#include <stdlib.h> /* free() */
#include "../common/try_malloc.h" /* try_malloc() */
#include "field_of_view.h" /* VISIBLE */
#include <stdlib.h> /* free() */
#include "../common/try_malloc.h" /* try_malloc() */
#include "field_of_view.h" /* VISIBLE */
#include "thing_actions.h" /* get_thing_action_id_by_name() */
#include "things.h" /* struct Thing */
#include "world.h" /* global world */
#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)
{
uint32_t map_size = world.map.length * world.map.length;
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;
/* 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;
/* 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;
- 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]);