#include "ai.h"
#include <stddef.h> /* NULL */
-#include <stdint.h> /* uint8_t, uint16_t, uint32_t, UINT16_MAX */
-#include "map_object_actions.h" /* get_moa_id_by_name() */
-#include "map_objects.h" /* struct MapObj */
-#include "world.h" /* global world */
+#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 "hardcoded_strings.h" /* s */
+#include "thing_actions.h" /* get_thing_action_id_by_name() */
+#include "things.h" /* Thing, ThingType */
+#include "world.h" /* world */
-#define N_DIRS 8
+#define N_DIRS 6
-/* Write into "neighbors" scores of the eight immediate 2D neighbors of the
- * "score_map" cell at "pos_i" (array index), as found in the directions north,
- * north-east, east etc. (clockwise order). "max_score" is used for illegal
- * neighborhoods (i.e. if the direction would lead beyond the map's border).
+/* Write into "neighbors" scores of the N_DIRS immediate neighbors of the
+ * "score_map" cell at "pos_i" (array index), as found in the directions
+ * north-east, east, south-east etc. (clockwise order). Use "max_score" for
+ * illegal neighborhoods (i.e. if direction would lead beyond the map's border).
*/
-static void get_neighbor_scores(uint32_t * score_map, uint16_t pos_i,
- uint32_t max_score, uint32_t * neighbors);
+static void get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
+ uint16_t max_score, uint16_t * neighbors);
-/* Iterate over scored cells in "score_map" of world.map's 2D geometry. Compare
+/* 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 world.map.dist_orthogonal points higher
- * than its lowest-scored orthogonal neighbor or world.map.dist_diagonal points
- * higher than its lowest-scored diagonal neighbor (whatever would result in a
- * lower value). 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. Expect "max_score" to be the maximum
- * score for cells, marking them as unreachable.
+ * 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 score is greater than "max_score". Expect
+ * "max_score" to be the maximum score for cells, marking them as unreachable.
*/
-static void dijkstra_map(uint32_t * score_map, uint32_t max_score);
+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 to "mo_origin". If no enemy is around, return 0.
+/* get_dir_to_nearest_thing() helper: Prepare "score_map" for dijkstra_map(). */
+static void init_score_map(char filter, uint16_t * score_map, uint32_t map_size,
+ struct Thing * t_eye);
+
+/* Set (if possible) as "t_eye"'s command a move to the path to the path-wise
+ * nearest thing that is in "t_eye"'s field of view and not "t_eye" and fits
+ * criteria set by "filter". On success, return 1, else 0. Values for "filter":
+ * "e": thing searched for animate, but not of "t_eye"'s thing type; build
+ * path as avoiding things of "t_eye"'s type
+ * "c": thing searched for is consumable.
+ */
+static uint8_t get_dir_to_nearest_thing(struct Thing * t_eye, char filter);
+
+/* Return 1 if any thing not "t_eye" is in its FOV and fulfills some criterion
+ * defined by "filter", else 0. Values for "filter":
+ * "e": thing searched for is animate, but not of "t_eye"'s thing type
+ * "c": thing searched for is consumable
*/
-static char get_dir_to_nearest_enemy(struct MapObj * mo_origin);
+static uint8_t seeing_thing(struct Thing * t_eye, char filter);
+
+/* 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(uint32_t * score_map, uint16_t pos_i,
- uint32_t max_score, uint32_t * neighbors)
+static void get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
+ uint16_t max_score, uint16_t * neighbors)
{
- uint16_t map_size = world.map.size.y * world.map.size.x;
