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#include "bullets.h"
#include "game.h"
Bullet createBulletFromEntity(Entity entity, float damage) {
return (Bullet){
.ray = (Ray){
entity.position,
Vector3RotateByQuaternion((Vector3){0.0, 0.0, 1.0}, entity.rotation)
},
.fromId = entity.id,
.fromFingerprint = entity.fingerprint,
.damage = damage
};
}
Bullet createBulletFromDirection(Entity entity, Vector3 direction, float damage) {
return (Bullet){
.ray = (Ray){
entity.position,
direction
},
.fromId = entity.id,
.fromFingerprint = entity.fingerprint,
.damage = damage
};
}
BulletHitInfo handleBulletHit(Entity * entity, Bullet bullet) {
// Handle health.
entity->health -= bullet.damage;
entity->health = Clamp(entity->health, ENTITY_MIN_HEALTH, ENTITY_MAX_HEALTH);
// Check hit info.
BulletHitInfo hitInfo = (BulletHitInfo){
.hit = true,
.killed = entity->health == 0.0,
.hitId = entity->id,
.hitFingerprint = entity->fingerprint
};
return hitInfo;
}
BulletHitInfo shootBullet(World * world, Bullet bullet) {
EntityId hitId = traceRayToEntityInWorld(world, bullet.ray, bullet.fromFingerprint, true);
Entity * hitEntity = getEntityFromWorld(*world, hitId);
// We hit a fucker.
if (hitEntity != NULL)
return handleBulletHit(hitEntity, bullet);
return (BulletHitInfo){
.hit = false,
.killed = false,
.hitId = ENTITY_NONE,
};
}
BulletHitInfo shootBulletAtEntity(Entity * entity, Bullet bullet) {
RayCollision collision = traceRayToEntity(*entity, bullet.ray);
if (collision.hit)
return handleBulletHit(entity, bullet);
return (BulletHitInfo){
.hit = false,
.killed = false,
.hitId = ENTITY_NONE,
};
}
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