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Fixed bug that led to endless loop in nearest_enemy_dir().
[plomrogue]
/
src
/
ai.c
diff --git
a/src/ai.c
b/src/ai.c
index aee8e738de50e245a40a057e513753723ba13eaf..a4d4fbe09d15b03e8f3d5747dd272e59dc1ff056 100644
(file)
--- a/
src/ai.c
+++ b/
src/ai.c
@@
-45,8
+45,7
@@
static void clockwise_path(char ** path_ptr)
for (; i < len; i++)
{
uint8_t next_i = i + 1;
for (; i < len; i++)
{
uint8_t next_i = i + 1;
- if ( next_i == len
- || old_char != path[next_i])
+ if (next_i == len || old_char != path[next_i])
{
break;
}
{
break;
}
@@
-67,7
+66,8
@@
static char nearest_enemy_dir(struct yx_uint16 origin)
dist_max = world.map->size.x;
}
uint8_t escape = 0;
dist_max = world.map->size.x;
}
uint8_t escape = 0;
- uint8_t dist, i, j;
+ uint8_t dist, j;
+ uint16_t i;
for (dist = 1; !escape && dist <= dist_max; dist++)
{
char * path = try_malloc(dist + 1, f_name);
for (dist = 1; !escape && dist <= dist_max; dist++)
{
char * path = try_malloc(dist + 1, f_name);