+ score_map[i] = t_origin->fov_map[i] & VISIBLE ? max_score : UINT16_MAX;
+
+ }
+ struct Thing * t = world.things;
+ for (; t != NULL; t = t->next)
+ {
+ if (!t->lifepoints || t == t_origin)
+ {
+ continue;
+ }
+ if (t->lifepoints && t->type == t_origin->type)
+ {
+ score_map[t->pos.y * world.map.length + t->pos.x] = UINT16_MAX;
+ continue;
+ }
+ score_map[t->pos.y * world.map.length + t->pos.x] = 0;
+ }
+ dijkstra_map(score_map, max_score);
+
+ /* Return direction of "t_origin"'s lowest-scored neighbor cell. */
+ uint16_t neighbors[N_DIRS];
+ uint16_t pos_i = (t_origin->pos.y * world.map.length) + t_origin->pos.x;
+ get_neighbor_scores(score_map, pos_i, max_score, neighbors);
+ free(score_map);
+ char dir_to_nearest_enemy = 0;
+ uint16_t min_neighbor = max_score;
+ char * dirs = "edcxsw"; /* get_neighbor_scores()'s clockwise dir order.*/
+ for (i = 0; i < N_DIRS; i++)
+ {
+ if (min_neighbor > neighbors[i])
+ {
+ min_neighbor = neighbors[i];
+ dir_to_nearest_enemy = dirs[i];
+ }
+ }
+ return dir_to_nearest_enemy;
+}
+
+
+
+extern void ai(struct Thing * t)
+{
+ t->command = get_thing_action_id_by_name(s[S_CMD_WAIT]);
+ char sel = t->fov_map ? get_dir_to_nearest_enemy(t) : 0;/* t->fov_map may */
+ if (0 != sel) /* be absent due */
+ { /* to god command.*/
+ t->command = get_thing_action_id_by_name(s[S_CMD_MOVE]);
+ t->arg = sel;