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#include "mussolini.h"
#include "assets.h"
#include "game.h"
#include "util.h"
#include "missile.h"
#include "world.h"
#include "entity.h"
const Vector3 mussoliniLaunchPositions[MUSSOLINI_LAUNCH_POSITIONS_COUNT] = {
(Vector3){-66.047, 30.628, 40.838},
(Vector3){-66.047, 10.209, 40.838},
(Vector3){-66.047, -10.209, 40.838},
(Vector3){-66.047, -30.628, 40.838},
(Vector3){66.047, 30.628, 40.838},
(Vector3){66.047, 10.209, 40.838},
(Vector3){66.047, -10.209, 40.838},
(Vector3){66.047, -30.628, 40.838}
};
void initMussolini(Entity * entity, Game * game) {
entity->model = &game->assets.models[MUSSOLINI_ASSET];
entity->collisionModel = entityCreateCollisionModel(*entity->model);
entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model);
setEntityRadius(entity);
// Allocate data.
entity->data = KF_MALLOC(sizeof(Mussolini));
if (entity->data == NULL) {
ALLOCATION_ERROR;
return;
}
Mussolini * data = (Mussolini*)entity->data;
data->timeSinceLastMissile = GetTime();
}
void closeMussolini(Entity * entity) {
if (entity->data != NULL)
KF_FREE(entity->data);
entityFreeCollisionModel(entity->collisionModel);
entityFreeCollisionModel(entity->transformedCollisionModel);
}
void updateMussoliniGuns(Game * game, Entity * entity) {
double t = GetTime();
Entity * player = getEntityFromWorld(game->world, 0);
Mussolini * data = (Mussolini*)entity->data;
if (t - data->timeSinceLastMissile < MUSSOLINI_MISSILE_DOWN_COOL)
return;
// Shoot missile.
Entity missile = createEntity(ENTITY_MISSILE, game);
// Set missile position.
SetRandomSeed(clock());
Vector3 missileStartPosition = mussoliniLaunchPositions[GetRandomValue(0, MUSSOLINI_LAUNCH_POSITIONS_COUNT)];
missile.position = Vector3Add(
entity->position,
Vector3RotateByQuaternion(missileStartPosition, entity->rotation)
);
// Launch this mother fucker!!!
launchMissileAtTarget(&missile, player->position, 200.0);
startMissileCountDown(&missile, 4.0);
scheduleEntityToAdd(&game->world, missile);
puts("shoot shoot");
data->timeSinceLastMissile = t;
}
void updateMussolini(Game * game, Entity * entity) {
entityUpdateLastValues(entity);
float t = GetFrameTime();
Entity * player = getEntityFromWorld(game->world, 0);
Mussolini * data = (Mussolini*)entity->data;
updateMussoliniGuns(game, entity);
// Look at player.
Matrix matrix = MatrixLookAt(player->position, entity->position, (Vector3){0.0, 1.0, 0.0});
Quaternion rotation = QuaternionInvert(QuaternionFromMatrix(matrix));
entity->rotation = QuaternionSlerp(entity->rotation, rotation, t * MUSSOLINI_TURN_SPEED);
entityCheckTransformedCollisionModel(entity);
}
void drawMussolini(Game * game, Entity * entity) {
entityDraw(entity);
}
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