#include "ai.h"
#include <stddef.h> /* NULL */
-#include <stdint.h> /* uint8_t, uint16_t, uint32_t, UINT16_MAX */
+#include <stdint.h> /* uint8_t, uint16_t, uint32_t, int16_t, UINT16_MAX */
#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 */
+#include "things.h" /* Thing, ThingType */
+#include "world.h" /* world */
/* Iterate over scored cells in "score_map" of world.map's geometry. Compare
* each cell's score against the score of its immediate neighbors in N_DIRS
- * directions. If it's neighbors are low enough that the result would be lower
- * than the current value, re-set it to 1 point higher than its lowest-scored
+ * directions. If any neighbor's score is at least two points lower than the
+ * current cell's score, re-set it to 1 point higher than its lowest-scored
* neighbor. Repeat this whole process until all cells have settled on their
- * final score. Ignore cells whose position in "score_map" fits cells of
- * unreachable terrain in world.map.cells or whose score is greater than
- * "max_score". Expect "max_score" to be the maximum score for cells, marking
- * them as unreachable.
+ * final score. Ignore cells whose score is greater than "max_score". Expect
+ * "max_score" to be the maximum score for cells, marking them as unreachable.
*/
static void dijkstra_map(uint16_t * score_map, uint16_t max_score);
*/
static char get_dir_to_nearest_enemy(struct Thing * thing_origin);
+/* Return 1 if any animate thing not "t_origin" is in its FOV, else 0. */
+static uint8_t seeing_enemies(struct Thing * t_origin);
+
+/* Return slot ID of strongest consumable in "t_owner"'s inventory, else -1. */
+static int16_t get_inventory_slot_to_consume(struct Thing * t_owner);
+
+/* Return 1 if "t_standing" is standing on a consumable, else 0. */
+static uint8_t standing_on_consumable(struct Thing * t_standing);
+
static void get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
scores_still_changing = 0;
for (pos = 0; pos < map_size; pos++)
{
- if ('.' == world.map.cells[pos] && score_map[pos] <= max_score)
+ if (score_map[pos] <= max_score)
{
get_neighbor_scores(score_map, pos, max_score, neighbors);
min_neighbor = max_score;
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.)
+ /* Calculate for each cell distance to visibly nearest enemy, with movement
+ * possible in the directions or "dir". (Actor's own cells start with 0
+ * distance towards themselves. Cells of actors of own type are invisible.)
*/
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++)
{
- score_map[i] = t_origin->fov_map[i] & VISIBLE ? max_score : UINT16_MAX;
+ score_map[i] = UINT16_MAX;
+ if ('.' == t_origin->mem_map[i])
+ {
+ score_map[i] = max_score;
+ }
}
struct Thing * t = world.things;
for (; t != NULL; t = t->next)
{
- if (!t->lifepoints || t == t_origin)
+ if ( !t->lifepoints || t == t_origin
+ || 'H' == t_origin->fov_map[t->pos.y * world.map.length + t->pos.x])
{
continue;
}
- score_map[(t->pos.y * world.map.length) + t->pos.x] = 0;
+ 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);
+static uint8_t seeing_enemies(struct Thing * t_origin)
+{
+ struct Thing * t = world.things;
+ for (; t != NULL; t = t->next)
+ {
+ if ( t->lifepoints
+ && t != t_origin
+ && 'v' == t_origin->fov_map[t->pos.y * world.map.length + t->pos.x])
+ {
+ return 1;
+ }
+ }
+ return 0;
+}
+
+
+
+static int16_t get_inventory_slot_to_consume(struct Thing * t_owner)
+{
+ uint8_t compare_consumability = 0;
+ int16_t selection = -1;
+ struct Thing * t = t_owner->owns;;
+ uint8_t i;
+ for (i = 0; t != NULL; t = t->next, i++)
+ {
+ struct ThingType * tt = get_thing_type(t->type);
+ if (tt->consumable > compare_consumability)
+ {
+ compare_consumability = tt->consumable;
+ selection = i;
+ }
+ }
+ return selection;
+}
+
+
+
+static uint8_t standing_on_consumable(struct Thing * t_standing)
+{
+ struct Thing * t = world.things;
+ for (; t != NULL; t = t->next)
+ {
+ if (t->pos.y == t_standing->pos.y && t->pos.x && t_standing->pos.x)
+ {
+ struct ThingType * tt = get_thing_type(t->type);
+ if (tt->consumable)
+ {
+ return 1;
+ }
+ }
+ }
+ return 0;
+}
+
+
+
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;
+ if (seeing_enemies(t))
+ {
+ char sel = t->fov_map ? get_dir_to_nearest_enemy(t) : 0;
+ if (0 != sel)
+ {
+ t->command = get_thing_action_id_by_name(s[S_CMD_MOVE]);
+ t->arg = sel;
+ }
+ }
+ else
+ {
+ int16_t sel = get_inventory_slot_to_consume(t);
+ if (-1 != sel)
+ {
+ t->command = get_thing_action_id_by_name(s[S_CMD_USE]);
+ t->arg = (uint8_t) sel;
+ }
+ else if (standing_on_consumable(t))
+ {
+ t->command = get_thing_action_id_by_name(s[S_CMD_PICKUP]);
+ }
}
}