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drag.cc
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drag.cc
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/*
* drag.cc - Dragging objects in Game_window.
*
* Copyright (C) 2000-2013 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <iostream> /* Debugging */
#include "gamewin.h"
#include "gamemap.h"
#include "mouse.h"
#include "drag.h"
#include "Gump_button.h"
#include "Gump.h"
#include "paths.h"
#include "actors.h"
#include "cheat.h"
#include "chunks.h"
#include "Audio.h"
#include "Gump_manager.h"
#include "ucmachine.h"
#include "barge.h"
#include "sdl-compat.h"
#include "ignore_unused_variable_warning.h"
using std::cout;
using std::endl;
/*
* Create for a given (newly created) object.
*/
Dragging_info::Dragging_info(
Game_object *newobj // Object NOT in world. This is
// dropped, or deleted.
) : obj(newobj), is_new(true), gump(0), button(0), old_pos(-1, -1, -1),
old_foot(0, 0, 0, 0), old_lift(-1), quantity(obj->get_quantity()),
readied_index(-1), mousex(-1), mousey(-1), paintx(-1000), painty(-1000),
mouse_shape(Mouse::mouse->get_shape()), rect(0, 0, 0, 0),
save(0), okay(true), possible_theft(false) {
rect = gwin->get_shape_rect(obj);
rect.enlarge(8); // Make a little bigger.
// Create buffer to backup background.
//save = gwin->get_win()->create_buffer(rect.w, rect.h);
}
/*
* Begin a possible drag.
*/
Dragging_info::Dragging_info(
int x, int y // Mouse position.
) : obj(0), is_new(false), gump(0), button(0), old_pos(-1, -1, -1),
old_foot(0, 0, 0, 0), old_lift(-1), quantity(0),
readied_index(-1), mousex(x), mousey(y), paintx(-1000), painty(-1000),
mouse_shape(Mouse::mouse->get_shape()), rect(0, 0, 0, 0),
save(0), okay(false), possible_theft(false) {
// First see if it's a gump.
gump = gumpman->find_gump(x, y);
if (gump) {
obj = gump->find_object(x, y);
if (obj) {
// Save location info.
gump->get_shape_location(obj, paintx, painty);
old_pos = Tile_coord(obj->get_tx(), obj->get_ty(), 0);
} else if ((button = gump->on_button(x, y)) != 0) {
gump = 0;
if (!button->is_draggable())
return;
button->push(1);
// Pushed button, so make noise.
Audio::get_ptr()->play_sound_effect(
Audio::game_sfx(73));
gwin->set_painted();
} else if (gump->is_draggable()) {
// Dragging whole gump.
paintx = gump->get_x();
painty = gump->get_y();
cout << "(x,y) rel. to gump is (" << (x - paintx) << ", " <<
(y - painty) << ")" << endl;
} else // the gump isn't draggable
return;
} else if (x > 0 && y > 0 && x < gwin->get_width() && y < gwin->get_height()) { // Not found in gump?
obj = gwin->find_object(x, y);
if (!obj)
return;
// Get coord. where painted.
gwin->get_shape_location(obj, paintx, painty);
old_pos = obj->get_tile();
old_foot = obj->get_footprint();
}
if (obj) {
quantity = obj->get_quantity();
// Save original lift.
old_lift = obj->get_outermost()->get_lift();
}
okay = true;
}
/*
* Delete dragging info.
*/
Dragging_info::~Dragging_info(
) {
delete save;
}
/*
* First motion.
*
* Output: false if failed.
*/
bool Dragging_info::start(
int x, int y // Mouse position.
) {
int deltax = abs(x - mousex),
deltay = abs(y - mousey);
if (deltax <= 2 && deltay <= 2)
return (false); // Wait for greater motion.
if (obj) {
// Don't want to move walls.
if (!cheat.in_hack_mover() && !obj->is_dragable() &&
!obj->get_owner()) {
Mouse::mouse->flash_shape(Mouse::tooheavy);
Audio::get_ptr()->play_sound_effect(Audio::game_sfx(76));
obj = 0;
gump = 0;
okay = false;
return (false);
}
Game_object *owner = obj->get_outermost();
if (owner == obj) {
if (!cheat.in_hack_mover() &&
!Fast_pathfinder_client::is_grabable(gwin->get_main_actor(), obj)) {
Mouse::mouse->flash_shape(Mouse::blocked);
obj = 0;
okay = false;
return (false);
}
}
}
Mouse::mouse->set_shape(Mouse::hand);
// Store original pos. on screen.
