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path: root/src/entity.c
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#include "entity.h"
#include "game.h"

BoundingBox entityBoxFromScale(float scale, float width, float height)
{
  Vector2 size = (Vector2){width / height * scale, scale};
  size = Vector2Scale(size, 0.5);

  return (BoundingBox){
    .min = (Vector3){-size.x, -size.y, -size.x},
    .max = (Vector3){size.x, size.y, size.x}
  };
}

Entity createEntity(EntityId id, Vector3 position)
{
  Entity entity;
  entity.id = id;

  switch (id)
  {
  case OLD_MINT:
  case STICKY_NICKEL:
    entity.box = entityBoxFromScale(1.0, 32.0, 32.0);
    break;
  case TREE:
    entity.box = entityBoxFromScale(TREE_SCALE, 113.0, 250.0);
    break;
  case BUSH:
    entity.box = entityBoxFromScale(BUSH_SCALE, 87.0, 62.0);
    break;
  case FLOWER:
    entity.box = entityBoxFromScale(FLOWER_SCALE, 32.0, 54.0);
    break;
  case POND:
    entity.box = (BoundingBox){
      .min = (Vector3){-POND_SIZE, -POND_HEIGHT, -POND_SIZE},
      .max = (Vector3){POND_SIZE, POND_HEIGHT, POND_SIZE}
    };

    break;
  case UTILITY_POLE:
    entity.box = (BoundingBox){
      .min = (Vector3){-UTILITY_POLE_RADIUS, -UTILITY_POLE_HEIGHT,
                       -UTILITY_POLE_RADIUS},
      .max = (Vector3){UTILITY_POLE_RADIUS, UTILITY_POLE_HEIGHT,
                       UTILITY_POLE_RADIUS},
    };

    break;
  case SAMANTHA:
    entity.box = (BoundingBox){
      .min = (Vector3){-SAMANTHA_WIDTH, -SAMANTHA_HEIGHT, -SAMANTHA_THICKNESS},
      .max = (Vector3){SAMANTHA_WIDTH, SAMANTHA_HEIGHT, SAMANTHA_THICKNESS}
    };

    break;
  default:
    break;
  }

  entity.position = Vector3Zero();
  setEntityPosition(&entity, position);
  return entity;
}

void updateEntity(Entity* entity, Game* game)
{
  DrawBoundingBox(entity->box, RED);
  
  switch (entity->id)
  {
  case OLD_MINT:
    DrawBillboard(game->player.camera, game->assets.textures[MINT_TEXTURE],
                  entity->position, 1.0, WHITE);
    break;
  case STICKY_NICKEL:
    DrawBillboard(game->player.camera, game->assets.textures[NICKEL_TEXTURE],
                  entity->position, 1.0, WHITE);
    break;
  case TREE:
    DrawBillboard(game->player.camera, game->assets.textures[TREE_TEXTURE],
                  entity->position, TREE_SCALE, WHITE);
    break;
  case BUSH:
    DrawBillboard(game->player.camera, game->assets.textures[BUSH_TEXTURE],
                  entity->position, BUSH_SCALE, WHITE);
    break;
  case FLOWER:
    DrawBillboard(game->player.camera, game->assets.textures[FLOWER_TEXTURE],
                  entity->position, FLOWER_SCALE, WHITE);
    break;
  case POND:
    DrawPlane(
      Vector3Add(entity->position, (Vector3){0.0, POND_HEIGHT * 2.0, 0.0}),
      (Vector2){POND_SIZE * 2.5, POND_SIZE * 2.5}, BLUE);
    break;
  case SAMANTHA:
    // silly tv static effect
    game->assets.models[SAMANTHA_MODEL].materials[0]
      .maps[MATERIAL_MAP_DIFFUSE].texture =
      game->assets.textures[
        SAMANTHA_1_TEXTURE + ((int)(GetTime() * SAMANTHA_STATIC_SPEED) % 4)];
    
    DrawModel(game->assets.models[SAMANTHA_MODEL], entity->position, 1.0,
              WHITE);
    break;
  default:
    break;
  }
}

void setEntityPosition(Entity* entity, Vector3 position)
{
  Vector3 movedBy = Vector3Subtract(position, entity->position);
  entity->position = position;
  entity->box.min = Vector3Add(entity->box.min, movedBy);
  entity->box.max = Vector3Add(entity->box.max, movedBy);
}

void placeEntityOnGround(Entity* entity, const World* world)
{
  Vector3 position = entity->position;
  
  position.y = getWorldHeightAtLocation(
    world, entity->position.x, entity->position.z);
  position.y += (entity->box.max.y - entity->box.min.y) / 2.0;

  setEntityPosition(entity, position);
}