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Add auto-mapping / map memory.
[plomrogue] / src / server / ai.c
index ff883dd7fef2bab1306fb5e7f3730b941a9e7e4a..5be48f3b7e00939ce19c2bbd5c2547dcaf68f91c 100644 (file)
@@ -5,7 +5,6 @@
 #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 "hardcoded_strings.h" /* s */
 #include "thing_actions.h" /* get_thing_action_id_by_name() */
 #include "things.h" /* struct Thing */
@@ -88,7 +87,8 @@ static void get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
 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++)
@@ -96,7 +96,7 @@ static void dijkstra_map(uint16_t * score_map, uint16_t max_score)
         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;
@@ -121,19 +121,21 @@ static void dijkstra_map(uint16_t * score_map, uint16_t 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)
@@ -142,7 +144,12 @@ static char get_dir_to_nearest_enemy(struct Thing * t_origin)
         {
             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);
 
@@ -169,11 +176,11 @@ static char get_dir_to_nearest_enemy(struct Thing * t_origin)
 
 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;
     }
 }