rect = gump ? (obj ? gump->get_shape_rect(obj) : gump->get_dirty())
: gwin->get_shape_rect(obj);
if (gump) { // Remove from actual position.
if (obj) {
Container_game_object *owner =
gump->get_cont_or_actor(x, y);
// Get the object
Game_object *owner_obj =
gump->get_owner()->get_outermost();
Main_actor *main_actor = gwin->get_main_actor();
// Check the range
if (!cheat.in_hack_mover() &&
!Fast_pathfinder_client::is_grabable(main_actor, owner_obj)) {
obj = 0;
gump = 0;
okay = false;
Mouse::mouse->flash_shape(Mouse::outofrange);
return false;
}
if (owner)
readied_index = owner->find_readied(obj);
gump->remove(obj);
} else
gumpman->remove_gump(gump);
} else
obj->remove_this(true); // This SHOULD work (jsf 21-12-01).
// Make a little bigger.
//rect.enlarge(c_tilesize + obj ? 0 : c_tilesize/2);
rect.enlarge(deltax > deltay ? deltax : deltay);
Rectangle crect = gwin->clip_to_win(rect);
gwin->paint(crect); // Paint over obj's. area.
// Create buffer to backup background.
//save = gwin->get_win()->create_buffer(rect.w, rect.h);
return true;
}
/*
* Mouse was moved while dragging.
*
* Output: true iff movement started/continued.
*/
bool Dragging_info::moved(
int x, int y // Mouse pos. in window.
) {
if (!obj && !gump)
return (false);
if (rect.w == 0) {
if (!start(x, y))
return false;
} else if (save) // Not first time? Restore beneath.
gwin->get_win()->put(save, rect.x, rect.y);
else
gwin->add_dirty(gwin->clip_to_win(rect));
gwin->set_painted();
int deltax = x - mousex, deltay = y - mousey;
mousex = x;
mousey = y;
// Shift to new position.
rect.shift(deltax, deltay);
paintx += deltax;
painty += deltay;
if (gump && !obj) // Dragging a gump?
gump->set_pos(paintx, painty);
gwin->add_dirty(gwin->clip_to_win(rect));
return (true);
}
/*
* Paint object being moved.
*/
void Dragging_info::paint(
) {
if (!rect.w) // Not moved enough yet?
return;
if (save) // Save background.
gwin->get_win()->get(save, rect.x, rect.y);
if (obj) {
if (obj->get_flag(Obj_flags::invisible))
obj->paint_invisible(paintx, painty);
else
obj->paint_shape(paintx, painty);
} else if (gump) {
gump->paint();
}
}
/*
* Mouse was released, so drop object.
* Return true iff the dropping mouseclick has been handled.
* (by buttonpress, drag)
*/
bool Dragging_info::drop(
int x, int y, // Mouse pos.
bool moved // has mouse moved from starting pos?
) {
bool handled = moved;
Mouse::mouse->set_shape(mouse_shape);
if (button) {
button->unpush(1);
if (button->on_button(x, y))
// Clicked on button.
button->activate(1);
handled = true;
} else if (!obj) { // Only dragging a gump?
if (!gump)
return handled;
if (!moved) // A click just raises it to the top.
gumpman->remove_gump(gump);
gumpman->add_gump(gump);
} else if (!moved) // For now, if not moved, leave it.
return handled;
else if (!drop(x, y)) // Drop it.
put_back(); // Wasn't (all) moved.
obj = 0; // Clear so we don't paint them.
gump = 0;
gwin->paint();
return handled;
}
/*
* Check weight.
*
* Output: false if too heavy, with mouse flashed.
*/
static bool Check_weight(
Game_window *gwin,
Game_object *to_drop,
Game_object *owner // Who the new owner will be.
) {
ignore_unused_variable_warning(gwin);
if (cheat.in_hack_mover()) // hack-mover -> no weight checking
return true;
if (!owner)
return true;
owner = owner->get_outermost();
if (!owner->get_flag(Obj_flags::in_party))
return true; // Not a party member, so okay.
int wt = owner->get_weight() + to_drop->get_weight();
if (wt / 10 > owner->get_max_weight()) {
Mouse::mouse->flash_shape(Mouse::tooheavy);
Audio::get_ptr()->play_sound_effect(Audio::game_sfx(76));
return false;
}
return true;
}
/*
* Put back object where it came from.
