ref: f0c1d251cbf8bc1213c192fc3afcc0fe566bafb5
dir: /andy.c/
#include <u.h> #include <libc.h> #include <bio.h> #include <thread.h> #include <draw.h> #include <mouse.h> #include <cursor.h> #include <keyboard.h> #include <geometry.h> #include "dat.h" #include "fns.h" #include "mixer.h" /* Nexus-9 technology from The Rosen Association */ static char *nametab[] = { "hannibal", "luba", "roy", "irmgard", "buster", "rachael", "phil", "pris", "polokov", "zhora", "kowalski", "luv", "sapper", "freysa", "mariette", }; Point2 nwes[] = { {0,-1,0}, {-1,0,0}, {1,0,0}, {0,1,0}, }; static char * getaname(void) { return nametab[ntruerand(nelem(nametab))]; } static void turnaround(Andy *a) { if(--a->passes > 0){ a->passdir = mulpt2(a->passdir, -1); a->lastshot = a->firsthit; }else a->disengage(a); } static void andy_layout(Andy *a, Msg *m) { /* TODO write a real layout algorithm */ m->body = estrdup("layout f9v,g6v,b12v,c15v,l14v"); sendp(a->ego->battle->data, m); } static void andy_shoot(Andy *a, Msg *m) { Point2 cell; Retry: switch(a->state){ case ASearching: do cell = Pt2(ntruerand(MAPW), ntruerand(MAPH), 1); while(gettile(a, cell) != Twater); break; case ACalibrating: do cell = addpt2(a->firsthit, nwes[--a->ntries&3]); while(gettile(a, cell) != Twater && a->ntries > 1); if(a->ntries < 1 && gettile(a, cell) != Twater){ a->disengage(a); goto Retry; } break; case ABombing: cell = addpt2(a->lastshot, a->passdir); if(gettile(a, cell) != Twater){ turnaround(a); goto Retry; } break; } m->body = smprint("shoot %s", cell2coords(cell)); sendp(a->ego->battle->data, m); a->lastshot = cell; } static void andy_engage(Andy *a) { a->firsthit = a->lastshot; a->state = ACalibrating; a->ntries = nelem(nwes); a->passes = 2; } static void andy_disengage(Andy *a) { a->state = ASearching; } static void andy_registerhit(Andy *a) { settile(a, a->lastshot, Thit); if(a->state == ASearching) a->engage(a); else if(a->state == ACalibrating){ a->passdir = subpt2(a->lastshot, a->firsthit); a->state = ABombing; } } static void andy_registermiss(Andy *a) { settile(a, a->lastshot, Tmiss); if(a->state == ACalibrating && a->ntries < 1) a->disengage(a); else if(a->state == ABombing) turnaround(a); } Andy * newandy(Player *p) { Andy *a; a = emalloc(sizeof *a); a->ego = p; snprint(p->name, sizeof p->name, "%s", getaname()); a->state = ASearching; a->layout = andy_layout; a->shoot = andy_shoot; a->engage = andy_engage; a->disengage = andy_disengage; a->registerhit = andy_registerhit; a->registermiss = andy_registermiss; return a; } void freeandy(Andy *a) { free(a); }