Exemplo n.º 1
0
func (g *Game) internalCreatureTeleport(_creature pul.ICreature, _from pul.ITile, _to pul.ITile) (ret int) {
	ret = RET_NOERROR

	if _from == nil || _to == nil {
		ret = RET_NOTPOSSIBLE
	} else {
		// Move creature object to destination tile
		if ret = _from.RemoveCreature(_creature, true); ret == RET_NOTPOSSIBLE {
			return
		}

		if ret = _to.AddCreature(_creature, false); ret == RET_NOTPOSSIBLE {
			_from.AddCreature(_creature, false) // Something went wrong, put creature back on old tile
			return
		}

		_creature.SetTile(_to)

		// Tell creatures this creature has been teleported
		g.mutexCreatureList.RLock()
		defer g.mutexCreatureList.RUnlock()
		for _, value := range g.Creatures {
			if value != nil {
				value.OnCreatureMove(_creature, _from, _to, true)
			}
		}
	}

	// No error, played succesfully teleported
	if ret == RET_NOERROR {
		ret = RET_PLAYERISTELEPORTED
	}

	return
}
Exemplo n.º 2
0
func (g *Game) OnCreatureMove(_creature pul.ICreature, _direction int) (ret int) {
	ret = RET_NOTPOSSIBLE

	if !CreatureCanMove(_creature) {
		return
	}

	currentTile := _creature.GetTile()
	destinationPosition := currentTile.GetPosition()

	switch _direction {
	case DIR_NORTH:
		destinationPosition.Y -= 1
	case DIR_SOUTH:
		destinationPosition.Y += 1
	case DIR_WEST:
		destinationPosition.X -= 1
	case DIR_EAST:
		destinationPosition.X += 1
	}

	// Check if destination tile exists
	destinationTile, ok := g_map.GetTileFromPosition(destinationPosition)
	if !ok {
		return
	}

	// Check if we can move to the destination tile
	if ret = destinationTile.CheckMovement(_creature, _direction); ret == RET_NOTPOSSIBLE {
		return
	}

	// Update position
	_creature.SetTile(destinationTile)

	// fmt.Printf("[%v] From (%v,%v) To (%v,%v)\n", _creature.GetName(), currentTile.Position.X, currentTile.Position.Y, destinationPosition.X, destinationPosition.Y)

	// Tell creatures this creature has moved
	g.mutexCreatureList.RLock()
	defer g.mutexCreatureList.RUnlock()
	for _, value := range g.Creatures {
		if value != nil {
			value.OnCreatureMove(_creature, currentTile, destinationTile, false)
		}
	}

	// Move creature object to destination tile
	if ret = currentTile.RemoveCreature(_creature, true); ret == RET_NOTPOSSIBLE {
		return
	}
	if ret = destinationTile.AddCreature(_creature, true); ret == RET_NOTPOSSIBLE {
		currentTile.AddCreature(_creature, false) // Something went wrong, put creature back on old tile
		_creature.SetTile(currentTile)
		return
	}

	// If ICreature is a player type we can check for wild encounter
	g.checkForWildEncounter(_creature)

	return
}