*/
void Dragging_info::put_back(
) {
if (gump) { // Put back remaining/orig. piece.
// And don't check for volume!
// Restore saved vals.
obj->set_shape_pos(old_pos.tx, old_pos.ty);
// 1st try with dont_check==false so usecode gets called.
if (!gump->add(obj, -2, -2, -2, -2, false))
gump->add(obj, -2, -2, -2, -2, true);
} else if (is_new) {
obj->set_invalid(); // It's not in the world.
obj->remove_this();
} else // Normal object. Put it back.
obj->move(old_pos);
obj = 0; // Just to be safe.
is_new = false;
}
/*
* Drop object on a gump.
*
* Output: False if not (all) of object was dropped.
*/
bool Dragging_info::drop_on_gump(
int x, int y, // Mouse position.
Game_object *to_drop, // == obj if whole thing.
Gump *on_gump // Gump to drop it on.
) {
Game_object *owner_obj = on_gump->get_owner();
if (owner_obj) owner_obj = owner_obj->get_outermost();
Main_actor *main_actor = gwin->get_main_actor();
// always red X and ding when putting into itself
if (owner_obj == obj) {
Mouse::mouse->flash_shape(Mouse::redx);
Audio::get_ptr()->play_sound_effect(Audio::game_sfx(76));
return false;
}
// Check the range
if (owner_obj && !cheat.in_hack_mover() &&
!Fast_pathfinder_client::is_grabable(main_actor, owner_obj)) {
// Object was not grabable
Mouse::mouse->flash_shape(Mouse::outofrange);
return false;
}
if (!Check_weight(gwin, to_drop, on_gump->get_cont_or_actor(x, y)))
return false;
if (on_gump != gump) // Not moving within same gump?
possible_theft = true;
// Add, and allow to combine.
if (!on_gump->add(to_drop, x, y, paintx, painty, false, true)) {
// Failed.
if (to_drop != obj) {
// Watch for partial drop.
int nq = to_drop->get_quantity();
if (nq < quantity)
obj->modify_quantity(quantity - nq);
}
Mouse::mouse->flash_shape(Mouse::wontfit);
return false;
}
return true;
}
/*
* See if there's something blocking an object at a given point.
*/
static bool Is_inaccessible(
Game_window *gwin,
Game_object *obj,
int x, int y
) {
Game_object *block = gwin->find_object(x, y);
if (block && block != obj && !block->is_dragable())
return true;
else
return false;
}
/*
* Drop object onto the map.
*
* Output: False if not (all) of object was dropped.
*/
bool Dragging_info::drop_on_map(
int x, int y, // Mouse position.
Game_object *to_drop // == obj if whole thing.
) {
// Attempting to drop off screen?
if (x < 0 || y < 0 || x >= gwin->get_width() || y >= gwin->get_height()) {
Mouse::mouse->flash_shape(Mouse::redx);
Audio::get_ptr()->play_sound_effect(Audio::game_sfx(76));
return false;
}
int max_lift = cheat.in_hack_mover() ? 255 :
gwin->get_main_actor()->get_lift() + 5;
int skip = gwin->get_render_skip_lift();
if (max_lift >= skip) // Don't drop where we cannot see.
max_lift = skip - 1;
// Drop where we last painted it.
int posx = paintx, posy = painty;
if (posx == -1000) { // Unless we never painted.
posx = x;
posy = y;
}
int lift;
// Was it dropped on something?
Game_object *found = gwin->find_object(x, y);
int dropped = 0; // 1 when dropped.
if (found && found != obj) {
if (!Check_weight(gwin, to_drop, found))
return false;
if (found->drop(to_drop)) {
dropped = 1;
possible_theft = true;
}
// Try to place on 'found'.
else if ((lift = found->get_lift() +
found->get_info().get_3d_height()) <= max_lift)
dropped = gwin->drop_at_lift(to_drop, posx, posy, lift);
else {
// Too high.
