#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 get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
uint16_t max_score, uint16_t * neighbors)
{
- uint32_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;
- uint8_t is_indented = (pos_i / world.map.size.x) % 2;
+ 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 + is_indented];
+ neighbors[0] = score_map[pos_i - world.map.length + is_indented];
}
if (open_east)
{
}
if (open_south && open_diag_east)
{
- neighbors[2] = score_map[pos_i + world.map.size.x + is_indented];
+ neighbors[2] = score_map[pos_i + world.map.length + is_indented];
}
if (open_south && open_diag_west)
{
- neighbors[3] = score_map[pos_i + world.map.size.x - !is_indented];
+ neighbors[3] = score_map[pos_i + world.map.length - !is_indented];
}
if (open_west)
{
}
if (open_north && open_diag_west)
{
- neighbors[5] = score_map[pos_i - world.map.size.x - !is_indented];
+ neighbors[5] = score_map[pos_i - world.map.length - !is_indented];
}
}
static void dijkstra_map(uint16_t * score_map, uint16_t max_score)
{
- uint32_t map_size = world.map.size.y * world.map.size.x;
- uint16_t pos, i_scans, neighbors[N_DIRS], min_neighbor;
+ 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++)
-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".
+ * "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.size.y * world.map.size.x;
+ 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);
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] = t_origin->fov_map[i] & VISIBLE ? max_score : UINT16_MAX;
}
- 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.size.x) + mo->pos.x] = 0;
+ 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.size.x) + 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;
}
}