public void WaitTurn() { AbstractMap fld = CurrentField; FOV.FOV_Prepare(fld, false); if (Effects.FindEffectByID(EffectID.eid_Blindness) == null) { FOV.FOV_Start(PosX, PosY, (int)base.Survey, Directions.DtNone); } CheckTile(true); }
public override void SetPos(int posX, int posY) { try { base.SetPos(posX, posY); if (!Prowling) { ((LeaderBrain)fBrain).Dir = LastDir; } AbstractMap fld = CurrentField; FOV.FOV_Prepare(fld, false); if (Effects.FindEffectByID(EffectID.eid_Blindness) == null && !InFog) { int dir; if (GlobalVars.nwrWin.CircularFOV) { dir = Directions.DtNone; } else { dir = LastDir; } FOV.FOV_Start(PosX, PosY, (int)base.Survey, dir); } // this is need for work of the brain goals, also isAvailable and etc Effect ef = Effects.FindEffectByID(EffectID.eid_Sail); if (ef != null) { Item ship = FindItem("Skidbladnir"); EntityList members = ship.Contents; int fx = Field.X; int fy = Field.Y; for (int i = members.Count - 1; i >= 0; i--) { NWCreature cr = (NWCreature)members.GetItem(i); cr.SetGlobalPos(LayerID, fx, fy, true); cr.SetPos(posX, posY); } } } catch (Exception ex) { Logger.Write("Player.setPos(): " + ex.Message); throw ex; } }