static void get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
uint16_t max_score, uint16_t * neighbors)
{
- uint32_t map_size = world.map.size.y * world.map.size.x;
+ uint32_t map_size = world.map.length * world.map.length;
uint8_t i_dir;
for (i_dir = 0; i_dir < N_DIRS; neighbors[i_dir] = max_score, i_dir++);
- uint8_t open_north = pos_i >= world.map.size.x;
- uint8_t open_east = pos_i + 1 % world.map.size.x;
- uint8_t open_south = pos_i + world.map.size.x < map_size;
- uint8_t open_west = pos_i % world.map.size.x;
- uint8_t is_indented = (pos_i / world.map.size.x) % 2;
+ uint8_t open_north = pos_i >= world.map.length;
+ uint8_t open_east = pos_i + 1 % world.map.length;
+ uint8_t open_south = pos_i + world.map.length < map_size;
+ uint8_t open_west = pos_i % world.map.length;
+ uint8_t is_indented = (pos_i / world.map.length) % 2;
uint8_t open_diag_west = is_indented || open_west;
uint8_t open_diag_east = !is_indented || open_east;
if (open_north && open_diag_east)
{
- neighbors[0] = score_map[pos_i - world.map.size.x + is_indented];
+ neighbors[0] = score_map[pos_i - world.map.length + is_indented];
}
if (open_east)
{
}
if (open_south && open_diag_east)
{
- neighbors[2] = score_map[pos_i + world.map.size.x + is_indented];
+ neighbors[2] = score_map[pos_i + world.map.length + is_indented];
}
if (open_south && open_diag_west)
{
- neighbors[3] = score_map[pos_i + world.map.size.x - !is_indented];
+ neighbors[3] = score_map[pos_i + world.map.length - !is_indented];
}
if (open_west)
{
}
if (open_north && open_diag_west)
{
- neighbors[5] = score_map[pos_i - world.map.size.x - !is_indented];
+ neighbors[5] = score_map[pos_i - world.map.length - !is_indented];
}
}
static void dijkstra_map(uint16_t * score_map, uint16_t max_score)
{
- uint32_t map_size = world.map.size.y * world.map.size.x;
+ uint32_t map_size = world.map.length * world.map.length;
uint16_t pos, i_scans, neighbors[N_DIRS], min_neighbor;
uint8_t scores_still_changing = 1;
uint8_t i_dirs;
* "mo_origin", with movement only possible in the directions of "dir".
* (Actors' own cells start with a distance of 0 towards themselves.)
*/
- uint32_t map_size = world.map.size.y * world.map.size.x;
+ uint32_t map_size = world.map.length * world.map.length;
uint16_t max_score = UINT16_MAX - 1;
uint16_t * score_map = try_malloc(map_size * sizeof(uint16_t), f_name);
uint32_t i;
{
continue;
}
- score_map[(mo->pos.y * world.map.size.x) + mo->pos.x] = 0;
+ score_map[(mo->pos.y * world.map.length) + mo->pos.x] = 0;
}
dijkstra_map(score_map, max_score);
/* Return direction of "mo_origin"'s lowest-scored neighbor cell. */
uint16_t neighbors[N_DIRS];
- uint16_t pos_i = (mo_origin->pos.y * world.map.size.x) + mo_origin->pos.x;
+ uint16_t pos_i = (mo_origin->pos.y * world.map.length) + mo_origin->pos.x;
get_neighbor_scores(score_map, pos_i, max_score, neighbors);
free(score_map);
char dir_to_nearest_enemy = 0;