+ uint32_t map_size = world.map.length * world.map.length;
uint8_t i_dir;
for (i_dir = 0; i_dir < N_DIRS; neighbors[i_dir] = max_score, i_dir++);
- uint8_t open_north = pos_i >= world.map.size.x;
- uint8_t open_east = pos_i + 1 % world.map.size.x;
- uint8_t open_south = pos_i + world.map.size.x < map_size;
- uint8_t open_west = pos_i % world.map.size.x;
- if (open_north)
+ uint8_t open_north = pos_i >= world.map.length;
+ uint8_t open_east = pos_i + 1 % world.map.length;
+ uint8_t open_south = pos_i + world.map.length < map_size;
+ uint8_t open_west = pos_i % world.map.length;
+ uint8_t is_indented = (pos_i / world.map.length) % 2;
+ uint8_t open_diag_west = is_indented || open_west;
+ uint8_t open_diag_east = !is_indented || open_east;
+ if (open_north && open_diag_east)
{
- neighbors[0] = score_map[pos_i - world.map.size.x];
- }
- if (open_north && open_east)
- {
- neighbors[1] = score_map[pos_i - world.map.size.x + 1];
+ neighbors[0] = score_map[pos_i - world.map.length + is_indented];
}
if (open_east)
{
- neighbors[2] = score_map[pos_i + 1];
+ neighbors[1] = score_map[pos_i + 1];
}
- if (open_east && open_south)
+ if (open_south && open_diag_east)
{
- neighbors[3] = score_map[pos_i + 1 + world.map.size.x];
+ neighbors[2] = score_map[pos_i + world.map.length + is_indented];
}
- if (open_south)
+ if (open_south && open_diag_west)
{
- neighbors[4] = score_map[pos_i + world.map.size.x];
- }
- if (open_south && open_west)
- {
- neighbors[5] = score_map[pos_i + world.map.size.x - 1];
+ neighbors[3] = score_map[pos_i + world.map.length - !is_indented];
}
if (open_west)
{
- neighbors[6] = score_map[pos_i - 1];
+ neighbors[4] = score_map[pos_i - 1];
}
- if (open_west && open_north)
+ if (open_north && open_diag_west)
{
- neighbors[7] = score_map[pos_i - 1 - world.map.size.x];
+ neighbors[5] = score_map[pos_i - world.map.length - !is_indented];
}
}
-static void dijkstra_map(uint32_t * score_map, uint32_t max_score)
+static void dijkstra_map(uint16_t * score_map, uint16_t max_score)
{
- uint32_t i_scans, neighbors[N_DIRS], min_neighbor_o, min_neighbor_d;
- uint16_t map_size = world.map.size.y * world.map.size.x;
- uint16_t pos;
+ uint32_t map_size = world.map.length * world.map.length;
+ 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])
+ if (score_map[pos] <= max_score)
{
get_neighbor_scores(score_map, pos, max_score, neighbors);
- min_neighbor_d = max_score;
- min_neighbor_o = max_score;
+ min_neighbor = max_score;
for (i_dirs = 0; i_dirs < N_DIRS; i_dirs++)
{
- if (!(i_dirs % 2) && min_neighbor_o > neighbors[i_dirs])
- {
- min_neighbor_o = neighbors[i_dirs];
- }
- else if (i_dirs % 2 && min_neighbor_d > neighbors[i_dirs])
+ if (min_neighbor > neighbors[i_dirs])
{
- min_neighbor_d = neighbors[i_dirs];
+ min_neighbor = neighbors[i_dirs];
}
}
- if (score_map[pos] > min_neighbor_o + world.map.dist_orthogonal)
+ if (score_map[pos] > min_neighbor + 1)
{
- score_map[pos] = min_neighbor_o + world.map.dist_orthogonal;
- scores_still_changing = 1;
- }
- if (score_map[pos] > min_neighbor_d + world.map.dist_diagonal)
- {
- score_map[pos] = min_neighbor_d + world.map.dist_diagonal;
+ score_map[pos] = min_neighbor + 1;
scores_still_changing = 1;
}
}
-static char get_dir_to_nearest_enemy(struct MapObj * mo_origin)
+static void init_score_map(char filter, uint16_t * score_map, uint32_t map_size,
+ struct Thing * t_eye)
{
- /* Calculate for each cell the distance to the nearest map actor that is
- * not "mo_origin", with movement only possible in the directions of "dir".
- * (Actors' own cells start with a distance of 0 towards themselves.)
