MCPcopy Create free account
hub / github.com/DescentDevelopers/Descent3 / BOA_GetNextRoom

Function BOA_GetNextRoom

Descent3/BOA.cpp:562–591  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

560}
561
562int BOA_GetNextRoom(int start_room, int end_room) {
563 int s_index = start_room;
564 int e_index = end_room;
565
566 if (start_room == -1 || end_room == -1) {
567 return false;
568 }
569
570 if ((!ROOMNUM_OUTSIDE(s_index)) && s_index <= Highest_room_index) {
571 if (!Rooms[s_index].used) {
572 return false;
573 }
574 } else if (ROOMNUM_OUTSIDE(s_index)) {
575 s_index = TERRAIN_REGION(start_room) + Highest_room_index + 1;
576 } else {
577 ASSERT(s_index <= Highest_room_index + MAX_BOA_TERRAIN_REGIONS);
578 }
579
580 if ((!ROOMNUM_OUTSIDE(e_index)) && e_index <= Highest_room_index) {
581 if (!Rooms[e_index].used) {
582 return false;
583 }
584 } else if (ROOMNUM_OUTSIDE(e_index)) {
585 e_index = TERRAIN_REGION(end_room) + Highest_room_index + 1;
586 } else {
587 ASSERT(e_index <= Highest_room_index + MAX_BOA_TERRAIN_REGIONS);
588 }
589
590 return ((BOA_Array[s_index][e_index] & BOA_ROOM_MASK));
591}
592
593void add_mine_room(int room, int mine, char *checked) {
594 int i;

Callers 3

AIGenerateBNodePathFunction · 0.85
AIGenerateBOAPathFunction · 0.85
AIPathAllocPathFunction · 0.85

Calls 1

TERRAIN_REGIONFunction · 0.85

Tested by

no test coverage detected