Mouse::mouse->flash_shape(Mouse::redx);
Audio::get_ptr()->play_sound_effect(
Audio::game_sfx(76));
return false;
}
}
// Find where to drop it, but stop if
// it will end up hidden (-1).
for (lift = old_lift; !dropped && lift <= max_lift; lift++)
dropped = gwin->drop_at_lift(to_drop, posx, posy, lift);
if (dropped <= 0) {
Mouse::mouse->flash_shape(Mouse::blocked);
Audio::get_ptr()->play_sound_effect(Audio::game_sfx(76));
return false;
}
// Moved more than 2 tiles.
if (!gump && !possible_theft &&
to_drop->get_tile().distance(old_pos) > 2)
possible_theft = true;
return true;
}
/*
* Drop at given position.
* ++++++NOTE: Potential problems here with 'to_drop' being deleted by
* call to add(). Probably add() should provide feedback if obj.
* is combined with another.
*
* Output: False if put_back() should be called.
*/
bool Dragging_info::drop(
int x, int y // Mouse position.
) {
// Get orig. loc. info.
int oldcx = old_pos.tx / c_tiles_per_chunk,
oldcy = old_pos.ty / c_tiles_per_chunk;
Game_object *to_drop = obj; // If quantity, split it off.
// Being liberal about taking stuff:
int okay_to_move = to_drop->get_flag(Obj_flags::okay_to_take);
int old_top = old_pos.tz + obj->get_info().get_3d_height();
// First see if it's a gump.
Gump *on_gump = gumpman->find_gump(x, y);
// Don't prompt if within same gump
//or if alternate drop is enabled (ctrl inverts).
#if SDL_VERSION_ATLEAST(2, 0, 0)
const Uint8 *keystate = SDL_GetKeyboardState(NULL);
bool drop = (keystate[SDL_GetScancodeFromKey(SDLK_LCTRL)] || keystate[SDL_GetScancodeFromKey(SDLK_RCTRL)]) ?
gwin->get_alternate_drop() : !gwin->get_alternate_drop();
#else
Uint8 *keystate = SDL_GetKeyState(NULL);
bool drop = (keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) ?
gwin->get_alternate_drop() : !gwin->get_alternate_drop();
#endif
bool temp = obj->get_flag(Obj_flags::is_temporary);
if (quantity > 1 && (!on_gump || on_gump != gump) && drop)
quantity = gumpman->prompt_for_number(0, quantity, 1, quantity);
if (quantity <= 0)
return false;
if (quantity < obj->get_quantity()) {
// Need to drop a copy.
to_drop = gmap->create_ireg_object(
obj->get_shapenum(), obj->get_framenum());
to_drop->modify_quantity(quantity - 1);
if (okay_to_move) // Make sure copy is okay to take.
to_drop->set_flag(Obj_flags::okay_to_take);
if (temp)
to_drop->set_flag(Obj_flags::is_temporary);
}
// Drop it.
if (!(on_gump ? drop_on_gump(x, y, to_drop, on_gump)
: drop_on_map(x, y, to_drop)))
return false;
// Make a 'dropped' sound.
Audio::get_ptr()->play_sound_effect(Audio::game_sfx(74));
if (!gump) // Do eggs where it came from.
gmap->get_chunk(oldcx, oldcy)->activate_eggs(obj,
old_pos.tx, old_pos.ty, old_pos.tz,
old_pos.tx, old_pos.ty);
// Special: BlackSword in SI.
else if (readied_index >= 0 && obj->get_shapenum() == 806)
// Do 'unreadied' usecode.
gump->get_cont_or_actor(x, y)->call_readied_usecode(
readied_index, obj, Usecode_machine::unreadied);
#if 0 /* Now done in Actor::drop */
if (on_gump) { // Do 'readied' usecode.
Container_game_object *owner = on_gump->get_cont_or_actor(x, y);
int index = owner ? owner->find_readied(obj) : -1;
if (index >= 0)
owner->call_readied_usecode(index,
obj, Usecode_machine::readied);
}
#endif
// On a barge?
Barge_object *barge = gwin->get_moving_barge();
if (barge)
barge->set_to_gather(); // Refigure what's on barge.
// Check for theft.
if (!okay_to_move && !cheat.in_hack_mover() && possible_theft &&
!gwin->is_in_dungeon())
gwin->theft();
if (to_drop == obj) { // Whole thing?
