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Use not f_name variable but __func__, standardize function name writing.
[plomrogue] / src / server / ai.c
index 54db84babcf99dc2cebf60f8dd66c0ff152c877d..94f212ea7aa8eebddfb7cd1db83c1697c3ed925d 100644 (file)
@@ -6,6 +6,7 @@
 #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 */
@@ -87,7 +88,8 @@ 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++)
@@ -120,15 +122,13 @@ 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.)
      */
     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++)
     {
@@ -168,11 +168,11 @@ 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("wait");
-    char sel = get_dir_to_nearest_enemy(t);
-    if (0 != sel)
-    {
-        t->command = get_thing_action_id_by_name("move");
+    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;
     }
 }