/** * Returns a hero gate object to which given hero can navigate. * @todo CREATURE_AI It returns first hero door found, not the best one. * Maybe it should find the one he will reach faster, or at least a random one? * @param herotng The hero to be able to make it to gate. * @return The gate thing, or invalid thing. */ struct Thing *find_hero_door_hero_can_navigate_to(struct Thing *herotng) { struct Thing *thing; unsigned long k; int i; k = 0; i = game.thing_lists[TngList_Objects].index; while (i != 0) { thing = thing_get(i); if (thing_is_invalid(thing)) { ERRORLOG("Jump to invalid thing detected"); break; } i = thing->next_of_class; // Per thing code if (object_is_hero_gate(thing)) { if (creature_can_navigate_to_with_storage(herotng, &thing->mappos, NavRtF_Default)) { return thing; } } // Per thing code ends k++; if (k > THINGS_COUNT) { ERRORLOG("Infinite loop detected when sweeping things list"); break; } } return NULL; }
/** * Returns a hero gate object to which given hero can navigate. * @todo CREATURE_AI It returns first hero door found, not the best one. * Maybe it should find the one he will reach faster, or at least a random one? * @param herotng The hero to be able to make it to gate. * @return The gate thing, or invalid thing. */ struct Thing *find_hero_door_hero_can_navigate_to(struct Thing *herotng) { struct Thing *thing; unsigned long k; int i; k = 0; const struct StructureList *slist; slist = get_list_for_thing_class(TCls_Object); i = slist->index; while (i != 0) { thing = thing_get(i); if (thing_is_invalid(thing)) { ERRORLOG("Jump to invalid thing detected"); break; } i = thing->next_of_class; // Per thing code if (object_is_hero_gate(thing)) { if (creature_can_navigate_to_with_storage(herotng, &thing->mappos, NavRtF_Default)) { return thing; } } // Per thing code ends k++; if (k > slist->count) { ERRORLOG("Infinite loop detected when sweeping things list"); erstat_inc(ESE_InfChainTngPerClass); break; } } return NULL; }