static void dijkstra_map(uint16_t * score_map, uint16_t max_score)
{
uint32_t map_size = world.map.length * world.map.length;
- uint16_t pos, i_scans, neighbors[N_DIRS], min_neighbor;
+ uint32_t pos;
+ uint16_t i_scans, neighbors[N_DIRS], min_neighbor;
uint8_t scores_still_changing = 1;
uint8_t i_dirs;
for (i_scans = 0; scores_still_changing; i_scans++)
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++)
{
extern void ai(struct Thing * t)
{
- t->command = get_thing_action_id_by_name(s[CMD_WAIT]);
+ 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[CMD_MOVE]);
+ t->command = get_thing_action_id_by_name(s[S_CMD_MOVE]);
t->arg = sel;
}
}