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path: root/src/ft_select_bad_boy_action.c
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/* ************************************************************************** */
/*                                                                            */
/*                                                        :::      ::::::::   */
/*   ft_select_bad_boy_actions.c                        :+:      :+:    :+:   */
/*                                                    +:+ +:+         +:+     */
/*   By: rbousset <marvin@42.fr>                    +#+  +:+       +#+        */
/*                                                +#+#+#+#+#+   +#+           */
/*   Created: 2020/02/14 17:28:51 by rbousset          #+#    #+#             */
/*   Updated: 2020/02/14 17:28:51 by rbousset         ###   ########lyon.fr   */
/*                                                                            */
/* ************************************************************************** */

#include <libft.h>
#include <cub3d.h>
#include <stdlib.h>
#include <math.h>

/*
** 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.x_ray_pos = cl->plist.pos_y; */
/* 	cl->rlist.y_ray_pos = cl->plist.pos_x; */
/* 	cl->rlist.x_ray_dir = pl->dir_x; */
/* 	cl->rlist.y_ray_dir = pl->dir_y; */
/* 	cl->rlist.sqx = (int16_t)cl->rlist.x_ray_pos; */
/* 	cl->rlist.sqy = (int16_t)cl->rlist.y_ray_pos; */
/* 	ft_detection_init_x(cl); */
/* 	ft_detection_init_y(cl); */
/* 	while (hit == 0 && (cl->rlist.sqx != (uint64_t)cl->sprites[13][id].s_pos_y && */
/* 						cl->rlist.sqy != (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.sqx += cl->mlist.x_step; */
/* 			cl->rlist.side = 0; */
/* 		} */
/* 		else */
/* 		{ */
/* 			cl->rlist.y_side_dist += cl->rlist.y_delta_dist; */
/* 			cl->rlist.sqy += cl->mlist.y_step; */
/* 			cl->rlist.side = 1; */
/* 		} */
/* 		if (cl->mlist.map[cl->rlist.sqx][cl->rlist.sqy] == '1') */
/* 			hit = 1; */
/* 	} */
/* 	ft_printf("%hhu\n", hit); */
/* 	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;
	}
}