#include <stdlib.h> /* free() */
#include "../common/try_malloc.h" /* try_malloc() */
#include "field_of_view.h" /* VISIBLE */
+#include "hardcoded_strings.h" /* s */
#include "thing_actions.h" /* get_thing_action_id_by_name() */
#include "things.h" /* struct Thing */
#include "world.h" /* global world */
extern void ai(struct Thing * t)
{
- t->command = get_thing_action_id_by_name("wait");
- char sel = get_dir_to_nearest_enemy(t);
- if (0 != sel)
- {
- t->command = get_thing_action_id_by_name("move");
+ t->command = get_thing_action_id_by_name(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[CMD_MOVE]);
t->arg = sel;
}
}