- */
- uint16_t map_size = world.map.size.y * world.map.size.x;
- uint32_t max_score = UINT32_MAX - (world.map.dist_diagonal + 1);
- uint32_t score_map[map_size];
uint32_t i;
for (i = 0; i < map_size; i++)
{
- score_map[i] = max_score;
+ score_map[i] = UINT16_MAX;
+ if ('.' == t_eye->mem_map[i])
+ {
+ score_map[i] = UINT16_MAX-1;
+ }
}
- 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==t_eye || 'H'==t_eye->fov_map[t->pos.y*world.map.length+t->pos.x])
{
continue;
}
- score_map[(mo->pos.y * world.map.size.x) + mo->pos.x] = 0;
+ if ('e' == filter)
+ {
+ if (!t->lifepoints)
+ {
+ continue;
+ }
+ else if (t->lifepoints && t->type == t_eye->type)
+ {
+ score_map[t->pos.y * world.map.length + t->pos.x] = UINT16_MAX;
+ continue;
+ }
+ }
+ else if ('c' == filter)
+ {
+ struct ThingType * tt = get_thing_type(t->type);
+ if (!tt->consumable)
+ {
+ 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. */
- uint32_t neighbors[N_DIRS];
- uint16_t pos_i = (mo_origin->pos.y * world.map.size.x) + mo_origin->pos.x;
- get_neighbor_scores(score_map, pos_i, max_score, neighbors);
+
+static uint8_t get_dir_to_nearest_thing(struct Thing * t_eye, char filter)
+{
char dir_to_nearest_enemy = 0;
- uint32_t min_neighbor = max_score;
- char * dirs = "89632147"; /* get_neighbor_scores()'s clockwise dir order.*/
- for (i = 0; i < N_DIRS; i++)
+ if (seeing_thing(t_eye, filter))
{
- if (min_neighbor > neighbors[i])
+ uint32_t map_size = world.map.length * world.map.length;
+ uint16_t * score_map = try_malloc(map_size * sizeof(uint16_t), __func__);
+ init_score_map(filter, score_map, map_size, t_eye);
+ dijkstra_map(score_map, UINT16_MAX-1);
+ uint16_t neighbors[N_DIRS];
+ uint16_t pos_i = (t_eye->pos.y * world.map.length) + t_eye->pos.x;
+ get_neighbor_scores(score_map, pos_i, UINT16_MAX-1, neighbors);
+ free(score_map);
+ uint16_t min_neighbor = UINT16_MAX-1;
+ char * dirs = "edcxsw";/* get_neighbor_scores()'s clockwise dir order.*/
+ uint8_t i;
+ for (i = 0; i < N_DIRS; i++)
{
- min_neighbor = neighbors[i];
- dir_to_nearest_enemy = dirs[i];
+ if (min_neighbor > neighbors[i])
+ {
+ min_neighbor = neighbors[i];
+ dir_to_nearest_enemy = dirs[i];
+ }
}
}
- return dir_to_nearest_enemy;
+ if (dir_to_nearest_enemy)
+ {
+ t_eye->command = get_thing_action_id_by_name(s[S_CMD_MOVE]);
+ t_eye->arg = dir_to_nearest_enemy;
+ return 1;
+ }
+ return 0;
}
-extern void ai(struct MapObj * mo)
+static uint8_t seeing_thing(struct Thing * t_eye, char filter)
{
- mo->command = get_moa_id_by_name("wait");
- char sel = get_dir_to_nearest_enemy(mo);
- if (0 != sel)
+ if (t_eye->fov_map)
{
- mo->command = get_moa_id_by_name("move");
- mo->arg = sel;
+ struct Thing * t = world.things;
+ for (; t != NULL; t = t->next)
+ {
+ if ( t != t_eye
+ && 'v' == t_eye->fov_map[t->pos.y*world.map.length + t->pos.x])
+ {
+ if ('e' == filter && t->lifepoints && t->type != t_eye->type)
+ {
+ return 1;
+ }
+ else if ('c' == filter)
+ {
+ struct ThingType * tt = get_thing_type(t->type);
+ if (tt->consumable)
+ {
+ 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 != t_standing
+ && 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]);
+ if (!get_dir_to_nearest_thing(t, 'e'))
+ {
+ 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]);
+ }
+ else
+ {
+ get_dir_to_nearest_thing(t, 'c');
+ }
}
}