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

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

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

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

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

	PIDConfig flyToPointPID = (PIDConfig){
		.kP = 1.1, // 1.1
		.kI = 0.0,
		.kD = 0.0,
		.angleMode = false,
		.doClamp = true,
		.min = 0.0,
		.max = 210.0
	};

	data->flyToPoint = (EntityFlyToPointInfo){
		.controller.speedPID = createPID(flyToPointPID),
		.controlType = ENTITY_FLY_TO_POINT_PID,
		.rotationSpeed = MARESCIALLO_ROTATION_SPEED,
		.applyRotation = true
	};
}

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

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

void flyToPointMaresciallo(Game * game, Entity * entity) {
	Maresciallo * data = (Maresciallo*)entity->data;
	Entity * player = getEntityFromWorld(game->world, 0);

	// Get target.
	Vector3 target = Vector3Subtract(entity->position, player->position);
	target = Vector3Normalize(target);
	target = Vector3Scale(target, MARESCIALLO_CIRCLE_AT_DIS);
	target = Vector3Add(player->position, target);

	// Fucking fly.
	entityFlyToPoint(entity, target, &data->flyToPoint);
}

void circlePlayerMaresciallo(Game * game, Entity * entity) {
	float t = GetFrameTime();
	Maresciallo * data = (Maresciallo*)entity->data;
	Entity * player = getEntityFromWorld(game->world, 0);
	
	Vector3 axis = (Vector3){1.0, 1.0, 1.0};
	float angle = t * MARESCIALLO_CIRCLE_PLAYER_SPEED;

	Vector3 oldPos = entity->position;
	
	// Get position.
	entity->position = Vector3Add(
		Vector3RotateByAxisAngle(
			Vector3Subtract(entity->position, player->position),
			axis,
			angle
		),
		player->position
	);

	Vector3 direction = Vector3Subtract(oldPos, entity->position);
	direction = Vector3Normalize(direction);

	// Get rotation.
	Matrix matrix = MatrixLookAt(Vector3Zero(), direction, (Vector3){0.0, 1.0, 0.0});
	Quaternion rotation = QuaternionInvert(QuaternionFromMatrix(matrix));
	entity->rotation = QuaternionSlerp(entity->rotation, rotation, t * MARESCIALLO_ROTATION_SPEED);
}

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

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

	float dis = Vector3Distance(entity->position, player->position);

	// Fly away if to close to player.
	if (dis < MARESCIALLO_CIRCLE_AT_DIS - 1 || dis >= MARESCIALLO_COME_BACK_AT_DIS) {
		flyToPointMaresciallo(game, entity);
	} else {
		circlePlayerMaresciallo(game, entity);
	}

	entityCheckTransformedCollisionModel(entity);
}

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

	Entity * player = getEntityFromWorld(game->world, 0);
	DrawLine3D(entity->position, player->position, BLUE);
}