_gettop(L); UINT8 n = lua_gettop(L);
@@ -10625,7 +10647,7 @@ static int l_TriggerNPCRecordImmediately(lua_State *L)
return 0; return 0;
} }
//Add undern Ground Sector //Add underground Sector
static int l_AddAltUnderGroundSectorNew(lua_State *L) static int l_AddAltUnderGroundSectorNew(lua_State *L)
{ {
UINT8 x = 0,y = 0,z = 0; UINT8 x = 0,y = 0,z = 0;
+16 -9
View File
@@ -2414,9 +2414,10 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
INT32 sGridNo, sClosestSpot = NOWHERE; INT32 sGridNo, sClosestSpot = NOWHERE;
INT32 iDistance, iClosestDistance = 9999; INT32 iDistance, iClosestDistance = 9999;
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom; UINT16 usRoom;
SOLDIERTYPE *pDarren;
UINT8 ubLoop;
pDarren = FindSoldierByProfileID(DARREN, FALSE);
// set the distance limit of the square region // set the distance limit of the square region
iSearchRange = 7; iSearchRange = 7;
@@ -2427,11 +2428,11 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1));
//NumMessage("sMaxRight = ",sMaxRight); //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 // have player not go to the left of the ring
sMaxLeft = 0; sMaxLeft = 0;
} }*/
// determine maximum vertical limits // determine maximum vertical limits
sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW));
@@ -2444,19 +2445,25 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
{ {
// calculate the next potential gridno // calculate the next potential gridno
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset); 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 ); // sevenfm: for player merc, find spot closest to Darren
if ( iDistance < iClosestDistance && WhoIsThere2( sGridNo, 0 ) == NOBODY ) 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; sClosestSpot = sGridNo;
iClosestDistance = iDistance; iClosestDistance = iDistance;
} }
} }
} }
} }
} }