static char get_dir_to_nearest_enemy(struct Thing * t_origin)
{
- char * f_name = "get_dir_to_nearest_enemy()";
-
/* Calculate for each cell the distance to the visibly nearest map actor not
* "t_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.length * world.map.length;
uint16_t max_score = UINT16_MAX - 1;
- uint16_t * score_map = try_malloc(map_size * sizeof(uint16_t), f_name);
+ uint16_t * score_map = try_malloc(map_size * sizeof(uint16_t), __func__);
uint32_t i;
for (i = 0; i < map_size; i++)
{