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-rw-r--r--andy.c168
1 files changed, 168 insertions, 0 deletions
diff --git a/andy.c b/andy.c
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index 0000000..36bd1f5
--- /dev/null
+++ b/andy.c
@@ -0,0 +1,168 @@
+#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
+doanotherpass(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);
+ fprint(2, "[%d] search shot\n", getpid());
+ 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){
+ fprint(2, "[%d] neverland\n", getpid());
+ a->disengage(a);
+ goto Retry;
+ }
+ fprint(2, "[%d] calibrating shot\n", getpid());
+ break;
+ case ABombing:
+ cell = addpt2(a->lastshot, a->passdir);
+ if(gettile(a, cell) != Twater){
+ doanotherpass(a);
+ goto Retry;
+ }
+ fprint(2, "[%d] bombing shot\n", getpid());
+ break;
+ }
+ m->body = smprint("shoot %s", cell2coords(cell));
+ sendp(a->ego->battle->data, m);
+ a->lastshot = cell;
+ fprint(2, "[%d] shot enemy\n", getpid());
+}
+
+static void
+andy_engage(Andy *a)
+{
+ a->firsthit = a->lastshot;
+ a->state = ACalibrating;
+ a->ntries = nelem(nwes);
+ a->passes = 2;
+ fprint(2, "[%d] enemy engaged\n", getpid());
+}
+
+static void
+andy_disengage(Andy *a)
+{
+ a->state = ASearching;
+ fprint(2, "[%d] enemy disengaged\n", getpid());
+}
+
+static void
+andy_registerhit(Andy *a)
+{
+ fprint(2, "[%d] hit enemy\n", getpid());
+ 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;
+ fprint(2, "[%d] began bombing\n", getpid());
+ }
+}
+
+static void
+andy_registermiss(Andy *a)
+{
+ fprint(2, "[%d] missed enemy\n", getpid());
+ settile(a, a->lastshot, Tmiss);
+ if(a->state == ACalibrating && a->ntries < 1)
+ a->disengage(a);
+ else if(a->state == ABombing){
+ doanotherpass(a);
+ fprint(2, "[%d] bombing pass #%d dir %v\n", getpid(), a->passes, a->passdir);
+ }
+}
+
+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);
+}