#include <stdint.h> /* uint8_t, uint16_t, uint32_t, UINT16_MAX */
#include <stdlib.h> /* free() */
#include "../common/try_malloc.h" /* try_malloc() */
-#include "field_of_view.h" /* VISIBLE */
-#include "map_object_actions.h" /* get_moa_id_by_name() */
-#include "map_objects.h" /* struct MapObj */
+#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 */
static void dijkstra_map(uint16_t * score_map, uint16_t max_score);
/* Return numpad char of direction ("8", "6", "2", "4" etc.) of enemy with the
- * shortest path visible to "mo_origin". If no enemy is around, return 0.
+ * shortest path visible to "t_origin". If no enemy is around, return 0.
*/
-static char get_dir_to_nearest_enemy(struct MapObj * mo_origin);
+static char get_dir_to_nearest_enemy(struct Thing * thing_origin);
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++)
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 MapObj * mo_origin)
+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
- * "mo_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] = mo_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 MapObj * mo = world.map_objs;
- for (; mo != NULL; mo = mo->next)
+ struct Thing * t = world.things;
+ for (; t != NULL; t = t->next)
{
- if (!mo->lifepoints || mo == mo_origin)
+ if (!t->lifepoints || t == t_origin)
{
continue;
}
- score_map[(mo->pos.y * world.map.length) + mo->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);
- /* Return direction of "mo_origin"'s lowest-scored neighbor cell. */
+ /* Return direction of "t_origin"'s lowest-scored neighbor cell. */
uint16_t neighbors[N_DIRS];
- uint16_t pos_i = (mo_origin->pos.y * world.map.length) + mo_origin->pos.x;
+ uint16_t pos_i = (t_origin->pos.y * world.map.length) + t_origin->pos.x;
get_neighbor_scores(score_map, pos_i, max_score, neighbors);
free(score_map);
char dir_to_nearest_enemy = 0;
-extern void ai(struct MapObj * mo)
+extern void ai(struct Thing * t)
{
- mo->command = get_moa_id_by_name("wait");
- char sel = get_dir_to_nearest_enemy(mo);
- if (0 != sel)
- {
- mo->command = get_moa_id_by_name("move");
- mo->arg = sel;
+ 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;
}
}