/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* ft_select_bad_boy_actions.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: rbousset +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/02/14 17:28:51 by rbousset #+# #+# */ /* Updated: 2020/02/14 17:28:51 by rbousset ### ########lyon.fr */ /* */ /* ************************************************************************** */ #include #include #include #include /* ** bad_boy.act[] - index summary ** ----------------------------- ** 0: wait ** 1: walk ** 2: fire ** ** rand() rules ** ------------ ** I. player is not in sight ** rand(0-3) | [0-2] wait | [3] walk ** II. player is in sight ** rand(0-7) | [0-1] wait | [2] walk | [3-7] fire */ static double ft_get_dist(t_sprite sprite, t_cub *cl) { return (sqrt(pow(cl->plist.pos_x - sprite.s_pos_x, 2) + pow(cl->plist.pos_y - sprite.s_pos_y, 2))); } static int8_t ft_set_r_i(void) { int8_t r; if (FT_OS == 2) r = random() % 4; else r = rand() % 4; if (r == 3) return (1); else return (0); return (0); } static int8_t ft_set_r_ii(void) { int8_t r; if (FT_OS == 2) r = random() % 8; else r = rand() % 8; if (r <= 1) return (0); else if (r == 2) return (1); else return (2); return (0); } static void ft_bb_act(int8_t r, int8_t i, t_cub *cl) { cl->bad_boy[i].act[r](&cl->bad_boy[i], &cl->sprites[13][i], &cl->mlist); cl->bad_boy[i].sleep = 1; } int8_t ft_can_it_shoot(int8_t id, t_cub *cl) { uint8_t hit; t_win *wl; t_player *pl; (void)id; (void)cl; wl = &cl->wlist; pl = &cl->plist; hit = 0; cl->rlist.y_ray_pos = cl->plist.pos_y; cl->rlist.x_ray_pos = cl->plist.pos_x; cl->rlist.y_ray_dir = pl->dir_y; cl->rlist.x_ray_dir = pl->dir_x; cl->rlist.sqy = (uint64_t)cl->rlist.y_ray_pos; cl->rlist.sqx = (uint64_t)cl->rlist.x_ray_pos; ft_detection_init_x(cl); ft_detection_init_y(cl); while (hit == 0 && (cl->rlist.sqy != (uint64_t)cl->sprites[13][id].s_pos_y && cl->rlist.sqx != (uint64_t)cl->sprites[13][id].s_pos_x)) { if (cl->rlist.x_side_dist < cl->rlist.y_side_dist) { cl->rlist.x_side_dist += cl->rlist.x_delta_dist; cl->rlist.sqy += cl->mlist.x_step; cl->rlist.side = 0; } else { cl->rlist.y_side_dist += cl->rlist.y_delta_dist; cl->rlist.sqx += cl->mlist.y_step; cl->rlist.side = 1; } if (cl->mlist.map[cl->rlist.sqy][cl->rlist.sqx] == '1') hit = 1; } return ((hit == 1) ? (0) : (1)); } void ft_select_bad_boy_action(t_cub *cl) { int8_t i; int8_t r; int8_t can_shoot; i = -1; can_shoot = 0; while (++i < cl->mlist.sprite_nbr[13]) { can_shoot = ft_can_it_shoot(i, cl); if (cl->bad_boy[i].sleep == 0 && cl->bad_boy[i].life > 0 && (ft_get_dist(cl->sprites[13][i], cl) > FT_ENMY_SIGHT_RANGE || can_shoot == 0)) { r = ft_set_r_i(); ft_bb_act(r, i, cl); } else if (cl->bad_boy[i].sleep == 0 && cl->bad_boy[i].life > 0 && (ft_get_dist(cl->sprites[13][i], cl) <= FT_ENMY_SIGHT_RANGE && can_shoot == 1)) { r = ft_set_r_ii(); ft_bb_act(r, i, cl); } else if (cl->bad_boy[i].life <= 0) cl->bad_boy[i].does = 3; } }