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

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

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

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

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

	data->flyToPoint = (EntityFlyToPointInfo){
		.controller.bangbang.speed = 85.0,
		.controller.bangbang.stopAt = 0.0,
		.controlType = ENTITY_FLY_TO_POINT_BANG_BANG,
		.rotationSpeed = 0.0
	};

	createSergenteTarget(game, entity);
}

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

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

void updateRotationSergente(Game * game, Entity * entity) {
	float t = GetFrameTime();
	Entity * player = getEntityFromWorld(game->world, 0);

	// Get rotation.
	Matrix matrix = MatrixLookAt(player->position, entity->position, (Vector3){0.0, 1.0, 0.0});
	Quaternion rotation = QuaternionInvert(QuaternionFromMatrix(matrix));

	// Update current rotation.
	entity->rotation = QuaternionSlerp(entity->rotation, rotation, t * SERGENTE_ROTATION_SPEED);
}

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

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

	entityFlyToPoint(entity, data->target, &data->flyToPoint);

	// Create next point.
	if (Vector3Distance(entity->position, data->target) <= SERGENTE_NEXT_POINT_THRESHOLD)
		createSergenteTarget(game, entity);

	updateRotationSergente(game, entity);
	entityCheckTransformedCollisionModel(entity);
}

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

	// Test if facing player always.
	//DrawLine3D(
	//	entity->position,
	//	Vector3Add(
	//		entity->position,
	//		Vector3Scale(Vector3RotateByQuaternion((Vector3){0.0, 0.0, 1.0}, entity->rotation), 500.0)
	//	),
	//	BLUE
	//);

	// The fucking debug line.
	//DrawLine3D(entity->position, ((Sergente*)entity->data)->target, BLUE);
}

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

	data->target = Vector3Subtract(player->position, entity->position);
	data->target = Vector3Scale(data->target, SERGENTE_COME_BACK_PERCENT);
	data->target = Vector3Add(entity->position, data->target);
}

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

	// To far away.
	if (Vector3Distance(entity->position, player->position) >= SERGENTE_COME_BACK_DIS) {
		comeBackToPlayerSergente(game, entity);
		return;
	}

	SetRandomSeed(time(NULL));

	// Set target direction.
	data->target = (Vector3){
		GetRandomValue(-UCHAR_MAX, UCHAR_MAX),
		GetRandomValue(-UCHAR_MAX, UCHAR_MAX),
		GetRandomValue(-UCHAR_MAX, UCHAR_MAX)
	};

	data->target = Vector3Normalize(data->target);

	// Scale target and transform.
	float dis = GetRandomValue(SERGENTE_TARGET_DIS_MIN, SERGENTE_TARGET_DIS_MAX);
	data->target = Vector3Scale(data->target, dis);
	data->target = Vector3Add(entity->position, data->target);
}