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path: root/src/entities/caporale.c
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#include "caporale.h"
#include "assets.h"
#include "game.h"

void initCaporale(Entity * entity, Game * game) {
	entity->model = &game->assets.models[CAPORATE_ASSET];
	entity->collisionModel = entityCreateCollisionModel(*entity->model);
	entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model);
	setEntityRadius(entity);

	// Allocate data.
	entity->data = KF_MALLOC(sizeof(Caporale));

	if (entity->data == NULL) {
		ALLOCATION_ERROR;
		return;
	}

	Caporale * data = (Caporale*)entity->data;

	data->flyToPlayer = (EntityFlyToPointInfo){
		.controller.bangbang.speed = 80,
		.controller.bangbang.stopAt = 0.0,
		.controlType = ENTITY_FLY_TO_POINT_BANG_BANG,
		.rotationSpeed = 0.5,
		.applyRotation = false
	};
}

void closeCaporale(Entity * entity) {
	if (entity->data != NULL)
		KF_FREE(entity->data);

	entityFreeCollisionModel(entity->collisionModel);
	entityFreeCollisionModel(entity->transformedCollisionModel);
}

void updateCaporale(Game * game, Entity * entity) {
	entityUpdateLastValues(entity);

	Caporale * data = (Caporale*)entity->data;
	Entity * player = getEntityFromWorld(game->world, 0);

	entityFlyToPoint(entity, player->position, &data->flyToPlayer);

	entityCheckTransformedCollisionModel(entity);
}

void drawCaporale(Game * game, Entity * entity) {
	entityDraw(entity);
}