Forgot to add the actual animation code o_O
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/*Copyright (c) 2010 Jan Lieven
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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* sell copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "../config.h"
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#include "../pixel.h"
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#include "../util.h"
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#include "../random/prng.h"
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void ltn_ant() {
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clear_screen(0);
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struct {
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char x, y;
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char dx, dy; /* Vector can only be: (0,1),(1,0),(0,-1),(-1,0) */
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} ant;
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int temp;
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/* Random startposition and direction */
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ant.x = random8() % NUM_COLS;
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ant.y = random8() % NUM_ROWS;
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/* Make sure we do have a valid vector */
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do {
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ant.dx = random8() % 2;
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ant.dy = random8() % 2;
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/* We need negative directions, too */
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if(ant.dx == 2)
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ant.dx = -1;
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if(ant.dy == 2)
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ant.dy = -1;
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} while(ant.dx == ant.dy);
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do {
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if(get_pixel((pixel) {ant.x, ant.y}) == 0) { /* If the pixel is not set turn it on */
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setpixel((pixel) {ant.x, ant.y}, 3);
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temp = ant.dx;
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ant.dx = ant.dy;
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ant.dy = -temp; /* Turn 90 degrees to the right */
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} else {
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setpixel((pixel) {ant.x, ant.y}, 0);
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temp = ant.dy;
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ant.dy = ant.dx;
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ant.dx = -temp; /* Turn 90 degrees to the left */
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}
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wait(100);
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ant.x = ant.x + ant.dx;
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ant.y = ant.y + ant.dy;
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} while (ant.x >= 0 && ant.x < NUM_COLS && ant.y >= 0 && ant.y < NUM_ROWS); /* Make sure we won't leave the matrix
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* (Mr. Smith hates it outside the matrix, you know?)
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*/
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}
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@ -0,0 +1 @@
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void ltn_ant();
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