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Use not f_name variable but __func__, standardize function name writing.
[plomrogue] / src / server / ai.c
index bc78e06c64dc31f60574ac505561ab06f46a408f..94f212ea7aa8eebddfb7cd1db83c1697c3ed925d 100644 (file)
@@ -122,15 +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++)
     {
@@ -170,11 +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(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;
     }
 }