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425 | unsigned lastdist; |
425 | unsigned lastdist; |
426 | rv_vector rv; |
426 | rv_vector rv; |
427 | |
427 | |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
429 | { |
429 | { |
430 | /* We should not find free objects on this friendly list, but it |
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431 | * does periodically happen. Given that, lets deal with it. |
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432 | * While unlikely, it is possible the next object on the friendly |
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433 | * list is also free, so encapsulate this in a while loop. |
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434 | */ |
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435 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
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436 | { |
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437 | object *tmp = ol->ob; |
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438 | |
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439 | /* Can't do much more other than log the fact, because the object |
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440 | * itself will have been cleared. |
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441 | */ |
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442 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
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443 | tmp->debug_desc ()); |
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444 | ol = ol->next; |
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445 | remove_friendly_object (tmp); |
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446 | if (!ol) |
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447 | return op; |
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448 | } |
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449 | |
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450 | /* Remove special check for player from this. First, it looks to cause |
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451 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
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452 | * complicated method of state checking would be needed in any case - |
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453 | * as it was, a clever player could type quit, and the function would |
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454 | * skip them over while waiting for confirmation. Remove |
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455 | * on_same_map check, as can_detect_enemy also does this |
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456 | */ |
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457 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
430 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
458 | continue; |
431 | continue; |
459 | |
432 | |
460 | if (lastdist > rv.distance) |
433 | if (lastdist > rv.distance) |
461 | { |
434 | { |