// Watch for stuff on top of it.
if (old_foot.w > 0)
Map_chunk::gravity(old_foot, old_top);
return true; // All done.
}
// Subtract quantity moved.
obj->modify_quantity(-quantity);
return false; // Put back the rest.
}
/*
* Begin a possible drag when the mouse button is depressed. Also detect
* if the 'close' checkmark on a gump is being depressed.
*
* Output: true iff object selected for dragging
*/
bool Game_window::start_dragging(
int x, int y // Position in window.
) {
delete dragging;
dragging = new Dragging_info(x, y);
if (dragging->okay)
return (true); // Success, so far.
delete dragging;
dragging = 0;
return false;
}
/*
* Mouse moved while dragging.
*/
bool Game_window::drag(
int x, int y // Mouse position in window.
) {
return dragging ? dragging->moved(x, y) : false;
}
/*
* Mouse was released, so drop object.
* Return true iff the dropping mouseclick has been handled.
* (by buttonpress, drag)
* Output: MUST set dragging = 0.
*/
bool Game_window::drop_dragged(
int x, int y, // Mouse pos.
bool moved // has mouse moved from starting pos?
) {
if (!dragging)
return false;
bool handled = dragging->drop(x, y, moved);
delete dragging;
dragging = 0;
return handled;
}
void Game_window::stop_dragging() {
delete dragging;
dragging = 0;
}
/*
* Try to drop at a given lift. Note: None of the drag state variables
* may be used here, as it's also called from the outside.
*
* Output: 1 if successful.
* 0 if blocked
* -1 if it would end up hidden by a non-moveable object.
*/
int Game_window::drop_at_lift(
Game_object *to_drop,
int x, int y, // Pixel coord. in window.
int at_lift
) {
x += at_lift * 4 - 1; // Take lift into account, round.
y += at_lift * 4 - 1;
int tx = (scrolltx + x / c_tilesize) % c_num_tiles;
int ty = (scrollty + y / c_tilesize) % c_num_tiles;
int cx = tx / c_tiles_per_chunk;
int cy = ty / c_tiles_per_chunk;
Map_chunk *chunk = map->get_chunk(cx, cy);
int lift; // Can we put it here?
const Shape_info &info = to_drop->get_info();
int frame = to_drop->get_framenum();
int xtiles = info.get_3d_xtiles(frame), ytiles = info.get_3d_ytiles(frame);
int max_drop, move_flags;
if (cheat.in_hack_mover()) {
max_drop = at_lift - cheat.get_edit_lift();
// max_drop = max_drop < 0 ? 0 : max_drop;
if (max_drop < 0) // Below lift we're editing?
return 0;
move_flags = MOVE_WALK | MOVE_MAPEDIT;
} else {
// Allow drop of 5;
max_drop = 5;
move_flags = MOVE_WALK;
}
if (Map_chunk::is_blocked(info.get_3d_height(), at_lift,
tx - xtiles + 1, ty - ytiles + 1, xtiles, ytiles,
lift, move_flags, max_drop) ||
(!cheat.in_hack_mover() &&
// Check for path to location.
!Fast_pathfinder_client::is_grabable(main_actor,
Tile_coord(tx, ty, lift))))
return 0;
to_drop->set_invalid();
to_drop->move(tx, ty, lift);
Rectangle rect = get_shape_rect(to_drop);
// Avoid dropping behind walls.
if (Is_inaccessible(this, to_drop, rect.x + 2, rect.y + 2) &&
Is_inaccessible(this, to_drop,
rect.x + rect.w - 3, rect.y + 2) &&
Is_inaccessible(this, to_drop,
rect.x + 2, rect.y + rect.h - 3) &&
Is_inaccessible(this, to_drop,
rect.x + rect.w - 3, rect.y + rect.h - 3) &&
Is_inaccessible(this, to_drop,
rect.x + (rect.w >> 1), rect.y + (rect.h >> 1))) {
to_drop->remove_this(true);
return -1;
}
#ifdef DEBUG
cout << "Dropping object at (" << tx << ", " << ty << ", " << lift
<< ")" << endl;
#endif
// On an egg?
chunk->activate_eggs(to_drop, tx, ty, lift, tx, ty);
if (to_drop == main_actor) {
center_view(to_drop->get_tile());
paint();
}
return (1);
}