#include "generale.h" #include "assets.h" #include "game.h" void initGenerale(Entity * entity, Game * game) { entity->model = &game->assets.models[GENERALE_ASSET]; entity->collisionModel = entityCreateCollisionModel(*entity->model); entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model); setEntityRadius(entity); entity->velocity.angularVelocity = (AxisAngle){ .axis = (Vector3){0.0, 1.0, 0.0}, .angle = PI/2.0 }; // Allocate data. entity->data = KF_MALLOC(sizeof(Generale)); if (entity->data == NULL) { ALLOCATION_ERROR; return; } Generale * data = (Generale*)entity->data; data->flyToPoint = (EntityFlyToPointInfo){ .controller.bangbang.speed = 100.0, .controller.bangbang.stopAt = 0.0, .controlType = ENTITY_FLY_TO_POINT_BANG_BANG, .rotationSpeed = 0.0, .applyRotation = false }; data->zigzag = GENERALE_ZIG; data->targetNotSet = true; } void closeGenerale(Entity * entity) { if (entity->data != NULL) KF_FREE(entity->data); entityFreeCollisionModel(entity->collisionModel); entityFreeCollisionModel(entity->transformedCollisionModel); } void updateGenerale(Game * game, Entity * entity) { entityUpdateLastValues(entity); Generale * data = (Generale*)entity->data; // Next point. if (data->targetNotSet) { getTargetGenerale(game, entity); data->targetNotSet = false; } else if (Vector3Distance(entity->position, data->target) <= GENERALE_NEXT_POINT_THRESHOLD) getTargetGenerale(game, entity); entityFlyToPoint( entity, data->target, &data->flyToPoint ); // Spin this fucker. entityUpdateRotation(entity); entityCheckTransformedCollisionModel(entity); } void drawGenerale(Game * game, Entity * entity) { entityDraw(entity); //Generale * data = (Generale*)entity->data; //DrawLine3D( // entity->position, // data->target, // BLUE //); //DrawCubeV(data->target, Vector3One(), BLUE); } void getTargetGenerale(Game * game, Entity * entity) { Entity * player = getEntityFromWorld(game->world, 0); Generale * data = (Generale*)entity->data; Vector3 dis = Vector3Subtract(player->position, entity->position); Vector3 dir = Vector3Normalize(dis); SetRandomSeed(time(NULL)); float targetDis = GetRandomValue(GENERALE_ZIGZAG_SIZE_MIN, GENERALE_ZIGZAG_SIZE_MAX); float distance = Vector3Distance(entity->position, player->position); if (distance < targetDis) targetDis = distance; if (data->zigzag == GENERALE_ZIG) { dir = Vector3RotateByAxisAngle(dir, Vector3One(), PI/4); data->zigzag = GENERALE_ZAG; } else { dir = Vector3RotateByAxisAngle(dir, Vector3One(), -PI/4); data->zigzag = GENERALE_ZIG; } dir = Vector3Scale(dir, targetDis); data->target = Vector3Add(entity->position, dir); }